[Freeciv-Dev] [patch #2143] [RFC] AI interface using lua
Follow-up Comment #2, patch #2143 (project freeciv): It sounds a good idea. But, we probably need to decide about what we want to do: AI at server side in C, AI at server side lua scripted or AI client side. As I understand patch #1785 or patch #1846, we were going to a server side AI... I do not consider client side AI an option. As discussed somethere (I did not find the source), the AI is coupled to the knowledge of the server which will not be available in the client. Thus, a client side AI would never be as good as a server side AI. Furthermore, there should be distinguished between AI and advisors. The AI belongs into the server but advisors for the player (as in 'small helper script') could be part of the client. They would use only the players knowledge. About the language to use for server side AI, this ticket is the place to discuss it. A lua implementation would allow to (easily?) save the AI state similar as done for the server lua script. patch #1785 is at the moment on hold. I have to revise the patches to the current state of trunk. patch #1846 would be of interest to speed up the AI. I think, one lua state for each AI would help here (i.e. one lua state could be assigned to one thread?). Short summary of some comments to this toppic I found using google: The second problem is that, provided the AI feature is client-side in a client-server game, those who have the better AI scripts or AI code will gain a substantial advantage. This is particularly the case in multiplayer games that use a timeout timer to end turns. The unofficial Freeciv 'warclient' gives players mass control over units and is a substantial aid in timeout games. While some may find this (writing their own AI-aid code) a challenge on its own, it is inherently unfair and detracts focus from the core game concepts. [http://freeciv.wikia.com/wiki/4x_Design] Why client-side AI could be a Bad Thing (nice read!): [http://thread.gmane.org/gmane.games.freeciv.devel/6545/focus=6560] Discussion of client-side AI and AI using lua: [https://mail.gna.org/public/freeciv-dev/2010-05/msg00118.html] Discussion of client side AI in the freeciv forum: [http://forum.freeciv.org/viewtopic.php?t=757] Using function pointers for the AI functions and a comment by Per to the complexity of the AI: [http://forum.freeciv.org/viewtopic.php?t=1386] Why the AI is in the server (again comment by Per): [http://forum.freeciv.org/viewtopic.php?t=52] Old try on client side AI (puppeteer): [http://blog.gmane.org/gmane.games.freeciv.ai/month=20040301] [http://download.gna.org/freeciv/incoming/puppeteer.patch.cvs-Sep-09_0.006.diff.gz] A good summary of the problems with the AI by Per: [http://permalink.gmane.org/gmane.games.freeciv.ai/1454] ___ Reply to this item at: http://gna.org/patch/?2143 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2115] [fcdb] redo lua script
Follow-up Comment #3, patch #2115 (project freeciv): As discussed previously in bug #15587, and according the comment in api.pkg, are you sure the interface is still compatible with the current one? (notably with the new ways for doing logs...) Yes, all functions currently implemented will still work. For the logging, wrapper functions are implemented. The new style is similar to the functions calls in the C code (C: log_normal(); lua: log.normal()). ___ Reply to this item at: http://gna.org/patch/?2115 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2121] [fcdb] add delegation (especially for longturn)
Follow-up Comment #2, patch #2121 (project freeciv): Why does it requires auth support enabled? Because I did use the longturn usage as example and guideline? Yea, it could be done entirely in the server without an external database ... I will have to think about this. Thanks for the comment. ___ Reply to this item at: http://gna.org/patch/?2121 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology
Follow-up Comment #3, bug #16971 (project freeciv): My suggestions are based on the idea that a 'unit' in freeciv should be seen as a troop of units rather than one single unit. ___ Reply to this item at: http://gna.org/bugs/?16971 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16965] Solar Plant increases pollution with Recycling Center but no Factory/Mfg. Plant
Update of bug #16965 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16965 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14515] Behaviour of hydro/nuclear/solar plants etc doesn't match documentation
Follow-up Comment #11, bug #14515 (project freeciv): (This would be easier to express in the ruleset if the effects system could combine numbers in more ways than just addition, such as min() and max(). But that's probably a separate bug.) Perhaps an additional field could be added to the effects definition. It could define how the numbers should be combined. But this raises the problem of the order of the effects, i.e [effect_test1] name = test operation = ADD value = 16 [effect_test2] name = test operation = MIN value = 20 [effect_test3] name = test operation = DIV value = 2 depending on the order this could result in min((0 + 16), 20) / 2 = 8 min(0, 20) / 2 + 16 = 26 min((0 / 2), 20) + 16 = 36 ... (and some more combinations) ___ Reply to this item at: http://gna.org/bugs/?14515 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16974] I can not load auto save beacuse file is empty
Follow-up Comment #2, bug #16974 (project freeciv): Hello I've jsut install freeciv form ubuntu depot (10.10 version). I forgot to notice that game or OS crash completely. I must reboot. I Have 5 auto-save file empty, the file before was good Benoit Soyeux ___ Reply to this item at: http://gna.org/bugs/?16974 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14515] Behaviour of hydro/nuclear/solar plants etc doesn't match documentation
Follow-up Comment #13, bug #14515 (project freeciv): perhaps an additional 'priority' flag could be used? On ruleset load there must be a check that for each effect no priority is duplicated. Furthermore, the effects must be saved in the corresponding order. ___ Reply to this item at: http://gna.org/bugs/?14515 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16974] I cannot load auto save because file is empty
Update of bug #16974 (project freeciv): Summary: I can not load auto save beacuse file is empty = I cannot load auto save because file is empty ___ Reply to this item at: http://gna.org/bugs/?16974 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16980] Grammar fixes in CodingStyle
Update of bug #16980 (project freeciv): Status:None = In Progress Planned Release: = 2.3.0 ___ Follow-up Comment #2: I assume this is for trunk. Nearly similar changes could probably be done in S2_2 too. Also, http://freeciv.wikia.com/wiki/Coding_Style would need to be modified. Well, this is embrassing. I meant to submit this to the patch tracker :\ Could someone move this ticket there? It is ok, this can be considered as a bug. ___ Reply to this item at: http://gna.org/bugs/?16980 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16971] Resolve 'transform' (terrain) vs 'transform' (units) terminology
Follow-up Comment #4, bug #16971 (project freeciv): Yeah, i'd vote for 'convert'. ___ Reply to this item at: http://gna.org/bugs/?16971 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16980] Grammar fixes in CodingStyle
Follow-up Comment #3, bug #16980 (project freeciv): Yes, that is for trunk. I have also attached a patch for S2_2 branch and made the changes in the wiki page. I am sorry for this blunder. (file #11018) ___ Additional Item Attachment: File name: s2_2-coding-style-grammar-fixes.diff Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?16980 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16648] Memory leak with ai_data_phase_init()/ai_data_phase_done()
Update of bug #16648 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #2: Fix attached: it discard calls to ai_data_phase_init() if it was previously called. Same thing with ai_data_phase_done() if the phase was not initialized. (file #11019, file #11020) ___ Additional Item Attachment: File name: trunk_ai_data_phase.diff Size:2 KB File name: S2_2_ai_data_phase.diffSize:1 KB ___ Reply to this item at: http://gna.org/bugs/?16648 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16981] Memory leak in check_for_game_over()
URL: http://gna.org/bugs/?16981 Summary: Memory leak in check_for_game_over() Project: Freeciv Submitted by: pepeto Submitted on: samedi 30.10.2010 à 16:48 Category: general Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: pepeto Originator Email: Open/Closed: Open Release: S2_2 Discussion Lock: Any Operating System: None Planned Release: 2.2.4 ___ Details: Fix for S2_2, as trunk is already fixed. Valgrind report: ==24930== 75 bytes in 5 blocks are definitely lost in loss record 819 of 952 ==24930==at 0x4C274A8: malloc (vg_replace_malloc.c:236) ==24930==by 0x50AA52: fc_real_malloc (mem.c:82) ==24930==by 0x50D837: astr_minsize (astring.c:85) ==24930==by 0x50D879: astr_clear (astring.c:189) ==24930==by 0x407C97: check_for_game_over (srv_main.c:255) ==24930==by 0x40B374: srv_running (srv_main.c:2087) ==24930==by 0x40BD5E: srv_main (srv_main.c:2438) ==24930==by 0x403904: main (civserver.c:359) ___ File Attachments: --- Date: samedi 30.10.2010 à 16:48 Name: S2_2_check_for_game_over.diff Size: 717 o By: pepeto http://gna.org/bugs/download.php?file_id=11021 ___ Reply to this item at: http://gna.org/bugs/?16981 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16980] Grammar fixes in CodingStyle
Update of bug #16980 (project freeciv): Status: In Progress = Ready For Test Assigned to:None = pepeto ___ Follow-up Comment #4: Thank you a lot. I am sorry for this blunder. Don't be, your help is very appreciated! ___ Reply to this item at: http://gna.org/bugs/?16980 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16980] Grammar fixes in CodingStyle
Update of bug #16980 (project freeciv): Planned Release: 2.3.0 = 2.2.4, 2.3.0 ___ Reply to this item at: http://gna.org/bugs/?16980 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2077] Add optional separate rule name for ruleset objects, allowing them to be renamed
Update of patch #2077 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2077 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2050] First-class help for specialists
Update of patch #2050 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2050 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16973] Non-ASCII char in TRANS comment causes gettext error
Update of bug #16973 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = dmarks Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?16973 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2082] Pashtun nation
Update of patch #2082 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2082 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2083] Togolese nation
Update of patch #2083 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2083 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2084] Zimbabwean nation
Update of patch #2084 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2084 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2145] Path finding cleanup
URL: http://gna.org/patch/?2145 Summary: Path finding cleanup Project: Freeciv Submitted by: pepeto Submitted on: dimanche 31.10.2010 à 02:28 Category: agents Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: pepeto Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: Path finding cleanup. Step to patch #1303. FEATURES: * Added int pf_map_move_cost(struct pf_map *, struct tile *). * Direction (-1) is a macro: PF_DIR_NONE. * Use minimal size for the nodes (e.g. pf_normal_node size was 20 bytes, it is now 16 bytes). * Changed when NS_PROCESSED is assigned, and simplified tests to know if a tile reachable. (Now, the node status is NS_PROCESSED or NS_WAITING, the tile iterator test is not needed anymore.) * pf_danger_map_iterate_until() and pf_fuel_map_iterate_until() are slightly improved. * Merged function comments from path_finding.h to path_finding.c * Full review of the documentation. Numerous comments added about how it works. NAME CHANGES: * Macros pf_map_iterate_* and pf_map_iterate_*_end renamed to pf_map_*_iterate and pf_map_*_iterate_end to be closer to the most iterating macros. * pf_map_get_*() renamed to pf_map_*(). * pf_map_iterator_get_*() renamed to pf_map_iter_*(). * pf_path_get_last_position() renamed to pf_path_last_position(). * pf_city_map_get_move_cost() renamed to pf_city_map_move_cost(). ___ File Attachments: --- Date: dimanche 31.10.2010 à 02:28 Name: 0001-Path-finding-cleanup.patch Size: 206 ko By: pepeto http://gna.org/patch/download.php?file_id=11026 ___ Reply to this item at: http://gna.org/patch/?2145 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1303] Replace warmap by path finding code in ai/ directory
Update of patch #1303 (project freeciv): Depends on: = patch #2145 ___ Reply to this item at: http://gna.org/patch/?1303 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #16983] Poor choice of city worked tile
URL: http://gna.org/bugs/?16983 Summary: Poor choice of city worked tile Project: Freeciv Submitted by: dmarks Submitted on: Sunday 10/31/2010 at 12:33 Category: None Severity: 3 - Normal Priority: 7 - High Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk Discussion Lock: Any Operating System: None Planned Release: 2.3.0 ___ Details: Recent code seems to make poor choices of when it comes to worked tiles in cities... For example, check out the Eritrean city of Nakfa - even though there's an ocean tile with whales two tiles up, the code keeps choosing a plain ocean tile for you instead. You can still choose the whales manually, but as soon as the city grows f.e., the whales tile is not worked again. ___ File Attachments: --- Date: Sunday 10/31/2010 at 12:33 Name: poorcitytileworkedchoice.sav.bz2 Size: 15kB By: dmarks http://gna.org/bugs/download.php?file_id=11027 ___ Reply to this item at: http://gna.org/bugs/?16983 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev