[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2015-03-08 Thread Marko Lindqvist
Update of bug #16385 (project freeciv):

  Status:   Postponed = Duplicate  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

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Follow-up Comment #14:

 Ok to close this ticket?

Nobody disagreed.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2015-01-22 Thread Marko Lindqvist
Update of bug #16385 (project freeciv):

Category:None = general

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Follow-up Comment #13:

This has been rewritten in S2_6, though not the way described in this ticket.
Ok to close this ticket? Even if further redefinement is to be made, it's
cleaner to start discussion in a new ticket based on current implementation,
than to continue on a ticket based on old implementation.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2013-12-29 Thread Jacob Nevins
Update of bug #16385 (project freeciv):

 Assigned to: jtn = None   
  Depends on: = patch #3630

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Follow-up Comment #12:

I haven't been paying attention. What's the current state of developments in
this area?

I see on trunk we have a separate extras_owner field in data structures and on
network (added in patch #3630, some use made of it in patch #3870).

However, I guess it's still a work in progress, as I think the client ignores
PACKET_TILE_INFO.extras_owner, and calls tile_set_owner() which sets both
fields in the client data structure from PACKET_TILE_INFO.owner. So in effect
I think it's a server-only notion at the moment.

Are there pending tickets I've missed?

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2012-06-26 Thread Jacob Nevins
Update of bug #16385 (project freeciv):

  Status: In Progress = Postponed  

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Follow-up Comment #11:

I don't think I have anything worth looking at. If I ever pick this up again,
I expect I'll be starting from scratch (albeit with the same basic design). Go
ahead.

(For the record: I have a git stash off r17934, 2010-09-04, and I think the
state is as I said in comment #4: I've got a mess of code changes but nothing
that compiles yet, and I've been getting a bit bogged down in the border
code. The changes I have look to be mostly dull ruleset/network plumbing
rather than the core logic. Hopefully some of the changes to border code in
the past 18 months will mean I get less bogged down...)

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2012-06-25 Thread Marko Lindqvist
Follow-up Comment #10, bug #16385 (project freeciv):

I'm about to work on related code. Have you any code to share so I would not
break what you've done so far / reinvent the wheel.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2011-06-03 Thread Jacob Nevins

Follow-up Comment #8, bug #16385 (project freeciv):

See also bug #18179 for another reason why reworking this is a good idea.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2011-06-03 Thread Matthias Pfafferodt

Follow-up Comment #9, bug #16385 (project freeciv):

see also bug #14236 bases claiming territory

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-15 Thread Jacob Nevins

Update of bug #16385 (project freeciv):

  Depends on: = patch #1970


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #1, bug #16385 (project freeciv):

I follow you in your brilliant analysis. However, I am not sure of what do
you propose as rules changes.


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #2, bug #16385 (project freeciv):

Related question: An empty bases (not protected by units) could be captured
by enemy units?


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #16385 (project freeciv):

another related question: should bases claim ownership of neighbouring tiles
without a unit present? (see bug #14236)

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Jacob Nevins

Follow-up Comment #4, bug #16385 (project freeciv):

Here's where I've got to:

First, after some work, I've more or less changed my mind about having a
single owner field + borders flag in the tile; see below for reasoning. I'm
now thinking about separate per-tile tile owner and base owner fields
(both pointing to players).

Add new base flags ownable and capturable. Make the existing border_sq,
vision_main_sq, and vision_invis_sq properties require ownable to be
set.

An ownable base is one that (usually) has an owner.
* The initial owner is that of the unit who created it.
* Once created, by default, an ownable base doesn't change owner. (Such a
base can end up un-owned if a player is killed/removed, but this is rare. It
could also happen with scenario/editor.)
* An ownable base doesn't necessarily act as a border source (only if
border_sq is set).

A capturable base is an ownable base that changes hands when occupied by
a unit at war with the current owner.
* Can't have a mixture of capturable and ownable-but-not-capturable bases on
the same tile, so that's an automatic conflicts when loading rulesets.

[Edited: I hadn't seen bug #14236. While we're in there, it probably wouldn't
be hard to add another option that controls whether a base remains owned when
it contains no units. Would need to think a bit about details e.g. allied
stacks.]

A fortress would thus be ownable, capturable, and have border_sq set --
this should result in no change from current behaviour.

A buoy would be ownable but not capturable, and have the vision fields
set, by default. Consequences:
* It doesn't claim any borders (not even the tile it's on). This fixes most
of the problems originally raised.
* It can't be captured. The only way to stop the owner seeing with it is to
pillage it (which is cheap and easy, if the owner isn't defending it).
* In particular, my buoy can be inside someone else's borders and still
provide vision to me.

The last point is more or less why I changed my mind about having a single
owner; when documenting ownable it seemed unnecessarily dirty to say this
can't change owners (unless you build a city nearby). I don't think having
two owners changes the design much, in fact. (Obviously border claiming bases
must have the two owner fields the same...) It also makes the necessary
changes to the editor much cleaner, I think.

Something I've had in the back of my mind while designing this is a sort of
capture-the-flag scenario -- this would use ownable capturable flag bases
which have no particular effect (no border source, etc).

One thing I haven't quite worked out is whether capture-by-unit and
capture-by-borders should both be controlled by the capturable flag, or
whether they need separate options. (I'm assuming the former, for now.)

As far as client UI is concerned, I was thinking of an ownable base
displaying a flag like a city does (when citybar is disabled), but having
this be overridden by shields if there's a unit on the tile. This has the
advantage of not requiring new graphics :)

I've got a mess of code changes but nothing that compiles yet, and I've been
getting a bit bogged down in the border code. I'll probably wait for bug
#16613 and patch #1864 to land before taking this up again.

Assuming everyone's happy, I'd like to get it in 2.3.0, which is why I'm
working on it now (since it changes packet formats etc), but it probably
shouldn't be a blocker.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread pepeto

Follow-up Comment #5, bug #16385 (project freeciv):

That's sound very great to me. For bug #16613, I will make new tests using
autogames on custom rulesets (because I didn't have test bases enough), but
it should be ready in about 1 week.

For patch #1864, it's not ready, there are probably big problems because of
the borders removals when creating and removing a base. I can wait you do
your change, it would help for that. Also you could handle it if you wish.

By the way, about the code, an important function for removing a base
properly is missing in my opinion.


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-06 Thread Jacob Nevins

Follow-up Comment #6, bug #16385 (project freeciv):

 By the way, about the code, an important function for removing 
 a base properly is missing in my opinion.
I already have a separate patch 95% complete for factoring that out. I should
finish it.

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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-09-04 Thread Jacob Nevins

Update of bug #16385 (project freeciv):

  Status:   Need Info = In Progress


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[Freeciv-Dev] [bug #16385] Consider changing how base ownership works to avoid problems with buoys

2010-08-08 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16385

 Summary: Consider changing how base ownership works to avoid
problems with buoys
 Project: Freeciv
Submitted by: jtn
Submitted on: Sunday 08/08/10 at 13:22
Category: None
Severity: 1 - Wish
Priority: 1 - Later
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Something I've been thinking for a while, but been reminded about by a
discussion on the forum
http://forum.freeciv.org/viewtopic.php?p=25935#25935:

Buoys provide vision to a specific nation, so it's necessary to somehow track
who they belong to. This is currently implemented by re-using the
border/ownership mechanism: the tile with the buoy on becomes part of the
nation's territory (likely an isolated tile).

This implementation causes various gameplay issues:
* Nations at peace with the buoy owner can't move into the buoy square. This
allows obstructive nations to block off arbitrary parts of the ocean or
straits with lines of buoys (which are cheap to build).
* Buoys act as sea bases for the purpose of reducing unhappiness in
representative governments; buoys can be built at will anywhere in the world,
and sea units and transported land units can use that tile as a base from
which to carry out an aggressive campaign without the usual penalties.
* Unless playing with foggedborders, all players can deduce the location of a
nation's buoys as soon as they are built.
I assume these are all unintended consequences.

IMO it would be better if there were a separate way to track ownership for
bases without creating borders.

I don't think this new ownership concept needs to be per-base -- it's OK for
all bases on a tile to have to belong to the same nation, and change
ownership en masse -- so this probably means a change to the per-tile
structure (which probably rules out changing this in S2_2).

I also don't think it makes sense for a base to be inside one nation's
borders but belong to another, so continuing with a single owner field
should suffice; an additional per-tile flag borders stating whether owner
claims borders or is merely deriving benefits from any bases will suffice, I
think.

I haven't thought this through exhaustively, but some implementation
thoughts:
* The definition of borders will be changed to treat tiles with a zero
borders flag as unclaimed territory, regardless of who owner is
(currently this is signalled by a null owner);
* When borders recede (e.g., city destroyed), the owner field is *not*
cleared.
** So a buoy near a city that is destroyed continues to give benefits to that
city's erstwhile owner.
** This leaves some dead but client-visible information in tiles without
bases (effectively, the last claimant of that tile). If that's undesirable,
the borders code could instead carefully clear owners except on tiles with
all relevant bases, with the same effect.
* Pillaging an owned base on unclaimed territory will not automatically be an
act of war against the owner as far as diplomatic states are concerned; it's
undefended and in international waters, thus fair game. (But of course, in
the case of a buoy, they probably saw you coming, and are free to take
exception to that.)
** Slightly unsure about this, but I think something of the sort is necessary
for balance. Perhaps it could at least be a diplomatic incident (excuse for
war) like certain Diplomat/Spy actions.
* The client UI would need to distinguish base and tile ownership in the tile
middle-click popup.

Comments? Objections?




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