Fish and meat unused in training camp

Bug #625954 reported by Arnaudus
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
Unassigned

Bug Description

I've noticed something strange in Empire training camp (build bzr5485) : when a soldier upgrades, bread and lance/armor vanish, but meat and fish stay still, as if they were untouched. This behavior corresponds to the building definition. While arena and colosseum are requiring:

consume=bread fish,meat

the training camp is

consume=lance bread,fish,meat

Barbarian training camp does the same.

I wonder if this is desirable or if it just comes from a typo in the conf file. I don't really see the point in storing so many different kinds of food if bread does the job alone. Of course, one could answer that this is convenient, but actually it is not at all, since the bread is eaten first and there is no way to save the bread for taverns or other buildings; if your economy is so bad that there is no more bread and fish, the last thing you probably want is to have your training camp finishing off your meat.

Intuitively, I would thing that the training camp should behave the same way as arena and tavern (1 bread + 1 fish/meat). If there is a rationale for not doing so, perhaps the rule should switch to a "bread only" economy, or to a fish/meat-only feeding source.

Revision history for this message
Nasenbaer (nasenbaer) wrote :

this is intended. -> invalid

Changed in widelands:
status: New → Invalid
Revision history for this message
Arnaudus (a-lerouzic) wrote :

Well, making buildings that store resources without ever using them looks like a bug... If it's an intended bug, perhaps this should be marked as "won't fix".

In case this was not clear from the original report, the buidling does NOT use bread or meat or fish. It just uses bread ever and ever again, since there are so many slots for bread that it is almost impossible to get it empty. The meat and fish slots are just "virtual". To me this does not make any sense; if this building works with bread, I don't want it to store meat and fish. If it can accept any kind of food, then the player needs a way to swap the order of the resources used. The current setting is just misleading, in my opinion.

Revision history for this message
SirVer (sirver) wrote :

It does cosune Fish and meat when you train higher levels. There is some redundancy by design for the first few levels, but to train higher levels, you Ned all kinds of food

Revision history for this message
Arnaudus (a-lerouzic) wrote :

I don't think so, for instance for the Empire plate armor:

consume=plate_armour bread,fish,meat:4

Since the building can store 10 pieces of bread, if you have a continuous bread inflow, you never need fish and meat.

Even if I think it would make more sense to need fish or meat, the "bread only" situation cannot be considered as a bug. Furthermore, allowing the building to use whatever resource available makes sense in some way. What I don't understand is that the way this is currently done does not work; the building consumes bread even if bread is needed elsewhere (of course, setting the priorities properly could be a workaround), and never needs fish or meat if the economy runs properly. I still find this confusing, cumbersome and unnecessarily complex...

Revision history for this message
SirVer (sirver) wrote :

I just checked it and you are right.

Nasenbaer, could you remind me what our design decision was there? I thought that training higher levels would need all kinds of foods or at least bread + something.

Even if it isn't, the consume command should not start with the first ware and check till the last, but consume one available ware at random; so if there is bread and meat inside the trainingsite it should either consume bread or meat at random, imho. I though it worked like that already.

I put this on opinion because it needs some discussing.

Changed in widelands:
status: Invalid → Opinion
Revision history for this message
Nasenbaer (nasenbaer) wrote :

Well I thought the same about the higher levels... So:

1. I agree, that it would be better, to it take one out of the list randomly and not just the first one if that's available
2. I will recheck and compare the trainingsites of the different tribes - the code how to set consumed wares was changed some time ago, perhaps things got messed up there.

I assign myself to this bug - will try to start working on it in the next day - but before I have to write an exam tomorrow ;).

Changed in widelands:
importance: Undecided → Medium
assignee: nobody → Nasenbaer (nasenbaer)
Revision history for this message
SirVer (sirver) wrote :

Gut luck with your exam, Nasenbaer!

And thanks for having been persistent with your bug report, Arnaudus.

Revision history for this message
Arnaudus (a-lerouzic) wrote :

No harm, I am always persistent :-)

As a matter of fact, I think that reported bugs that may look like a bug but are intended should not be marked as "Invalid", because invalid bugs virtually disappear from the tracker and may appear ever and ever again. "Won't fix" looks like a better category to sort them, since these bugs could have duplicates and would show up when searching for keywords while submitting a bug.

Nasenbaer (nasenbaer)
Changed in widelands:
status: Opinion → Fix Committed
milestone: none → build16-rc1
Nasenbaer (nasenbaer)
Changed in widelands:
assignee: Nasenbaer (nasenbaer) → nobody
Revision history for this message
SirVer (sirver) wrote :

Released in build16-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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