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

2018-01-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3031. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/325644451.
Appveyor build 2839. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ai_portspaces-2839.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_portspaces/+merge/335785
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_portspaces into lp:widelands.

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

2018-01-05 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/ai_portspaces into 
lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_portspaces/+merge/335785

AI now scans entire map for portspaces. And multiple changes to the logic, 
including logic of placing militarysites - they now know there is (unowned) 
vicinity of port spaces (or portspaces themselves)
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_portspaces into lp:widelands.
=== modified file 'src/ai/ai_help_structs.cc'
--- src/ai/ai_help_structs.cc	2017-11-24 09:19:52 +
+++ src/ai/ai_help_structs.cc	2018-01-05 22:15:52 +
@@ -236,6 +236,7 @@
  unowned_land_nearby(0),
  enemy_owned_land_nearby(0U),
  unowned_buildable_spots_nearby(0U),
+ unowned_portspace_vicinity_nearby(0U),
  nearest_buildable_spot_nearby(0U),
  near_border(false),
  unowned_mines_spots_nearby(0),

=== modified file 'src/ai/ai_help_structs.h'
--- src/ai/ai_help_structs.h	2017-11-17 07:16:12 +
+++ src/ai/ai_help_structs.h	2018-01-05 22:15:52 +
@@ -316,6 +316,7 @@
 	uint16_t unowned_land_nearby;
 	uint16_t enemy_owned_land_nearby;
 	uint16_t unowned_buildable_spots_nearby;
+	uint16_t unowned_portspace_vicinity_nearby;
 	uint16_t nearest_buildable_spot_nearby;
 	// to identify that field is too close to border and no production building should be built there
 	bool near_border;
@@ -356,7 +357,7 @@
 	Widelands::ExtendedBool is_portspace;
 	bool port_nearby;  // to increase priority if a port is nearby,
 	// especially for new colonies
-	Widelands::ExtendedBool portspace_nearby;  // prefer military buildings closer to the portspace
+	Widelands::ExtendedBool portspace_nearby;  // special fields intended for ports
 	int32_t max_buildcap_nearby;
 	// It is not necessary to check resources (stones, fish...) too frequently as they do not change
 	// fast. This stores the time of the last check.

=== modified file 'src/ai/defaultai.cc'
--- src/ai/defaultai.cc	2017-12-10 21:19:02 +
+++ src/ai/defaultai.cc	2018-01-05 22:15:52 +
@@ -123,7 +123,7 @@
 		   if (note.ownership == NoteFieldPossession::Ownership::GAINED) {
 			   unusable_fields.push_back(note.fc);
 		   }
-		});
+	   });
 
 	// Subscribe to NoteImmovables.
 	immovable_subscriber_ =
@@ -139,7 +139,7 @@
 		   } else {
 			   lose_immovable(*note.pi);
 		   }
-		});
+	   });
 
 	// Subscribe to ProductionSiteOutOfResources.
 	outofresource_subscriber_ = Notifications::subscribe(
@@ -150,7 +150,7 @@
 
 		   out_of_resources_site(*note.ps);
 
-		});
+	   });
 
 	// Subscribe to TrainingSiteSoldierTrained.
 	soldiertrained_subscriber_ = Notifications::subscribe(
@@ -161,46 +161,48 @@
 
 		   soldier_trained(*note.ts);
 
-		});
+	   });
 
 	// Subscribe to ShipNotes.
-	shipnotes_subscriber_ = Notifications::subscribe([this](
-	   const NoteShipMessage& note) {
-
-		// in a short time between start and late_initialization the player
-		// can get notes that can not be processed.
-		// It seems that this causes no problem, at least no substantial
-		if (player_ == nullptr) {
-			return;
-		}
-		if (note.ship->get_owner()->player_number() != player_->player_number()) {
-			return;
-		}
-
-		switch (note.message) {
-
-		case NoteShipMessage::Message::kGained:
-			gain_ship(*note.ship, NewShip::kBuilt);
-			break;
-
-		case NoteShipMessage::Message::kLost:
-			for (std::deque::iterator i = allships.begin(); i != allships.end(); ++i) {
-if (i->ship == note.ship) {
-	allships.erase(i);
-	break;
-}
-			}
-			break;
-
-		case NoteShipMessage::Message::kWaitingForCommand:
-			for (std::deque::iterator i = allships.begin(); i != allships.end(); ++i) {
-if (i->ship == note.ship) {
-	i->waiting_for_command_ = true;
-	break;
-}
-			}
-		}
-	});
+	shipnotes_subscriber_ =
+	   Notifications::subscribe([this](const NoteShipMessage& note) {
+
+		   // in a short time between start and late_initialization the player
+		   // can get notes that can not be processed.
+		   // It seems that this causes no problem, at least no substantial
+		   if (player_ == nullptr) {
+			   return;
+		   }
+		   if (note.ship->get_owner()->player_number() != player_->player_number()) {
+			   return;
+		   }
+
+		   switch (note.message) {
+
+		   case NoteShipMessage::Message::kGained:
+			   gain_ship(*note.ship, NewShip::kBuilt);
+			   break;
+
+		   case NoteShipMessage::Message::kLost:
+			   for (std::deque::iterator i = allships.begin(); i != allships.end();
+			++i) {
+   if (i->ship == note.ship) {
+	   allships.erase(i);
+	   break;
+   }
+			   }
+			   break;
+
+		   case NoteShipMessage::Message::kWaitingForCommand:
+			   for (std::deque::iterator i = allships.begin(); i != allships.end();
+			++i) {
+   if (i->ship == note.ship) {
+	   i->waiting_for_command_ = true;
+	   

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-scenario-groundwork-emp1 into lp:widelands

2018-01-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3027. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/325436141.
Appveyor build 2835. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_fh1_scenario_groundwork_emp1-2835.
-- 
https://code.launchpad.net/~widelands-dev/widelands/fh1-scenario-groundwork-emp1/+merge/335294
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/fh1-scenario-groundwork-emp1.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-finish_help into lp:widelands

2018-01-05 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/fh1-finish_help into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fh1-finish_help/+merge/335708
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/fh1-finish_help into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-scenario-groundwork-emp1 into lp:widelands

2018-01-05 Thread kaputtnik
Review: Needs Fixing

No, see diff comment.

Diff comments:

> 
> === modified file 'data/scripting/richtext.lua'
> --- data/scripting/richtext.lua   2017-12-27 14:25:35 +
> +++ data/scripting/richtext.lua   2018-01-05 12:13:24 +
> @@ -305,8 +305,8 @@
>  --:arg text: the text of the list item
>  --
>  --:returns: a p tag containing the formatted text
> +
>  function li(text_or_symbol, text)
> -   if text then

Removed if statement?

The else clause below is superflous then?

>return div(p(text_or_symbol)) .. div(p(space(6))) .. div("width=*", 
> p(text .. vspace(6)))
> else
>return div(p("•")) .. div(p(space(6))) .. div("width=*", 
> p(text_or_symbol .. vspace(6)))


-- 
https://code.launchpad.net/~widelands-dev/widelands/fh1-scenario-groundwork-emp1/+merge/335294
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lp:~widelands-dev/widelands/fh1-scenario-groundwork-emp1.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-finish_help into lp:widelands

2018-01-05 Thread GunChleoc
1. It as always been right aligned - I don't want to make a design change in 
this branch

2. We have a maximum limit of images per row, so it won't get too wide on 
smaller resolutions. So, also a proposed design change and not a bug in this 
branch.

Thanks for the review! :)

It was already designed this way before I ever started working on it, and I 
wouldn't object to doing a redesign some time in the future. It would be really 
nice to have some proper tables here.


@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/fh1-finish_help/+merge/335708
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/fh1-finish_help into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-scenario-groundwork-emp1 into lp:widelands

2018-01-05 Thread GunChleoc
Hopefully fixed now.
-- 
https://code.launchpad.net/~widelands-dev/widelands/fh1-scenario-groundwork-emp1/+merge/335294
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