Comment 5 for bug 858517

Revision history for this message
Steven De Herdt (stdh) wrote :

First, I should mention that it's indeed possible to properly reset the counter by letting an enemy control >50% of the land. Not exceedingly useful information, but still.

>Abstraction over team <-> player; hooks
I'd like to try this, but it will probably take me some time. The hooks I wanna look at too, later though.

>Corner case
Not that important, I agree.

>Delay in sending victory condition status.
Both in Autocrat and Territorial Lord, the game checks victory conditions in timed intervals, which means it can take up to the sampling time before it realizes something has changed. When a player destroyed their enemy's last building (Autocrat), respectively took control of the tower that made their land-ownage exceed 50% (TLord), it can take a few seconds (up to 30 with TLord) before they receive a message notifying them of this fact. This makes the game look slow, a nasty player might even say retarded!

>Amount of land conquered,C++ (graph) <-> Lua (win cond.)
This is certainly different as I noticed. The win condition only counts walkable (or with immovable) fields. Quite apart from the question that the graph and win condition should agree over the amount of land conquered, would it be desirable for the graph not to count water/dead fields, in general?

>Debugging Lua
The win conditions' variables and functions are indeed 'local', that was the problem. Do you happen to have some pointers to good info about debugging embedded Lua? (I should read the tutorial on that first.) Also, Widelands' debug window is a bit inflexible, but at least it exists!

>Added to the list of contributors
Nice, thanks. I understand you would not object to more patches in order to justify this... ;)

New bug: apparently, this win condition does not survive a save-load cycle. Nothing happens when I conquer over 50% after loading. Is the Lua code responsible? Does this need a new bug assigned?