[Freeciv-Dev] [patch #2277] [c++ gui] Generate C++ compatible specenum_gen.h

2011-01-06 Thread Marko Lindqvist

Follow-up Comment #5, patch #2277 (project freeciv):

Yes, there is a lot of int - enum conversions even in headers (no need to
change them in .c files). I opt not to try to fix all of them at once, but
rather fix them as they turn out to be a problem for building C++ gui.

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[Freeciv-Dev] [bug #17425] C++ incompatible C99 initializers in shared.h

2011-01-06 Thread Marko Lindqvist

Follow-up Comment #1, bug #17425 (project freeciv):

Also in featured_text.h and options.h

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[Freeciv-Dev] [patch #2278] [c++ gui] C++ compatible spechash.h

2011-01-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?2278

 Summary: [c++ gui] C++ compatible spechash.h
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 06 Jan 2011 02:42:53 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

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Details:

There's no automatic cast from void* to other data types in C++. Attached
patch fixes these problems from spechash.h



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File Attachments:


---
Date: Thu 06 Jan 2011 02:42:53 PM EET  Name: CXXspechash.diff  Size: 1kB  
By: cazfi

http://gna.org/patch/download.php?file_id=11714

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt

Follow-up Comment #7, patch #1819 (project freeciv):

 1) I have nothing particularly for or against lua. Personally, i'm aware it
exists but know nothing about its pros and cons. Has there been [on IRC or
elsewhere] a conversation comparing high level languages that might be
suitable for this purpose? Off the top of my head, i might think of
JavaScript, Lua, PERL, Python, REXX, Ruby, and TCL. 

I don't know if there was such a discussion (perhaps before my time here?).
But lua is used as script language for server scripting and there is a patch
which uses luasql for authentication (bug #13643). I do not now much lua but
creating this patch I had to learn it (a little) and it is quite simple.
 
 2) Does this ticket just concern server-side AI or also client-side, A.K.A.
Advisors?

'Advisor' is used for two things: client side counsellors and server side
helper code (which is also used by the AI for basic calculations).

  This means that the server should NOT access any AI code at all! The only
exception would be the interface to the AI module(s).
 I though this was already agreed when I started code reorganization for
these changes. I have already done considerable amount of work towards this
goal. 

I did repeat this as it is important to get a real 'independent' AI module.

There is also patch #1785 (cleanup usage of ai header files by the server).
Is trunk ready to get new patches or should the differences to S2_3 be as
small as possible? In the first case I would check these patches and commit
the simple fixes.

 I have to look patch #2168. Anyway, it's not a problem for one patch first
creates aiplayer.[ch] and other to be modified so it just adds stuff to it.

It is more the aim of the file:

* this patch: entry file for the default AI module
* patch #2168: functions related to the AI player code

Perhaps the module code could be implemented such that different modules are
easy to setup? (As said in comment #4:)

 I mean the AI comon code below ./ai and all modules as ./ai/module?

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Marko Lindqvist

Follow-up Comment #8, patch #1819 (project freeciv):

I consider all code in ai directory to be part of default AI. If one writes
new AI from scratch, none of that is to be used.

I consider trying to write alternative AI myself. I don't yet know if it
would live in Freeciv tree, or would it be independent (gna) project. If
former, it would probably have directory all of its own; altai. Default AI
is special in that it's always loaded and available.

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1819 (project freeciv):

After the luasql patches I got the idea to create a lua scritp AI. It would
use some hooks (mostly the functions defined in ai.h) which would call
corresponding lua functions. The lua script would be seperate for each AI of
this type.

In the beginning each of the lua functions would call the corresponding
'default' AI function. This could later be extended to a set of lua function.
Thus, I think that for the AI a set of 'common' (helper) functions is needed.
As first basis for the common functions I propose the functions defined in
./ai (or a supset of them). But this requires that the AI modules are defined
below that level in ./ai/module ...

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread David Lowe

Follow-up Comment #11, patch #1819 (project freeciv):

I would think the most immediate benefit of scripting the AI would be to have
the leaders of different nations have different personalities: some could be
more aggressive, others more open to trade, etc.  Hopefully this would apply
outside of scenarios such that a random game could assign each AI player a set
of personality traits from a reasonable list.

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[Freeciv-Dev] [patch #1819] Default ai as loadable module

2011-01-06 Thread Matthias Pfafferodt

Follow-up Comment #12, patch #1819 (project freeciv):

 Do you mean superset or subset by supset? 

It should be 'subset', i.e. some basic functions.

 You can hardly call ai/ code generic. It's specific to way
 default ai is coded, actually it is default ai. 

Yes, but I think that parts of it will/can be used by all AIs as common AI
code. Further, installing all AI modules into the ./ai directory will create a
clear hierarchy.

 How about you start your lua scriptable AI as copy of default
 ai? 

Would also work.
 
 I'm not saying lua scriptable AI cannot be default AI in the
 future, once it has been proven efficient and safe enough. 

It will be a long time till such a point. First it has to be written ...
 
 btw. By server scripting you probably meant scenario
 scripting. I.e. it can be used in modpacks (custom content to
 Freeciv) It's not used in Freeciv engine itself. 

It is used in the engine for default games (see default.lua: huts,
partisans). Thus, it is 'server' scripting ;-)

 I would think the most immediate benefit of scripting the AI
 would be to have the leaders of different nations have
 different personalities: some could be more aggressive, others
 more open to trade, etc. Hopefully this would apply outside of
 scenarios such that a random game could assign each AI player
 a set of personality traits from a reasonable list.

I think this will be a long way. At the moment I only have the idea(!) of
calling the default AI via lua - this means that it still is the same code.
Starting at this point, it can be changed to allow for different
personalities.


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[Freeciv-Dev] [bug #17427] fix experimental ruleset

2011-01-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?17427

 Summary: fix experimental ruleset
 Project: Freeciv
Submitted by: syntron
Submitted on: Do 06 Jan 2011 22:59:44 CET
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0

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Details:

missing part of svn18829




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File Attachments:


---
Date: Do 06 Jan 2011 22:59:44 CET  Name:
20110106--fix-experimental-ruleset.patch  Size: 841B   By: syntron

http://gna.org/bugs/download.php?file_id=11715

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[Freeciv-Dev] [patch #2279] [c++ gui] extern C declaration for utility and common headers

2011-01-06 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?2279

 Summary: [c++ gui] extern C declaration for utility and
common headers
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 07 Jan 2011 12:02:16 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0

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Details:

This patch adds

#ifdef __cplusplus
extern C {
#endif /* __cplusplus */

and

#ifdef __cplusplus
}
#endif /* __cplusplus */

to all headers under utility and common. Also generated headers are produced
correctly.



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File Attachments:


---
Date: Fri 07 Jan 2011 12:02:16 AM EET  Name: UtilCommonExternC.diff.bz2 
Size: 6kB   By: cazfi

http://gna.org/patch/download.php?file_id=11717

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[Freeciv-Dev] [patch #2101] Volga Bulgar nation

2011-01-06 Thread J.M. Maalderink

Follow-up Comment #1, patch #2101 (project freeciv):

Any ideas for a flag? Maybe something based on this
http://en.wikipedia.org/wiki/Aq_Bars ?

Also as per the new title rules İltäbär (non-English) and Sultan (reserved
for Monarchy) will have to go.

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[Freeciv-Dev] [patch #2106] Scottish city list in Scots

2011-01-06 Thread J.M. Maalderink

Update of patch #2106 (project freeciv):

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


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[Freeciv-Dev] [patch #2101] Volga Bulgar nation

2011-01-06 Thread Andrzej G.

Follow-up Comment #2, patch #2101 (project freeciv):

OK, I think that Aq Bars is good idea.

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[Freeciv-Dev] [patch #2101] Volga Bulgar nation

2011-01-06 Thread Daniel Markstedt

Follow-up Comment #3, patch #2101 (project freeciv):

Maybe something like this. Based on PD image
http://commons.wikimedia.org/wiki/File:Coat_of_Arms_of_Tatarstan.svg

(file #11718)
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[Freeciv-Dev] More Weird Behavior?

2011-01-06 Thread David Lowe
Perhaps this is normal and i'm just not understanding it.  However, 
this savegame [after ending the turn] suffers a round of global warming that 
turns grassland into glacier in the temperate zone?  I thought it was supposed 
to turn to desert...


freeciv-T0422-Y01997-manual.sav.bz2
Description: BZip2 compressed data

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