[Widelands-dev] [Merge] lp:~widelands-dev/widelands/empire04_bug_fix_enhance into lp:widelands

2018-08-24 Thread hessenfarmer
hessenfarmer has proposed merging 
lp:~widelands-dev/widelands/empire04_bug_fix_enhance into lp:widelands.

Commit message:
needs intensive testing

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1785433 in widelands: "empire 4: coroutine failed"
  https://bugs.launchpad.net/widelands/+bug/1785433
  Bug #1785479 in widelands: "Empire 4: temple sacked by barbarians, player 
blamed"
  https://bugs.launchpad.net/widelands/+bug/1785479

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/empire04_bug_fix_enhance/+merge/353742

scenario has been hardened against unforeseen userinteraction.
some buildings have been changed 
farms can now be upgraded after plans are found 
same with mill and brewery their degraded version can be build by the player
added some soldiers to the temple and added p3 to the same team as p2 to 
prevent p2 from conquering
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/empire04_bug_fix_enhance into lp:widelands.
=== modified file 'data/campaigns/emp04.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp04.wmf/scripting/mission_thread.lua	2018-05-29 20:14:16 +
+++ data/campaigns/emp04.wmf/scripting/mission_thread.lua	2018-08-24 22:48:29 +
@@ -13,7 +13,7 @@
local o = add_campaign_objective(obj_dismantle_buildings)
local buildmessage = false
sleep(5000)
-   while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house2", "empire_well2"}) > 0 do
+   while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 0 do
   if mv.windows.field_action and mv.windows.field_action.tabs.small and not buildmessage then
  campaign_message_box(amalea_19)
  buildmessage = true
@@ -22,7 +22,7 @@
end
sleep(2000)
p1:allow_buildings("all")
-   p1:forbid_buildings{"empire_farm", "empire_mill", "empire_brewery", "empire_trainingcamp", "empire_colosseum"}
+   p1:forbid_buildings{"empire_farm", "empire_farm2", "empire_mill", "empire_brewery", "empire_mill2", "empire_brewery2","empire_trainingcamp", "empire_colosseum", "empire_lumberjacks_house1", "empire_well1", "empire_foresters_house1"}
o.done = true
 
campaign_message_box(amalea_3)
@@ -35,7 +35,7 @@
local f = map:get_field(47, 10)
local farmclick = false
local count = 0
-   while not farmclick do
+   while not (farmclick or p1.defeated) do
   if mv.windows.building_window and not mv.windows.building_window.buttons.dismantle and not mv.windows.building_window.tabs.wares and mv.windows.building_window.tabs.workers then
  farmclick = true
   end
@@ -46,25 +46,27 @@
   sleep(500)
end
 
-   campaign_message_box(amalea_2)
-   local o = add_campaign_objective(obj_find_farm_plans)
-   while not (f.owner == p1) do
-  sleep(4000)
-   end
-   if f.immovable then
-  local prior_center = scroll_to_field(f)
-  campaign_message_box(amalea_4)
-  sleep(2000)
-  f.immovable:remove()
-  sleep(2000)
-  scroll_to_map_pixel(prior_center)
-   else
-  print("Failed to remove artifact at (" .. f.x .. ", " .. f.y .. ")")
-   end
+   if not p1.defeated then
+  campaign_message_box(amalea_2)
+  local o = add_campaign_objective(obj_find_farm_plans)
+  while not (f.owner == p1) do
+ sleep(4000)
+  end
+  if f.immovable then
+ local prior_center = scroll_to_field(f)
+ campaign_message_box(amalea_4)
+ sleep(2000)
+ f.immovable:remove()
+ sleep(2000)
+ scroll_to_map_pixel(prior_center)
+  else
+ print("Failed to remove artifact at (" .. f.x .. ", " .. f.y .. ")")
+  end
 
-   o.done = true
-   p1:allow_buildings{"empire_farm"}
-   run (wheat_chain)
+  o.done = true
+  p1:allow_buildings{"empire_farm", "empire_farm2"}
+  run (wheat_chain)
+   end
 end
 
 -- the chaotic road network has to be cleared
@@ -98,12 +100,14 @@
  cleared = false
   end
   timer = timer + 1
-  if timer == 100 then
+  if timer == 100 and not p1.defeated then
  campaign_message_box(amalea_20)
   end
end
-   o.done = true
-   campaign_message_box(amalea_6)
+   if not p1.defeated then
+  o.done = true
+  campaign_message_box(amalea_6)
+   end
 end
 
 -- the foresters have to be replaced too
@@ -121,7 +125,7 @@
  end
   end
end
-   if #p1:get_buildings("empire_foresters_house2") > 0 then
+   if #p1:get_buildings("empire_foresters_house1") > 0 then
   local o = add_campaign_objective(obj_replace_foresters)
   campaign_message_box(amalea_7)
   while #p1:get_buildings("empire_foresters_house") < 2 do sleep(3249) end
@@ -134,19 +138,23 @@
 function quarries_lumberjacks()
local o = add_campaign_objective(obj_build_quarries_and_lumberjacks)
while not check_for_buildings(p1, { empire_lumberjacks_house = 3, 

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread Notabilis
Review: Needs Fixing

I like the proposed change. However, when starting the editor and clicking the 
"Players" button I get an exception:

widelands: ../src/logic/map.cc:411: const string& 
Widelands::Map::get_scenario_player_tribe(Widelands::PlayerNumber) const: 
Assertion `p <= get_nrplayers()' failed.

Problem is the change in diff line 81, where p can be greater than the number 
of active players.

Since the editor-user has the option to do so now anyway: Select the "random" 
tribe in line 42 of the diff?
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1480927-building-texts into lp:widelands

2018-08-24 Thread GunChleoc
Before/after screenshot: 
https://launchpadlibrarian.net/385190760/before_after.png
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1480927-building-texts/+merge/353728
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1480927-building-texts into lp:widelands.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1480927-building-texts into lp:widelands

2018-08-24 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1480927-building-texts into lp:widelands.

Commit message:
Census and statistics for mapobjects are now drawn in InteractiveGamebase. This 
prevents text from disappearing behind graphics.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1480927 in widelands: "Building description hidden by other buildings"
  https://bugs.launchpad.net/widelands/+bug/1480927

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1480927-building-texts/+merge/353728
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1480927-building-texts into lp:widelands.
=== modified file 'src/economy/flag.h'
--- src/economy/flag.h	2018-08-09 11:11:15 +
+++ src/economy/flag.h	2018-08-24 18:28:37 +
@@ -26,7 +26,6 @@
 
 #include "base/macros.h"
 #include "economy/routing_node.h"
-#include "logic/map_objects/draw_text.h"
 #include "logic/map_objects/immovable.h"
 #include "logic/map_objects/walkingdir.h"
 
@@ -170,7 +169,6 @@
 	void cleanup(EditorGameBase&) override;
 
 	void draw(uint32_t gametime,
-	  TextToDraw draw_text,
 	  const Vector2f& point_on_dst,
 	  float scale,
 	  RenderTarget* dst) override;

=== modified file 'src/economy/portdock.cc'
--- src/economy/portdock.cc	2018-04-16 07:03:12 +
+++ src/economy/portdock.cc	2018-08-24 18:28:37 +
@@ -140,7 +140,7 @@
 		expedition_bootstrap_->set_economy(e);
 }
 
-void PortDock::draw(uint32_t, const TextToDraw, const Vector2f&, float, RenderTarget*) {
+void PortDock::draw(uint32_t, const Vector2f&, float, RenderTarget*) {
 	// do nothing
 }
 

=== modified file 'src/economy/portdock.h'
--- src/economy/portdock.h	2018-04-07 16:59:00 +
+++ src/economy/portdock.h	2018-08-24 18:28:37 +
@@ -97,7 +97,6 @@
 	Flag& base_flag() override;
 	PositionList get_positions(const EditorGameBase&) const override;
 	void draw(uint32_t gametime,
-	  TextToDraw draw_text,
 	  const Vector2f& point_on_dst,
 	  float scale,
 	  RenderTarget* dst) override;

=== modified file 'src/economy/road.h'
--- src/economy/road.h	2018-07-12 06:02:15 +
+++ src/economy/road.h	2018-08-24 18:28:37 +
@@ -131,7 +131,6 @@
 	void cleanup(EditorGameBase&) override;
 
 	void draw(uint32_t gametime,
-	  TextToDraw draw_text,
 	  const Vector2f& point_on_dst,
 	  float scale,
 	  RenderTarget* dst) override;

=== modified file 'src/editor/editorinteractive.cc'
--- src/editor/editorinteractive.cc	2018-07-20 08:42:23 +
+++ src/editor/editorinteractive.cc	2018-08-24 18:28:37 +
@@ -296,14 +296,14 @@
 		if (draw_immovables_) {
 			Widelands::BaseImmovable* const imm = field.fcoords.field->get_immovable();
 			if (imm != nullptr && imm->get_positions(ebase).front() == field.fcoords) {
-imm->draw(gametime, TextToDraw::kNone, field.rendertarget_pixel, scale, );
+imm->draw(gametime, field.rendertarget_pixel, scale, );
 			}
 		}
 
 		if (draw_bobs_) {
 			for (Widelands::Bob* bob = field.fcoords.field->get_first_bob(); bob;
 			 bob = bob->get_next_bob()) {
-bob->draw(ebase, TextToDraw::kNone, field.rendertarget_pixel, scale, );
+bob->draw(ebase, field.rendertarget_pixel, scale, );
 			}
 		}
 
@@ -372,6 +372,7 @@
 			}
 		}
 	}
+	// TODO(GunChleoc): If we ever implement an infrastructure tool, the building texts will need to be blitted here.
 }
 
 /// Needed to get freehand painting tools (hold down mouse and move to edit).

=== modified file 'src/graphic/game_renderer.h'
--- src/graphic/game_renderer.h	2018-04-07 16:59:00 +
+++ src/graphic/game_renderer.h	2018-08-24 18:28:37 +
@@ -27,7 +27,6 @@
 #include "base/vector.h"
 #include "graphic/gl/fields_to_draw.h"
 #include "logic/editor_game_base.h"
-#include "logic/map_objects/draw_text.h"
 #include "logic/player.h"
 
 // Draw the terrain only.

=== modified file 'src/logic/CMakeLists.txt'
--- src/logic/CMakeLists.txt	2018-05-13 07:15:39 +
+++ src/logic/CMakeLists.txt	2018-08-24 18:28:37 +
@@ -174,7 +174,6 @@
 map_objects/buildcost.h
 map_objects/checkstep.cc
 map_objects/checkstep.h
-map_objects/draw_text.h
 map_objects/immovable.cc
 map_objects/immovable.h
 map_objects/immovable_program.h
@@ -268,7 +267,6 @@
 game_io
 graphic
 graphic_color
-graphic_fonthandler
 graphic_image_io
 graphic_playercolor
 graphic_surface

=== modified file 'src/logic/map_objects/bob.cc'
--- src/logic/map_objects/bob.cc	2018-04-27 06:11:05 +
+++ src/logic/map_objects/bob.cc	2018-08-24 18:28:37 +
@@ -758,7 +758,6 @@
 /// Note that the current node is actually the node that we are walking to, not
 /// the the one that we start from.
 void Bob::draw(const EditorGameBase& egbase,
-   const TextToDraw&,
const Vector2f& field_on_dst,
const float scale,
   

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1774591-loading-screen-tips into lp:widelands

2018-08-24 Thread noreply
The proposal to merge 
lp:~widelands-dev/widelands/bug-1774591-loading-screen-tips into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1774591-loading-screen-tips/+merge/353556
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1774591-loading-screen-tips into lp:widelands

2018-08-24 Thread GunChleoc
Thanks!

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1774591-loading-screen-tips/+merge/353556
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread GunChleoc
Review: Resubmit

Actually, the players loaded into the editor were never used, so I kicked them 
out. I changed the semantics so that an empty tribe means "pick at random."
-- 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread GunChleoc
The proposal to merge 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands has been updated.

Commit message changed to:

Empty player tribes are interpreted as random tribe. Random Map Generator now 
assigns a random tribe to all players.

- Fix crash when loading a map in the editor where there is a player with no
  tribe assigned: player loading removed, because it's unused in the editor
  anyway
- Map Editors now can choose "Random" tribe in the player menu
- If player tribe is empty in map, set random player in singleplayer game
  setup

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1774591-loading-screen-tips into lp:widelands

2018-08-24 Thread Notabilis
Review: Approve

Diff is looking good and I can confirm the fix ingame.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/mines-worldsavior into lp:widelands

2018-08-24 Thread GunChleoc
Agreed. This branch should only get tweaks to changes that are already in it. 
@Toni, would you like to review hessenfarmer's work?
-- 
https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1784200-single-line-escaping into lp:widelands

2018-08-24 Thread noreply
The proposal to merge 
lp:~widelands-dev/widelands/bug-1784200-single-line-escaping into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1784200-single-line-escaping/+merge/353446
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1784200-single-line-escaping into lp:widelands

2018-08-24 Thread GunChleoc
Great, thanks!

@bunnybot merge
-- 
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