Review: Approve

Seems to be working as intended now, thanks. Code is looking good, too.

Reading the tribes from the map file will need some getting used to but I think 
it is the correct approach. At first, it is a bit strange that the tribe is 
"reset" when changing the map but AI difficulty and starting condition stay the 
same.

Diff comments:

> 
> === modified file 'src/ui_fsmenu/launch_spg.cc'
> --- src/ui_fsmenu/launch_spg.cc       2018-05-29 18:57:46 +0000
> +++ src/ui_fsmenu/launch_spg.cc       2018-07-06 08:37:59 +0000
> @@ -84,6 +84,21 @@
>  
>       // Variables and objects used in the menu
>       is_scenario_(false) {
> +     subscriber_ =
> +        Notifications::subscribe<NoteGameSettings>([this](const 
> NoteGameSettings& note) {
> +             switch (note.action) {
> +             case NoteGameSettings::Action::kMap:
> +                     update(true);
> +                     break;
> +             case NoteGameSettings::Action::kPlayer:
> +                     update(false);
> +                     break;
> +             case NoteGameSettings::Action::kUser:
> +                     update(false);
> +                     break;

Use fall-through for kPlayer and kUser?
Just a though, I am fine with this version.

> +             }
> +             });
> +
>       ok_.set_pos(Vector2i(get_w() * 7 / 10, get_h() * 9 / 10));
>       back_.set_pos(Vector2i(get_w() * 7 / 10, get_h() * 17 / 20));
>       win_condition_dropdown_.set_pos(Vector2i(get_w() * 7 / 10, get_h() * 4 
> / 10 + buth_));


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1769344-sp-thinks-too-much/+merge/346911
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