[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-22 Thread Emmet Hikory
Update of bug #21898 (project freeciv):

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


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-17 Thread Emmet Hikory
Update of bug #21898 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #7:

Indeed, the client is not updated if there are units with vision of the site
after the city is gone: my testing involved using Diplomats to preserve
vision, and building Settlers to destroy the city.  Disconnecting the client
and reconnecting updates apprpriately, but there should probably be some
vision update happening in remove_city().  I looked about a bit, but couldn't
figure out the right call, so am leaving this in an unfortunate state for now
(not a regression from prior behaviour, but not ideal).

(file #20752)
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Additional Item Attachment:

File name: remove-unsuitable-roads-bases.patch Size:1 KB


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-13 Thread Marko Lindqvist
Follow-up Comment #6, bug #21898 (project freeciv):

At least server side works here...

I'm not sure if client side would be updated if there would be unit with
vision of the site after the city has gone. In my test I lost the vision
completely with the city, and thus I found out about loss of road only when
I took new unit to re-examine the area.


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-10 Thread Emmet Hikory
Update of bug #21898 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #5:

Unfortunately, the associated theoretical S2_5 patch didn't actually work in
practice (at least for civ1 ruleset, adding a negated requirement for
Terrain, Mountains, Local to Road), either in the editor or on disband
from Settler building.  Returning to the trunk patch again, with the same test
condition (excepting replacing negated with present semantics, and moving the
reqs from the road to the extra), it also fails the test.


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-09 Thread Marko Lindqvist
Update of bug #21898 (project freeciv):

Category:None = general

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Follow-up Comment #4:

 would the attached patch accomplish that

That's exactly the patch I were about to write. ;-)

S2_5 patch will need to handle both bases and roads (separately).

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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-05-09 Thread Emmet Hikory
Update of bug #21898 (project freeciv):

 Assigned to:None = persia 


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-04-08 Thread Marko Lindqvist
Follow-up Comment #2, bug #21898 (project freeciv):

 build a road over a river before one has Bridge Building is a
 bit of a rules hack, and probably ought be disallowed.

In a way yes, but
- It has always been allowed (civ/2, freeciv  2.5)
- Handling generic case of player wouldn't be able to build this road now
would be very difficult, and what would be the correct rule?
  - While the last owner of the city is not currently able to build bridges,
(s)he may have been earlier (tech loss), or maybe some previous owner of the
city (maybe the founder) was.
  - Existing bridges on other tiles are not removed when tech loss occurs or
terrain gets conquered by someone who does not know Bridge Building

So I would go by freeciv  2.5 model that no player specific requirement would
be considered, but only the tile's ability to have road/extra would affect if
road/extra gets removed.

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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-04-08 Thread Emmet Hikory
Follow-up Comment #3, bug #21898 (project freeciv):

As an example, do you mean that if a ruleset prohibits Railroad on Mountains,
Railroad is AlwaysOnCityCenter, and cities are allowed on Mountains, the
Railroad is removed when the city is destroyed if the city is on Mountains,
but not if it is on Plains (which otherwise permit Railroad in the ruleset)?

If so, I agree entirely.  I'm still catching up on the extras code, but would
the attached patch accomplish that, or should it also consider whether the
extra was AutoOnCityCenter in the first place?

(file #20500)
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Additional Item Attachment:

File name: remove-unsuitable-extras.patch Size:0 KB


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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-04-07 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21898

 Summary: City destruction and AlwaysOnCityCenter extras
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 07 Apr 2014 11:23:31 PM EEST
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: 2.5.0, 2.6.0

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Details:

Before AlwaysOnCityCenter roads/bases/extras were added, patch #3154 removed
at that point obsolete code to remove unsuitable roads from the city center
tile when city got destroyed.
Do roads/bases/extras existing in tile only because it's city center get
removed when city gets removed? Needs confirming.





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[Freeciv-Dev] [bug #21898] City destruction and AlwaysOnCityCenter extras

2014-04-07 Thread Emmet Hikory
Follow-up Comment #1, bug #21898 (project freeciv):

If anything is removed, only infrastructure that could not exist on that tile
if it were not a city (so can't exist once the city is no longer active)
should be removed.  This matches ancient behaviour.  In terms of narrative, it
makes sense that the old roads in the city and the old train tracks are still
there, and if they are used, are probably being maintained as well as any
other roads/tracks/etc.  On the other hand, playing with migration, and
founding an unhappy city (to be migrated away) to build a road over a river
before one has Bridge Building is a bit of a rules hack, and probably ought be
disallowed.

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