[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2014-04-29 Thread Emmet Hikory
Update of bug #16383 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2014-04-02 Thread Emmet Hikory
Follow-up Comment #26, bug #16383 (project freeciv): Rebased over r24743 (as patch #3829 landed). (file #20454) ___ Additional Item Attachment: File name: enforce-move-nativity+r24743.patch Size:7 KB

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2014-03-31 Thread Emmet Hikory
Follow-up Comment #25, bug #16383 (project freeciv): The application of patch #4609 encourages an entirely different approach to this issue, as reflected in the attached patch (applies over r24741). By separating the nativity check logic from everything else, it properly handles cases where

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-06-15 Thread Marko Lindqvist
Follow-up Comment #24, bug #16383 (project freeciv): it may be interesting to consider special handling for the case where two cardinally adjacent tiles are both native because of different roads Also: nativity might be provided by one road (such as alien ruleset Tunnel) and move bonus by

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-05-30 Thread Marko Lindqvist
Update of bug #16383 (project freeciv): Assigned to: cazfi = None ___ Reply to this item at: http://gna.org/bugs/?16383 ___ Message sent

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-05-06 Thread Emmet Hikory
Follow-up Comment #23, bug #16383 (project freeciv): Grr. I need a better way to test pathfinding: things just seeming to work don't seem to be enough. The attached patch actually clears the roads for the virtual tile in tile_move_cost_ptrs(), thereby testing the correct condition to determine

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-04-29 Thread Emmet Hikory
Follow-up Comment #22, bug #16383 (project freeciv): While working on patch #3886, I realised this also needs adjustments for pathfinding, so that AI Triremes don't consider the river-path through the continent the best possible route only to become confused when unable to actually make a given

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-04-28 Thread Marko Lindqvist
Update of bug #16383 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #19: Untested patch (file #17847) ___

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-04-28 Thread Marko Lindqvist
Update of bug #16383 (project freeciv): Planned Release: 2.5.0 = 2.6.0 ___ Follow-up Comment #20: - Really prevent the move if no suitable road to travel found. It was falling to default MR_OK

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-04-28 Thread Emmet Hikory
Follow-up Comment #21, bug #16383 (project freeciv): %s cannot move road diagonally doesn't parse for me (seems to imply the road is being moved, rather than the unit). How about %s cannot move diagonally on available roads. It would be nice to know *which* road was cardinal or

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-02-05 Thread Marko Lindqvist
Follow-up Comment #17, bug #16383 (project freeciv): I think this should be determined from recently added move_mode road type property. This is also linked to bug #20472 ___ Reply to this item at: http://gna.org/bugs/?16383

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2013-02-05 Thread Marko Lindqvist
Update of bug #16383 (project freeciv): Status: Postponed = In Progress Assigned to: jtn = cazfi ___ Follow-up Comment #18: This should be

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Jacob Nevins
Update of bug #16383 (project freeciv): Status: In Progress = Postponed ___ Follow-up Comment #15: In October, I wrote: I'll post my current patch set here shortly. Cough! Attached is my

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2012-06-18 Thread Marko Lindqvist
Follow-up Comment #16, bug #16383 (project freeciv): About patch # issue: Your comments (comment #7) seem a bit confused. You mix shore bombardment and can_attack_from_non_native(). Shore bombardment is about ability to attack *against* non-native tile. can_attack_from_non_native() is about

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-10-30 Thread Jacob Nevins
Update of bug #16383 (project freeciv): Planned Release: 2.4.0 = 2.5.0 ___ Follow-up Comment #14: I fear this is unlikely to make 2.4.0 now :( I've split out the controversial cities change

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-17 Thread Jacob Nevins
Follow-up Comment #12, bug #16383 (project freeciv): Pre-existing bugs discovered in comment #9 raised separately as bug #18613 and bug #18675. (The latter was fixed as a side effect of this patch; I've pulled the relevant bit out.) ___

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-17 Thread Jacob Nevins
Follow-up Comment #13, bug #16383 (project freeciv): An idea: How about creating a new range (for requirements) named InCity, OnCityTile or something like that for requirements that are limited to the city tile? Units that only can move on rivers would have a build requirement like this:

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-11 Thread Sveinung Kvilhaugsvik
Follow-up Comment #11, bug #16383 (project freeciv): Would you be OK with some way of specifying in the ruleset whether a given kind of non-native unit requires present or merely adjacent native terrain to a city? (I haven't even begun to think about what that might look like, but it should

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-06 Thread Zakri Kneebone
Follow-up Comment #10, bug #16383 (project freeciv): Made a unit_type that was RiverNative and BuildAnywhere but was not yet enabled in the terrain ruleset. This resulted that the unit could be in the city and could move along rivers iff the city was on a river tile. This seems like an

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-05 Thread Jacob Nevins
Follow-up Comment #9, bug #16383 (project freeciv): I'll look at splitting out the cities bit from the rest -- shouldn't be too hard, and it'll hopefully allow the (fully working) movement part to be committed. That is the most important part, which allows RiverNative units to be trivially

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-04 Thread Marko Lindqvist
Follow-up Comment #8, bug #16383 (project freeciv): Cities must be on a river to build and host RiverNative units This change in philosophy is probably the most far-fetching thing in this patch. I think we should retain consistency here, so if such a thing is used for RiverNative units, rules

[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-03 Thread Jacob Nevins
Update of bug #16383 (project freeciv): Priority: 1 - Later = 5 - Normal Status: Need Info = In Progress Assigned to:None = jtn Release: