[Wesnoth-bugs] [bug #21966] OOS - "unfound location for source of movement"

2014-06-03 Thread Felix
Follow-up Comment #18, bug #21966 (project wesnoth):

It was a 3 versus 3, so side 5 was a player side.

I just read your first post again and realised that you are talking about turn
3.
6,55 is a brigde (flat) in the replay and also as far as I know.
So the militia moved to 5,51.

However, the error did occur after I had teleported the turn after.

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[Wesnoth-bugs] [bug #21966] OOS - "unfound location for source of movement"

2014-06-03 Thread Felix
Follow-up Comment #14, bug #21966 (project wesnoth):

Precisely turn 4, side 3 (green), just like I said.
There was no "corruption" in my save after the OOS and I indeed think that I
did the reload.

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[Wesnoth-bugs] [bug #21966] OOS - "unfound location for source of movement"

2014-06-02 Thread Felix
Follow-up Comment #12, bug #21966 (project wesnoth):

It was right after the error occurred (turn 4).
As the unit moved correctly for my side, the reload resolved the OOS.
I had only moved another one unit and had not yet recruited.

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[Wesnoth-bugs] [bug #21966] OOS - "unfound location for source of movement"

2014-06-02 Thread Felix
Follow-up Comment #10, bug #21966 (project wesnoth):

I will try to reconstruct what was happening, in my best knowledge:

I was not the host of the initial game.
The error occurred right when I moved the spearman that just got teleported.
I did not encounter any errors prior to that and the error did not reappear
afterwards.
The error was resolved by reloading.
Apparently I do have a save, but only after the reload has happened and during
purple's turn 4 start.
And I do not cheat or use any other modifications.

Regards, Blop

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[Wesnoth-bugs] [bug #19662] AI recruitment aspect: [limit]max=... sometimes disables recruitment altogether

2013-10-24 Thread Felix Bauer
Update of bug #19662 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #16823] AI stops recruiting when no unit matches the recruitment pattern

2013-10-24 Thread Felix Bauer
Update of bug #16823 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #17591] AI fails to use full recruit list

2013-10-24 Thread Felix Bauer
Follow-up Comment #3, bug #17591 (project wesnoth):

In the new recruitment CA use recruitment_diversity to control how much
"not-so-good" units should be recruited.
See http://wiki.wesnoth.org/AI_Recruitment#Other_aspects

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[Wesnoth-bugs] [bug #17591] AI fails to use full recruit list

2013-10-24 Thread Felix Bauer
Update of bug #17591 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [patch #3884] Added deprecation messages for AI aspects

2013-06-11 Thread Felix Bauer
Update of patch #3884 (project wesnoth):

  Status: In Progress => Done   
 Open/Closed:Open => Closed 

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Follow-up Comment #1:

Committed with
https://github.com/wesnoth/wesnoth-old/commit/db2f04636f54d49600c164894978ecac93537429
and
https://github.com/wesnoth/wesnoth-old/commit/8c91d2e5cb69bc1f929e7ae705a007b09615df75

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[Wesnoth-bugs] [patch #3905] Added right click menu option to kill a unit in debug mode.

2013-06-09 Thread Felix Bauer
Update of patch #3905 (project wesnoth):

  Status:None => Done   
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Committed here:
https://github.com/wesnoth/wesnoth-old/commit/9d1dfe063858f06e7c259b9d3b6f5526eef4707c

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[Wesnoth-bugs] [patch #3884] Added deprecation messages for AI aspects

2013-06-07 Thread Felix Bauer
Update of patch #3884 (project wesnoth):

 Assigned to:crab => flixx  


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[Wesnoth-bugs] [patch #3905] Added right click menu option to kill a unit in debug mode.

2013-06-07 Thread Felix Bauer
Update of patch #3905 (project wesnoth):

 Assigned to:None => flixx  


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[Wesnoth-bugs] [patch #3875] Added new aspect 'advancements'

2013-06-07 Thread Felix Bauer
Update of patch #3875 (project wesnoth):

  Status:None => Done   
 Assigned to:crab => flixx  
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Committed here:
https://github.com/wesnoth/wesnoth-old/commit/29e85847389f1dd0482cd6e6f35b072a6444390c

Tested by mattsc.
projectfiles/VC9/wesnoth.vcpro and Wiki is updated.

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[Wesnoth-bugs] [patch #3888] Command 'lua wesnoth.debug_ai([side]).ai' gives now access to lua's ai-table

2013-06-07 Thread Felix Bauer
Update of patch #3888 (project wesnoth):

  Status:None => Done   
 Assigned to:crab => flixx  
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Committed here:
https://github.com/wesnoth/wesnoth-old/commit/f9a231f09da9d4239ac562ce284ad07e4dc0fd90

Tested by mattsc

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[Wesnoth-bugs] [patch #3849] Improved ai behavior when using goto_x / goto_x in WML

2013-06-07 Thread Felix Bauer
Update of patch #3849 (project wesnoth):

  Status: In Progress => Done   
 Assigned to:crab => flixx  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [patch #3849] Improved ai behavior when using goto_x / goto_x in WML

2013-06-07 Thread Felix Bauer
Follow-up Comment #3, patch #3849 (project wesnoth):

Committed here:
https://github.com/wesnoth/wesnoth-old/commit/fddc28738be4f0009bd729b6228c7022e66a13b8

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[Wesnoth-bugs] [patch #3888] Command 'lua wesnoth.debug_ai([side]).ai' gives now access to lua's ai-table

2013-04-29 Thread Felix Bauer
Follow-up Comment #1, patch #3888 (project wesnoth):

Like suggested by Crab_ I modified the patch slightly so that the dummy-engine
will not be deleted but instead added as a component to the AI.
See debug_ai_2.patch

(file #17864)
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Additional Item Attachment:

File name: debug_ai_2.patch   Size:11 KB


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[Wesnoth-bugs] [patch #3875] Added new aspect 'advancements'

2013-04-22 Thread Felix Bauer
Follow-up Comment #1, patch #3875 (project wesnoth):

...Things that are missing:
 - projectfiles/VC9/wesnoth.vcproj is not updated yet

(I had problems with git, probably because of the Windows file encoding)

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[Wesnoth-bugs] [patch #3875] Added new aspect 'advancements'

2013-04-22 Thread Felix Bauer
URL:
  

 Summary: Added new aspect 'advancements'
 Project: Battle for Wesnoth
Submitted by: flixx
Submitted on: Mon 22 Apr 2013 01:48:50 PM GMT
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

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Details:

As part of a GSoC proposal I added a new aspect so a scenario editor can
control advancements in two ways:
1. Define a aspect with a string-value like "Swordsman, Knight", so all units
of interests will always advance to this.
2. Use the LUA-Engine and return a function of the form advance(x, y) which
will itself return a string-value like "Swordsman, Knight". Everytime a
ai-unit advances advance(x, y) will be called.

I added a Test Scenario with 5 Units about to advance. Before reviewing the
C++ code you should take a look at it so you can see how the new aspect can be
defined.

Things that are missing / not tested yet:
- support for the formula engine
- support for the (old) default ai
- a function cfun_ai_get_advancements() in lua/core.cpp so that lua itself
have access to the aspect
- a wiki entry

Please note that this is my first bigger patch, and i'm new to C++ (actually I
just wrote here my first C++ class)
So it would be nice to have feedback if I made any mistakes :)



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File Attachments:


---
Date: Mon 22 Apr 2013 01:48:50 PM GMT  Name: advancements_test_scenario.cfg 
Size: 2kB   By: flixx


---
Date: Mon 22 Apr 2013 01:48:50 PM GMT  Name: test.map  Size: 1kB   By: flixx


---
Date: Mon 22 Apr 2013 01:48:50 PM GMT  Name:
0001-Added-new-aspect-advancements.patch  Size: 26kB   By: flixx



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[Wesnoth-bugs] [patch #3849] Improved goto_x /gotp

2013-04-14 Thread Felix Bauer
Additional Item Attachment, patch #3849 (project wesnoth):

File name: goto_test.jpg  Size:232 KB


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[Wesnoth-bugs] [patch #3849] Improved goto_x /gotp

2013-04-14 Thread Felix Bauer
Follow-up Comment #1, patch #3849 (project wesnoth):

The issue was described in
http://wiki.wesnoth.org/EasyCoding#Improvements_to_AI:

"Currently, setting goto_x, goto_y makes the unit go to that location in a
straight line, even if that leads into a dead end. It would be nice to have
this changed so that the unit uses the shortest possible path instead. All the
pieces for this are in place, should be pretty easy to do."

I tested the patch under the conditions you see in the image. The goto-goal of
the 3 grunts and the mage is the center. The mage will use teleportation.

(file #17747, file #17748)
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Additional Item Attachment:

File name: goto_patch.patch   Size:2 KB
File name: goto_test_campain.tar.gz   Size:1 KB


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[Wesnoth-bugs] [patch #3849] Improved goto_x /gotp

2013-04-14 Thread Felix Bauer
URL:
  

 Summary: Improved goto_x /gotp
 Project: Battle for Wesnoth
Submitted by: flixx
Submitted on: Sun 14 Apr 2013 02:41:51 PM GMT
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any

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Details:






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