Amount of fish depends on the terrain next to it
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Won't Fix
|
Low
|
Unassigned |
Bug Description
To reproduce (tested in r7157):
- In the editor, create a lake a set different terrain types (beach, mountian, swamp etc.) at its coast. Do not set any fish.
- Start a game on that map with a debug build. Check the amount of fish resources.
Expected result: Every field in contact with the lake should contain the same amount of fish, or near the coast, there should be less fish.
Actual result: The amount of fish depends on the number and type of the neighboring triangles:
- In the middle of the sea, there are four fish (some kind of default value).
- At the coast, the amount of fish seems to depend on the default resource amount for that terrain type:
* Snow or mountains do not contain any resources, therefore there are less fish next to them.
* Grassland contains some water, therefore there are more fish next to it.
* Swamp contains a lot of water, therefore there are many more fish next to it.
- Since the amount of fish also depends on the number of triangles of that type next to it, make sure to always have the same number when comparing the values.
Changed in widelands: | |
status: | Expired → Confirmed |
importance: | Undecided → Low |
In https:/ /bugs.launchpad .net/widelands/ +bug/1349137/ comments/ 7, SirVer wrote:
ounds like a bug to me. I have an idea where this comes from though. Resources used to be defined on the fields, but one dev changed it one day to put them on the triangles and added some logic to convert from the first to the second implementation. Maybe that does no averaging?