[Freeciv-Dev] [patch #4973] Utility for iterating transporters/cargo of a unit

2014-07-25 Thread pepeto
Update of patch #4973 (project freeciv):

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


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[Freeciv-Dev] [bug #22393] 1: in begin_phase() [srv_main.c::1028]: assertion 'ptrans != ((void *)0)' failed.

2014-07-25 Thread pepeto
Update of bug #22393 (project freeciv):

Category:None = general
  Status:None = Fixed  
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 
 Planned Release: = 2.6.0  


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[Freeciv-Dev] [patch #4978] Ruleset advance sanity check

2014-07-25 Thread pepeto
Update of patch #4978 (project freeciv):

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


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[Freeciv-Dev] [bug #22058] tech_upkeep doesn't handle team pooled research

2014-07-25 Thread pepeto
Update of bug #22058 (project freeciv):

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


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[Freeciv-Dev] [patch #4979] Move player_research_update()

2014-07-25 Thread pepeto
Update of patch #4979 (project freeciv):

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


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[Freeciv-Dev] [bug #22323] C11 Static Assert cannot be used in C++ code

2014-07-25 Thread Marko Lindqvist
Update of bug #22323 (project freeciv):

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


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[Freeciv-Dev] [bug #22395] Unit not tired for attacking?

2014-07-25 Thread pepeto
URL:
  http://gna.org/bugs/?22395

 Summary: Unit not tired for attacking?
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 25 juil. 2014 10:02:55 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.0-beta1
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I have noticed that I had great chances for a unit with 1/3 moves left to
attack normally other units. I remember that in old version of Freeciv, the
chance to win were very lower.

I may be lucky, or it may be a deliberate change.





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[Freeciv-Dev] [bug #22396] Troubles with the science report in multiplayer games

2014-07-25 Thread pepeto
URL:
  http://gna.org/bugs/?22396

 Summary: Troubles with the science report in multiplayer
games
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 25 juil. 2014 10:07:53 CEST
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4, S2_5, trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I have experienced troubles with the science report of multiplayer games. The
client seems to click alone on the tech combo, and you can have trouble with
tech goal change etc. When you press the help button, it get worse, the help
dialog popup every time something happen in the game.

It can be easily reproducible on localhost just pressing the turn done button
(the help dialog popup).





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[Freeciv-Dev] [bug #22395] Unit not tired for attacking?

2014-07-25 Thread Marko Lindqvist
Follow-up Comment #1, bug #22395 (project freeciv):

Supplied rulesets have tired_attack in game.ruleset set to FALSE. This change
was made (~10 years ago) because the tired_attack behavior was regularly
reported as a bug, and very hard for newbies (who moved their entire armies
via the road to attack with 1/3 strentgh with all their units).

---

I personally find lack of tired_attack bad for game balance - what's the point
of fast units when any unit can attack with full power even after moving next
to the city same turn (without giving opportunity to counter-attack)


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[Freeciv-Dev] [bug #22396] Troubles with the science report in multiplayer games

2014-07-25 Thread Marko Lindqvist
Follow-up Comment #1, bug #22396 (project freeciv):

 It can be easily reproducible on localhost just pressing the
 turn done button (the help dialog popup).

That's bug #19882

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[Freeciv-Dev] [bug #22395] Unit not tired for attacking?

2014-07-25 Thread pepeto
Update of bug #22395 (project freeciv):

Category:None = rulesets   
Severity:  3 - Normal = 2 - Minor  
Priority:  5 - Normal = 3 - Low
 Release: 2.5.0-beta1 =

___

Follow-up Comment #2:

 This change was made (~10 years ago)

I haven't noticed it for 10 years then ;)

 I personally find lack of tired_attack bad for game balance -
 what's the point of fast units when any unit can attack with
 full power even after moving next to the city same turn
 (without giving opportunity to counter-attack)

I agree. Maybe some of the supplied rulesets should have it enabled (I notably
think about multiplayer one).


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[Freeciv-Dev] [bug #19882] Help browser opening on turn change if help checkbox checked in research dialog

2014-07-25 Thread pepeto
Follow-up Comment #3, bug #19882 (project freeciv):

See also bug #22395.


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[Freeciv-Dev] [bug #22396] Troubles with the science report in multiplayer games

2014-07-25 Thread pepeto
Update of bug #22396 (project freeciv):

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


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[Freeciv-Dev] [bug #22370] gui-sdl2 theme files reference gui-sdl theme files

2014-07-25 Thread Marko Lindqvist
Update of bug #22370 (project freeciv):

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


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[Freeciv-Dev] [patch #4980] Centralize adding probabilities to the action button text

2014-07-25 Thread Sveinung Kvilhaugsvik
Update of patch #4980 (project freeciv):

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


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[Freeciv-Dev] [patch #4972] Validate ruleset supplied specialist names

2014-07-25 Thread Sveinung Kvilhaugsvik
Update of patch #4972 (project freeciv):

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


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[Freeciv-Dev] [patch #4964] Do not select same track twice in a row

2014-07-25 Thread Marko Lindqvist
Update of patch #4964 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #1:

- The patch

(file #21554)
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Additional Item Attachment:

File name: MusicExclude.patch Size:4 KB


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[Freeciv-Dev] [patch #4986] Make the action UI name getters more usable

2014-07-25 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4986

 Summary: Make the action UI name getters more usable
 Project: Freeciv
Submitted by: sveinung
Submitted on: Fri 25 Jul 2014 03:43:37 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

action_get_ui_name() - change it so it will return the name without anything
more. Used for mentioning actions in the generated help.
action_prepare_ui_name() - get the name with inserted probability information
and, if the client support it, a mnemonic.



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File Attachments:


---
Date: Fri 25 Jul 2014 03:43:37 PM UTC  Name:
Make-action_get_ui_name-return-the-action-UI-name-in.patch  Size: 3kB   By:
sveinung

http://gna.org/patch/download.php?file_id=21555

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[Freeciv-Dev] [patch #4976] Sanity check ruleset data before saving

2014-07-25 Thread Marko Lindqvist
Update of patch #4976 (project freeciv):

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


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[Freeciv-Dev] [patch #4885] Revised logic for AI improvement consideration and improvement redundancy

2014-07-25 Thread Emmet Hikory
Follow-up Comment #4, patch #4885 (project freeciv):

New strategy, informed by IRC discussion:

1) AI callers of is_effect_prevented() and is_improvement_redundant() to use
new daieffects facility to determine if an improvement provides any currently
useful feature (units, extras, disaster protection, action enablement, action
prevention, etc.), or could do so in the future given the capabilities of the
AI.

2) is_improvement_redundant() to be replaced with function to determine if an
improvment is currently useful (based on checking if the improvment affects
units, extras, disasters, actions, effects, etc.), which will be used to
provide UI guidance in the client, and client strings related to redundant
will be adjusted to better fit the new semantics.

This ticket now only strives to achieve the first of these: client-facing
changes will be in patch #4987.


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[Freeciv-Dev] [patch #4987] Replace UI concept Redundant with current utility indicator

2014-07-25 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4987

 Summary: Replace UI concept Redundant with current utility
indicator
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 26 Jul 2014 07:04:42 AM JST
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

The role of improvements in rulesets has changed considerably as the use of
requirements vectors increases, and the means by which ruleset authors might
indicate improvement redundancy become somewhat confused as a result.  The
user interfaces should be updated to reflect newer semantics, involving the
following changes:

1) Replace usage of is_improvement_redundant() with a new function to
determine if an improvement will provide an immediate benefit (disaster
prevention, action enablement or protection, effects, unit construction
capabilities, extra construction capabilities, etc.).

2) Replace strings using Redundant in relation to calls to
is_improvement_redundant() with strings indicating the semantics of the new
function, to better remind users that these improvements could provide a
benefit later, were other conditions met.

3) Ensure the help facility is capable of capturing the circumstances under
which an improvement may or may not provide a benefit, and inform the user
such that they may make an informed choice as to whether or not to retain an
improvement currently providing no benefit.




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[Freeciv-Dev] [patch #4988] Always allow selected reqs to be met with nulls

2014-07-25 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4988

 Summary: Always allow selected reqs to be met with nulls
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 26 Jul 2014 08:12:39 AM 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:

Unit Type flag requirements can be met when no unit type is passed to
is_req_active(), but other similar requirements cannot be, despite comments to
the effect that they should be in the code.  For the same reasons, VUT_OTYPE
requirements should be potentially met with a null request.

From inspection, all callers that actually depend on unit attributes or output
type use these safely.



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File Attachments:


---
Date: Sat 26 Jul 2014 08:12:39 AM JST  Name:
always-allow-selected-reqs-to-be-met-with-nulls.patch  Size: 3kB   By: persia

http://gna.org/patch/download.php?file_id=21556

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[Freeciv-Dev] [patch #4989] Use universal_fulfills for immune government test

2014-07-25 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4989

 Summary: Use universal_fulfills for immune government test
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 26 Jul 2014 08:21:18 AM 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:

action_immune_government() has a requirements vector iteration test that is
logically equivalent to universal_fulfills_requirement().  Migrate this
iteration to use the new facility, also providing an implementation for
government_found() to assist future requirements analysis efforts.



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File Attachments:


---
Date: Sat 26 Jul 2014 08:21:18 AM JST  Name:
use-universal_fulfills-for-immune-government-test.patch  Size: 3kB   By:
persia

http://gna.org/patch/download.php?file_id=21557

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[Freeciv-Dev] [patch #4990] Consider improvement side effects other than buildable units

2014-07-25 Thread Emmet Hikory
URL:
  http://gna.org/patch/?4990

 Summary: Consider improvement side effects other than
buildable units
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 26 Jul 2014 10:24:21 AM 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:

The improvements feature cache hasn't kept up with wider implementation of
requirements vectors, so the only feature considered was whether the
improvement provided buildable units.  The attached patch extends that to also
check for buildable extras, prevented disasters, and protection against
diplomatic actions, in a somewhat generalised way such that other requirement
vectors may be added easily.

As part of this, universal_fulfills_requirement has been extended to allow the
caller
to specify whether the universal in question must be necessary to fulfill the
requirements, or if the requirements must simply be allowed to be met in the
presence of the universal, to enable asking both Is this improvement
necessary in order to build this extra?, and Is this disaster impossible in
the presence of this improvement?.  This facility can also be used to ask
Can this unit perform this action? (we don't care if the unit is required,
as long as the requirements can be met with the unit), and Does this
technology obsolete this improvement?.

Note that there are currently no callers outside improvement.c, so the
function could be made static, but I anticipate using this in the AI code, so
would prefer to leave it exposed for now.

For my development convenience, there is a textual dependency on having
applied patch #4989, but no functional dependency (although if this is
adjusted to not have such a dependency, patch #4989 will need adjustment to
use the altered call semantics of universal_fulfills_requirement() introduced
here).



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File Attachments:


---
Date: Sat 26 Jul 2014 10:24:21 AM JST  Name:
consider-improvement-side-effects-other-than-buildable-units.patch  Size: 13kB
  By: persia

http://gna.org/patch/download.php?file_id=21558

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[Freeciv-Dev] wonders not appearing ...

2014-07-25 Thread Leonard Hetu
I've been playing FreeCiv for a couple of weeks now and quite enjoy it. 


The last two days however, something has changed where the wonders don't appear 
as a choice to build in the city menu. 
The only way I've been able to get them to appear is save the game, exit the 
site, then reload the game. 
After doing this, the wonders then appear as a selection in the city menu. 
However, after selecting a wonder to build, one turn later a message appears 
that it is no longer available to build. 


Thank you for your time. 


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