AI behaves abnormally when lumberjack´s house disabled
Bug #1794962 reported by
Benedikt Straub
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Won't Fix
|
Undecided
|
Unassigned |
Bug Description
Stumbled over this while scripting the 3rd frisian scenario.
In this scenario, all players cannot build lumberjacks and foresters (instead receiving supplies of logs directly into their warehouses), no quarries, hunters and no mines.
The AI behaves very irrational, most importantly it refuses ever to build a militarysite.
Related branches
lp:~widelands-dev/widelands/AI-fixes
- Benedikt Straub: Approve
- hessenfarmer: Needs Resubmitting
- TiborB: Approve
-
Diff: 411 lines (+73/-48)11 files modifieddata/ai/ai_input_1.wai (+1/-1)
data/ai/ai_input_2.wai (+1/-1)
data/ai/ai_input_3.wai (+1/-1)
data/ai/ai_input_4.wai (+1/-1)
data/tribes/buildings/productionsites/atlanteans/horsefarm/init.lua (+1/-1)
data/tribes/buildings/productionsites/barbarians/barracks/init.lua (+0/-1)
data/tribes/buildings/productionsites/barbarians/cattlefarm/init.lua (+1/-1)
data/tribes/buildings/productionsites/empire/donkeyfarm/init.lua (+1/-1)
data/tribes/wares/coal/init.lua (+4/-4)
src/ai/defaultai.cc (+62/-35)
src/ai/defaultai.h (+0/-1)
Changed in widelands: | |
status: | In Progress → Fix Committed |
Changed in widelands: | |
assignee: | hessenfarmer (stephan-lutz) → nobody |
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Obviously this is hardcoded into AI logic - do not go on until construction of a lumberjack an/or a forester starts...
By my opinion this is very corner case.... it would need specific workaround for the case the buildings are prohibited...