Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1797213-idle-wares-at-flags-carrier into
lp:widelands.
Commit message:
Fixing ware staying at flag if its destination changes while it is carried.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1797213 in widelands: "Sometimes ware(s) are lying at a flag and get not
transported."
https://bugs.launchpad.net/widelands/+bug/1797213
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1797213-idle-wares-at-flags-carrier/+merge/357920
If a ware ends being requested while it is carried, it will be dropped at the
next flag and not touched again. To reproduce:
- Start a new game
- Start building a Quarry and connect it to the warehouse/HQ
- While the carrier is carrying the ware, set the allowed number of trunks in
the construction site to zero
- The ware will now be placed at the next flag and won't be moved again (that
is: not being transported back to the warehouse)
This can be repeated over and over again in both directions (to construction
site / to warehouse):
- Changing the request while the ware is carried will result in the ware
getting stuck
- Changing the request while the ware is at a flag will work correctly
--
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/bug-1797213-idle-wares-at-flags-carrier into
lp:widelands.
=== modified file 'src/logic/map_objects/tribes/carrier.cc'
--- src/logic/map_objects/tribes/carrier.cc 2018-09-04 15:48:47 +
+++ src/logic/map_objects/tribes/carrier.cc 2018-10-28 20:06:36 +
@@ -216,13 +216,19 @@
return schedule_act(game, 20);
}
- WareInstance* otherware = flag.fetch_pending_ware(game, otherware_idx);
-
if (ware) {
+ const bool ware_astray = (ware->get_next_move_step(game) == nullptr);
// Drop our ware
flag.add_ware(game, *fetch_carried_ware(game));
+ // If the destination of the dropped ware changed while carrying it and we don't have
+ // anything else we should carry, we might pick it up again immediately, so check again
+ if (ware_astray && otherware_idx == kNotFoundAppropriate) {
+otherware_idx = flag.find_pending_ware(otherflag);
+ }
}
+ WareInstance* otherware = flag.fetch_pending_ware(game, otherware_idx);
+
// Pick up new load, if any
if (otherware) {
// pay before getting the ware, while checking for road promotion
___
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