--- Log opened Sat Oct 20 00:00:47 2018 20181020 00:01:15-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181020 01:22:27-!- Polsaker is now known as punsaker 20181020 02:04:38-!- gfgtdf [~Daniel@x5ce29c8c.dyn.telefonica.de] has quit [Quit: Leaving] 20181020 02:20:50< irker222> wesnoth/wesnoth:master josteph 846e5aff4e AToTB: Don't talk about undead's unusual AppVeyor: All builds passed 20181020 02:32:55-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20181020 04:57:10-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20181020 05:21:56-!- irker222 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181020 05:32:03-!- irker729 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181020 05:32:03< irker729> wesnoth/wesnoth:1.14 doofus-01 180783166a adding hide_help key to defeated corrupt AppVeyor: All builds passed 20181020 05:50:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] 20181020 06:22:41-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20181020 06:26:20-!- celticminstrel is now known as celmin|sleep 20181020 07:06:04< irker729> wesnoth/wesnoth:master doofus-01 ff3996da62 adding hide_help key to defeated corrupt AppVeyor: All builds passed 20181020 07:34:03-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Read error: Connection reset by peer] 20181020 07:35:11-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20181020 09:32:21< irker729> wesnoth/wesnoth:master newfrenchy83 bdcc110e66 Update attack.cpp AppVeyor: vs2015/Release Failed 20181020 09:32:22< irker729> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/19657309 20181020 10:28:50-!- travis-ci [~travis-ci@ec2-54-211-21-201.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 10:28:51< travis-ci> gfgtdf/wesnoth#1380 (master - f97d4e5 : gfgtdf): The build is still failing. 20181020 10:28:51< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/444033828 20181020 10:28:51-!- travis-ci [~travis-ci@ec2-54-211-21-201.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 10:45:53-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20181020 10:46:57< irker729> wesnoth/wesnoth:1.14 nemaara b95f65f8c0 TSG S9a: dialogue revisions AppVeyor: All builds passed 20181020 10:47:25-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20181020 10:48:10-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Client Quit] 20181020 10:48:44-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20181020 10:52:11-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Read error: Connection reset by peer] 20181020 10:52:29-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20181020 11:31:51< irker729> wesnoth: gfgtdf wesnoth:master 8ac4ee6ff8c0 / projectfiles/VC14/WML_tests.cmd: add option to disable wml tests in msvc. https://github.com/wesnoth/wesnoth/commit/8ac4ee6ff8c07caa69299fa3df9d8135810a06b5 20181020 11:31:53< irker729> wesnoth: gfgtdf wesnoth:master 167197585925 / src/terrain/ (builder.cpp filter.cpp terrain.cpp translation.cpp translation.hpp): deploy string_view https://github.com/wesnoth/wesnoth/commit/16719758592587aef84f43de8d0c126975e69c2c 20181020 11:31:55< irker729> wesnoth: gfgtdf wesnoth:master 3d1e3b36df77 / / (9 files in 3 dirs): add lua terrainmap object https://github.com/wesnoth/wesnoth/commit/3d1e3b36df77b46243c7903469467c00789233da 20181020 11:31:57< irker729> wesnoth: gfgtdf wesnoth:master 2d5382f54c4c / src/ (4 files in 2 dirs): allow lua mapgen to use the default mapgen. https://github.com/wesnoth/wesnoth/commit/2d5382f54c4cf06695656506384dc1b8418bddb0 20181020 11:31:59< irker729> wesnoth: gfgtdf wesnoth:master 18edca91c6e8 / src/generators/default_map_generator_job.cpp: mapgenerator: add debug info https://github.com/wesnoth/wesnoth/commit/18edca91c6e8f82a34eb7b89d45a5b851ab92b62 20181020 11:32:01< irker729> wesnoth: gfgtdf wesnoth:master 45a09464e1bf / data/multiplayer/scenarios/ (test_lua_mapgen.cfg test_lua_mapgen.lua): add examplecode for the new lua mapgen features. https://github.com/wesnoth/wesnoth/commit/45a09464e1bf901ed4020ad4e6e08793150dd7b9 20181020 11:32:03< irker729> wesnoth: gfgtdf wesnoth:master 42920cbc884f / / (2 files in 2 dirs): rename and,or,nor ->all,any,none in luafilters https://github.com/wesnoth/wesnoth/commit/42920cbc884f82dc3d9b4c5055d2daeb08c25f83 20181020 11:32:05< irker729> wesnoth: gfgtdf wesnoth:master 856ac1cdedc7 / src/menu_events.cpp: show more scenarios in choose_level debug command https://github.com/wesnoth/wesnoth/commit/856ac1cdedc765787d0a505caa0ebd395bbbcfe6 20181020 11:32:07< irker729> wesnoth: gfgtdf wesnoth:master e0234608ae8a / src/ (pathutils.cpp pathutils_impl.hpp scripting/lua_terrainfilter.cpp): fix pathfind code dublication. https://github.com/wesnoth/wesnoth/commit/e0234608ae8a0372af03337835e783b92f034ba8 20181020 11:32:09< irker729> wesnoth: gfgtdf wesnoth:master b340ce40ba55 / src/scripting/game_lua_kernel.cpp: fix dupicate function definition. https://github.com/wesnoth/wesnoth/commit/b340ce40ba5568faba71c73ea76818a7d0c1bdbb 20181020 12:31:37-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 12:31:38< travis-ci> wesnoth/wesnoth#19804 (master - b340ce4 : gfgtdf): The build was broken. 20181020 12:31:38< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/444053828 20181020 12:31:38-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 13:27:45-!- celmin|sleep is now known as celticminstrel 20181020 13:30:36-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20181020 14:32:59-!- irker729 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181020 14:33:05-!- irker489 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181020 14:33:05< irker489> wesnoth/wesnoth:master newfrenchy83 bdcc110e66 Update attack.cpp AppVeyor: 2/4 builds failed 20181020 14:33:05< irker489> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/builds/19657309 20181020 14:33:05< irker489> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/builds/19657311 20181020 15:43:09< irker489> wesnoth: newfrenchy83 wesnoth:master bcbac9fe33d9 / src/scripting/ (game_lua_kernel.cpp game_lua_kernel.hpp): Fix animation truncated after message https://github.com/wesnoth/wesnoth/commit/bcbac9fe33d990a65578bdbeccc29474568e0cdd 20181020 15:47:08< irker489> wesnoth: newfrenchy83 wesnoth:1.14 4a5d2148f2cf / src/scripting/ (game_lua_kernel.cpp game_lua_kernel.hpp): Fix animation truncated after message https://github.com/wesnoth/wesnoth/commit/4a5d2148f2cfffc8211ae2b88550e6ed1addb42f 20181020 16:00:49-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20181020 16:20:39-!- travis-ci [~travis-ci@ec2-54-92-237-186.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 16:20:40< travis-ci> wesnoth/wesnoth#19809 (master - bcbac9f : newfrenchy83): The build is still failing. 20181020 16:20:40< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/444108210 20181020 16:20:40-!- travis-ci [~travis-ci@ec2-54-92-237-186.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 16:38:33-!- gfgtdf [~Daniel@x4e320041.dyn.telefonica.de] has joined #wesnoth-dev 20181020 16:39:44< gfgtdf> the xcode project needs an update after my lua mapgen commit. Would be nice if someone that knows xcode could do that 20181020 16:48:08-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20181020 17:35:12< irker489> wesnoth: nemaara wesnoth:1.14 051cec2de44e / data/campaigns/The_South_Guard/ (16 files in 3 dirs): TSG: Story and dialogue revisions https://github.com/wesnoth/wesnoth/commit/051cec2de44e788f6f99cc93d10ec85e4d2fa910 20181020 17:35:46< irker489> wesnoth/wesnoth:master gfgtdf b340ce40ba fix dupicate function definition. AppVeyor: All builds passed 20181020 17:36:24< irker489> wesnoth: nemaara wesnoth:master 172009fd239e / data/campaigns/The_South_Guard/ (16 files in 3 dirs): TSG: Story and dialogue revisions https://github.com/wesnoth/wesnoth/commit/172009fd239eeddadd700863abc8226a33ed0df0 20181020 18:07:16< irker489> wesnoth: josteph wesnoth:1.14 b69be3182bba / data/campaigns/The_Hammer_of_Thursagan/scenarios/05_Invaders.cfg: THoT S5: Unhide the villagers side once they appear. https://github.com/wesnoth/wesnoth/commit/b69be3182bbab65cb8bbfbae230ec1e96a049b1a 20181020 18:07:45< irker489> wesnoth: josteph wesnoth:master b1ebfea07ae0 / data/campaigns/The_Hammer_of_Thursagan/scenarios/05_Invaders.cfg: THoT S5: Unhide the villagers side once they appear. https://github.com/wesnoth/wesnoth/commit/b1ebfea07ae08e95cb58c51b893c975d291f9f3d 20181020 18:19:02<+wesdiscordbot> gfgtdf, about 1.15.0, a good first step would be to reduce the list in https://github.com/wesnoth/wesnoth/milestone/9 , remove from it anything that isn't a release blocker 20181020 18:20:10< gfgtdf> i think #2908 which is the onylthink marked as 'blocker' doesn't apply to nwemaster right ? 20181020 18:22:17< gfgtdf> @josteph i think be better approach woudl be to makrk everythign that is really a release blocker with 'blocker' 20181020 18:23:38-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 18:23:39< travis-ci> wesnoth/wesnoth#19812 (master - 172009f : nemaara): The build is still failing. 20181020 18:23:39< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/444140215 20181020 18:23:39-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 18:30:29<+wesdiscordbot> gfgtdf, okay, that works too 20181020 18:53:09-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 18:53:10< travis-ci> gfgtdf/wesnoth#1382 (master - 737e37e : gfgtdf): The build is still failing. 20181020 18:53:10< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/444147428 20181020 18:53:10-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 19:02:39-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 19:02:40< travis-ci> wesnoth/wesnoth#19814 (master - b1ebfea : josteph): The build is still failing. 20181020 19:02:40< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/444147115 20181020 19:02:40-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 19:53:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20181020 19:55:02< irker489> wesnoth/wesnoth:master newfrenchy83 d17b67467d Update attack.hpp AppVeyor: All builds passed 20181020 20:36:48< irker489> wesnoth: Celtic Minstrel wesnoth:master d10c51feb1a6 / data/core/terrain.cfg: Make the fire terrains actually illuminate their hex https://github.com/wesnoth/wesnoth/commit/d10c51feb1a6aa9feda9af09676875d20fefdf70 20181020 20:37:07< celticminstrel> Oh someone decided to merge that? Don't forget to close the PR too. 20181020 20:37:30< irker489> wesnoth: Celtic Minstrel wesnoth:1.14 71de6da09940 / data/core/terrain.cfg: Make the fire terrains actually illuminate their hex https://github.com/wesnoth/wesnoth/commit/71de6da09940a888f7ff7299e10429127b5b1a52 20181020 20:38:29< celticminstrel> Yeah just like that. 20181020 20:45:12< gfgtdf> this cannot go into 1.14 since it casues OOS (differnt attack strngs on fdiffernt clients) 20181020 20:45:56< celticminstrel> (I have no idea why he pushed it to 1.14 FTR.) 20181020 21:08:58-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has joined #wesnoth-dev 20181020 21:08:59< travis-ci> wesnoth/wesnoth#19822 (master - d10c51f : Celtic Minstrel): The build is still failing. 20181020 21:09:00< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/444184349 20181020 21:09:00-!- travis-ci [~travis-ci@ec2-54-167-98-183.compute-1.amazonaws.com] has left #wesnoth-dev [] 20181020 21:33:34<+wesdiscordbot> gfgtdf, what point in the code would that be? 20181020 21:33:47<+wesdiscordbot> some member func of play_controller? 20181020 21:34:01< celticminstrel> This isn't about my commit, right? 20181020 21:34:12< gfgtdf> to_config and the ctor that takes a config. 20181020 21:34:21<+wesdiscordbot> celticminstrel, no 20181020 21:34:23<+wesdiscordbot> xcode 20181020 21:34:54<+wesdiscordbot> gfgtdf, there's no such ctor of play_controller 20181020 21:35:33< gfgtdf> do_healing_(false) -> do_healing_(level["do_healing"].to_bool()) 20181020 21:35:40<+wesdiscordbot> oh, sorry, there's just one ctor, but it takes a saved_game 20181020 21:35:48<+wesdiscordbot> ok 20181020 21:35:59< gfgtdf> (or whatever you want to call that attribute) 20181020 21:35:59<+wesdiscordbot> that in the ctor, and write it in to_config, and that's all? 20181020 21:36:05< gfgtdf> yes 20181020 21:36:10<+wesdiscordbot> fantastic 20181020 21:36:11<+wesdiscordbot> thanks 20181020 21:36:24< gfgtdf> hmm wait 20181020 21:36:39< gfgtdf> actually, that migth not work correct in reset_gamestate then 20181020 21:36:50< gfgtdf> you probably hav to move that attribute to game_state object 20181020 21:37:41< gfgtdf> @josteph ^ 20181020 21:37:51<+wesdiscordbot> here 20181020 21:38:03<+wesdiscordbot> let me look what reset_gamestate is 20181020 21:40:39<+wesdiscordbot> so it's only used by reset_replay and load_autosave 20181020 21:41:13< gfgtdf> yes, its basicially the 'reset' button of the replay viewer. 20181020 21:41:34<+wesdiscordbot> so that's why sometimes I have to re-load replays instead of stopping them 20181020 21:41:45< gfgtdf> ? 20181020 21:41:55<+wesdiscordbot> I noticed some bugs that're probably caused by this 20181020 21:42:11<+wesdiscordbot> things like [object]s staying around after pressing 'back to start' in a replay, etc 20181020 21:42:43< gfgtdf> that particular one sounds quite unlikeley, but there coudl be bugs. 20181020 21:43:30<+wesdiscordbot> that's always a possibility 20181020 21:43:52<+wesdiscordbot> I don't remember where it was excatly, I'm afraid 20181020 21:46:45<+wesdiscordbot> found something else 20181020 21:47:18<+wesdiscordbot> I started HttT S4, played one turn, waited to get control for side 1 turn 2, then replayed the autosave 20181020 21:47:34<+wesdiscordbot> the "Stop" button in the replay was disabled, but when clicking it it did work 20181020 21:48:18< gfgtdf> hmm yes, that a known (or at least unsuprsing issue) that happend with other buttons (in particular: endturn). 20181020 21:48:25< gfgtdf> maybe we already have a burreport for it 20181020 21:49:36< gfgtdf> about do_healing, its realyl better to put it into game_state where all vairables describing the gamestate (side number etcv.) belong . 20181020 21:50:44< gfgtdf> https://github.com/wesnoth/wesnoth/issues/2740 might be the issue for the replay buttons 20181020 21:50:46<+wesdiscordbot> so new member of saved_game ? 20181020 21:51:16< gfgtdf> no, game_state 20181020 21:51:43< gfgtdf> https://github.com/wesnoth/wesnoth/blob/master/src/game_state.cpp#L61 20181020 21:53:25< gfgtdf> and then game_state::write instead of play_controller::to_config 20181020 21:54:14<+wesdiscordbot> Right 20181020 21:54:26<+wesdiscordbot> so game_state would have a getter/setter for play_controller to use? 20181020 21:54:40-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20181020 21:56:21< gfgtdf> you coudl do that, but actualyl all memebers of game_state are basicially public lol. 20181020 21:56:45< gfgtdf> https://github.com/wesnoth/wesnoth/blob/master/src/game_state.hpp#L44 20181020 21:57:18< gfgtdf> the only private propertly seems to be 'friend class replay_controller;' lol. 20181020 21:58:15<+wesdiscordbot> yeah, I'll follow suit 20181020 21:58:31<+wesdiscordbot> gfgtdf, what about game_state::init()'s level parameter? 20181020 21:58:55<+wesdiscordbot> I see the ctor gets a level which I read the value from, would I do the same in init() ? 20181020 22:00:23< gfgtdf> hmm no, onyl one is needed, you can just coose one, basicialyl the ctor is split into two pars (ctor in init), once becasue it has two cors and they woudl otherwise require code dublication, also for some technical reasons during initilisation 20181020 22:01:18< gfgtdf> in particular some of the members ctors use resources:: which is set after the ctor, so they need to be contructed in init() 20181020 22:01:37<+wesdiscordbot> thanks for explaining. I'm setting it in the ctor member-init list so I'll ignore init 20181020 22:01:51< gfgtdf> ok but note that it has two ctors. 20181020 22:02:29<+wesdiscordbot> noted, both done 20181020 22:02:35< gfgtdf> ok 20181020 22:02:38<+wesdiscordbot> would play_controller still have a member bool? 20181020 22:02:48<+wesdiscordbot> guess not? 20181020 22:04:08< gfgtdf> no, it would use gamestate().do_healing_ (or whtever you called tht variale) 20181020 22:04:34<+wesdiscordbot> dohealing 20181020 22:05:48<+wesdiscordbot> compiling 20181020 22:07:57<+wesdiscordbot> gfgtdf, pushed 20181020 22:08:10<+wesdiscordbot> oh, wait 20181020 22:08:18<+wesdiscordbot> had uncommitted changes, give me 30 sec 20181020 22:09:22<+wesdiscordbot> done 20181020 22:10:12< gfgtdf> looks good to me 20181020 22:10:47<+wesdiscordbot> thanks 20181020 22:11:38<+wesdiscordbot> can I easily add a test for this? 20181020 22:11:43<+wesdiscordbot> wml? cpp? 20181020 22:13:18< gfgtdf> that'd be wml, like in https://github.com/wesnoth/wesnoth/tree/60fd504caf46bbb1648de369303b76225d805e5d/data/test/scenarios 20181020 22:13:47< gfgtdf> when you made a scenario you ahev to add the id here https://github.com/wesnoth/wesnoth/blob/60fd504caf46bbb1648de369303b76225d805e5d/wml_test_schedule 20181020 22:14:37< gfgtdf> if you are going to make tests for this i'd liek if you could explicitly test that the units don't get 'resting' heaing (the 2hp healing when you didn't do anything) in the first turn. 20181020 22:15:03<+wesdiscordbot> Okay 20181020 22:15:09<+wesdiscordbot> Let me see if I can write a test scenario 20181020 22:15:19<+wesdiscordbot> shouldn't be harder than the test diff I just added to the issue (last comment) 20181020 22:16:21<+wesdiscordbot> is there some test I can base mine on? 20181020 22:17:23< gfgtdf> hmm i'm not aware of a specific test that is closed to your scenario than other tests. 20181020 22:23:33<+wesdiscordbot> I think wesnoth just hangs when I start my test, how do I debug that? 20181020 22:23:52<+wesdiscordbot> timeout --kill-after=21 20 ./wesnoth -uheal --log-strict=warning heal : Observed result : 124 - FAIL (TIMEOUT, by TERM signal) Expected result : 0 - PASS 20181020 22:24:51< celticminstrel> Look at the log output? 20181020 22:25:01< celticminstrel> And you could also try running the test with the GUI. 20181020 22:25:09< celticminstrel> There's a command-line option for that. 20181020 22:25:22< celticminstrel> But the log output might be enough. 20181020 22:25:41<+wesdiscordbot> there isn't any 20181020 22:25:51<+wesdiscordbot> I'm guessing I need to do [end_turn] explicitly 20181020 22:26:07< celticminstrel> If you're running the wml_test_schedule the normal way it'll be redirected to some file in the same folder. 20181020 22:26:16< celticminstrel> On Travis this output is also shown somewhere, I believe. 20181020 22:26:36<+wesdiscordbot> celticminstrel, what's that option? 20181020 22:26:43< celticminstrel> You do need an [end_tutn] if your scenario is required to last multiple turns. 20181020 22:26:46<+wesdiscordbot> manpage says -u implies --nogui but I don't see a --yesgui 20181020 22:26:52<+wesdiscordbot> yes, it's redirected to some file 20181020 22:26:56<+wesdiscordbot> and that file has no errors in it 20181020 22:26:58< celticminstrel> It exists, maybe just --gui? 20181020 22:27:06<+wesdiscordbot> let me try these 20181020 22:27:23<+wesdiscordbot> Error in command line: unrecognised option '--gui' 20181020 22:27:45< celticminstrel> Maybe --showgui? 20181020 22:28:18< celticminstrel> You could use [do_command] instead of [end_turn] to better simulate what a user would do, as well. 20181020 22:29:24<+wesdiscordbot> do_command? 20181020 22:29:26<+wesdiscordbot> found it, anyway 20181020 22:29:38<+wesdiscordbot> there's a [modify_unit] max_moves=0 20181020 22:29:44<+wesdiscordbot> if I put {FAIL} above it, it fails 20181020 22:29:49<+wesdiscordbot> if I put {FAIL} after it, it times out 20181020 22:30:05< celticminstrel> I see. 20181020 22:30:16<+wesdiscordbot> celticminstrel, I'd just patch the source to not imply nogui 20181020 22:30:52< celticminstrel> Did you try --showgui? 20181020 22:31:24<+wesdiscordbot> ah! 20181020 22:31:28<+wesdiscordbot> now there's an error 20181020 22:31:32<+wesdiscordbot> missing required [filter] tag 20181020 22:31:42<+wesdiscordbot> thank you 20181020 22:32:34<+wesdiscordbot> about [do_command] thanks but I don't think I have use for it 20181020 22:32:57<+wesdiscordbot> unless I want to fake move one of the units, actually 20181020 22:33:04<+wesdiscordbot> to see it doesn't get rest healing 20181020 22:33:27< celticminstrel> If you needed the scenario to last multiple turns it might be slightly improved over the base [end_turn], not sure if that's actually worth it though. 20181020 22:34:54<+wesdiscordbot> I don't see an end_turn in https://wiki.wesnoth.org/DirectActionsWML#.5Bdo_command.5D 20181020 22:35:22< celticminstrel> ...really? gfgtdf, that should work, shouldn't it? 20181020 22:36:27<+wesdiscordbot> how do I test hitpoints in wml? 20181020 22:36:34<+wesdiscordbot> store_unit then unit.hitpoints? 20181020 22:36:42< celticminstrel> Sure. 20181020 22:36:46<+wesdiscordbot> ty 20181020 22:41:15-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] 20181020 22:44:06<+wesdiscordbot> with --nogui some errors are not printed to stderr 20181020 22:44:17<+wesdiscordbot> like, [if] didn't have any [then] children 20181020 22:51:47< gfgtdf> hmm no you cannot do [end_turn] in [do_command] 20181020 22:56:10< celticminstrel> Why not? 20181020 22:59:37<+wesdiscordbot> gfgtdf, rest healing happens on T3 but not on T2 20181020 23:00:57< gfgtdf> even if you don't move your untis on turn1 ? 20181020 23:01:15< gfgtdf> when are the units created? are they there fromt he beginning or are they created during the turn ? 20181020 23:01:23<+wesdiscordbot> created in start event 20181020 23:01:37< gfgtdf> celticminstrel: it needs some spacil handling and is thus not listed in https://github.com/wesnoth/wesnoth/blob/master/src/game_events/action_wml.cpp#L285 20181020 23:01:49<+wesdiscordbot> http://sprunge.us/IGuNZF 20181020 23:02:55< celticminstrel> Special handling? 20181020 23:04:51< gfgtdf> yes, i think so 20181020 23:05:44< gfgtdf> josteph: it seems like 'set_resting' is also called by the healing code, so that during the first turn setting resing to true is skippe aswell 20181020 23:06:04< gfgtdf> so that even when the unit wasn't moved at turn one, it wont get restign healing at turn two 20181020 23:06:17< gfgtdf> i think this is unexpected behviour and should be changed. 20181020 23:06:31<+wesdiscordbot> agreed 20181020 23:06:54<+wesdiscordbot> let me push the unit test first, then fix that 20181020 23:11:06<+wesdiscordbot> Caught general 'N8savegame19load_game_exceptionE' exception: std::exception 20181020 23:11:12<+wesdiscordbot> when trying to load the unit test replay 20181020 23:14:07< gfgtdf> heh, reminds me of 'Caught general 'N5boost16exception_detail10clone_implINS0_19error_info_injectorINS_9iostreams10gzip_errorEEEEE' exception: gzip error: iostream error' 20181020 23:14:33< gfgtdf> are you trying to load it manually or did it happen during the automated test procedure ? 20181020 23:15:20<+wesdiscordbot> manually from the gui 20181020 23:17:33< gfgtdf> but other saves load normally ? 20181020 23:18:28< gfgtdf> are you using the 'load game' ingame dialog while watching a test ? 20181020 23:18:54<+wesdiscordbot> the exception only happens when I use the Load Game dialog with ./wesnoth -uheal --log-strict=warning --showgui 20181020 23:18:57< gfgtdf> i think the load game dialog might not work when watchning a test, youcoudl try loading it from the titlescreen 20181020 23:19:01<+wesdiscordbot> with normal ./wesnoth it passes 20181020 23:19:05<+wesdiscordbot> yeah, that might be it 20181020 23:19:43<+wesdiscordbot> can you help me figure out the rest heal stuff? 20181020 23:20:04<+wesdiscordbot> rest healing doesn't happen on turn 2, and on the branch does happen on turn 4 even though the units moved in turn 3 20181020 23:20:19< gfgtdf> we could try to add a catch for load_gaem_exception in game_launcher::unit_test just like in game_launcher::play_test if we want 20181020 23:20:41<+wesdiscordbot> if it only happens with -u I don't worry about it 20181020 23:21:11< gfgtdf> hmm that sounds really strange let my try the resthealing on a normla game 20181020 23:21:45<+wesdiscordbot> ah, I think I got it 20181020 23:21:52<+wesdiscordbot> the test does max_moves=0 to immobilize zthe units 20181020 23:21:54<+wesdiscordbot> gfgtdf 20181020 23:22:22<+wesdiscordbot> I don't want the AI units attacking each other in the test, you see 20181020 23:22:30<+wesdiscordbot> I guess there's a better way to do that? 20181020 23:23:28< gfgtdf> i think you can use a dummy ai that does nothing, but i don't know how to do that. 20181020 23:24:20< gfgtdf> during ym little test (3 human sides), it worked as as 'expected' (except the turn2 healing) testign code `for i,u in ipairs(wesnoth.get_units {}) do u.hitpoints = 1 end` 20181020 23:24:40<+wesdiscordbot> thanks for testing 20181020 23:25:07< gfgtdf> i tested on 1.14.5 though, not your branch 20181020 23:25:32<+wesdiscordbot> I see 20181020 23:25:48<+wesdiscordbot> can I just put impassable mountains between the two keeps 20181020 23:27:25< gfgtdf> i think some of the unti test do actualyl have already an 'idle ai' that does nothing, it shodul be possiobel to find soemthign ther 20181020 23:28:18< gfgtdf> it seems leik generic unit test is actualyl using controller=human 20181020 23:28:20< gfgtdf> like* 20181020 23:28:39<+wesdiscordbot> there's also an idle ai like you said 20181020 23:29:29< gfgtdf> hmm yes but a controller=human shodul basicially do nothign aswell 20181020 23:30:05<+wesdiscordbot> it's working, anyway 20181020 23:30:11<+wesdiscordbot> I just dropped the max_moves=0 20181020 23:30:12< gfgtdf> from looking at your test it totally doesn't look liek ai is doing anything 20181020 23:30:18<+wesdiscordbot> yeah 20181020 23:30:24<+wesdiscordbot> how can I do a debug print in the tests ? 20181020 23:30:52< gfgtdf> lua std_print always prints to console/outfile, there migth be other options 20181020 23:31:32< gfgtdf> i think its strange that max_moves=0 effects healing 20181020 23:31:34<+wesdiscordbot> thanks 20181020 23:31:58<+wesdiscordbot> the rest code checks moves=max_moves, unit::end_turn 20181020 23:33:15< gfgtdf> hmm, but it should also reset moves to max_moves, at the beginning of the turn, so it shouldnt have an effet in later turns. 20181020 23:33:15<+wesdiscordbot> ok, so now side 2 turn 2 gets rest healing 20181020 23:33:26<+wesdiscordbot> just need to set_resting(true) on first side's turn 1 20181020 23:33:41<+wesdiscordbot> that'd be why turn 3 and later had rest healing 20181020 23:33:59<+wesdiscordbot> in 1.14.5 does rest healing happen on side 1 turn 2? 20181020 23:34:54< gfgtdf> no i think it doesnt happen in turn 2 at all 20181020 23:35:03< gfgtdf> i think it shodul happpe during all of turn 2. 20181020 23:35:08< gfgtdf> should happen* 20181020 23:35:16<+wesdiscordbot> agreed, fixing that now 20181020 23:38:31-!- irker489 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20181020 23:43:50<+wesdiscordbot> gfgtdf, pushed 20181020 23:45:17< gfgtdf> i don'T think that'll work calculate_healing uses resting, and you are setting it to true right before it is used, making unit always rest heal 20181020 23:46:00<+wesdiscordbot> the test covers this, and passes 20181020 23:46:05<+wesdiscordbot> turn 4 20181020 23:46:30<+wesdiscordbot> hmm, wait, no, that's still expecting the bug 20181020 23:50:31< gfgtdf> i'm actualyl unsure wehether only attacking or also moving sets the unit to 'unresting' 20181020 23:51:28< gfgtdf> and even if moving also sets it to untesting, that probaly won't apply to code induces moves like [move_unit] 20181020 23:51:31<+wesdiscordbot> [move_unit] doesn't change the move numbers, right 20181020 23:51:36<+wesdiscordbot> just confirmed that 20181020 23:52:08<+wesdiscordbot> fixed 20181020 23:52:58<+wesdiscordbot> and pushed 20181020 23:57:11< gfgtdf> ok looks good 20181020 23:57:33<+wesdiscordbot> fantastic, thanks for review 20181020 23:57:53< gfgtdf> are you goint to rebase it (merge commits) ? 20181020 23:58:20<+wesdiscordbot> yes 20181020 23:59:09-!- irker492 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20181020 23:59:09< irker492> wesnoth: josteph wesnoth:1.14 63c972f6c206 / data/core/terrain.cfg: Revert "Make the fire terrains actually illuminate their hex" https://github.com/wesnoth/wesnoth/commit/63c972f6c2067911b2a6930a1c0e52badc2ba011 --- Log closed Sun Oct 21 00:00:48 2018