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Message #04680
[Merge] lp:~widelands-dev/widelands/bug-1518223 into lp:widelands
TiborB has proposed merging lp:~widelands-dev/widelands/bug-1518223 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1518223 in widelands: "has_workers broken (affects AI when considering upgrade)"
https://bugs.launchpad.net/widelands/+bug/1518223
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1518223/+merge/278249
I found that has_workers function in productionsite.cc is badly broken. It is used only by AI to find out if current building to be upgraded has enough experienced workers for upgraded building. It used to return almost random results before...
--
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1518223 into lp:widelands.
=== modified file 'src/logic/productionsite.cc'
--- src/logic/productionsite.cc 2015-11-11 09:53:54 +0000
+++ src/logic/productionsite.cc 2015-11-21 19:58:38 +0000
@@ -284,33 +284,56 @@
}
/**
- * Detect if the workers are experienced enough for an upgrade
+ * Detect if the workers are experienced enough for an target building
+ * Buildable workers are skipped, but upgraded ones (required be target site) are tested
* @param idx Index of the enhancement
*/
bool ProductionSite::has_workers(DescriptionIndex targetSite, Game & /* game */)
{
// bld holds the description of the building we want to have
if (upcast(ProductionSiteDescr const, bld, owner().tribe().get_building_descr(targetSite))) {
- // if he has workers
+
if (bld->nr_working_positions()) {
- DescriptionIndex need = bld->working_positions()[0].first;
- for (unsigned int i = 0; i < descr().nr_working_positions(); ++i) {
- if (!working_positions()[i].worker) {
- return false; // no one is in this house
- } else {
- DescriptionIndex have = working_positions()[i].worker->descr().worker_index();
- if (owner().tribe().get_worker_descr(have)->can_act_as(need)) {
- return true; // he found a lead worker
+
+ // Iterating over workers positions in target building
+ for (const auto& wp : bld->working_positions()) {
+
+ // If worker for this position is buildable, just skip him
+ if (owner().tribe().get_worker_descr(wp.first)->is_buildable()){
+ continue;
+ }
+
+ // This position needs promoted worker, so trying to find out if there is such worker
+ // currently available in this site
+ const DescriptionIndex needed_worker = wp.first;
+ bool worker_available = false;
+ for (unsigned int i = 0; i < descr().nr_working_positions(); ++i) {
+ if (working_positions()[i].worker) {
+ DescriptionIndex current_worker
+ = working_positions()[i].worker->descr().worker_index();
+ if (owner().tribe().get_worker_descr(current_worker)->can_act_as(needed_worker)) {
+ worker_available = true; // We found a worker for the position
+ }
}
}
+ if (!worker_available) {
+ // We dont have needed workers in the site :(
+ return false;
+ }
+
}
- return false;
+
+ //if we are here, all needs are satisfied
+ return true;
+
+ } else {
+ throw wexception("Building, index: %d, needs no workers!\n", targetSite);
}
- return true;
- } else return true;
+ } else { //NOCOM
+ throw wexception("No such building, index: %d\n", targetSite);
+ }
}
-
WaresQueue & ProductionSite::waresqueue(DescriptionIndex const wi) {
for (WaresQueue * ip_queue : m_input_queues) {
if (ip_queue->get_ware() == wi) {
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