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[Merge] lp:~widelands-dev/widelands/bug-1624216-horsepocalypse into lp:widelands

 

GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1624216-horsepocalypse into lp:widelands.

Commit message:
When a warehouse is destroyed, limit maximum number of fleeing units per unit type to 500.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1624216 in widelands: "Limit amount of units fleeing a destroyed warehouse / headquarters"
  https://bugs.launchpad.net/widelands/+bug/1624216

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1624216-horsepocalypse/+merge/310221
-- 
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1624216-horsepocalypse into lp:widelands.
=== modified file 'src/logic/map_objects/tribes/warehouse.cc'
--- src/logic/map_objects/tribes/warehouse.cc	2016-08-04 15:49:05 +0000
+++ src/logic/map_objects/tribes/warehouse.cc	2016-11-07 19:19:08 +0000
@@ -53,6 +53,7 @@
 namespace {
 
 static const uint32_t WORKER_WITHOUT_COST_SPAWN_INTERVAL = 2500;
+constexpr int kFleeingUnitsCap = 500;
 
 // Goes through the list and removes all workers that are no longer in the
 // game.
@@ -528,13 +529,24 @@
 	if (upcast(Game, game, &egbase)) {
 		const WareList& workers = get_workers();
 		for (DescriptionIndex id = 0; id < workers.get_nrwareids(); ++id) {
-			const uint32_t stock = workers.stock(id);
+			Quantity stock = workers.stock(id);
 			// Separate behaviour for the case of loading the game
 			// (which does save/destroy/reload) and simply destroying ingame
 			if (game->is_loaded()) {
 				// This game is really running
-				for (uint32_t i = 0; i < stock; ++i) {
-					launch_worker(*game, id, Requirements()).start_task_leavebuilding(*game, true);
+				Quantity worker_counter = 0;
+				for (Quantity i = 0; i < stock; ++i, ++worker_counter) {
+					// Make sure that we won't flood the map with carriers etc.
+					if (worker_counter < kFleeingUnitsCap) {
+						launch_worker(*game, id, Requirements()).start_task_leavebuilding(*game, true);
+					} else {
+						break;
+					}
+				}
+				// Remove the remaining stock in case we hit the cap
+				stock = workers.stock(id);
+				if (stock > 0) {
+					remove_workers(id, stock);
 				}
 				assert(!incorporated_workers_.count(id) || incorporated_workers_[id].empty());
 			} else {


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