[Freeciv-Dev] [patch #3204] Save road vectors

2012-04-18 Thread Marko Lindqvist
Follow-up Comment #2, patch #3204 (project freeciv):

This produces unwanted warning messages when loading old savegames (ones
without separate roads information). While these are not nice, comment above
LOAD_MAP_CHAR() states that this behavior in situation like this is
intentional and not to be considered a bug. So I think this patch can go
forward even with the warnings so I can continue developing all the gen-roads
stuff that depends on this one being in. I just don't think those unnecessary
warnings belong to release quality sw - something must be done before 2.5.0
release.

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[Freeciv-Dev] [patch #3204] Save road vectors

2012-04-18 Thread Marko Lindqvist
Update of patch #3204 (project freeciv):

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


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[Freeciv-Dev] [patch #3264] AttackNonNative unit class flag

2012-04-18 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3264

 Summary: AttackNonNative unit class flag
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Apr 2012 02:06:04 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

This patch makes previously hardcoded behavior that sea moving units, and no
others, can attack neighboring non-native tiles (shore bombardment) unit class
flag AttackNonNative.
Old sea moving unit types specific No_Land_Attack flag renamed to more
generic name Only_Native_Attack. It can be used to override unit class level
AttackNonNative-flag in unit type level.



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File Attachments:


---
Date: Thu 19 Apr 2012 02:06:04 AM EEST  Name: NonNativeAttack.diff  Size: 14kB
  By: cazfi

http://gna.org/patch/download.php?file_id=15598

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[Freeciv-Dev] [patch #3265] get_infrastructure_text() to get roads from vector, not compat specials

2012-04-18 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3265

 Summary: get_infrastructure_text() to get roads from vector,
not compat specials
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Apr 2012 02:22:27 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Now that tile roads vectors should always have correct information it's time
to start checking existence of roads from it instead of checking from compat
specials. Attached patch does that for get_infrastructure_text().
This actually fixes minor bug - check from specials had hardcoded assumption
that Railroad always hides Roads, and Road never hides Railroad. Now this
respects ruleset defined hidden_by definitions.



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File Attachments:


---
Date: Thu 19 Apr 2012 02:22:27 AM EEST  Name: HiddenRoadInfraText.diff  Size:
1kB   By: cazfi

http://gna.org/patch/download.php?file_id=15599

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[Freeciv-Dev] [patch #3262] Connect with transform

2012-04-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3262 (project freeciv):

 I just wonder if this would be useful or even intuitive to use. After all
transfrom result depends on terrain, so when you connect with transform you
are not turning all tiles along your route to the same terrain, but just to
something else than what that particular tile previously was.

 Assuming we end up wanting this feature, patch needs some fixes:

 - This does not apply against TRUNK where feature development happens. I
assume you have developet it against some stable branch/version
 - You check unit type flag F_SETTLERS, when you should check for F_TRANSFORM.
Majority of F_SETTLERS units cannot transform
 - I find it hard to believe that pathfinding costs callback
get_connect_road() would work perfectly for transform too, yet you add
ACTIVITY_TRANSFORM in switch() to list of activities using it

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[Freeciv-Dev] [patch #3261] Show pollution on minimap

2012-04-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3261 (project freeciv):

You should handle S_FALLOUT too. Not sure if it should have distinct color
from normal pollution or not.

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[Freeciv-Dev] [patch #3260] Show only airports in goto dialog

2012-04-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #3260 (project freeciv):

Why you want to insist that city must have *building* like Airport? Checking
if city has positive EFT_AIRLIFT value instead of checking if it has building
providing such effect would make code simpler and it would also list cities
where effect is provided by something else than building, and to not to list
cities with building that allows airlifting but missing some other
prerequisite.

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[Freeciv-Dev] [patch #3266] effect name - type

2012-04-18 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3266

 Summary: effect name - type
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 19 Apr 2012 03:23:22 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

When effects were first introduced I found name field very confusing, and I
think it might still be that to newbies. At least it's inconsistent with other
ruleset objects. In every place other name identifies that particular
instance, and it usually must be unique. Effect name however refers to what
kind of effect it is and there's many effects with same name with a bit
different requirements.

Attached patch is step to rename that field as type. Ruleset loading loads
the field as either name or type, with type taking precedence if both
are present. This patch does not touch any of the rulesets. They rely on the
backward compatibility feature that name still works as fallback to type.



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File Attachments:


---
Date: Thu 19 Apr 2012 03:23:22 AM EEST  Name: EffectType.diff  Size: 731B  
By: cazfi

http://gna.org/patch/download.php?file_id=15600

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Re: [Freeciv-Dev] [patch #3262] Connect with transform

2012-04-18 Thread Bernd Jendrissek
On Thu, Apr 19, 2012 at 1:43 AM, Marko Lindqvist
no-reply.invalid-addr...@gna.org wrote:
  I just wonder if this would be useful or even intuitive to use.

Oh it's very useful to me (terraforming 29ktile torus map poles) and
it seems to work quite well in practice.

Calling it connect with is probably a bit of a misnomer.

 After all
 transfrom result depends on terrain, so when you connect with transform you
 are not turning all tiles along your route to the same terrain, but just to
 something else than what that particular tile previously was.

Yes, this is an imperfection I'm currently experiencing. Hundreds of
engineers with transform paths intersecting leads to some tiles
getting transformed more than others in a path. On the poles that's
fine, because to get from glacier to something useful takes a few
passes anyway, but I could see tiles changing to ocean accidentally
with an overaggressive transform path.

That said, I'd gladly take this imperfection (having to pay careful
attention to the paths I set the engineers on) over having to
transform the poles tile by tile by tile by tile.

  Assuming we end up wanting this feature, patch needs some fixes:

It's more of a here it is if you wish you could to this patch in the
category better than nothing.

  - This does not apply against TRUNK where feature development happens. I
 assume you have developet it against some stable branch/version

I'm still busy playing a S2_2 game on which I've needed these
features, maybe once I finish this game I'll update the patches.
Unfortunately S2_3 wouldn't load my savegame, which didn't inspire
confidence in TRUNK being able to do so.

  - You check unit type flag F_SETTLERS, when you should check for F_TRANSFORM.
 Majority of F_SETTLERS units cannot transform

Eek! Somehow I never saw F_TRANSFORM, only F_CITIES which is obviously
insufficient. Thanks.

  - I find it hard to believe that pathfinding costs callback
 get_connect_road() would work perfectly for transform too, yet you add
 ACTIVITY_TRANSFORM in switch() to list of activities using it

I'm not sure why it isn't perfect, the turns count shown when hovering
a path seem reasonable. They're dominated by transform time, rather
than move time, so it's possible I'm just not noticing an
off-by-one/few error.

By the way, get_connect_road leads to a far more useful feature than
using get_connect_irrig - otherwise the engineers sometimes get stuck
having to make many diversions around resources.

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[Freeciv-Dev] Fullmoon build results

2012-04-18 Thread fullmoon
This is build report automatically generated by FullMoon Ilmarinen (0.4.50.1)

Fullmoon operated by Marko Lindqvist cazf...@gmail.com This build is from 
TRUNK.

Component svn, Host build.cazfi.net, Phase Source update(1): Succeeded
Component autogen.sh, Host build.cazfi.net, Phase Other command(0): 
Succeeded
Component server, Host build.cazfi.net, Phase Build(2): Succeeded
Component gtk2, Host build.cazfi.net, Phase Build(2): Succeeded
Component sdl, Host build.cazfi.net, Phase Build(2): Succeeded
Component xaw, Host build.cazfi.net, Phase Build(2): Succeeded
Component qt, Host build.cazfi.net, Phase Build(2): Succeeded
Component stub, Host build.cazfi.net, Phase Build(2): Succeeded
Component QualityCheck, Host build.cazfi.net, Phase Check(4): FAILED


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