unify Program sequence for all tribes

Bug #1829761 reported by hessenfarmer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
Undecided
Unassigned

Bug Description

Program sequences of a lot of productionsites have been changed to fail early in the balancing efforts supported by WorldSavior. However some buildings were not changed. e.g. atlantean and Frisian toolproduction is failing early --> programm looks like

skip unless ware is needed
consume = ware (this is where it fails)
sleep
animate
produce = ware

empire and barbarian tool production is still failing late -->

skip unless needed
sleep
consume (here we first sleep and then fail)

I think this should be unified for all comparable productionsites of the tribes to have fair chances here.

Tags: tribes

Related branches

GunChleoc (gunchleoc)
tags: added: tribes
Changed in widelands:
status: New → Confirmed
Changed in widelands:
assignee: nobody → Toni Förster (stonerl)
Revision history for this message
Toni Förster (stonerl) wrote :

For buildings were the worker has to leave, we should move some sleep time to the worker, away from the building.

Especially the harvesting part of farmers/farms, and fisher. E.g the Atlantean fisher spends 3 seconds fishing and 16 in his building. Should be the other way around or better no sleep time in the building since we do not have a working animation for the building.

Revision history for this message
GunChleoc (gunchleoc) wrote :

Is this fixed?

Changed in widelands:
milestone: none → build21-rc1
Revision history for this message
Toni Förster (stonerl) wrote :

Yes it is

Changed in widelands:
assignee: Toni Förster (stonerl) → nobody
status: Confirmed → Fix Committed
Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Fix Committed → Won't Fix
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