Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread GunChleoc
Review: Approve

We have these sleep times a lot in our Lua scripts for checking loops, so let's 
have it :)

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

2019-06-05 Thread GunChleoc
As pointed out by hessenfarmer in 
https://bugs.launchpad.net/widelands/+bug/1830345/comments/17, The beekeeper 
would be interested in farms and berries too. So, let's keep the Lua design and 
add those to the building. A rule-based approach would get very complicated 
with that.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread GunChleoc
Hm on second thought - the beekeeper -> fields rule might be actually covered 
by rule 4, so that would be an argument in favor of the rule-based approach, 
because we already found a bug in this branch ;)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread kaputtnik
While i am not convinced by this feature at all, i agree with Gun. The lua 
files are already full of tables and options, which make it hard to understand 
for beginners (modders).

On the other side: Is it worth the work for a feature

- which is hard to explain
- which was wanted by a single player
- were other players know how to handle the 'problem' without this feature

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 5152. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/541383420.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread Benedikt Straub
> Hm on second thought - the beekeeper -> fields rule might be actually covered 
> by rule 4

The farm plants only barley_field_tiny, but the flowering attrib belongs to 
barley_field_medium. We would have to check not only whether they plant 
the same attrib, but also whether one plants something that turns into 
something that turns into something … that has the attrib the other collects.

Since it´s only a few entries per building, that would be much more effort than 
doing it in Lua…
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/reed-compatibility into lp:widelands

2019-06-05 Thread GunChleoc
> So ... you created a diff of 800 lines by passing objects around so you can 
> call a method in only a handful of places?? I like it! :)

Lol yep. It will save a bit of memory though if the objects are created only 
once.

For triggering the bug, you need a savegame created with bzr9118 or older that 
has reed or wheat fields on it.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
regarding these objectives a 1 second delay does not matter at all. for me even 
2 or 3 seconds would be hardly recognizable by the player. so we could even go 
up with the sleep if necessary.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve

Wow 3 times the inputqueues faiklure in one build seems to be a new record.

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

2019-06-05 Thread hessenfarmer
Definitions look good from my side so far. 
one additional question / demand?

Would it be possible to distinguish between wanted overlaps (e.g. forester and 
lumberjack shown in greenish colour) and unwanted overlaps (e.g. farm and 
forester shown in red shadows)


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

2019-06-05 Thread Benedikt Straub
Good idea, will implement that :)


> On the other side: Is it worth the work for a feature
> - which is hard to explain

I can just add an explanation in a tutorial. Would the economy tut or bar01 be 
the better place for it?

> - which was wanted by a single player

I would not have implemented it so soon if I didn´t want it as well… ;)

> - were other players know how to handle the 'problem' without this feature

…by clicking a dozen times and still overlooking something. I like this feature 
better than that ;)
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1831583-fri02 into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread hessenfarmer
It was definitely wanted by more then one player. 

I like it too. Especially if it shows good or bad coverage. 

I think the basic tutorial should bhe the place to explain this as early as 
possible, cause it will be already there.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/reed-compatibility into lp:widelands

2019-06-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5154. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/541619525.
Appveyor build 4936. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_reed_compatibility-4936.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve

Looks good to me.
However we should probably split the Lore entries. Now it could be read as the 
Barbarians have a fishbreeder
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1826744-lobby-commands into lp:widelands

2019-06-05 Thread Notabilis
Thanks for the reviews. The strings are fixed now. I also "added" the requested 
/ban command (actually, it will simply be forwarded to the metaserver).
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5157. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/541797771.
Appveyor build 4939. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_workarea_fixes-4939.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread kaputtnik
ok, ok :-)

Sorry for the noise. Will be quiet now.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread GunChleoc
Don't worry, kaputtnik, we can't always agree on everything and your opinion is 
just as valid as everybody else's
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread GunChleoc
Sorry for the comment spam tested and working nicely. I am also happy with 
the colors and borders :)
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/workarea-fixes into lp:widelands

2019-06-05 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/workarea-fixes into 
lp:widelands has been updated.

Commit message changed to:

- Highlight the buildings the overlapping workareas belong to
- Fix behaviour of the W hotkey
- Show productionsite overlaps only for certain building types
  of interest

For more details, see:
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 5158. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/541800417.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5158. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/541800417.
Appveyor build 4940. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_changelog_post_build_20-4940.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1826744-lobby-commands into lp:widelands

2019-06-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5159. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/541867359.
Appveyor build 4941. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1826744_lobby_commands-4941.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread GunChleoc
inputqueues again

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

2019-06-05 Thread GunChleoc
2 comments for code readability

Diff comments:

> 
> === modified file 'src/logic/map_objects/tribes/tribes.cc'
> --- src/logic/map_objects/tribes/tribes.cc2019-05-29 06:24:42 +
> +++ src/logic/map_objects/tribes/tribes.cc2019-06-05 14:12:33 +
> @@ -335,6 +335,21 @@
>   for (const auto& job : de->working_positions()) {
>   
> workers_->get_mutable(job.first)->add_employer(i);
>   }
> +
> + for (const auto& pair : 
> de->get_highlight_overlapping_workarea_for()) {

Please add a comment above this loop to describe what it's for.

> + const DescriptionIndex di = 
> safe_building_index(pair.first);
> + if (upcast(const ProductionSiteDescr, p, 
> get_building_descr(di))) {
> + if (!p->workarea_info().empty()) {
> + continue;
> + }
> + throw GameDataError(
> + "Productionsite %s will 
> inform about conflicting building %s which doesn’t have a workarea",
> + de->name().c_str(), 
> pair.first.c_str());
> + }
> + throw GameDataError(
> + "Productionsite %s will inform 
> about conflicting building %s which is not a productionsite",
> + de->name().c_str(), 
> pair.first.c_str());
> + }
>   }
>  
>   // Register which buildings buildings can have been enhanced 
> from
> 
> === modified file 'src/wui/fieldaction.cc'
> --- src/wui/fieldaction.cc2019-05-31 19:31:45 +
> +++ src/wui/fieldaction.cc2019-06-05 14:12:33 +
> @@ -768,11 +779,14 @@
>   continue;
>   }
>   const Widelands::BuildingDescr* d = 
> nullptr;
> + bool positive;

Turn this into bool& again and then pass bool* to the functions. This will make 
the code easier to read.

>   if (imm_type == 
> Widelands::MapObjectType::CONSTRUCTIONSITE) {
>   
> upcast(Widelands::ConstructionSite, cs, imm);
>   d = cs->get_info().becomes;
>   if ((descr.type() == 
> Widelands::MapObjectType::PRODUCTIONSITE &&
> -  d->type() != 
> Widelands::MapObjectType::PRODUCTIONSITE) ||
> +  (d->type() != 
> Widelands::MapObjectType::PRODUCTIONSITE ||
> +  !dynamic_cast Widelands::ProductionSiteDescr&>(descr).
> + 
> highlight_overlapping_workarea_for(d->name(), positive))) ||
>   ((descr.type() == 
> Widelands::MapObjectType::MILITARYSITE ||
> descr.type() == 
> Widelands::MapObjectType::WAREHOUSE) &&
>imm_type != 
> Widelands::MapObjectType::MILITARYSITE &&


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825486-inputqueue-test into lp:widelands

2019-06-05 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1825486-inputqueue-test into lp:widelands.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1825486 in widelands: "input_queues test will often stall"
  https://bugs.launchpad.net/widelands/+bug/1825486

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1825486-inputqueue-test/+merge/368430

Just for triggering Travis at this point - can't reproduce locally.
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=== modified file '.travis.sh'
--- .travis.sh	2019-01-12 12:36:28 +
+++ .travis.sh	2019-06-06 05:50:03 +
@@ -69,5 +69,7 @@
 if [[ "$TRAVIS_OS_NAME" == "linux" ]]; then
   # Run the regression suite. Haven't gotten it working on osx, due to problems with xvfb and/or opengl support.
   cd ..
-  ./regression_test.py -b build/src/widelands
+  # NOCOM ./regression_test.py -b build/src/widelands
+  ./widelands --verbose=true --datadir=data --datadir_for_testing=. --nosound --language=en_US --scenario=test/maps/plain.wmf --script=test/maps/plain.wmf/scripting/test_inputqueues.lua
+
 fi

=== modified file 'test/maps/plain.wmf/scripting/test_inputqueues.lua'
--- test/maps/plain.wmf/scripting/test_inputqueues.lua	2018-10-27 09:45:14 +
+++ test/maps/plain.wmf/scripting/test_inputqueues.lua	2019-06-06 05:50:03 +
@@ -4,17 +4,21 @@
 run(function()
 
local function assert_all_queues_are_full(building)
+   print("NOCOM 1")
   local inputs = building:get_inputs("all")
   for name, amount in pairs(building.valid_inputs) do
  assert_equal(amount, inputs[name])
   end
+  print("NOCOM 2")
end
 
local function assert_all_queues_are_empty(building)
+   print("NOCOM 3")
   local inputs = building:get_inputs("all")
   for name, amount in pairs(building.valid_inputs) do
  assert_equal(0, inputs[name])
   end
+  print("NOCOM 4")
end
 
sleep(1000)
@@ -22,35 +26,57 @@
local b = p1:place_building("barbarians_barracks", map:get_field(25, 25), false, true)
sleep(1000)
 
+   print("NOCOM 5")
+
-- Test start/stop and ensure that the building is stopped
local building_was_stopped = b.is_stopped
 
+   print("NOCOM 6")
+
b:toggle_start_stop()
sleep(1000)
+   print("NOCOM 7")
assert_equal(not building_was_stopped, b.is_stopped)
+   print("NOCOM 8")
 
b:toggle_start_stop()
sleep(1000)
+   print("NOCOM 9")
assert_equal(building_was_stopped, b.is_stopped)
+   print("NOCOM 10")
 
if not b.is_stopped then
+   print("NOCOM 11")
   b:toggle_start_stop()
   sleep(1000)
end
 
+   print("NOCOM 12")
+
-- Now test filling the queues and workers
assert_all_queues_are_empty(b)
 
+   print("NOCOM 13")
+
b:set_inputs(b.valid_inputs)
+   print("NOCOM 14")
b:set_workers(b.valid_workers)
 
+   print("NOCOM 15")
+
assert_all_queues_are_full(b)
 
+   print("NOCOM 16")
+
stable_save(game, "inputqueues")
+
+   print("NOCOM 17")
sleep(1000)
 
assert_all_queues_are_full(b)
 
+   print("NOCOM 18")
+
print("# All Tests passed.")
wl.ui.MapView():close()
 end)

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread GunChleoc
Review: Approve

I have changed "Barbarians" to "Barbarian units", that should to it for the 
apostrophically challenged. Thanks for the review!

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/changelog-post-build-20/+merge/367937
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/changelog-post-build-20.

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

2019-06-05 Thread GunChleoc
OK, Lua entries it is.

And I am in favor of this feature too - it will come in handy, especially for 
less-experienced players.

I think we could have an explanation in the basic control tutorial, after the 
quarries have been placed and before messages get introduced. Don't do this in 
trunk or in this branch though, because I have a merge request open that 
introduces big changes to the tutorial code, and the merge conflicts would be 
eek.
-- 
https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368342
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/workarea-fixes into lp:widelands.

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

2019-06-05 Thread GunChleoc
I have added a second if statement for the test variable to simulate the effect 
of the goto and break out of the outer loop. Thanks for the review!

@bunybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/reed-compatibility/+merge/367935
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/reed-compatibility into lp:widelands.

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