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

2018-02-19 Thread GunChleoc
Merging trunk should do it. I also set a commit message

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-19 Thread hessenfarmer
> You mean that if by chance close to water, a worker will get out to the coast
> and fish?
> 
No, not at all he just fishes in his Ponds where he has breeded some fish.

> It seems that this should not be treated as fisher at all. So this branch
> should fix it.

Yes. Thank you for the quick fix as soon as we can persuade tarvis to be green 
and it is merged I'll give it a try.


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

2018-02-19 Thread GunChleoc
Review: Approve

OK, let's have it then. We can always rethink this if a new tribe will come up 
with the situation that you were originally worried about.

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-19 Thread TiborB
You mean that if by chance close to water, a worker will get out to the coast 
and fish?

It seems that this should not be treated as fisher at all. So this branch 
should fix it.


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

2018-02-19 Thread hessenfarmer
Review: Approve

Aqua farm does not need any water. It just needs a claypit nearby. As there is 
still an issue with the supports production of AI hint if there are 2 
productionsites delivering the same ware I will try how the AI performs if the 
ware produced by an aqua_farm in frisians is breeded fish.

However I think the fix won't harm. In contrary it should help to clearly 
identify fishermens houses as for the hunters in relation to empire piggeries.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-19 Thread GunChleoc
It can use normal fish too though
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-19 Thread GunChleoc
No, aquafarm doesn't. It needs holes in the ground that were dug by a clay 
burner working at a clay pit

"findobject attrib:pond_dry radius:8"
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-18 Thread TiborB
well, I dont like the idea.
But look at this from other angle: Fisher needs near water with fish. Does 
aquafarm need this as well?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-17 Thread GunChleoc
How about having a weight instead? If building type has no inputs, prefer it if 
you can find a suitable spot.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_fisher_identification into lp:widelands

2018-02-17 Thread TiborB
I am afraid that in a next tribe the fishers will have an input - worms or 
something like that and we will be reworking this again :(
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