answer inline. Sorry, the original comment by me was not particularly
understandable :/
Diff comments:
>
> === modified file 'src/ai/defaultai.h'
> --- src/ai/defaultai.h 2016-01-06 19:11:20 +0000
> +++ src/ai/defaultai.h 2016-01-20 20:12:20 +0000
> @@ -348,13 +349,16 @@
> uint32_t ai_productionsites_ratio_;
> uint32_t ai_personality_early_militarysites;
>
> + //this points to persistent data stored in Player object
No, I just meant to add to the documentation that this object is not owned.
Something along the lines
// This points to data owned by class Player that will be persisted on game
save.
Ownership simply means: who will clean up this object, i.e. delete it, free
it's memory. In really modern codebases, unique_ptr<> signalizes ownership. A
bare pointer (like this) automatically always means not owned. Unfortunately in
Widelands we have a mix of modern and old code, so a code comment is better
than freeing twice or not at all
> + Widelands::Player::AiPersistentState* persistent_data;
> +
> // this is a bunch of patterns that have to identify weapons and armors
> for input queues of trainingsites
> std::vector<std::string> const armors_and_weapons =
> {"ax", "lance", "armor", "helm", "lance", "trident", "tabard",
> "shield", "mask"};
>
> enum {kReprioritize, kStopShipyard, kStapShipyard};
>
> - std::vector<int16_t> marineTaskQueue_;
> + std::vector<int16_t> marine_task_queue;
>
>
> std::unique_ptr<Notifications::Subscriber<Widelands::NoteFieldPossession>>
> field_possession_subscriber_;
--
https://code.launchpad.net/~widelands-dev/widelands/ai_ship_tweaks/+merge/280192
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