[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-03 Thread bunnybot
Continuous integration builds have changed state:

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-03 Thread bunnybot
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-09-03 Thread Benedikt Straub
The detour-baselength assert will definitely not give any further trouble now – 
I removed it ;)
Making a detour really can shorten the ship´s path by a few fields in some 
cases… :P

The ship.get_nritems() assert is also fixed now, though the savegame might 
remain broken.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/emp_4_fixes into lp:widelands

2019-09-03 Thread hessenfarmer
hessenfarmer has proposed merging lp:~widelands-dev/widelands/emp_4_fixes into 
lp:widelands.

Commit message:
fixes issues described in 
https://www.widelands.org/forum/topic/4617/?page=1#post-29597

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/emp_4_fixes/+merge/372196

- small trainingcamp is now buildable although at very high costs. (it is not 
intended the player should stay with them)
- first objective done with 2 buildings still standing (although you miss the 
woodcutter in the new building then)
- wells have only 5 percent chance to mine water
- added some texts to not dismantle bigger buildings until we know what we are 
doing.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
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=== modified file 'data/campaigns/emp04.wmf/scripting/mission_thread.lua'
--- data/campaigns/emp04.wmf/scripting/mission_thread.lua	2018-12-13 17:36:58 +
+++ data/campaigns/emp04.wmf/scripting/mission_thread.lua	2019-09-03 13:26:08 +
@@ -13,7 +13,7 @@
local o = add_campaign_objective(obj_dismantle_buildings)
local buildmessage = false
sleep(5000)
-   while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 0 do
+   while count_buildings(p1, {"empire_fishers_house", "empire_quarry", "empire_lumberjacks_house1", "empire_well1"}) > 2 do
   if mv.windows.field_action and mv.windows.field_action.tabs.small and not buildmessage then
  campaign_message_box(amalea_19)
  buildmessage = true
@@ -310,6 +310,7 @@
 
-- after some training we have enough knowledge to build better training buildings
p1:allow_buildings{"empire_trainingcamp", "empire_colosseum"}
+   p1:forbid_buildings{"empire_trainingcamp1"}
campaign_message_box(saledus_7)
local o2 = add_campaign_objective(obj_upgrade)
sleep(5000)

=== modified file 'data/campaigns/emp04.wmf/scripting/texts.lua'
--- data/campaigns/emp04.wmf/scripting/texts.lua	2019-04-07 19:25:16 +
+++ data/campaigns/emp04.wmf/scripting/texts.lua	2019-09-03 13:26:08 +
@@ -308,10 +308,13 @@
   _([[Lutius, in my opinion this will again be a very difficult challenge. But I’m afraid that we’re doomed to manage this situation. To make things even worse, I was met with a nasty surprise at our warehouses: they’re all empty. You can hardly find a grain of dust left in there: no wares, no tools, no workers and no soldiers either.]])
   .. paragraphdivider() ..
   -- TRANSLATORS: Amalea
-  _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. The lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
-  .. paragraphdivider() ..
-  -- TRANSLATORS: Amalea
-  _([[Additionally, we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
+  _([[So, first of all we need some building materials to start correcting the mistakes made by the infamous secretary. I think we should try dismantling unproductive small buildings to recover some building materials from them and collect them in our headquarters. As far as I can see now, the fishermen’s houses and the quarries don’t have any resources near them. All of the lumberjacks’ houses and the wells seem also to be inefficient or worn out.]])
+  .. paragraphdivider() ..
+  -- TRANSLATORS: Amalea
+  _([[For the other buildings we can't tell yet, if they are working properly. We need to closely monitor them when we are able to supply them. Until then we shouldn't do anything with them.]])
+  .. paragraphdivider() ..
+  -- TRANSLATORS: Amalea
+  _([[Except, maybe we should restrict the input of all buildings which consume any of our building materials to zero. Or maybe we could even pause the production in all bigger buildings and get the workers some rest until we have produced some of their input wares.]]))
   .. new_objectives(obj_dismantle_buildings),
posy=1,
h=500,
@@ -343,7 +346,7 @@
   _([[Lutius, now we are getting somewhere. As we have gained some construction materials, we can start to rebuild our economy.]])
   .. paragraphdivider() ..
   -- TRANSLATORS: Amalea
-  _([[First of all, we need more construction materials. So, we should build at least three lumberjacks’ houses and two quarries.]])
+  _([[First of all, we need more construction materials. So, we should buil

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-09-03 Thread bunnybot
Continuous integration builds have changed state:

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/amazons-coding-changes into lp:widelands

2019-09-03 Thread Benedikt Straub
Fixed the fieldaction bug and split off FindNodeTerraform.
New terraform syntax:
 "findspace=size:any radius:6 terraform",
 "walk=coords",
 "terraform",
 "return"

There´s no real reason why we need a World or EGBase in Tool parameters, is 
there? I removed it, as it can be fetched directly from the provided EIA.

I would prefer to keep the EGBase parameter in FindNode::accept. For now World 
and Map would suffice, but if we want to write some other new worker program 
for a new tribe someday (e.g. a forester that plants trees only in the 
territory of enemy players?) there´s no way around an EGBase param, no need to 
do the whole rework again then IMHO.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-09-03 Thread GunChleoc
When I have 2 economies only liked by a waterway, the metal workshop won't 
produce the necessary wares - I expect the request is generated by the wrong 
warehouse.

Savegame: https://bugs.launchpad.net/widelands/+bug/1584203/comments/50
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-09-03 Thread GunChleoc
And another thing that can be improved in checkstep, but will probably be 
non-trivial:

https://bugs.launchpad.net/widelands/+bug/1584203/comments/48

I'd be OK with doing this in a follow-up branch.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-09-03 Thread GunChleoc
I have pushed a commit that shuts up clang compiler warnings, so you need to 
pull before continuing to work.

I think that Checkstep should ignore waterways that don't have ferries - I have 
attached a savegame to illustrate the issue.

https://bugs.launchpad.net/widelands/+bug/1584203/comments/47
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