[Freeciv-Dev] [bug #24091] --ruleset option parsing has log_error() before logging available, translation in wrong domain

2015-11-16 Thread Marko Lindqvist
Update of bug #24091 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Fix

(file #25759)
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Additional Item Attachment:

File name: RulesetMessAge.patch   Size:0 KB


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[Freeciv-Dev] [bug #24092] Modpack installer uses user_home_dir() and not freeciv_storage_dir() by default

2015-11-16 Thread Marko Lindqvist
URL:
  

 Summary: Modpack installer uses user_home_dir() and not
freeciv_storage_dir() by default
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 16 Nov 2015 06:37:20 PM EET
Category: module installer
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 3.0.0

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Details:

Fix attached



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File Attachments:


---
Date: Mon 16 Nov 2015 06:37:20 PM EET  Name: MpStorageDir.patch  Size: 708B  
By: cazfi



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[Freeciv-Dev] [bug #24086] pf_fuel_map_create_segment: warning: comparison is always true due to limited range of data typee

2015-11-16 Thread Marko Lindqvist
Update of bug #24086 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

Simply remove the assert as something that is already asserted at the compiler
level.

(file #25761)
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Additional Item Attachment:

File name: Assert8bitsLessThan256Rm.patch Size:0 KB


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[Freeciv-Dev] [bug #24091] --ruleset option parsing has log_error() before logging available, translation in wrong domain

2015-11-16 Thread Marko Lindqvist
URL:
  

 Summary: --ruleset option parsing has log_error() before
logging available, translation in wrong domain
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 16 Nov 2015 06:19:27 PM EET
Category: freeciv-ruledit
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0, 3.0.0

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Details:






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[Freeciv-Dev] [patch #6596] Add "Disband Unit" to the sandbox ruleset

2015-11-16 Thread Sveinung Kvilhaugsvik
Update of patch #6596 (project freeciv):

 Summary: Add "Disabnd Unit" to the sandbox ruleset => Add
"Disband Unit" to the sandbox ruleset


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[Freeciv-Dev] [bug #24087] city_distribute_surplus_shields: assertion 'unit_has_type_flag(punit, UTYF_UNDISBANDABLE)' failed.

2015-11-16 Thread Sveinung Kvilhaugsvik
Update of bug #24087 (project freeciv):

 Assigned to:None => sveinung   

___

Follow-up Comment #4:

_That seems like a legal thing for it to do if no action enabler allows any
kind of disband._
The traditional disband wouldn't disband a unit with the Undisbandable unit
type flag. This rules moved to the action enabler. The sandbox ruleset didn't
have a "Disband Unit" action enabler. (I forgot it in patch #6573) This
revealed the bug.

_Or maybe get rid of the assert, and consider any unit that has survived the
previous loop as Undisbandable?_
Maybe check for the actions in stead?

_We need a reliable way for the code to get rid of an unit so that when we
absolutely must get rid of one, we do._
When disbanding because of food the unit will simply be wiped. No
unit_do_disband_trad() tried at all.

I have been playing with the idea of generalizing auto disbanding so the game
first will try to perform a list of actions in the order they are given and
then, if enabled (via a fake action that can go into the list or a boolean
setting), just wipe it. That would also permit the ruleset to make the game
try "Join City" and other non traditional disband actions.

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[Freeciv-Dev] [bug #24047] Qt client - crash in modal objects

2015-11-16 Thread mir3x
Update of bug #24047 (project freeciv):

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


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[Freeciv-Dev] [bug #24048] Many city report columns too wide by default

2015-11-16 Thread mir3x
Update of bug #24048 (project freeciv):

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


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[Freeciv-Dev] [bug #24068] Qt client - to allies message could be wrong.

2015-11-16 Thread mir3x
Update of bug #24068 (project freeciv):

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


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[Freeciv-Dev] [patch #6577] Qt client - allow mouse with modifier key actions on map

2015-11-16 Thread mir3x
Update of patch #6577 (project freeciv):

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


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[Freeciv-Dev] [patch #3718] Conflation of attention and defence effects in (F)ortify keypress is annoying

2015-11-16 Thread Jacob Nevins
Follow-up Comment #5, patch #3718 (project freeciv):

> A new order would be nice [...] [a unit] could both Fortify 
> (gaining defense bonus) and construct Bases.
(This was subsequently dealt with by patch #5074.)

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[Freeciv-Dev] [bug #24093] Qt client - some failed assertions at endgame

2015-11-16 Thread mir3x
URL:
  

 Summary: Qt client - some failed assertions at endgame
 Project: Freeciv
Submitted by: mir3x
Submitted on: Mon 16 Nov 2015 11:15:52 PM CET
Category: client-qt
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mir3x
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.2, 2.6, 3.0

___

Details:

Fixed failed assertions at endgame in qt-client.




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File Attachments:


---
Date: Mon 16 Nov 2015 11:15:52 PM CET  Name: qt_asserts_endgame.patch  Size:
1kB   By: mir3x



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[Freeciv-Dev] [bug #24069] Qt client - crash in endgame

2015-11-16 Thread mir3x
Update of bug #24069 (project freeciv):

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


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[Freeciv-Dev] [patch #3718] Conflation of attention and defence effects in (F)ortify keypress is annoying

2015-11-16 Thread Jacob Nevins
Update of patch #3718 (project freeciv):

 Summary: Use activity icon to hint that fortifying in cities
does nothing => Conflation of attention and defence effects in (F)ortify
keypress is annoying

___

Follow-up Comment #4:

OK, I'm going to repurpose this ticket for an entirely new proposal:
* Users' keypresses to specify only the desired attention behaviour:
** (F) becomes "hold this (F)ixed position and don't wake up"
** (S)entry means "hold this position, wake up if someone comes near
* For either key, units automatically fortify if able, otherwise not.

Is there any reason it can't be this simple?

This solves the problem that people are already using (F) to avoid units in
cities waking up, and getting annoyed about units which can't get the defense
bonus.

I don't think there are any downsides to fortifying, so there's no reason not
to do so automatically.

Would probably want graphics tweaks to display these two orthogonal pieces of
information simultaneously.

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[Freeciv-Dev] [patch #6597] Qt client - added function to close endgame report.

2015-11-16 Thread mir3x
URL:
  

 Summary: Qt client - added function to close endgame report.
 Project: Freeciv
Submitted by: mir3x
Submitted on: Mon 16 Nov 2015 10:59:30 PM CET
Category: client-qt
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: mir3x
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.2, 2.6, 3.0

___

Details:

Added popdown_endgame_report() to qt-client.




___

File Attachments:


---
Date: Mon 16 Nov 2015 10:59:30 PM CET  Name: qt_close_endgame_report.patch 
Size: 2kB   By: mir3x



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[Freeciv-Dev] [patch #3454] Multiple selectable flagsets per tileset

2015-11-16 Thread Jacob Nevins
Follow-up Comment #2, patch #3454 (project freeciv):

I've been vaguely thinking about scratching this itch again.

It would be simplest to implement if the flags were all available as named
sprites simultaneously, rather than having "sub-tilesets" which are loaded and
unloaded when the option changes.

However, a naive implementation would have two lots of >500 flags in client
memory at all times with the default ruleset. I don't know if that's a large
memory increase, but it seems likely to be noticeable.

I wonder if there's scope for some kind of load-on-demand for selected
sprites, where they're not actually allocated until first use. Along with a
flush-unreferenced-sprites call, that might make it feasible to have only one
set of flags in memory most of the time in practice.
(And perhaps allow us to make even larger flagsets available for use once the
game starts; it seems a shame that we have SVG of every flag but only tiny
rendered versions; if in practice only those extra-large flags for nations
actually in the game were loaded, that might allow us to render and use them
in e.g. diplomacy dialogs.)

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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2015-11-16 Thread Jacob Nevins
Follow-up Comment #3, bug #21795 (project freeciv):

See also bug #23516.

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[Freeciv-Dev] [bug #23516] Unhardcode the bonus from "fortify" action

2015-11-16 Thread Jacob Nevins
Follow-up Comment #1, bug #23516 (project freeciv):

See also bug #21795.

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[Freeciv-Dev] [patch #6590] Sandbox summary to dismiss AI performance, savegame compatibility

2015-11-16 Thread Marko Lindqvist
Update of patch #6590 (project freeciv):

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


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[Freeciv-Dev] [bug #24060] "Airlift" sensitive when there's no cities in the list

2015-11-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #24060 (project freeciv):

- Updated against svn

(file #25762, file #25763)
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Additional Item Attachment:

File name: ZeroCityAirliftSensitivity-2.patch Size:4 KB
File name: ZeroCityAirliftSensitivity-S2_5-2.patch Size:4 KB


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[Freeciv-Dev] [bug #24051] Very short (low height) upkeep icons can cause bottom of the unit not to appear on iso tileset

2015-11-16 Thread Marko Lindqvist
Update of bug #24051 (project freeciv):

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


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[Freeciv-Dev] [patch #6511] Tileset "unit_layout_icon_offset_y"

2015-11-16 Thread Marko Lindqvist
Update of patch #6511 (project freeciv):

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


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[Freeciv-Dev] [patch #6591] assess_danger(): setup assess_turns outside loop

2015-11-16 Thread Marko Lindqvist
Update of patch #6591 (project freeciv):

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


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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2015-11-16 Thread Jacob Nevins
Follow-up Comment #4, bug #21795 (project freeciv):

> - If a unit do not have the "can fortify" flag you can not order 
> it to "sleep" until further orders. 
Patch #3718 has an idea for solving this bit, and takes other elements from
here (the automatic application of bonuses), but not all the ideas here.

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[Freeciv-Dev] [bug #24048] Many city report columns too wide by default

2015-11-16 Thread Jacob Nevins
Follow-up Comment #5, bug #24048 (project freeciv):

That's much better, thanks!

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[Freeciv-Dev] [bug #24094] ai/default/aisettler.c::1251]: Tekun Umam: Failed to build city at (48, 28)

2015-11-16 Thread Marko Lindqvist
URL:
  

 Summary: ai/default/aisettler.c::1251]: Tekun Umam: Failed to
build city at (48, 28)
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 17 Nov 2015 06:37:22 AM EET
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:

Seen on S2_5 autogame log:
"ai/default/aisettler.c::1251]: Tekun Umam: Failed to build city at (48, 28)"

This is something that needs to be investigated, though I'm not sure this
error message necessarily indicates a bug - maybe it's all legal case of
situation changing the very last moment before AI actually tries to build the
city.




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[Freeciv-Dev] [patch #6598] Multi-stage fortify

2015-11-16 Thread Jacob Nevins
URL:
  

 Summary: Multi-stage fortify
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon 16 Nov 2015 22:59:29 UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Ruleset option idea: the more turns a unit stays put, the more of a defence
bonus it gets, up to some limit. E.g., +5% a turn, up to 25% after 5 turns.

I think much of the machinery is already there. Fortifying is already an
activity, so the activity_count can just count up as normal and then saturate
at the limit, and the current defence bonus be derived from activity_count.
Waking a unit and then changing your mind keeps the current activity_count.

Would need to work out how exactly authors express the number of levels and
the mapping to defence bonus. I suspect effects for all of this have too many
edge cases, so probably it's fixed ruleset fields like veteran levels. Might
be able to have an effect that controls the max reachable level though.

Might want some progressive visual indication (although maybe "+10% defence"
in a tooltip would suffice).

(I haven't thought about how this idea might interact with bardo's wishlist
items in bug #21795 / bug #23516 (which I've just bumped into). But perhaps
having fortification be a more gradual process rather than a big bonus that
appears on turn change would help.)




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[Freeciv-Dev] [patch #6599] First turn should be T1 (and not T0)

2015-11-16 Thread Marko Lindqvist
URL:
  

 Summary: First turn should be T1 (and not T0)
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 17 Nov 2015 07:31:09 AM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

Having the in-game turn counter to start from 1 (first turn = turn 1) and
would also make it possible for the code to see if a turn number refers to
actual first turn or is it from pre-game phase (initial 0 turn).

Changing this may have all kind of nasty side-effects, especially in the
savegame compatibility side, so not trying to push in S2_6.




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[Freeciv-Dev] [patch #3454] Multiple selectable flagsets per tileset

2015-11-16 Thread Marko Lindqvist
Follow-up Comment #3, patch #3454 (project freeciv):

> I wonder if there's scope for some kind of load-on-demand for selected
sprites

It shouldn't be that hard to do. We already load only those sprites that are
use in current ruleset even if the tileset in question would provide more
units/terrains/whatever. I think all the flags are currently loaded, as they
are needed in pre-game when player selects nation (and then there's no need to
load more flags -> not possible to fail at that point - if a new player gets
added mid-game (civil war, barbarians, explicit player creation))

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[Freeciv-Dev] [patch #6600] Send event turn to client

2015-11-16 Thread Marko Lindqvist
URL:
  

 Summary: Send event turn to client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 17 Nov 2015 08:13:48 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: 2.6.0, 3.0.0

___

Details:

Send the turn event originally took place to the client. This is always
current turn, except when events are sent from the event cache.
This patch does only the network protocol change. The client side changes to
take advantage of the provided information are left to (more controversial)
future ticket(s).



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File Attachments:


---
Date: Tue 17 Nov 2015 08:13:48 AM EET  Name: EventTurn.patch  Size: 6kB   By:
cazfi



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