Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread Tibor Bamhor
I am not surprised at all, but I wanted to have it black on white... :) re: SFSF thing - the beauty of my code is that at the end it does not matter what way it is. I will finish the changes and do some small other changes and commit the code again. -- https://code.launchpad.net/~widelands-de

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

2014-09-08 Thread GunChleoc
Review: Resubmit Done :) -- https://code.launchpad.net/~widelands-dev/widelands/boost_format/+merge/229366 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/boost_format. ___ Mailing list: https://launchpad.net/~widela

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1366725 into lp:widelands

2014-09-08 Thread GunChleoc
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1366725 into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1366725 in widelands: "Building help assumes that every worker needs only one tool" https://bugs.launchpad.net/widelands/+bug

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread SirVer
I agree with Gun here from the design point of view. > productions site sends messages for all types of productionsites every time > the production fails - this is too many messages, and AI has to catch them, > find out if it is the right receiver, filter out non-mines, and finally > iterate o

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-566729 into lp:widelands

2014-09-08 Thread GunChleoc
No worries, the code isn't going anywhere ;) -- https://code.launchpad.net/~widelands-dev/widelands/bug-566729/+merge/229302 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-566729. ___ Mailing list: https://launch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-566729 into lp:widelands

2014-09-08 Thread SirVer
I need to look into this a bit more closely, maybe I can suggest a better place then. I'll be busy for another week, then I should be back to my old productive self :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-566729/+merge/229302 Your team Widelands Developers is subscribed to

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread Tibor Bamhor
"the Productionsite shouldn't know anything about the AI, and we should try to avoid and AI specific stuff there if at all possible." - I of course understand this, but perhaps sometimes also human players will make use of this info (let us say some indication on the map that a mine have encount

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread GunChleoc
> Still my opinion holds - it is more complicated via messages. Maybe - but having an inconsistent architecture would make the code very hard to read for everybody else. We also need to consider encapsulation - the Productionsite shouldn't know anything about the AI, and we should try to avoid and

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread Tibor Bamhor
yes, I overlooked it. It works and reduces a lot of overhead. Still my opinion holds - it is more complicated via messages. -- https://code.launchpad.net/~widelands-dev/widelands/tibor-ai5/+merge/228762 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/tibor-ai5.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread GunChleoc
> I failed to find a way in production site determining that this is a "mine". BuildingDescr.get_ismine() -- https://code.launchpad.net/~widelands-dev/widelands/tibor-ai5/+merge/228762 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/tibor-ai5. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread Tibor Bamhor
Human player also sees a % of production and can consider this information also... and usually is not going to upgrade the mine with first "no resources found", and usually he even does not notice the first "our of resource" label. Maybe we dont understand each other in one thing. I can depict f

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread GunChleoc
> I dont agree. If mine is able to mine 9x from 10 attempts - it is fine and no > need to hurry. > AI checks availability of workers for considered upgraded mine, so if > situation is: a mine first time fails to mine and there are no workers for > upgraded mine - what should be the action? Well

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread Tibor Bamhor
I dont agree. If mine is able to mine 9x from 10 attempts - it is fine and no need to hurry. AI checks availability of workers for considered upgraded mine, so if situation is: a mine first time fails to mine and there are no workers for upgraded mine - what should be the action? BTW, I am work

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tibor-ai5 into lp:widelands

2014-09-08 Thread GunChleoc
I don't think that you need to analyze how exactly mines get their resources - once the message is triggered, it means that the mine isn't profitable anymore. That's all the AI needs to know. A human player would look into enhancing/dismantling the mine as soon as the message is triggered, with

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-566729 into lp:widelands

2014-09-08 Thread GunChleoc
I'm not sure where to put Game_Preload_Data_Packet::get_localized_display_title The only common included header that would marginally make sense is logic/game_controller.h. Or a new h/cpp for this? base/time_string.h doesn't make sense either, because we would have a reference to game_controller