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