[Freeciv-Dev] [patch #1416] Adds ruleset for Republic of Venice

2010-01-24 Thread Daniel Markstedt

Update of patch #1416 (project freeciv):

 Assigned to:None = dmarks 


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[Freeciv-Dev] [patch #1411] game_was_started(): check if the game was started

2010-01-24 Thread pepeto

Update of patch #1411 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #1410] 32 player colors

2010-01-24 Thread pepeto

Update of patch #1410 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #13871] [patch 05/07] add setting action callback function

2010-01-24 Thread pepeto

Update of bug #13871 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:   cazfi = pepeto 


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[Freeciv-Dev] [bug #13873] [patch 07/07] load game settings from ruleset file

2010-01-24 Thread pepeto

Update of bug #13873 (project freeciv):

 Assigned to:   cazfi = pepeto 

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Follow-up Comment #9:

This patch could be improved a lot with the new registry interface.


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[Freeciv-Dev] [patch #1189] [Patch] Allow airlifts to allied cities

2010-01-24 Thread pepeto

Update of patch #1189 (project freeciv):

Category:None = general
  Status:None = In Progress
 Assigned to:None = pepeto 
 Planned Release: = 2.3.0  


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[Freeciv-Dev] [patch #1198] show changed game settings after reset and rulesetdir

2010-01-24 Thread pepeto

Update of patch #1198 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #1278] struct connection clean up

2010-01-24 Thread pepeto

Update of patch #1278 (project freeciv):

  Status:None = In Progress
 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK

2010-01-24 Thread pepeto

Update of bug #13498 (project freeciv):

  Status:   Confirmed = Works For Me   
 Assigned to:   mbook = pepeto 
 Open/Closed:Open = Closed 

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Follow-up Comment #26:

Doesn't occur anymore in the current branch.  I take the responsibility to
close this item, whereas it is not really safely fixed for the S2_1 branch.


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[Freeciv-Dev] [bug #13620] [Wichlist] Gfx layer about native tiles

2010-01-24 Thread pepeto

Update of bug #13620 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #13620] [Wichlist] Gfx layer about native tiles

2010-01-24 Thread pepeto

Update of bug #13620 (project freeciv):

 Planned Release: = 2.3.0  


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[Freeciv-Dev] [bug #13848] [Patch] More detailed coding style guidelines

2010-01-24 Thread pepeto

Update of bug #13848 (project freeciv):

  Status:None = In Progress
 Assigned to:   mbook = pepeto 


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[Freeciv-Dev] [bug #13942] No way to unload a busy worker from a transport.

2010-01-24 Thread pepeto

Update of bug #13942 (project freeciv):

 Assigned to:None = pepeto 
 Planned Release:   2.3.0 = 2.2.0  


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[Freeciv-Dev] [bug #13943] Allow unit to choose which transport to load onto

2010-01-24 Thread pepeto

Update of bug #13943 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #15187] Crash using editing mode

2010-01-24 Thread pepeto

Follow-up Comment #2, bug #15187 (project freeciv):

See also bug #14053.


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[Freeciv-Dev] [bug #14053] nation.c:262: die(bad nation) reached

2010-01-24 Thread pepeto

Update of bug #14053 (project freeciv):

Category:None = editor 
  Status:None = Duplicate  
 Assigned to:None = pepeto 

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Follow-up Comment #1:

Duplicate of bug #15187.


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[Freeciv-Dev] [bug #14053] nation.c:262: die(bad nation) reached

2010-01-24 Thread pepeto

Update of bug #14053 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14210] optionally include advance benefits in output message

2010-01-24 Thread pepeto

Update of bug #14210 (project freeciv):

 Planned Release: = 2.3.0  


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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2010-01-24 Thread pepeto

Follow-up Comment #9, bug #14549 (project freeciv):

Does this bug still happen for you?


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[Freeciv-Dev] [bug #14788] My Freeciv crashes often after only a bit of playing

2010-01-24 Thread pepeto

Follow-up Comment #1, bug #14788 (project freeciv):

A lot of crashes have been fixed since the 2.1.6 version.  Do you still get
this problem with 2.1.10 or 2.1.11?


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Re: [Freeciv-Dev] Remove unmaintained clients

2010-01-24 Thread Pepeto
Le samedi 16 janvier 2010 à 15:50 +0100, Pepeto a écrit :
 There is still no answer from Freeciv administrators...

Still no answer.  Attaching some old comment by Marko:

Le jeudi 09 juillet 2009 à 22:29 +0300, Marko Lindqvist a écrit :
Keeping clients in a compiling state is not thta much work, typically
 just search and replace. At least they exist if somebody steps up and
 starts actie development on some of them, like cproc did with 2.1 SDL
 client.
 
 Developers and hardcore players usually prefer GTK client for its
 feature completeness.SDL client has large user base among average
 players for its much better look.
 
 IIRC some old versions of Windows cannot use gtk or sdl client, only
 native client. There might be other portability issues in providing
 any one client to some platforms.
 
 Support for multiple clients has served us well in the past. That
 allowed us to develop gtk client and later gtk2 client so that they
 were eventually made default client. Had we decided that we will
 maintain only the best client of the time, we would still be using xaw
 client.
 
 
 All that said, we could consider level of maintenance for each client.
 FTWL has been inactive project for a long time.
 
 
  - ML
 


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[Freeciv-Dev] [patch #1417] Use my_snprintf() instead of snprintf()

2010-01-24 Thread Christian Prochaska

URL:
  http://gna.org/patch/?1417

 Summary: Use my_snprintf() instead of snprintf()
 Project: Freeciv
Submitted by: cproc
Submitted on: Sonntag 24.01.2010 um 11:42
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.0

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Details:

$subject

Patch for S2_2 and trunk.



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File Attachments:


---
Date: Sonntag 24.01.2010 um 11:42  Name: use_my_snprintf-2010-01-24.diff 
Size: 977B   By: cproc

http://gna.org/patch/download.php?file_id=7778

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Re: [Freeciv-Dev] Remove unmaintained clients

2010-01-24 Thread Jason Dorje Short
On Sat, Jan 2, 2010 at 1:30 PM, Pepeto pepet...@gmail.com wrote:

 I guess those removal would be a solution to speed up the development of
 Freeciv which is very slow nowadays.  There cannot be more clients than
 active developers!

Rather than preemptively remove them, IMO just label them as
unmaintained and dont worry about compatibility when making core
changes anymore.  Either someone will notice the lack and step up to
keep them up-to-date (they only really need minor updates before
releases) or eventually they'll be outdated and can be removed.

-jason

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[Freeciv-Dev] [bug #14549] Crash - unknown cause

2010-01-24 Thread Ann

Follow-up Comment #10, bug #14549 (project freeciv):

I haven't seen it for a while, but I also haven't been playing freeciv much
lately, so that's not very conclusive.

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[Freeciv-Dev] Freeciv 2.1.11 released

2010-01-24 Thread Daniel Markstedt
Freeciv 2.1.11 has been released. It is a bugfix release for the
stable 2.1 branch.

For a list of changes, see http://freeciv.org/wiki/NEWS-2.1.11

Find the source tarballs at:

http://sourceforge.net/projects/freeciv/files/
http://download.gna.org/freeciv/stable/

On behalf of the Freeciv Dev team,

Daniel Markstedt

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[Freeciv-Dev] [patch #1418] Fix a 'FIXME' in md5.c

2010-01-24 Thread pepeto

URL:
  http://gna.org/patch/?1418

 Summary: Fix a 'FIXME' in md5.c
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 24.01.2010 à 12:59
Category: general
Priority: 1 - Later
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:





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File Attachments:


---
Date: dimanche 24.01.2010 à 12:59  Name: trunk_S2_2_FIXME_md5.diff  Size:
529 o   By: pepeto

http://gna.org/patch/download.php?file_id=7780

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[Freeciv-Dev] [patch #1278] struct connection clean up

2010-01-24 Thread pepeto

Update of patch #1278 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

Patch attached: remove the useless field 'is_server' from the connection
structure, use is_server() function instead.


(file #7781, file #7782)
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Additional Item Attachment:

File name: trunk_struct_connection.diff   Size:4 KB
File name: S2_2_struct_connection.diffSize:4 KB


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[Freeciv-Dev] [bug #13942] No way to unload a busy worker from a transport.

2010-01-24 Thread pepeto

Update of bug #13942 (project freeciv):

Category:None = client 
  Status:   Confirmed = Ready For Test 
 Planned Release:   2.2.0 = 2.1.12, 2.2.0  

___

Follow-up Comment #3:

Fix attached: request the 'idle' activity only if the unit has the 'sentry'
activity.  Else, it doesn't make sense to cancel.


(file #7783, file #7784)
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Additional Item Attachment:

File name: trunk_S2_2_unit_unload.diffSize:0 KB
File name: S2_1_unit_unload.diff  Size:0 KB


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[Freeciv-Dev] [patch #1419] Spelling errors

2010-01-24 Thread anonymous

URL:
  http://gna.org/patch/?1419

 Summary: Spelling errors
 Project: Freeciv
Submitted by: None
Submitted on: Sunday 01/24/10 at 17:52 CET
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:





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---
Date: Sunday 01/24/10 at 17:52 CET  Name: norway.diff  Size: 636B   By: None

http://gna.org/patch/download.php?file_id=7785

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[Freeciv-Dev] [patch #1419] Spelling errors

2010-01-24 Thread Daniel Markstedt

Update of patch #1419 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = dmarks 
 Planned Release: = 2.2.0  


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[Freeciv-Dev] [bug #15193] Wish: GTK+ client to fit on 480px-tall screens

2010-01-24 Thread Martin Espinoza

URL:
  http://gna.org/bugs/?15193

 Summary: Wish: GTK+ client to fit on 480px-tall screens
 Project: Freeciv
Submitted by: drink
Submitted on: Sunday 01/24/2010 at 19:14
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

Many small computers have displays with only 480 lines, for example Asus EEE
701 or most MID devices and PDAs, which have at best typically only VGA
(640x480) resolution. FreeCiv is not playable on these devices because the
display does not allow resizing down to a useful size, though there is no
particular reason all necessary elements could not fit on the display. I can
play civilization in a virtual machine, but I can't play FreeCiv...




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[Freeciv-Dev] [bug #15193] Wish: GTK+ client to fit on 480px-tall screens

2010-01-24 Thread pepeto

Follow-up Comment #1, bug #15193 (project freeciv):

I ignore what version do you play, but there is a client option in the
graphics tab to arrange the widgets for small resolutions...  Have a try on
it.


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[Freeciv-Dev] [bug #15193] Wish: GTK+ client to fit on 480px-tall screens

2010-01-24 Thread pepeto

Follow-up Comment #2, bug #15193 (project freeciv):

I meant in the _Interface_ tab (last setting).


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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread Jacob Nevins

Follow-up Comment #5, bug #15041 (project freeciv):

Can you give more detail on what you were trying to do with the unit which
the client wouldn't let you? Also, was the unit ACTIVITY_FORTIFYING, or
ACTIVITY_FORTIFIED?

This change has unfortunately broken a desirable behaviour of the client for
me. I was very pleased when the Clear unit orders on selection option was
added (back in RT#40724), as previously it was impossible to focus certain
units without losing important state (settler progress or fortification,
say); and it's necessary to focus units to see their combat chances against
an enemy units, or how many movement points they have left. Now I run with
this option cleared all the time, for that reason.

I'd like to regain this ability, but obviously without resurrecting *your*
problem. I think this means reverting this change and possibly replacing it
with another.

The most obvious thing you can't do with a focused but busy unit is move it
with the cursor keys / number pad -- nothing happens. (All the other orders
I've tried supersede fortification.)

This movement restriction seems to be enforced on the server, not the client
-- variously in test_unit_move_to_tile() (silently discards action) and
handle_unit_orders() (discards with error).

I don't know if this is deliberate. I can see a point to such a restriction
-- it stops you accidentally moving the wrong unit and losing e.g. progress
towards a terrain improvement. However, a user can't in general rely on
Freeciv to stop them making irreversible mistakes -- accidentally moving a
unit somewhere silly is in the same category, and can't be caught. So, I
could live without this safety net.

If the problem is with unit movements, then I can raise a new bug with an
alternative workaround, which depends on what we want to do:
* If we want to allow move keys to clear orders, then I think simply calling
clear_unit_orders() from key_unit_move() or thereabouts should fix the
issue.
* If we don't want that, then revert this change and somehow document how you
tell a unit that yes, you _really_ mean to disturb it -- there are a couple
ways:
** The [G]oto key works even if a unit is fortified/fortifying (the client
clears the orders).
** More cumbersome: pressing [SPACE] always clears a unit's orders. You can
then re-focus it and use the cursor keys.

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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread pepeto

Update of bug #15041 (project freeciv):

  Status:   Fixed = Need Info  
 Open/Closed:  Closed = Open   

___

Follow-up Comment #6:

I checked RT#40724 again.  It seems I missed understand the meaning of that
option:

Patch implements a client option to disable the behaviour
that makes units lose their orders/current activity when
they are selected. So when the option is not set to its
default value, clicking on a unit or selecting a group of
units with the selection rectangle or mass select
shortcuts (e.g. 'y') will not immediately make the units
stop what they are doing. Instead, the units' orders will
only be cleared when the user issues new orders (e.g.
goto somewhere else, a different activity, etc.) or when
space is pressed.


You are right on numerous points.  My problem was that I was unable to assign
new orders to one unit fortified (I don't remember if it was
CTIVITY_FORTIFYING or ACTIVITY_FORTIFIED).

In this case, shouldn't we consider adding a new key to free the orders of
the selected units?


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[Freeciv-Dev] [bug #15193] Wish: GTK+ client to fit on 480px-tall screens

2010-01-24 Thread Martin Espinoza

Follow-up Comment #3, bug #15193 (project freeciv):

I forgot to mention that I just tried building myself to get this option, and
had it, and the display is still not small enough.

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[Freeciv-Dev] [bug #15194] Can't abort nuke/paradrop with Esc

2010-01-24 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?15194

 Summary: Can't abort nuke/paradrop with Esc
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 24/01/10 at 20:26
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.1.11, 2.2.0-beta3
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

If you've pressed the nuke button Shift+N but have been sobered by the scary
nuke cursor, you can't retreat from the brink by pressing Esc. Similarly, you
can't abort a paradrop this way.

Patch attached. Against S2_2, but also applies to S2_1 and I imagine to trunk
as well.



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File Attachments:


---
Date: Sunday 24/01/10 at 20:26  Name: nuke-paradrop-abort.diff  Size: 947B  
By: jtn
Allow nuke/paradrop orders to be aborted with Esc. Against S2_2 r16614
http://gna.org/bugs/download.php?file_id=7786

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[Freeciv-Dev] [bug #14717] install for all users

2010-01-24 Thread Christian Prochaska

Update of bug #14717 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #1:

Thanks for the Wesnoth hint. I've adapted the multiuser changes from the
Wesnoth installer script to the Freeciv 2.1.11 installer scripts (available
at http://download.gna.org/freeciv/packages/windows/installer-scripts/).


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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread Jacob Nevins

Follow-up Comment #7, bug #15041 (project freeciv):

 In this case, shouldn't we consider adding a new key to free the orders of
the selected units?

I have been wondering about that for a while. I do go through the focus unit,
[SPACE], re-focus unit, [W] rigmarole to clear a unit's orders/activity and
get it back on the available list without actually committing to an order
there and then; but I thought that might just be me procrastinating. Do you
do the same thing?

Currently we have [W] which will dismiss a busy unit without disturbing it,
and [SPACE] which will clear a busy unit's orders and also remove it from the
list of unit awaiting orders. What we don't have is a key which clears the
unit's orders and puts it on the list of units awaiting orders.

Clearly we need the ability to do the first and third things. I'm not
convinced the second is useful. So, I think we only really *need* two keys,
and adding yet another key to all the clients is (a) one more thing to
remember (b) a dreadful faff.

We could change [SPACE] so that for busy units it doesn't dismiss them
entirely (requiring another [SPACE] to do that), or we could swap the
function of [W] and [SPACE] for busy units.

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[Freeciv-Dev] Usability survey

2010-01-24 Thread Daniel Markstedt
Just spotted this usability survey on the web client. Most of it seems
to be of interest to Freeciv in general.

www.feedbackarmy.com/get_feedback.slp?url=http://www.freeciv.net

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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread pepeto

Update of bug #15041 (project freeciv):

  Status:   Need Info = Invalid

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Follow-up Comment #9:

Ok, thank you for the explanation which points out my mistake.  I will revert
the committed patch immediately.


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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread pepeto

Update of bug #15041 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #15195] Behaviour with Clear unit orders on selection unset is sub-optimal

2010-01-24 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?15195

 Summary: Behaviour with Clear unit orders on selection
unset is sub-optimal
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 24/01/10 at 21:34
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Reposted from discussion in bug #15041:

The Clear unit orders on selection client option is great for not losing
progress towards terrain improvements, fortification bonus, etc. However,
there are a couple of issues with interacting with busy units -- that is,
units with orders / doing activities, as opposed to idle units).

1. You can't move a busy unit with the cursor keys / number pad -- nothing
happens if you try. This movement restriction seems to be enforced on the
server, not the client -- variously in test_unit_move_to_tile() (silently
discards action) and handle_unit_orders() (discards with error).

I don't know if this is deliberate. I can see a point to such a restriction
-- it stops you accidentally moving the wrong unit and losing e.g. progress
towards a terrain improvement. However, a user can't in general rely on
Freeciv to stop them making irreversible mistakes -- accidentally moving a
unit somewhere silly is in the same category, and can't be caught. So, I
could live without this safety net.

If we want to allow move keys to clear orders, then I think simply calling
clear_unit_orders() from key_unit_move() or thereabouts should do that. I
have a patch lying around which does this; it seems to work.

(With no change to the current code, you can always use [G]oto to achieve the
same effect, as that clears any orders.)

2. You can't straightforwardly clear a busy unit's orders / activities and
get it back on the list of available units (the ones that [W] cycles
through). You can focus unit, [SPACE], re-focus unit, [W] rigmarole to clear
a unit's orders/activity and get it back on the available list; but this is a
faff, especially for units in cities.

This may be just a quirk of my playing style; I tend to procrastinate about
what to do with units rather than giving them orders there and then. If it's
just me, then it's probably not worth doing anything about. However, some
thoughts on what could be done, in case anyone else thinks it's a good idea:

Currently we have [W] which will dismiss a busy unit without disturbing it,
and [SPACE] which will clear a busy unit's orders and also remove it from the
list of unit awaiting orders. What we don't have is a key which clears the
unit's orders and puts it on the list of units awaiting orders.

Clearly we need the ability to do the first and third things. I'm not
convinced the second is terribly useful. So, I think we only really need two
keys, and adding yet another key to all the clients would be (a) one more
thing to remember (b) a dreadful faff.

We could change [SPACE] so that for busy units it doesn't dismiss them
entirely (requiring another [SPACE] to do that), or we could swap the
function of [W] and [SPACE] for busy units.




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[Freeciv-Dev] [bug #15041] Cannot free the fortify order

2010-01-24 Thread Jacob Nevins

Follow-up Comment #13, bug #15041 (project freeciv):

I've raised bug #15195 for some of the the issues I raised earlier, to see if
anyone else thinks it can be improved.

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[Freeciv-Dev] [bug #15195] Behaviour with Clear unit orders on selection unset is sub-optimal

2010-01-24 Thread pepeto

Follow-up Comment #1, bug #15195 (project freeciv):

1. This is a bug, and it's probably what I observed for bug #15041.  The fix
you describe with clear_unit_orders() in the client side is good.

Another approach would be to allow to move in the server side from busy
units.  It would reduce the packet number traffic.  However, we should take
care to be sure about the implementation, I fear the AI use
unit_move_handling() to be sure the unit should move, so probably we would
need to set the ACTIVITY_IDLE in handle_unit_move().

2. I totally agree with you.


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[Freeciv-Dev] [bug #15195] Behaviour with Clear unit orders on selection unset is sub-optimal

2010-01-24 Thread Jacob Nevins

Follow-up Comment #2, bug #15195 (project freeciv):

Patch for point 1 attached.

 2. I totally agree with you.

I didn't actually commit to a course of action (much like my playing style
;)

I think of [W] as a harmless, do-nothing key, and [SPACE] as a
commit-to-something key (because once you've dismissed a unit with [SPACE]
it's a pain to retrieve it). Which suggests my first option -- [SPACE] once
clears the orders, a second time dismisses the unit.

(file #7787)
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Additional Item Attachment:

File name: clear-unit-orders-on-move.diff Size:0 KB


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[Freeciv-Dev] [bug #15194] Can't abort nuke/paradrop with Esc

2010-01-24 Thread pepeto

Follow-up Comment #1, bug #15194 (project freeciv):

Don't forget that the bracket {} are required after if () according to
http://freeciv.wikia.com/wiki/Coding_Style ...


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