[Freeciv-Dev] [bug #19984] Client's limited knowledged used when displaying military unhappiness caused by unit

2012-07-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19984

 Summary: Client's limited knowledged used when displaying
military unhappiness caused by unit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 26 Jul 2012 11:33:20 AM EEST
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Client can display completely bogus information about military unhappiness
caused by units, since it tries to determine it itself with its limited
knowledge. I have not checked all clients carefully, but from quick grepping
it seems that broken code exist in all of them.

gtk3-client:
city_dialog_update_supported_units():
1. It gets value of effect EFT_MAKE_CONTENT_MIL to decide how many units get
free upkeep. Client may end up displaying wrong number of units free of
happiness upkeep
2. It calls city_unit_unhappiness() for each unit, which for units in fortress
ends up checking if there's friendly city nearby. There could be allied city
near that player does not know about (it would make sense that unknown cities
would not lift unhappiness, but as server side does not work that way, client
ends showing wrong information)





___

Reply to this item at:

  http://gna.org/bugs/?19984

___
  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 #19739] Units aggressive though in Fortress

2012-07-26 Thread Marko Lindqvist
Update of bug #19739 (project freeciv):

  Status:None = Invalid
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

This turned out to be bug in my ruleset - units were not native_to fortress.

___

Reply to this item at:

  http://gna.org/bugs/?19739

___
  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 #19900] Font preferences not respected

2012-07-26 Thread RafałMużyło
Follow-up Comment #6, bug #19900 (project freeciv):

...and for a difference, on a topic related note, a minor fix for help label
colors - value taken from old Freeciv.h.

(that line for font in tooltip doesn't seem to work, but the colors do)

(file #16199)
___

Additional Item Attachment:

File name: fix-help-colors.patch  Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19900

___
  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 #3439] Rename my_chomp() - fc_chomp()

2012-07-26 Thread Marko Lindqvist
Update of patch #3439 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3439

___
  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 #3445] Add Indonesian (id) localisation

2012-07-26 Thread Jacob Nevins
Follow-up Comment #1, patch #3445 (project freeciv):

The po-file I intend to commit is attached to this post to -i18n
http://mail.gna.org/public/freeciv-i18n/2012-07/msg00017.html.

___

Reply to this item at:

  http://gna.org/patch/?3445

___
  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 #19900] Font preferences not respected

2012-07-26 Thread RafałMużyło
Follow-up Comment #7, bug #19900 (project freeciv):

Alright, it's hard to affect a tooltip, if it's not really a tooltip.

I was looking at the info popups in city dialog - setting them to monospace
makes the formating work again.


(file #16201)
___

Additional Item Attachment:

File name: fix-help-colors.patch  Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?19900

___
  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 #3441] Alt activity gfx tags

2012-07-26 Thread Marko Lindqvist
Update of patch #3441 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3441

___
  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 #3395] Terrain flag requirement type

2012-07-26 Thread Marko Lindqvist
Update of patch #3395 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3395

___
  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 #3316] Celtic nation

2012-07-26 Thread Jacob Nevins
Update of patch #3316 (project freeciv):

 Planned Release: = 2.4.0-beta1,2.5.0  

___

Follow-up Comment #2:

Patch #3432 wants to add this to S2_4.
If it's going in, then it needs to go in for the first beta -- we can't add
nations after that, as it would cause trouble for people moving savegames
backwards and forwards between versions.

___

Reply to this item at:

  http://gna.org/patch/?3316

___
  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 #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Depends on: = patch #3316


___

Reply to this item at:

  http://gna.org/patch/?3432

___
  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 #3446] Make terrain class property of terrain type instead of determining it from flags

2012-07-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3446

 Summary: Make terrain class property of terrain type instead
of determining it from flags
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jul 2012 01:40:39 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

___

Details:

For extensibility of terrain class concept it should not be based on just if
terrain type has certain flag(s) or not. Attached patch adds field class for
terrain types and obsoletes flag Oceanic.



___

File Attachments:


---
Date: Fri 27 Jul 2012 01:40:39 AM EEST  Name: OceanicClass.patch.bz2  Size:
9kB   By: cazfi

http://gna.org/patch/download.php?file_id=16203

___

Reply to this item at:

  http://gna.org/patch/?3446

___
  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 #3447] map_claim_base()

2012-07-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3447

 Summary: map_claim_base()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jul 2012 02:03:35 AM EEST
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Attached WIP patch moves base ownership changes to central function of their
own, map_claim_base().

This is going to be first one in series of base ownership patches. Goal of the
series is to separate base ownership from border ownership. Primary reason is
fixing problems related to vision providing bases (buoy).

My current plan:
- All bases in a tile have same owner (which can be nobody)
- Bases on a tile can be owned even when tile is not (buoy can work on unowned
territory)

I'm not certain about other border ownership and base ownership interactions.
- Can bases have no owner even if tile has owner (in a scenario with preset
unowned bases)
- If both tile and bases have owner, can bases be owned by player other than
tile owner (unit walking to base claims base even if not territory)



___

File Attachments:


---
Date: Fri 27 Jul 2012 02:03:35 AM EEST  Name: ClaimBase.patch  Size: 9kB   By:
cazfi

http://gna.org/patch/download.php?file_id=16204

___

Reply to this item at:

  http://gna.org/patch/?3447

___
  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 #2911] Improvements to tutorial scenario

2012-07-26 Thread Marko Lindqvist
Update of patch #2911 (project freeciv):

Category:docs = rulesets   

___

Follow-up Comment #3:

Even if you have more improvements to tutorial to be added later in mind,
maybe you should commit this existing improvement already.

___

Reply to this item at:

  http://gna.org/patch/?2911

___
  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 #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Update of patch #3432 (project freeciv):

  Depends on: = patch #3449

___

Follow-up Comment #3:

Re my comment #1, I've got some proposals for code changes to avoid these
problems:
* Long-term (for 2.5): patch #3448
* Short-term (for 2.4): patch #3449

___

Reply to this item at:

  http://gna.org/patch/?3432

___
  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 #3448] Nation sets: allow set of nations that will ever appear in-game to be chosen

2012-07-26 Thread Jacob Nevins
Follow-up Comment #1, patch #3448 (project freeciv):

Nations exiting from the core set will need to be carefully controlled to
avoid savegame compatibility issues.
If loading a savegame with a declared subset and nations inconsistent with it
that we know about, we should probably just locally add them to the subset for
the duration of that game.

___

Reply to this item at:

  http://gna.org/patch/?3448

___
  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 #3432] Core nation group

2012-07-26 Thread Jacob Nevins
Follow-up Comment #4, patch #3432 (project freeciv):

I went through our supplied scenarios to see how the nations in them compare
to this core set.

Obviously some scenarios are never going to fit in the core (the Europe
scenario obviously has a European bias), but some are close. Perhaps this
should inform the set of five extras chosen for the core. Also, we could
tweak the nations in the 2.4 scenarios to fit the core set (in a new
ticket).

* In with a shout:
** earth-160x90-v2.sav: 24/30 in core
*** Missing: Gallic, British, Inuit, Papuan, Cambodian, Manchu.
** japan-88x100-v1.3.sav: 7/8 in core; only missing the Spanish
** north_america_116x100-v1.2.sav: 9/12
*** Missing: Spanish, Scottish, Irish.
* Lost causes:
** british-isles-85x80-v2.80.sav: 1/5 in core
** europe-200x100-v2.sav: 13/37, or 15/37 with current extras
** france-140x90-v2.sav: 12/27, or 14/27 with current extras

The Spanish come up a lot... maybe they should be in the extras? (I'm sure
they've been in at least one commercial Civ.)

___

Reply to this item at:

  http://gna.org/patch/?3432

___
  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 #3448] Nation sets: allow set of nations that will ever appear in-game to be chosen

2012-07-26 Thread Jacob Nevins
Follow-up Comment #2, patch #3448 (project freeciv):

 I'll raise a separate ticket for a simpler stopgap design for 
 2.4.x.
This is now patch #3449.

___

Reply to this item at:

  http://gna.org/patch/?3448

___
  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] Nations in Freeciv - a plan

2012-07-26 Thread Jacob Nevins
OK, how about this for a plan.

It may even be possible to implement it in 2.4.x if we're quick -- I'm
working on it now, so if you think this is a bad plan, speak up soon!

In June, I wrote:
 Whew, I unleashed something here.
  [...]
 I think there's two things here: whether all these nations are enhancing
 the game and belong in the core Freeciv distribution at all (ignoring
 for a moment the impact on translators), and if so, how to help players
 navigate them, and then there's managing the impact on the translation
 team specifically.

The proposal here is primarily about helping translation, with a side
effect of providing a less overwhelming initial list to players.
There are clearly lots of things we can do in future to help navigate
the extended set; worry about them another time.

 If we are to be ruthless and somehow divide the nations into core and
 extended ones, well, I have no idea where to start :) I'd want to
 leave that up to Jos  co, if they are willing.

Jos has stepped up and devised a fair way to define a core of about 50
nations -- based on their past appearance in Civ games. Hats off, that
should hopefully save some arguments.
See http://gna.org/patch/?3432 for the proposed list.

In this plan, all the nations would continue to ship with Freeciv, but
users would be presented by default with these core nations, and in
default gameplay, only those nations would come up. Users could easily
choose the extended set without installing anything extra, in the
knowledge that they might not be localised.

The deal for translators would be that you get a clearly-defined,
unchanging set of core nations to focus on. We can look into providing
separate stats or even separate pot-files for the extended set.
(Of course you should feel free to translate parts of the extended set
if you want -- for instance Hubert suggested translating nation names,
which come up in-game, and just leaving the legends alone.)

As for the technical issues, I've got a couple of proposals for how this
should work:
 - long-term (2.5.x+): http://gna.org/patch/?3448
 - short-term (2.4.x): http://gna.org/patch/?3449

Is everyone equally unhappy with that? ;)

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


Re: [Freeciv-Dev] [Freeciv-i18n] Nations in Freeciv

2012-07-26 Thread Jacob Nevins
Michael Bauer writes:
 20/06/2012 02:05, sgrìobh Jacob Nevins:
 At most, IMO, some of the existing content gets moved into some kind of
 expansion pack which there's no obligation to translate, but whose
 continued existence is otherwise accommodated.
 
 You've actually given me an idea there. If such a thing as an
 expansion pack could be done [...], then we
 could go with very short explanations in core and the extended ones
 via an expansion. That way we wouldn't lose anything.

I'm trying to avoid solutions that involve having more than one copy of
an individual nation file in existence... if we have two
spanish.rulesets, they're bound to get annoyingly out of sync (compare
the civ1/civ2 specials, which I recently harmonised the strings of as
much as possible to avoid gratuitous strings differences for
translators).

 (which, incidentally, we might also
 want to consider for those map editing aspects, I like the game and
 I play but I'm unlikely to ever build a map, if that could be
 separated out, that would help make stuff more manageable)

I don't think the existence of the editor gets in the way much as a
player if you don't invoke it, so I assume you mean the strings are
getting in your way as a translator.

The thing about the editor is that it's much easier to implement and
keep up to date as part of the client than as a separate program,
because it can share lots of the same functionality used when playing.
(There was once a separate editor program, civworld, so things have
moved in the other direction.)
So unlike the nationsets, there's no realistic prospect of it becoming
separate again.

Are the extra strings from the editor that onerous?

   * More, finer-grained nation groups, and maybe subgroups (Europe/Baltic).
 [...]
   * More sophisticated UI for selecting nation groups. Being able to
 [...]
   * Make more use of the interrelationships embedded in the nations.
 [...]
   * Geographic selection: pick nations from a world map. Maybe augmented
 [...]
 I think those are interesting development ideas but nothing really
 that helps us around the length issue of the nations (for
 translators).

Indeed not. See my other proposal for a deal that is perhaps more good
for you.

 If we go with the above (sorry, slow brain) approach of a short set
 and a long set, would it be hard to code to have the long set appear
 via some sort of Expand button?

See other post for long-term proposal in that vein. Basically: it's
possible to implement this, yes.

___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19986] universal_rule_name() returning weird strings

2012-07-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19986

 Summary: universal_rule_name() returning weird strings
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 27 Jul 2012 04:11:49 AM EEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

universal_rule_name() returns wrong kind of strings for some types. Current
callers are interested only about units and buildings, which work ok, so
there's no user visible problems at the moment. (But I'm working on tool that
needs to get these right)

- Even though this is rule name some strings are collected for translation.
- Minsize returns format string (%d) and it has extra explanatory word in it
compared to what is *rule* name in ruleset (in ruleset type is separate
field)
- CityTile and Minyear return (none) instead of name

Fix attached. For dynamically constructed MinSize and MinYear types static
buffer is used.



___

File Attachments:


---
Date: Fri 27 Jul 2012 04:11:49 AM EEST  Name: URuleName.patch  Size: 2kB   By:
cazfi

http://gna.org/bugs/download.php?file_id=16206

___

Reply to this item at:

  http://gna.org/bugs/?19986

___
  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 #3447] map_claim_base()

2012-07-26 Thread Jacob Nevins
Follow-up Comment #1, patch #3447 (project freeciv):

This sounds a lot like what I was thinking of in bug #16385 (but I never got
further than design).

 - All bases in a tile have same owner (which can be nobody)
That's clearly what I was thinking before, but I don't think I'd thought about
what happens if B's Engineer builds a new ownable base on a tile which already
has A's ownable base of a different kind.

 - Can bases have no owner even if tile has owner (in a 
 scenario with preset unowned bases)
 - If both tile and bases have owner, can bases be owned by 
 player other than tile owner (unit walking to base claims base 
 even if not territory)
For the latter, I convinced myself that base and tile should have separate
owners (after originally thinking the opposite) -- see ticket.
I think that implies that the answer to the first question is yes.

___

Reply to this item at:

  http://gna.org/patch/?3447

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev