Ok thanks for the explanation about caps. I will recheck in the code and via
debug console why this is the case. From my perspective an immovable shouldn't
alter the build caps information,
cause this behaviour would mean that the check for reachability would be
compromised as well.
regarding t
I think it is very important that the build caps can change temporarily.
Otherwise one can build a building/flag on a node where e.g. a tree stands on
it or a farmers field was planted. The same goes for placed rocks, which could
be used to block an area of a map until the rocks are removed by a
Hm. Not sure about this thing currently I did some digging into the c++ Code
but I don't understand yet when these Caps are calculated. I always thought
they are calculated only once and reflect general properties of a field. In the
code it is written that they only need to be recalculated when
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1811030-desync-ai into lp:widelands.
Commit message:
Replacing logic_rand() with std::rand() in seafaring code of AI.
Should fix desyncs while network gaming.
Requested reviews:
Widelands Developers (widelands-dev)
For more detai
Continuous integration builds have changed state:
Travis build 4391. State: errored. Details:
https://travis-ci.org/widelands/widelands/builds/478537625.
Appveyor build 4182. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_18110
>From my perspective an immovable shouldn't alter the build caps
>information, cause this behaviour would mean that the check for
>reachability would be compromised as well.
What kaputtnik said, they should do this temporarily otherwise one
could build on an immovable. The easiest would be to ass
Review: Approve review
That code looks perfectly clear and should fix the bug.
Nonetheless I will try to reproduce it in the next days.
So this requires a Network game with at least two Humans and one AI player.
Anyone else with that branch on Disk?
Travis has only problems on OSX with homebrew,
You should be able to test it with the savegame attached to the linked bug
report. With trunk, the savegame desyncs immediately. With this branch you can
continue playing. I tested it with two widelands instances running on my
system, so no second computer/human should be required for testing.
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