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

2018-01-30 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3117. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/335329642.
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https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ai_portspaces-2924.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-empire2 into lp:widelands

2018-01-30 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3116. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/335191405.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_portspaces into lp:widelands

2018-01-30 Thread TiborB
trunk merged, not tested, but there were no conflicts
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-empire3 into lp:widelands

2018-01-30 Thread bunnybot
Continuous integration builds have changed state:

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bugfix-empire-campaign into lp:widelands

2018-01-30 Thread hessenfarmer
We could do so. But I had a look on the diffs of your branch against trunk. As 
there are only changes in texts.lua they will be overwritten anyhow by my 
branch. So it is your decision whether to merge your branch first or to skip it.
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Re: [Widelands-dev] [Merge] lp:~weedfreak/widelands/recycling_centre into lp:widelands

2018-01-30 Thread weedfreak
I have redone a lot of this branch, moving most work into existing 
buildings or upgrades of existing buildings. This was working a lot 
better with AI players, they stopped spamming 30 or 40 recycle buildings 
with no workers or wares to process. I cannot test further as I cannot 
build any of the last 10 trunks due to boost library errors. Normally I 
can just symlink libraries and everything works but I now get symbol 
miss matches as well.



On 30/01/18 12:05, GunChleoc wrote:

We are still a few months off freezing for Build20, since there are some UI changes 
& fixes that need to go in first.

I agree on not working on graphics until the idea is accepted, it would be a 
waste of your valuable time. I'll have to wait until I get home before I can do 
some test playing - I guess it would be good to have some multiplayer sessions 
to get a feel for how the feature really handles.


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-empire2 into lp:widelands

2018-01-30 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/fh1-empire2 into lp:widelands 
has been updated.

Commit Message changed to:

Converted Empire Scenario 2 to new font renderer. Also, allow warehouse and 
donkeyfarm so that players can speed up the scenario if they want.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fh1-empire2/+merge/336850
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-empire3 into lp:widelands

2018-01-30 Thread GunChleoc
GunChleoc has proposed merging lp:~widelands-dev/widelands/fh1-empire3 into 
lp:widelands.

Commit message:
Converted Empire Scenario 3 to new font renderer

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fh1-empire3/+merge/336851
-- 
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=== modified file 'data/campaigns/emp03.wmf/scripting/texts.lua'
--- data/campaigns/emp03.wmf/scripting/texts.lua	2017-06-25 07:08:38 +
+++ data/campaigns/emp03.wmf/scripting/texts.lua	2018-01-30 14:39:13 +
@@ -2,8 +2,7 @@
 -- Some formating functions
 -- =
 
-include "scripting/formatting.lua"
-include "scripting/format_scenario.lua"
+include "scripting/richtext_scenarios.lua"
 
 function lutius(title, text)
return speech("map:Lutius.png", "2F9131", title, text)
@@ -26,6 +25,16 @@
 function amalea3(title, text)
return speech("map:Amalea3.png", "AF7511", title, text)
 end
+
+
+function holy_shrine(text, image)
+   return
+  div("width=100%",
+ div("width=50%", p(text)) ..
+ div("width=*", p("align=right", img(image)))
+  )
+end
+
 -- ===
 --   Texts - No logic here
 -- ===
@@ -39,7 +48,7 @@
 title=_"Build your first outpost",
 number = 1,
 body = objective_text(_"First Outpost",
-   listitem_bullet(_[[Build an outpost at the yellow house symbol to the east of your provisional headquarters.]])
+   li(_[[Build an outpost at the yellow house symbol to the east of your provisional headquarters.]])
 ),
 }
 
@@ -48,7 +57,7 @@
title=_"Build a quarry",
number = 1,
body = objective_text(_"Quarry",
-  listitem_bullet(_[[Build a quarry close to the abundant rocks, so we can free some building plots and get some valuable resources.]])
+  li(_[[Build a quarry close to the abundant rocks, so we can free some building plots and get some valuable resources.]])
),
 }
 
@@ -57,7 +66,7 @@
title=_"Build a lumberjack’s house, a sawmill and a stonemason’s house",
number = 3,
body = objective_text(_"Lumberjack, Sawmill and Stonemason",
-  listitem_bullet(_[[Build a lumberjack’s house, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.]])
+  li(_[[Build a lumberjack’s house, a sawmill and a stonemason’s house as soon as there is enough space for them. This will complete the basic building material supply chain.]])
),
 }
 
@@ -66,8 +75,8 @@
title=_"Lower the demand for marble columns",
number = 1,
body = objective_text(_"Lower Demand for Marble Columns",
-  listitem_bullet(_[[We should save some marble for buildings. So, please lower the demand for marble columns in the economy settings to four.]]) ..
-  listitem_arrow(_[[Remember that you can access the economy settings by clicking on any flag.]])
+  li(_[[We should save some marble for buildings. So, please lower the demand for marble columns in the economy settings to four.]]) ..
+  li_arrow(_[[Remember that you can access the economy settings by clicking on any flag.]])
),
 }
 
@@ -76,7 +85,7 @@
title=_"Find a port space on the small island",
number = 1,
body = objective_text(_"Port Space",
-  listitem_bullet(_[[In order to regain access to the sea, we first must discover a port space.]])
+  li(_[[In order to regain access to the sea, we first must discover a port space.]])
),
 }
 
@@ -85,8 +94,8 @@
title=_"Build a port and a shipyard on the Island",
number = 2,
body = objective_text(_"Ship Industry",
-  listitem_bullet(_[[Build a port to set sail from this island.]])..
- listitem_bullet(_[[Build a shipyard to produce the ships to sail on.]])),
+  li(_[[Build a port to set sail from this island.]])..
+  li(_[[Build a shipyard to produce the ships to sail on.]])),
 }
 
 obj_produce_wheat = {
@@ -94,7 +103,7 @@
title=_"Produce at least 50 sheaves of wheat",
number = 1,
body = objective_text(_"Wheat Production",
-  listitem_bullet(_[[To get our wool production started, we need at least 50 sheaves of wheat.]])
+  li(_[[To get our wool production started, we need at least 50 sheaves of wheat.]])
),
 }
 
@@ -103,7 +112,7 @@
title=_"Produce cloth for building our first ship",
number = 1,
body = objective_text(_"Cloth Production",
-  listitem_bullet(_[[Now let’s turn all the wheat into wool (at least 50 bales) and then use the wool to weave cloth in order to build a ship.]])
+  li(_[[Now let’s turn all the wheat into wool (at least 50 bales) and then use the wool to weave cloth in order to build a ship.]])
),
 }
 
@@ -113,8 

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fh1-empire2 into lp:widelands

2018-01-30 Thread GunChleoc
GunChleoc has proposed merging lp:~widelands-dev/widelands/fh1-empire2 into 
lp:widelands.

Commit message:
Converted Empire Scenario 2 to new font renderer

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fh1-empire2/+merge/336850
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/fh1-empire2 into lp:widelands.
=== modified file 'data/campaigns/emp02.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp02.wmf/scripting/mission_thread.lua	2017-07-12 06:13:59 +
+++ data/campaigns/emp02.wmf/scripting/mission_thread.lua	2018-01-30 14:38:46 +
@@ -227,7 +227,12 @@
 
campaign_message_box(diary_page_8)
local o = add_campaign_objective(obj_build_bigger_military_buildings)
-   p1:allow_buildings{"empire_outpost", "empire_barrier", "empire_tower"}
+   p1:allow_buildings{
+  "empire_outpost",
+  "empire_barrier",
+  "empire_tower",
+  "empire_warehouse",
+  "empire_donkeyfarm"}
p2:allow_buildings{"barbarians_quarry"}
 
-- Wait for one of the buildings to go up

=== modified file 'data/campaigns/emp02.wmf/scripting/texts.lua'
--- data/campaigns/emp02.wmf/scripting/texts.lua	2017-06-25 20:03:32 +
+++ data/campaigns/emp02.wmf/scripting/texts.lua	2018-01-30 14:38:46 +
@@ -2,8 +2,7 @@
 -- Some formating functions
 -- =
 
-include "scripting/formatting.lua"
-include "scripting/format_scenario.lua"
+include "scripting/richtext_scenarios.lua"
 
 function lutius(title, text)
return speech("map:Lutius.png", "2F9131", title, text)
@@ -28,7 +27,7 @@
title =_"Build up a wood economy",
number = 5,
body = objective_text(_"Wood Economy",
-  listitem_bullet(_[[Build three lumberjack’s houses, a forester’s house and a sawmill.]])
+  li(_[[Build three lumberjack’s houses, a forester’s house and a sawmill.]])
),
 }
 
@@ -37,7 +36,7 @@
title =_"Build a quarry",
number = 1,
body = objective_text(_"Quarry",
-  listitem_bullet(_[[Build a quarry to the south of your headquarters.]])
+  li(_[[Build a quarry to the south of your headquarters.]])
),
 }
 
@@ -46,7 +45,7 @@
title =_"Protect your colony",
number = 1,
body = objective_text(_"Protect Your Colony",
-  listitem_bullet(_[[Build some blockhouses and sentries around the colony.]])
+  li(_[[Build some blockhouses and sentries around the colony.]])
),
 }
 
@@ -55,7 +54,7 @@
title =_"Start mining marble",
number = 1,
body = objective_text(_"Marble",
-  listitem_bullet(_[[Expand to the east, to start mining marble from the mountain.]])
+  li(_[[Expand to the east, to start mining marble from the mountain.]])
),
 }
 
@@ -64,7 +63,7 @@
title =_"Build a stonemason’s house and mining infrastructure",
number = 7,
body = objective_text(_"Stonemason’s house and Mining Infrastructure",
-  listitem_bullet(_[[Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armor smithy and smelting works).]])
+  li(_[[Build a stonemason’s house and then a complete mining and production infrastructure (coal mine and / or charcoal kiln, iron mine, toolsmithy, weapon smithy, armor smithy and smelting works).]])
),
 }
 
@@ -73,10 +72,10 @@
title =_"Provide your miners with food",
number = 1,
body = objective_text(_"Food For Your Miners",
-  listitem_bullet(_[[To produce some sustaining food for our miners, we could build up a tavern. To supply them with some good and strong drinks, we could build up a brewery and a winery.]]) ..
-  listitem_bullet(_[[Of course this means we will need more resources for preparing this food – like fish, meat or bread. To provide these foodstuffs, you would have to build a fisher’s house, a farm, a mill and a bakery.]]) ..
-  listitem_bullet(_[[Maybe you will also need a hunter’s house, a piggery, a vineyard and some wells.]]) ..
-  listitem_arrow(_[[It’s up to you what you want to build. But remember – coal and iron mines need beer, marble and gold mines need wine and all mines need at least rations, which are produced out of bread OR meat OR fish.]])
+  li(_[[To produce some sustaining food for our miners, we could build up a tavern. To supply them with some good and strong drinks, we could build up a brewery and a winery.]]) ..
+  li(_[[Of course this means we will need more resources for preparing this food – like fish, meat or bread. To provide these foodstuffs, you would have to build a fisher’s house, a farm, a mill and a bakery.]]) ..
+  li(_[[Maybe you will also need a hunter’s house, a piggery, a vineyard and some wells.]]) ..
+  li_arrow(_[[It’s up to you what you want to build. But remember – coal and iron mines need beer, marble and gold mines need wine and all mines need at least 

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bugfix-empire-campaign into lp:widelands

2018-01-30 Thread GunChleoc
Maybe we should merge my branch first, to make sure that we won't miss any of 
the textual changes? I'll get it ready.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bugfix-empire-campaign into lp:widelands

2018-01-30 Thread hessenfarmer
So I'll leave the text as it is. Will try to test scenario 4 this evening. 
Sorry but I couldn't spare any time over the weekend yet. 
@GunChleoc there were some C# code changes in your original branch for 
introducing the new font renderer to empire 3 which are not part of this 
branch. So either you could add them to this branch as well or you just could 
leave them in the other branch and undo the texts there. But these changes 
should not be forgotten.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix_encyclopedia into lp:widelands

2018-01-30 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/fix_encyclopedia into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fix_encyclopedia/+merge/336788
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_seafaring_fix into lp:widelands

2018-01-30 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/ai_seafaring_fix into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ai_seafaring_fix/+merge/335672
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Re: [Widelands-dev] [Merge] lp:~weedfreak/widelands/recycling_centre into lp:widelands

2018-01-30 Thread GunChleoc
We are still a few months off freezing for Build20, since there are some UI 
changes & fixes that need to go in first.

I agree on not working on graphics until the idea is accepted, it would be a 
waste of your valuable time. I'll have to wait until I get home before I can do 
some test playing - I guess it would be good to have some multiplayer sessions 
to get a feel for how the feature really handles.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix_encyclopedia into lp:widelands

2018-01-30 Thread GunChleoc
Review: Approve

Tested. Travis unable to fetch some archives.

@bunnybot merge force
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1574379-forester-wit into lp:widelands

2018-01-30 Thread GunChleoc
I'm not a big Java thing, but I guess that's one thing they did better, that 
you have to declare explicitly which exceptions can be thrown by a function.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_seafaring_fix into lp:widelands

2018-01-30 Thread GunChleoc
Transient failure on Travis

@bunnybot merge force
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_portspaces into lp:widelands

2018-01-30 Thread GunChleoc
I tried the 32 bit version now, no joy.

Can you merge trunk again to trigger a new AppVeyor build? Maybe that will help.
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