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Topic: new tribe: amazons

king_of_nowhere
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Posted at: 2019-09-06, 13:15

Tibor wrote:

I am bit nervous about "improvements" in the game that break actual presumptions, f.e. one day we will have farms that as a side activity mine gold and bake bread and somebody will ask to "fix AI"

that's why i believe we would be better off with tribe-specific AI

Also, other tribes need one woodcutter for each forester, but amazonians will likely need two for one, or three for two. another difference that's more easily put into a separate code.

Edited: 2019-09-06, 13:16

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Nordfriese
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Posted at: 2019-09-06, 15:50

Okay, also got the Fatal exception: vector::_M_range_check: __n (which is 255) >= this->size() (which is 131) crash now. Will try to reproduce in GDB…

Also several warnings during gameloading:

Error loading tips script for amazons:
[../src/scripting/lua_errors.cc:22] The script 'txts/tips/amazons.lua' was not found!

ERROR: Unused key "species" in LuaTable. Please report as a bug.
ERROR: Unused key "species" in LuaTable. Please report as a bug.
ERROR: Unused key "species" in LuaTable. Please report as a bug.

WARNING: Productionsite amazons_water_gatherers_hut has a workarea but does not inform about any conflicting buildings

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Nordfriese
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Posted at: 2019-09-06, 16:15

Looks like another AI problem:

Thread 1 "widelands" hit Breakpoint 2, std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:960
960       __throw_out_of_range_fmt(__N("vector::_M_range_check: __n "
(gdb) bt
#0  std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:960
#1  0x00005555567e4ed5 in std::vector<unsigned char, std::allocator<unsigned char> >::at (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:981
#2  0x000055555742c838 in DefaultAI::construct_building (this=0x61d000620c80, gametime=125273) at ../src/ai/defaultai.cc:3039
#3  0x0000555557409dc4 in DefaultAI::think (this=0x61d000620c80) at ../src/ai/defaultai.cc:366
#4  0x0000555556862be9 in SinglePlayerGameController::think (this=0x60700000a5f0) at ../src/logic/single_player_game_controller.cc:72
#5  0x00005555567d48d4 in Widelands::Game::think (this=0x7fffffff76c0) at ../src/logic/game.cc:593
#6  0x0000555556bfad0a in InteractiveBase::think (this=0x62500000a100) at ../src/wui/interactive_base.cc:654
#7  0x0000555556c777a1 in InteractivePlayer::think (this=0x62500000a100) at ../src/wui/interactive_player.cc:324
#8  0x0000555556a5c40c in UI::Panel::do_think (this=0x62500000a100) at ../src/ui_basic/panel.cc:485
#9  0x0000555556a59493 in UI::Panel::do_run (this=0x62500000a100) at ../src/ui_basic/panel.cc:186
#10 0x000055555646478e in UI::Panel::run<UI::Panel::Returncodes> (this=0x62500000a100) at ../src/ui_basic/panel.h:107
#11 0x00005555567d4202 in Widelands::Game::run (this=0x7fffffff76c0, loader_ui=0x7fffffff74e0, start_game_type=Widelands::Game::NewNonScenario, 
    script_to_run="", replay=false, prefix_for_replays="single_player") at ../src/logic/game.cc:570
#12 0x000055555644ed01 in WLApplication::new_game (this=0x6120000001c0) at ../src/wlapplication.cc:1351
#13 0x000055555644c92b in WLApplication::mainmenu_singleplayer (this=0x6120000001c0) at ../src/wlapplication.cc:1207
#14 0x000055555644ba2b in WLApplication::mainmenu (this=0x6120000001c0) at ../src/wlapplication.cc:1113
#15 0x000055555643cc66 in WLApplication::run (this=0x6120000001c0) at ../src/wlapplication.cc:476
#16 0x000055555643853a in main (argc=1, argv=0x7fffffffde48) at ../src/main.cc:44

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Nordfriese
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Posted at: 2019-09-06, 16:16

Looks like an AI problem:

Thread 1 "widelands" hit Breakpoint 2, std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:960
960       __throw_out_of_range_fmt(__N("vector::_M_range_check: __n "
(gdb) bt
#0  std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:960
#1  0x00005555567e4ed5 in std::vector<unsigned char, std::allocator<unsigned char> >::at (this=0x611000c12718, __n=255)
    at /usr/include/c++/8/bits/stl_vector.h:981
#2  0x000055555742c838 in DefaultAI::construct_building (this=0x61d000620c80, gametime=125273) at ../src/ai/defaultai.cc:3039
#3  0x0000555557409dc4 in DefaultAI::think (this=0x61d000620c80) at ../src/ai/defaultai.cc:366
#4  0x0000555556862be9 in SinglePlayerGameController::think (this=0x60700000a5f0) at ../src/logic/single_player_game_controller.cc:72
#5  0x00005555567d48d4 in Widelands::Game::think (this=0x7fffffff76c0) at ../src/logic/game.cc:593
#6  0x0000555556bfad0a in InteractiveBase::think (this=0x62500000a100) at ../src/wui/interactive_base.cc:654
#7  0x0000555556c777a1 in InteractivePlayer::think (this=0x62500000a100) at ../src/wui/interactive_player.cc:324
#8  0x0000555556a5c40c in UI::Panel::do_think (this=0x62500000a100) at ../src/ui_basic/panel.cc:485
#9  0x0000555556a59493 in UI::Panel::do_run (this=0x62500000a100) at ../src/ui_basic/panel.cc:186
#10 0x000055555646478e in UI::Panel::run<UI::Panel::Returncodes> (this=0x62500000a100) at ../src/ui_basic/panel.h:107
#11 0x00005555567d4202 in Widelands::Game::run (this=0x7fffffff76c0, loader_ui=0x7fffffff74e0, start_game_type=Widelands::Game::NewNonScenario, 
    script_to_run="", replay=false, prefix_for_replays="single_player") at ../src/logic/game.cc:570
#12 0x000055555644ed01 in WLApplication::new_game (this=0x6120000001c0) at ../src/wlapplication.cc:1351
#13 0x000055555644c92b in WLApplication::mainmenu_singleplayer (this=0x6120000001c0) at ../src/wlapplication.cc:1207
#14 0x000055555644ba2b in WLApplication::mainmenu (this=0x6120000001c0) at ../src/wlapplication.cc:1113
#15 0x000055555643cc66 in WLApplication::run (this=0x6120000001c0) at ../src/wlapplication.cc:476
#16 0x000055555643853a in main (argc=1, argv=0x7fffffffde48) at ../src/main.cc:44


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GunChleoc
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Posted at: 2019-09-06, 16:22

Nordfriese wrote:

Never mind, I pushed a trunk merge and took care of the merge conflicts

Thanks! Travis will go red now because clang-format messed up the Sphinx documentation - I have pushed a fix directly to trunk.


Busy indexing nil values

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Nordfriese
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Posted at: 2019-09-06, 16:22

An AI problem. My backtrace keeps getting censored by the website when trying to post it here…

Next try:

Thread 1 "widelands" hit Breakpoint 2, std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255) at /usr/include/c++/8/bits/stl_vector.h:960 960 __throw_out_of_range_fmt(__N("vector::_M_range_check: __n " (gdb) bt

0 std::vector<unsigned char, std::allocator<unsigned char> >::_M_range_check (this=0x611000c12718, __n=255)

at /usr/include/c++/8/bits/stl_vector.h:960

1 0x00005555567e4ed5 in std::vector<unsigned char, std::allocator<unsigned char> >::at (this=0x611000c12718, __n=255)

at /usr/include/c++/8/bits/stl_vector.h:981

2 0x000055555742c838 in DefaultAI::construct_building (this=0x61d000620c80, gametime=125273) at ../src/ai/defaultai.cc:3039

3 0x0000555557409dc4 in DefaultAI::think (this=0x61d000620c80) at ../src/ai/defaultai.cc:366

4 0x0000555556862be9 in SinglePlayerGameController::think (this=0x60700000a5f0) at ../src/logic/single_player_game_controller.cc:72

5 0x00005555567d48d4 in Widelands::Game::think (this=0x7fffffff76c0) at ../src/logic/game.cc:593

6 0x0000555556bfad0a in InteractiveBase::think (this=0x62500000a100) at ../src/wui/interactive_base.cc:654

7 0x0000555556c777a1 in InteractivePlayer::think (this=0x62500000a100) at ../src/wui/interactive_player.cc:324

8 0x0000555556a5c40c in UI::Panel::do_think (this=0x62500000a100) at ../src/ui_basic/panel.cc:485

9 0x0000555556a59493 in UI::Panel::do_run (this=0x62500000a100) at ../src/ui_basic/panel.cc:186

10 0x000055555646478e in UI::Panel::run<UI::Panel::Returncodes> (this=0x62500000a100) at ../src/ui_basic/panel.h:107

11 0x00005555567d4202 in Widelands::Game::run (this=0x7fffffff76c0, loader_ui=0x7fffffff74e0, start_game_type=Widelands::Game::NewNonScenario,

script_to_run="", replay=false, prefix_for_replays="single_player") at ../src/logic/game.cc:570

12 0x000055555644ed01 in WLApplication::new_game (this=0x6120000001c0) at ../src/wlapplication.cc:1351

13 0x000055555644c92b in WLApplication::mainmenu_singleplayer (this=0x6120000001c0) at ../src/wlapplication.cc:1207

14 0x000055555644ba2b in WLApplication::mainmenu (this=0x6120000001c0) at ../src/wlapplication.cc:1113

15 0x000055555643cc66 in WLApplication::run (this=0x6120000001c0) at ../src/wlapplication.cc:476

16 0x000055555643853a in main (argc=1, argv=0x7fffffffde48) at ../src/main.cc:44

Edited: 2019-09-06, 16:23

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Nordfriese
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Posted at: 2019-09-06, 16:24

The crash is an AI problem. I cannot post my backtrace here because the website censors it:

All comments have to be moderated

Your comment has to be reviewd by a moderator.


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Nordfriese
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Posted at: 2019-09-06, 16:58

Perhaps it works as attachment…


Attachment:
backtrace.txt (2.3 KB)

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GunChleoc
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Posted at: 2019-09-06, 17:05

That's our antispam overreacting - I have made them visible now.


Busy indexing nil values

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GunChleoc
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Posted at: 2019-09-06, 18:06

Found the source of the crash - one of the buildings is missing the AI hint "collects_ware_from_map".

ETA: Building 'amazons_liana_cutters_hut' needs to define the AI hint "collects_ware_from_map"

Edited: 2019-09-06, 18:22

Busy indexing nil values

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