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

2019-05-20 Thread TiborB
I dont say that official statistics is completely wrong. But rather it looks at the thing from other angle... Also you said it will rise up slowly, but will fall down much faster, correct? -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/list-directories-in-cpp into lp:widelands

2019-05-20 Thread kaputtnik
I am on my fast(er) machine now, but here there is no also error. But after the output of NOCOM loading sound effect: sound/hammering//hammering_02.ogg the output stops for a while. On each load of the save game the stop-time is different, one time the stop lasts longer, the other time it

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/list-directories-in-cpp into lp:widelands

2019-05-20 Thread kaputtnik
hm, there is now a text conflict shown... Text conflict in data/tribes/workers/frisians/soldier/init.lua -- https://code.launchpad.net/~widelands-dev/widelands/list-directories-in-cpp/+merge/366614 Your team Widelands Developers is requested to review the proposed merge of

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

2019-05-20 Thread hessenfarmer
skips take 10 seconds if second time skipped this is hardcoded in productionsite.cc fails do not need any time (except some milliseconds) for e.g. atlantean toolsmithy If we use UI stats we will not go to 100% suddenly cause we take the last 20 task into account. so if we have currently

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

2019-05-20 Thread TiborB
But we are still talking only about info for AI not players If we cannot produce something due to missing inputs and suddenly we will have those inputs, the productionsite will have to reduce production of the ware that is being produced 90% of time now. Might not be bad, but we will be

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

2019-05-20 Thread hessenfarmer
do we need another building also is task based from my perspective not time based. if we fail every 3rd attempt we don't need another building as we can't provide enough inputs for the current one. Fails are rather short now for a lot of buildings, as we have updated the working programs of

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

2019-05-20 Thread TiborB
The question to answer here is - do we need another building of the type. If time utilization is 35 % - we dont need. If 97% - we definitely need. -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team Widelands Developers is requested to

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

2019-05-20 Thread hessenfarmer
Correct. I think the question is what is the relevant Information. I believe the information necessary for management is how good is a building satisfying its intended task. For me in this case it is more relevant the relation between success and failure rather than the relation active to not

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

2019-05-20 Thread TiborB
But if failure (whatever) takes 5 seconds and success 90, then after 2 failures and 1 success, UI statistics will be 35%, but the productionsite was actually working 90% of time -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team

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

2019-05-20 Thread hessenfarmer
Just had a second look. Now we do count a skipped program as a fail which hasn't be the case in the previous version. >From what I can see in the old version the algorithm was: if failed --> scale the old stats to 80% (resulting in asymptotically falling values if fail everytime) if skipped

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/list-directories-in-cpp into lp:widelands

2019-05-20 Thread bunnybot
Continuous integration builds have changed state: Travis build 5022. State: errored. Details: https://travis-ci.org/widelands/widelands/builds/534690803. Appveyor build 4802. State: success. Details:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
Review: Approve Forget my last comment. I had the wrong conception of bo.outputs So for me Code looks good will test this tonight. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
I think the deduction of Recruitment of second carrier will not work this way as Outputs of recruitment sites contains the worker so it isn't empty. see inline comment as well Diff comments: > > === modified file 'src/ai/defaultai.cc' > --- src/ai/defaultai.cc 2019-05-17 11:45:39 +

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread hessenfarmer
> There is a difference between hard-coding values like "preciousness = 5" and > automatically deducing building types that get a completely different > treatment and algorithm by the AI anyway. Agreed on the difference. But not deducing the types and having flags instead gives us more

[Widelands-dev] [recipe build #2335812] of ~widelands-dev widelands-daily in bionic: Chroot problem

2019-05-20 Thread noreply
* State: Chroot problem * Recipe: widelands-dev/widelands-daily * Archive: ~widelands-dev/ubuntu/widelands-daily * Distroseries: bionic * Duration: 1 minute * Build Log: https://launchpad.net/~widelands-dev/+archive/ubuntu/widelands-daily/+recipebuild/2335812/+files/buildlog.txt.gz *

[Widelands-dev] [recipe build #2335814] of ~widelands-dev widelands-daily in disco: Chroot problem

2019-05-20 Thread noreply
* State: Chroot problem * Recipe: widelands-dev/widelands-daily * Archive: ~widelands-dev/ubuntu/widelands-daily * Distroseries: disco * Duration: 1 minute * Build Log: https://launchpad.net/~widelands-dev/+archive/ubuntu/widelands-daily/+recipebuild/2335814/+files/buildlog.txt.gz * Upload

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

2019-05-20 Thread TiborB
AI need % of building utilization. And I think showed % (in UI) is not reliable enough... By old approach it just presumed that successful program took 5x more than unsuccessful program - this is example. With exact timing the number would be more exact. Also we have 'skipped' and 'failed'

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

2019-05-20 Thread GunChleoc
I guess the question here is - what are you using this for? Do you need the exact duration of a specific run of the production program, or do you need to know how long it usually takes? -- https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613 Your team

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands

2019-05-20 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1818013-new-logo/+merge/366502 -- Your team Widelands Developers is

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

2019-05-20 Thread TiborB
@hessenfarmer - see my responses Diff comments: > === modified file 'src/logic/map_objects/tribes/productionsite.cc' > --- src/logic/map_objects/tribes/productionsite.cc2019-05-18 11:58:43 > + > +++ src/logic/map_objects/tribes/productionsite.cc2019-05-19 20:55:45 > + > @@

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

2019-05-20 Thread TiborB
What I need here is % of time utilization, something more accurate that what is now calculated. I know that times are deducted from LUA files, but it seems easier to add one variable here. Also some production programs can vary in duration, correct? --

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

2019-05-20 Thread hessenfarmer
see inline comments Diff comments: > === modified file 'src/logic/map_objects/tribes/productionsite.cc' > --- src/logic/map_objects/tribes/productionsite.cc2019-05-18 11:58:43 > + > +++ src/logic/map_objects/tribes/productionsite.cc2019-05-19 20:55:45 > + > @@ -954,24 +955,28

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

2019-05-20 Thread GunChleoc
As I wrote on the forums, I think that this should be calculated when parsing the production programs. This way, we get more accurate statistics, and we can use it in the encyclopedia. This has been in my head for a while and I plan to start working on this once the 2 prerequisite branches are

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/list-directories-in-cpp into lp:widelands

2019-05-20 Thread GunChleoc
I have added some debug log output to this branch so that we can find out which file is causing the problem for you. You should see something like this with your savegame: Second and third phase loading Map Objects ... NOCOM loading sound effect: sound/animals//frog.ogg NOCOM loading sound

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread GunChleoc
> One thing I would like to have is a definition of normal AI limit to be able > to have the limit values currently hardcoded in lua. Agreed, I have added it to the bug. I don't want to do it in this branch though, because then we will have to re-review the code in this branch for every new

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread GunChleoc
P.S. What we probably really should do here is to treat output workers in the exact same way as output wares and get rid of the special treatment code for recruiting sites, but that is out of scope for this branch. --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands

2019-05-20 Thread GunChleoc
@bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/bug-1818013-new-logo/+merge/366502 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1818013-new-logo into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands

2019-05-20 Thread GunChleoc
There is a difference between hard-coding values like "preciousness = 5" and automatically deducing building types that get a completely different treatment and algorithm by the AI anyway. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608 Your