[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Update of bug #22074 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #4823] Update stub.ruleset to match other rulesets

2014-06-19 Thread Emmet Hikory
Follow-up Comment #1, patch #4823 (project freeciv):

Should I put the ruleset change from patch #4819 in the stub ruleset as well
on application, update that patch to include it (and restart review period),
or suggest adding pythagorean_diagonal = FALSE to terrain.ruleset here? 
Alternately, as pythagorean_diagonal defaults to FALSE, is it safe to omit it?

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[Freeciv-Dev] [bug #22222] Create|remove city and hide|reveal units

2014-06-19 Thread pepeto
URL:
  http://gna.org/bugs/?2

 Summary: Create|remove city and hide|reveal units
 Project: Freeciv
Submitted by: pepeto
Submitted on: jeu. 19 juin 2014 10:12:54 CEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

See bug #22138, comment 2:
* create_city() does not hide correctly units. If the city is founded by
settler, then only the settler is removed at non-allied client sides. If the
city is created via script or editor, then no unit at all is removed at
non-allied client sides.
* remove_city() does not reveal units on the tile. If the city is created via
script or editor, then non-allied client sides are not updated.

The attached patch also remove the hack in server_remove_unit().




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File Attachments:


---
Date: jeu. 19 juin 2014 10:12:54 CEST  Name:
create_remove_city_unit_info.patch  Size: 4 ko   By: pepeto

http://gna.org/bugs/download.php?file_id=21087

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[Freeciv-Dev] [bug #22138] Server wants us to remove unit id 109, but we don't know about this unit!

2014-06-19 Thread pepeto
Update of bug #22138 (project freeciv):

  Depends on: = bugs #2


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[Freeciv-Dev] [bug #22138] Server wants us to remove unit id 109, but we don't know about this unit!

2014-06-19 Thread pepeto
Update of bug #22138 (project freeciv):

  Status:None = Ready For Test 
 Planned Release:   2.5.0 = 2.5.0, 2.6.0   

___

Follow-up Comment #3:

You got this error message because of PACKET_UNIT_REMOVE duplicate. In
server_remove_unit(), this packet is sent to you at the start of the function.
And when it clears unit vision, as you explorer lost vision of its own tile,
it has gone out of sight, causing the duplicate.

It appeared to me that the order is not correct. It should remove the vision
first, and send unit removing after that if the unit is still visible.

Attached patch (to apply over bug #2).


(file #21088)
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Additional Item Attachment:

File name: server_remove_unit_clear_sight.patch Size:1 KB


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[Freeciv-Dev] [patch #4769] PACKET_RESEARCH_INFO

2014-06-19 Thread pepeto
Update of patch #4769 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Follow-up Comment #1, bug #22074 (project freeciv):

I don't think I understand, or I can't reproduce. Could you provide a
savegame?


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #2, bug #22074 (project freeciv):

A savegame that can be used to reproduce the issue is attached.  To use, you
will need to apply the following temporary patch:


--- a/data/civ1/terrain.ruleset
+++ b/data/civ1/terrain.ruleset
@@ -844,9 +844,10 @@ act_gfx_alt= -
 rmact_gfx  = None
 rmact_gfx_alt  = -
 reqs   =
-{ type, name, range
-  UnitFlag, Settlers, Local
-  TerrainClass, Land, Local
+{ type, name, range, present
+  UnitFlag, Settlers, Local, TRUE
+  TerrainClass, Land, Local, TRUE
+  Terrain, Mountains, Local, FALSE
 }
 native_to  = Land
 hidden_by  = Railroad


With that applied, load the savegame, and press Turn Done.  Capua should
disband into Settlers, and the Road appear to remain on the Mountain.  If you
then move the Diplomat adjacent to the Settlers, the Mountain still has a
Road.

Reload the savegame, and press Turn Done to disband Capua.  Now, disband
the Settlers (and notice the Mountain still has a Road, but is fogged).  Now
move the Diplomat adjaced to the prior site of Capua, and notice that there is
no Road on the Mountain.

The bug is that remove_city() isn't updating tile information when the
city is removed (analogous to bug #2, but for tile info, rather than
units).  As long as the city tile remains under continuous observation
(adjacent units, adjacent city, etc.), any changes to tile extras that
occurred as a result of city removal will remain unknown to the client.  As
soon as vision to a tile is lost, and then restored, the client will ask for
an update of the tile state, and get the correct information.

(file #21089)
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Additional Item Attachment:

File name: freeciv-T-Y-4000-manual.sav.gz Size:23 KB


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[Freeciv-Dev] [patch #4823] Update stub.ruleset to match other rulesets

2014-06-19 Thread Emmet Hikory
Follow-up Comment #2, patch #4823 (project freeciv):

I'll just add the line to the stub ruleset when committing (real soon now): it
being identical to the lines for the other rulesets (so not contentious), and
meaning this patch does not need yet another adjustment, getting stub
up-to-date sooner.

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[Freeciv-Dev] [patch #4819] Allow imposition of a pythoagorean movement cost penalty for diagonal moves in rect

2014-06-19 Thread Emmet Hikory
Update of patch #4819 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21420] Worklist postponement messages don't consistently support negated requirements

2014-06-19 Thread Emmet Hikory
Update of bug #21420 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.

2014-06-19 Thread Emmet Hikory
Update of patch #4679 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Update of bug #22074 (project freeciv):

  Status:None = Ready For Test 
Operating System:None = Any

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Follow-up Comment #3:

Thank you very much. Fix attached.


(file #21090)
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Additional Item Attachment:

File name: remove_city_send_center_info.patch Size:0 KB


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #4, bug #22074 (project freeciv):

Somehow I had the impression that send_tile_info() sent info to all players,
but looking at it now, it obviously doesn't.  Thanks a lot!

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #5, bug #22074 (project freeciv):

Looking further, this patch appears relevant to 2.4 as well (calls to
tile_remove_special() based on a terrain check).  The same patch applies
cleanly, but I am having trouble finding a set of ./configure options that
lets me compile 2.4 today, and don't have any good ideas for how to construct
a ruleset and gameplay situation that would exhibit the error.

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[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-06-19 Thread pepeto
Update of bug #22050 (project freeciv):

  Status: In Progress = Need Info  

___

Follow-up Comment #11:

 I will rewrite unit_transport_check() to prevent cargo to be
 able to load on of its upper-level transport.

Actually, the code which restrict recursive transport cannot be handled
correctly by pathfinding, neither by server move handling etc... I dunno what
is the best to do.

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Marko Lindqvist
Follow-up Comment #6, bug #22074 (project freeciv):

 I am having trouble finding a set of ./configure options that
 lets me compile 2.4 today, and don't have any good ideas for
 how to construct a ruleset and gameplay situation that would
 exhibit the error.

What's the problem with configure?

In 2.4 removal of roads from former city centers on oceanic terrain is the
only way it could be affected, I think.

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[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-06-19 Thread Emmet Hikory
Follow-up Comment #12, bug #22050 (project freeciv):

Is the reason it can't be solved in pathfinding because we don't have the
unit_type in pathfinding, so can't check if a given transport is contained in
our type, or is it something else?  Why doesn't it work for server move
handling?

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Follow-up Comment #7, bug #22074 (project freeciv):

 In 2.4 removal of roads from former city centers on oceanic
 terrain is the only way it could be affected, I think.

I am not a ruleset specialist, and I don't know how to do that. Do you think
the patch should also be applied to S2_4?


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #8, bug #22074 (project freeciv):

Entirely unrelated to this ticket, but the sequence `git checkout S2_4; make
distclean; ./autogen.sh --enable-debug; make -j9` didn't work for me today,
reporting tolua_signal_gen.c:246:80: error: 'LUA_OK' undeclared (first use in
this function).  Since I recently installed and uninstalled a fair bit of
software, I expect this is a local issue, rather than a bug.  I tried to work
around it with different options to ./configure without success, but haven't
investigated in depth.

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[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-06-19 Thread pepeto
Follow-up Comment #13, bug #22050 (project freeciv):

 Is the reason it can't be solved in pathfinding because we
 don't have the unit_type in pathfinding, so can't check if a
 given transport is contained in our type, or is it something
 else?

That's a part of the problem. But also, we would need to know also the type of
all cargos (recursive) and also the cargo depth of the unit.

 Why doesn't it work for server move handling?

I think it could be handled, but it would require lot of work.

But there is also the AI problems... Lot of places in the code, we are just
looking up for a transport of a class, not a complex unit+cargo stack.


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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #9, bug #22074 (project freeciv):

To replicate in 2.4 if the only time it happens is conversion to oceanic
terrain, start a game with the classic ruleset, use the editor to construct a
civilisation that can support enough engineers to convert a swap to an ocean
in one turn.  Place that many engineers in a city, and have them convert to
ocean.  Place another unit somewhere nearby such that it cannot see the city,
but it can move to the city.  Save this state before pressing Turn Done.

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Marko Lindqvist
Follow-up Comment #10, bug #22074 (project freeciv):

 tolua_signal_gen.c:246:80: error: 'LUA_OK' undeclared

You had S2_5 or TRUNK before. Those use lua  tolua 5.2 while S2_4 has 5.1.
You need to regenerate these ..._gen.x files, and make distclean is not
enough to remove them (as they are part of tarball dist).

 in 2.4 if the only time it happens is conversion to oceanic
 terrain

I was thinking having oceanic cities enabled and such city getting destroyed
or removed. In 2.4 and earlier city centers always have roads, even in oceanic
tiles.

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Follow-up Comment #11, bug #22074 (project freeciv):

It seems impossible to transform the city center to ocean. Engineers refuse to
work.


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[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-06-19 Thread Emmet Hikory
Follow-up Comment #14, bug #22050 (project freeciv):

Ah, yes, I think I'm guilty of writing some of the transport checks that can't
work with unit types.  We should probably remember this to fix it in the long
term, but for the short term, perhaps just permit arbitrary nesting, and hope
that ruleset authors don't create silly rulesets?

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread pepeto
Update of bug #22074 (project freeciv):

 Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0

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Follow-up Comment #12:

I confirm the bug in 2.4 and that the patch also fixes it.


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[Freeciv-Dev] [bug #22050] Recursive transport problems

2014-06-19 Thread pepeto
Follow-up Comment #15, bug #22050 (project freeciv):

I was thinking the same. Probably it shouldn't add other rules that are
clearly defined in the ruleset. And we should remove the recursive transport
depth limit too.

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Emmet Hikory
Follow-up Comment #13, bug #22074 (project freeciv):

Marko, Thanks: deleting more things more aggressively fixed it.

Pepeto: you're faster than I: I won't attach the demo savegame for 2.4 I just
made :)

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread Marko Lindqvist
Follow-up Comment #14, bug #22074 (project freeciv):

 Marko, Thanks: deleting more things more aggressively fixed it.

I think make maintainerclean (or maintainer-clean, can't remember) is what
should work as aggressive enough.

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[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded

2014-06-19 Thread anonymous
Follow-up Comment #15, bug #22074 (project freeciv):

 I think make maintainerclean (or maintainer-clean, can't remember) is what
should work as aggressive enough.
Yes, I use this (+ ccache) routinely to switch between S2_4 and later. Can't
remember how to spell it either, though. --jtn

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[Freeciv-Dev] [bug #22209] Start Scenario Game lists all savegames, not only scenarios

2014-06-19 Thread Marko Lindqvist
Update of bug #22209 (project freeciv):

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


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[Freeciv-Dev] [bug #22192] civ2civ3: Marco Polo's Embassy overpowered with many players

2014-06-19 Thread Marko Lindqvist
Update of bug #22192 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4826] player_invention_XXX() = research_invention_XXX()

2014-06-19 Thread pepeto
URL:
  http://gna.org/patch/?4826

 Summary: player_invention_XXX() = research_invention_XXX()
 Project: Freeciv
Submitted by: pepeto
Submitted on: jeu. 19 juin 2014 23:44:47 CEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

* rename player_invention_XXX() to research_invention_XXX() ;
* move the functions from common/tech.[ch] to common/research.[ch] ;
* take research argument rather than player argument.




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File Attachments:


---
Date: jeu. 19 juin 2014 23:44:47 CEST  Name: research_invention.patch.gz 
Size: 19 ko   By: pepeto

http://gna.org/patch/download.php?file_id=21091

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[Freeciv-Dev] [patch #4726] [metaticket] Player research clean up

2014-06-19 Thread pepeto
Update of patch #4726 (project freeciv):

  Depends on: = patch #4826


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[Freeciv-Dev] [patch #4166] Event icon gfx

2014-06-19 Thread Marko Lindqvist
Follow-up Comment #3, patch #4166 (project freeciv):

GriffonSpace posted more icons. I combined them to single events.png file and
did some minor adjustments to .spec (using same sprite to save memory when two
of them would be identical, made some generic tags to point to generic warning
signs)

(file #21092, file #21093)
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Additional Item Attachment:

File name: EventIcons2.patch  Size:4 KB
File name: events.png Size:9 KB


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[Freeciv-Dev] [patch #4827] Color appropriate ecodisaster icons

2014-06-19 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4827

 Summary: Color appropriate ecodisaster icons
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 01:27:13 AM EEST
Category: art
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, 2.6.0

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Details:

GriffonSpade posted Global Warming and Nuclear Winter icons with colors
appropriate to their affect (red for warming, blue for winter)
http://forum.freeciv.org/f/viewtopic.php?f=12t=7start=40#p1802 Here they are
in small.png



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File Attachments:


---
Date: Fri 20 Jun 2014 01:27:13 AM EEST  Name: small.png  Size: 14kB   By:
cazfi

http://gna.org/patch/download.php?file_id=21094

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[Freeciv-Dev] [patch #4797] dai_find_source_building() to consider all unit related requirement types

2014-06-19 Thread Marko Lindqvist
Update of patch #4797 (project freeciv):

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


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[Freeciv-Dev] [patch #4799] Unhardcode IgWall

2014-06-19 Thread Marko Lindqvist
Update of patch #4799 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #1:

- Removed Howitzer flag, effects use UnitType requirement instead. Updated
static unit texts as they don't get the flag releated help.

(file #21097)
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[Freeciv-Dev] [patch #4828] Player created by civil war gets same ai type as original player

2014-06-19 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4828

 Summary: Player created by civil war gets same ai type as
original player
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 03:51:39 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

As long as there's no other sensible way to determine which type newly created
player should get, might as well make things easier for us - players sharing
the ai type mean that the ai type in question can have internal handling for
the civil war (it knows data structures of both sides of the civil war - its
own structures).



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File Attachments:


---
Date: Fri 20 Jun 2014 03:51:39 AM EEST  Name: CivilWarSameAi.patch  Size: 480B
  By: cazfi

http://gna.org/patch/download.php?file_id=21098

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[Freeciv-Dev] [patch #4829] Ai callbacks for civil war player split

2014-06-19 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4829

 Summary: Ai callbacks for civil war player split
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 20 Jun 2014 04:15:13 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

- Add parameter telling the created player to split_by_civil_war
- Add callback created_by_civil_war, called for created player

No functional changes to default AI at this point (it doesn't install
created_by_civil_war -callback, and it ignores new parameter of
split_by_civil_war)



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File Attachments:


---
Date: Fri 20 Jun 2014 04:15:13 AM EEST  Name: CivilWarCallbacks.patch  Size:
5kB   By: cazfi

http://gna.org/patch/download.php?file_id=21099

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