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

2016-03-31 Thread noreply
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 -- Your team Widelands Developers is requested to review the pr

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

2016-03-31 Thread TiborB
"and the random will pull them apart faster :)" - yes, this sounds correct to me :) -- 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

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

2016-03-31 Thread GunChleoc
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 -- Your team Widelands Developers is requested to review

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

2016-03-30 Thread GunChleoc
> 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

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

2016-03-30 Thread TiborB
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

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

2016-03-30 Thread bunnybot
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

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

2016-03-30 Thread GunChleoc
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. -- 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

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

2016-03-30 Thread GunChleoc
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

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

2016-03-30 Thread bunnybot
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

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

2016-03-30 Thread TiborB
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. -- https://code.launchpad.net/~widelands-dev/widelands/ship_overlap/+merge/290363 Your team Widelands Developers is requested to revie

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

2016-03-30 Thread GunChleoc
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

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

2016-03-29 Thread TiborB
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