You trigger those by conquering a foreign military site and then again by
destroying it. I ran a setup on Golden Peninsula where I gave the opponent the
"Village" starting condition. so that I could easily conquer something.
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https://code.launchpad.net/~widelands-dev/widelands/smaller_building
Review: Approve compile, revied, debug for coverage, testplay
I testplayed this now on a seafaring Map:
* I was unable to reach the following lies of code:
* BuildingStatisticsMenu::foreign_tribe_building_is_valid()
...
if (descr.type() == MapObjectType::CONSTRUCTIONSITE ||
desc
I did some testplaying with a debugger now and gained some coverage of that
code:
* Everything worked as expected so far.
* The Handling of the forward / backward buttons has room for improvement:
* no need so use large switch blocks -> call the repective function directly.
* Maybe I can do
fetched it again, no idea if I have time at the weekend.
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https://code.launchpad.net/~widelands-dev/widelands/smaller_building_statistics/+merge/342828
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/smaller_building_statistics.
__
Review: Resubmit
I know - I have taken care of it. Branch is ready; I'll put it up for review as
soon as Launchpad has finished parsing it.
https://code.launchpad.net/~widelands-dev/widelands/allows_seafaring_performance
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https://code.launchpad.net/~widelands-dev/widelands/smaller_building_st
Mhh, scripts might want to add seafaring later in some scenario.
Hopefully this will not break such scripts.
Anyway, I do not have that much time today for a debugging session,
lets see what I can do perhaps next weekend.
--
https://code.launchpad.net/~widelands-dev/widelands/smaller_building_sta
I have changed my mind about the seafaring check - since this is so expensive,
we should generally only recalculate it on map changes. I'll create another
branch for it, to be merged before this branch.
--
https://code.launchpad.net/~widelands-dev/widelands/smaller_building_statistics/+merge/342
Thanks for the review :)
And you were right about the efficiency concerns, the seafaring check is
causing a slowdown. I have reduced it to be checked once every 2 minutes.
Diff comments:
>
> === modified file 'src/ui_basic/tabpanel.cc'
> --- src/ui_basic/tabpanel.cc 2017-08-08 17:39:40 +
Some more commetns inline, I think this deserves some time in the debugger.
Mostly for me to better understand the widelands internal structures.
Maybe this will make things slower, Not sure about this, lets seee.
Diff comments:
>
> === modified file 'src/wui/building_statistics_menu.cc'
> ---
One question inline, will take a closer look later.
just brached this and will have a look.
Not sure who will be the payer for the other tribes military sites ;-) ?
Diff comments:
>
> === modified file 'src/ui_basic/tabpanel.cc'
> --- src/ui_basic/tabpanel.cc 2017-08-08 17:39:40 +
> +++ s
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