[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1800814-update-script into lp:widelands

2018-11-06 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1800814-update-script into lp:widelands.

Commit message:
Copy the version file instead of moving it, so that the update script can be 
run twice in a row.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1800814 in widelands: "update.sh script broken since at least 
bzr8903[trunk]"
  https://bugs.launchpad.net/widelands/+bug/1800814

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1800814-update-script/+merge/358419
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1800814-update-script into lp:widelands.
=== modified file 'compile.sh'
--- compile.sh	2018-10-30 14:04:11 +
+++ compile.sh	2018-11-07 06:36:36 +
@@ -212,7 +212,7 @@
 rm  -f ../wl_map_object_info || true
 rm  -f ../wl_map_info || true
 
-mv VERSION ../VERSION
+cp VERSION ../VERSION
 mv src/widelands ../widelands
 
 if [ $BUILD_WEBSITE = "ON" ]; then
@@ -249,7 +249,7 @@
 $buildtool
 rm  ../VERSION || true
 rm  ../widelands || true
-mv VERSION ../VERSION
+cp VERSION ../VERSION
 mv src/widelands ../widelands
 cd ..
 

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1800182-focus-save-menu into lp:widelands

2018-11-06 Thread Arty
Bug report is up.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread GunChleoc
Review: Approve

Looking good :)

@bunnybot merge
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Toni Förster
Okay that did the trick. Only images that cam be centered should be passed as 
an argument.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Toni Förster
The proposal to merge lp:~widelands-dev/widelands/bug_1801340_loading_screen 
into lp:widelands has been updated.

Commit message changed to:

don't provide the filename for the standard background image

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug_1801340_loading_screen/+merge/358378
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1800818 into lp:widelands

2018-11-06 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/bug-1800818 into lp:widelands 
has been updated.

Commit message changed to:

When An AI finds that it has more than one barracks, it will disassemble the 
additional barracks. Should happen only after taking over from a human player.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1800818/+merge/358368
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1800818 into lp:widelands

2018-11-06 Thread GunChleoc
Review: Approve

Code LGTM, not tested yet
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1800818/+merge/358368
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread GunChleoc
I agree that the campaign scenario backgrounds should stay centered.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Benedikt Straub
You can either edit your ~/.widelands/save/campvis file or start WL with the 
commandline option --scenario=campaigns/fri01.wmf

You can also test higher resolutions using 
--xres=4000 --yres=3000 --fullscreen=false
and then move the window around the screen to see it all.
(The result when the resolution is significantly larger than the image size is 
important because a glitch here would be a bug for players with a very large 
screen)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Toni Förster
Barbarians look good in 1280x800 but that's the maximum resolution I can test. 
Any way to unlock all campaigns without playing them?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Toni Förster
Will do this later. Didn't consider those, though. So I guess they'll look 
worse now...

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Benedikt Straub
Scenarios can have a custom background image. Those are screen-filling and 
should be centered (that´s the reason for the different alignment in the 
if-else I think). Did you test what they look like now (e.g. campaign maps in 
bar and emp campaigns, photographs in fri campaign)?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/empire04_unused_key_return_on_dismantle_no_ui into lp:widelands

2018-11-06 Thread hessenfarmer
Ok I will try to find some time next week.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1800818 into lp:widelands

2018-11-06 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1800818 into 
lp:widelands.

Commit message:
When IA finds that it has more than one barrack, it will disassemble abundant 
barracks. Should happen only after human player.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1800818 in widelands: "AI does not cope with two barracks after human 
player"
  https://bugs.launchpad.net/widelands/+bug/1800818

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1800818/+merge/358368
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1800818 into lp:widelands.
=== modified file 'src/ai/defaultai.cc'
--- src/ai/defaultai.cc	2018-10-12 10:02:20 +
+++ src/ai/defaultai.cc	2018-11-06 10:30:11 +
@@ -4278,6 +4278,19 @@
 
 	// Barracks
 	if (site.bo->is(BuildingAttribute::kBarracks)) {
+		// If we somehow have more than one barracks we will dismantle current one
+		if (site.bo->total_count() > 1) {
+			log("%2d: We have %d barracks, that is not supported by AI and if caused by AI it is an error; dismantling the barracks at %3dx%3d\n",
+			player_number(), site.bo->total_count(), site.site->get_position().x, site.site->get_position().y);
+			if (connected_to_wh) {
+game().send_player_dismantle(*site.site);
+			} else {
+game().send_player_bulldoze(*site.site);
+			}
+			return true;
+		}
+
+
 		assert(site.bo->total_count() == 1);
 		for (auto& queue : site.site->inputqueues()) {
 			if (queue->get_max_fill() > 4) {

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