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

2014-12-05 Thread GunChleoc
2. Your approach means that mapmakers will have to change their maps so the AI can deal with them. Check out get_port_spaces() in map.h, this will give you a list of all port spaces on the map, so it could be used to let the AI cheat. Add them to the list of blocked fields for everything else

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

2014-12-05 Thread TiborB
We have handfull of seafaring-ready maps. So reworking them should not be too lot of work.But mainly we needs new ones. Your suggestion is viable. But this is still not 100% quarantee of a success. Trees can grow there, or roads can be built there (AI does not control exact layout of roads, it

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1397500 into lp:widelands

2014-12-05 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/bug-1397500 into lp:widelands has been updated. Description changed to: Welcome to the scope creep of the week. Basically, this moves some directories into a new data directory: campaigns: data - campaigns global:data - global fonts:

Re: [Widelands-dev] [Merge] lp:~willyscheibel/widelands/use-glbinding into lp:widelands

2014-12-05 Thread Willy Scheibel
Thanks for having a look at my proposal. First of all, I'm one of the core developers of glbinding and my main goal with integrating glbinding into foreign projects is to evaluate the process of doing so. I've done this before on SuperTux (https://github.com/SuperTuxTeam/supertux/pull/4) and