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Message #17656
Re: [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands
Diff comments:
>
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2019-05-25 08:20:22 +0000
> +++ src/ai/ai_help_structs.h 2019-05-31 11:03:05 +0000
> @@ -78,6 +78,7 @@
> kUpgradeExtends,
> kLogRefiner,
> kIronMine,
> + // TODO(Nordfriese): Someone should update the AI code to handle buildings that need waterways enabled
The Ferry Yard is enabled only on maps with waterways allowed. It should get some special handling code, like the shipyard.
And the barbarian and frisian weaving mill are now enabled if seafaring and/or ferries are allowed (previously if and only if seafaring is allowed). Not sure if the AI automatically adapts to that change (esp. on maps with ferries allowed and seafaring forbidden) or some tweak is needed.
> kNeedsSeafaring,
> kSupportingProducer,
> kNeedsBerry,
--
https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880
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