Uploaded the changes discussed in the bug report.
Ferries can now travel along any edge where both adjacent triangles are 
navigable terrain.
I cleaned up the economy code, removed lots of duplicate functionality for 
wares and workers, and fixed a bug in worker creation.

If you have two road networks connected only by waterways, and economy A 
requests a fisherman but all fishing nets are in economy B, nothing will 
happen. This is intentional because it mirrors the behaviour when a needed 
worker requires two tools which are in different warehouses. Newly produced 
fishing nets will be distributed to warehouses independent of such requests. 
Micromanaging is needed to get a fishing net from B to A, then it´ll be used to 
create a fisher as soon as it arrives there.
-- 
https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ferry into lp:widelands.

_______________________________________________
Mailing list: https://launchpad.net/~widelands-dev
Post to     : widelands-dev@lists.launchpad.net
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp

Reply via email to