AI (Empire) Deadlock with Fortified Village
Bug #1638260 reported by
Tino
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Won't Fix
|
Undecided
|
Unassigned |
Bug Description
Steps to reproduce:
Start a multiplayer game with one or more AI playing as Empire with the starting condition Fortified village.
Because the Sawmill is already built, it starts producing planks at once to meet the plank target of 40.
The AI does try to build Sentries first and then Lumberjacks.
Most of the time no Lumberjack's Huts get finished because all logs are already gone into the Sawmill or to the Sentry building sites.
Related branches
lp://staging/~widelands-dev/widelands/prevent_ai_deadlocks
Rejected
for merging
into
lp://staging/widelands/build19
- SirVer: Disapprove
- Tino: Disapprove
-
Diff: 254 lines (+112/-5)9 files modifieddata/tribes/scripting/starting_conditions/atlanteans/fortified_village.lua (+6/-0)
data/tribes/scripting/starting_conditions/atlanteans/headquarters.lua (+6/-0)
data/tribes/scripting/starting_conditions/barbarians/fortified_village.lua (+5/-0)
data/tribes/scripting/starting_conditions/barbarians/headquarters.lua (+5/-0)
data/tribes/scripting/starting_conditions/empire/fortified_village.lua (+5/-0)
data/tribes/scripting/starting_conditions/empire/headquarters.lua (+5/-0)
data/tribes/scripting/starting_conditions/prevent_deadlocks.lua (+55/-0)
src/scripting/lua_game.cc (+24/-5)
src/scripting/lua_game.h (+1/-0)
Changed in widelands: | |
milestone: | none → build20-rc1 |
tags: | added: ai |
Changed in widelands: | |
status: | New → Confirmed |
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In the merge req