Mhh, why can you remove that code and fix it via that other code?
I must take a complete look at this logic.

I will not try to use this replay, but try to reproduce it,
which will become quite tricky.

Any tips how I can provoke this fast and easy?

One nit inline.

Diff comments:

> === modified file 'src/logic/editor_game_base.cc'
> --- src/logic/editor_game_base.cc     2018-04-27 06:11:05 +0000
> +++ src/logic/editor_game_base.cc     2018-09-14 13:44:06 +0000
> @@ -623,8 +603,19 @@
>  
>       // This must reach one step beyond the conquered area to adjust the 
> borders

Well actually two steps now :-)

>       // of neighbour players.
> -     ++player_area.radius;
> +     player_area.radius += 2;
>       map_.recalc_for_field_area(world(), player_area);
> +
> +     //  Deal with player immovables in the lost area
> +     //  Players are not allowed to have their immovables on their borders.
> +     //  Therefore the area must be enlarged before calling
> +     //  cleanup_playerimmovables_area, so that those new border locations 
> are
> +     //  covered.
> +     // TODO(SirVer): In the editor, no buildings should burn down when a 
> military
> +     // building is removed. Check this again though
> +     if (is_a(Game, this)) {
> +             cleanup_playerimmovables_area(player_area);
> +     }
>  }
>  
>  /// Makes sure that buildings cannot exist outside their owner's territory.


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-858292-military-influence/+merge/353834
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/bug-858292-military-influence into lp:widelands.

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