[Freeciv-Dev] [bug #20567] Lua random() not really random

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #2, bug #20567 (project freeciv):

Turned out that start position assignment does not use mapseed, but main
gameseed, so the main random state has been changing in mapgenerator. This
does not explain lua script randomness problems, but attached patch anyway
changes this so that mapseed is used for startposition assignment too, and the
main random state is not restored to the point *before* initializing mapseed
from it, but initialization of mapseed does push random state forward as seen
by the map generator caller.

(file #17358)
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Additional Item Attachment:

File name: Mapseed.patch  Size:1 KB


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[Freeciv-Dev] [patch #3757] Value for worker tasks

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3757

 Summary: Value for worker tasks
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 10:29:25 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: 2.5.0

___

Details:

Store want for city worker task requests that workers can use to prioritize
between cities.



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File Attachments:


---
Date: Wed 27 Feb 2013 10:29:25 AM EET  Name: WorkerTaskValue.patch  Size: 4kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=17359

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[Freeciv-Dev] [patch #3715] Threaded AI cities generating Worker task requests

2013-02-27 Thread Marko Lindqvist
Update of patch #3715 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #2:

- Set want for task requests for workers to prioritize between cities

As there's no fear to break threaded ai, as there really isn't distinct
threaded ai yet (this patch is first to make it behave slightly different from
classic which all users should still be using) I'm about to leave further
improvements to future tickets.

(file #17360)
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File name: ThreadedCityRequests-3.patch   Size:11 KB


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[Freeciv-Dev] [bug #20569] Trying to put -1 into 16 bits in transfer_city

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20569

 Summary: Trying to put -1 into 16 bits in transfer_city
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 10:51:59 AM EET
Category: None
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:

Noticed in autogame logs. r22453 with patch #3757.

1: Trying to put -1 into 16 bits
2: Backtrace:
2: 0: ./server/freeciv-server() [0x604b3d]
2: 1: ./server/freeciv-server(vdo_log+0x89) [0x6083b9]
2: 2: ./server/freeciv-server(do_log+0x7d) [0x60846d]
2: 3: ./server/freeciv-server(dio_put_uint16+0xaf) [0x539dff]
2: 4: ./server/freeciv-server() [0x57d228]
2: 5: ./server/freeciv-server() [0x49d898]
2: 6: ./server/freeciv-server(transfer_city+0x63e) [0x47ed6e]
2: 7: ./server/freeciv-server(unit_enter_city+0x293) [0x47f4b3]
2: 8: ./server/freeciv-server() [0x450ae1]
2: 9: ./server/freeciv-server(unit_move+0x109) [0x456299]
2:10: ./server/freeciv-server(unit_move_handling+0x95d) [0x4dacdd]
2:11: ./server/freeciv-server(dai_unit_attack+0xfb) [0x522d1b]
2:12: ./server/freeciv-server(adv_unit_execute_path+0x70) [0x460380]
2:13: ./server/freeciv-server(dai_military_rampage+0x85d) [0x52450d]
2:14: ./server/freeciv-server() [0x527e4f]
2:15: ./server/freeciv-server(dai_manage_military+0x66a) [0x5295aa]
2:16: ./server/freeciv-server(dai_manage_unit+0xcbb) [0x52b10b]
2:17: ./server/freeciv-server(dai_manage_units+0x446) [0x52da66]
2:18: ./server/freeciv-server(dai_do_first_activities+0x37) [0x513987]
2:19: ./server/freeciv-server() [0x43d32a]
2:20: ./server/freeciv-server(srv_main+0x2b8) [0x43f4a8]
2:21: ./server/freeciv-server(main+0x21e) [0x43681e]
2:22: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd)
[0x7f8442e34ead]
2:23: ./server/freeciv-server() [0x437231]





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[Freeciv-Dev] [bug #20570] No defenders for wonder city

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20570

 Summary: No defenders for wonder city
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:06:59 AM EET
Category: ai
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:

Noticed in a autogame:
AI has heavy forces in every city but one. The one completely undefended city
is one filled with wonders. It's the AI's wonder city where it concentrates
on building wonders.

military_advisor_choose_build() usually do not choose anything for wodner
city, with comment: /* Other cities can build our defenders, thank you! */
While it's sensible idea that wonder city should not waste time on building
units but concentrate on building those wonders, there's nothing to make other
cities to build defenders for it. Defender want is a local thing. All the
other cities are not building more defenses when they have defenders for
themselves, and those defenders will not leave their homecity as they are
needed there.





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[Freeciv-Dev] [bug #20571] No thread condition variable support for winthreads

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20571

 Summary: No thread condition variable support for winthreads
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:18:59 AM EET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

We don't have winthreads implementation for thread condition variable
handling.

When winthreads are in use:
has_thread_cond_impl() returns FALSE
and all the fc_thread_cond_xxx() functions are dummies.

This means that threaded AI cannot be used with winthreads (it currently
returns error from module initialization if one tries).





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[Freeciv-Dev] [patch #3758] Remove dummy thread implementation stuff from fcthread.h

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3758

 Summary: Remove dummy thread implementation stuff from
fcthread.h
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:23:28 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: 2.5.0

___

Details:

Real threads are hard requirement in 2.5. Remove definitions related to dummy
threads from fcthread.h.



___

File Attachments:


---
Date: Wed 27 Feb 2013 11:23:28 AM EET  Name: DummyThreadDefRm.patch  Size:
511B   By: cazfi

http://gna.org/patch/download.php?file_id=17361

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[Freeciv-Dev] [bug #20572] AI observer timeout display badly off

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20572

 Summary: AI observer timeout display badly off
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:36:21 AM EET
Category: None
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:

This probably applies to all connections where a lot of units move on turn
change, but most noticeable it is when observing AI players (all units of the
player move under AI control).

After movement of all the units has been shown timeout counter starts counting
down from the full timeout value, but in the server side it has been counted
down all the time while units were still moving on the client's display.
I'm currently observing game with timeout 30 where unit movement display takes
~25 sec meaning that turn changes when timeout displayed shows 25 sec
remaining.




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[Freeciv-Dev] [patch #3756] RFC: UI for building generic roads, bases, etc

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #1, patch #3756 (project freeciv):

I'll give you one more challenge: It would be great if you can incorporate to
your design support (probably controlled by ruleset author) for some automatic
decisions even when the keypress would otherwise seem ambiguous.
For instance in the alien ruleset it should always build Tower if both
Tower and Force Fortress are possible, as former is improved version of
the latter. Currently this is achieved by ordering them in the ruleset so that
Tower has preference over Force Fortress (yes, I've defined and documented
(I remember writing it somewhere, but cannot remember where - at worst case to
old forums) the base building keys 'f' and 'e' to behave like that so that
ruleset authors can rely on this behavior).

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[Freeciv-Dev] [bug #20570] No defenders for wonder city

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #1, bug #20570 (project freeciv):

...and this condition not to build defenders city assigned as wonder city
applies even when there's no wonders to build. It still has no defenders, but
now it's desperately going through build target fallbacks. When it cannot
build anything else, it will build coinage.

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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #4, bug #20498 (project freeciv):

In a longish game I first got for a long time (many turns) every turn
several:
in begin_phase() [../../src/server/srv_main.c::945]: assertion 'ptrans !=
((void *)0)' failed

...and now, maybe related...

in unit_transport_unload() [../../src/common/unit.c::2272]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
[13:14:57] Please report this message at http://gna.org/projects/freeciv/
[13:14:57] in unit_virtual_destroy() [../../src/common/unit.c::1890]:
assertion 'unit_list_size(punit-transporting) == 0' failed.
[13:14:57] Please report this message at http://gna.org/projects/freeciv/
[13:14:57] in wipe_unit() [../../src/server/unittools.c::1767]: assertion
'drowning == 0' failed.

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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #5, bug #20498 (project freeciv):

 [13:14:57] in unit_virtual_destroy()
 [../../src/common/unit.c::1890]:
 assertion 'unit_list_size(punit-transporting) == 0' failed.

This at least indicates easy to spot bug. It might be separate issue, as I
didn't see this failed assert as the first one but only later appearance.

Code above this assert tries to unload all units from transport, so soemthing
has to go wrong with it for the assert to fail. And indeed, there's two
problems in unloading:
1) It's done in fc_assert() so won't do anything in release build
2) It uses unit_list_iterate() when it should use unit_list_iterate_safe() as
units are removed from the list during the iteration


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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #6, bug #20498 (project freeciv):

 2) It uses unit_list_iterate() when it should use
 unit_list_iterate_safe() as units are removed from the list
 during the iteration 

...which gave me the idea that I should check other users of
unit_transport_unload(), and indeed wipe_unit() has the same error. That one
can explain all these problems, I think.

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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-27 Thread Marko Lindqvist
Update of bug #20498 (project freeciv):

Category:None = general
  Status:None = Ready For Test 

___

Follow-up Comment #7:

Fix

(file #17363)
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Additional Item Attachment:

File name: WipeSafe.patch Size:1 KB


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[Freeciv-Dev] [bug #20575] configure failed under MinGW

2013-02-27 Thread anonymous
URL:
  http://gna.org/bugs/?20575

 Summary: configure failed under MinGW
 Project: Freeciv
Submitted by: None
Submitted on: Wed 27 Feb 2013 02:15:02 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0-beta1
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

http://forum.freeciv.org/f/viewtopic.php?f=8t=26



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File Attachments:


---
Date: Wed 27 Feb 2013 02:15:02 PM UTC  Name: config.log  Size: 121kB   By:
None

http://gna.org/bugs/download.php?file_id=17364

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[Freeciv-Dev] [bug #20569] Trying to put -1 into 16 bits in transfer_city

2013-02-27 Thread Not Given
Follow-up Comment #1, bug #20569 (project freeciv):

with r22446 I get the message:

1: Trying to put 98979 into 16 bits

98979 is the build_cost for the Leader

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[Freeciv-Dev] [patch #3759] Make freesounds the default soundset

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3759

 Summary: Make freesounds the default soundset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 04:37:14 PM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

stdsounds has just a few distinct sounds while freesound has distinct sounds
for every unit type in standard rulesets. I never enable audio if I have only
stdsounds available, but I do use freesounds occasionally.

Distributing freesounds instead of stdsounds would increase our audio quality
a lot. I'm just not looked the license stuff closely. Could freesounds be
distributed as GPLv2+?




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[Freeciv-Dev] [patch #3760] IPv6 support check from callers to net_lookup_service()

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3760

 Summary: IPv6 support check from callers to
net_lookup_service()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 05:53:30 PM 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: 2.5.0

___

Details:

Currently net_lookup_service() callers check if IPV6 support is enabled or not
and call it with either FC_ADDR_ANY or FC_ADDR_IPv4 depending on the result.
Attached patch makes the callers to always use FC_ADDR_ANY and
net_lookup_service() itself to decide if IPv6 address is suitable return for
request of any address type.



___

File Attachments:


---
Date: Wed 27 Feb 2013 05:53:30 PM EET  Name: NetLookupServiceAnyFamily.patch 
Size: 2kB   By: cazfi

http://gna.org/patch/download.php?file_id=17365

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[Freeciv-Dev] [bug #20576] Trait Aggressive uses non-standard scale in default AI.

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20576

 Summary: Trait Aggressive uses non-standard scale in
default AI.
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 07:14:32 PM EET
Category: ai
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: 2.5.0

___

Details:

AI trait aggressive does not nicely fit to same scale than other traits in
default AI. As a result its default value is set to 150 when all other trait
values are 50 in all supplied rulesets.
That would be barely acceptable solution if we supported only default ai
module. But we certainly cannot make that ugliness part of ai module
interface, to say: All AI modules have to be implemented so that trait
aggressive gets weird scale different from all other traits, since that's what
default ai does and all rulesets AI module might be used with expect that. No
clean trait value scale implementations allowed.




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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-27 Thread RafałMużyło
Follow-up Comment #4, bug #20565 (project freeciv):

Which version of automake are you using ?
AFAICT, while the construct does look redundant in this particular case, it's
nevertheless valid (that is, it shouldn't trigger an error).

Regarding the fixes: while they look OK, it seems that '../client/helpdata.lo'
in freeciv_manual_LDADD should be '$(top_builddir)/client/helpdata.lo', but it
doesn't look like it would make a difference.

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-02-27 Thread Not Given
URL:
  http://gna.org/bugs/?20577

 Summary: new parameter gameloss_style in game.ruleset
 Project: Freeciv
Submitted by: imhotep
Submitted on: Wed 27 Feb 2013 06:18:26 PM GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 22446
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When I tried to make a new modpack based on Ancients, I stumbled on an option
gameloss_style.
According to the comment, cities conquered from players still alive were given
back to the previous owner. (So far, I found this already coded).
Depending on the parameter value, the remaining cities are either destroyed or
fall to the hands of some barbarians.

On a local copy based on version 2.4.99-dev, revision 22214, I implemented
some code to do this.

There is also code to have civil war (before any cities fall to barbarians or
vanish without a trace).
The new player gets a palace of its own, and, a Leader (it would be unfair if
the AI had no GameLoss unit to trigger all this features when we have chased
them down).

Also, I coded some benefits for the player who liberates the oppressed people
from the enemy leader:

up to 3 techs are stolen

a random amount of gold is taken (in compensation of the war efforts), from
0 to the amount of gold the victim has had

using some interrogation, we press a (distorted) map from the captured leader

a random number of cities (about a quarter on average, with lesser probability
on higher numbers) can be convinced to join the righteous cause of the
victor

It worked on my copy on a few games, but probably has lots of yet unknown bugs
(I'm new to the code and this is my first try).




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---
Date: Wed 27 Feb 2013 06:18:27 PM GMT  Name: gamelossStyle22446.patch  Size:
11kB   By: imhotep

http://gna.org/bugs/download.php?file_id=17366

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[Freeciv-Dev] [bug #20534] Worklist glitch: unit icons bleed past their boundaries

2013-02-27 Thread RafałMużyło
Follow-up Comment #2, bug #20534 (project freeciv):

Going deeper into the code, it could hint to a problem with
gdk_pixbuf_composite in canvas_put_sprite, but hard to tell without more
testing.

My guess would be you're hitting following documented case:

When the destination rectangle contains parts not in the source image, the
data at the edges of the source image is replicated to infinity.
Unless there an off-by-one somewhere in that gdk-pixbuf code.

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[Freeciv-Dev] [bug #20565] automake warning: variable `EXTRA_freeciv_manual_DEPENDENCIES' is defined but...

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #5, bug #20565 (project freeciv):

It's an error in the sense that _DEPENDENCIES is reserved suffix for a
automake variable name, and for that reserved meaning this variable name makes
no sense.

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2013-02-27 Thread RafałMużyło
Follow-up Comment #89, patch #3469 (project freeciv):

Actually, most of my testing was done on 2.4 branch, so I still have my
changes rebased on top of S2_4 branch.
Though I did cherry-pick a few other patches from trunk, including one or two
that I probably didn't need that much, so you'd need to clean them up a bit.

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[Freeciv-Dev] [patch #3755] Road type output increase regardless of terrain

2013-02-27 Thread Marko Lindqvist
Update of patch #3755 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Attached patch solves this by adding second set of output increase entries for
road types, these ones applying regardless of terrain.

I decided that this is not only more flexible, but also cleaner solution than
having road type flag describing how the output increase values behave.

(file #17367)
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Additional Item Attachment:

File name: RoadConstIncr.patchSize:13 KB


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[Freeciv-Dev] [bug #20576] Trait Aggressive uses non-standard scale in default AI.

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #1, bug #20576 (project freeciv):

Problem here preventing something like simple use of factor 3 (to make 50 -
150) is that this value is used in more like exponential than linear fashion,
so to have max value of 2500 to translate as 2500 * 3 = 7500 instead of just
2500 would be insanely out of proportions.

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[Freeciv-Dev] [patch #3756] RFC: UI for building generic roads, bases, etc

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #2, patch #3756 (project freeciv):

What about removal of the certain kind of extras? Will the p)illage to remain
as it is now, to popup list of pillageable targets when pillageselect is
enabled, and to automatically select target when not. What about cleaning of
pollution or fallout? (btw. what's the current behavior if tile has both
pollution and fallout?)

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[Freeciv-Dev] [bug #20008] Tileset priority not respected

2013-02-27 Thread Marko Lindqvist
Update of bug #20008 (project freeciv):

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


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[Freeciv-Dev] [patch #3755] Road type output increase regardless of terrain

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #2, patch #3755 (project freeciv):

Also, as it's over a year since last ruleset capstr capability bump, I plan to
do one in the same commit as this change goes in.

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[Freeciv-Dev] [patch #3738] Count defense bonuses from natural roads to sdl-client terrain defense bonus string

2013-02-27 Thread Marko Lindqvist
Update of patch #3738 (project freeciv):

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


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[Freeciv-Dev] [patch #3761] Document river road type fields

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3761

 Summary: Document river road type fields
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 11:30:25 PM EET
Category: docs
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:

Document road compat_special River and road type flag River in ruleset
comments.



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File Attachments:


---
Date: Wed 27 Feb 2013 11:30:26 PM EET  Name: DocRSRiver.patch  Size: 11kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17369

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[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #5, patch #3675 (project freeciv):

- Added flag Natural for all rivers
- Made trade increases to be terrain-independent
- Removed flag PreventsOtherRoads flag from alien ruleset river as there
road building is always possible on river tiles too
- Removed a lot of fields with default value 0 from river definitions in most
rulesets. Classic ruleset which is often used as referense has all the fields
visible.

(file #17370)
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Additional Item Attachment:

File name: RiverRulesetRoads-4.patch  Size:15 KB


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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-27 Thread Jacob Nevins
Update of patch #3743 (project freeciv):

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

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Follow-up Comment #5:

No-one screamed, so in it goes.

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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-27 Thread Jacob Nevins
Update of patch #3743 (project freeciv):

  Status:Done = In Progress
 Open/Closed:  Closed = Open   

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Follow-up Comment #6:

...now of course is the time I notice I left some debugging crap in there,
fortunately #if 0'd out.

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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-27 Thread Jacob Nevins
Additional Item Attachment, patch #3743 (project freeciv):

File name: trunk-S2_4-delegate-rework-rm-debug.patch Size:0 KB


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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-27 Thread Jacob Nevins
Update of patch #3743 (project freeciv):

  Status: In Progress = Ready For Test 


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[Freeciv-Dev] [bug #19900] Font preferences not respected

2013-02-27 Thread Jacob Nevins
Update of bug #19900 (project freeciv):

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


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[Freeciv-Dev] [patch #3572] Use grids for voteinfo_bar

2013-02-27 Thread Jacob Nevins
Follow-up Comment #2, patch #3572 (project freeciv):

You can test voting by:
* Starting a separate server
* Connecting several clients (I usually use 3)
* After they've all connected (cf bug #20556), issue /cmdlevel basic on the
server
* Try to change some suitable setting, such as size (either from chatline or
GUI)

Then all the clients should have the vote bar come up with a message like
Vote 1 by pamcakes: set size 5 (needs 51% in favor), with YES/NO/ABSTAIN
buttons.

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[Freeciv-Dev] [patch #3759] Make freesounds the default soundset

2013-02-27 Thread Daniel Markstedt
Follow-up Comment #1, patch #3759 (project freeciv):

Gavin said this when he released the package a few years back:

I've created a soundset for Freeciv based on samples from
http://freesound.org, which licences its samples with a Creative Commons
Sampling Plus 1.0 License.

Here's a link to the license text:

http://creativecommons.org/licenses/sampling+/1.0/legalcode

Just skimming through the first few paragraphs, it looks like the license has
a pretty strict noncommercial clause, so while INAL I'd suggest GPL'ing is out
of the question...

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[Freeciv-Dev] [patch #3759] Make freesounds the default soundset

2013-02-27 Thread Daniel Markstedt
Follow-up Comment #2, patch #3759 (project freeciv):

I went back to the source and found out that Gavin's statement wasn't entirely
accurate, or at least not accurate anymore.

The individual URLs to each audio file in freesounds.AUTHORS are are broken
(presumably due to a website redesign) but I could find most of the files I
tried by searching the site; a selection follows together with the license
statement:

RAH_Flapping_Fabric_2.flac (by narfnarfsillywilly)
http://www.freesound.org/people/narfnarfsillywilly/sounds/57279/

- This work is licensed under the Sampling+ License.


harpsicord_dream-leave3.flac (by zerolagtime)
http://www.freesound.org/people/zerolagtime/sounds/29628/

- This work is licensed under the Attribution License.


00535 fight shout man hai 1.wav (by Robinhood76)
http://www.freesound.org/people/Robinhood76/sounds/62684/

- This work is licensed under the Attribution Noncommercial License.


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[Freeciv-Dev] [bug #20559] Defenseless city builds walls in grave danger

2013-02-27 Thread Marko Lindqvist
Update of bug #20559 (project freeciv):

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


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[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-02-27 Thread Marko Lindqvist
Update of bug #20577 (project freeciv):

Category:None = general

___

Follow-up Comment #1:

While it still needs some work, it looks promising first version.

- In the future, please submit new features as patch and not bug

- Debug stuff currently just commented out needs to be removed
- Most log_normal() calls should be made log_debug() if not removed
completely
- I don't point out all the individual style issues from this version, please
check it against doc/CodingStyle and once you submit updated version I can
point out the remaining ones
- You should define default value of its own to gameloss_style, not to use
RS_DEFAULT_BASE_POLLUTION
- gameloss_style should be documented in ruleset comments

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[Freeciv-Dev] [bug #20575] configure failed under MinGW

2013-02-27 Thread Marko Lindqvist
Update of bug #20575 (project freeciv):

  Status:None = In Progress
 Assigned to:None = cazfi  

___

Follow-up Comment #1:

It seems that configure finds pthreads, and selects that. In my Windows build
environments (crosser cross-compiling, building official installer packages)
pthreds are not found, but it ends using winthreads (directly).
Problem here is compiler flag -pthread added unconditionally when pthreads
are in use. That flag is needed on some platforms, but cause compile failure
on some - this MinGW environment seems to be one of the latter ones.
So this needs some work on the configure script to add -pthread only
conditionally.

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[Freeciv-Dev] [bug #20575] configure failed under MinGW

2013-02-27 Thread Marko Lindqvist
Update of bug #20575 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #2:

Patch to conditionally set -pthread to CFLAGS, and -lpthread to LIBS. This
didn't break any system I could quickly test it on, but I can only hope it
fixes things for the reported problem case.

(file #17372)
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Additional Item Attachment:

File name: CondPthread.patch  Size:0 KB


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[Freeciv-Dev] [patch #3762] Make partisan appearance depend on nationality

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3762

 Summary: Make partisan appearance depend on nationality
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 06:21:11 AM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

When nationality is enabled, partisan appearance upon city conquest should
depend on citizens of the city being mostly (maybe ruleset defined %)
nationality of the former oẃner.

This is harder to implement than I though as part of the partisan creation is
moved out to lua-script.
IMHO that's not something that should be defined in ruleset (lua-script) as it
anyway depends on hardcoded properties - there's no real freedom in creation
of that script fragment but it *must* be almost what it is in every ruleset.
(There might be difference in what each maintainer considers default.lua to
be. To me it's part of the ruleset and should make sense in that context. To
someone else it might be just part of freeciv server implemented in lua.)
Here it also makes it impossible to change partisan behavior in C-code only
without changing the scripting api. There's currently no way for the
lua-script to check if such a nationality condition would be fullfilled.




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[Freeciv-Dev] [patch #3763] city:inspire_partisans() for lua scripting

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3763

 Summary: city:inspire_partisans() for lua scripting
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 06:56:21 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: 2.5.0

___

Details:

Add C-code side function api_methods_city_inspire_partisans() accessible as
City:inspire_partisans() in lua-script. Partisans creation checks for player
being original owner of the city and Inspires_Partisans effect being active
moved from default.lua to that function.

Immediate improvements to ruleset flexibility:
Inspires_Partisans considered only player and above level requirements, now
it can have city specific, or even city center tile specific requirements.
There's a caveat that city has already changed hands when the effect is
checked, so buildings that used to exist before the conquest might be
destroyed etc.



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File Attachments:


---
Date: Thu 28 Feb 2013 06:56:21 AM EET  Name: CityInspirePartisans.patch  Size:
6kB   By: cazfi

http://gna.org/patch/download.php?file_id=17373

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[Freeciv-Dev] [patch #3762] Make partisan appearance depend on nationality

2013-02-27 Thread Marko Lindqvist
Update of patch #3762 (project freeciv):

  Depends on: = patch #3763


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[Freeciv-Dev] [patch #3764] Make ISO topology the default

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3764

 Summary: Make ISO topology the default
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 07:46:45 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, 2.5.0

___

Details:

As we have isometric tileset (amplio2) as the client side default, server's
default topology should match that. Minimap is much more usable when they
match, directions being the same on minimap and main map.

Attached patch makes default topology ISO one.



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File Attachments:


---
Date: Thu 28 Feb 2013 07:46:46 AM EET  Name: IsoTopo.patch  Size: 461B   By:
cazfi

http://gna.org/patch/download.php?file_id=17374

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[Freeciv-Dev] [bug #20579] Manual mapimg saving in pregame segfaults

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20579

 Summary: Manual mapimg saving in pregame segfaults
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 08:06:17 AM EET
Category: general
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:

Trying to save mapimg in pregame (before map is created) segfaults.




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[Freeciv-Dev] [bug #19168] mapimg automatic save dumps images in current directory

2013-02-27 Thread Marko Lindqvist
Follow-up Comment #4, bug #19168 (project freeciv):

- Mapimgs created with manual mapimg create go to autosave directory to be
consistent with how manual saves go there too. mapimg colortest still saves
to current directory as it's not about state of the current game.

(file #17375)
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Additional Item Attachment:

File name: MapimgPath-2.patch Size:6 KB


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[Freeciv-Dev] [bug #20579] Manual mapimg saving in pregame segfaults

2013-02-27 Thread Marko Lindqvist
Update of bug #20579 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.4.0, 2.5.0   

___

Follow-up Comment #1:

Fix

(file #17376)
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Additional Item Attachment:

File name: MapimgEmptyMap.patch   Size:0 KB


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[Freeciv-Dev] [patch #3765] Error output about failed mapimg create command

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3765

 Summary: Error output about failed mapimg create command
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 08:48:47 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, 2.5.0

___

Details:

Make mapimg_create() failure to return error from command handling, with
proper error message printed.



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File Attachments:


---
Date: Thu 28 Feb 2013 08:48:47 AM EET  Name: MapimgErrorOutput.patch  Size:
1kB   By: cazfi

http://gna.org/patch/download.php?file_id=17377

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[Freeciv-Dev] [bug #20560] Local lua tolua version info files not in tarball

2013-02-27 Thread Marko Lindqvist
Update of bug #20560 (project freeciv):

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


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[Freeciv-Dev] [patch #3747] Move cost estimates with class considered

2013-02-27 Thread Marko Lindqvist
Update of patch #3747 (project freeciv):

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


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[Freeciv-Dev] [patch #3766] Pathfinding to rely on map_move_cost() on handling of UCF_TERRAIN_SPEED

2013-02-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3766

 Summary: Pathfinding to rely on map_move_cost() on handling
of UCF_TERRAIN_SPEED
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 28 Feb 2013 09:44:04 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: 2.5.0

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Details:

This is cleanup possible after patch #3747. Pathfinding does not check
UCF_TERRAIN_SPEED itself but lets map_move_cost() to handle that too.



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File Attachments:


---
Date: Thu 28 Feb 2013 09:44:04 AM EET  Name: PfMoveCostCleanup.patch  Size:
2kB   By: cazfi

http://gna.org/patch/download.php?file_id=17378

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  http://gna.org/patch/?3766

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