[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2016-01-16 Thread Sveinung Kvilhaugsvik
Update of patch #6104 (project freeciv):

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


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2016-01-14 Thread Sveinung Kvilhaugsvik
Update of patch #6104 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #66:

I spent a lot of time trying to make it work so I could test it. (A typo in
setting the name of the "Hut" unit role flag prevented the default civ2civ3
ruleset from loading) Then I fixed a bug that triggered an assertion. (The
defender unit, with hp less than or equal to 0, didn't reach the "didn't
escape" code) At that point I just addressed any remaining issue I could
find.

Please improve the testing of any future patches. See
http://freeciv.wikia.com/wiki/Testing_Tips

My changes (that I remember):
 * various white space changes
 * various English changes
 * move the documentation ruleset comments from unit class flags to unit type
flags. Remove them from rulesets that don't document unit type flags.
 * rewrite and complete documentation ruleset comments
 * add documentation ruleset comments to multiplayer and sandbox. (Sandbox
didn't exist when this patch was submitted)
 * "?unitfLg:" -> "?unitflag:"
 * fixed typo SPECENUM_VALUE74AME
 * fixed type added to comment that shouldn't be changed
 * move check of unit hp to escape test. (It caused a bug)
 * merge if statements in escape
 * assert that an escaping unit has hp left
 * check that a tile has 0 units rather than that the first unit in its unit
list is NULL
 * check the defense for unit type rather than unit type class
 * don't tell the attacking player that he has killed a unit that escaped
 * move escape text below the lost the battle text

(file #26339)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-11-28 Thread Sławomir Lach
Follow-up Comment #65, patch #6104 (project freeciv):

Ok. My path is just working. I have checked that rivers get 50% defense bonus,
while mountains just 2%. Code is def_bonus = (100 + tile_bonus) * (100 +
base_bonus) / 100 - 100; Am I right river has bigger defense bonus than hills?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #62, patch #6104 (project freeciv):

Each commit expect one was fixup. I send newest patch.

Is it not too hard helping me with preparing a patch ;-D ?

(file #25372)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #64, patch #6104 (project freeciv):

Repaired. I will have deeper look into my patch at end of this week.

(file #25374)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sveinung Kvilhaugsvik
Follow-up Comment #63, patch #6104 (project freeciv):

Quick look:

+#define SPECENUM_VALUE77 L_DEFEND_OK
 #define SPECENUM_VALUE75NAME N_("?unitflag:DefendOk")
You forgot to update the name.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Sławomir Lach
Follow-up Comment #59, patch #6104 (project freeciv):

I send a newest version of patch. There's one matter: In experimental ruleset,
units will select river on plains instead of hills/mountains. I don't know,
why.

(file #25351)
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Re: [Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Marko Lindqvist
 Quick note via email before I get to my development machine; the behavior
you're seeing is probably exactly right - units not escaping where they
cannot go. One thing to test would be to see if road on hills/mountains
would change this behavior for wheeled units.

 - ML

 All typos in this email caused by jumping bus

On Monday, 19 October 2015, Sławomir Lach 
wrote:

> Follow-up Comment #59, patch #6104 (project freeciv):
>
> I send a newest version of patch. There's one matter: In experimental
> ruleset,
> units will select river on plains instead of hills/mountains. I don't know,
> why.
>
> (file #25351)
> ___
>
> Additional Item Attachment:
>
> File name: 0005-Now-units-will-select-tile-with-highest-defense-when.patch
> Size:9 KB
>
>
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #60, patch #6104 (project freeciv):

How to merge different commits:

On the command line
git rebase -i master

This will open up a text editor. Each commit will be on a line starting with
the command pick. To merge a commit into the commit above change the "pick"
command to the letter "f" (or the full command name) Don't remove any line
unless you wish to delete the patch completely.

Save the file once you are. Git will now perform the rebase commands from the
texts file.

If you make a mistake read up on the "git reflog" command.

For details about rebasing see
http://git-scm.com/book/en/v2/Git-Branching-Rebasing

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #61, patch #6104 (project freeciv):

> For details about rebasing see
http://git-scm.com/book/en/v2/Git-Branching-Rebasing
Wrong link. http://git-scm.com/book/en/v2/Git-Tools-Rewriting-History

The reason things ended up in different commits is that you forgot to specify
--amend when you committed.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-18 Thread Sławomir Lach
Follow-up Comment #58, patch #6104 (project freeciv):

I solve break problem by setting escpaed variable to true and test if it's
true at start of loop. If it's true, then continue.

I thought what's best way to select destination tile. I think that first
criteria should be maximum defense power of unit with stronger defense on
selected tile. Second criteria would be move cost into destination tile.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #50, patch #6104 (project freeciv):

Thanks!

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #52, patch #6104 (project freeciv):

I see my patch not working correctly.

Problem is in base_get_direction_for_step. This function calls same_pos, so
it's the problem. I must investigate error in my code.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Marko Lindqvist
Follow-up Comment #53, patch #6104 (project freeciv):

- Why are you putting new UTYF -values to such early indices? You owuld need
less changes if you made them last ones before USER values. There's also a bit
of bad news for you in that patch #6424 also making changes there most likely
goes in before your patch, causing your patch then no longer to apply. You may
want to base your patch on top of patch #6424 already
- stdsounds.soundspec typo "e_unit_escpaed" should be "e_unit_escaped"
- You should use one of the iterating macros with "adjacent" in them instead
of circle_iterate (that's a completely different thing) That's probably the
bug you're seeing yourself.
- You should not disallow escaping to a tile because of allied tiles there
(you currently allow only own units)
- 'break' does not always work with the _iterate macros (as they may hide
multiple levels of loops) so you can't really count on getting to next round
in the loop after one - wrap checks for further potential escape tiles to "if
(!escaped) {"
- Mark message sent to player for translation
- Make the message with correct pluralization. You need to calculate the
number of units that have escaped and then use PL_() base on that


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #51, patch #6104 (project freeciv):

Ok.

Git is very helpful. I didn't know there's no need to push changes and
possibility to generate patch. Thanks. Hope it's last patch before close.

(file #25333)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #54, patch #6104 (project freeciv):

Ok. So I will wait until path #6425 was applied and them send my.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #55, patch #6104 (project freeciv):

I've used git-apply /path/to/patch/6424 in root directory of my freeciv tree
and there's errors about missing files.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Marko Lindqvist
Follow-up Comment #57, patch #6104 (project freeciv):

Sorry if it's no longer a problem on your latest patch version, but related
to:
> - 'break' does not always work with the _iterate macros (as
> they may hide multiple levels of loops) so you can't really
> count on getting to next round in the loop after one - wrap
> checks for further potential escape tiles to "if (!escaped) {" 

 In fact you should *not* stop on first suitable direction found. That means
preferring direction 0 over other directions - giving even a advantage to one
player over the other depending which way they look over the border.
 Instead you should check all the directions, collect all the 'equally best'
ones (if you have some criteria to prefer escape to one kind of target tile
over escape to other kind of target tile - it might also be that 'equally
best' means simply any tiles that unit can enter) and randomly select one of
them after the loop.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #56, patch #6104 (project freeciv):

Ok. Now it should work.

(file #25336, file #25337, file #25338, file #25339)
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File name: 0001-Introducing-unit-flag-allowing-unit-to-escape-from-t.patch
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File name: 0003-Fix-typo.patchSize:6 KB
File name: 0002-Add-possibility-to-translate-some-messages.patch Size:2 KB
File name: 0004-Repair-all-problems.patch Size:1 KB


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #46, patch #6104 (project freeciv):

I've prepared newest patch, so I attached it.

(file #25319)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #47, patch #6104 (project freeciv):

I have prepared patch with helptext.

AI should be introduced in other patch/patch series. I don't know I was able
to prepare thus patch for AI, but I will try.

(file #25320)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #48, patch #6104 (project freeciv):

_AI should be introduced in other patch/patch series._
Agreed.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #49, patch #6104 (project freeciv):

> I have prepared patch with helptext.
It doesn't apply. It is missing stuff.

I suggest that you start using a tool to handle patch preparation. I wrote a
guide for you here.

Setup:

Get a git clone of Freeciv. The easiest way of doing so is:
git clone git://repo.or.cz/freeciv.git

To keep it simple I'll assume that you'll only work on one change to Freeciv
at once. This way I won't have to teach you about branches.

Add your changes to your git clone. An easy way to do so is to apply your
patch. A less easy way is to copy each modified file to the git tree. Make git
aware of your changes by doing:
git add path/to/changed/file

Use a commit for each patch. Create the commit for your patch by doing:
git commit -m "What the patch does"

As you work:

Make git aware of your changes by doing
git add path/to/changed/file

Add your changes to the commit
git commit --amend

Download the changes to Freeciv (assuming you used the git mirror)
git fetch

Update the Freeciv version below your patch:
git rebase origin/master

Fix a merge conflict from git rebase:
Open the file with the conflict and search for == to find all conflicts.
Fix it. Save the file.
git add path/to/changed/file
Do the same for any other files with a merge conflict.
git rebase --continue

Prepare a patch for the commit
git format-patch origin/master

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-15 Thread Sveinung Kvilhaugsvik
Follow-up Comment #45, patch #6104 (project freeciv):

+; "CanEscape"   = If killstack is enabled and defender was lost,
+; this flag gives 50% chance to escape and don't been
+; killed. Unit will escape only if it have more moved point
+; than move point requires to move to any tile adjacent plus
+; attacker move point.
+; "CanKillEscaping"   = Always kills units of player on war with attacker,
if
+;  killstack is enabled and defender of attacked tile is 
lost
Add documentation to all the rulesets that documents unit type flags. (Quick
way of doing it: do a diff of experimental, then apply it as a patch the the
other rulesets)

-flags = "Horse"
+flags = "Horse", "CanEscape", "CanKillEscaping"
The rule change should not be a part of the final patch. Rule changes can be
suggested in a follow up patch.

+circle_iterate(vunit->tile, 1, ptile) {
Won't compile when debug is enabled because of a shadowing warning. The name
"ptile" is already in use.

+  4, 17, "e_unit_escaped"
+  4, 17, "e_unit_escaped"
Once is enough.

Add commented out event to data/stdsounds.soundspec so potential sound set
contributors knows it's there.

Add autogenerated help in client/helpdata.c. (See
http://repo.or.cz/freeciv.git/blob/master:/client/helpdata.c#l4024)

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #43, patch #6104 (project freeciv):

My patch is related to patch #6428.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #42, patch #6104 (project freeciv):

This is the newest patch. I think, that it is done.

I think AI should been implemented by someone else in another patch or patch
series.

My suggestion is to not put unit with can_escape flag on empty tile, when
there's tile with stronger protector. That's should be good solution.

Sorry for my mistakes, but I miss some of your posts. Don't be noisy and wrote
about your suggestions. Thanks.

(file #25299)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #44, patch #6104 (project freeciv):

Sorry for my previous patch. There's no applied changes in events.spec, so I
attached new one.

(file #25300)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #36, patch #6104 (project freeciv):

Hi. I have trouble with adding new event within newest trunk.

I added following line to common/events.h:
#define SPECENUM_VALUE125 E_UNIT_ESCAPED

And following line to common/events.c:
GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),

There's compilation error attached below:
GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #38, patch #6104 (project freeciv):

Thanks for replying.

I add compilation error bellow:

events.c:216:10: error: ‘E_UNIT_ESCAPED’ undeclared here (not in a
function)
   GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),
  ^
events.c:68:77: note: in definition of macro ‘GEN_EV’
 #define GEN_EV(event, section, descr) { #event, NULL, section, descr, NULL,
event }

I wonder where E_COUNT are declared. Thanks.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sveinung Kvilhaugsvik
Follow-up Comment #39, patch #6104 (project freeciv):

> I added following line
Could I get a few more lines of context above and below the lines you added to
event.[c|h]?

> I wonder where E_COUNT are declared.
It is declared in events.h by the following line:

#define SPECENUM_COUNT E_COUNT

SPECENUM_COUNT gives E_COUNT the highest value in the enum + 1. If you want to
learn more see the specenum code in utility.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sveinung Kvilhaugsvik
Follow-up Comment #37, patch #6104 (project freeciv):

_There's compilation error attached below:_
Where?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #40, patch #6104 (project freeciv):

Ok. I have look to specenum code and discovered that maximum number is too
low(one lower than required), so I have changed specenun. I will send patch
after testing everything, so probably tomorrow.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sveinung Kvilhaugsvik
Follow-up Comment #41, patch #6104 (project freeciv):

Your change to generate_specenum.py should probably be a separate patch.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-13 Thread Sławomir Lach
Follow-up Comment #34, patch #6104 (project freeciv):

I have watching over my patch was included into trunk of freeciv, but there's
not. Why?

I have new ideas to implement, but I won't start it before done/close
previous.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-13 Thread Sveinung Kvilhaugsvik
Follow-up Comment #35, patch #6104 (project freeciv):

> I have watching over my patch was included into trunk of freeciv, but
there's not. Why?
Because you haven't addressed all the issues yet.

Is there a misunderstanding here? I offered to finish your patch by fixing the
issues my self in comment #31. I understood that you declined my offer for
anything beyond updating it and fixing the "no character of comment
start"-issue in comment #32.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-26 Thread Sveinung Kvilhaugsvik
Follow-up Comment #33, patch #6104 (project freeciv):

Updated.

(file #24997)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-24 Thread Sławomir Lach
Follow-up Comment #30, patch #6104 (project freeciv):

sorry for asking you about this.

Could you, please, repair it by yourselves? Files on which I made changes was
changes, so preparing new patch could be horribly. and this is a little
change. I had two directories with FC sources: trunk of freeciv and version
with my changes.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-23 Thread Sławomir Lach
Follow-up Comment #28, patch #6104 (project freeciv):

Is my path tested? Thanks.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #24, patch #6104 (project freeciv):

I missing -u switch while preparing patch. With features are missing? Sorry
for ask about this, but I don't see any missing features regarding to previous
patches.

(file #24660)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sveinung Kvilhaugsvik
Follow-up Comment #27, patch #6104 (project freeciv):

Updated.

(file #24667)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #26, patch #6104 (project freeciv):

Ok. I had added difference for ruleset files.

(file #24664)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sveinung Kvilhaugsvik
Follow-up Comment #25, patch #6104 (project freeciv):

_With features are missing? Sorry for ask about this, but I don't see any
missing features regarding to previous patches._
You had added documentation to units.ruleset. If you don't mind inserting them
again your self I can go ahead and forward port what you just uploaded.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-25 Thread Sławomir Lach
Follow-up Comment #22, patch #6104 (project freeciv):

I've prepared new version of path. Sorry I'm not prepared it earlier.

(file #24657)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-24 Thread Sveinung Kvilhaugsvik
Follow-up Comment #21, patch #6104 (project freeciv):

After patch #6139 lands will be a perfect time for an update. It removes a
unit type flag. Patch #5610 removed another. Your patch adds two unit type
flags. (This allows the unity type user flag and unit type role flags to be
updated by copy and past)

My offer to forward port your patch for you this time still stands.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-17 Thread Sveinung Kvilhaugsvik
Follow-up Comment #20, patch #6104 (project freeciv):

Have you had any progress on addressing the remaining points? (Example: don't
expand the GEN_EV macro by hand)

I ask because your patch is outdated. New events have been added. When patch
#5610 land an old user unit type flag will be removed.

I can do the forward porting for you this time. If you accept my offer I need
to know if I should forward port patch 6 or if I should wait for a new patch.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-08 Thread Sławomir Lach
Follow-up Comment #19, patch #6104 (project freeciv):

Ok. I have prepared a new path.

(file #24623)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-06 Thread Sveinung Kvilhaugsvik
Update of patch #6104 (project freeciv):

 Planned Release: = 3.0.0  

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Follow-up Comment #18:

Looks like you didn't include everything in the new version.

Targeting this patch to 3.0

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-05 Thread Sławomir Lach
Follow-up Comment #17, patch #6104 (project freeciv):

I modify patch file. I also attached new version.


(file #24613)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-01 Thread Sveinung Kvilhaugsvik
Follow-up Comment #15, patch #6104 (project freeciv):

Thank you for the new revision. I hope the slow progression isn't too
frustrating.

_+notify_player(player_by_number(i), unit_tile(punit),
E_UNIT_ESCAPED,
+  ftc_server,Some of your unit/units are escaped from_
are escaped?
Remember space. (See our coding style)
Don't start a scope with a blank line.

_+  {E_UNIT_ORDERS, NULL, E_S_UNIT, N_(Unit was escaped from attacker),
NULL, E_UNIT_ESCAPED}_
Please don't expand the macro manually. It makes it impossible to change
everything by changing the macro. It also makes the line to long.
was escaped?

_-wipe_unit(punit2, ULR_KILLED, pvictor);
+wipe_unit(punit2, ULR_KILLED, pvictor);_
This inserts a tab at the end of the line.

Where are the comment in units.ruleset? The comments were present for some
rulesets in version 4. Feed back on what ended up in patch 4: The flags should
be documented everywhere unit type flags are documented. There shouldn't be
any blank line between comments. Your patch shouldn't add the flag to any
units.

Tips: Working with patches manually is time consuming. You can use git (or a
similar tool) to do it automatically.

Do you want to support AI in this patch? AI support could come in a follow up
patch.

On the bright side: I was able to get far into an autogame with your patch
applied when no unit types had any of the new flags.


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-01 Thread Sveinung Kvilhaugsvik
Follow-up Comment #16, patch #6104 (project freeciv):

One more English issue: CanKillEscapping - CanKillEscaping

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #14, patch #6104 (project freeciv):

Sorry for previous post. Unfortunately I have attached server/unittools.c 
difference in first version opf patch, not in last version of patch. I send
new version of patch.

(file #24602)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #13, patch #6104 (project freeciv):

I have changed values of enumeration, which You ask to change.
I attached new version of patch.

(file #24601)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-15 Thread Sveinung Kvilhaugsvik
Follow-up Comment #12, patch #6104 (project freeciv):

The unit_role_id enumeration numbers should be increased. unit_role_id is
supposed to include unit_type_flag_id. This is done by having the first
unit_role_id follow the last unit_role_id.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-13 Thread Sławomir Lach
Follow-up Comment #11, patch #6104 (project freeciv):

I have added documentation into units.ruleset file, where needed. I attached
new patch.

(file #24572)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-12 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, patch #6104 (project freeciv):

_My IDE is KDevelop4. I will also search for option to removes white spaces
before newline character._
Based on my experience with kwrite/kate and Qt Creator I would be extremely
surprised if it isn't there.

_What about AI? Is AI taking in mind killstack option or not?_
Good point. Did a quick search. Looks like it does.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #8, patch #6104 (project freeciv):

I have prepared new patch/ Only one problem is I was didn't documented new
flag, but I will document this flag tomorrow(I must ask somebody the
documentation string is correct because my poor English).

1. ok variable was renamed to escape
2. new array, called unit_for_player_escaped introduced, which contains
information that zero or one or more units of player are escaped
3. I now test moves before rolling dice
4. I don't use is_native_tile
5. I removes unnecessary white space by replace dialog, selecting regular
expression as type of search expression, typing ( )+n in search field, typing
n in replace field, selecting selection only option and click replace. My
IDE is KDevelop4. I will also search for option to removes white spaces before
newline character.

(file #24571)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #9, patch #6104 (project freeciv):

What about AI? Is AI taking in mind killstack option or not?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-10 Thread Sveinung Kvilhaugsvik
Follow-up Comment #7, patch #6104 (project freeciv):

 Someone must do a careful review.
Here is what I was able to find.

 +  bool ok;
Readability: Could you come up with a more descriptive variable name? (I know
it is hard to do when the brain is in programming mode) Suggestion: escaped

 +  if (fc_rand(2) == 1 
 + vunit-moves_left  pkiller-moves_left) {
Nitpick: if you check for moves left before rolling the dice you can save a
dice roll.

 +  if (!is_native_tile(unit_type(vunit), ptile)) {
You test for native tile in stead of livable tile (can_exist_at_tile). Could a
Trireme end up escaping to unsafe terrain?

 +  if (move_cost + pkiller-moves_left  vunit-moves_left) {
Readability: Why add the victim's move cost to the killer's moves in stead of
subtracting them from the victim's moves?

There is also white space at the end of some lines, including blank lines.
Perhaps you could change your editor settings so white space at the end of a
line you modify is removed or high lighted?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #4, patch #6104 (project freeciv):

Had a quick look. I spotted some coding style issues. (See doc/CodingStyle)

Don't use tabs.
Why start the then and else blocks with an empty line?

1. My editor probably adds tabulators, thanks for information
2. It's because my adult - I was PHP developer for many years. I can use
C(KR/KD) coding style in PHP, but every PHP developer is using PHP coding
standards.

Had a deeper look. The patch only changes unit deletion. Previous code
assumes that the unit will be wiped. Example: A player is be told that his
unit died when it (because of the patch) still may escape.
I will repair this.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #5, patch #6104 (project freeciv):

Hi again. I have repaired(I hope) all problems. New patch version also allows
to escape into tile, where living only units of the same nation. The one
problem is message about unit successfull escape isn't send to unit owner. I
have looked at the code and saw the  notify_player(player_by_number(i),
ptile, E_UNIT_LOST_DEF have some constant value at third parameter. Have I
define new macro-definition and what is to be done next?

(file #24561)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sveinung Kvilhaugsvik
Update of patch #6104 (project freeciv):

  Status:None = In Progress
 Assigned to:None = sveinung   

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Follow-up Comment #6:

_Have I define new macro-definition_
E_UNIT_LOST_DEF is defined in common/events.h as a part off the event_type
enum. Read its comment about corresponding graphics and sound tags. An
alternative to define a new tag is to read the existing tags and use one of
them if it can be used to cover escape.

_what is to be done next?_
Someone must do a careful review. I think that someone will be me. I will have
to read up on this area of the code before I can do that.

I found another issue. New unit type flags should be documented in the
comments of the rulesets that documents unit type flags.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-03 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #6104 (project freeciv):

Had a quick look. I spotted some coding style issues. (See doc/CodingStyle)
* Don't use tabs.
* Why start the then and else blocks with an empty line?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-03 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #6104 (project freeciv):

* } else { should be on the same line.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-03 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #6104 (project freeciv):

Had a deeper look. The patch only changes unit deletion. Previous code assumes
that the unit will be wiped. Example: A player is be told that his unit died
when it (because of the patch) still may escape.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-05-30 Thread Sławomir Lach
URL:
  http://gna.org/patch/?6104

 Summary: [Killstack] Patch allows unit to escape instead of
been killed
 Project: Freeciv
Submitted by: lachu
Submitted on: Sat 30 May 2015 10:19:28 AM UTC
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch changes killstack behavior. When defender get lost and attacker
haven't flag CanKillEscapping, units with flag CanEscape have 50% chance to
escape onto native tile without any units and without city. Unit will only
escape if attacker move points are less than escaping unit. In other case it
would been killed as in normal killstack. This is sensible to adding this flag
to mounted(such like horsemen) and some wheeled units(such like tanks).

I add link below to my thread on freeciv forum:
http://forum.freeciv.org/f/viewtopic.php?f=13t=608

This is very simple patch. One thing I can change is checking that tile have
unit/units. I should only check there exist enemy units on preferred
destination tile. 



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File Attachments:


---
Date: Sat 30 May 2015 10:19:28 AM UTC  Name: patch_escaping_for_units  Size:
6kB   By: lachu

http://gna.org/patch/download.php?file_id=24549

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