[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
Update of bug #22074 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4823] Update stub.ruleset to match other rulesets
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? ___ Reply to this item at: http://gna.org/patch/?4823 ___ 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 #22222] Create|remove city and hide|reveal units
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(). ___ 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 ___ Reply to this item at: http://gna.org/bugs/?2 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22138] Server wants us to remove unit id 109, but we don't know about this unit!
Update of bug #22138 (project freeciv): Depends on: = bugs #2 ___ Reply to this item at: http://gna.org/bugs/?22138 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22138] Server wants us to remove unit id 109, but we don't know about this unit!
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) ___ Additional Item Attachment: File name: server_remove_unit_clear_sight.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?22138 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4769] PACKET_RESEARCH_INFO
Update of patch #4769 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4769 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
Follow-up Comment #1, bug #22074 (project freeciv): I don't think I understand, or I can't reproduce. Could you provide a savegame? ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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) ___ Additional Item Attachment: File name: freeciv-T-Y-4000-manual.sav.gz Size:23 KB ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #4823] Update stub.ruleset to match other rulesets
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. ___ Reply to this item at: http://gna.org/patch/?4823 ___ 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 #4819] Allow imposition of a pythoagorean movement cost penalty for diagonal moves in rect
Update of patch #4819 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4819 ___ 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 #21420] Worklist postponement messages don't consistently support negated requirements
Update of bug #21420 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21420 ___ 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 #4679] Convert nreqs to reqs on ruleset load, and only use reqs internally.
Update of patch #4679 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4679 ___ 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 #22074] Vision not updated when city disbanded
Update of bug #22074 (project freeciv): Status:None = Ready For Test Operating System:None = Any ___ Follow-up Comment #3: Thank you very much. Fix attached. (file #21090) ___ Additional Item Attachment: File name: remove_city_send_center_info.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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! ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22050] Recursive transport problems
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. ___ Reply to this item at: http://gna.org/bugs/?22050 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22050] Recursive transport problems
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? ___ Reply to this item at: http://gna.org/bugs/?22050 ___ 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 #22074] Vision not updated when city disbanded
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? ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22050] Recursive transport problems
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. ___ Reply to this item at: http://gna.org/bugs/?22050 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22074] Vision not updated when city disbanded
Follow-up Comment #11, bug #22074 (project freeciv): It seems impossible to transform the city center to ocean. Engineers refuse to work. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22050] Recursive transport problems
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? ___ Reply to this item at: http://gna.org/bugs/?22050 ___ 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 #22074] Vision not updated when city disbanded
Update of bug #22074 (project freeciv): Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #12: I confirm the bug in 2.4 and that the patch also fixes it. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22050] Recursive transport problems
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. ___ Reply to this item at: http://gna.org/bugs/?22050 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #22074] Vision not updated when city disbanded
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 :) ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22074] Vision not updated when city disbanded
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. ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22074] Vision not updated when city disbanded
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 ___ Reply to this item at: http://gna.org/bugs/?22074 ___ 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 #22209] Start Scenario Game lists all savegames, not only scenarios
Update of bug #22209 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22209 ___ 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 #22192] civ2civ3: Marco Polo's Embassy overpowered with many players
Update of bug #22192 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?22192 ___ 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 #4826] player_invention_XXX() = research_invention_XXX()
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4826 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4726] [metaticket] Player research clean up
Update of patch #4726 (project freeciv): Depends on: = patch #4826 ___ Reply to this item at: http://gna.org/patch/?4726 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4166] Event icon gfx
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) ___ Additional Item Attachment: File name: EventIcons2.patch Size:4 KB File name: events.png Size:9 KB ___ Reply to this item at: http://gna.org/patch/?4166 ___ 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 #4827] Color appropriate ecodisaster icons
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 ___ 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 ___ 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 ___ Reply to this item at: http://gna.org/patch/?4827 ___ 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 #4797] dai_find_source_building() to consider all unit related requirement types
Update of patch #4797 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4797 ___ 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 #4799] Unhardcode IgWall
Update of patch #4799 (project freeciv): Status: In Progress = Ready For Test ___ 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) ___ Additional Item Attachment: File name: IgWallRm-2.patch.bz2 Size:6 KB ___ Reply to this item at: http://gna.org/patch/?4799 ___ 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 #4828] Player created by civil war gets same ai type as original player
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 ___ 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). ___ 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 ___ Reply to this item at: http://gna.org/patch/?4828 ___ 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 #4829] Ai callbacks for civil war player split
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 ___ 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) ___ 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 ___ Reply to this item at: http://gna.org/patch/?4829 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev