[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes
Follow-up Comment #9, patch #4636 (project freeciv): ok, I'll do it. ___ Reply to this item at: http://gna.org/patch/?4636 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4668] Requirement type MinCulture
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). ___ Reply to this item at: http://gna.org/patch/?4668 ___ 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 #4668] Requirement type MinCulture
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. ___ Reply to this item at: http://gna.org/patch/?4668 ___ 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 #4459] Requirement range Traderoutes
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? ___ Reply to this item at: http://gna.org/patch/?4459 ___ 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 #21901] Segmentation fault in style_of_nation in Freeciv-web
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. ___ Reply to this item at: http://gna.org/bugs/?21901 ___ 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 #21913] find_beachhead() doesn't work properly
Update of bug #21913 (project freeciv): Assigned to: pepeto = persia ___ 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. ___ Reply to this item at: http://gna.org/bugs/?21913 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time
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 ... ___ Reply to this item at: http://gna.org/bugs/?21972 ___ 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 #4636] civ2civ3 rules: fixes
Follow-up Comment #10, patch #4636 (project freeciv): Updated patch with conflicts between bases, instead of requirements. (file #20595, file #20596) ___ Additional Item Attachment: File name: civ2civ3-bases-2.patch Size:6 KB File name: civ2civ3-bases-S2_5-2.patchSize:5 KB ___ Reply to this item at: http://gna.org/patch/?4636 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4558] Help generator: generalize unit_type_fulfills_requirement()
Update of patch #4558 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4558 ___ 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 #21972] genhash_bucket_lookup() taking 12% of the time
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. ___ Reply to this item at: http://gna.org/bugs/?21972 ___ 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 #21913] find_beachhead() doesn't work properly
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) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?21913 ___ 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 #3871] Support airlifting units with complex nativity
Update of patch #3871 (project freeciv): Status:None = Ready For Test Assigned to:None = persia Planned Release: = 2.6.0 ___ 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. ___ Reply to this item at: http://gna.org/patch/?3871 ___ 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 #4651] Barbarian Leaders should accept amphibious bodyguards
Update of patch #4651 (project freeciv): Category:None = ai Status:None = Ready For Test Assigned to:None = persia Planned Release: = 2.6.0 ___ Reply to this item at: http://gna.org/patch/?4651 ___ 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 #4665] Alien government bonuses rework
Update of patch #4665 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4665 ___ 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 #21979] worklist_change_build_target() messages imply REQ_RANGE_CITY regardless of real range
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: ___ 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). ___ Reply to this item at: http://gna.org/bugs/?21979 ___ 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 #4668] Requirement type MinCulture
Follow-up Comment #3, patch #4668 (project freeciv): 1 2 fixed, 3 raised as bug #21979 (file #20600) ___ Additional Item Attachment: File name: MinCulture-2.patch Size:14 KB ___ Reply to this item at: http://gna.org/patch/?4668 ___ 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 #4663] Preferred musicset
Follow-up Comment #2, patch #4663 (project freeciv): - Compare suggested musicset name against current musicset name, not soundset name (file #20601) ___ Additional Item Attachment: File name: PreferredMusicset-3.patch Size:14 KB ___ Reply to this item at: http://gna.org/patch/?4663 ___ 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 #21897] Enabling multiple fcdb backends cause same object files to be linked from multiple libraries
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 ___ 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. ___ Reply to this item at: http://gna.org/bugs/?21897 ___ 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 #4671] Move limits on what terrain a spy action can be done from to action enablers
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. ___ Reply to this item at: http://gna.org/patch/?4671 ___ 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 #21897] Enabling multiple fcdb backends cause same object files to be linked from multiple libraries
Additional Item Attachment, bug #21897 (project freeciv): File name: LuasqlBase-4.patch Size:5 KB File name: LuasqlBase-S2_4-4.patchSize:5 KB ___ Reply to this item at: http://gna.org/bugs/?21897 ___ 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 #21980] --disable-nls build broken
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/bugs/?21980 ___ 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 #4673] Remove unused progtest.m4
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 ___ Details: progtest.m4 is not used for anything. Remove it. In addition to applying this patch, one should svn rm the file. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4673 ___ 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 #4671] Move limits on what terrain a spy action can be done from to action enablers
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.). ___ Reply to this item at: http://gna.org/patch/?4671 ___ 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 #4674] Rename PO_DOMAINS as PODOMAINS
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?4674 ___ 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 #21982] present=FALSE improvement requirements can cause incorrect server messages
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/bugs/?21982 ___ 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 #21115] [metaticket] Negated requirements ('negated'=TRUE, 'present'=FALSE) do not work reliably
Update of bug #21115 (project freeciv): Depends on: = bugs #21982 ___ Reply to this item at: http://gna.org/bugs/?21115 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev