widelands-dev team mailing list archive
-
widelands-dev team
-
Mailing list archive
-
Message #14786
Re: [Merge] lp:~widelands-dev/widelands/bug-858292-military-influence into lp:widelands
Mhh, why can you remove that code and fix it via that other code?
I must take a complete look at this logic.
I will not try to use this replay, but try to reproduce it,
which will become quite tricky.
Any tips how I can provoke this fast and easy?
One nit inline.
Diff comments:
> === modified file 'src/logic/editor_game_base.cc'
> --- src/logic/editor_game_base.cc 2018-04-27 06:11:05 +0000
> +++ src/logic/editor_game_base.cc 2018-09-14 13:44:06 +0000
> @@ -623,8 +603,19 @@
>
> // This must reach one step beyond the conquered area to adjust the borders
Well actually two steps now :-)
> // of neighbour players.
> - ++player_area.radius;
> + player_area.radius += 2;
> map_.recalc_for_field_area(world(), player_area);
> +
> + // Deal with player immovables in the lost area
> + // Players are not allowed to have their immovables on their borders.
> + // Therefore the area must be enlarged before calling
> + // cleanup_playerimmovables_area, so that those new border locations are
> + // covered.
> + // TODO(SirVer): In the editor, no buildings should burn down when a military
> + // building is removed. Check this again though
> + if (is_a(Game, this)) {
> + cleanup_playerimmovables_area(player_area);
> + }
> }
>
> /// Makes sure that buildings cannot exist outside their owner's territory.
--
https://code.launchpad.net/~widelands-dev/widelands/bug-858292-military-influence/+merge/353834
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-858292-military-influence into lp:widelands.
References