The proposal to merge lp:~widelands-dev/widelands/ship_overlap into
lp:widelands has been updated.
Status: Approved => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
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Your team Widelands Developers is requested to review the pr
"and the random will pull them apart faster :)" - yes, this sounds correct to
me :)
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https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/ship_overlap into lp:widel
The proposal to merge lp:~widelands-dev/widelands/ship_overlap into
lp:widelands has been updated.
Status: Needs review => Approved
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
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Your team Widelands Developers is requested to review
> Transport mode - ship in scouting mode does not use movepath, because there is
> no path to follow. I believe. But no big deal.
OK, I removed the check then - no need to test for something that's always true.
> Random idle time - I did a test with ships in a bunch and also with static
> idle t
Gun,
Transport mode - ship in scouting mode does not use movepath, because there is
no path to follow. I believe. But no big deal.
Random idle time - I did a test with ships in a bunch and also with static idle
time they eventually ended up with even spaces between them - so random time is
not
Continuous integration builds have changed state:
Travis build 915. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/119528567.
Appveyor build 747. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ship_overlap
P.S. I am not sure that my decision to do this only in transport mode is
correct - I wanted to give priority to scouting.
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https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-de
I have randomized the idle length a bit, because ships would get stuck on top
of each other repeatedly when there a lot of them going in the same direction.
Also used game.logic_rand() to avoid desyncs. I double-checked the codebase any
everything seems fine - I expect the usages of rand() in th
Continuous integration builds have changed state:
Travis build 911. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/119355506.
Appveyor build 743. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ship_overlap
Ship in portdock do not stay on a spot, it roams a bit.
Also this code does not prevent going to occupied spot, so ship waiting in a
portdock should be no issue.
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https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
Your team Widelands Developers is requested to revie
LGTM - will do some testing.
I was also thinking of something else that we might do: When a ship has
delivered its wares to a port, it will sit there until it gets new orders. This
will probably block the portdock for other ships trying to reach the same port?
We might test for that and let any
TiborB has proposed merging lp:~widelands-dev/widelands/ship_overlap into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363
Attempt to fix an issue when two or more ships
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