[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5391. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/581403115.
Appveyor build 5161. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1842396_no_tribe-5161.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread Notabilis
Sounds got to me, the changes are online.
Thanks for the reviews!
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/amazons-coding-changes into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5389. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/581267547.
Appveyor build 5159. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_amazons_coding_changes-5159.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread hessenfarmer
Hm I still get the following error in a release build.

Unexpected error during the game
vector::_M_range_check: __n (which is 255) >= this->size() (which is 131)

will install a debug build now
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-09-05 Thread kaputtnik
Looks like the metal workshop 'hangs', it always shows 'The Economy doesn't 
need the ware Bradpaddle', although the game run more than 5 Minutes.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread GunChleoc
Review: Approve

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread GunChleoc
Review: Approve

Looks like the crash has been identified: 
https://www.widelands.org/forum/topic/2897/?page=11#post-29630

So, this is a data issue unrelated to this branch.

I'll revert the tribes and merge.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/amazons-coding-changes into 
lp:widelands has been updated.

Commit message changed to:

Implements the coding changes required for the new amazons tribe:
- findspace:swim (for water gatherers)
- Enhancing terrains (for gardening center)
- Constructing buildings over immovables (for treetop sentry)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-09-05 Thread GunChleoc
I have added some comments

Diff comments:

> 
> === modified file 'src/logic/map_objects/tribes/ship.cc'
> --- src/logic/map_objects/tribes/ship.cc  2019-05-27 14:28:34 +
> +++ src/logic/map_objects/tribes/ship.cc  2019-09-03 15:47:16 +
> @@ -736,22 +736,215 @@
>   }
>  }
>  
> +bool Ship::has_destination(EditorGameBase& egbase, const PortDock& pd) const 
> {
> + for (const auto& pair : destinations_) {
> + if (pair.first.get(egbase) == ) {
> + return true;
> + }
> + }
> + return false;
> +}
> +
>  /**
>   * Enter a new destination port for the ship.
>   * Call this after (un)loading the ship, for proper logging.
>   */
> -void Ship::set_destination(PortDock* pd) {
> - destination_ = pd;
> - if (pd) {
> - molog("set_destination / sending to portdock %u (carrying %" 
> PRIuS " items)\n", pd->serial(),
> -   items_.size());
> - pd->ship_coming(true);
> - } else {
> - molog("set_destination / none\n");
> +void Ship::push_destination(Game& game, PortDock& pd) {
> + for (auto it = destinations_.begin(); it != destinations_.end(); ++it) {

for (const auto& pair : destinations_) {

> + if (it->first.get(game) == ) {
> + // We're already going there
> + return;
> + }
>   }
> + destinations_.push_back(std::make_pair(OPtr(), 1));
> + reorder_destinations(game);
> + molog("push_destination(%u): rerouted to portdock %u (carrying %" PRIuS 
> " items)\n",
> + pd.serial(), get_current_destination(game)->serial(), 
> items_.size());
> + pd.ship_coming(*this, true);
>   Notifications::publish(NoteShip(this, 
> NoteShip::Action::kDestinationChanged));
>  }
>  
> +void Ship::clear_destinations(Game& game) {
> + while (!destinations_.empty()) {
> + pop_destination(game, *destinations_.front().first.get(game));
> + }
> +}
> +
> +/**
> + * Remove this destination from the queue
> + */
> +void Ship::pop_destination(Game& game, PortDock& pd) {
> + pd.ship_coming(*this, false);
> + for (auto it = destinations_.begin(); it != destinations_.end(); ++it) {
> + if (it->first.get(game) == ) {
> + destinations_.erase(it);
> + reorder_destinations(game);
> + if (destinations_.empty()) {
> + molog("pop_destination(%u): no destinations and 
> %" PRIuS " items left\n",
> + pd.serial(), items_.size());
> + } else {
> + molog("pop_destination(%u): rerouted to 
> portdock %u (carrying %" PRIuS " items)\n",
> + pd.serial(), 
> get_current_destination(game)->serial(), items_.size());
> + }
> + return;
> + }
> + }
> +}
> +
> +// Recursively find the best ordering for our destinations
> +static inline float prioritised_distance(Path& path, uint32_t priority, 
> uint32_t items) {
> + return static_cast(path.get_nsteps() * items) / (priority * 
> priority);
> +}
> +using DestinationsQueue = std::vector>;
> +static std::pair shortest_order(Game& game,
> +  Fleet& fleet,
> +  bool is_on_dock,
> +  void* start,
> +  const 
> DestinationsQueue& remaining_to_visit,
> +  const 
> std::map shipping_items) {
> + const size_t nr_dests = remaining_to_visit.size();
> + assert(nr_dests > 0);
> + if (nr_dests == 1) {
> + // Recursion break: Only one portdock left
> + Path path;
> + if (is_on_dock) {
> + PortDock* p = static_cast(start);
> + if (p != remaining_to_visit[0].first) {
> + fleet.get_path(*p, 
> *remaining_to_visit[0].first, path);
> + }
> + } else {
> + static_cast(start)->calculate_sea_route(game, 
> *remaining_to_visit[0].first, );
> + }
> + return std::pair(remaining_to_visit, 
> prioritised_distance(
> + path, remaining_to_visit[0].second, 
> shipping_items.at(remaining_to_visit[0].first)));
> + }
> +
> + std::pair best_result;
> + best_result.second = std::numeric_limits::max();
> + for (const auto& pair : remaining_to_visit) {
> + DestinationsQueue remaining;
> + for (const auto& p : remaining_to_visit) {
> + if (p.first != pair.first) {
> + remaining.push_back(p);
> + }
> + 

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread GunChleoc
I think we should fix all of them. How about sticking them into a new function 
bool has_players_tribe() in game_settings.h?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread TiborB
try with gdb if you can
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread hessenfarmer
While running an Ai only local multiplayer with 4 amazon tribes I get a crash 
with not very much information logged. Currently I don't know where this is 
coming from.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-05 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/emp_4_fixes/+merge/372196
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread Notabilis
We could use
  if (UserSettings::highest_playernum() >= settings.playernum)
which is the check used inside of the throwing get_players_tribe() function to 
decide whether to throw.
I decided to catch the exception since that is what is done in the other two 
cases the function is used, but of course we could change those calls as well. 
The current fix is a copy of those other calls.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-05 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands 
has been updated.

Commit message changed to:

Fixes to Empire scenario 4

- small trainingcamp is now buildable although at very high costs. (it is not 
intended the player should stay with them)
- first objective done with 2 buildings still standing (although you miss the 
woodcutter in the new building then)
- wells have only 5 percent chance to mine water
- added some texts to not dismantle bigger buildings until we know what we are 
doing.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/emp_4_fixes/+merge/372196
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-05 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands 
has been updated.

Description changed to:

fixes issues described in 
https://www.widelands.org/forum/topic/4617/?page=1#post-29597

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/emp_4_fixes/+merge/372196
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-05 Thread GunChleoc
Review: Approve

LGTM :)

@bunnybot merge
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