Merge lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player into lp:widelands

Proposed by kaputtnik
Status: Merged
Merged at revision: 8588
Proposed branch: lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player
Merge into: lp:widelands
Prerequisite: lp:~widelands-dev/widelands/fix_infrastructure_return_values
Diff against target: 38 lines (+8/-2)
2 files modified
data/campaigns/bar02.wmf/player_names (+1/-1)
data/campaigns/bar02.wmf/scripting/starting_conditions.lua (+7/-1)
To merge this branch: bzr merge lp:~widelands-dev/widelands/bug-1639514_fix_yellow_player
Reviewer Review Type Date Requested Status
GunChleoc Approve
Review via email: mp+337507@code.launchpad.net

Commit message

Use ai="empty" for second barbarian campaign

Description of the change

Use ai="empty" (=no ai) for the yellow player, manually connect the buildings with roads (looks nicer).

This fixes bug 1639514

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Revision history for this message
bunnybot (widelandsofficial) wrote :

Continuous integration builds have changed state:

Travis build 3163. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/339870358.
Appveyor build 2970. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1639514_fix_yellow_player-2970.

Revision history for this message
GunChleoc (gunchleoc) wrote :

LGTM :)

@bunnybot merge

review: Approve
Revision history for this message
kaputtnik (franku) wrote :

Thanks :-)

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Tino (tino79) wrote :

Has anyone an idea, why this was not merged to trunk by now?
Interestingly it is already merged on github to master: https://github.com/widelands/widelands/commit/4b2baddcdcd635b4c4b07490ea43efcbb20e2df9

Revision history for this message
kaputtnik (franku) wrote :

No idea... the branch is merged in revision 8588 at: 2018-02-13 02:17:15 UTC. This could be seen when pulling trunk and also if you watch the source code https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/files

Maybe launchpad is confused?

Revision history for this message
GunChleoc (gunchleoc) wrote :

Running a translation update on trunk regenerated the Launchpad state :)

Preview Diff

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1=== modified file 'data/campaigns/bar02.wmf/player_names'
2--- data/campaigns/bar02.wmf/player_names 2015-12-06 12:40:37 +0000
3+++ data/campaigns/bar02.wmf/player_names 2018-02-12 17:07:42 +0000
4@@ -15,7 +15,7 @@
5 [player_3]
6 name="First Brother"
7 tribe="barbarians"
8-ai="normal"
9+ai="empty"
10
11 [player_4]
12 name="Second Brother"
13
14=== modified file 'data/campaigns/bar02.wmf/scripting/starting_conditions.lua'
15--- data/campaigns/bar02.wmf/scripting/starting_conditions.lua 2015-10-31 12:11:44 +0000
16+++ data/campaigns/bar02.wmf/scripting/starting_conditions.lua 2018-02-12 17:07:42 +0000
17@@ -94,7 +94,7 @@
18 -- Player 3
19 -- =======================================================================
20 p3:forbid_buildings("all")
21-prefilled_buildings(p3,
22+local b_table = prefilled_buildings(p3,
23 {"barbarians_sentry", 137, 87, soldiers = {[{0,0,0,0}]=2}},
24 {"barbarians_barrier", 130, 86, soldiers = {[{0,0,0,0}]=4}},
25 {"barbarians_barrier", 132, 82, soldiers = {[{0,0,0,0}]=4}},
26@@ -106,6 +106,12 @@
27 }}
28 )
29
30+-- This player has no AI so we build some roads for him
31+connected_road(p3, b_table[1].flag, "l, tl, tl" )
32+connected_road(p3, b_table[2].flag, "r, r, r, r, r, tr")
33+connected_road(p3, b_table[3].flag, "bl, bl, bl, bl" )
34+connected_road(p3, b_table[5].flag, "br, br, bl, bl" )
35+
36 -- =======================================================================
37 -- Player 4
38 -- =======================================================================

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