improved citadel/castle village trunk production
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Wishlist
|
Unassigned |
Bug Description
This problem has already been broached in https:/
The problem is that the AI often runs out of trunks before the first woodcutters hut has been finished and gets stuck on this. Providing the AI with more trunks initially does not solve the problem.
The attached file contains functions that divide the area around the castle in 7 regions, and tries to select the most suitable region to build both a lumberjack/
use("aux", "wood_village")
Atlanteans:
place_woodcutte
Barbarians:
place_woodcutte
Empire:
place_woodcutte
Changed in widelands: | |
status: | Fix Committed → Fix Released |
A few comments - I think this method should be in infrastructure - though they are a little more general than the other methods in there. Also, passing in the names of the buildings is rather fragile - you know which tribe the player has, so you can figure out the buildings inside the method too. And lastly: a pull request is much easier to work with, for example to make those changes in there :)