[Freeciv-Dev] [patch #4853] Gen-move support for autoexplorers

2014-06-28 Thread Emmet Hikory
Update of patch #4853 (project freeciv):

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


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[Freeciv-Dev] [patch #4852] Clean up flag restriction documentation

2014-06-28 Thread Emmet Hikory
Update of patch #4852 (project freeciv):

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


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[Freeciv-Dev] [patch #4854] Un-hardcode safe house discovery

2014-06-28 Thread Emmet Hikory
Update of patch #4854 (project freeciv):

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


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[Freeciv-Dev] [patch #4855] Allow amphibious unit for kill_something_with()

2014-06-28 Thread Emmet Hikory
Update of patch #4855 (project freeciv):

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


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[Freeciv-Dev] [patch #4856] Remove unused AI channel cache

2014-06-28 Thread Emmet Hikory
Update of patch #4856 (project freeciv):

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


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[Freeciv-Dev] [patch #4858] Use terrain_class rather than move_type in AI

2014-06-28 Thread Emmet Hikory
Update of patch #4858 (project freeciv):

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


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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-28 Thread Emmet Hikory
Follow-up Comment #1, patch #4857 (project freeciv):

The civil war chunks seem out of place here, but useful anyway: no reason for
a new patch, but if they belong somewhere else, maybe adjust?


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[Freeciv-Dev] [patch #4861] Allow Ferryboat as a starting unit

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4861

 Summary: Allow Ferryboat as a starting unit
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 06:45:33 PM JST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Ferryboats were initially blocked as starting units as a temporary measure
to work around the issue of starting units being placed in inappropriate
terrain (r8490).  When this was resolved (r12456), the temporary limitation
was not lifted.

The attached patch lifts this restriction, and adds a new test when
setting the startunits string to verify that the first unit will be native to
a terrain used when selecting starting positions (as otherwise, there may be
an infinite loop seeking for a suitable startpos for the player).  As a side
effect, when considering radically different rulesets, a startunits string
suitable for one may be unsuitable for another, which may be exposed to a
player as an inability to enter set startunits fac\n rulesetdir
land-ferries\n when rulesetdir land-ferries\n set startunits fac\n works.

This patch also fixes the startunits help and code comments to reflect the
changes from patch #3352 (r21435).



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File Attachments:


---
Date: Sat 28 Jun 2014 06:45:33 PM JST  Name:
allow-ferryboat-as-a-starting-unit.patch  Size: 7kB   By: persia

http://gna.org/patch/download.php?file_id=21174

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[Freeciv-Dev] [patch #4862] Use common ferry function for settler ferry check

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4862

 Summary: Use common ferry function for settler ferry check
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 06:47:58 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

When identifying a ferry suitable for a settler, use the common ferry
validation function, rather than simply checking whether the potential ferry
is able to move on at least some oceanic terrain (possibly with extras
support).



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File Attachments:


---
Date: Sat 28 Jun 2014 06:47:58 PM JST  Name:
use-common-ferry-function-for-settler-ferry-check.patch  Size: 1kB   By:
persia

http://gna.org/patch/download.php?file_id=21175

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[Freeciv-Dev] [patch #4863] Validate boats are sea capable by terrain iteration

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4863

 Summary: Validate boats are sea capable by terrain iteration
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 06:52:27 PM JST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

When processing the ruleset, perform all validation of L_BARBARIAN_BOAT units
and L_FERRYBOAT units in ruleset sanity checking.  When performing this sanity
checking, iterate over terrains to detect the ability to move on oceanic
terrain, rather than using move_type.

No, this doesn't actually fix the ferry limitation, but it is a useful
precursor for later patches in the series.



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File Attachments:


---
Date: Sat 28 Jun 2014 06:52:27 PM JST  Name:
validate-boats-are-sea-capable-by-terrain-iteration.patch  Size: 3kB   By:
persia

http://gna.org/patch/download.php?file_id=21176

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[Freeciv-Dev] [patch #4864] Distance-based calculation for meeting charges

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4864

 Summary: Distance-based calculation for meeting charges
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 07:01:38 PM JST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Currently, when assigned to guard a unit, sailing units attempt to meet their
charge at the destination, and non-sailing units attempt to meet their charge
at the charges current location.

For S2_5, where only simple nativity matters, sailing units should verify the
charge is actually headed somewhere, as otherwise they decide they are unable
to meet the charge (even if they are initially on the same tile), and find
another job to do.

For trunk, I've replaced the decision tree for whether to go to the charge or
meet the charge at the destination with some simple calculations related to
relative distances and rough estimates of travel.  I'm not convinced this is
the best way to decide, but didn't want to invoke pathfinding to recreate the
charge's potential route (which was discarded previously), and then use
bodyguard pathfinding to determine the fastest rendezvous point from which the
bodyguard can still reach the goal tile at the same time as the charge, as I
thought this might be computationally expensive.  A compromise solution
currently eludes me.



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File Attachments:


---
Date: Sat 28 Jun 2014 07:01:38 PM JST  Name:
sailing-units-continue-guarding-stationary-charges.S2_5.patch  Size: 880B  
By: persia

http://gna.org/patch/download.php?file_id=21177
---
Date: Sat 28 Jun 2014 07:01:38 PM JST  Name:
distance-based-calculation-for-meeting-cahrges.patch  Size: 2kB   By: persia

http://gna.org/patch/download.php?file_id=21178

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[Freeciv-Dev] [patch #4865] Consolidate move_type usage and move more usage to client

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4865

 Summary: Consolidate move_type usage and move more usage to
client
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 07:09:53 PM JST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: persia
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Once the AI and Server no longer use move_type, it becomes possible to
consolidate much of the logic, or move it to the client.  I've implemented
this as two patches, the first for consolidation and general cleanup, and the
second for the client migration.

Note that savegame processing will continue to rely on the definition of the
enumeration for as long as we support reading savegame files with old
killstack definitions, so if the remainder of the logic preserved in
common/unitttype.[ch] by this patch is removed, the enumeration declaration
should be made available to savecompat.c



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File Attachments:


---
Date: Sat 28 Jun 2014 07:09:53 PM JST  Name:
consolidate-move_type-support-to-unittype.patch  Size: 8kB   By: persia

http://gna.org/patch/download.php?file_id=21179
---
Date: Sat 28 Jun 2014 07:09:53 PM JST  Name:
migrate-all-move_type-use-to-client.patch  Size: 24kB   By: persia

http://gna.org/patch/download.php?file_id=21180

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[Freeciv-Dev] [patch #4866] Provide alternate semantics to the client to replace move_type

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4866

 Summary: Provide alternate semantics to the client to replace
move_type
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 07:18:56 PM JST
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Attached are a pair of patches that demonstrate adding new features to the
ruleset to provide semantic values to be used by the client to replace
move_type checks.

The unit class group concept is demonstrated by use in editor tool grab
ordering, but may also be useful in other unit selection contexts (e.g. patch
#3721).  I'm not sure how to make the provided group names translatable, but
an adjustment to provide this would improve things in the case where the
strings were exposed to the UI.

While I've only demonstrated use of ruleset-specified unit background colors
in the Xaw client, it might also be useful in the Qt client (which currently
has it's own logic to calculate RGBA values depending on move_type).  I'm also
not entirely sure about the data storage model: casting color_std to int for
storage seems to work in my testing, but could potentially cause issues with
Qt (as enum is less likely to be int in C++).

While these semantic concepts seemed to match the client needs from my
viewpoint, I'll defer to folk actually working on clients to determine if
these are the right concepts, or if there are better ways to solve this class
of problems.



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File Attachments:


---
Date: Sat 28 Jun 2014 07:18:56 PM JST  Name: introduce-unit-class-groups.patch
 Size: 34kB   By: persia

http://gna.org/patch/download.php?file_id=21181
---
Date: Sat 28 Jun 2014 07:18:56 PM JST  Name:
assign-background-color-in-the-ruleset.patch  Size: 24kB   By: persia

http://gna.org/patch/download.php?file_id=21182

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[Freeciv-Dev] [patch #3721] Getting rid of move_type dependency on unitselect dialog

2014-06-28 Thread Emmet Hikory
Follow-up Comment #6, patch #3721 (project freeciv):

One of the patches in patch #4866 provides a new ruleset field (unit class
group) that could be used for this purpose, if there is interest in that sort
of solution (as hinted at the end of the original submission).

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[Freeciv-Dev] [patch #4866] Provide alternate semantics to the client to replace move_type

2014-06-28 Thread Emmet Hikory
Update of patch #4866 (project freeciv):

  Depends on: = patch #4865


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[Freeciv-Dev] [patch #4865] Consolidate move_type usage and move more usage to client

2014-06-28 Thread Emmet Hikory
Update of patch #4865 (project freeciv):

  Depends on: = patch #4861


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[Freeciv-Dev] [patch #4865] Consolidate move_type usage and move more usage to client

2014-06-28 Thread Emmet Hikory
Update of patch #4865 (project freeciv):

  Depends on: = patch #4863


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[Freeciv-Dev] [patch #4865] Consolidate move_type usage and move more usage to client

2014-06-28 Thread Emmet Hikory
Update of patch #4865 (project freeciv):

  Depends on: = patch #4864


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[Freeciv-Dev] [patch #4867] Quickselect should not depend on move_type

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4867

 Summary: Quickselect should not depend on move_type
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 07:59:59 PM JST
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

client/control.c::quickselect() sets priorities based on move_type, but
should probably do something more comprehensive to support complex nativity
and complex terrain models.  Using a structure like patch #4866 suggests for
the editor grab tool may not be sufficient, as the preferred result of
quickselect may vary by terrain.  Perhaps something based on tile nativity,
like patch #3721?




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[Freeciv-Dev] [patch #4868] Don't use move_type to set colors in Qt client city production painting

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4868

 Summary: Don't use move_type to set colors in Qt client city
production painting
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 08:04:01 PM JST
Category: client-qt
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This might be able to use the class-identified color recommendation provided
by patch #4866, or perhaps use !UCF_TERRAIN_SPEED (with flying units then
overridden by the later fuel check).




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[Freeciv-Dev] [patch #4869] Remove move_type from the client

2014-06-28 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4869

 Summary: Remove move_type from the client
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 28 Jun 2014 08:16:38 PM JST
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Once the client no longer uses move_type, there is no longer any reason to
calculate move_type on the client, or maintain the support functions.  The
enumeration definition for killstack savegame support can be
compartmentalised, to avoid renewed usage of the move_type concept.




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File Attachments:


---
Date: Sat 28 Jun 2014 08:16:38 PM JST  Name:
remove-move_type-from-client.patch  Size: 7kB   By: persia

http://gna.org/patch/download.php?file_id=21183

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[Freeciv-Dev] [patch #4869] Remove move_type from the client

2014-06-28 Thread Emmet Hikory
Update of patch #4869 (project freeciv):

  Depends on: = patch #3721


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[Freeciv-Dev] [patch #4869] Remove move_type from the client

2014-06-28 Thread Emmet Hikory
Update of patch #4869 (project freeciv):

  Depends on: = patch #4866


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[Freeciv-Dev] [bug #22241] Nation help uses rule name, not translated name

2014-06-28 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22241

 Summary: Nation help uses rule name, not translated name
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 28 Jun 2014 12:41:27 BST
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

___

Details:

The fix for bug #22235 exposed the help system's use of rule_name for nations
help -- Kievan Rus' are listed as Ruthenian, and the legend doesn't show. Fix
attached

(I think I must have been asleep when I wrote the patch for bug #18451.)




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[Freeciv-Dev] [task #7808] Backport nations from trunk to S2_5

2014-06-28 Thread Jacob Nevins
Update of task #7808 (project freeciv):

   Should be Finished on: Mon 30 Jun 2014 00:00:00 BST = Sat 28 Jun 2014
00:00:00 BST
  Status:  Ready For Test = Done   
Percent Complete: 80% = 100%   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22241] Nation help uses rule name, not translated name

2014-06-28 Thread Jacob Nevins
Update of bug #22241 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-S2_5-help-nation-translation.patch Size:4 KB
File name: S2_4-help-nation-translation.patch Size:4 KB


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[Freeciv-Dev] [patch #4822] Use requirements_vector for effects

2014-06-28 Thread Emmet Hikory
Update of patch #4822 (project freeciv):

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


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[Freeciv-Dev] [patch #4821] Do not consider harmless units in assess_danger()

2014-06-28 Thread Emmet Hikory
Update of patch #4821 (project freeciv):

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


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[Freeciv-Dev] [patch #4852] Clean up flag restriction documentation

2014-06-28 Thread Jacob Nevins
Follow-up Comment #3, patch #4852 (project freeciv):

 In S2_5, Airbase became a userflag. 
(Actually this was in 2009; patch #1205.)

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[Freeciv-Dev] [patch #4852] Clean up flag restriction documentation

2014-06-28 Thread Emmet Hikory
Follow-up Comment #4, patch #4852 (project freeciv):

Do you think it's worth pushing this to S2_4 as well?

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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-28 Thread SÅ‚awomir Lach
Follow-up Comment #11, patch #4830 (project freeciv):

Patch version, which adds multipliers to help dialog.

Setting two variables in ruleset_free(game.c) to zero is needed for cleanup
purposes. If we don't do that, then in special cases (for example ruleset was
loaded many times) we can't load all multipliers.

(file #21186)
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[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector

2014-06-28 Thread Emmet Hikory
Update of patch #1341 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = persia 
 Planned Release: = 2.6.0  
 Summary: Improvement negated requirements = Replace
Improvement replaced_by with a requirements vector

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Follow-up Comment #2:

As it turns out, the obsolete_by vector can also replace replaced_by, with a
couple helper functions for parsing (in large part thanks to the work in bug
#21419).

Note that in the event a ruleset author adds multiple buildings to the
obsolete_by vector, only the first of them will be considered a sensible
target for automatic worklist upgrades: I'm not sure where this ought be
documented (if anywhere).


(file #21187)
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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-28 Thread Emmet Hikory
Follow-up Comment #12, patch #4830 (project freeciv):

On the global variables: I agree they are needed for cleanup purposes, but I
still think they should be scoped to multipliers.c.  Consider adding helper
functions to game_ruleset_init() and game_ruleset_free() that operate on
static variables in multipliers.c: functions in multipliers.c will be able to
see these values, but they will not be directly accessible from other code. 
For example, the achievements code stores a static array locally scoped to
achievements.c, which is initialised and cleared with functions called from
game.c.  Doing it this way means they are automatically processed however the
ruleset is loaded, so you don't need to maintain separate initialisations in
client_main and srv_main (and are no longer missing one in ruledit, civmanual,
or any other ruleset-consuming tools that get added in the future).

r25288 bumped the packet ID count, so your packets need renumbering, but
that's very minor (and can be fixed on commit, rather than being an endless
chase).  Similarly, the network capstring in fc_version will need to be
updated with the application of this patch (this, again, can be added on
commit).

I still worry about the non-static stuff in GTK, but don't know enough to be
certain.

In helpdlg_g.h, you have Policiess, when I think you want Policies.

In handle_ruleset_multiplier(), you have Too many multipliers sended by
server, when I think you want Too many multipliers sent by the server.

In experimental/multipliers.ruleset, you have Does nothink, when I think you
want Does nothing.

In helpdata.txt, you have ...which defined your civilization rights, when I
think you want ...which define your civilization's rights..

Also in helpdata.txt, consider using a _() macro so that the text string is
translated.

As may be indicated by the increasingly minor and detailed nature of my
feedback, I think this is almost ready for inclusion.

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[Freeciv-Dev] [patch #4789] allow_holes settings for tech loss

2014-06-28 Thread Jacob Nevins
Update of patch #4789 (project freeciv):

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

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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-28 Thread Marko Lindqvist
Follow-up Comment #2, patch #4857 (project freeciv):

The AI callback API change was already in separate patch. Do you want also the
tech_want copying from player to player to be moved from server/plrhand.c to
new callback in separate patch before this (and then just adjusted with this
patch)? Frankly, I suspect that the whole tech_want copy makes nothing good
for the new player, but didn't want to drop it (that would be behavior change)
as part of this patch.

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[Freeciv-Dev] [bug #22243] City with more than max trade routes can't change them

2014-06-28 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22243

 Summary: City with more than max trade routes can't change
them
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 28 Jun 2014 22:16:11 BST
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

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Details:

After the fix for bug #21141 (as modified by bug #21152), if a city ends up
with more trade routes than the current maximum, I think the routes become
frozen; it's impossible for the player to influence them by establishing new
routes, and if they try they'll get a potentially inaccurate message The city
of Linz already has current max better trade routes!, even if the new route
would have had better trade than any of the existing ones. (Not tested this.)

The reduction in max traderoutes might not be something they can easily
reverse (wonder loss, tech loss, ...). Depending on the ruleset, players might
be forced to resort to giving away their city and retaking it (causing routes
to be cancelled) to regain control of its trade routes.
This may limit the practical use of the Max_Trade_Routes effects in rulesets
to requirements likely to survive indefinitely.

I think a sensible solution would be to allow establishing a new route in this
case iff the new one would yield more than the *sum* of the weakest N routes
where N = excess+1, and have the new route cancel *all* of those routes,
bringing the total within the current max.
(This will be slightly fiddly to implement since it involves sorting/ranking
the routes.)
* (If we're going to add the ability to sort the routes, I wonder about an
alternative behaviour for excess traderoutes where the routes that would yield
least in a given turn become inactive, yielding nothing. Establishing a new
route in this case would have the same behaviour, bringing the number of
routes down to the current max, treating the excess routes as having value
0.)

Alternatively, the minimal code change would be to disable the N better trade
routes message, leaving just the bare infuriating Sorry, your Caravan cannot
establish a trade route here! (but that doesn't improve gameplay, of course).




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[Freeciv-Dev] [bug #22244] Illegal trade route Active setting counterintuitive

2014-06-28 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22244

 Summary: Illegal trade route Active setting
counterintuitive
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 28 Jun 2014 22:32:08 BST
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0, 2.6.0

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Details:

Unless I've missed something, the Active setting for illegal trade routes
mostly does the same thing as Inactive, since in most cases illegality is
signalled by setting a bonus of zero.

The only place where Active routes still have value is if they started
international and within trademindist, and become domestic.

I can't think of a sensible alternative behaviour given the way trade routes
are currently specified, so by default I think we should document this in
ruleset comments.




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[Freeciv-Dev] [bug #22244] Illegal trade route Active setting counterintuitive

2014-06-28 Thread Jacob Nevins
Follow-up Comment #1, bug #22244 (project freeciv):

(this being the setting added in patch #3611)

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[Freeciv-Dev] [bug #22243] City with more than max trade routes can't change them

2014-06-28 Thread Jacob Nevins
Follow-up Comment #1, bug #22243 (project freeciv):

Also, can_establish_trade_route() checks for ==max, so currently gives the
wrong answer in the face of excess routes. It should be updated for whatever
the conclusion of this is.

(establish_trade_route() also checks ==max, but in that case assertions rather
than graceful handling are appropriate.)

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[Freeciv-Dev] [bug #22236] Flag swapping for Barbarians Pirates ?

2014-06-28 Thread Marko Lindqvist
Update of bug #22236 (project freeciv):

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


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[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector

2014-06-28 Thread Marko Lindqvist
Follow-up Comment #3, patch #1341 (project freeciv):

Does this cause behavior changes?

What happens in these situations:
1) You learn Gunpowder, but haven't built any Barracks II yet (all existing
Barracks should be sold)
2) You conquer city with Barracks II, but don't know Gunpowder yourself, so
you (try to) build Barracks

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[Freeciv-Dev] [bug #22188] civ2civ3: remove DiplomatDefense flag from Airbase

2014-06-28 Thread Marko Lindqvist
Update of bug #22188 (project freeciv):

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


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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-28 Thread Emmet Hikory
Follow-up Comment #3, patch #4857 (project freeciv):

No, I just didn't understand why cai_created_by_civil_war() and
twai_created_by_civil_war() were being defined in a patch that otherwise looks
like a data storage migration patch, having not thought it through
sufficiently to realise this copy was necessary to preserve the data
previously copied in plrhand.c.  Thanks for the explanation.

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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-28 Thread Marko Lindqvist
Follow-up Comment #4, patch #4857 (project freeciv):

- Updated against svn

(file #21189)
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[Freeciv-Dev] [patch #4870] Clearer error message when no client can be built

2014-06-28 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4870

 Summary: Clearer error message when no client can be built
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 29 Jun 2014 02:58:34 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

When configure checks for all clients fail (it can't select anything to
build), it says could not guess which client to compile. It's not about
problem in guessing, but simply that nothing can be built. Change the error
message to say so.




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[Freeciv-Dev] [patch #4870] Clearer error message when no client can be built

2014-06-28 Thread Marko Lindqvist
Update of patch #4870 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.4.3, 2.5.0, 2.6.0

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[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector

2014-06-28 Thread Emmet Hikory
Follow-up Comment #4, patch #1341 (project freeciv):

I'll test these conditions to verify, but from code interpretation:

1) Because, unlike other requirements vectors, obsolete_by is disjunctive,
Barracks is interpreted as obsolete by improvement_obsolete(), so handled
appropriately.  Thinking about this, I suppose another way to consider bug
#21419 would have been to change the semantics to sustained_until or
similar, and have all the requirements negated, but if we did that, the result
would end up the same.

2) All calls to building_upgrades_to() are from constructions that check
can_city_build_improvement_foo(), so that one would build Barracks in that
city.  I suspect this is a bug, and that this behaviour should be prevented. 
I don't beleive the client offers the choice, or the AI tries to do it because
of improvement redundancy, but that's not sufficient guard (one could
construct a hacked client that would miss a client-only guard).


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[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector

2014-06-28 Thread Emmet Hikory
Follow-up Comment #5, patch #1341 (project freeciv):

1) is now tested, and indeed works as expected: learning Gunpowder causes one
to sell all Barracks, even if one has not built any Barracks II

2) Is also tested: attempts to force worklist inclusion of the obsolete
Barracks I in a city containing Barracks II by a player ignorant of Gunpowder
are ignored.

Further, I've inspected the codepath more closely: while there are guards
in the AI and the client, the server enforces the restriction that only
non-obsolete things may be built: while can_player_build_improvement_direct()
is sometimes called without the caller checking improvement_obsolete(), this
is always checked at some point in the call stack within cityturn.c between
the can_player_build_improvement_direct() call and actually processing the
building.

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