I fixed about 30-50 missing curly brackets pairs. First I wanted to find a
script that would do the job for me, but google showed nothing at all, so I did
small one-liner with grep - to print lines with 'if' and 'else' that are
probably missing curly brackets.
As for the empty instructions, I
you are welcome!
But I still believe that a change in one parameter should invoke
adjustments in all other parameters. But I do not insist.
And I am really interesting in your solution. To me this is a
mathematical/programming challange. :)
2014-10-10 9:56 GMT+02:00 GunChleoc
I dont dare to review the code, but at least I can confirm it works :)
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Very simple fix.
The function is not used now
What about confirmation dialog when exiting Multiplayer (LAN/Direct IP) game?
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oops, it is there. I was looking on wrong branch...
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when I in 'Multiplayer Game Setup' / 'Please select' window clicked new map I
got:
Program received signal SIGSEGV, Segmentation fault.
0x0877ce50 in UI::Statebox::get_state (this=0xd8) at
/var/widelands/BZR/i18nfixes/src/ui_basic/checkbox.h:51
51 bool
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This is probably last big change to AI, I focused
still crashes (rev 7276)
Do this:
launch game - Multiplayer - Lan/Direct IP - Host a new game - map = crash
Really this does not crash on your PC? I can not understand this...
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Hi,
thanks for feedback - well you just run into shortcomings and limitations of
AI. Most of them I am aware of...
Well if AI fails to find and mine raw materials - it is bad, can happen but not
very frequently. Special situation is when it have to fight and loose some
soldiers. I tried to
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For me it looks OK, you have my approve
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GunChleoc,
I was thinking about training sites a bit and made some changes.
Training sites are built after some mines are available, and AI also checks how
many military buildings are vacant and if more then 2, it decreases the input
ware priorities in training sites. This is because I noticed
GunChleoc - this is not about zero division but about out-of-range - I think.
Do you think that problem is that genstats is not populated some very short
time after loading and AI tries to access members that are not there yet? So
that genstats.size()==0?
If this is the case I would use other
from http://www.cplusplus.com/reference/vector/vector/back/
Calling this function on an empty container causes undefined behavior.
But what is more interesting is that if really the genstats or miltary_strength
can be empty during a small period of time after loading.
Also, it can be empty
What do you think?
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I got this problem:
[ 55%] Building CXX object
src/graphic/CMakeFiles/graphic.dir/gl/dither_program.cc.o
In file included from
/var/widelands/BZR/glsl/src/graphic/gl/dither_program.h:23:0,
from
/var/widelands/BZR/glsl/src/graphic/gl/dither_program.cc:20:
Also, I tested the savegame, I got:
ComputerPlayer(5): initializing (2)
ComputerPlayer(5): miltary_strength empty
ComputerPlayer(5): miltary_strength empty
ComputerPlayer(5): miltary_strength empty
ComputerPlayer(6): initializing (2)
ComputerPlayer(6): miltary_strength empty
ComputerPlayer(6):
I have no idea if a case genstats.size()==0 can ever happen, if samebody
guarantees that it cannot happen ever, we can omit it. But this way we will be
on a safe side.
Can AI know that saving or loading of a game is in progress?
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There is no way to test it, correct?
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Hi, after some time this is ready for review
Also I run codecheck over couple of files that I had edited, therefore the diff
shows quite a lot of cosmetic changes.
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:)
I developed this fix on my seafaring branch before merging the trunk there
and then just 'transferred' it to trunk. So yes - there is no way to test it in
trunk/this branch.
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Hey, I implemented your comments. Also now the height is shown only in editor.
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Also, I can see that the elapsed time is shown in editor - is it needed?
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OK, going to hide it
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@GunChleoc: done, can check it now :)
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OK, and thanks for saving me from this work, I am struggling with that LUA
testing now...
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Counting of roads can be used to say whether it is an end or middle of road.
The bug/request was reported by wl-zocker, if he is fine not having such
explicit count, I dont mind
I made some changes to the code, as you wanted
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no problem for me to rename
@SirVer - see answer to one of your comments below in diff.
Diff comments:
=== modified file 'src/scripting/lua_map.cc'
--- src/scripting/lua_map.cc 2014-10-27 10:14:10 +
+++ src/scripting/lua_map.cc 2014-11-26 20:51:03 +
@@ -3501,6 +3501,7 @@
@SirVer
so should I remove
:see also: :attr:`resource`
line? There are more such/similar lines in the lua_map.cc though.
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It works. It is visible in wiki and link also works
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@SirVer - I changed the test as you asked
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renaming done. I did recursive renaming with sed so quite a lot files has been
changed.
BTW: look at the 'Description of the Change' now, funny :) Or terrible overhead
I can say :)
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So I implemented comments I saw there, merged trunk, resolved conflicts :(
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all right to have common design for both, I the new design will be: change the
initial_res_amount to res_amount only if initial_res_amount would be lower
then new value of res_amount
Agreed?
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What happens when amount initial_amount - I dont think is it good aproach
to allow such situation and in addition, there is no set_initial_res_amount
available via LUA - but I will change it, no problem...
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Your
@SirVer - I changed it. Test works as well.
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As we are not in hurry, I will unpropose merge and add that economy staff
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@GunChleoc
Thanks for testing:)
1. In fact the ship algorithm (I mean not part of AI) sometimes incorectly
reports islandcircumnavigated (signal), even though nothing were
circumnavigated, only banks are too close. And AI is not able to find out the
the signal is errorneous. When I tested
We have handfull of seafaring-ready maps. So reworking them should not be too
lot of work.But mainly we needs new ones.
Your suggestion is viable. But this is still not 100% quarantee of a success.
Trees can grow there, or roads can be built there (AI does not control exact
layout of roads, it
I see that diff algorithm was bit confused and shows big portions of code
changed - incorectly
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I cannot see it. What line number?
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Alright, I merged the trunk once more and resolved conflicts...
There is one NOCOM as a reminder for myself...
I will change that enum (in defaultai.cc), it is defined within a function so
it should not be that dangerous however...
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Alright, I fixed what remained. Yet there is one NOCOM with question :)
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Oh, I believed uint8_t is the type. Then 'uint8_t' is not needed at all, is it?
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Review: Resubmit
Hey, I am resubmitting this - because it just waits for review...
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@SirVer
So I did some simple tests and it is BAD. List of ships is empty after load. So
AI will not manage them at all.
But his is analogous to productionsites, militarysites vectors when loading
game - so I tested militarysites and these are properly initialized = AI knows
about all of them
I found that when a ship is loaded from savefile no note is sent at all. It is
send only when ship is initiated.
with playerimmovable it is called from other place. So I will try to find
better place to sent a note about new ship from...
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the file is test_rip_second_port_with_worker_in_portdock.lua
After some investigation I found that folowing command will run just particular
script:
./widelands --verbose=true --datadir=. --disable_fx=true --disable_music=true
--language=en_US --scenario=test/maps/ship_transportation.wmf
HEY,
after some painfull debugging I found that on load restored immovables are not
sending notes to players, but instead a player is scanning for them as a part
of late_initialization, see here:
Review: Resubmit
I thought these are brand new tests you just created, nevermind... :)
BUT - I compiled trunk, run the tests and they failed on the very test. So no
regression here...
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So I looked at your tests - I liked them much, two comments about the issue:
1.) I think this is not AI related - at all
2.) I would say the lua is not correct, and I am not sure what is to be tested.
When you extend the sleeps - you can see how the ship picks a worker from port1
and if port2
with me it does not hang, just prints out FAIL for that test.
I dont have a good network here and have only some older trunk (half year old
about) on harddisk, but tested this trunk and current seafaring and both have
similar behaviour, this is my testing session:
$python2.7
Tino,
the patch seems to be aplied...
I can do one test though, insert some printf into warelist.cc and run a test
game to see whether that piece of code is used during running of widelands at
all.
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Probably boost is involved to some degree, but I started tracking down what is
triggering the crash.
It seem this situation is it: when a builder is in shipping state, left on a
ship with no ports remaining and following function
GunChleoc - I test mainly the script *SECOND* not FIRST port with portdock
But FIRST... behaves as you described.
You are still sure that trunk behaves differently? Both compiled with the same
environment...
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I fixed most of comments.
And I realized that save/load is quite hurting to AI. A lot of internal info of
AI is just lost. Some of them will be restored, but I need to do some
deeper analysis. But not in this branch.
Would it be possible to saveload some data? Not
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https
SirVer - I added such test:
test_rip_portdock_with_worker_and_ware_in_transit.lua
It is bit lost among other tests, because they all uses the word portdock
when in fact they mean port
Though situation when portdock is lost but cannot be restored and port itself
has to be destroyed is not
I have this bug/wish in mind: https://bugs.launchpad.net/widelands/+bug/1380287
Via GUI it is doable (though I personally dont like this way), but it cannot
query direction of scouting. It would be usefull to find out whether ship
really changed the direction. Of course, we can test the
An enum class is internally always represented as an (unsigned) int - I
presumed it is this way but was not sure.
The bug was introduced in seafaring-ai branch
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May I merge this?
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then there would be only one line:
scouting_direction = static_castScoutingDirection(des.unsigned_8());
compiler says it is OK, but this kind of bugs is extremly hard to trace, so
this must be 100% reliable
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Your
of course
I tested only AI-only games, because I dont have enough time for a real game...
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@GunChleoc
first NOCOM is perhaps a mistake??
and second one was discussed with SirVer and I think this is no problem and I
might remove it.
But I will wait for another review and comments
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I just completed tests on my debian PC - all passed - I just dont know
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you can run regression tests again. I will look at this one failing test. Also
I am testing the game with AI-only players, I will let you know if everything
looks alright.
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OK, the time reworked - I hope without hidden negative consequencies
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great, may I merge this?
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reworked to use the strings
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@GunChleoc - of course I was thinking about this - using text instead of
integers for directions. But I failed to find good conventor string-integer
like nw=6 and so. I mean a pair of functions that would change them forth and
back.
I could implement the conversion in this code, but it would
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This is the easier conversion, but I need also backward conversion... But it
seems there is also example for this I will look at it once more...
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:) let make an agreement: If there will be another requests to change something
I will change also this, can be?
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My concern is not productivity drop, but too frequent calling run_findobject()
function that is quite expensive, especially if it is called around without
interruption.
I dont undestand the timing - I noticed there is 10 seconds of gap instead of
25 as I would expect, but for my purposes
I think things there do not work as supposed, but I have no time to tinker with
this.
10 seconds period means that statistics should be updated once in 10 seconds
and decreased by 5% - I believe...
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You are right the code is not the most elegant as it can be...
but sets are not fine, because we need something that takes pairs duetime:job,
and ideally that would re-order itself after each entry, so the the job with
oldest duetime is on the bottom or top
As for identical duetime - it
When using simple std::pairScheduleTasks, DueTime, I would completely
eliminate the scheduler_review() function. It would made the code shorter and a
bunch of variables would disappear.
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I reworked this +- as we discussed (my way :) ), it is yours now :)
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no, I dont need fixed time interval.
Current design is many ifs = do some task and return. So tasks listed lower in
that if - if - if - if scheme got lower changes to be run at all...
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I would like to keep this stuff separated.
You understand this is not a queue in a FIFO meaning. When actual job is
running it is not obvious which one will be run afterwards. Might be the same
job again. And it is not important to know order of subsequent jobs.
It is merely to provide equal
uf, not a big problem, I am just afraid that some of these variables can
achieve (or start with) negative values now - but I will test it all...
also a side question: game().get_gametime() returns int32_t - that means range
of gametime -24 - +24 days. I hope game stops itself after 24 days of
I am going to investigate priority_queue :)
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Well it is not so simple.
I thought priority_queue + pairs would do the trick, but I realized that I dont
need to remove and add items into queue, instead, all items would be stable,
only second member of pair would be changing. And this is not possible with
priority_queue.
But I could create
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Another bunch of AI changes
@GunChleoc - you undestand that this will be completely hidden form everybody
except handful of developers who will ever look at code. And perhaps few other
peoples who will tinker with config files...
I already reworked this so I am not eager much to rework this once more, but if
you really
re type of trainingsites: type 1 needs less resources (to build and to operate)
and type 2 needs more (including gold, weapons), so type 1 can and should be
built sooner. But I can rename this classification to basic and advanced,
though this is not ideal neither.
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I changed ts_type to trainingsite_type - I took the time, it took me 36
seconds.
ts_type is definitely safe string to use sed (or other tool) to replace all
occurrences, but to use sed to replace strings 'basic' and 'advanced' - it
would be quite different
--
so to your comments:
The main problem is that seafaring is based on one-water assumption. There is
no scanning
and analysis of map to identify individual distinct waters and making decision
which one is worth seafaring. This would have to include cheating probably.
I have couple of maps (mine
TiborB has proposed merging lp:~widelands-dev/widelands/bug-978138 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #978138 in widelands: Ship is under fisher's hut
https://bugs.launchpad.net/widelands/+bug/978138
For more details, see:
https
the list of soldiers in a militarysite is not updated until the windows of
the militarysite is... - this would be very useful, but personally I am not
able to help with this :(
--
https://code.launchpad.net/~widelands-dev/widelands/find_attack_soldiers/+merge/245276
Your team Widelands
I see you spend quite a lot of time on this, I am not able to judge the code,
but from user interface point of view - few comments and/or ideas.
1. Why is there the seafaring checkbox - should not be this be recognized from
the map itself - if there are portspaces then the map is seafaring,
@GunChleoc - re new branch - so this one should be unproposed for merge and
your new one proposed for merge, correct?
--
https://code.launchpad.net/~elisabeth/widelands/empire/+merge/254718
Your team Widelands Developers is requested to review the proposed merge of
Seems useful.
In regard to these never-ending tests - I guess that problem are tests with
fake mouse movements
--
https://code.launchpad.net/~hjd/widelands/tests-poc/+merge/250533
Your team Widelands Developers is requested to review the proposed merge of
lp:~hjd/widelands/tests-poc into
I second SirVer's question: Is this branch ready for review/merging now or do
you still want to work on it?
It seems there is some work to do here yet.
--
https://code.launchpad.net/~widelands-dev/widelands/find_attack_soldiers/+merge/245276
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