[Freeciv-Dev] [bug #20543] lua error: Execution time limit exceeded in script

2013-03-07 Thread Marko Lindqvist
Update of bug #20543 (project freeciv):

  Status:  Ready For Test = None   

___

Follow-up Comment #7:

I've committed the patch, but given the parameters Pepeto had, there might be
more than inefficiency to this issue (or problems with bug maps even after
this patch), so leaving ticket open for now.

___

Reply to this item at:

  http://gna.org/bugs/?20543

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-07 Thread Marko Lindqvist
Follow-up Comment #6, bug #20577 (project freeciv):

- As new value is transferred to client side, this changes network protocol -
network capstr bump needed

___

Reply to this item at:

  http://gna.org/bugs/?20577

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20596] The scenario Earth (classic/small) fails to start

2013-03-07 Thread Hubert Kowalewski
Follow-up Comment #2, bug #20596 (project freeciv):

OK, I'be been using an older version of Freeciv, and I somehow overlooke this
fix in the changelog for 2.3.3. Sorry for that!

___

Reply to this item at:

  http://gna.org/bugs/?20596

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20595] Errow while setting temperature below 14 with temperate map

2013-03-07 Thread Hubert Kowalewski
Follow-up Comment #2, bug #20595 (project freeciv):

Yes, such settings don't make much sense, when you come to think about it, but
perhaps a more verbose error message would do in this case? Something like
The requested map is too cold to allocate starting postions. Try setting the
temperature to a value greater than 14. This should make the game more
fool-proof (well OK, more transparent for users ;) ).

___

Reply to this item at:

  http://gna.org/bugs/?20595

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20596] The scenario Earth (classic/small) fails to start

2013-03-07 Thread Jacob Nevins
Update of bug #20596 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?20596

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20599] Boolean sounding name is_blended for integer field

2013-03-07 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20599

 Summary: Boolean sounding name is_blended for integer field
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 07 Mar 2013 12:57:51 PM EET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Tileset has is_blended fields that are actually integers telling layer
number. That should be renamed so that one does not assume them to be boolean
(guess who just broke his tilesets by setting those to FALSE / TRUE)




___

Reply to this item at:

  http://gna.org/bugs/?20599

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3770] better defense when GameLoss is a military unit

2013-03-07 Thread Not Given
Follow-up Comment #2, patch #3770 (project freeciv):


  Is this somehow connected to the primary change in this ticket?

Yes, it is, but only somehow. When no DefendGood units can be built, AI
leaves cities (and thus the Leader within it) unprotected.

So the first part won't have any effect without the second.
(AI still leaves cities alone when they think there would be no danger.)

The deeper problem with the DefendGood thing is that AI relies on the hints
given. They should rather analyze the ruleset to establish a better than
hierarchy once at game start  from where they can get the current best
available each time. But that sure won't be a one-liner.

___

Reply to this item at:

  http://gna.org/patch/?3770

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20600] dai_player_load: add 'const' to struct section_file

2013-03-07 Thread Matthias Pfafferodt
URL:
  http://gna.org/bugs/?20600

 Summary: dai_player_load: add 'const' to struct section_file
 Project: Freeciv
Submitted by: syntron
Submitted on: Thu 07 Mar 2013 04:00:19 PM CET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

dai_city_load() and dai_unit_load() use const for struct section_file - add it
also for dai_player_load()



___

File Attachments:


---
Date: Thu 07 Mar 2013 04:00:19 PM CET  Name:
0004-dai_player_load-add-const-to-struct-section_file.patch  Size: 4kB   By:
syntron

http://gna.org/bugs/download.php?file_id=17403

___

Reply to this item at:

  http://gna.org/bugs/?20600

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Matthias Pfafferodt
Update of patch #2554 (project freeciv):

  Status:  Ready For Test = In Progress
 Summary:  stub lua AI module = lua AI module  

___

Follow-up Comment #7:

I reworked the lua ai patch. At the moment it can be activated (use ./fcser -L
lua) and runs without crash or errors. But, the lua AI does not really moves
its units etc. Thus, help is needed!

I suspect the error in the area of data handling. The AI functions use
arguments which are not handled in the default lua name space. Remembering the
calling flow:

server = LuaAI function = call to lua = callback to C = default AI

the arguments (pointers) have to be 'tunneled' throw lua. I use a 'dummy' data
type lai_data for this. It 'transports' the pointer via the lua environment.
I'm not sure if this is the corret way to go ...



(file #17404)
___

Additional Item Attachment:

File name: 0006-basic-commit-for-a-lua-ai.patch Size:108 KB


___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Matthias Pfafferodt
Follow-up Comment #8, patch #2554 (project freeciv):

please remember to apply the dependencies patch #2969 and bug #20600 before
this one

___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Marko Lindqvist
Follow-up Comment #9, patch #2554 (project freeciv):

- Build system needs to handle luaai as independent type. Now it seems to
depend on how threaded ai is configured.
- Increase of maximum number of simultaneous AI types is separate change which
should not be part of this patch.

___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Marko Lindqvist
Follow-up Comment #10, patch #2554 (project freeciv):

First data handling error I notice:

luaai player_alloc allocates memory and stores it to player structure. But
default ai player_alloc gets called too, overwriting the pointer.

___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-07 Thread Not Given
Follow-up Comment #7, bug #20577 (project freeciv):

  As new value is transferred to client side, this changes network protocol
- network capstr bump needed

I don't have even an idea on where to look for a clue on this ... is there a
working example that I can study?

Meanwhile, I did a lot of changes to my working copy, not only on the ticket
here.

Latest thing that drives me mad is that game.info.gameloss_style is set
correctly in ruleset.c, but when lightning strikes the enemy leader it
evaluates to 0, and no effect takes place at all.

I guess I have to do a whole lot of time consuming tryerror debugging.

In the faint hope that anyone out there has had this problem before I post
*all of my diffs* as a patch.



(file #17405)
___

Additional Item Attachment:

File name: diff22446.patchSize:28 KB


___

Reply to this item at:

  http://gna.org/bugs/?20577

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Matthias Pfafferodt
Follow-up Comment #11, patch #2554 (project freeciv):

Thanks for the comments! I will change the patch accordingly.

Could you help me to find the place there default ai player_alloc is called?

The calling structure is:
ai-funcs.player_alloc
. = lai_player_alloc (lai_func.c)
.. = player_set_ai_data (using struct lai_plr *luaplr as ai data)
.. = lai_api_player_alloc (api_lai_base.c)
... = dai_data_init


___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #2554] lua AI module

2013-03-07 Thread Marko Lindqvist
Follow-up Comment #12, patch #2554 (project freeciv):

Ah, sorry, I misread the player_alloc stuff.

___

Reply to this item at:

  http://gna.org/patch/?2554

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3715] Threaded AI cities generating Worker task requests

2013-03-07 Thread Marko Lindqvist
Update of patch #3715 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?3715

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19168] mapimg automatic save dumps images in current directory

2013-03-07 Thread Marko Lindqvist
Follow-up Comment #5, bug #19168 (project freeciv):

- Updated against latest svn

(file #17406)
___

Additional Item Attachment:

File name: MapimgPath-3.patch Size:6 KB


___

Reply to this item at:

  http://gna.org/bugs/?19168

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3761] Document river road type fields

2013-03-07 Thread Marko Lindqvist
Update of patch #3761 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?3761

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3748] Handle bulk of tech ruleset errors

2013-03-07 Thread Marko Lindqvist
Update of patch #3748 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?3748

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3773] Handle lookup_government() errors

2013-03-07 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3773

 Summary: Handle lookup_government() errors
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 08 Mar 2013 06:08:41 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Do not error out for lookup_government() errors, but return error from ruleset
loading.



___

File Attachments:


---
Date: Fri 08 Mar 2013 06:08:41 AM EET  Name: HandleLookupGovernment.patch 
Size: 3kB   By: cazfi

http://gna.org/patch/download.php?file_id=17407

___

Reply to this item at:

  http://gna.org/patch/?3773

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #1449] [Metaticket] Don't exit the server on ruleset loading failure

2013-03-07 Thread Marko Lindqvist
Update of patch #1449 (project freeciv):

  Depends on: = patch #3773


___

Reply to this item at:

  http://gna.org/patch/?1449

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-03-07 Thread Marko Lindqvist
Update of bug #20565 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?20565

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3771] Rename luasql-2.1.1 directory as luasql

2013-03-07 Thread Marko Lindqvist
Update of patch #3771 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?3771

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3763] city:inspire_partisans() for lua scripting

2013-03-07 Thread Marko Lindqvist
Update of patch #3763 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?3763

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3762] Make partisan appearance depend on nationality

2013-03-07 Thread Marko Lindqvist
Update of patch #3762 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

___

Follow-up Comment #1:

This patch adds citizen.partisan_pct cities.ruleset field. If nationality is
enabled in general and this value  0, at least that percentage of citizens in
the city must be of old owner's nationality for partisans to be inspired. If
nationality in general is not enabled, or this is 0, original city founder
information is used like it used to be. For partisans never to appear simply
define no partisan units in the ruleset.

This is disabled (0) in all rulesets except experimental where it's 75%.

(file #17408)
___

Additional Item Attachment:

File name: PartisanPct.patch  Size:7 KB


___

Reply to this item at:

  http://gna.org/patch/?3762

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev