Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-10-08 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1378801 into lp:widelands

2014-10-10 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1371062 into lp:widelands

2014-10-11 Thread TiborB
I dont dare to review the code, but at least I can confirm it works :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1371062/+merge/238048 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1371062 into lp:widelands.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380307 into lp:widelands

2014-10-12 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1380307 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1380307/+merge/238083 Very simple fix. The function is not used now

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1371062 into lp:widelands

2014-10-12 Thread TiborB
What about confirmation dialog when exiting Multiplayer (LAN/Direct IP) game? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1371062/+merge/238048 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1371062.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1371062 into lp:widelands

2014-10-12 Thread TiborB
oops, it is there. I was looking on wrong branch... -- https://code.launchpad.net/~widelands-dev/widelands/bug-1371062/+merge/238048 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1371062. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/i18nfixes into lp:widelands

2014-10-15 Thread TiborB
Review: Needs Fixing 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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands

2014-10-17 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/tibor-ai6/+merge/238767 This is probably last big change to AI, I focused

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/i18nfixes into lp:widelands

2014-10-25 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/i18nfixes/+merge/238137 Your team Widelands Developers is

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands

2014-10-26 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/i18nfixes into lp:widelands

2014-10-27 Thread TiborB
Review: Approve For me it looks OK, you have my approve -- https://code.launchpad.net/~widelands-dev/widelands/i18nfixes/+merge/238137 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/i18nfixes. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai6 into lp:widelands

2014-10-30 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1388028 into lp:widelands

2014-11-01 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1388028 into lp:widelands

2014-11-01 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1388028 into lp:widelands

2014-11-01 Thread TiborB
What do you think? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1388028/+merge/240357 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1388028. ___ Mailing list: https://launchpad.net/~widelands-dev

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

2014-11-01 Thread TiborB
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:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1388028 into lp:widelands

2014-11-01 Thread TiborB
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):

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1388028 into lp:widelands

2014-11-01 Thread TiborB
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? --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/css-table into lp:widelands-website

2014-11-18 Thread TiborB
There is no way to test it, correct? -- https://code.launchpad.net/~widelands-dev/widelands-website/css-table/+merge/242062 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands-website/css-table into lp:widelands-website.

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

2014-11-19 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/seafaring-ai into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Hi, after some time this is ready for review

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

2014-11-19 Thread TiborB
Also I run codecheck over couple of files that I had edited, therefore the diff shows quite a lot of cosmetic changes. -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is requested to review the proposed merge of

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-977980 into lp:widelands

2014-11-20 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-977980 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #977980 in widelands: Fish and mountain ressources cannot be removed when they are on grass https://bugs.launchpad.net/widelands

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-977980 into lp:widelands

2014-11-21 Thread TiborB
:) 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. -- https://code.launchpad.net/~widelands-dev/widelands/bug-977980/+merge/242410 Your team Widelands Developers is

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-21 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-768826 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #768826 in widelands: Show altitude level in the editor https://bugs.launchpad.net/widelands/+bug/768826 For more details, see

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-11-25 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1281823 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1281823 in widelands: Setting resources via LUA API broken in Editor https://bugs.launchpad.net/widelands/+bug/1281823 For more

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-25 Thread TiborB
Hey, I implemented your comments. Also now the height is shown only in editor. -- https://code.launchpad.net/~widelands-dev/widelands/bug-768826/+merge/242544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-768826.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-25 Thread TiborB
Also, I can see that the elapsed time is shown in editor - is it needed? -- https://code.launchpad.net/~widelands-dev/widelands/bug-768826/+merge/242544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-768826. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-26 Thread TiborB
OK, going to hide it -- https://code.launchpad.net/~widelands-dev/widelands/bug-768826/+merge/242544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-768826. ___ Mailing list: https://launchpad.net/~widelands-dev

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2014-11-26 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1380286 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1380286 in widelands: Roads of a flag should be accessible in Lua scripting https://bugs.launchpad.net/widelands/+bug/1380286

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-26 Thread TiborB
@GunChleoc: done, can check it now :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-768826/+merge/242544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-768826. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-768826 into lp:widelands

2014-11-27 Thread TiborB
OK, and thanks for saving me from this work, I am struggling with that LUA testing now... -- https://code.launchpad.net/~widelands-dev/widelands/bug-768826/+merge/242544 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-768826.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2014-11-27 Thread TiborB
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 --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-11-29 Thread TiborB
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 @@

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-11-30 Thread TiborB
@SirVer so should I remove :see also: :attr:`resource` line? There are more such/similar lines in the lua_map.cc though. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-11-30 Thread TiborB
It works. It is visible in wiki and link also works -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1281823. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-01 Thread TiborB
@SirVer - I changed the test as you asked -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1281823. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-01 Thread TiborB
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 :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands Developers

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

2014-12-02 Thread TiborB
So I implemented comments I saw there, merged trunk, resolved conflicts :( -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/seafaring-ai into lp:widelands.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
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? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1281823 into lp:widelands

2014-12-03 Thread TiborB
@SirVer - I changed it. Test works as well. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1281823/+merge/242837 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1281823. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2014-12-04 Thread TiborB
As we are not in hurry, I will unpropose merge and add that economy staff -- https://code.launchpad.net/~widelands-dev/widelands/bug-1380286/+merge/242975 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1380286.

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

2014-12-04 Thread TiborB
@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

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

2014-12-05 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/clang-for-ai-files into lp:widelands

2014-12-11 Thread TiborB
I see that diff algorithm was bit confused and shows big portions of code changed - incorectly -- https://code.launchpad.net/~widelands-dev/widelands/clang-for-ai-files/+merge/244508 Your team Widelands Developers is requested to review the proposed merge of

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

2014-12-12 Thread TiborB
I cannot see it. What line number? -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/seafaring-ai. ___ Mailing list:

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

2014-12-12 Thread TiborB
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... --

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

2014-12-15 Thread TiborB
Alright, I fixed what remained. Yet there is one NOCOM with question :) -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/seafaring-ai.

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

2014-12-15 Thread TiborB
Oh, I believed uint8_t is the type. Then 'uint8_t' is not needed at all, is it? -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/seafaring-ai.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380286 into lp:widelands

2015-02-03 Thread TiborB
Review: Resubmit Hey, I am resubmitting this - because it just waits for review... -- https://code.launchpad.net/~widelands-dev/widelands/bug-1380286/+merge/242975 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1380286.

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

2015-02-02 Thread TiborB
@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

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

2015-02-02 Thread TiborB
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... --

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

2015-02-07 Thread TiborB
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

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

2015-02-03 Thread TiborB
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:

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

2015-02-05 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands

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

2015-02-05 Thread TiborB
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

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

2015-02-06 Thread TiborB
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

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

2015-02-07 Thread TiborB
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. -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team

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

2015-02-08 Thread TiborB
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

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

2015-02-08 Thread TiborB
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... --

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

2015-02-03 Thread TiborB
Review: Resubmit 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

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

2015-02-18 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/ai-enhancements into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1395521 in widelands: [7237][7261] AI is too eager to raze newly conquered buildings https://bugs.launchpad.net/widelands

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1422452 into lp:widelands

2015-02-18 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1422452 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1422452 in widelands: REPLAY: Caught exception [c:/data/bzr/widelands/working/src/logic/replay.cc:182] Unknown packet 0 https

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

2015-02-12 Thread TiborB
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

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

2015-02-19 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1422452 into lp:widelands

2015-02-19 Thread TiborB
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 -- https://code.launchpad.net/~widelands-dev/widelands/bug-1422452/+merge/250232 Your team Widelands Developers is requested to

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

2015-02-19 Thread TiborB
May I merge this? -- https://code.launchpad.net/~widelands-dev/widelands/ai-enhancements/+merge/250207 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai-enhancements. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1422452 into lp:widelands

2015-02-18 Thread TiborB
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 -- https://code.launchpad.net/~widelands-dev/widelands/bug-1422452/+merge/250232 Your

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

2015-01-30 Thread TiborB
of course I tested only AI-only games, because I dont have enough time for a real game... -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/seafaring-ai.

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

2015-01-30 Thread TiborB
@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 -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands

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

2015-02-11 Thread TiborB
I just completed tests on my debian PC - all passed - I just dont know -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/seafaring-ai.

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

2015-02-10 Thread TiborB
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. -- https://code.launchpad.net/~widelands-dev/widelands/seafaring-ai/+merge/242271 Your team Widelands Developers is

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

2015-03-05 Thread TiborB
OK, the time reworked - I hope without hidden negative consequencies -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai-scheduler into lp:widelands.

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

2015-03-06 Thread TiborB
great, may I merge this? -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ai-scheduler. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380287 into lp:widelands

2015-03-13 Thread TiborB
reworked to use the strings -- https://code.launchpad.net/~widelands-dev/widelands/bug-1380287/+merge/252507 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1380287 into lp:widelands. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380287 into lp:widelands

2015-03-11 Thread TiborB
@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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380287 into lp:widelands

2015-03-10 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1380287 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1380287 in widelands: Ships should be supported in Lua scripting https://bugs.launchpad.net/widelands/+bug/1380287 For more

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1380287 into lp:widelands

2015-03-12 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/bug-1380287/+merge/252507 Your team Widelands Developers is requested to review the proposed

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-military-changes into lp:widelands

2015-03-25 Thread TiborB
:) let make an agreement: If there will be another requests to change something I will change also this, can be? -- https://code.launchpad.net/~widelands-dev/widelands/ai-military-changes/+merge/253881 Your team Widelands Developers is subscribed to branch

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

2015-03-30 Thread TiborB
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

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

2015-03-31 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/quarry_tweaks/+merge/254632 Your team

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

2015-03-03 Thread TiborB
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

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

2015-03-03 Thread TiborB
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. -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands

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

2015-03-04 Thread TiborB
I reworked this +- as we discussed (my way :) ), it is yours now :) -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai-scheduler into lp:widelands.

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

2015-03-04 Thread TiborB
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... -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands

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

2015-03-03 Thread TiborB
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

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

2015-03-05 Thread TiborB
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

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

2015-03-03 Thread TiborB
I am going to investigate priority_queue :) -- https://code.launchpad.net/~widelands-dev/widelands/ai-scheduler/+merge/251327 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ai-scheduler into lp:widelands.

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

2015-03-03 Thread TiborB
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-military-changes into lp:widelands

2015-03-23 Thread TiborB
TiborB has proposed merging lp:~widelands-dev/widelands/ai-military-changes into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai-military-changes/+merge/253881 Another bunch of AI changes

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-military-changes into lp:widelands

2015-03-24 Thread TiborB
@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: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-military-changes into lp:widelands

2015-03-24 Thread TiborB
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. --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-military-changes into lp:widelands

2015-03-26 Thread TiborB
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 --

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

2015-01-29 Thread TiborB
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-978138 into lp:widelands

2015-04-21 Thread TiborB
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

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

2015-04-22 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1390793 into lp:widelands

2015-04-22 Thread TiborB
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,

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

2015-04-22 Thread TiborB
@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

Re: [Widelands-dev] [Merge] lp:~hjd/widelands/tests-poc into lp:~widelands-dev/widelands/debian

2015-04-22 Thread TiborB
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

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

2015-04-22 Thread TiborB
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 Your team Widelands Developers is subscribed to

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