[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-28 Thread noreply
The proposal to merge 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-28 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3850. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/421503400.
Appveyor build 3648. State: success. Details: 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-28 Thread GunChleoc
@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-27 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3841. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/420890791.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-27 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 3841. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/420890791.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-27 Thread GunChleoc
@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-26 Thread GunChleoc
@ypopezios: Good idea, but not as easy as it sounds - when set to "random", the 
tribe is already sneakily assigned in the background so that the user can 
choose an initialization ("Headquarters") etc. So, removing that extra variable 
has a lot of other implications in the code as well and is not trivial at all. 
So, definitely not for Build 20 ;)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-26 Thread Klaus Halfmann
Review: Approve compile, review, test,

Works for me,

I cannot judge mutch abouthe the code.

ypopezios: you are correct, but lets get rid of the bug first
and do the improvement in some second step.

Gun: will we need a resubmit before wer can merge this?

@bonnybot merge

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-26 Thread ypopezios
Added inline comment.

Diff comments:

> 
> === modified file 'src/ui_fsmenu/launch_spg.cc'
> --- src/ui_fsmenu/launch_spg.cc   2018-07-07 20:22:12 +
> +++ src/ui_fsmenu/launch_spg.cc   2018-08-26 11:35:09 +
> @@ -283,7 +283,14 @@
>   Widelands::PlayerNumber const nrplayers = map.get_nrplayers();
>   for (uint8_t i = 0; i < nrplayers; ++i) {
>   settings_->set_player_name(i, map.get_scenario_player_name(i + 
> 1));
> - settings_->set_player_tribe(i, map.get_scenario_player_tribe(i 
> + 1));
> + const std::string playertribe = map.get_scenario_player_tribe(i 
> + 1);
> + if (playertribe.empty()) {
> + // Set tribe selection to random
> + settings_->set_player_tribe(i, "", true);

I would clean-up the interface of set_player_tribe() through-out the codebase 
to remove the flag for random_tribe and use the empty-string convention 
instead, then check for the string's emptiness inside set_player_tribe() .

> + } else {
> + // Set tribe selection from map
> + settings_->set_player_tribe(i, playertribe);
> + }
>   }
>  }
>  


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-26 Thread GunChleoc
Changes are done. Could you please retest to make sure that I haven't missed 
anything?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread Notabilis
Review: Needs Fixing

I like the proposed change. However, when starting the editor and clicking the 
"Players" button I get an exception:

widelands: ../src/logic/map.cc:411: const string& 
Widelands::Map::get_scenario_player_tribe(Widelands::PlayerNumber) const: 
Assertion `p <= get_nrplayers()' failed.

Problem is the change in diff line 81, where p can be greater than the number 
of active players.

Since the editor-user has the option to do so now anyway: Select the "random" 
tribe in line 42 of the diff?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread GunChleoc
Review: Resubmit

Actually, the players loaded into the editor were never used, so I kicked them 
out. I changed the semantics so that an empty tribe means "pick at random."
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-24 Thread GunChleoc
The proposal to merge 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands has been updated.

Commit message changed to:

Empty player tribes are interpreted as random tribe. Random Map Generator now 
assigns a random tribe to all players.

- Fix crash when loading a map in the editor where there is a player with no
  tribe assigned: player loading removed, because it's unused in the editor
  anyway
- Map Editors now can choose "Random" tribe in the player menu
- If player tribe is empty in map, set random player in singleplayer game
  setup

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-21 Thread Notabilis
Review: Approve

Code is looking okay and the editor no longer crashes. Two observations:

- When loading the old/broken maps, we still get the "Tribe not known" message. 
Maybe only display a "note:" message and select a default tribe in that case? 
Having the wrong tribe is in most cases probably preferable to not being able 
to use the map at all. Unknown tribes in maps could also happen when 
"backporting" maps from (newer) game versions where more/custom tribes are 
available.

- When loading the "broken" map in the editor and saving again the map is still 
broken. This one is actually a bit strange, shouldn't the change in 
editorinteractive.cc avoid this as well?

Diff comments:

> === modified file 'src/editor/editorinteractive.cc'
> --- src/editor/editorinteractive.cc   2018-07-20 08:42:23 +
> +++ src/editor/editorinteractive.cc   2018-08-12 17:17:16 +
> @@ -180,7 +180,7 @@
>   loader_ui.step(_("Creating players"));
>   iterate_player_numbers(p, map->get_nrplayers()) {
>   egbase().add_player(
> -p, 0, map->get_scenario_player_tribe(p), 
> map->get_scenario_player_name(p));
> +p, 0, map->get_scenario_player_tribe(p).empty() ? 
> Widelands::get_all_tribenames().front() : map->get_scenario_player_tribe(p), 
> map->get_scenario_player_name(p));

Why no random selection here?

>   }
>  
>   ml->load_map_complete(egbase(), 
> Widelands::MapLoader::LoadType::kEditor);


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-12 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3777. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/415165379.
Appveyor build 3576. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1783878_editor_random_map_tribe-3576.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-12 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands.

Commit message:
Random Map Generator now assigns a random tribe to all players. Fix crash when 
loading a map in the editor where there is a player with no tribe assigned.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1783878 in widelands: "Editor: Saved random map does segfault on load if 
no tribe is explicitly set"
  https://bugs.launchpad.net/widelands/+bug/1783878

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943

I decided not to bother with any UI changes at this point - we have more 
important bugs to fix for Build 20.
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lp:widelands.
=== modified file 'src/editor/editorinteractive.cc'
--- src/editor/editorinteractive.cc	2018-07-20 08:42:23 +
+++ src/editor/editorinteractive.cc	2018-08-12 17:17:16 +
@@ -180,7 +180,7 @@
 	loader_ui.step(_("Creating players"));
 	iterate_player_numbers(p, map->get_nrplayers()) {
 		egbase().add_player(
-		   p, 0, map->get_scenario_player_tribe(p), map->get_scenario_player_name(p));
+		   p, 0, map->get_scenario_player_tribe(p).empty() ? Widelands::get_all_tribenames().front() : map->get_scenario_player_tribe(p), map->get_scenario_player_name(p));
 	}
 
 	ml->load_map_complete(egbase(), Widelands::MapLoader::LoadType::kEditor);

=== modified file 'src/editor/map_generator.cc'
--- src/editor/map_generator.cc	2018-07-21 07:53:42 +
+++ src/editor/map_generator.cc	2018-08-12 17:17:16 +
@@ -28,6 +28,7 @@
 #include "logic/editor_game_base.h"
 #include "logic/findnode.h"
 #include "logic/map.h"
+#include "logic/map_objects/tribes/tribe_basic_info.h"
 #include "logic/map_objects/world/map_gen.h"
 #include "logic/map_objects/world/world.h"
 #include "scripting/lua_interface.h"
@@ -661,7 +662,6 @@
 	// Care about players and place their start positions
 	map_.set_nrplayers(map_info_.numPlayers);
 	assert(map_info_.numPlayers >= 1);
-	const std::string tribe = map_.get_scenario_player_tribe(1);
 	const std::string ai = map_.get_scenario_player_ai(1);
 	FindNodeSize functor(FindNodeSize::sizeBig);
 	Coords playerstart(Coords::null());
@@ -714,6 +714,7 @@
 	for (PlayerNumber n = 1; n <= map_info_.numPlayers; ++n) {
 		// Set scenario information - needed even if it's not a scenario
 		map_.set_scenario_player_name(n, _("Random Player"));
+		const std::string tribe = get_all_tribenames()[rng.rand() % get_all_tribenames().size()];
 		map_.set_scenario_player_tribe(n, tribe);
 		map_.set_scenario_player_ai(n, ai);
 		map_.set_scenario_player_closeable(n, false);

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-11 Thread kaputtnik
Thanks GunChleoc.

I'll delete this branch then.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-11 Thread GunChleoc
I think it makes most sense if I'm the one who takes this one on - the game 
setup screens are in transition code-wise, so it's hard for somebody who 
doesn't know that code to deal with it.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-10 Thread ypopezios
My suggestion has been based solely on general programming principles, not on 
reading the code. I'm not familiar with the relevant files. I had a look and 
they are a mess (as most of the codebase is). If someone points me to specific 
places in the code, maybe I could do it.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-09 Thread kaputtnik
ypopecios, can you please make the needed changes?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-08 Thread GunChleoc
Random tribe is a separate variable in the game setup screens. I think 
ypopezios has the right idea to keep the implementation simple.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-03 Thread ypopezios
I would not create a special extra tribe. I would instead use a nullptr as a 
default value and have it represent the random tribe by convention and only 
where it makes sense.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-03 Thread kaputtnik
As ever: The idea might be good, but implementing is quite difficult.

I think a special "Random Tribe" needs only the name, descname and an icon, 
nothing more. So i have tried to add a "Random Tribe" through lua, but it fails 
because the code for tribe initializing depends on so much other stuff. In 
result we may need exceptions in many places in form of 

if (tribe != "random_tribe"){
// Do stuff for normal tribes
}

Maybe there could be another way of implementing the idea?

For build20 this isn't worth the work, imho. And i am feeling not able to do so.

So lets stick with the bug fix proposed here and reschedule a "Random tribe" 
for another day?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-02 Thread GunChleoc
Sounds good - we could have that both for the random map generator and the 
player menu.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-02 Thread kaputtnik
Since one could also choose "Random tribe" in the Game setup menu, regardless 
of the maps setting, i am thinking about this:

Maybe we can have a special tribe called "Random Tribe". So a map designer can 
choose "Random tribe" beside the others in the editor player menu for a normal 
map. "Random Tribe" could then be set as default for a tribe in the random map 
generator. If a map has a "Random Tribe", this can also be the preset for the 
game setup menu.

I think this would be the cleaner solution. What do you think?


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-02 Thread GunChleoc
Review: Approve

Looks good to me - the maps will be more interesting anyway than if we were 
assigning Barbarians to everybody.

Not tested.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-02 Thread kaputtnik
After sleeping a night i am not sure if this is the correct approach to fix the 
bug ...
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-01 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3744. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/410949945.
Appveyor build 3544. State: failed. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1783878_editor_random_map_tribe-3544.
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lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into lp:widelands

2018-08-01 Thread kaputtnik
kaputtnik has proposed merging 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands.

Commit message:
Set random tribes when using the random map generator

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1783878 in widelands: "Editor: Saved random map does segfault on load if 
no tribe is explicitly set"
  https://bugs.launchpad.net/widelands/+bug/1783878

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352038

Fixes a bug in random map generator -> explicitly set a tribe to each player. 
The tribe is set randomly.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-1783878_editor_random_map_tribe into 
lp:widelands.
=== modified file 'src/editor/map_generator.cc'
--- src/editor/map_generator.cc	2018-07-21 07:53:42 +
+++ src/editor/map_generator.cc	2018-08-01 18:31:33 +
@@ -28,6 +28,7 @@
 #include "logic/editor_game_base.h"
 #include "logic/findnode.h"
 #include "logic/map.h"
+#include "logic/map_objects/tribes/tribe_basic_info.h"
 #include "logic/map_objects/world/map_gen.h"
 #include "logic/map_objects/world/world.h"
 #include "scripting/lua_interface.h"
@@ -661,7 +662,6 @@
 	// Care about players and place their start positions
 	map_.set_nrplayers(map_info_.numPlayers);
 	assert(map_info_.numPlayers >= 1);
-	const std::string tribe = map_.get_scenario_player_tribe(1);
 	const std::string ai = map_.get_scenario_player_ai(1);
 	FindNodeSize functor(FindNodeSize::sizeBig);
 	Coords playerstart(Coords::null());
@@ -714,6 +714,7 @@
 	for (PlayerNumber n = 1; n <= map_info_.numPlayers; ++n) {
 		// Set scenario information - needed even if it's not a scenario
 		map_.set_scenario_player_name(n, _("Random Player"));
+		const std::string tribe = get_all_tribenames()[rng.rand() % get_all_tribenames().size()];
 		map_.set_scenario_player_tribe(n, tribe);
 		map_.set_scenario_player_ai(n, ai);
 		map_.set_scenario_player_closeable(n, false);

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