fixed emergency protocol by removing sheduled wares requested before ...#1961
fixed emergency protocol by removing sheduled wares requested before ...#1961tost11 wants to merge 9 commits into
Conversation
… only on activation)
Flamefire
left a comment
There was a problem hiding this comment.
LGTM,
trivial style issue in the NULL check which I fixed directly. git pull if you need to do further changes
Flamefire
left a comment
There was a problem hiding this comment.
You need to run clang-format first. If you have it installed when configuring you can run e.g. make clangFormat
Or use the diff as shown in the CI job.
Can you add a test for that? Might be a bit tricky though
Head branch was pushed to by a user without write access
bc104e8 to
689112e
Compare
|
Well, this is original behavior - you were also able to store out wares to get them going anway (a tactic used with very low goods frequently). This fix breaks this original behavior, doesn't it? This sounds reading your description more like a problem the AI has, and should be fixed for the AI instead of for players (maybe the AI can use that system which is slight cheating but I'd opt for a smarter AI instead of an AI playing only by rules) |
What we have:
Not fully sure how the original handled that as it seems like a minor corner case happening rarely. |
When emergency protocol is activated and many buildings are already planned, the wares already scheduled for delivery are ignoring the protocol.
So now when emergency protocol is activated, those wares get removed (if not for the sawmill or woodcutter).
This also solved the issue for AI enemies on very low resources where they're not able to start because the first sawmill never got built.