Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread Benedikt Straub
Launchpad limits the diff preview to the first 5000 lines. The other >9000 lines remain hidden… A MOVECAPS_FERRY is not possible. For MOVECAPS_WALK and MOVECAPS_SWIM, you always know that if two adjacent nodes both have this movecap, a bob that also has that movecap can pass directly from one n

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread TiborB
For ships the single ship is enough to attend all ports, with ferries it is the opposite, you need the same number of ferries as waterroads. It would be convenient if AI can built "virtual roads" - from flag to flag, but if crossing the water this virtual road would break down into 3 roads - 2x

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread TiborB
Is there any function that returns number of ferries for a player or Fleet? Also I presume there is a way how to query the waterroad if it has a ferry... -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~wideland

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread Benedikt Straub
To get all ferries in a fleet: Waterway::get_fleet() or Ferry::get_fleet() FerryFleet::count_ferries() Counting stuff per player should not be needed, count per FerryFleet instead. I´ll add some functions to query a waterway whether it has a ferry, and to query the fleet how many waterways are une

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread TiborB
And is there any link between ferryyard and a fleet? Can I query the waterroad if if has a ferryyard to provide it with ferry? -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread Benedikt Straub
No, because it can be close to several unconnected oceans, just like a shipyard. You could keep a list of all ferry-reachable fields within the workarea of a ferry yard (*), and then check for a given waterway whether a CheckStepFerry-approved path exists from any node on the waterway to any of

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-06-11 Thread TiborB
AI currently is not able to cope with multiple oceans in the case of ships, just to remind this fact... -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ferry. _

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands

2019-06-11 Thread hessenfarmer
Sorry overlooked you already did the merge. Seems as if Bunnybot is down again. -- https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai_flag_warehouse