The proposal to merge lp:~widelands-dev/widelands/ferry into lp:widelands has
been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880
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Pushed a fix for worker creation. As soon as you now trigger an economy update
(e.g. by building a flag), the necessary tools are transported from the HQ to
the warehouse and there turned into workers.
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Hm, at this point I'm wondering whether it might be easier to allow ferries to
carry workers and have them waiting for it at the nearest flag. Then we would
not need the separate economies.
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No, the workshop just skips everything because no tools are needed. I´m trying
to implement that the tools will be transported from one warehouse to another
one so the missing workers can be created in the correct economy…
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Looks like the metal workshop 'hangs', it always shows 'The Economy doesn't
need the ware Bradpaddle', although the game run more than 5 Minutes.
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When I have 2 economies only liked by a waterway, the metal workshop won't
produce the necessary wares - I expect the request is generated by the wrong
warehouse.
Savegame: https://bugs.launchpad.net/widelands/+bug/1584203/comments/50
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And another thing that can be improved in checkstep, but will probably be
non-trivial:
https://bugs.launchpad.net/widelands/+bug/1584203/comments/48
I'd be OK with doing this in a follow-up branch.
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I have pushed a commit that shuts up clang compiler warnings, so you need to
pull before continuing to work.
I think that Checkstep should ignore waterways that don't have ferries - I have
attached a savegame to illustrate the issue.
https://bugs.launchpad.net/widelands/+bug/1584203/comments/47
Implemented your suggestion for Ferry and clarified the comment in
EconomyDataPacket.
Economy::create_requested_workers is called directly from balance() for every
economy, so we can just ignore it for ware ecos.
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Your tea
I have pushed a commit with a comment.
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Savegame compatibility hack is up :)
Thanks for the review and codestyle.
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I have pushed another commit with code review. I'm done with this for now. I
also did a grep on data and test for lua changes, and it looks like we didn't
miss anything.
The following 2 bits in the code are a bit complicated and could do with
testing:
* worker creation over multiple economies
I have pushed a new commit with a code style review. I'll have to return later
to go through the discussion.
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I just had an idea how I might just perhaps be able to write savegame
compatibility, give me a few days to try it out...
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I get some text conflicts when merging trunk. Benedikt, can look into this and
make the call for merging?
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I am also for merging into trunk to get better testing.
Personally I dont like splitting the economy into two parallel economies, but
if there is a consensus about this...
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The AI will simply ignore the new feature, it will continue playing exactly as
before. There are some AI code parts that should be looked into eventually (I
added TODOs there), but they should most likely have no effect whatever as long
as it doesn´t build a waterway.
This branch was tested qui
Will it be problem if the AI can't handle ferrys?
Need this branch more testing?
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The status regarding AI is that it is not supported and probably not be anytime
soon if ever.
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Ohh, what a history, but I must confess , I lost track.
Can we merge this now (as only map with a falg are affcetd anyway?)
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What´s the status here?
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I am thinking a lot about this feature, but for AI it is relay difficult.
On most maps it will not be applicable and AI should be very cautious to use it
at all.
It has complex logic for implementation.
So the conclusion is that it is not worth the effort to implement in AI.
What could be consi
Whether waterways/ferries are enabled can be checked as
map.get_waterway_max_length() >= 2
Typically, they are enabled only on maps where they make sense. Waterways have
a maximum length that is map-dependent.
If two flags can be connected both by a new road and by a new waterway, the AI
shou
Also - another idea: It would be nice if the ferries were per economy and AI
would know in advance if the waterroad will be supplied by a ferry immediately
= if there is an available ferry. Without painfully calculating whatever.
The logic would be - AI is considering connecting flags A and B -
Another question is how can AI know if ferries are necessary. In case of ships
- it builds shipyard and ports always - if there are portspaces. With ferries
it can check if map has a water - but this is not sufficient check. Most maps
have water, but will not need ferries at all.
So I see a lot
AI currently is not able to cope with multiple oceans in the case of ships,
just to remind this fact...
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No, because it can be close to several unconnected oceans, just like a shipyard.
You could keep a list of all ferry-reachable fields within the workarea of a
ferry yard (*), and then check for a given waterway whether a
CheckStepFerry-approved path exists from any node on the waterway to any of
And is there any link between ferryyard and a fleet?
Can I query the waterroad if if has a ferryyard to provide it with ferry?
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To get all ferries in a fleet:
Waterway::get_fleet() or Ferry::get_fleet()
FerryFleet::count_ferries()
Counting stuff per player should not be needed, count per FerryFleet instead.
I´ll add some functions to query a waterway whether it has a ferry, and to
query the fleet how many waterways are une
Is there any function that returns number of ferries for a player or Fleet?
Also I presume there is a way how to query the waterroad if it has a ferry...
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For ships the single ship is enough to attend all ports, with ferries it is the
opposite, you need the same number of ferries as waterroads.
It would be convenient if AI can built "virtual roads" - from flag to flag, but
if crossing the water this virtual road would break down into 3 roads - 2x
Launchpad limits the diff preview to the first 5000 lines. The other >9000
lines remain hidden…
A MOVECAPS_FERRY is not possible. For MOVECAPS_WALK and MOVECAPS_SWIM, you
always know that if two adjacent nodes both have this movecap, a bob that also
has that movecap can pass directly from one n
Can ferries be transferred by ships? If not in some maps more then 1 ferryyard
can be needed.
I had an impression that waterroads will work the same as normal roads, but now
I see that quite a lot of management is needed for them...
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I cannot see that method in the diff, so it is probably something older, but
fine...
AI will need to use CheckStepFerry or whatever to get list of all fields from
which regular road can lead, I will investigate it...
Please look at this code:
https://bazaar.launchpad.net/~widelands-dev/widelan
There is a method Game::send_player_build_waterway(int32_t, Path&) that works
just like for roads.
Waterways have a special placement rule: They can go along any edge which is
located between two water triangles. They can therefore reach all fields with
MOVECAPS_SWIM plus some other fields. Alw
AI uses send_player_build_road() to build roads, I tried to find something like
send_player_build_waterway() but nothing like this exists, correct?
Also, does particular fields have some MOVECAPS, like for roads:
f->nodecaps() & MOVECAPS_WALK
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Diff comments:
>
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2019-05-25 08:20:22 +
> +++ src/ai/ai_help_structs.h 2019-05-31 11:03:05 +
> @@ -78,6 +78,7 @@
> kUpgradeExtends,
> kLogRefiner,
> kIronMine,
> + // TODO(Nordfriese):
I added some question in the diff
Diff comments:
>
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2019-05-25 08:20:22 +
> +++ src/ai/ai_help_structs.h 2019-05-31 11:03:05 +
> @@ -78,6 +78,7 @@
> kUpgradeExtends,
> kLogRefiner,
> kIronMin
I'll need to set aside a weekend for this, so it can take some time until I get
around to it.
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Now, how do we get progress here?
Will try to play this again on Cavisson
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We are merging a lot of branches today, so maybe do the merging tomorrow and
ping me so I'll take over and have a look?
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That assert is in trunk – it´s our famous Fleet::is_path_favourable problem...
A reason this is not being merged yet is, GunChleoc wanted to check if we can
merge this without breaking savegame compatibility (I think it´s not possible).
I agree that apart from that this branch should be merged so
Review: Needs Fixing testplay
I played Calvission again fo about 4 hours gametime.
This was fine for the most parts, I found some of
the expected Issued: e.g. Buildings not attachted to roads dont get workers.
I found one Issue where ferries are not built.
But now I hit an seertion that should be
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Thanks for the savegame :)
There were three different bugs overlayed here. All of them are fixed now.
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Here is the SaveGame: https://www.magentacloud.de/share/tu4ayusx.k
Ferries2.wgf (Multiplayer Game)
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This one function with this one assert yet again... yes, please provide a
savegame
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Review: Needs Fixing
Played Calvission a #1 with a Barbarian at #2 , Imperial at #3 and Frisisan at
#4
Got an assert aftree trying to build two woodcutters:
Forcing flag at (70, 164)
Message: adding warehouse for player 1 at (69, 163)
Forcing flag at (73, 163)
Forcing flag at (66, 165)
Forcing
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Fieldaction code looks OK.
How about passing wwWORKER/wwWARE to get_roadbase and checking for that there?
Then you could just call get_roadbase as in your original attempt in r8874.
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The worker already is in an impossible situation, so you need to load an older
savegame that doesn´t contain the bug yet.
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Loading may savegame I now get:
Assertion failed: (wh), function get_next_step, file
../src/economy/transfer.cc, line 188.
Do I have to restart that Map now?
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I now get a compile Error at:
../src/economy/transfer.cc:166:72: error: non-pointer operand type
'Widelands::MapObjectType' incompatible with nullptr
if (!curflag.get_roadbase(nextflag, request_->get_type() ==
wwWORKER ? MapObjectType::ROAD : nullptr)) {
Thanks for the video, bug should be fixed. I had overlooked the possibility
that two flags can be connected by a road and a waterway.
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> I noticed some odd Behavior that carriers tried to use a waterway to reach
> their destination,
but got stuck on the waterway. This way neither wares no carriers where
transported in the end.
That sounds like a fairly serious bug. Could you upload the savegame to the
bugreport linked to this
Review: Approve compile, review, testplay
The ccode is basiccally OK, I did not read all of it, sorry.
I noticed some odd Behavior that carrriees tried to use a wterway to reach
theire destination,
but got stuck on the waterway. This way neither wares no carriers where
transported in the end.
Plaaying Calvission for a while now:
In case a location is reachabel by road and by waterway, but there is no ferry,
wares may get stuck waiting at the flag for the waterway, mmh. But well, works
as designed.
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The automated builds only warn about some unused variables which I now removed.
I don´t see the warning in economy.cc either there or when compiling myself…
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CLang gives me some comppiler warnings:
src/economy/economy.cc:854:45: warning: loop variable 'r' has type
'const std::pair &'
(aka 'const pair &')
but is initialized with type
'std::__1::__map_iterator,
std::__1::__tree_node, void *> *, long> >::value_type'
(aka 'pair')
resulting
OK this is a little Monster and in depends on some workarea change?
Please direkt me to that branch or was this mereged by now?
Im checking this out now. and (try to) do some code review.
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New behaviour is implemented and tested.
@GunChleoc Could you please re-review the latest changes in economy.cc,
especially create_requested_worker(), and CheckStepFerry?
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Sounds like a plan :)
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Autodetection is not possible because there are paths where you can build both.
Having one mode for both where you get to choose on finish whether you want a
road or waterway is possible but difficult to implement because of different
placement rules.
+1 for showing the flagaction window instead
Or maybe the 2 functions could be the same thing, with Widelands detecting
automatically whether it will become a road or a waterway?
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Review: Approve testing
This is really a nice feature. Played two games (Map Twinkling Waves and The
Nile) a lot but found no strange issues anymore. There is one small thing:
If you have the option 'Start building road after placing a flag' turned on,
and place a flag at a coast, roadbuilding
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Can´t reply this in the bug report for some reason…:
Let W and E be the end flags of the waterway that has a ferry.
– Destroy both waterways.
– Build a waterway from W to a new flag F on the tiny island south of the
warehouse. It´ll get the ferry that used to service the waterway from W to E.
– B
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Uploaded the changes discussed in the bug report.
Ferries can now travel along any edge where both adjacent triangles are
navigable terrain.
I cleaned up the economy code, removed lots of duplicate functionality for
wares and workers, and fixed a bug in worker creation.
If you have two road netw
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I did not think of the several oceans problem.
I think it would be good if you could fix both the new and the original road
code. This branch is huge anyway, so I don't mind having more changes in it.
I can look into the saveloading if you want. Just leave the annotations in
until everything el
Implemented or replied to your diff comments in revision 8852.
I can´t reproduce the ASan complaint you reported anymore, but I fixed several
others that surfaced now, except for one on game-end that will follow soon.
Regarding the ferry target quantity: IMHO the ferry yards work like shipyards,
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The overlays look fine now, thank you.
I have pushed a commit with a code review. Check the "NOCOM" comments.
Some notes that are not in the review commit:
- Ferry yard needs an economy check, just like the Ox Farm etc. Otherwise, it
will just keep producing en masse.
- switch is faster than i
Removed the duplicate code and the superfluous animation frames, downscaled the
remaining images.
The barbarian ferry yard now uses reed instead of cloth.
The textures for built waterways are now better visible.
I agree about the range indicators. That will be easy to implement, but I´ll
wait
Barbarian Ferry Yard needs cloth to build, but there is no Weaving Mill,
because that building needs seafaring.
It would be nice to have some indicators for the range when building a new
waterway - I think we best wait with that until after we have the new work
areas, because there could be som
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