Review: Approve

Code is looking okay and the editor no longer crashes. Two observations:

- When loading the old/broken maps, we still get the "Tribe not known" message. 
Maybe only display a "note:" message and select a default tribe in that case? 
Having the wrong tribe is in most cases probably preferable to not being able 
to use the map at all. Unknown tribes in maps could also happen when 
"backporting" maps from (newer) game versions where more/custom tribes are 
available.

- When loading the "broken" map in the editor and saving again the map is still 
broken. This one is actually a bit strange, shouldn't the change in 
editorinteractive.cc avoid this as well?

Diff comments:

> === modified file 'src/editor/editorinteractive.cc'
> --- src/editor/editorinteractive.cc   2018-07-20 08:42:23 +0000
> +++ src/editor/editorinteractive.cc   2018-08-12 17:17:16 +0000
> @@ -180,7 +180,7 @@
>       loader_ui.step(_("Creating players"));
>       iterate_player_numbers(p, map->get_nrplayers()) {
>               egbase().add_player(
> -                p, 0, map->get_scenario_player_tribe(p), 
> map->get_scenario_player_name(p));
> +                p, 0, map->get_scenario_player_tribe(p).empty() ? 
> Widelands::get_all_tribenames().front() : map->get_scenario_player_tribe(p), 
> map->get_scenario_player_name(p));

Why no random selection here?

>       }
>  
>       ml->load_map_complete(egbase(), 
> Widelands::MapLoader::LoadType::kEditor);


-- 
https://code.launchpad.net/~widelands-dev/widelands/bug-1783878_editor_random_map_tribe/+merge/352943
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