Review: Approve
LGTM :)
@bunnybot merge
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inputqueues
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Review: Approve
Retested and still working :)
@bunnybot merge
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Sorry for the comment spam tested and working nicely. I am also happy with
the colors and borders :)
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2 comments for code readability
Diff comments:
>
> === modified file 'src/logic/map_objects/tribes/tribes.cc'
> --- src/logic/map_objects/tribes/tribes.cc2019-05-29 06:24:42 +
> +++ src/logic/map_objects/tribes/tribes.cc2019-06-05 14:12:33 +
> @@ -335,6 +335,21 @@
>
Don't worry, kaputtnik, we can't always agree on everything and your opinion is
just as valid as everybody else's
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ok, ok :-)
Sorry for the noise. Will be quiet now.
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OK, Lua entries it is.
And I am in favor of this feature too - it will come in handy, especially for
less-experienced players.
I think we could have an explanation in the basic control tutorial, after the
quarries have been placed and before messages get introduced. Don't do this in
trunk or
It was definitely wanted by more then one player.
I like it too. Especially if it shows good or bad coverage.
I think the basic tutorial should bhe the place to explain this as early as
possible, cause it will be already there.
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Good idea, will implement that :)
> On the other side: Is it worth the work for a feature
> - which is hard to explain
I can just add an explanation in a tutorial. Would the economy tut or bar01 be
the better place for it?
> - which was wanted by a single player
I would not have implemented
Definitions look good from my side so far.
one additional question / demand?
Would it be possible to distinguish between wanted overlaps (e.g. forester and
lumberjack shown in greenish colour) and unwanted overlaps (e.g. farm and
forester shown in red shadows)
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> Hm on second thought - the beekeeper -> fields rule might be actually covered
> by rule 4
The farm plants only barley_field_tiny, but the flowering attrib belongs to
barley_field_medium. We would have to check not only whether they plant
the same attrib, but also whether one plants something
Hm on second thought - the beekeeper -> fields rule might be actually covered
by rule 4, so that would be an argument in favor of the rule-based approach,
because we already found a bug in this branch ;)
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Your
While i am not convinced by this feature at all, i agree with Gun. The lua
files are already full of tables and options, which make it hard to understand
for beginners (modders).
On the other side: Is it worth the work for a feature
- which is hard to explain
- which was wanted by a single
As pointed out by hessenfarmer in
https://bugs.launchpad.net/widelands/+bug/1830345/comments/17, The beekeeper
would be interested in farms and berries too. So, let's keep the Lua design and
add those to the building. A rule-based approach would get very complicated
with that.
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I'm still in favor of deducing these in the engine so that we won't need to
maintain these Lua definitions, which will be prone to bugs.
Criteria could be:
1. If both buildings mine the same resource
2. If both buildings plant an immovable
3. If both buildings collect an immovable
4. If one
This time it´s just the inputqueues
@bunnybot merge force
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Review: Approve
:P
Looks good though :)
@bunnybot merge
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Done. The diff is now almost 50% longer :P
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Code LGTM and it's all working well :)
Could you make the surrounding line thicker? It's too thin to be noticeable,
really.
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