Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread hessenfarmer
Hm I still get the following error in a release build.

Unexpected error during the game
vector::_M_range_check: __n (which is 255) >= this->size() (which is 131)

will install a debug build now
-- 
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/amazons-coding-changes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-05 Thread hessenfarmer
While running an Ai only local multiplayer with 4 amazon tribes I get a crash 
with not very much information logged. Currently I don't know where this is 
coming from.
-- 
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/amazons-coding-changes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-03 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/emp_4_fixes into 
lp:widelands.

Commit message:
fixes issues described in 
https://www.widelands.org/forum/topic/4617/?page=1#post-29597

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/emp_4_fixes/+merge/372196

- small trainingcamp is now buildable although at very high costs. (it is not 
intended the player should stay with them)
- first objective done with 2 buildings still standing (although you miss the 
woodcutter in the new building then)
- wells have only 5 percent chance to mine water
- added some texts to not dismantle bigger buildings until we know what we are 
doing.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands.
=== modified file 'data/campaigns/emp04.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp04.wmf/scripting/mission_thread.lua	2018-12-13 17:36:58 +
+++ data/campaigns/emp04.wmf/scripting/mission_thread.lua	2019-09-03 13:26:08 +
@@ -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_house1", "empire_well1"}) > 0 do
+   while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 2 do
   if mv.windows.field_action and mv.windows.field_action.tabs.small and not buildmessage then
  campaign_message_box(amalea_19)
  buildmessage = true
@@ -310,6 +310,7 @@
 
-- after some training we have enough knowledge to build better training buildings
p1:allow_buildings{"empire_trainingcamp", "empire_colosseum"}
+   p1:forbid_buildings{"empire_trainingcamp1"}
campaign_message_box(saledus_7)
local o2 = add_campaign_objective(obj_upgrade)
sleep(5000)

=== modified file 'data/campaigns/emp04.wmf/scripting/texts.lua'
--- data/campaigns/emp04.wmf/scripting/texts.lua	2019-04-07 19:25:16 +
+++ data/campaigns/emp04.wmf/scripting/texts.lua	2019-09-03 13:26:08 +
@@ -308,10 +308,13 @@
   _([[Lutius, in my opinion this will again be a very difficult challenge. But I’m afraid that we’re doomed to manage this situation. To make things even worse, I was met with a nasty surprise at our warehouses: they’re all empty. You can hardly find a grain of dust left in there: no wares, no tools, no workers and no soldiers either.]])
   .. paragraphdivider() ..
   -- TRANSLATORS: Amalea
-  _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. The lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
-  .. paragraphdivider() ..
-  -- TRANSLATORS: Amalea
-  _([[Additionally, we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
+  _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. All of the lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
+  .. paragraphdivider() ..
+  -- TRANSLATORS: Amalea
+  _([[For the other buildings we can't tell yet, if they are working properly. We need to closely monitor them when we are able to supply them. Until then we shouldn't do anything with them.]])
+  .. paragraphdivider() ..
+  -- TRANSLATORS: Amalea
+  _([[Except, maybe we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
   .. new_objectives(obj_dismantle_buildings),
posy=1,
h=500,
@@ -343,7 +346,7 @@
   _([[Lutius, now we are getting somewhere. As we have gained some construction materials, we can start to rebuild our economy.]])
   .. paragraphdivider() ..
   -- TRANSLATORS: Amalea
-  _([[First of all, we need more construction materials. So, we should build at least three 

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-30 Thread hessenfarmer
Review: Needs Fixing playtest

I confirmed the critical behaviour (not having the build menu with buildcaps 
already have a flg build) is not in trunk so this needs fixing
-- 
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/amazons-coding-changes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-08-28 Thread hessenfarmer
I just tested it with my first loadable(playable?) amazons data dir. However I 
didn't get a building menu when clicking on buildcap that already had a flg 
built. I got a view only menu instead.
-- 
https://code.launchpad.net/~widelands-dev/widelands/amazons-coding-changes/+merge/371725
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new_wai_files_11082019 into lp:widelands

2019-08-13 Thread hessenfarmer
Review: Approve

travis failure is not related to code.

@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/new_wai_files_11082019/+merge/371178
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/new_wai_files_11082019.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-08-02 Thread hessenfarmer
transient failure on travis

@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_flag_warehouse_distance.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/gcc9 into lp:widelands

2019-08-01 Thread hessenfarmer
Review: Approve playtest

ok installed the appveyor x64 release build and did some playtest worked fine 
so far
-- 
https://code.launchpad.net/~widelands-dev/widelands/gcc9/+merge/370692
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/gcc9.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-07-29 Thread hessenfarmer
Technically I already approved this but I believe a C++ experet should do the 
final Code review. GunChleoc would be probably best to do this as she did the 
first round
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_flag_warehouse_distance.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


[Widelands-dev] [Merge] lp:~stephan-lutz/widelands/bug_1831499_empire3_fixes into lp:widelands

2019-07-21 Thread hessenfarmer
hessenfarmer has proposed merging 
lp:~stephan-lutz/widelands/bug_1831499_empire3_fixes into lp:widelands.

Commit message:
fixes in the 3rd empire scenario


Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1831499 in widelands: "empire 3 needs improvements "
  https://bugs.launchpad.net/widelands/+bug/1831499

For more details, see:
https://code.launchpad.net/~stephan-lutz/widelands/bug_1831499_empire3_fixes/+merge/370405

artifacts task now triggered earlier. 
cleaned the code from unused / unnecessary variables
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~stephan-lutz/widelands/bug_1831499_empire3_fixes into lp:widelands.
=== modified file 'data/campaigns/emp03.wmf/scripting/helper_functions.lua'
--- data/campaigns/emp03.wmf/scripting/helper_functions.lua	2017-07-09 08:16:51 +
+++ data/campaigns/emp03.wmf/scripting/helper_functions.lua	2019-07-21 21:54:30 +
@@ -26,12 +26,11 @@
return amount
 end
 
-function count_buildings(plr, buildings)
+function count_buildings(plr)
-- return overall amount of buildings:
-- plr : Player to count for
-   -- tbl : Table consisting of building description objects
local amount = 0
-   for idx, building in pairs(p1.tribe.buildings) do
+   for idx, building in pairs(plr.tribe.buildings) do
   amount = amount + #plr:get_buildings(building.name)
end
return amount

=== modified file 'data/campaigns/emp03.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp03.wmf/scripting/mission_thread.lua	2018-09-29 13:37:59 +
+++ data/campaigns/emp03.wmf/scripting/mission_thread.lua	2019-07-21 21:54:30 +
@@ -20,14 +20,12 @@
end
 
campaign_message_box(amalea_12)
-   run(artifacts)
 end
 
 -- Check for control of all pieces of Neptune's shrine (artifacts)
 function artifacts()
-- Objective will be triggered if 50+ buildings are built
-   local all_building_types = p1.tribe.buildings
-   while count_buildings(p1, all_building_types) < 50 do
+   while count_buildings(p1) < 50 do
   sleep(4000)
end
campaign_message_box(saledus_8)
@@ -251,6 +249,7 @@
objective = add_campaign_objective(obj_conquer_all)
run(explore_sea)
run(soldiers)
+   run(artifacts)
 
while not p2.defeated do sleep(2342) end
objective.done = true
@@ -281,12 +280,6 @@
campaign_message_box(saledus_12)
 
-- If we don't have enough training sites yet, add a message and objective to complete them.
-   local training = p1:get_buildings {
-  "empire_trainingcamp",
-  "empire_barracks",
-  "empire_arena",
-  "empire_colosseum"
-   }
if not check_trainingsites() then
   campaign_message_box(saledus_11, 3000)
   local objective = add_campaign_objective(obj_training)

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-07-07 Thread hessenfarmer
Review: Approve

hi, I finally found some time to test this and I believe it to be an 
improvement over the previous code. So I would like to see it in the game.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_flag_warehouse_distance.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-13 Thread hessenfarmer
Review: Approve


-- 
https://code.launchpad.net/~widelands-dev/widelands/reed-compatibility/+merge/367935
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/reed-compatibility.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-13 Thread hessenfarmer
@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/atlantean_fishbreeder.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-13 Thread hessenfarmer
@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/reed-compatibility/+merge/367935
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/reed-compatibility into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-13 Thread hessenfarmer
@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/atlantean_fishbreeder.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-11 Thread hessenfarmer
Sorry overlooked you already did the merge. Seems as if Bunnybot is down again.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-10 Thread hessenfarmer
Review: Approve

seems to be ok for me
-- 
https://code.launchpad.net/~widelands-dev/widelands/atlantean_fishbreeder/+merge/368442
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/atlantean_fishbreeder.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-10 Thread hessenfarmer
The appveyor builds failed you need to merge trunk first.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_flag_warehouse_distance/+merge/368544
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_flag_warehouse_distance into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/changelog-post-build-20 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve

Looks good to me.
However we should probably split the Lore entries. Now it could be read as the 
Barbarians have a fishbreeder
-- 
https://code.launchpad.net/~widelands-dev/widelands/changelog-post-build-20/+merge/367937
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/changelog-post-build-20.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-05 Thread hessenfarmer
It was definitely wanted by more then one player. 

I like it too. Especially if it shows good or bad coverage. 

I think the basic tutorial should bhe the place to explain this as early as 
possible, cause it will be already there.
-- 
https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368342
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/workarea-fixes into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-05 Thread hessenfarmer
Definitions look good from my side so far. 
one additional question / demand?

Would it be possible to distinguish between wanted overlaps (e.g. forester and 
lumberjack shown in greenish colour) and unwanted overlaps (e.g. farm and 
forester shown in red shadows)


-- 
https://code.launchpad.net/~widelands-dev/widelands/workarea-fixes/+merge/368342
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/workarea-fixes into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
Review: Approve

Wow 3 times the inputqueues faiklure in one build seems to be a new record.

@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1831583-fri02/+merge/368348
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1831583-fri02.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1831583-fri02 into lp:widelands

2019-06-05 Thread hessenfarmer
regarding these objectives a 1 second delay does not matter at all. for me even 
2 or 3 seconds would be hardly recognizable by the player. so we could even go 
up with the sleep if necessary.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1831583-fri02/+merge/368348
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1831583-fri02.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-03 Thread hessenfarmer
Review: Approve code review

shall be good to go from my side
-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-03 Thread hessenfarmer
Looks good so far except that the woodcutters will stand around 4 seconds now 
until the log appears. that might look weird. so we should either keep the idle 
time like it is (which means we add the additional time to the working time) or 
we introduce a short work cycle of 4 secs instead of idling.
-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
thanks for the review tested all other builds. so we are safe with this.
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-02 Thread hessenfarmer
travis error is the inputqueues again
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_fixes_may_19 into 
lp:widelands has been updated.

Description changed to:

downgrading gcc to 8.3 for x64 and 7.4 for x86
using only glew

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-06-01 Thread hessenfarmer
that looks better no objections to change the woodcutters etc in the same way
-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
it should work now. only tested x64 release though. other builds need top be 
tested
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-06-01 Thread hessenfarmer
it does compile but it does not run. ir crashes when the replay writer starts 
with a [sync] reset
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


[Widelands-dev] [Merge] lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands

2019-05-31 Thread hessenfarmer
hessenfarmer has proposed merging 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.

Commit message:
appveyor fixes

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1830626 in widelands: "glbinding stopped working in x64 builds on 
AppVeyor"
  https://bugs.launchpad.net/widelands/+bug/1830626

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/appveyor_fixes_may_19/+merge/368210

reverting update of ncurses to pdcurses.
using only glew
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_fixes_may_19 into lp:widelands.
=== modified file 'appveyor.yml'
--- appveyor.yml	2019-04-25 15:49:31 +
+++ appveyor.yml	2019-05-31 19:56:09 +
@@ -19,10 +19,14 @@
   - cmd: "bash --login -c \"pacman --noconfirm --sync pacman pacman-mirrors\""
   # Update msys2 system (twice, first run does system packages)
   - cmd: "bash --login -c \"pacman -Suuyy --noconfirm\""
-  - cmd: "bash --login -c \"pacman -Suuyy --noconfirm\""
+  - cmd: "bash --login -c \"pacman -Suuyy --nodeps --noconfirm\""
+  # we need to revert the update from ncurses /termcap to pdcurses forced by MSYS2
+  - cmd: "bash --login -c \"pacman -Rdd --noconfirm mingw-w64-%MINGWSUFFIX%-pdcurses\""
+  - cmd: "bash --login -c \"wget http://repo.msys2.org/mingw/%MINGWSUFFIX%/mingw-w64-%MINGWSUFFIX%-ncurses-6.1.20180908-1-any.pkg.tar.xz && pacman --noconfirm --nodeps -U mingw-w64-%MINGWSUFFIX%-ncurses-6.1.20180908-1-any.pkg.tar.xz\""
+  - cmd: "bash --login -c \"wget http://repo.msys2.org/mingw/%MINGWSUFFIX%/mingw-w64-%MINGWSUFFIX%-termcap-1.3.1-3-any.pkg.tar.xz && pacman --noconfirm --nodeps -U mingw-w64-%MINGWSUFFIX%-termcap-1.3.1-3-any.pkg.tar.xz\""
   # Installed required libs
-  - cmd: "bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-ninja mingw-w64-%MINGWSUFFIX%-boost mingw-w64-%MINGWSUFFIX%-SDL2_ttf mingw-w64-%MINGWSUFFIX%-SDL2_mixer mingw-w64-%MINGWSUFFIX%-SDL2_image\""
-  - cmd: "IF \"%PLATFORM%\" == \"x86\" (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glew\") ELSE (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glbinding\")"
+  - cmd: "bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-ninja mingw-w64-%MINGWSUFFIX%-boost mingw-w64-%MINGWSUFFIX%-SDL2_ttf mingw-w64-%MINGWSUFFIX%-SDL2_mixer mingw-w64-%MINGWSUFFIX%-SDL2_image mingw-w64-%MINGWSUFFIX%-glew\""
+  #- cmd: "IF \"%PLATFORM%\" == \"x86\" (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glew\") ELSE (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glbinding\")"
   # CMake can't find Boost 1.70 yet, so we have to downgrade
   # - cmd: "bash --login -c \"wget http://repo.msys2.org/mingw/%MINGWSUFFIX%/mingw-w64-%MINGWSUFFIX%-boost-1.69.0-2-any.pkg.tar.xz && pacman --noconfirm -U mingw-w64-%MINGWSUFFIX%-boost-1.69.0-2-any.pkg.tar.xz\""
 
@@ -39,7 +43,7 @@
   - cmd: md build
   - cmd: cd build
   - cmd: echo %APPVEYOR_BUILD_VERSION%_%CONFIGURATION%_%PLATFORM% > %APPVEYOR_BUILD_FOLDER%\WL_RELEASE
-  - cmd: "IF \"%PLATFORM%\" == \"x86\" (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%) ELSE (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=ON -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%)"
+  - cmd: "IF \"%PLATFORM%\" == \"x86\" (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%) ELSE (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%)"
   - cmd: "cmake --build ."
 on_success:
   - cmd: strip -sv %APPVEYOR_BUILD_FOLDER%\build\src\widelands.exe

=== modified file 'utils/win32/innosetup/Widelands.iss'
--- utils/win32/innosetup/Widelands.iss	2019-04-23 07:47:25 +
+++ utils/win32/innosetup/Widelands.iss	2019-05-31 19:56:09 +
@@ -10

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

2019-05-31 Thread hessenfarmer
Review: Disapprove

this branch seems to be broken on git. so I abndon it
-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/appveyor_opengl.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-31 Thread hessenfarmer
I have the feeling we should keep some sleeping time in the buildings as this 
is the least performance consuming state. Furthermore it doesn't look 
convenient to me that the workers are always leaving their homes in a hassle, 
after successfully perfomring their task. So I would love to give them some 
rest after a hard days work ;-) 
Maybe having the same worker animation time as sleeping time would be fine. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-31 Thread hessenfarmer
sorry was busy yesterday with real life. 

Code looks good. but should be tested. 
one small nit in the diff

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua'
> --- data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua   
> 2019-05-19 11:25:28 +
> +++ data/tribes/buildings/trainingsites/barbarians/battlearena/init.lua   
> 2019-05-30 13:42:19 +
> @@ -90,10 +90,12 @@
>   descname = pgettext("barbarians_building", "upgrading soldier evade 
> from level 0 to level 1"),
>   actions = {
>  "checksoldier=soldier evade 0", -- Fails when aren't any soldier 
> of level 0 evade
> -"sleep=15000",
> +"return=failed unless site has barbarians_bread:2",

checks for to much bread as only one needed for this training

> +"return=failed unless site has fish,meat",
> +"return=failed unless site has beer_strong",
> +"animate=working 3",
>  "checksoldier=soldier evade 0", -- Because the soldier can be 
> expelled by the player
>  "consume=barbarians_bread fish,meat beer_strong",
> -"animate=working 15000",
>  "train=soldier evade 0 1"
>   }
>},


-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-31 Thread hessenfarmer
1. We have mor problems than just opengl.
2. I am trying to solve them, however I screwed up the branch a bit.
3. For this it seems that on Git strange things happened (files got lost).
4. Appveyor couldn't build due to missing files. 
5. My local builds terminate with a dll failure. 

We need to trigger an new appveyor build from this branch to see if Git gets a 
version with all the files present (they are available on Launchpad though). If 
we getting Appveyor to build we need to test the ouput to be sure it runs. 


-- 
https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/appveyor_opengl.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-29 Thread hessenfarmer
Review: Approve code review

thanks a lot for doing all this bloody work.

Looks good now.


-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-29 Thread hessenfarmer
still wrong order for frisian aqua farm and claypit. Consume neeeds to be after 
the callworker command otherwisw we will waste ressources unnecesseraliy
-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-29 Thread hessenfarmer
some small comments see inline

Diff comments:

> 
> === modified file 
> 'data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua'
> --- 
> data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua   
> 2018-07-08 16:10:50 +
> +++ 
> data/tribes/buildings/productionsites/atlanteans/woodcutters_house/init.lua   
> 2019-05-29 18:35:25 +
> @@ -42,8 +42,8 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start felling trees 
> because ...
>   descname = _"felling trees",
>   actions = {
> +"callworker=harvest"

comma missing

>  "sleep=3", -- Barbarian lumberjack sleeps 25000
> -"callworker=harvest"
>   }
>},
> },
> 
> === modified file 
> 'data/tribes/buildings/productionsites/barbarians/lumberjacks_hut/init.lua'
> --- data/tribes/buildings/productionsites/barbarians/lumberjacks_hut/init.lua 
> 2018-07-08 16:10:50 +
> +++ data/tribes/buildings/productionsites/barbarians/lumberjacks_hut/init.lua 
> 2019-05-29 18:35:25 +
> @@ -49,8 +49,8 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start felling trees 
> because ...
>   descname = _"felling trees",
>   actions = {
> +"callworker=harvest"

comm missing

>  "sleep=25000", -- Sleeps shorter than any other tribes.
> -"callworker=harvest"
>   }
>},
> },
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/aqua_farm/init.lua'
> --- data/tribes/buildings/productionsites/frisians/aqua_farm/init.lua 
> 2019-05-19 11:25:28 +
> +++ data/tribes/buildings/productionsites/frisians/aqua_farm/init.lua 
> 2019-05-29 18:35:25 +
> @@ -64,11 +64,9 @@
>   descname = _"breeding fish",
>   actions = {
>  "return=skipped unless economy needs fish",
> +"consume=fruit water:2",

this is a corner case and should have stayed with the return=failed lines. 
Reason if no pond available the site will waste ressources.

>  "sleep=23000",
> -"return=failed unless site has water:2",
> -"return=failed unless site has fruit",
>  "callworker=breed_in_pond",

move the sleep after this line

> -"consume=fruit water:2",
>   },
>},
>fish_pond = {
> 
> === modified file 
> 'data/tribes/buildings/productionsites/frisians/clay_pit/init.lua'
> --- data/tribes/buildings/productionsites/frisians/clay_pit/init.lua  
> 2019-05-19 11:25:28 +
> +++ data/tribes/buildings/productionsites/frisians/clay_pit/init.lua  
> 2019-05-29 18:35:25 +
> @@ -58,11 +58,11 @@
>   -- TRANSLATORS: Completed/Skipped/Did not start making clay because 
> ...
>   descname = _"making clay",
>   actions = {
> +
> +"return=skipped unless economy needs clay or economy needs 
> fish", -- Fish-producing aqua farms can stop working if the clay pits do so
> +"consume=water",
>  "sleep=2",
> -"return=skipped unless economy needs clay or economy needs 
> fish", -- Fish-producing aqua farms can stop working if the clay pits do so
> -"return=failed unless site has water",

same reason as for aqua farm we should prevent wasting water in case no digging 
site can be found

>  "callworker=dig",
> -"consume=water",
>  "sleep=2000",
>  "animate=working 17000",
>  "sleep=1000",


-- 
https://code.launchpad.net/~widelands-dev/widelands/unify_sleep_time/+merge/368086
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Unless you find others for which the criteria apply, but we could change that 
anytime in a new branch as well.
-- 
https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Barbarians mines are not affected I think.

Basically the change of order is definitely necessary for all buildings with 
multiple outputs and different inputs needed for the outputs (best example 
atlantean or frisian toolsmithy).

It can be adopted (which I prefer) for buildings with multiple outputs and high 
sleep times (e.g. crystal mine). 
It is not necessary for buildings with leading sleep times of less then 10 secs 
as these would been masked by the code now.
Furthermore it is not necessary for buildings with only one output as the 
effect of wasted time if undersupplied would been averaged over time. 

That was the basis for my suggestion above. 

I'd like to keep the sleep times around at least of one third to one half of 
the total time as it looks more natural if a building isn't busy all the time. 
Having only working animations would make the screen a bit unquiet I am afraid.
-- 
https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Oops found some other buildings which need to be adopted to this scheme then

atlanteans crystal mine
empire marble mine, marble mine deep
frisians tailors shop, aqua farm, recycling center and eventually reindeer farm
-- 
https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands

2019-05-29 Thread hessenfarmer
Review: Approve review

looks good to me. However there might be some complaints about having the sound 
as some people (we all know) do find this annoying. However I like it.


-- 
https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/failed_skipped_10s.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-29 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into 
lp:widelands has been updated.

Description changed to:

using glew for x64 builds as well now to get appveyor running again.


For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-29 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/appveyor_opengl 
into lp:widelands.

Commit message:
Stick to glew for the moment being as glbinding is causing a lot of problem 
recently

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039

using glew for x64 builds as well now to get appveyor running again.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands.
=== modified file 'appveyor.yml'
--- appveyor.yml	2019-04-25 15:49:31 +
+++ appveyor.yml	2019-05-29 08:16:43 +
@@ -21,8 +21,8 @@
   - cmd: "bash --login -c \"pacman -Suuyy --noconfirm\""
   - cmd: "bash --login -c \"pacman -Suuyy --noconfirm\""
   # Installed required libs
-  - cmd: "bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-ninja mingw-w64-%MINGWSUFFIX%-boost mingw-w64-%MINGWSUFFIX%-SDL2_ttf mingw-w64-%MINGWSUFFIX%-SDL2_mixer mingw-w64-%MINGWSUFFIX%-SDL2_image\""
-  - cmd: "IF \"%PLATFORM%\" == \"x86\" (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glew\") ELSE (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glbinding\")"
+  - cmd: "bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-ninja mingw-w64-%MINGWSUFFIX%-boost mingw-w64-%MINGWSUFFIX%-SDL2_ttf mingw-w64-%MINGWSUFFIX%-SDL2_mixer mingw-w64-%MINGWSUFFIX%-SDL2_image mingw-w64-%MINGWSUFFIX%-glew\""
+  #- cmd: "IF \"%PLATFORM%\" == \"x86\" (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glew\") ELSE (bash --login -c \"pacman --noconfirm -S mingw-w64-%MINGWSUFFIX%-glbinding\")"
   # CMake can't find Boost 1.70 yet, so we have to downgrade
   # - cmd: "bash --login -c \"wget http://repo.msys2.org/mingw/%MINGWSUFFIX%/mingw-w64-%MINGWSUFFIX%-boost-1.69.0-2-any.pkg.tar.xz && pacman --noconfirm -U mingw-w64-%MINGWSUFFIX%-boost-1.69.0-2-any.pkg.tar.xz\""
 
@@ -39,7 +39,7 @@
   - cmd: md build
   - cmd: cd build
   - cmd: echo %APPVEYOR_BUILD_VERSION%_%CONFIGURATION%_%PLATFORM% > %APPVEYOR_BUILD_FOLDER%\WL_RELEASE
-  - cmd: "IF \"%PLATFORM%\" == \"x86\" (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%) ELSE (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=ON -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%)"
+  - cmd: "IF \"%PLATFORM%\" == \"x86\" (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%) ELSE (cmake -G \"Ninja\" -DBoost_NO_BOOST_CMAKE=ON -DCMAKE_BUILD_TYPE=%CONFIGURATION% -DOPTION_USE_GLBINDING=OFF -DOPTION_BUILD_WEBSITE_TOOLS=OFF -DOPTION_ASAN=OFF -DCMAKE_JOB_POOLS=\"linking=1\" -DCMAKE_JOB_POOL_LINK=linking %APPVEYOR_BUILD_FOLDER%)"
   - cmd: "cmake --build ."
 on_success:
   - cmd: strip -sv %APPVEYOR_BUILD_FOLDER%\build\src\widelands.exe

=== modified file 'utils/win32/innosetup/Widelands.iss'
--- utils/win32/innosetup/Widelands.iss	2019-04-23 07:47:25 +
+++ utils/win32/innosetup/Widelands.iss	2019-05-29 08:16:43 +
@@ -111,11 +111,12 @@
 Source: {#DLLFolder}\libfreetype-6.dll; DestDir: {app};Flags: ignoreversion;   Components: "Widelands"
 #if GetEnv("PLATFORM") == "x64"
 Source: {#DLLFolder}\libgcc_s_seh-1.dll;DestDir: {app};Flags: ignoreversion;   Components: "Widelands"
-Source: {#DLLFolder}\libglbinding.dll;  DestDir: {app};Flags: ignoreversion;Components: "Widelands"
+;Source: {#DLLFolder}\libglbinding.dll;  DestDir: {app};Flags: ignoreversion;Components: "Widelands"
 #else
 Source: {#DLLFolder}\libgcc_s_dw2-1.dll;DestDir: {app};Flags: ignoreversion;   Components: "Widelands"
+;Source: {#DLLFolder}\glew32.dll; 

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

2019-05-29 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/appveyor_opengl into 
lp:widelands has been updated.

Commit message changed to:

using glew for Appveyor CI

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/appveyor_opengl/+merge/368039
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/appveyor_opengl into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-rename-bo-outputs into lp:widelands

2019-05-25 Thread hessenfarmer
Review: Approve

checked if all instances are caught. 
LGTM ;-)


-- 
https://code.launchpad.net/~widelands-dev/widelands/ai-rename-bo-outputs/+merge/367928
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai-rename-bo-outputs.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-22 Thread hessenfarmer
transient failure on travis

@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_productionsites_statistics.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-22 Thread hessenfarmer
@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-22 Thread hessenfarmer
Have done some playtesting 4 AI players on full moon.

found no obvious anomalies.

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_productionsites_statistics.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_new_wai_files_21052019 into lp:widelands

2019-05-21 Thread hessenfarmer
Review: Approve

I have tested them. results look good. also the values with the new logics 
unmasked the need for some more basic buildings. bug is created.

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_new_wai_files_21052019/+merge/367709
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_new_wai_files_21052019.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-21 Thread hessenfarmer
ok you are right especially for the AI cause the AI might want to build another 
idle building then.
However we should perhaps have different rating for failed and skipped. If you 
like we could deliver only half of the duration time to the update fuctionality 
in case we skipped so it will fall more slowly. 
If you don't agree feel free to merge. I believe you tested this as I didn't 
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_productionsites_statistics.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-21 Thread hessenfarmer
by the way I now see another option.

- this change plus exposing the new crude Statistics to the UI ;-)
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_productionsites_statistics.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-21 Thread hessenfarmer
Review: Approve

Got the concept. I think we should have this after you perhaps might fix the 
small nits from the below diff 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 
> +
> @@ -1032,4 +1037,17 @@
>  
>   default_anim_ = anim;
>  }
> +
> +void ProductionSite::update_crude_statistics(uint32_t duration, const bool 
> produced) {
> + static const uint32_t duration_cap = 90 * 1000; //This is highest 
> allowed program duration

yes  I think to cover for weird things 3 minutes might be ok.

> + // just for case something went very wrong...
> + static const uint32_t entire_duration = 5 * 60 *1000;
> + if (duration > duration_cap) {
> + duration = duration_cap;
> + };
> + const uint32_t old_duration = entire_duration - duration;

I would name this past_duration as this is what it is. I first thought this 
should be the duration of the previous cycle.

> + crude_percent_ = (crude_percent_ * old_duration + produced * duration * 
> 1) / entire_duration;
> + assert(crude_percent_ <= 1); //be sure we do not go above 100 %
> + }
> +
>  }  // namespace Widelands


-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/ai_productionsites_statistics.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-21 Thread hessenfarmer
Hm I made a excel now. reported a bug to upload it and linked it to this 
branch. It seems your formula is delivering weird results. I don't know why or 
if I made a mistake. I think I don't have understood this in total but at least 
the old crude_statistics wasn't that far from UI but more volatile. 

Please have a look: if you don't like excel I can try to export in odt as well.

We could try to have a attempts in last minutes solution though. That would be 
probably the best
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-21 Thread hessenfarmer
UI stats are calcualted over the last 20 real attempts. Skipped does not count 
as attempt. It is build like a shifting register with 20 positions containing 
true or false. it is falling faster for most buildings due to the fail time is 
shorter than working time. if fail time is really short it falls down very fast 
in result (atlantean toolsmithy e.g) interesting part is we calculate 2 values: 
the percentage (number of true / 20) and the trend (number of true in last 10 
attempts / 10).  

>From my perspective the only way to control a buildings productivity is the 
>supply of wares. In fact we have the time of one work cycle to supply the 
>wares for the next cycle. To cope with economy shortfalls we have a buffer of 
>normally around 1 cycle in the input queues. So for me the attempt based 
>statistics is a good indication whether we supply a building properly. An 
>additional building is only reasonable if the current buildings are supplied 
>properly.   
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 failed every third attempt and now 
we manage constantly to be successful we will slightly raise productivity to 
100% until we have finished 20 tasks without failing one.

As aid there was a fix for the stats of productionsites last year. now we have 
somewhat reliable task based statistics in the UI I believe.

So my suggestion is to use the Stats for the players for the AI as well. I 
think the resolution of 5% is good enough to base Ai decisions on.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 them to fail immediately 
if not enough wares are present. means we are not sleeping useless time to just 
fail, but continue with other programs, or recheck if we can do it now.   
So I really would vote for a task based utilization scheme rather than having a 
time based.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 active. in your 
example with 2 successes and 1 fail the  activity would be 97% while still 
failing every third attempt to produce something. This might even be worse if 
it has more than one outputs . It might be that it fails completely to produce 
one ware_type while having stats of 97%. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 --> scale old percentage to 98% (which is basically stable for a lot 
of time)

if success --> scale to 80 % of previous and add 20 % (resulting in 
asymptotically rising values)

the UI percent is not really a percentage of successful time but a percentage 
of successful attempts. Which mean it does not reflect different length of 
programs. The UI also provides a trending. So for me it might be worth a try to 
use the UI percentage, cause it only updates if needed (failed or complete) and 
we removed the effect of skipping on stats with one of the balancing branches 
thanks to stonerl inventing the state no stats. So for me the UI stats are 
pretty reliable now in terms of successful attempts. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 +
> +++ src/ai/defaultai.cc   2019-05-19 16:18:33 +
> @@ -684,6 +682,26 @@
>   for (const DescriptionIndex& temp_output : 
> prod.output_ware_types()) {
>   bo.outputs.push_back(temp_output);
>   }
> +
> + // Read information about worker outputs
> + if (prod.output_worker_types().size() > 0) {
> + for (const DescriptionIndex& temp_output : 
> prod.output_worker_types()) {
> + if (temp_output == tribe_->soldier()) {
> + 
> bo.set_is(BuildingAttribute::kBarracks);
> + }
> + const WorkerHints* worker_hints = 
> tribe_->get_worker_descr(temp_output)->ai_hints();
> + if (worker_hints != nullptr) {
> + const int worker_preciousness = 
> worker_hints->preciousness(tribe_->name());
> + if (worker_preciousness != 
> Widelands::kInvalidWare) {
> + bo.initial_preciousness 
> += worker_preciousness;
> + }
> + }
> + }
> + if (!bo.is(BuildingAttribute::kBarracks) && 
> bo.outputs.empty()) {

outputs of recruitment sites isn't empty, as it has a worker as output

> + 
> bo.set_is(BuildingAttribute::kRecruitment);
> + }
> + }
> +
>   for (const auto& temp_position : 
> prod.working_positions()) {
>   bo.positions.push_back(temp_position.first);
>   }


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 flexibility. However for the moment being we will try to get this 
in until we need it the other way round again. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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 @@
>   top_state().phase = result;
>   }
>  
> + const uint32_t current_duration = game.get_gametime() - 
> last_program_end_time;
> + assert(game.get_gametime() >= last_program_end_time);

shouldn't we assert this before the above calculation?

> + last_program_end_time = game.get_gametime();
> +
>   switch (result) {
>   case ProgramResult::kFailed:
>   statistics_.erase(statistics_.begin(), statistics_.begin() + 1);
>   statistics_.push_back(false);
>   calc_statistics();
> - crude_percent_ = crude_percent_ * 8 / 10;
> + update_crude_statistics(current_duration, false);
>   break;
>   case ProgramResult::kCompleted:
>   skipped_programs_.erase(program_name);
>   statistics_.erase(statistics_.begin(), statistics_.begin() + 1);
>   statistics_.push_back(true);
>   train_workers(game);
> - crude_percent_ = crude_percent_ * 8 / 10 + 100 * 2 / 10;
> + update_crude_statistics(current_duration, true);
>   calc_statistics();
>   break;
>   case ProgramResult::kSkipped:
>   skipped_programs_[program_name] = game.get_gametime();
> - crude_percent_ = crude_percent_ * 98 / 100;
> + update_crude_statistics(current_duration, false);
>   break;
>   case ProgramResult::kNone:
>   skipped_programs_.erase(program_name);
> @@ -1032,4 +1037,17 @@
>  
>   default_anim_ = anim;
>  }
> +
> +void ProductionSite::update_crude_statistics(uint32_t duration, const bool 
> produced) {
> + static const uint32_t duration_cap = 90 * 1000; //This is highest 
> allowed program duration

Where did you get this value from. There are programs that last much longer. 
See Frisian hunter for example

> + // just for case something went very wrong...
> + static const uint32_t entire_duration = 5 * 60 *1000;
> + if (duration > duration_cap) {
> + duration = duration_cap;
> + };
> + const uint32_t old_duration = entire_duration - duration;

shouldn't we do this after crude percent is calculated, else it is not what it 
says.

> + crude_percent_ = (crude_percent_ * old_duration + produced * duration * 
> 1) / entire_duration;
> + assert(crude_percent_ <= 1); //be sure we do not go above 100 %
> + }
> +
>  }  // namespace Widelands


-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-19 Thread hessenfarmer
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.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-19 Thread hessenfarmer
Hmm. I thought we are aiming at having more of the definition stuf in lua so we 
can change things without the need to recompile. I have the feeling that part 
of this branch is going in opposite direction. Fo the design of a new tribe I 
think I would like to have some flags in lua better than determine things from 
other values, cause this is giving us more flexibility. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-19 Thread hessenfarmer
As soon as a worker is produced by a building he needs a preciousness (if we 
think of schools for example). If it is created in the warehouses he does not 
need a preciousness.   

Maybe we have a problem now with the frisian reindeer farm, as it will now be 
identified as a recruitment site. this will limit the number of them to 2 which 
is far too less in terms of fur production. In my opinion we need to ensure, 
that the normal production part of a building takes precedence. But I need to 
make some tests to confirm this issue.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-19 Thread hessenfarmer
The failed assert came definitly from my changes. I did not compile and test 
them in debug, cause my machine is so slow. Sorry about that.
The problem is we were handling the recruitment as a producing building so it 
needed preciousness while in another part we handled it like a non producing 
building asserting that preciousness is 0.  

The desired behaviour should be to handle the barracks and the recruiter like 
any other building with some output. This needs 2 things the definition of a 
preciousness for the soldier and the second carrier and some good decisiongates 
to be taken into account for determining neededness and priority for both of 
them. 

-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1829471-worker-preciousness/+merge/367608
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1829471-worker-preciousness into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-17 Thread hessenfarmer
For my understanding it is not only that but we should discuss this in the bug 
report.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-17 Thread hessenfarmer
@ GunChleoc:
I forgot to mention that I am pretty sure no matter what precautions we might 
take a new tribe would lead us to have some changes in Ai as well, as me and my 
crystal bowl can't foresee every issue that might arise. ;-)
In fact I was led to the current improvements only by the need of Nordfriese 
and his very special scenarios.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-17 Thread hessenfarmer
@GunChleoc:
I will do so, however the 2 buildings (barracks, second carrier) are so 
special, we would need a lot of code to come to the same results (1 barracks, 2 
carrier). We also have a lot of other hardcoded stuff regarding these two. But 
basically the AI just needs to ensure it builds a barracks but not to early to 
not run in a deadlock and not to late. more the less the same with second 
carrier. The problem with these buildings is that their demand is not steady, 
but has big spikes. By this we can't use the decision algorithms for normal 
buildings producing wares. And therefore just having a preciousness for the 
soldier and the second carrier would not do the trick. What I can think for is 
e.g. having them assigned a Normal Ai limit in lua instead of hardcoding the 
values as it is now. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-16 Thread hessenfarmer
Review: Approve test and review

have tested this - at least for the encyclopedia part. Texts look good. 
Although while watching at them I noticed that some words seem to be out of 
line (menaing they seem to be slighly above or below the other words. that 
looks weird but is unrelated to this branch as it is the same in b20.

so from my side this can go in
-- 
https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/localization-post-build20.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-16 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands 
has been updated.

Commit message changed to:

This fixes improves some behavior in AI performance
Ai is now able to adopt to scenarios to certain extend

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
-- 
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-16 Thread hessenfarmer
@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-16 Thread hessenfarmer
removed the lua stuff should be good to go now
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~stonerl/widelands/big_inn_missing_animation into lp:~widelands-dev/widelands/mines-worldsavior

2019-05-16 Thread hessenfarmer
Can't do this as this is your branch and not part of widelands-dev. 
BTW there might be other superseded branches as well which only you can change 
in status.


-- 
https://code.launchpad.net/~stonerl/widelands/big_inn_missing_animation/+merge/352844
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/mines-worldsavior.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~stonerl/widelands/big_inn_missing_animation into lp:~widelands-dev/widelands/mines-worldsavior

2019-05-16 Thread hessenfarmer
Hi Toni,

as PArt of the cleanup before move Task I think we should abandon this branch
-- 
https://code.launchpad.net/~stonerl/widelands/big_inn_missing_animation/+merge/352844
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/mines-worldsavior.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-16 Thread hessenfarmer
Any reason why this hasn't been merged yet?
-- 
https://code.launchpad.net/~widelands-dev/widelands/overlapping_workareas/+merge/366623
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/overlapping_workareas.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-16 Thread hessenfarmer
Ok I will remove the fri03 stuff and merge it then. will be tonight though
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-15 Thread hessenfarmer
@GunChleoc:
I had the same thought but went the easy route for the moment being. Currently 
we only have 2 buildings recruiting "workers": the barracks and the second 
carrier recruiter. Both of them are limited for AI (barracks to 1, second 
carrier to 2 hardcoded) For these reasons I doubt if any effort in this way 
might be worth the pain. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unlock-all-campaigns into lp:widelands

2019-05-15 Thread hessenfarmer
@bunnybot merge force
-- 
https://code.launchpad.net/~widelands-dev/widelands/unlock-all-campaigns/+merge/367371
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/unlock-all-campaigns.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-15 Thread hessenfarmer
oops I missed to fix the typo which GunChleoc found will be done in final polish
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-15 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands 
has been updated.

Description changed to:

Following things changed:
1. barbarian barracks no longer part of basic economy
2. AI expands towards low guarded enemy territory
3. AI builds more economy buildings based on neededness and preciousness od 
wares
4. AI is less agressive in dismantling. It does not dismantle if plenty of 
input is available for a building
5. added more decisions to genetics either in build and dismantle loops
6. AI now does properly upgrade barbarian smithies without running into a 
deadlock of having no smith for the tool smithy.
7. Fixed an issue which prevented AI from building second carrier recruiters

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
-- 
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-15 Thread hessenfarmer
Review: Resubmit

Finally I got the AI to properly build second carrier recruiters depending on 
size of road network. The issue was that we need to fake a preciousness for 
this building (similar to barracks). Did some other changes as well to prevent 
the Ai from dismantling too many productionsites too often. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/unlock-all-campaigns into lp:widelands

2019-05-15 Thread hessenfarmer
Travis failure is transient (once again a download of a resource failed)

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/unlock-all-campaigns/+merge/367371
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/unlock-all-campaigns.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-13 Thread hessenfarmer
I still can't get the Ai to build a second carrier producer.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-12 Thread hessenfarmer
@ Nordfriese:
If you want to test this further let us know, if you are finished we could 
merge this.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-12 Thread hessenfarmer
@ Nordfriese:
fixed the codecheck warnings.
We should try to forbid useless buildings like the tavern and see what's the 
effect.
Regarding warehouses the problem was not the number but the distribution. as 
the script delivers only to one warehouse a time, this is putting the road 
network under some pressure. therefore I forced at least one second carrrier.
As the gametime evolves I  made the experience, that the AI starts to build 
bigger milsites, however they are normally based on enemy force which is 
neglectable in this scenario. so the closer you get to an enemy the bigger the 
chance of big military buildings.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Sorry found another bug which fits in here. Can be solved in seperate branch 
though.
-- 
https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Code looks good so far. one nit in a diff. will download compile and test now.

Diff comments:

> 
> === modified file 'data/tribes/wares/fire_tongs/helptexts.lua'
> --- data/tribes/wares/fire_tongs/helptexts.lua2017-07-07 16:51:39 
> +
> +++ data/tribes/wares/fire_tongs/helptexts.lua2019-05-12 16:32:01 
> +
> @@ -1,15 +1,15 @@
>  function ware_helptext(tribe)
> local helptext = {
>-- TRANSLATORS: Helptext for a ware: Fire Tongs
> -  default = pgettext("ware", "Fire tongs are the tools of the smelter, 
> who works in the smelting works."),
> -  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> -  atlanteans = pgettext("atlanteans_ware_fire_tongs", "They are produced 
> by the toolsmith."),
> -  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> -  frisians = pgettext("frisians_ware", "They are produced by the 
> blacksmithy."),
> -  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> -  barbarians = pgettext("barbarians_ware", "Produced by the metal 
> workshop (but they cease to be produced by the building if it is enhanced to 
> an ax workshop and war mill)."),
> -  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> -  empire = pgettext("empire_ware_fire_tongs", "They are produced by the 
> toolsmith.")
> +  default = pgettext("ware", "Fire tongs are the tools for smelting 
> ores."),
> +  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> +  atlanteans = pgettext("atlanteans_ware_fire_tongs", "They are used in 
> the smelting works and produced by the toolsmith."),
> +  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> +  frisians = pgettext("frisians_ware", "They are used in the furnace and 
> produced by the blacksmithy."),

frisians brickmaker use them as well

> +  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> +  barbarians = pgettext("barbarians_ware", "They are used in the 
> smelting works and produced by the metal workshop (but they cease to be 
> produced by the building if it is enhanced to an ax workshop and war mill)."),
> +  -- TRANSLATORS: Helptext for a ware: Fire Tongs
> +  empire = pgettext("empire_ware_fire_tongs", "They are used in the 
> smelting works and produced by the toolsmith.")
> }
> local result = ""
> if tribe then


-- 
https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands

2019-05-12 Thread hessenfarmer
Just saw that there are 2 issues on transifex for the first frisian scenario 
which would fit in here as well. 
-- 
https://code.launchpad.net/~widelands-dev/widelands/localization-post-build20/+merge/367305
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/localization-post-build20 into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-12 Thread hessenfarmer
@Tibor: of course I made sure the numbers are not used elsewhere. Shall I add 
more comments to explain my changes?

@GunChleoc: will fix the typo ofcourse. I never did any thing in the scenario 
but watching the AI's doing their job. If you do so you would see significant 
progress. And you can see that my changes work as desirred. But this was meant 
for Nordfriese in particular to see whether my changes would solve his issues 
in the scenario which led him to start working (and making good progress for 
his own scenario specific AI). However I already had the impression he might be 
a little bit sadistic with the player to connect all these farms. ;-)

@ both: there is still a line commented out (5710ff in defaultai.cc) I wanted 
to have a value here that depended on stocklevel vs economy target, but the 
Code didn't work. I got a crash. So I commented this out as my Skills are to 
bad for realizing the cause if you know why this would crash you could fix it 
or give me a hint.
-- 
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/AI-fixes.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-11 Thread hessenfarmer
The proposal to merge lp:~widelands-dev/widelands/AI-fixes into lp:widelands 
has been updated.

Description changed to:

Following things changed:
1. barbarian barracks no longer part of basic economy
2. AI expands to low guarded enemy territory
3. AI builds more economy buildings based on neededness and preciousness od 
wares
4. AI is less agressive in dismantling
5. added more decisions to genetics either in build and dismantle loops
6. AI now does properly upgrade barbarian smithies without running into a 
deadlocj of having no smith for the tool smithy.
7. forced second carrier for frisians, barbarians, empire (can be reverted as 
soon as AI is building them properly)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/AI-fixes into lp:widelands.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


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

2019-05-11 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/AI-fixes into 
lp:widelands.

Commit message:
!!Important!!
!!fri03 scenario needs to be removed from this branch before merging!!
!!it was only added for testing!!

This fixes improves some behavior in AI performance 
Ai is now able to adopt to scenarios to certain extend


Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1827209 in widelands: "barbarian barracks in basic economy"
  https://bugs.launchpad.net/widelands/+bug/1827209
  Bug #1827223 in widelands: "AI does not expand to unguarded enemy land"
  https://bugs.launchpad.net/widelands/+bug/1827223
  Bug #1827279 in widelands: "AI stocklevel not taken into account for building 
neededness"
  https://bugs.launchpad.net/widelands/+bug/1827279

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/AI-fixes/+merge/367309

Following things changed:
1. barbarian barracks no longer part of basic economy
2. AI expands to low guarded enemy territory 
3. AI builds more economy buildings based on neededness and preciousness od 
wares
4. AI is less agressive in dismantling
5. added more decisions to genetics either in build and dismantle loops
6. forced second carrier for frisians, barbarians, empire (can be reverted as 
soon as AI is building them properly)

-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/AI-fixes into lp:widelands.
=== modified file 'data/ai/ai_input_1.wai'
--- data/ai/ai_input_1.wai	2018-11-09 07:50:37 +
+++ data/ai/ai_input_1.wai	2019-05-11 21:13:40 +
@@ -166,7 +166,7 @@
 161="79"
 162="-56"
 163="-41"
-164="0"
+164="55"
 165="-63"
 166="8"
 167="-72"

=== modified file 'data/ai/ai_input_2.wai'
--- data/ai/ai_input_2.wai	2018-11-09 07:50:37 +
+++ data/ai/ai_input_2.wai	2019-05-11 21:13:40 +
@@ -166,7 +166,7 @@
 161="79"
 162="-56"
 163="-41"
-164="0"
+164="55"
 165="-63"
 166="8"
 167="-72"

=== modified file 'data/ai/ai_input_3.wai'
--- data/ai/ai_input_3.wai	2018-11-09 07:50:37 +
+++ data/ai/ai_input_3.wai	2019-05-11 21:13:40 +
@@ -166,7 +166,7 @@
 161="79"
 162="-56"
 163="-41"
-164="0"
+164="55"
 165="-63"
 166="8"
 167="-72"

=== modified file 'data/ai/ai_input_4.wai'
--- data/ai/ai_input_4.wai	2018-11-09 07:50:37 +
+++ data/ai/ai_input_4.wai	2019-05-11 21:13:40 +
@@ -166,7 +166,7 @@
 161="79"
 162="-56"
 163="-41"
-164="0"
+164="55"
 165="-63"
 166="8"
 167="-72"

=== modified file 'data/campaigns/campaigns.lua'
--- data/campaigns/campaigns.lua	2018-12-13 23:32:55 +
+++ data/campaigns/campaigns.lua	2019-05-11 21:13:40 +
@@ -120,6 +120,7 @@
  scenarios = {
 "fri01.wmf",
 "fri02.wmf",
+"fri03.wmf",
 "dummy.wmf"
  }
   }

=== added directory 'data/campaigns/fri03.wmf'
=== added directory 'data/campaigns/fri03.wmf/binary'
=== added file 'data/campaigns/fri03.wmf/binary/heights'
Binary files data/campaigns/fri03.wmf/binary/heights	1970-01-01 00:00:00 + and data/campaigns/fri03.wmf/binary/heights	2019-05-11 21:13:40 + differ
=== added file 'data/campaigns/fri03.wmf/binary/mapobjects'
Binary files data/campaigns/fri03.wmf/binary/mapobjects	1970-01-01 00:00:00 + and data/campaigns/fri03.wmf/binary/mapobjects	2019-05-11 21:13:40 + differ
=== added file 'data/campaigns/fri03.wmf/binary/resource'
Binary files data/campaigns/fri03.wmf/binary/resource	1970-01-01 00:00:00 + and data/campaigns/fri03.wmf/binary/resource	2019-05-11 21:13:40 + differ
=== added file 'data/campaigns/fri03.wmf/binary/terrain'
Binary files data/campaigns/fri03.wmf/binary/terrain	1970-01-01 00:00:00 + and data/campaigns/fri03.wmf/binary/terrain	2019-05-11 21:13:40 + differ
=== added file 'data/campaigns/fri03.wmf/elemental'
--- data/campaigns/fri03.wmf/elemental	1970-01-01 00:00:00 +
+++ data/campaigns/fri03.wmf/elemental	2019-05-11 21:13:40 +
@@ -0,0 +1,13 @@
+# Automatically created by Widelands bzr9036[editor-resize-map] (Debug)
+
+[global]
+packet_version="1"
+map_w="400"
+map_h="272"
+nr_players="4"
+name=_"Frisian Carribbean"
+author="Nordfriese"
+descr=_"Reebaud and his tribe are living happily in the North. Meanwhile, the countries they have left behind are all but peaceful…"
+hint=_"The setting of this scenario is partly grounded in history, partly in literature, and partly fictional."
+background="campaigns/fri03.wmf/pics/background.jpg"
+tags="unbalanced"

=== add

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread hessenfarmer
I agree with Benedikt and Klaus as well as I think some of the defaults could 
be reduced (e.g. basic weapon from 30 to 10). I believe setting the values to 
the default starting values would be the lowest limit to reduce to as it would 
trigger production immediately if something is used.
However having individual settings would be the best solution so +1 for this 
from my side. As a side effect this would lead to individual settings 
possibilities for the AI which might be good as well
-- 
https://code.launchpad.net/~widelands-dev/widelands/tribe-economy-settings/+merge/366878
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/tribe-economy-settings.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted into lp:widelands

2019-05-01 Thread hessenfarmer
Thanks for the support about this topic.

let's have it then once our CI reports green

@bunnybot merge
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1489295-mine-is-exhausted/+merge/366727
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted into lp:widelands

2019-05-01 Thread hessenfarmer
OK here are my fixes feel free to test and change again if not satisfied. I 
have not tested this final one though.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1489295-mine-is-exhausted/+merge/366727
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted into lp:widelands

2019-05-01 Thread hessenfarmer
do you agree we should suppress the rare success message if mine exhausted as 
well?

If yes I'll implement this to this branch.

Thanks for helping solving these very old and annoying things.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1489295-mine-is-exhausted/+merge/366727
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted into lp:widelands

2019-05-01 Thread hessenfarmer
Ok I just implem,ented my solution locally and it works as desired. Checked the 
scout with the help of the input slider. the did not scout message was turned 
in if no food and off if food supplied. rechecked lumberjach and arena as well. 
did see the correct did not start messages for brewery, bakery, tavern and inn. 
did even check the out of fields message for reed yard and farm. found no 
obvious errors anymore except one little thing.

while checking the coalmine I realized that if the mine finds some coal by the 
5% chance it displays the produced coal message and afterwards the did not 
start message is shown again although the mine is depleted. So from my 
perspective we should supress the "produced..." mesage in the same way if the 
mine is depleted.
-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1489295-mine-is-exhausted/+merge/366727
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/bug-1489295-mine-is-exhausted.

___
Mailing list: https://launchpad.net/~widelands-dev
Post to : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp


  1   2   3   4   5   >