Topic: Measuring working time of productionsites
hessenfarmer |
Posted at: 2019-05-21, 19:33
Now that I got the concept right I would vote to try this for UI as well, as said above. Top Quote |
Tibor Topic Opener |
Posted at: 2019-05-21, 19:54
I am really glad, if we use it for UI I am eager to hear the feedback of players.... Top Quote |
hessenfarmer |
Posted at: 2019-05-21, 20:00
me too Top Quote |
stonerl |
Posted at: 2019-05-23, 13:28
Just one question. As far as I understand, the maximum time a program is “allowed” to run are 180s. But this concerns only the main work program. All Subprograms that are called from the main program are part of it. That means the tool smithies work program would run 10 minutes, if all tools are produced. Did you consider this? Top Quote |
Tibor Topic Opener |
Posted at: 2019-05-23, 14:42
Well, I am not that familiar with the productionprogram code. If it is the case - than this is not what I wanted.... Top Quote |
hessenfarmer |
Posted at: 2019-05-23, 21:42
i think it doesn't matter as the code only counts the time between the last program end and the current program end. It doesn't know if it is a main or a subprogram. So only subprograms matter for the 3 minutes count. At least that is my understanding Top Quote |
stonerl |
Posted at: 2019-05-24, 14:51
Hessenfarmer is right. I just had mixed things up here Top Quote |
hessenfarmer |
Posted at: 2020-01-10, 09:17
I have made a branch now for using the time based AI statistics in the display of Productionsites. https://github.com/widelands/widelands/tree/productionsite_performance Top Quote |
hessenfarmer |
Posted at: 2020-01-10, 09:44
here is the related Appveyor windows build. Top Quote |
hessenfarmer |
Posted at: 2020-01-12, 18:49
ok I made the game save the current stats so in a loaded game we don't start with 0 productivity. side effect is that now the AI knows about productivity in a saved game as well. Top Quote |