[Freeciv-Dev] [bug #21347] Ability to not save resources not exposed to scenario editor

2015-09-06 Thread Marko Lindqvist
Update of bug #21347 (project freeciv):

Category:None => editor 
 Planned Release: => 2.6.0, 3.0.0   


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[Freeciv-Dev] [bug #21345] have_huts never set => scenario load/save cycles keep adding more huts

2015-09-06 Thread Marko Lindqvist
Update of bug #21345 (project freeciv):

Category:None => general
 Planned Release: => 2.5.2, 2.6.0, 3.0.0

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Follow-up Comment #2:

Here's a fix for S2_5:
- Do not *load* huts if have_huts is FALSE
- Always save have_huts as TRUE on regular savegames

It's still unclear what to do with S2_6 & TRUNK. Loading old (2.5 or earlier)
savegames with "Hut" special should obviously work like in S2_5, but what to
do with new savegame format?

(file #25077)
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Additional Item Attachment:

File name: HaveHuts-S2_5.patchSize:1 KB


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[Freeciv-Dev] [bug #21725] Loading old savegames with Mines instead of Oil Wells

2015-09-06 Thread Marko Lindqvist
Update of bug #21725 (project freeciv):

  Status:None => Ready For Test 
 Planned Release:   2.6.0 => 2.6.0, 3.0.0   

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Follow-up Comment #1:

Still untested, but reading the savegame loading code, attached is a
theoretical fix for the theoretical problem - will test practice before
committing.

(file #25075, file #25076)
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Additional Item Attachment:

File name: SpecialToExtra.patch   Size:3 KB
File name: SpecialToExtra-S2_6.patch  Size:3 KB


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[Freeciv-Dev] [bug #21345] have_huts never set => scenario load/save cycles keep adding more huts

2015-09-06 Thread Marko Lindqvist
Update of bug #21345 (project freeciv):

  Status:None => Ready For Test 

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Follow-up Comment #3:

> Loading old (2.5 or earlier) savegames with "Hut" special
> should obviously work like in S2_5

Patch attached for that part.

I've set ticket status to "Ready For Test" for this step, but won't close it
when patches committed.

(file #25078)
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Additional Item Attachment:

File name: HaveHuts.patch Size:0 KB


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[Freeciv-Dev] [patch #6330] "Veteran level >=" -> "Veteran level at least "

2015-09-06 Thread Jacob Nevins
Follow-up Comment #1, patch #6330 (project freeciv):

I deliberately made this string concise. As per the comment at the top of
universal_name_translation() (added in patch #5390):

'This should be short, as it's used in lists like "Aqueduct+Size 8" when
explaining a calculated value. It just needs to be enough to remind the player
of rules they already know, not a complete explanation (use
insert_requirement() for that).'

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[Freeciv-Dev] [bug #23261] When generating a non-wrapping non-isometric non-hexagonal map, only one pole is generated

2015-09-06 Thread Marko Lindqvist
Update of bug #23261 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #6:

Attached patch makes single_pole behavior server setting separate from the
topology (though it takes no effect if the topology wraps both ways and
there's no "side" to leave pole out from)

This does not convert old savegames, as it's not clear that it would be wanted
behavior. Anyway, this would affect only such scenarios where map is not
included but only map generation parameters are given.

(file #25071)
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Additional Item Attachment:

File name: SinglePole.patch   Size:5 KB


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[Freeciv-Dev] [patch #6328] Replace road_type_iterate() with extra_type_by_cause_iterate(EC_ROAD) in threaded AI

2015-09-06 Thread Marko Lindqvist
URL:
  

 Summary: Replace road_type_iterate() with
extra_type_by_cause_iterate(EC_ROAD) in threaded AI
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Sep 2015 09:35:22 AM EEST
Category: ai
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, 3.0.0

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Details:

Eventually we should get rid of road_type_iterate() completely as it's never
better than using extra_type_by_cause_iterate() directly (road_type_iterate()
uses it internally anyway). In most cases there's a benefit in having access
to the extra from extra_type_by_cause_iterate(). road_type_iterate() converts
extra -> road, and then most callers then make road -> extra conversions,
either directly or by calling functions that do it; tile_has_road() instead of
direct tile_has_extra() etc.



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File Attachments:


---
Date: Sun 06 Sep 2015 09:35:22 AM EEST  Name:
ThreadedExtraCauseRoadIterate.patch  Size: 1kB   By: cazfi



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[Freeciv-Dev] [patch #6329] pf_normal_map_iterate() optimization

2015-09-06 Thread Marko Lindqvist
URL:
  

 Summary: pf_normal_map_iterate() optimization
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Sep 2015 05:54:44 PM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Server side autogames (S2_6) regularly show over 38% of the time being spent
in pf_normal_map_iterate().
Last time I looked it, there was not much that could be optimized in the
function (didn't check the callers, though - if we could avoid some calls),
but maybe it's time to look more closely.

I'm not sure about gprof accuracy, though (when applied to compiler optimized
code). It also claims that the single call to map_init() has taken over 33sec,
while I know the map comes up in a second.





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[Freeciv-Dev] [patch #6323] Let requirements check if a unit is home

2015-09-06 Thread Sveinung Kvilhaugsvik
Update of patch #6323 (project freeciv):

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


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[Freeciv-Dev] [patch #6322] orders system: support the "Sabotage Unit" action

2015-09-06 Thread Sveinung Kvilhaugsvik
Update of patch #6322 (project freeciv):

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


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[Freeciv-Dev] [patch #6324] Have unit expulsion cost a single move

2015-09-06 Thread Sveinung Kvilhaugsvik
Update of patch #6324 (project freeciv):

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


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[Freeciv-Dev] [patch #6320] Declare act prob parameters const

2015-09-06 Thread Sveinung Kvilhaugsvik
Update of patch #6320 (project freeciv):

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


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[Freeciv-Dev] [patch #6321] Make actor unit type check clearer

2015-09-06 Thread Sveinung Kvilhaugsvik
Update of patch #6321 (project freeciv):

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


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[Freeciv-Dev] [bug #23855] No City Info for cities at bottom of map

2015-09-06 Thread Christian Knoke
Update of bug #23855 (project freeciv):

Category:None => client-gtk-3.0 


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[Freeciv-Dev] [bug #23855] No City Info for cities at bottom of map

2015-09-06 Thread Christian Knoke
URL:
  

 Summary: No City Info for cities at bottom of map
 Project: Freeciv
Submitted by: chrisk
Submitted on: Sun 06 Sep 2015 01:47:57 PM CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5.1
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:


On maps w/o N-S-transition and w/o poles (equally temperated map option),
cities that lay on the bottom tiles row of the map, never show any readable
City Info (name, production, ...)

Obviously, because the Information is always printed below the city icon.

Christian





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[Freeciv-Dev] [patch #6282] Make player namelessness explicit

2015-09-06 Thread Marko Lindqvist
Update of patch #6282 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #3:

- Use "unassigned" instead of "anon" in variable names etc
- Correctly set unassigned_user when loading a savegame, and not
unassigned_ranked twice.

(file #25072, file #25073)
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Additional Item Attachment:

File name: UnassignedUser.patch   Size:18 KB
File name: UnassignedUser-S2_6.patch  Size:16 KB


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[Freeciv-Dev] [patch #6330] "Veteran level >=" -> "Veteran level at least "

2015-09-06 Thread Marko Lindqvist
URL:
  

 Summary: "Veteran level >=" -> "Veteran level at least "
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 06 Sep 2015 09:42:23 PM EEST
Category: general
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, 3.0.0

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Details:

Use a bit better language on user visible string.



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File Attachments:


---
Date: Sun 06 Sep 2015 09:42:23 PM EEST  Name: VeteranAtLeast.patch  Size: 784B
  By: cazfi



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[Freeciv-Dev] [patch #6323] Let requirements check if a unit is home

2015-09-06 Thread Marko Lindqvist
Follow-up Comment #2, patch #6323 (project freeciv):

> This can be used to limit a hypotetical "Border Patrol" unit's
> ability to do the "Expel Unit" action to his owner's terrain.

But there still is no way to ensure that the unit to expel is within our
borders? So, standing on own side of the border one could expel defense line
from the adjacent tile on the other side of the border.

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[Freeciv-Dev] [patch #6323] Let requirements check if a unit is home

2015-09-06 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #6323 (project freeciv):

_But there still is no way to ensure that the unit to expel is within our
borders?_
A !present OnDomesticTile target requirement. (Not perfect. Won't work for
allied defense lines)

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[Freeciv-Dev] [patch #6323] Let requirements check if a unit is home

2015-09-06 Thread Sveinung Kvilhaugsvik
Follow-up Comment #4, patch #6323 (project freeciv):

continued: ...so allowing the expulsion of military units may not have the
best support.

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