[Freeciv-Dev] [patch #5367] Consider move_rate when picking a transport in base_transporter_for_unit()

2014-10-20 Thread pepeto
Follow-up Comment #5, patch #5367 (project freeciv):

 Feel free.

This could looks like this...

Also:
* noticed it considers the moves points left of the units, not the move rate.
This could probably be improved;
* I think a test with the sum of all transporters' move rate(/moves left) may
be used for a last test.


(file #22673)
___

Additional Item Attachment:

File name: base_transporter_for_unit.patch Size:4 KB


___

Reply to this item at:

  http://gna.org/patch/?5367

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #5367] Consider move_rate when picking a transport in base_transporter_for_unit()

2014-10-20 Thread Jacob Nevins
Follow-up Comment #6, patch #5367 (project freeciv):

 This could looks like this...
It's verbose, but at least more conditions can be added with it disappearing
off the right margin. OK.

 noticed it considers the moves points left of the units, not 
 the move rate. This could probably be improved;
Of course this function has no idea if the cargo is setting out on a short
journey or a long one.
I think moves left should have higher priority; the scenario I have in mind is
two transports in a city, one of which has moved this turn; I want to choose
the other. That's why I chose moves_left.
While we could sum moves_left and moves_rate the result could be
counterintuitive -- don't want to force players to do arithmetic to work out
what their UI action will do -- so probably move_rate should be a lower term
in the lexicographic test, below moves_left which players can see directly in
the UI.

 I think a test with the sum of all transporters' move 
 rate(/moves left) may be used for a last test.
Could do, as we're iterating over transports anyway.
Perhaps combine with the previous: sum all moves_left + move_rate (which for
the common case of single levels of transport degenerates to test moves_left,
then test moves_left+move_rate, which is like testing moves_left then
move_rate).

___

Reply to this item at:

  http://gna.org/patch/?5367

___
  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 #5367] Consider move_rate when picking a transport in base_transporter_for_unit()

2014-10-20 Thread pepeto
Follow-up Comment #7, patch #5367 (project freeciv):

Actually I didn't think about moves left+move rate, but about a sum of moves
left or a sum of move rate...


___

Reply to this item at:

  http://gna.org/patch/?5367

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #5357] common/tech.c: player_invention_reachable call cost is exponential with deep technology trees: fixed with memoization

2014-10-20 Thread pepeto
Update of patch #5357 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.4.4, 2.5.0, 2.6.0

___

Follow-up Comment #3:

Thank you for your help very much!

Notes on your patch:
* we don't need to have an array [2] for boolean 'allow_prereqs' because it is
not supposed to be modified in the body of the function;
* as we are looking for the first FALSE return, then it is useless to cache
the results.

When working, I noticed a possible bug: e.g. when an advance as a self-rooted
technology as parent (not root), the tech is marked as reachable, even if its
parent isn't. I think this was supposed to work with the HACK in
server/ruleset.c. But a tech may requires many roots (through parents).

My patches include the fix for that bug. It shortcuts the deep introspection
when a tech is known. It also removes the usage of recursive calls for
XXX_invention_recheable().


(file #22674, file #22675)
___

Additional Item Attachment:

File name: trunk_research_invention_reachable.patch Size:2 KB
File name: S2_4_S2_5_player_invention_reachable.patch Size:5 KB


___

Reply to this item at:

  http://gna.org/patch/?5357

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #5357] common/tech.c: player_invention_reachable call cost is exponential with deep technology trees: fixed with memoization

2014-10-20 Thread pepeto
Additional Item Attachment, patch #5357 (project freeciv):

File name: S2_4_S2_5_player_invention_reachable.patch Size:5 KB
File name: trunk_research_invention_reachable.patch Size:2 KB


___

Reply to this item at:

  http://gna.org/patch/?5357

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #5357] common/tech.c: player_invention_reachable call cost is exponential with deep technology trees: fixed with memoization

2014-10-20 Thread pepeto
Follow-up Comment #4, patch #5357 (project freeciv):

Right file for trunk...


(file #22678)
___

Additional Item Attachment:

File name: trunk_research_invention_reachable.patch Size:3 KB


___

Reply to this item at:

  http://gna.org/patch/?5357

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22789] Deep technology tree goals not working correctly

2014-10-20 Thread pepeto
Update of bug #22789 (project freeciv):

Category:None = general
Severity:   4 - Important = 3 - Normal 
  Status:None = Ready For Test 
 Planned Release:2.5.0, 2.6.0 = 2.4.4, 2.5.0   

___

Follow-up Comment #1:

Fix attached. TRUNK not affected.


(file #22679)
___

Additional Item Attachment:

File name: S2_4_S2_5_player_research_step.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?22789

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19946] Déjà vu unit movement animation in client

2014-10-20 Thread pepeto
Update of bug #19946 (project freeciv):

 Assigned to:None = pepeto 

___

Follow-up Comment #8:

It doesn't work at all currently. I will try to find something more robust...


___

Reply to this item at:

  http://gna.org/bugs/?19946

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #5369] Path to gtk3-client themes in crosser builds

2014-10-20 Thread Marko Lindqvist
Update of patch #5369 (project freeciv):

 Planned Release: 2.4.4, 2.5.0-beta2, 2.6.0 = 2.6.0  

___

Follow-up Comment #1:

Stable branches actually use deprecated (but working) method to get the
correct path.

___

Reply to this item at:

  http://gna.org/patch/?5369

___
  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 #5369] Path to gtk3-client themes in crosser builds

2014-10-20 Thread Marko Lindqvist
Update of patch #5369 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?5369

___
  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 #22838] UNIT_NUKE should be subject to unitwaittime

2014-10-20 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22838

 Summary: UNIT_NUKE should be subject to unitwaittime
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon 20 Oct 2014 23:13:32 BST
Category: None
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: 

___

Details:

Somehow in bug #21934 we missed the point that the unit was unable to move due
to unitwaittime, but was able to explode.

I think that nuclear-explosion-in-place should be restricted by unitwaittime,
like movement and city building.
(While it might be amusing that someone who tries to act too soon is notified
by a loud detonation rather than the more usual server message, we should
probably fix this.)




___

Reply to this item at:

  http://gna.org/bugs/?22838

___
  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 #19946] Déjà vu unit movement animation in client

2014-10-20 Thread pepeto
Update of bug #19946 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #9:

This patch should do the trick.


(file #22680)
___

Additional Item Attachment:

File name: deja_vu.patch  Size:2 KB


___

Reply to this item at:

  http://gna.org/bugs/?19946

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22809] 2.6.amplio2.tilespec

2014-10-20 Thread Marko Lindqvist
Update of bug #22809 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22809

___
  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 #22838] UNIT_NUKE should be subject to unitwaittime

2014-10-20 Thread pepeto
Follow-up Comment #1, bug #22838 (project freeciv):

I had observed it and I had concluded that it was a feature. Only moves are
affected by unitwaittime (/help unitwaittime).

Also, lot of other actions, such as Caravan ones, diplomat ones, building
city, loading/unloading etc. are not subject to unitwaittime neither.


___

Reply to this item at:

  http://gna.org/bugs/?22838

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22838] UNIT_NUKE should be subject to unitwaittime

2014-10-20 Thread Jacob Nevins
Follow-up Comment #2, bug #22838 (project freeciv):

 lot of other actions, such as Caravan ones, diplomat ones, 
 building city, loading/unloading etc. are not subject to 
 unitwaittime neither. 
Building cities is subject to unitwaittime.
I agree the others aren't; for actions that can affect enemies like
caravan/diplomat ones I suspect this is an oversight rather than deliberate.

I think nuclear explosion is clearly an aggressive act and preventing it is in
the spirit of unitwaittime. Nuclear explosion by means of attempted move
(attack) is prevented, so it seems inconsistent to allow it in-place.

 Only moves are affected by unitwaittime (/help unitwaittime). 
Mm, should probably fix that then. There's an error message that implies it's
move-only too.

___

Reply to this item at:

  http://gna.org/bugs/?22838

___
  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 #22838] UNIT_NUKE should be subject to unitwaittime

2014-10-20 Thread Jacob Nevins
Follow-up Comment #3, bug #22838 (project freeciv):

 Only moves are affected by unitwaittime (/help unitwaittime). 
 Mm, should probably fix that then.
Fix the docs, I mean, to reflect the implementation.

___

Reply to this item at:

  http://gna.org/bugs/?22838

___
  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 #5358] multiplayer ruleset: Inform embassies about techs gained from Lua.

2014-10-20 Thread Jacob Nevins
Update of patch #5358 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to: jtn = sveinung   
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?5358

___
  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 #22793] Some comments/docs still claim ruleset (etc) files use ISO8859-1 encoding

2014-10-20 Thread Jacob Nevins
Update of bug #22793 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22793

___
  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 #5356] multiplayer ruleset: Explain what goes on with tech giving in script.lua

2014-10-20 Thread Jacob Nevins
Update of patch #5356 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to: jtn = sveinung   
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?5356

___
  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 #5374] rulesets: Document script.lua by adding comments.

2014-10-20 Thread Jacob Nevins
Update of patch #5374 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?5374

___
  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 #22827] multiplayer ruleset: i18n problems with script.lua

2014-10-20 Thread Jacob Nevins
Update of bug #22827 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22827

___
  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 #22783] multiplayer ruleset: Free tech from Philosophy is not announced

2014-10-20 Thread Jacob Nevins
Update of bug #22783 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?22783

___
  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 #5355] multiplayer ruleset: Notify the player about techs gained by script.lua

2014-10-20 Thread Jacob Nevins
Update of patch #5355 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to: jtn = sveinung   
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/patch/?5355

___
  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 #22825] aqueductloss setting description not sufficiently generalised

2014-10-20 Thread Jacob Nevins
Update of bug #22825 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22825

___
  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 #22832] create_command_newcomer() doesn't call player_nation_defaults()

2014-10-20 Thread Jacob Nevins
Update of bug #22832 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22832

___
  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 #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-20 Thread Jacob Nevins
Update of bug #22824 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22824

___
  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 #22803] Plague should reduce foodbox like starvation does

2014-10-20 Thread Jacob Nevins
Update of bug #22803 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22803

___
  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 #22823] World-ranged tech requirements have implicit survives flag

2014-10-20 Thread Jacob Nevins
Update of bug #22823 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?22823

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev