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.
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Review: Resubmit
Done :)
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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
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
No worries, the code isn't going anywhere ;)
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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 :)
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"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
> 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
yes, I overlooked it. It works and reduces a lot of overhead.
Still my opinion holds - it is more complicated via messages.
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> I failed to find a way in production site determining that this is a "mine".
BuildingDescr.get_ismine()
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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
> 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
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
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
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
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