[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-27 Thread David Fernandez
Follow-up Comment #9, patch #4636 (project freeciv):

ok, I'll do it.

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[Freeciv-Dev] [patch #4668] Requirement type MinCulture

2014-04-27 Thread Emmet Hikory
Follow-up Comment #1, patch #4668 (project freeciv):

Noticed some typos in helpdata.c:  ...minimum culture if %d ..., rather than
...of %d... in the second entry of several PL_() calls (the first entries
use of).


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[Freeciv-Dev] [patch #4668] Requirement type MinCulture

2014-04-27 Thread Emmet Hikory
Follow-up Comment #2, patch #4668 (project freeciv):

More detailed review:

1) if/of typo (see comment #2)
2) Uses minsize, rather than minculture in !preq-present (else)
conditions in helpdata.c
3) cityturn.c:: notification worklist_change_build_target(): text implies
REQ_RANGE_CITY (although this is generally true for this function, so perhaps
it isn't the responsibility of this patch to fix it).

I don't see anything else, and this time I looked carefully, rather than
just encountering it because I'd applied the patch in a local branch.


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[Freeciv-Dev] [patch #4459] Requirement range Traderoutes

2014-04-27 Thread Emmet Hikory
Follow-up Comment #1, patch #4459 (project freeciv):

I thought I'd try this, but ran into some uncertainties for some requirement
types.  

For Extra, BaseFlag, RoadFlag, Terrain, Resource, TerrainCass, TerrainFlag,
and MinSize should whether the current player knows and/or sees the qualifying
thing in the trade partner city be checked (possibly returning TRI_MAYBE), or
should the requirement be applied against the current state of affairs
independently of the player's knowledge?

For Building, should this be restricted to one's own cities + visible
buildings (the set of known buildings)?  Should there be some tracking of
buildings believed to be present as a result of city investigations: if so,
would these qualify to meet the requirement if present?

For Nationality and MinCulture, should these only apply to one's own cities,
or perhaps use some investigation tracking similar to that mentioned in the
Buildings question?

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[Freeciv-Dev] [bug #21901] Segmentation fault in style_of_nation in Freeciv-web

2014-04-27 Thread Jacob Nevins
Follow-up Comment #9, bug #21901 (project freeciv):

I can't now remember why I didn't make is_playable entirely a server-side
thing when doing the nationsets rework (patch #3448 etc). I certainly
considered but, but ended up with it being the clients' responsibility to
check is_playable; I wonder why?

One effect of this change is that Barbarians and Pirates no longer appear in
the online help. Don't know if there's anything less cosmetic than that.

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[Freeciv-Dev] [bug #21913] find_beachhead() doesn't work properly

2014-04-27 Thread pepeto
Update of bug #21913 (project freeciv):

 Assigned to:  pepeto = persia 

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Follow-up Comment #5:

 I've attached better patches for this for S2_4, S2_5, and
 trunk, which address the most obvious problems with
 find_beachhead().

checked_tiles must be initialized by tile_list_new().

 I was trying to do something with reverse_pathfinding (broken
 WIP also attached) for the newer branches, but perhaps that
 should be considered feature improvement, rather than bugfix,
 and deferred to a future patch series (given that ferry
 management appears to need an overhaul for complex nativity
 anyway, perhaps it is premature to attempt to resolve nativity
 and variable move rate stuff here anyway).

Agreed.

 Feel free to apply the bugfix patches, or if you're likely to
 be busy next week, reassign to me, and I'll apply them after
 the test period has concluded.

Done.


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Re: [Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback

2014-04-27 Thread Andreas Røsdal
Thanks for the feedback by testing on a Chromebook. As Freeciv-web is the 
only way to play Freeciv on a Chromebook, since it's only web-based, so I 
really want to improve Freeciv-web so that it works better on a 
Chromebook. The challenge is that the Chromebooks usually have slow CPUs 
and no GPU, so the performance will be very poor. A screenshot would be 
very useful. I'll try to get access to a Chromebook myself to check it 
out.


Andreas


On Sat, 26 Apr 2014, Daniel Ellis wrote:


It occurred to me after I was writing this message that the slowness is likely 
because of the lack of GPU support on most
Chromebooks. I'll check it out on another platform on my other (faster) machine.
However, I am seeing some weirdness in the HTML UI, specifically the tabs and 
the Freeciv logo on the top. Their padding is
zeroed out and the logo is cut off. I can provide a screenshot if it would help.


On Sat, Apr 26, 2014 at 6:43 PM, Daniel Ellis cou...@gmail.com wrote:
  I've been poking around at it on a Chromebook recently, and I can't say 
it's been a very positive experience,
  especially for somebody new to the game. I need to open it on another 
platform and compare to see if there are bugs
  or if what I'm seeing is expected. I'm a front end developer, so I 
certainly could pitch in on the web project if
  needed.
I tried observing some live games, and it's almost unusable for me. It's 
possible that the games were just not active,
however. Have you had any feedback running the web client on a Chromebook 
before?






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[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time

2014-04-27 Thread anonymous
Follow-up Comment #3, bug #21972 (project freeciv):

Should the default section of the case statement be included as a fallback if
all if conditions do not match? I'm not sure if this would never be possible
...

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[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-27 Thread David Fernandez
Follow-up Comment #10, patch #4636 (project freeciv):

Updated patch with conflicts between bases, instead of requirements.

(file #20595, file #20596)
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Additional Item Attachment:

File name: civ2civ3-bases-2.patch Size:6 KB
File name: civ2civ3-bases-S2_5-2.patchSize:5 KB


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[Freeciv-Dev] [patch #4558] Help generator: generalize unit_type_fulfills_requirement()

2014-04-27 Thread Sveinung Kvilhaugsvik
Update of patch #4558 (project freeciv):

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


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[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time

2014-04-27 Thread Marko Lindqvist
Follow-up Comment #4, bug #21972 (project freeciv):

 Should the default section of the case statement be included as
 a fallback if all if conditions do not match?

Bug part of the optimization there is that there's no branching (if (xxx))
when there's only one *possible* case. We don't want to add branching between
possible and impossible (old default case) every round.

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[Freeciv-Dev] [bug #21913] find_beachhead() doesn't work properly

2014-04-27 Thread Emmet Hikory
Follow-up Comment #6, bug #21913 (project freeciv):

Thanks for the catch.  These updated patches should ideally leak less memory.

(file #20597, file #20598, file #20599)
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Additional Item Attachment:

File name: improve-find_beachhead-S2_4.patch Size:2 KB
File name: improve-find_beachhead.patch   Size:2 KB
File name: improve-find_beachhead-S2_5.patch Size:2 KB


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[Freeciv-Dev] [patch #3871] Support airlifting units with complex nativity

2014-04-27 Thread Emmet Hikory
Update of patch #3871 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = persia 
 Planned Release: = 2.6.0  

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Follow-up Comment #6:

Although I don't think this is the correct final solution, applying it to
trunk will reduce the number of times I have to remember that this is an
already-addressed nativity issue.

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[Freeciv-Dev] [patch #4651] Barbarian Leaders should accept amphibious bodyguards

2014-04-27 Thread Emmet Hikory
Update of patch #4651 (project freeciv):

Category:None = ai 
  Status:None = Ready For Test 
 Assigned to:None = persia 
 Planned Release: = 2.6.0  


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[Freeciv-Dev] [patch #4665] Alien government bonuses rework

2014-04-27 Thread Marko Lindqvist
Update of patch #4665 (project freeciv):

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


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[Freeciv-Dev] [bug #21979] worklist_change_build_target() messages imply REQ_RANGE_CITY regardless of real range

2014-04-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21979

 Summary: worklist_change_build_target() messages imply
REQ_RANGE_CITY regardless of real range
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Apr 2014 12:32:30 AM EEST
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: 

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Details:

Emmet Hikory in patch #4668:
3) cityturn.c:: notification worklist_change_build_target(): text implies
REQ_RANGE_CITY (although this is generally true for this function, so perhaps
it isn't the responsibility of this patch to fix it).





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[Freeciv-Dev] [patch #4668] Requirement type MinCulture

2014-04-27 Thread Marko Lindqvist
Follow-up Comment #3, patch #4668 (project freeciv):

1  2 fixed, 3 raised as bug #21979


(file #20600)
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Additional Item Attachment:

File name: MinCulture-2.patch Size:14 KB


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[Freeciv-Dev] [patch #4663] Preferred musicset

2014-04-27 Thread Marko Lindqvist
Follow-up Comment #2, patch #4663 (project freeciv):

- Compare suggested musicset name against current musicset name, not soundset
name

(file #20601)
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[Freeciv-Dev] [bug #21897] Enabling multiple fcdb backends cause same object files to be linked from multiple libraries

2014-04-27 Thread Marko Lindqvist
Update of bug #21897 (project freeciv):

Severity:  3 - Normal = 5 - Blocker
 Planned Release: 2.4.3, 2.5.0, 2.6.0 = 2.4.3, 2.5.0-beta1, 2.6.0

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Follow-up Comment #11:

I'm adding a new version once set of builds with it has finished. Change to
previous one is that server/scripting/ does not LIBADD the LUA_LIBS  friends
but only relies on libfreeciv to provide them.

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[Freeciv-Dev] [patch #4671] Move limits on what terrain a spy action can be done from to action enablers

2014-04-27 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4671 (project freeciv):

Thanks for your feed back, Emmet.

Your suggestions looks like two alternatives I had considered. I may have
considered them enough that anything even remotely similar looks like one of
them. Please let me know if I'm talking about something else than what you
suggested.

Alternative 1: Test if the unit is on native terrain in requirement
Adding requirement types that look at various other unit information has been
on my TODO-list for a while. I have delayed working on it to avoid collisions
with all the other requirement work. My original plan was to add an is the
unit on a native tile-test there and then use it in this patch. That would
make it possible to keep the rules nativity-based. Aesthetically it helps
keeping the population of the requirement type for various unit information
(like CityTile is for tiles) above one. It allows the same flexibility as the
current patch: if an action done from non native terrain is allowed or not can
vary depending on other requirements. On the other hand testing for nativity
bring complexity that could give a result the rule set author didn't expect. I
was uncertain about the demand for the cases where it is useful. (Examples:
action enable based on nativity + complex nativity and action enable based
on nativity + spy units that behave similar with different kind of nativity)
Your comment counts as evidence that there is demand.

Alternative 2: It is an attack (Marines etc)
It could be said that we currently consider the spy actions to be attacks. Why
else would we ban doing them from non native terrain? By the same standard
other actions I would like to move to action enabler control, like establish
trade route, aren't considered attacks. (This could be solved by adding a flag
saying that an action is an attack) I'm not convinced that everyone will agree
what should be considered attacks. I can imagine a rule set where a land
diplomat on a boat can establish an embassy but not incite the city to change
sides. (This could be solved by making the action flag ruleset configurable) A
down side is that rules like Land unit Spy can establish Embassy from a boat
by land unit Diplomat can't becomes impossible. (This could be solved by
complex action definitions in the ruleset and defining two different actions.
But not in the near future)

I think I'll implement the test mentioned in Alternative 1. Does that make the
current form of the patch more palatable? An argument for waiting for the test
is that this patch then can use it at once. An argument against waiting is
that action enabler based tests currently don't check for nativity.

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[Freeciv-Dev] [bug #21897] Enabling multiple fcdb backends cause same object files to be linked from multiple libraries

2014-04-27 Thread Marko Lindqvist
Additional Item Attachment, bug #21897 (project freeciv):

File name: LuasqlBase-4.patch Size:5 KB
File name: LuasqlBase-S2_4-4.patchSize:5 KB


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[Freeciv-Dev] [bug #21980] --disable-nls build broken

2014-04-27 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21980

 Summary: --disable-nls build broken
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Apr 2014 02:04:50 AM EEST
Category: client
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: 2.6.0

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Details:

Const pointer from _() is assigned to non-const variable in helpdata.c. For
some reason compiler errors in --disable-nls builds only.

Fix attached.




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File Attachments:


---
Date: Mon 28 Apr 2014 02:04:50 AM EEST  Name: ConstTranslation.patch  Size:
603B   By: cazfi

http://gna.org/bugs/download.php?file_id=20604

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[Freeciv-Dev] [patch #4673] Remove unused progtest.m4

2014-04-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4673

 Summary: Remove unused progtest.m4
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Apr 2014 02:21:12 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

progtest.m4 is not used for anything. Remove it.

In addition to applying this patch, one should svn rm the file.



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File Attachments:


---
Date: Mon 28 Apr 2014 02:21:12 AM EEST  Name: ProgtestRm.patch  Size: 350B  
By: cazfi

http://gna.org/patch/download.php?file_id=20605

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[Freeciv-Dev] [patch #4671] Move limits on what terrain a spy action can be done from to action enablers

2014-04-27 Thread Emmet Hikory
Follow-up Comment #3, patch #4671 (project freeciv):

On Alternative 1:
My fear here is that the logical conclusion to a patch series along that
line ends up causing the ruleset to need to duplicate the entirety of the
nativity rules that are in the engine (unless move also ends up using this
enablement framework, in which case it all gets pulled out of the engine). 
Given the deep complexity of this, and the number of issues we've encountered
dealing with it, I'm not sure it ought be exported to rulesets.  That said,
when extending the testable conditions for units, being able to test nativity
seems reasonable.

I suppose the deeper philosophical issue is whether the entirety of
requirements to perform an action belong in the ruleset.  In favour is the
fact that ruleset authors may be confused by hardcoded engine restrictions
(e.g. can only be performed from native tile).  In opposition is the potential
complexity involved and the need to duplicate significant logic in multiple
rulesets or lose the features entirely.

On Alternative 2:
So, an alternate way of thinking about the current attack semantics
might be that one considers them as action semantics, where attack is one
of many possible actions (side note: I'd like this, as it enables units that
can both attack and bribe, for example, or allows much more interestingly
complex solutions for capture than the current arrangement).  This makes the
names UCF_ATT_NON_NATIVE, UTYF_ONLY_NATIVE_ATTACK, and UTYF_MARINES even
less correct, but they provide for per-unit specification of nativity concerns
in a way that avoids needing to indicate this in the action enabler
requirements.

This model fails to handle the case where a Diplomat can Establish
Embassy from a non-native tile, but only Incite Revolt from a native tile,
but does handle the case where a Spy can Establish Embassy from a non-native
tile but a Diplomat cannot (precisely the opposite from what is possible with
the use of an IsAttack flag).  That said, I believe that whether something
can be done from/into a non-native tile is more about the nature of the unit
(can it start there?  can it reach there?) than about the nature of the
action, but I can see the counterarguments.  In the event that this needs to
be about *both* action and unit, then it probably makes sense to have yet
another data structure of some sort to deal with the interaction (an example
of such a thing would be the combat bonus system, which deals with unit/unit
interactions), rather than duplicating things.

On Offensive Trade Routes:
I've played games where my opponent repeatedly canceled all the trade
routes to my city with Copernicus' Observatory by creating new trade routes to
any trading partners I had: this had the combined effect of reducing my
research speed (lower Copernicus' Observatory bonus), and increasing my
opponents (multiple new traderoute bonuses).  While such tactics may be rare,
I suspect that any Action could be used in an offensive way, regardless of how
peaceful it might seem.

On Complex Action definitions:
Do I understand correctly that one cannot currently define multiple Action
Enablers for the same action, or when suggesting a workaround for dealing with
allowing spies to establish embassies from transport, while diplomats required
native terrain did you mean something else (e.g. different engine
implementations of the actions)?

My naive expectation was that action enablers were like effects: one could
define as many sets of requirements for an Action as one wished, so as to get
the semantics right.  Disjunctive requirements would obviate the need for this
feature, but that depends on lots of other things, and may not be possible
within the 2.6 development window (requires completing nreqs removal, dealing
with ruleset_cache, unifying uses of requirement vectors, etc.).

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[Freeciv-Dev] [patch #4674] Rename PO_DOMAINS as PODOMAINS

2014-04-27 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4674

 Summary: Rename PO_DOMAINS as PODOMAINS
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Apr 2014 03:08:05 AM EEST
Category: bootstrap
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, 2.6.0

___

Details:

To make PO_DOMAINS variable name consistent with other glib-gettext.m4
variables, rename it as PODOMAINS. If I ever get glib-gettext.m4 part to
upstream, that will be the name used there, and at that point it will make our
(freeciv) life easier if rest of our code is compatible.



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File Attachments:


---
Date: Mon 28 Apr 2014 03:08:05 AM EEST  Name: PoDomains.patch  Size: 4kB   By:
cazfi

http://gna.org/patch/download.php?file_id=20606
---
Date: Mon 28 Apr 2014 03:08:05 AM EEST  Name: PoDomains-S2_5.patch  Size: 4kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=20607

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[Freeciv-Dev] [bug #21982] present=FALSE improvement requirements can cause incorrect server messages

2014-04-27 Thread Emmet Hikory
URL:
  http://gna.org/bugs/?21982

 Summary: present=FALSE improvement requirements can cause
incorrect server messages
 Project: Freeciv
Submitted by: persia
Submitted on: Mon 28 Apr 2014 01:29:07 PM JST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Release: 2.6.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.6.0

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Details:

Specifically the messages concerning throttling growth (EFT_GROWTH_FOOD)
and limited growth (EFT_SIZE_ADJ and EFT_SIZE_UNLIMIT) depend on calculations
that are incorrect if these effects require the absence of the specific
improvement under construction in the city when they are emitted, as
get_current_construction_bonus() fails to consider the presence of
requirements for the improvement under construction.





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File Attachments:


---
Date: Mon 28 Apr 2014 01:29:07 PM JST  Name:
consider-negated-reqs-for-construction-bonus.patch  Size: 5kB   By: persia

http://gna.org/bugs/download.php?file_id=20609

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[Freeciv-Dev] [bug #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably

2014-04-27 Thread Emmet Hikory
Update of bug #21115 (project freeciv):

  Depends on: = bugs #21982


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