[Freeciv-Dev] [bug #22241] Nation help uses rule name, not translated name

2014-07-01 Thread Jacob Nevins
Update of bug #22241 (project freeciv):

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


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[Freeciv-Dev] [bug #22246] Unit trade route help claims restriction that doesn't exist

2014-07-01 Thread Jacob Nevins
Update of bug #22246 (project freeciv):

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


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[Freeciv-Dev] [patch #4789] allow_holes settings for tech loss

2014-07-01 Thread Jacob Nevins
Update of patch #4789 (project freeciv):

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


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[Freeciv-Dev] [bug #22247] multiplayer ruleset: disable trade routes in game.ruleset

2014-07-01 Thread Jacob Nevins
Update of bug #22247 (project freeciv):

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


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[Freeciv-Dev] [patch #4876] Miscellaneous updates to help for 2.5+

2014-07-01 Thread Jacob Nevins
Update of patch #4876 (project freeciv):

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


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[Freeciv-Dev] [patch #4521] helpdata.txt updates for gen-roads/extras (e.g. pillaging)

2014-07-01 Thread Jacob Nevins
Update of patch #4521 (project freeciv):

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


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[Freeciv-Dev] [patch #3794] Help updates for 2.5+ nationality changes (happiness, unit nationality, etc)

2014-07-01 Thread Jacob Nevins
Update of patch #3794 (project freeciv):

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


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[Freeciv-Dev] [patch #4874] Help updates for 2.5+ generalised trade routes

2014-07-01 Thread Jacob Nevins
Update of patch #4874 (project freeciv):

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


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[Freeciv-Dev] [patch #4871] Update help for generalised ZOC

2014-07-01 Thread Jacob Nevins
Update of patch #4871 (project freeciv):

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


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[Freeciv-Dev] [bug #22159] Gtk2 research report redraw slow with experimental ruleset

2014-07-01 Thread Jacob Nevins
Follow-up Comment #1, bug #22159 (project freeciv):

 the use of root_reqs. But S2_4 uses them too
Wait, no it doesn't, we took them out at the last minute.

Anyway. On S2_5, removing the root_reqs from the experimental ruleset removes
the slowdown.

It seems somehow related to which or how many root_reqs there are. If I remove
root reqs from every tech in the ruleset in order up to but not including
Automobile, it's still slow. Additionally removing from Automobile makes it
noticeably faster. Just removing Automobile's root_req and leaving all the
others makes it noticeably faster (not sure if by the same amount).

This slowness seems correlated with a delay starting the game (spawned server
so can't tell if it's in client or server).

Can anyone else reproduce this behaviour?

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[Freeciv-Dev] [patch #4886] Network protocol: Send each effect rule in a single packet.

2014-07-01 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4886

 Summary: Network protocol: Send each effect rule in a single
packet.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 01 Jul 2014 12:33:31 PM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Thanks to the work of Emmet Hikory persia effects now use a single
requirement vector. This makes it easy to simplify the network protocol.

Remember to update the network capsting when committing this.



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File Attachments:


---
Date: Tue 01 Jul 2014 12:33:31 PM UTC  Name:
0002-Network-protocol-Send-each-effect-rule-in-a-single-p.patch  Size: 5kB  
By: sveinung

http://gna.org/patch/download.php?file_id=21231

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[Freeciv-Dev] [bug #22255] Nitpick: The generated unit helptext says that a unit is ubribable twice

2014-07-01 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/bugs/?22255

 Summary: Nitpick: The generated unit helptext says that a
unit is ubribable twice
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 01 Jul 2014 02:53:06 PM UTC
Category: rulesets
Severity: 3 - Normal
Priority: 3 - Low
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: TRUNK
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0

___

Details:

A user flag like Unbribable adds its description to the generated help text.
The blocked action adds another line.

Attached patch drops the user flag and refers to the units directly in stead.
(There are max two unbribable units in the bundled rulesets) An alternative
approach is to wait for patch #4723 



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File Attachments:


---
Date: Tue 01 Jul 2014 02:53:06 PM UTC  Name:
0003-Helptext-Say-that-a-unit-is-unbribable-once.patch  Size: 7kB   By:
sveinung

http://gna.org/bugs/download.php?file_id=21232

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[Freeciv-Dev] [bug #22079] AI settler doesn't consider base defense bonus when picking city spot

2014-07-01 Thread pepeto
Follow-up Comment #2, bug #22079 (project freeciv):

I have read your patch (but not tested).

Something looks suspicious. create_city_virtual() does not create free extras.
And tile_city(vtile) == tile_city(ptile) != vcity (because tile_set_worked()
hasn't been called). I don't understand really what these functions are
supposed to do, so I can't help you deeper.


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[Freeciv-Dev] [patch #4849] Detect xml-files

2014-07-01 Thread Marko Lindqvist
Update of patch #4849 (project freeciv):

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


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[Freeciv-Dev] [bug #22248] S2_5 freeciv-gtk2-mp does not compile for Windows

2014-07-01 Thread Marko Lindqvist
Update of bug #22248 (project freeciv):

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


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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-01 Thread Jacob Nevins
Follow-up Comment #15, patch #4830 (project freeciv):

Attached a version of lachu's file #21193 rebased to recent trunk (over patch
#4851, patch #4822, patch #4826) so I could play with it. No other changes.

(file #21235)
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Additional Item Attachment:

File name: trunk-multipliers-file21193-rebased.patch Size:35 KB


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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-01 Thread Jacob Nevins
Follow-up Comment #16, patch #4830 (project freeciv):

A couple of comments on the substance (get_target_bonus_effects()):
* I think it would be useful to be able to have each step make less than 1.0
difference to a particular effect. A simple way to do this would be to scale
by 100; so if I want a multiplier-based effect where every step of 1 has an
effect of 1, I specify value=100.
* In the !target_player case, I think effects with multipliers should have
zero effect, not peffect-value.

(I have lots of half-baked ideas about where to take this feature after the
basic patch is ready, which I'll create a new ticket for rather than polluting
this one.)

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[Freeciv-Dev] [patch #4887] [metaticket] Multipliers/policies half-bakery

2014-07-01 Thread Jacob Nevins
URL:
  http://gna.org/patch/?4887

 Summary: [metaticket] Multipliers/policies half-bakery
 Project: Freeciv
Submitted by: jtn
Submitted on: Tue 01 Jul 2014 23:47:05 BST
Category: None
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

A place to dump ideas related to the effect multipliers feature being added
in patch #4830.

If any of these grow legs, they probably want breaking out into their own
tickets.



*Limits controlled by effects*

Initially the min/max for multipliers is static. By analogy with the
Max_Rates effect, it would be good to have it able to depend on overall
government, wonders, etc, so that better governments allow you more (or
less...) freedom to set policies.

Sketch for how rulesets could specify this:


[effect_republic_freespeech_min]
type= MultiplierMin
value   = 3
reqs=
{ type, name, range
  Multiplier, Free Speech, Local
  Government, Republic, Player
}

[effect_republic_freespeech_max]
type= MultiplierMax
value   = 7
reqs=
{ type, name, range
  Multiplier, Free Speech, Local
  Government, Republic, Player
}




*Cost to change* / *Limit change frequency*

It would be good to have some way(s) to optionally attach a cost to changing
these settings.

Rationales:
* Sliders could be used for fundamental, government-like policies, to which
you want to attach a revolution-like cost.
* Some effects can be used within a turn. It would be good to allow sliders to
be used with such effects without rewarding micromanagement.
** Imagine a trade-off of infantry vs cavalry strength, for the sake of
argument; you want to be able to prevent a player choosing a setting favouring
infantry, attack with infantry, then favouring cavalry and attacking with
cavalry, getting the best of both settings. (There are probably less contrived
examples.)
** (We get away with allowing free manipulation of tax rates because they only
take effect at turn end.)

Possible cost/delay mechanisms:
* You have to pay a cost in gold depending on the magnitude of changes
* Cumulative changes over a threshold since the last revolution plunge you
into anarchy
* Changes to sliders simply don't take effect until next turn

Cost function idea: a set of settings is described as a multi-dimensional
array of coordinates in a cost space; the cost of changing from one setting
to another is the distance between these points. (Players only see the
relative costs, the absolute numbers of the cost space are a meaningless
internal detail.)


[multiplier_a]
name = _(freedom of speech)
start = 0
stop = 10
step = 2
default = 0
; changing this is expensive
cost = 100

[multiplier_b]
name = _(work time)
start = 2
stop = 10
default = 2
step = 1
; changing this is cheap
cost = 20


So the abstract 'cost is 100 per step of freedom-of-speech + 10 per step of
work time (in either direction). A full-scale change of both costs 10*100 +
8*20 = 1160.
You can hang gold costs, revolution thresholds etc off this cost function via
some effect-based factor (allows statue of liberty free policy change
effects).



*AI*

How on Earth are we to teach the AI how to use this? It's a ruleset-defined
trade-offs feature; teaching the AI to understand and manipulate arbitrary
trade-offs sounds hard.



*User interface*

This is currently presented as numeric sliders, which matches our effects
system. However, there might be value in having policies which are presented
to the user as boolean, or discrete enumerated types; this would affect
display only, the underlying data model remains that of linear numeric
effects. This would be some extra properties in multipliers.ruleset that only
the client looks at.



*Generalised tax rates*

What would it take to make science/lux/tax rates a special case of this
framework?
* Need to be able to specify a group of 3 related sliders with appropriate
constraints on all 3.
* Need effects for current tax rate values.
* Need to teach AI how to locate tax-rate-like constructs in rulesets...




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[Freeciv-Dev] [patch #4887] [metaticket] Multipliers/policies half-bakery

2014-07-01 Thread Jacob Nevins
Update of patch #4887 (project freeciv):

  Depends on: = patch #4830


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[Freeciv-Dev] [bug #22234] Scenarios could be compatible with more than one ruleset

2014-07-01 Thread Jacob Nevins
Follow-up Comment #2, bug #22234 (project freeciv):

Could we fix this in a similar way to the way we decoupled nationlist.ruleset
from specific rulesets, by having allowed_govs, allowed_terrains etc in the
scenario?

In fact, savegames (and hence scenario) are mostly self-describing; they
already have specials_vector, etc.
Could this be as simple as removing the line 'rulesetdir=classic' from
scenarios, and interpreting a savegame without a rulesetdir in the context of
another ruleset, matching objects by name?

Terrains are currently represented in scenario maps as single letters. We
could rely on conventions for use of those letters by rulesets, or explicitly
include a terrain-name-letter mapping in the savegame so as to bind by
name.

(Of course things like the [playerX] sections would be illegal in such
scenarios.)

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[Freeciv-Dev] [bug #22233] Movement fractions aren't cancelled down

2014-07-01 Thread Jacob Nevins
Update of bug #22233 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4887] [metaticket] Multipliers/policies half-bakery

2014-07-01 Thread Emmet Hikory
Follow-up Comment #1, patch #4887 (project freeciv):

On AI use of sliders:
In the event that slider value changes are limited to once per turn
(players can change as much as they want, whenever they want, but the effect
of having done so only takes effect on turn change), the the AI can call into
a valuation routine at end-of-turn to set appropriate values.  For each
multiplier, iterate over the effects (probably makes sense to add multipliers
as a source in the ruleset cache for performance reasons), and call
dai_effect_value() to determine the relative interest in the effect.  Then
compute the total valuation of any possible slider position, and select the
best one (or a random one of the best in the case of equivalent valuation). 
Note that doing it this way will cause any bugs in dai_effect_value() to
become more obvious if they happen to match effects for which multipliers are
applied.

In the event that slider values take effect in realtime, a lightweight
target optimisation routine could be added for in-turn relative effects (e.g.
unit move rates, attack/defense bonuses, etc.), which has a cache of
multipliers relative to specific activities/conditions, which is checked when
those conditions apply.  In such cases, the AI would push the slider all the
way for that effect at that moment, so the sliders move about over the course
of the turn (if relevant), and and end of turn, the routine described above is
called to set sensible values for turn change.  If this is needed, it may make
sense to have it be a different patch than the once/turn calculation, as it
would be nice to call into some of the code written for that during the cache
population.

I haven't investigated the call stack, but it may be that the AI will need
to set the multipliers to some neutral value (e.g. 1.0) before calculating
best values, so as not to end up in a feedback loop: yes this won't be
optimal, but calculating true multivariate optimums without succumbing to
local maxima takes more processing than the classic AI should be permitted.

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