[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent
Follow-up Comment #11, bug #16383 (project freeciv): Would you be OK with some way of specifying in the ruleset whether a given kind of non-native unit requires present or merely adjacent native terrain to a city? (I haven't even begun to think about what that might look like, but it should be possible.) An idea: How about creating a new range (for requirements) named InCity, OnCityTile or something like that for requirements that are limited to the city tile? Units that only can move on rivers would have a build requirement like this: Special, River, InCity ___ Reply to this item at: http://gna.org/bugs/?16383 ___ 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] Connecting an AI that runs on the JVM to Freeciv
understand those patches are welcome[1] on the patch tracker. Would patches for Java bindings for AI's be welcome[1] as well? A lot of AI libraries and frameworks already exist for the JVM. Having Java bindings may help attract AI coders. I could try to make them as autogenerated as possible to minimize the Java coding needed for the Freeciv project. I could also make it optional to build the Java bindings, so no new dependencies would be introduced for the default case. When it comes to the AI I'm making it will primary be done as an academic AI. I'm still hoping to at least have it at a level where it may be useful for scenario creators that want to have a different behavior than the default AI has. If a more ambitious part of my project is achieved it could also be useful for modders that create exotic rules and want an AI that makes use of them. However, if my AI will be able to do better than the built in AI in all cases I would be surprised. [1] as in reviewed as opposed to rejected at once Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv
On Mon, Sep 12, 2011 at 5:10 PM, Marko Lindqvist cazf...@gmail.com wrote: I don't have time for in-depth analysis aty the moment, but here are some quick clarifications Thank you. The fact that being marked as an AI and using the AI interface is two distinct things helped a lot. With same random seed, same settings, and same human player actions you will always get the same game. Interesting. So a record could, from Freecivs side, be compressed to only contain the initial game state, the random seed, the actions taken and when they were taken and still contain a perfect replay? Thanks again, Sveinung ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv
On Mon, Sep 12, 2011 at 7:11 PM, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote: Hello Sveinung, Hello Matthias, I do try at the moment to get a lua AI to work. It is not as easy as it may look. More information, especially about the different types of AIs you can find at the ticket: https://gna.org/patch/?2143 Thank you for the link and your feed back. Thank you, Sveinung ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv
Thank you for your feed back so far. I got some new options based on it: I understand that in order to record I need to change the server - either to make it record a game it self or to send the information to something else that will record it. Would it be much work for me to add a recording feature to the server itself compared to sending it to someone else? Server side recording will have the additional benefit of helping other AI's that wants to learn from records and also be a half replay feature. In fact, if I did it this way, I would probably also implement a playback mechanism using the Java game playing interface in order to debug it and the recording mechanism. (Identical initial state, including random seed, in server. One connection pr player that would execute it's actions. Connect as Observer to view) I know that having the playback tied to Java is far from ideal but still more than nothing. It may even inspire someone to write a play back mechanism that won't require Java. An issue brought up by the developers is cheating in order to make the AI be more of a challenge. One way to cheat is to change Freeciv from a partially observable environment to a (more) fully observable environment or to increase it's production like the official Freeciv AI does at the difficulty level cheating. A partially observable environment is actually a feature for many cases of academic AI since it's more challenging and therefore ideal to test ways of doing AI for partially observable environments. On the other hand I realize that cheating is a requested feature and that it probably could make the system I'm hoping to connect better. (It may be interesting to compare a cheating version of the AI I'm hoping to connect to a non-cheating version of it everything else being equal) One way to facilitate cheating would be to export access to the data structures. As I really like Freeciv's generalization I got an idea for an alternative approach: Some cheats may be done as effects. Rule sets could let the AI cheat based on AI-level like the default rule set does for Cheating today. This way the changes would also be available to other uses. An effect for looking inside enemy cities for example could be used for an ECHALON wonder. Should actions get generalized it could also be used for spies and diplomats check out city action (with range local). A hack to even the odds in a game with an experienced player vs a new player could be to give the same advantages an AI would get to the new player by adding the effect to his nation. (This could be made cleaner and more fine grained by adding a server setting, say /set cheatFlag SeeInsideEnemyCity player1. This could be used as requirements like CheatFlag, SeeInsideEnemyCity, Player) Would it be possible to reuse the existing protocol for things like looking inside enemy cities or is it to tigthly tied to spy's and diplomats to do so? If it is would reusing current client protocol extended with packets to say I'm an AI and level is + cheats as effects probably be more or less work than sending data structures? (Would the difference be big or small?) One last thing: I had an accident this week. It has temporarily redused my work capacity a lot. I know it may be hard to communicate with a late responder since you forget the details. Would you prefer that I start asking again later instead of being late like now? (I could use my remaining work capacity on other areas while I get better) It will probably be 2 weeks before I can do serious implementation work. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2979] Add 4 custom effects for rule set authors to use via Lua
URL: http://gna.org/patch/?2979 Summary: Add 4 custom effects for rule set authors to use via Lua Project: Freeciv Submitted by: sveinung Submitted on: Fri 30 Sep 2011 01:46:30 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The effects are not used in the C code. They may be used by rule set authors that want to create new game concepts in Lua. By using effects the Lua code can be made less complicated. The number 4 was chosen since there are 4 custom unit flags in Freeciv. ___ File Attachments: --- Date: Fri 30 Sep 2011 01:46:30 PM GMT Name: 0001-Add-4-custom-effects-for-rule-set-authors-to-use-via.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=14184 ___ Reply to this item at: http://gna.org/patch/?2979 ___ 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] Quick questions about packets.def
Hi, Is it correct to assume that a type alias must be defined before it's used? Is my understanding of the documentation correct if I interpret it to say that it's OK to directly use a basic type (instead of a type alias) in a field in a packet? I've found no basic type use in packets and no type aliases defined after their first use in the version of packets.det I got. How likely is my questions to be relevant for the packets.def in future versions of Freeciv? Sincerely Sveinung ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3080] Remove unused field types from packets.def
URL: http://gna.org/patch/?3080 Summary: Remove unused field types from packets.def Project: Freeciv Submitted by: sveinung Submitted on: Mon 02 Jan 2012 01:06:12 AM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Packets.def has no packets using the field types IMPR_RANGE and EDIT_TECH_MODE. ___ File Attachments: --- Date: Mon 02 Jan 2012 01:06:12 AM GMT Name: 0001-Remove-unused-field-types-from-packets.def.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=14759 ___ Reply to this item at: http://gna.org/patch/?3080 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #1339] Unit type requirements
Generate_packets.py generate packets.def or vice versa? None. Using packets.def generate_packets.py generates code. According to README.delta the files generated are client/civclient_gen.c, client/packhand_gen.h, common/packets_gen.c, common/packets_gen.h, server/hand_gen.h and server/srv_main_gen.c Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3345] View units in foreign cities
URL: http://gna.org/patch/?3345 Summary: View units in foreign cities Project: Freeciv Submitted by: sveinung Submitted on: Tue 26 Jun 2012 10:44:01 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Effect to give the same view of units in foreign cities as if the player owning the city were an allied. Without any other change to the C code this can be used for: * A way of giving less experienced players and external AI's access to extra information. (A quick hack to add this to a game is to add an effect of this type with the nation of the player as a requirement) * An Innocent consumer item factory wonder, an extra effect on the tech Espionage, etc ___ File Attachments: --- Date: Tue 26 Jun 2012 10:44:01 PM GMT Name: see_city_units.patch Size: 2kB By: sveinung see_city_units.patch http://gna.org/patch/download.php?file_id=15898 ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #19868] Network protocol documentation
URL: http://gna.org/bugs/?19868 Summary: Network protocol documentation Project: Freeciv Submitted by: sveinung Submitted on: Fri 29 Jun 2012 09:02:23 AM GMT Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: The file common/packets.def don't contain all the knowledge needed to implement Freeciv's protocol. In addition to it various constants, data structures etc are also required. I notices that some of those are labeled with a comment warning developers the items are being used in the protocol. How interesting would it be to label the rest? I have already created a buggy, unfinished, over engineered and messy program that extract the extra information from the C-source code (when it doesn't extract it wrong). Based on its output I have created a draft for a patch that adds comments where I couldn't find any. * Items in packets.h, connection.h are not labeled (as developers probably expect that those files are protocol relevant) * Coding style not looked at as I don't know if anyone is interested in this at all * Some recursive dependencies are ignored * May contain errors caused by bugs in my code * May contain errors caused by brain powering down during repetitive tasks * Wrong item may be labeled * An item with a similar name may have been labeled * I may have ignored already existing warning comments If adding these comments is interesting I can have an extra look at my patch and fix it for code style, double check items and create smaller patches for specific areas if required. If some one want to do something else based on the information my program extracts, like creating a new format including all needed information or just have a staring point for better understanding the Freeciv code base, let me know . While the generated Java code probably is buggy it will give a hint about what items are needed. ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #3345] View units in foreign cities
Follow-up Comment #1, patch #3345 (project freeciv): Rename and base on current trunk. (file #15924) ___ Additional Item Attachment: File name: see_city_units.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #3345] View units in foreign cities
Follow-up Comment #3, patch #3345 (project freeciv): Thank you for the tip. I'll send an updated patch after I have tested it. ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #3345] View units in foreign cities
Follow-up Comment #6, patch #3345 (project freeciv): Good catch. I looked at the compilation output again and found the mentioned warning now. I overlooked it among the information from make, translations, etc. (I don't have much experience concerning developing in C.) Seems like I (re)read the testing tips a bit to fast. (The AI vs AI games I ran tested no effect, the effect activated by nationality and activated by a wonder I gave using the editor) I'll use --enable-debug from now on. (CFLAGS=-Werror ./autogen.sh make stops before it reaches aicity.c) As far as I understand the function if aicity.c is an utility function for effects. Would something like the number of known foreign cities not hidden by a fog of war (perhaps divided by the number of player cities) weighted to be reasonable be an appropriate measure here? Is this function called often enough that its really important to be fast vs accurate? Are the built in AI's still so omniscient (as the other comments indicate) that the function still is about pretending its valuable? I misunderstood what qualifies as a change to the network protocol. It will be removed. My bias had me consider the problem from an angle closer to will it make it quick and easy for software to know things are different assuming the other party isn't lying than to will it let human players see if they can play without installing a new client. ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #3015] Add citizens feature to built-in help
Follow-up Comment #7, patch #3015 (project freeciv): How about using a term like cultural identity? Rules ranging from no assimilation at all to quick assimilation can all use that term without becoming unrealistic. ___ Reply to this item at: http://gna.org/patch/?3015 ___ 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 #3345] View units in foreign cities
Follow-up Comment #8, patch #3345 (project freeciv): New version. Tests: * Compiles using ./autogen.sh --enable-debug make * Auto game when map and game seed is the same (the effect isn't active): same as trunk (except time) * Auto game when map and game seed is the same (the effect is active on a new wonder): same as trunk (except time and things like building vector) * Not able to look into foreign city before effect is on: yes * Look into city when having wonder giving the effect: yes * Not able to look into foreign city when another player has the effect: yes (file #15959) ___ Additional Item Attachment: File name: see_city_units.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #3345] View units in foreign cities
Follow-up Comment #9, patch #3345 (project freeciv): Found a bug in my patch (unless its a consequence of me using the editor to test various scenarios): after invading a city containing a wonder granting this effect foreign cities not under fog of war at the time of the invasion appear empty. Cities that become visible later the same turn are shown with their units. ___ Reply to this item at: http://gna.org/patch/?3345 ___ 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 #19868] Network protocol documentation
Follow-up Comment #2, bug #19868 (project freeciv): On Thu, Jul 5, 2012 at 6:38 PM, Marko Lindqvist wrote: Can you send your current patch as an reference what kind of results we are talking here? Hopefully the patch will get uploaded to Gna for real this time. This is the patch that I believed was uploaded last time. The initial message about how it is a draft to explain the concept, contain bugs and was made in a hurry still apply. I'm no longer sure my patch is useful enough to be committed. I'll try to explain the patch better and then why I now doubt its usefulness. The patch label items referred to by packets.def as used in the network protocol by adding (or modifying) a comment unless I could see it mentioned. The comments are not created to be machine readable (fixable). Items referred to by items referred to by packets.def are seen as referred to by packets.def. My previous statement applies recursively. (A dependency of a dependency of a dependency is seen as referred to) Some items, like universal (and/or its dependencies), may be missing because my code generator get them from manual definitions. All knowledge the Freeciv sources has in a highly imperative form is defined by hand so items like the functions in dataio.c are missing. At the time I wrote the patch my understanding of the cap string was close to will it, assuming the other party isn't lying, make it easy for software to know things are different from the beginning of the connection so an appropriate action can be taken (like warning a human, asking someone/something for more information or starting collecting data to learn what has changed even before an unknown element is encountered). During our conversation on patch 3345 I realized that this isn't the case. This mean that the added comments won't help developers know when to update the cap string. If made machine readable it may be of some use to tools but then the information would have to be kept updated and that would be extra work for little gain (said the guy that already had software determining and extracting dependencies for packets from the rest of the Freeciv source code). Adding some comments to packets.def may be a better way to give hints to reimplementers. On Thu, Jul 5, 2012 at 10:38 PM, Gilles J. Seguin wrote: And packets.def is having it all. You will find nothing else elsewhere. I found the definitions of bitvectors (used as field types where the defined length of the bitvector decides how many bytes should be read from/written to the network), constants (used to limit the size of some fields), enums (used as field types), functions that (imperatively) describe how to translate various data types to/from the network, etc. This doesn't matter to implementations that use the rest of (the same version of) the Freeciv source code as they get those items there. Other implementations need a way, manually or automatically, to get the information and convert it to a proper format (like source code). (file #15991) ___ Additional Item Attachment: File name: labelProtoChangesDraft.patch Size:13 KB ___ Reply to this item at: http://gna.org/bugs/?19868 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #19868] Network protocol documentation
On Thu, Jul 5, 2012 at 10:38 PM, Gilles J. Seguin se...@videotron.ca wrote: * Some recursive dependencies are ignored what is recursive ? nothing can you provide examples. My mistake. Should have been transitive dependencies. (Dependency of dependency) While the generated Java code probably is buggy it will give a hint about what items are needed. Java, really. why not lisp. we really need more languages. I can provide a C++ generator for the packets.def I generate Java since I want to use Freeciv with code running on the JVM without having to worry about JNI. By generating native bindings in Java practically all JVM languages, including Lisp variants, can use them. (Side note: According to papers I have read Lisp bindings to Freeciv once existed. I don't know if the bindings ever got published or for that matter still exist) Sincerely, Sveinung ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] Is this a bug? (no delta, no compression, focus blinking in gtk 2 research)
Should I file a bug for this issue? I don't know if it is a bug or an expected side effect of my configuration. I have not been able to reproduce it under normal conditions. The issue is in Freeciv trunk SVN revision 22295 compiled with delta disabled and fold_bool_into_header turned of. To reproduce, run the server with the compression turned of. Start the gtk-2 client. Then go to the research dialog. Left click the researching or the goal pull down. Keep the mouse button down while slowly moving the cursor to the option you want to change to. The pull down's focus should now briefly jump to the originally selected tech before it jumps back under your mouse. I suspect this is related to the client constantly sending the packet PACKET_PLAYER_TECH_GOAL or PACKET_PLAYER_RESEARCH when the research dialog is open. This causes the server to respond by sending a PACKET_PLAYER_INFO (containing the recently updated information). I don't know where in the gtk 2.0 gui code (or general client code) they are sent from. I don't know the delta protocol beyond what I have read in README.delta. (I don't recall reading anything about it stopping packets not containing any new information) I therefore can't tell if this is a side effect of my configuration or a bug triggered by it. -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets
Follow-up Comment #1, patch #3675 (project freeciv): Had a look. Setting the rivers to non pillageable was forgotten. PS! Thanks for publishing this patch and therefore making it less time consuming to try river as road before it's done ___ Reply to this item at: http://gna.org/patch/?3675 ___ 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 #3698] Corrections to docs/README.delta
URL: http://gna.org/patch/?3698 Summary: Corrections to docs/README.delta Project: Freeciv Submitted by: sveinung Submitted on: Wed 13 Feb 2013 12:24:59 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Freeciv's packet header size is 4 bytes now. Remove a the the at the same time. ___ File Attachments: --- Date: Wed 13 Feb 2013 12:24:59 PM GMT Name: README.delta_corrections.patch Size: 795B By: sveinung http://gna.org/patch/download.php?file_id=17192 ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #3698] Corrections to docs/README.delta
Follow-up Comment #1, patch #3698 (project freeciv): The values of the unchanged fields will be filled in from an old version at the receiving side. could use a clarification. I had a look at the generated code when delta is enabled. If it is as simple as it appears, and keys etc aren't taken into account when selecting the old packet, I suggest changing it to: The values of the unchanged fields will be filled in from the previous packet of the same kind received at the receiving side. ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #3698] Corrections to docs/README.delta
Follow-up Comment #3, patch #3698 (project freeciv): Maybe further clarifications would be welcome to determine how those bytes are used. Good idea. I added (See HACKING to learn how to understand the packet header) (avoids duplication) to the attached update. Also, I proposed a change in the initial network protocol (in bug #19943) that could make this path out of date. I'll keep an eye on it. Keys are taken in account in this case (that's why they are keys). Thank you. My ability to properly understand C after a quick look is rather limited. I would still like details about how the old version is selected to be added. It don't have to be in this patch. I don't have to be the one to write it. I'll make a new try after switching my brain to C-mode and carefully reading the generated code. Letting experimental results alter my working hypothesis from the one extreme (All delta packets have keys to look up fields) to the other (Ignore keys, packets of a related kind and everything else! Just use the previous packet or 'zero' if no previous packet exist) clearly isn't working. (file #17198) ___ Additional Item Attachment: File name: README.delta_corrections.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #3698] Corrections to docs/README.delta
Follow-up Comment #4, patch #3698 (project freeciv): My new understanding: Packets without a key will use the previous packet of the same kind. Packets with one key will use the previous packet of the same kind that had the same key. Packets with two keys will use the previous packet of the same kind that has the same value when the keys are combined taking the first byte of key1 followed by the rest of key1 xor'ed with key2. If no previous packet following those conditions exist it will use zero. Is this correct? ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #3698] Corrections to docs/README.delta
Follow-up Comment #6, patch #3698 (project freeciv): Thank you for your help, Per. I have attached a new version adding the following explanation: The old version filled in from is the previous packet of the same kind that has the same value in each key field. (If the packet's kind don't have any key fields the previous packet of the same kind is used) If no old version exists the unchanged fields will be assumed to be zero. To prevent misunderstandings (If the packet's kind don't have any key fields the previous packet of the same kind is used) was added. No. It takes in account both keys. Sorry to waste your time. I forgot to remove that after I looked closer at genhash. (At least I remembered to remove num_buckets) (file #17201) ___ Additional Item Attachment: File name: README.delta.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?3698 ___ 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 #19868] Network protocol documentation
Follow-up Comment #4, bug #19868 (project freeciv): Could you update this patch against current trunk and avoid usage of C++-style comments //? Yes. No C++-style comments. As the editing of text currently is done manually I want to be sure I don't do it wrong: Should I merge the information into existing comments where those exist (looks better) or add it separately (more grep friendly)? (If grep friendliness is important a standard text may do the job well enough) Is the current text in the comment (Used in the network protcol.) OK? Please note that universal still is made by hand so universals_u's dependencies aren't included. (The number of bytes read doesn't depend on them) ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #19868] Network protocol documentation
Follow-up Comment #6, bug #19868 (project freeciv): Attached is a version of the patch updated to svn trunk revision 22384 and a file containing the data it is based on. Should a multi line comment end in a blank line ( * last linen */)? Should comments I only change a part of be updated to the new style (include a * on new lines) I have tried to follow If you need to comment a declared variable, it should be as such: from the code style unless all variables / constants in a block is used. In fc_types this has resulted in a block like this: #define MAX_NUM_PLAYER_SLOTS 128 /* Used in the network protocol. */ #define MAX_NUM_BARBARIANS 2 #define MAX_NUM_PLAYERS MAX_NUM_PLAYER_SLOTS - MAX_NUM_BARBARIANS #define MAX_NUM_CONNECTIONS (2 * (MAX_NUM_PLAYER_SLOTS)) /* Used in the * protocol. */ #define MAX_NUM_ITEMS 200 /* eg, unit_types * Used in the network protocol */ #define MAX_NUM_TECH_LIST 10 /* Used in the network protocol. */ #define MAX_NUM_UNIT_LIST 10 /* Used in the network protocol. */ #define MAX_NUM_BUILDING_LIST 10 /* Used in the network protocol. */ #define MAX_LEN_VET_SHORT_NAME 8 #define MAX_VET_LEVELS 20 /* see diplomat_success_vs_defender() * Used in the network protocol */ #define MAX_BASE_TYPES 32 /* Used in the network protocol. */ #define MAX_ROAD_TYPES 8 /* Used in the network protocol. */ #define MAX_DISASTER_TYPES 10 #define MAX_NUM_LEADERS MAX_NUM_ITEMS /* Used in the network protocol. */ #define MAX_NUM_NATION_GROUPS 128 /* Used in the network protocol. */ #define MAX_NUM_STARTPOS_NATIONS 1024 /* Used in the network protocol. */ Should it be kept like it is, should I separate the constants used in the protocol to a commented section (like the one below, even if it makes the stronger claim that this will probably break network compatability) or include a comment that most constants in this section is used in the network protocol? (file #17269, file #17270) ___ Additional Item Attachment: File name: labelProtoChangesDraft.patch Size:16 KB File name: packetsDependOnSize:3 KB ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #19868] Network protocol documentation
Follow-up Comment #7, bug #19868 (project freeciv): Warning: The attached patch breaks building when delta and bool folding is turned off. I suspect #define NAME VALUE /* start of commentn * next line */ may be involved (if NAME is replaced using VALUE /* start of comment but not the line that ends it). I see at http://stackoverflow.com/questions/1510869/does-the-c-preprocessor-strip-comments-or-expand-macros-first/1510919#1510919 that not all versions of the C spec prevent this. Does define count as declared variable in the code style? ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #19868] Network protocol documentation
Follow-up Comment #9, bug #19868 (project freeciv): False alarm. Turns out that unless delta is enabled building using Werror will fail no matter if the patch is applied or not. ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #19868] Network protocol documentation
Follow-up Comment #10, bug #19868 (project freeciv): I would suggest for multi-line comment to move the comment before the macro. Thank you for your suggestion. I had to rework the original comments a bit since they now are above and need context. (file #17275) ___ Additional Item Attachment: File name: labelProtoChangesDraft.patch Size:16 KB ___ Reply to this item at: http://gna.org/bugs/?19868 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] contribute with AI - master thesis
On 2/24/13, Patrik Baláž dvojzmysel@gmail.com wrote: Hello. Hi Patrik, without knowing more about what you are planning to do it's hard to know what may be relevant to how easy creating your AI will be. Are you planning to use learning? In that case: supervised, reinforced or unsupervised? Are you planning to use pre exisiting AI libraries? In that case: in what language are they written and how are they licensed? Are you planning to release your code? Are you planning to reuse (parts of) the existing AI? There are different ways for an AI to talk to Freeciv. Please note that I may be biased when I describe them. Human players connects to the Freeciv server using Freeciv clients. An AI that want to be sure that the server has the same control over it as it has over a human player can pretend to be a client used by a human. (This way it is possible to be sure that the AI isn't cheating during an experiment where it isn't supposed to cheat even if it has a bug) The standard AI uses the server's AI-interface. This runs the AI inside the server. It is possible to reuse the existing Freeciv code, including the AI code, from it. It is also easy to cheat from it. https://gna.org/patch/?2143 is about making it possible to write server side AI's in Lua. How knowledge intensive are the methods you plan to use? Freeciv has a a lot of domain knowledge gathered in the rule sets. Much of that knowledge is in a declarative format (making auto conversion easier). For the most common rule sets the imperative parts (the Lua code) aren't to large. The developers continue moving stuff from Freeciv's C code to the rule set. As we speak rivers are changed from special stuff that has hard coded rules in many different C files to some declarative statements in the rule set. If you go for Freeciv it may be a good idea to consider what tasks can be done upstream in Freeciv. Having people that know more about the code base than you do review your patch will correct mistakes you did while writing it. Doing a task in Freeciv also enables cooperation: If doing a task in Freeciv cost 150 effort and doing it locally cost 100 effort but someone else is willing to do 50% of it if its done in Freeciv you will still save effort by doing it in Freeciv. -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20666] Disaster flood requires river special
URL: http://gna.org/bugs/?20666 Summary: Disaster flood requires river special Project: Freeciv Submitted by: sveinung Submitted on: Wed 27 Mar 2013 02:03:51 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: The disaster flood in the civ1 rule set requires river special in stead of river road. Patch attached. ___ File Attachments: --- Date: Wed 27 Mar 2013 02:03:51 PM GMT Name: floodRoad.patch Size: 385B By: sveinung http://gna.org/bugs/download.php?file_id=17563 ___ Reply to this item at: http://gna.org/bugs/?20666 ___ 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 #20666] Disaster flood requires river special
Follow-up Comment #1, bug #20666 (project freeciv): Updated patch because of changes to trunk (file #17710) ___ Additional Item Attachment: File name: floodRoad.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?20666 ___ 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] Here be dragons
I have a buggy, impractical, hard to use, untested, unfinished recorder for Freeciv games that makes it possible to replay a game to the Freeciv server. By connecting to the server where the game is being replayed on and join as an observer the record can be viewed. Being able to observe a game you played after it is over may help you become a better player. Showing off your skills may be fun. Demonstrating a strategy for beginners and AI's that learn by watching may also be interesting. It may also have potential as a real paranoid debugging tool by testing that each packet is the same when nothing is supposed to have changed (not implemented yet). This is so untested that I haven't recorded an entire Freeciv game in it. I have only compiled it and tried it on Debian Wheezy/AMD64. I don't know if it even will build on Windows or OS X. I don't know if I got the documentation I just wrote right. But I suspect that unless I publish this now I'll again be distracted by some minor area of it. On the other hand I don't want the current bad state to scare away people that later, when the probability of things working is higher, could have become valuable testers. I therefore need some advice from people that know the Freeciv community better than me: * should I post this to the forum as well as here or will a post there attract those that are scared away for good? * will distributing a source bundle addition to the URL to my Bazaar repository attract the kind of people that gets scared away when they can't make it work? Some additional warnings: It need to start from a Freeciv save of a started game. Only one human player is well supported. (Well supported relative to the rest. I have, as I said, never played a full game using it) It requires using Freeciv trunk. It suffer from threading issues. While I worked on it I sometimes panic coded, then got stuck in panic code, started to plan grand abstractions that I half way implemented, started panic coding again while forgetting the half done abstractions, etc. In other words the code is over and under engineered at the same time. Basing something on it as it is now probably isn't a good idea. The code can be downloaded via Bazaar by the command bzr branch http://folk.ntnu.no/kvilhaug/bazaar/FreecivRecorder/ If you try it I would appreciate bug reports. If it actually works I would also like to hear about it. -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Here be dragons
On 4/30/13, Bernd Jendrissek bernd.jendris...@gmail.com wrote: The focus is on testing client and server behaviour overall, packets be damned, so not really in the same category as your recorder tool. It still looks interesting. I wrote my recorder because I'll need records on the level of player actions for another project* and because writing it would help me test my Java implementation of the Freeciv protocol. I'll have a closer look at you tool when time permits. Maybe I'm doing something wrong but I don't see anything at http://folk.ntnu.no/kvilhaug/bazaar/FreecivRecorder/ with my www browser - or is that expected for a bzr repository? It is expected. Bazaar will look in .bzr when branching. A source tarball containing the source code of Freeciv and the source code of my system is coming. I just want to fix some issues I imagine may scare testers away for good first. After it is uploaded fixing the 2.4 issues will hopefully make it accessible to those that don't want to compile Freeciv them self. * that I'll keep secret for now as there are enough vaporware out there already -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Here be dragons
On 4/30/13, Sveinung Kvilhaugsvik sveinun...@users.sourceforge.net wrote: A source tarball containing the source code of Freeciv and the source code of my system is coming. I just want to fix some issues I imagine may scare testers away for good first. After it is uploaded fixing the 2.4 issues will hopefully make it accessible to those that don't want to compile Freeciv them self. I just made it more accessible. Not because the scary stuff is fixed. It still is hard to use. It still has scary exceptions when stuff exited in an OK way. Replaying many connections at once (network games or reconnect) still is something I wouldn't try. The reason I did it is to report a bug in the Freeciv server. More accessible versions: * A compiled version of the recording/playback part my system built for Freeciv trunk SVN revision 22818 can be found at http://folk.ntnu.no/kvilhaug/freeciv/segfault/FreecivRecorderCompiled.tar.bz2You have to download and compile Freeciv trunk SVN revision 22818 your self. (The Freeciv source code it contains is to comply with the GPL without having to give out a long term source offer) * The source code of my system and Freeciv trunk SVN revision 22818 can be found at http://folk.ntnu.no/kvilhaug/freeciv/segfault/FreecivAndRecorderSource.tar.bz2My system is in the Java folder. Follow the instructions in Java/INSTALL to compile my system and the instructions in INSTALL to compile Freeciv. * The source code of my system alone can be found at http://folk.ntnu.no/kvilhaug/freeciv/segfault/FreecivRecorderSource.tar.bz2 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20781] Freeciv server segmentation fault on amd64
URL: http://gna.org/bugs/?20781 Summary: Freeciv server segmentation fault on amd64 Project: Freeciv Submitted by: sveinung Submitted on: Fri 03 May 2013 06:17:09 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Environment: * trunk (SVN revision 22818) built on on Debian Wheezy AMD64. * built without all possible optional build dependencies * observing client: gtk * playing client: my recording system[11 playing the attached record. How to reproduce: 1. In a console in the Freeciv directory run FREECIV_COMPRESSION_LEVEL=0 ./fcser 2. In another console in the same directory run ./fcgui -a -n spy 3. Press Observe in the client that opens 4. In another console in the Freeciv recorder directory run ./playRecord --file=FreecivCrasher.fct Playing back the record without an observer won't crash the server. [1] See the email I just sent for how to get it ___ File Attachments: --- Date: Fri 03 May 2013 06:17:09 PM GMT Name: FreecivCrasher.fct Size: 444kB By: sveinung http://gna.org/bugs/download.php?file_id=17879 ___ Reply to this item at: http://gna.org/bugs/?20781 ___ 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 #20781] Freeciv server segmentation fault on amd64
Follow-up Comment #1, bug #20781 (project freeciv): and by the email I just sent I mean http://marc.info/?l=freeciv-devm=136760487023896w=2 ___ Reply to this item at: http://gna.org/bugs/?20781 ___ 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 #20781] Freeciv server segmentation fault on amd64
Follow-up Comment #2, bug #20781 (project freeciv): I did some more testing. The bug is a lot more general than I believed. It can be reproduced by connecting two gtk2 Freeciv clients to the same local server, click observe in one client and pressing start in the other. ___ Reply to this item at: http://gna.org/bugs/?20781 ___ 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 #3911] Improve protocol documentation
URL: http://gna.org/patch/?3911 Summary: Improve protocol documentation Project: Freeciv Submitted by: sveinung Submitted on: Mon 13 May 2013 11:10:23 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Add the name of the algoritm used and specify what is in the size field of a normal chunk packet ___ File Attachments: --- Date: Mon 13 May 2013 11:10:23 PM GMT Name: CompressionDocumentation.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=17964 ___ Reply to this item at: http://gna.org/patch/?3911 ___ 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] Freeciv recorder 0.0.1
My Freeciv recorder has now reached version 0.0.1. It should be usable for people technical enough to read this list. A game is recorded by inserting the recorder between the server and the client(s). The records can later be played back to the Freeciv server. It should be started from the command line. To run it Java 6 or 7 is required. It has been tested on GNU/Linux (Debian Wheezy). It has been confirmed to work on at least some Windows configurations. Before play back the Freeciv server must be in the same state as it was before recording. This can be done by loading the same savegame or setting the same gameseed and mapseed. More details on how to use it are found in the README. Getting it: * A version compiled for the Freeciv 2.4 beta (without including it) can be found at http://folk.ntnu.no/kvilhaug/freeciv/0.0.1/FreecivRecorder-0.0.1-for-freeciv-2.4-beta.tar.bz2 It also include the source code and the Freeciv source code used to generate some of the Java code. * A tarball containing the source code alone can be found at http://folk.ntnu.no/kvilhaug/freeciv/0.0.1/FreecivRecorder-0.0.1.tar.bz2 * The source code and its version history can be downloaded using Bazaar by running the command bzr branch http://folk.ntnu.no/kvilhaug/bazaar/FreecivRecorder/ * The source code and its version history can also be downloaded using a recent versions of git + the git contrib script git-remote-bzr by running the command git clone bzr::http://folk.ntnu.no/kvilhaug/bazaar/FreecivRecorder/ To get Freeciv download the 2.4 beta from the Freeciv web site or compile SVN trunk. To test that everything works start a freeciv server and run the helper script testSignInToServer (testSignInToServer.bat on Windows) or launch FCJTestSignIn.jar directly if that is easier. If you can see the protocol converted to text it works. The next thing to test it the recorder. Start a Freeciv server listening to port 5. Start the recorder (./proxyRecorder or proxyRecorder.bat). Then start a client connecting to the regular port. Set the gameseed and the mapseed from the Freeciv client so the state is taken care of. It is recommended to only record a few turns using a single client until you know its working. Exit the server by typing /quit on its command line. To play it back start a Freeciv server listening to the normal port. Then run playRecord. Don't connect a client until the record is done. If everything is the same as they were when you exited it worked. Known issues: * The Freeciv server, at least using my set up, have a tendency to crash when a global observer is connected. * The play back's implementation of Freeciv's hack protocol will act as if it were the client. If you record a remote client and play it back locally this may cause hack access to be granted when it really shouldn't. * The Windows implementation of the Freeciv hack protocol may use a different location than Freeciv use on some set ups. * Unless you exit the Freeciv server (by using /quit) before disconnecting the last client the recorder may not exit. * The capability support is limited. Programs that understand the packets, like inspectTrace, will error out on variants. The recorder don't understand anything by default. -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Hey All!
On Thu, May 16, 2013 at 8:21 AM, Chaitanya Sharma gopi.dai...@gmail.com wrote: Hi Everyone, Hi Chaitanya, I'm new to the freeciv development community., and just began setting up the dev environment for freeciv web on my local box here. Can someone point me to the bug tracker, that I can use, and a roadmap if that's available ? you can find the bug tracker at http://gna.org/bugs/?group=freeciv (for freeciv and freeciv web), a patch tracker (for freeciv and freeciv web) at http://gna.org/patch/?group=freeciv and a TODO for freeciv web at https://github.com/andreasrosdal/freeciv-web/blob/master/TODO (in the freeciv web source tree). There could be other information sources about Freeciv web that I have missed. -- Sincerely Sveinung ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20837] Observing game crashes server
Follow-up Comment #3, bug #20837 (project freeciv): Seems like the issue in bug #20781 (Marko's patch solves it) ___ Reply to this item at: http://gna.org/bugs/?20837 ___ 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] Freeciv recorder 0.0.2
My recorder has a new version. It can record a Freeciv game and later replay it to a Freeciv server. A replay can be seen by connecting as an observer to the Freeciv server it is played back to. The program has rough edges. Bugs are expected. Please follow the instructions in the README file to test that everything works before trying to record a long game. Downloads * A version compiled for the Freeciv 2.4 beta can be found at http://folk.ntnu.no/kvilhaug/freeciv/0.0.2/FreecivRecorder-0.0.2-for-freeciv-2.4-beta.tar.bz2 The Freeciv 2.4 beta and Java (6 or 7) must be downloaded from somewhere else unless you already got it. This file also include the source code and the Freeciv source code used to generate some of the Java code. * The source code alone can be found at http://folk.ntnu.no/kvilhaug/freeciv/0.0.2/FreecivRecorder-0.0.2.tar.bz2 (nothing else included). This can be compiled to support Freeciv 2.4, 2.5 or trunk. * If you want a compiled version for 2.5 or trunk tell me and I'll create it. Feedback To give feed back reply to this email or the forum thread at http://forum.freeciv.org/f/viewtopic.php?f=9t=81 I would appreciate to be told about bugs you discover. This includes bugs in the documentation. I would also like to be told if everything works great. Knowing how important various bugs or missing features are to you can help me decide what to focus on during the time I use on the recorder. * This is a command line program. It assumes that Freeciv is started from the command line as well. I'm considering adding a GUI. I'm also considering adding automatic launching of the Freeciv server. If you want to test the recorder but don't know how to use the command line please tell me. * At the moment a recording is stored in one file pr connected Freeciv client. To play back a multi player game all the files must be sent to the play back program. * Unless a name is specified the record files will be given a default name. The next unnamed record wil overwrite it unless the files are renamed or moved. * The recorder cause a delay when its recording. The default mode can be made faster. * A record of remote players played back locally or local players played back remotely usually won't work. Known issues: * The Freeciv server had a bug that crashed it when a global observer viewed a game. This has been fixed in recent versions. * If you have a time out during a game but don't record time information the recording will be useless. * The Windows implementation of the Freeciv hack protocol may use a different location than Freeciv use on some set ups. -- Sincerely Sveinung Kvilhaugsvik ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3966] documentation: Terrain flags aren't unit type flags
URL: http://gna.org/patch/?3966 Summary: documentation: Terrain flags aren't unit type flags Project: Freeciv Submitted by: sveinung Submitted on: Tue 02 Jul 2013 02:24:46 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The comment above the custom terrain flags in terrain.ruleset has a typo. Fix attached. ___ File Attachments: --- Date: Tue 02 Jul 2013 02:24:46 PM GMT Name: terrainFlagsDoc.patch Size: 3kB By: sveinung http://gna.org/patch/download.php?file_id=18193 ___ Reply to this item at: http://gna.org/patch/?3966 ___ 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 #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect
URL: http://gna.org/patch/?3974 Summary: Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect Project: Freeciv Submitted by: sveinung Submitted on: Fri 05 Jul 2013 06:45:01 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect and remove the hard coded reference to pollution and fallout when applying the output penalty. To avoid having to rebalance rule sets the new effect is in the location where the current pollution penalty is applied. To promote the same goal it decides how much to subtract in stead of how much to keep. (I have a version where the effect decides how much to keep. That results in 3 becoming 1 in stead of 3 becoming 2) The current settings are applied in two steps: pollution and fallout. The effect is applied in one step. Because conversions to integer only happens once a tile that has pollution + fallout may produce a different result than the current code depending on the percentage to subtract and the amount of output. This patch applies on top of patch 3965 and patch 3967. It has been tested using the experimental rule set. An auto game gave the same save file. The pollution, fallout and their combination were verified manually. If this path delays the extra generalization feel free to reject it. If not let me know so I can test it for the other rule sets as well. ___ File Attachments: --- Date: Fri 05 Jul 2013 06:45:01 PM GMT Name: pollutedTile.patch Size: 25kB By: sveinung http://gna.org/patch/download.php?file_id=18205 ___ Reply to this item at: http://gna.org/patch/?3974 ___ 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 #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect
Follow-up Comment #2, patch #3974 (project freeciv): On the contrary, this is needed as part of generic extras to get rid of the way pollution is hardcoded to be S_POLLUTION S_FALLOUT. Good. I hoped that would be the case. I saw only one coding style issue: output was declared in the middle of the block it now is in (variables must be declared before any code lines in the same block) Fixed in attached version. It has been tested by running an autogame with and without the patch until the game ended or turn 500 (or above) was reached. The end save files were then compared. The following rule sets was tested: alien, civ2, civ2civ3, classic and multiplayer. Civ1 refused to run auto games with and without it. (file #18208) ___ Additional Item Attachment: File name: pollutedTile-2.patch Size:24 KB ___ Reply to this item at: http://gna.org/patch/?3974 ___ 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 #20952] asserion failed in aidata.c's dai_plr_data_get()
URL: http://gna.org/bugs/?20952 Summary: asserion failed in aidata.c's dai_plr_data_get() Project: Freeciv Submitted by: sveinung Submitted on: Mon 08 Jul 2013 03:41:33 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: in dai_plr_data_get() [aidata.c::313]: assertion 'ai-phase_initialized || game.info.phase_mode != PMT_CONCURRENT' failed. To reproduce (on Freeciv trunk): /ruleset civ1 /set citymindist 7 /set minplayers 0 /set timeout -1 /hard /set mapseed 142012235 /set gameseed 126418634 /start The full error message is attached. Below is the backtrace: 2: 0: ./server/freeciv-server() [0x609a6d] 2: 1: ./server/freeciv-server(vdo_log+0x89) [0x60d2c9] 2: 2: ./server/freeciv-server(do_log+0x7d) [0x60d37d] 2: 3: ./server/freeciv-server(fc_assert_fail+0x9f) [0x60d5af] 2: 4: ./server/freeciv-server(dai_plr_data_get+0xcf) [0x50de7f] 2: 5: ./server/freeciv-server(dai_ferry_close_ferry+0x97) [0x511027] 2: 6: ./server/freeciv-server(dai_unit_close+0x58) [0x531488] 2: 7: ./server/freeciv-server(unit_virtual_destroy+0xc0) [0x604bb0] 2: 8: ./server/freeciv-server(player_clear+0x137) [0x5ef747] 2: 9: ./server/freeciv-server(server_remove_player+0x151) [0x49bf81] 2:10: ./server/freeciv-server(server_game_free+0xbc) [0x43e92c] 2:11: ./server/freeciv-server(server_quit+0x18) [0x43ead8] 2:12: ./server/freeciv-server(srv_main+0x5b9) [0x43f0d9] 2:13: ./server/freeciv-server(main+0x21e) [0x43612e] 2:14: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd) [0x7fab9a311ead] 2:15: ./server/freeciv-server() [0x436b41] 1: Please report this message at http://gna.org/projects/freeciv/ ___ File Attachments: --- Date: Mon 08 Jul 2013 03:41:33 PM GMT Name: bug Size: 5kB By: sveinung http://gna.org/bugs/download.php?file_id=18210 ___ Reply to this item at: http://gna.org/bugs/?20952 ___ 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 #3976] Extra requirements
Follow-up Comment #2, patch #3976 (project freeciv): Unfortunately we cannot obsolete the effects either. As we cannot have OR requirements in extra requirement list, one cannot make irrigation possible from nearby Ocean OR River OR Irrigation. Possible solution: Separate the action of building an extra from the extra definition. Many actions can result in the same extra. Irrigation from Irrigation is a separate action from Irrigation from River but only one of them appear in the GUI when both are possible as they are defined to be the same (say by belonging to the same class). Generalized actions could also be usable in other areas than extra building. To establish a generalized action beach head in the code base without without getting in the way of your extras work I could try to create a proof of concept in another area. ___ Reply to this item at: http://gna.org/patch/?3976 ___ 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 #3976] Extra requirements
Follow-up Comment #5, patch #3976 (project freeciv): Isn't current model (that has the problem of being somewhat overlapping) about just what you propose. Yes. It is a generalization of it. Only some extras have an effect. There is an Irrig_Possible but no Maglev_Possible. What I suggest is moving the build action (and its requirements) from the extras to actions. A simplified draft that ignores grouping etc: [action_road_basic] result_build_extra = Road reqs = { type, name, range, present UnitFlag, Settlers, Local, TRUE TerrainClass, Land, Local, TRUE Extra, River, Local, FALSE } [action_road_bridge] result_build_extra = Road reqs = { type, name, range, present UnitFlag, Settlers, Local, TRUE TerrainClass, Land, Local, TRUE Tech, Bridge building, Player, TRUE } [action_irrig_from_river] result_build_extra = Irrigation reqs = { type, name, range UnitFlag, Settlers, Local Extra, River, CAdjacent } [action_irrig_from_irrig] result_build_extra = Irrigation reqs = { type, name, range UnitFlag, Settlers, Local Extra, Irrigation, CAdjacent } ___ Reply to this item at: http://gna.org/patch/?3976 ___ 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 #4004] RFC: Generalized actions
Follow-up Comment #1, patch #4004 (project freeciv): I wonder if we could tie that actions stuff to causes I've partly implemented. One possibility is to have all actions cause EC_PLAYER_ACTION. Another is to make player actions a subset of causes. ___ Reply to this item at: http://gna.org/patch/?4004 ___ 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 #4042] Improve Output_Tile_Punish_Pct documentation
URL: http://gna.org/patch/?4042 Summary: Improve Output_Tile_Punish_Pct documentation Project: Freeciv Submitted by: sveinung Submitted on: Thu 25 Jul 2013 06:23:27 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: From patch #3974 comment 11: I noticed that documentation in README.effects could be better Would Reduce the output of a tile by amount percent. The number of units to remove is rounded down. Applied after everything except a city center's minimal output. be an improvement? ___ File Attachments: --- Date: Thu 25 Jul 2013 06:23:28 PM GMT Name: Output_Tile_Punish_Pct_Documentation.patch Size: 510B By: sveinung http://gna.org/patch/download.php?file_id=18425 ___ Reply to this item at: http://gna.org/patch/?4042 ___ 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 #4051] Diplomatic relation requirement type
URL: http://gna.org/patch/?4051 Summary: Diplomatic relation requirement type Project: Freeciv Submitted by: sveinung Submitted on: Tue 30 Jul 2013 06:43:22 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The diplomatic relation requirement type is about diplomatic relations. The diplomatic relations are Armistice, War, Cease-fire, Peace, Alliance, Never met, Team, Gives shared vision, Receives shared vision, Embassy from and Embassy to. In this patch the ranges world and player are supported. The world range test if at least two currently living players have the diplomatic relation. The player range test if the player has the diplomatic relation with at least one other currently living player. A local range (or something similar) that test the relationship between two players is not included. It would require lager changes. A solution to corner cases like a tile owned by player1 that has a unit belonging to player2 and another unit belonging to player3 and evaluated for player0 would have to be found. (Test for all? Test for one? Let each requirement vector decide what to do?) Besides: A local range wouldn't be all that useful yet. (I hope to add one in a later patch and use it to generalize the spy actions) The player and world ranges are still useful. Opposition to standing armies in peace time* can be simulated by making war a requirement for building military improvements / extras. People that get happiness from the state of war** can be simulated by a happiness effect. Extra trade when there is (world) peace is also possible. An Intelligence Central could depend on the player having at least one embassy to another player. Another example can be found in broadcaster.patch. This adds a small wonder that give you more gold when you are at war*** and make one citizen content when someone else is at war but you have peace. This is a request for comments. I need feed back on some issues. The first is the names and other strings it adds. Any better suggestions than DiplRelation, Gives shared vision, Receives shared vision, Embassy from and Embassy to? Could the strings I introduce be better? (I'm not a native English speaker) The next is the code it self. A new enum for asymmetric diplomatic relations that is after diplstate_type was added. As the two enums may get a different value for invalid in the future the code is paranoid and only use the asymmetric diplomatic relation enum's invalid. (This is marked in the code) Is being that paranoid correct? * Example: The Anti-Federalists (Anti Federalist papers, Brutus 10) ** Example: The Nazis viewed war as something good *** Example: the people of the USA accepted extra war taxes and bought war bounds during WWII ___ File Attachments: --- Date: Tue 30 Jul 2013 06:43:22 PM GMT Name: diplrel.patch Size: 16kB By: sveinung http://gna.org/patch/download.php?file_id=18443 --- Date: Tue 30 Jul 2013 06:43:22 PM GMT Name: broadcaster.patch Size: 2kB By: sveinung http://gna.org/patch/download.php?file_id=18444 ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4053] Use SPECENUM_COUNT for EFT_LAST
URL: http://gna.org/patch/?4053 Summary: Use SPECENUM_COUNT for EFT_LAST Project: Freeciv Submitted by: sveinung Submitted on: Wed 31 Jul 2013 11:29:29 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: This way it won't have to be updated each time a new effect is added. ___ File Attachments: --- Date: Wed 31 Jul 2013 11:29:29 PM GMT Name: COUNT_EFT_LAST.patch Size: 461B By: sveinung http://gna.org/patch/download.php?file_id=18602 ___ Reply to this item at: http://gna.org/patch/?4053 ___ 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 #4004] RFC: Generalized actions
Follow-up Comment #2, patch #4004 (project freeciv): A suggested approach. It separates the concept action from the concept action enabler. An action is something a player can do. Examples of actions include building a road, building a rail road and inciting a city to revolt. It may be random if it will cause the desired result. It may cost something like movement points. It may have a text for menu entries, a shortcut on the keyboard and graphics for a graphical button (for the SDL-client). An action enabler makes it legal for a player to do the enabled action. An example of an action enabler is the effect Irrig_Possible. Currently actions are hard coded (like Poison well) or generated from information in the rule set (like Build Road). Some action enablers are effects (like Irrig_Possible), some are parts of other definitions (like an extra's requirement vector) and some are hard coded (like the requirement that one must be at war to poison a well). It is not realistic to add an action enabler effect for building each extra. Generalized action enablers do the same job. Generalized action enablers also solve the current issue of road/river/bridge and will remove the need for effects to enable some extras. Actions could be made impossible by not defining any enablers for them. Generalized actions, should they be added, will need something like generalized action enablers to avoid having to implement the same action twice from different requirements and hoping they both won't be active at the same time. Thinking about generalized actions can be delayed until someone tries to add stuff like cost, menu text, keyboard shortcuts or risk of creating a diplomatic incident to action enablers. A generalized action enabler has the action it enables and a requirement vector. Requirements that can't be expressed in an action enabler's requirement vector will still apply but not move to the action enabler. They will be tested for if the requirement vector is active. I think spy actions are a nice place to start so I'll use them as an example. In the beginning only the unit flag requirements would live in the generalized action enablers. If it becomes possible to require a war between two players (for example by adding a local range to the diplrel requirement type of patch 4051) that requirement will move to the generalized action enabler as well. But until that is done (and someone remove the war requirement from the enabler) poisoning the well of an ally will still be impossible. ___ Reply to this item at: http://gna.org/patch/?4004 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
URL: http://gna.org/patch/?4077 Summary: action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit Project: Freeciv Submitted by: sveinung Submitted on: Thu 08 Aug 2013 07:45:19 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Add support for action enablers. Move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit to hard coded action enablers. The spy actions still require that the diplomat flag is present. More intrusive changes are needed to move that requirement as diplomat/spy actions are guarded by a check for that flag. Note that an action still have a different behavior based on the spy flag. This can changed in a future patch by defining a different action (hard coded, generated or rule set defined) for each version (and/or using effects). ___ File Attachments: --- Date: Thu 08 Aug 2013 07:45:19 PM GMT Name: action_enablers.patch Size: 28kB By: sveinung http://gna.org/patch/download.php?file_id=18655 ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
URL: http://gna.org/patch/?4078 Summary: read the action enablers from the rule set (and send them to the client) Project: Freeciv Submitted by: sveinung Submitted on: Thu 08 Aug 2013 07:51:04 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Read the action enablers from the rule set. Send them to the client. Hard coded requirements are added to the requirement vector to make the forward compatible. ___ File Attachments: --- Date: Thu 08 Aug 2013 07:51:04 PM GMT Name: action_enablers_ruleset.patch Size: 20kB By: sveinung http://gna.org/patch/download.php?file_id=18656 ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4079] Minimum size requirement of Poison city to action enablers
URL: http://gna.org/patch/?4079 Summary: Minimum size requirement of Poison city to action enablers Project: Freeciv Submitted by: sveinung Submitted on: Thu 08 Aug 2013 07:53:36 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Move the minimum size requirement of the spy action Poison city to action enablers in the rule set. Make Poison city work for a city of size one (if the action is enabled). ___ File Attachments: --- Date: Thu 08 Aug 2013 07:53:36 PM GMT Name: poison_size_req.patch Size: 12kB By: sveinung http://gna.org/patch/download.php?file_id=18657 ___ Reply to this item at: http://gna.org/patch/?4079 ___ 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 #4004] RFC: Generalized actions
Follow-up Comment #4, patch #4004 (project freeciv): As for the rest, I want to see some code before judging the design for performance etc. A snapshot of my progress is found in patch #4077, patch #4078 and patch #4079. Please let me know if it still is to early to judge. ___ Reply to this item at: http://gna.org/patch/?4004 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #1, patch #4077 (project freeciv): Forgot to mention: the changes to the Xaw isn't tested as it compiles but won't start (no matter if this patch is applied or not). ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #21011] Xaw compiles but won't start
URL: http://gna.org/bugs/?21011 Summary: Xaw compiles but won't start Project: Freeciv Submitted by: sveinung Submitted on: Thu 08 Aug 2013 08:40:19 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: ./fcgui Unable to find client executable: freeciv Searching for freeciv clients ... ... using ./client/freeciv-xaw Running ./client/freeciv-xaw Encodings: Data=UTF-8, Local=UTF-8, Internal=UTF-8 1: Unimplemented set_city_names_font_sizes. 2: Backtrace: 2: 0: ./client/freeciv-xaw() [0x5a354d] 2: 1: ./client/freeciv-xaw(vdo_log+0x89) [0x5a79f9] 2: 2: ./client/freeciv-xaw(do_log+0x7d) [0x5a7aad] 2: 3: ./client/freeciv-xaw(tileset_read_toplevel+0xc26) [0x498526] 2: 4: ./client/freeciv-xaw(tilespec_try_read+0x10) [0x499d00] 2: 5: ./client/freeciv-xaw(client_main+0x2d0) [0x44c380] 2: 6: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5) [0x7fe52b444995] 2: 7: ./client/freeciv-xaw() [0x43e2de] 2: Bruker reserveressurser - det er OK 0: Klarte ikke å åpne font: -*-*-*-*-*-*-14-* 2: Backtrace: 2: 0: ./client/freeciv-xaw() [0x5a354d] 2: 1: ./client/freeciv-xaw(vdo_log+0x89) [0x5a79f9] 2: 2: ./client/freeciv-xaw(do_log+0x7d) [0x5a7aad] 2: 3: ./client/freeciv-xaw(ui_main+0xf3e) [0x43f9ee] 2: 4: ./client/freeciv-xaw(client_main+0x2ff) [0x44c3af] 2: 5: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5) [0x7fe52b444995] 2: 6: ./client/freeciv-xaw() [0x43e2de] 0: Doing 'xset fp rehash' may temporarily solve a problem. 2: Backtrace: 2: 0: ./client/freeciv-xaw() [0x5a354d] 2: 1: ./client/freeciv-xaw(vdo_log+0x89) [0x5a79f9] 2: 2: ./client/freeciv-xaw(do_log+0x7d) [0x5a7aad] 2: 3: ./client/freeciv-xaw(ui_main+0xe19) [0x43f8c9] 2: 4: ./client/freeciv-xaw(client_main+0x2ff) [0x44c3af] 2: 5: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf5) [0x7fe52b444995] 2: 6: ./client/freeciv-xaw() [0x43e2de] ___ Reply to this item at: http://gna.org/bugs/?21011 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #3, patch #4077 (project freeciv): Actually, our commit rules wouldn't require us to make changes to secondary clients even to keep them compiling. Is untested code preferred over ignoring the secondary clients? ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4051] Diplomatic relation requirement type
Follow-up Comment #1, patch #4051 (project freeciv): No longer just a request for comments. Applies on top of trunk SVN revision 23201. Among the changes are the addition of the relation real embassy (to/from) and renaming of the requirement type from DiplRelation to DiplRel. (file #18674) ___ Additional Item Attachment: File name: diplrel.patch Size:16 KB ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Follow-up Comment #1, patch #4078 (project freeciv): Updated to apply on top of trunk svn revision 16510 and patch #4077. (file #18675) ___ Additional Item Attachment: File name: action_enablers_ruleset_2.patch Size:19 KB ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4051] Diplomatic relation requirement type
Follow-up Comment #3, patch #4051 (project freeciv): DRA_RECIEVES_SHARED_VISION - recEIves Thank you. Fixed. Can diplstate_type_by_name() return DS_LAST? No. It is pure paranoia about what someone may change in the future. Changed to an assert for now. The code that follow it is also pure paranoia. Making sure that diplrel_asym's invalid is returned is pointless as it has the same value as diplstate_type's invalid. I don't mind removing them. diplrel_name_translation() function header is just a copy of diplrel_rule_name() header, claiming that the returned name is untranslated. Thank you. Fixed. Also fixed for other functions. (file #18676) ___ Additional Item Attachment: File name: diplrel.patch Size:17 KB ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4051] Diplomatic relation requirement type
Follow-up Comment #4, patch #4051 (project freeciv): Forgot to change the name in README.effects (file #18677) ___ Additional Item Attachment: File name: diplrel.patch Size:17 KB ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4091] Add a local range to diplomatic relation requirement type
URL: http://gna.org/patch/?4091 Summary: Add a local range to diplomatic relation requirement type Project: Freeciv Submitted by: sveinung Submitted on: Wed 14 Aug 2013 08:24:09 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: * Applies on top of patch #4051. Submitted separately as it is more invasive. * A player has no diplomatic relationship at all to it self so a test is always false. * The other player is needed for the local range. Make it possible to pass it to are_reqs_active, get_target_bonus_effects, is_req_active, is_effect_disabled and is_effect_useful. * Send the needed data in base, extra and road. The tile owner is the other player. This makes it possible to solve bug #20886 in the rule set (if a solution that only forbids building stuff without transferring ownership is acceptable). * I plan to use local DiplRel requirements in the spy action enablers (in a follow up patch to patch #4077 patch, #4078 and patch #4079). * A local DiplRel range may be useful for some of the existing effects. No support added. This patch is invasive enough already. ___ File Attachments: --- Date: Wed 14 Aug 2013 08:24:09 PM GMT Name: diplrel_local.patch Size: 29kB By: sveinung http://gna.org/patch/download.php?file_id=18679 ___ Reply to this item at: http://gna.org/patch/?4091 ___ 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 #4051] Diplomatic relation requirement type
Follow-up Comment #6, patch #4051 (project freeciv): Assuming this one goes in, I will be requesting follow-up patch to make diplstate_text() to use names of the states from the diplstate_type specenum instead of defining (identical) strings itself. Just to be clear before I start writing it: Do you mean eliminating diplstate_text() and change its users to use the specenum's functions in stead or make diplstate_text() wrap? I would use something like Hosts embassy and Has embassy Thank you for the suggestion. Changed in the new version. The new version also renames diplrel_between() to diplrel_between_is() and diplrel_to_other() to diplrel_to_other_is(). (file #18682) ___ Additional Item Attachment: File name: diplrel.patch Size:17 KB ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4004] RFC: Generalized actions
Follow-up Comment #6, patch #4004 (project freeciv): I'll go through your patches within a week (sorry for the delay, but I have limited time) for at least commenting them. Great. Hints when you read them: * As there currently only are two supported actions I have left them in an enum for now. This will change when autogenerated and/or rule set defined actions are added. * A change from the design in comment #2 is that I now use two requirement vectors: one on the actor and one on the target. This makes it possible to have unit requirements on the actor AND the target. It also avoids confusing rule set authors on who a requirement applies to. ___ Reply to this item at: http://gna.org/patch/?4004 ___ 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 #4091] Add a local range to diplomatic relation requirement type
Follow-up Comment #1, patch #4091 (project freeciv): update to new version of patch #4051. (file #18684) ___ Additional Item Attachment: File name: diplrel_local.patchSize:29 KB ___ Reply to this item at: http://gna.org/patch/?4091 ___ 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 #4051] Diplomatic relation requirement type
Follow-up Comment #8, patch #4051 (project freeciv): In our naming conventions, is for boolean functions is usually placed in the beginning. is_diplrel_between() and is_diplrel_to_other(). Changed. (file #18687) ___ Additional Item Attachment: File name: diplrel.patch Size:17 KB ___ Reply to this item at: http://gna.org/patch/?4051 ___ 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 #4091] Add a local range to diplomatic relation requirement type
Follow-up Comment #2, patch #4091 (project freeciv): update to new version of patch #4051. (file #18688) ___ Additional Item Attachment: File name: diplrel_local.patchSize:29 KB ___ Reply to this item at: http://gna.org/patch/?4091 ___ 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 #4079] Minimum size requirement of Poison city to action enablers
Follow-up Comment #2, patch #4079 (project freeciv): Thank you. Fixed. (file #18696) ___ Additional Item Attachment: File name: poison_size_req.patch Size:11 KB ___ Reply to this item at: http://gna.org/patch/?4079 ___ 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 #21011] Xaw compiles but won't start
Follow-up Comment #2, bug #21011 (project freeciv): I realized I didn't have to test Xaw so I didn't investigate this bug more. Sorry about that. Have you tested that? Yes. It didn't work. You don't have suitable font in your system? That was the case. I tried adding a lot of xfonts. xfonts-base or xfonts-intl-europe had what was needed. ___ Reply to this item at: http://gna.org/bugs/?21011 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #7, patch #4077 (project freeciv): Read the pathc, not tested yet. Thank you for your reviews. (I see that I need to work more on my ability to spot spelling mistakes and style mistakes) Looks promising I'm glad to hear it. I found some nitpicking I probably won't be able to work on the larger issues until Monday. ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #21037] Meeting not opened when /take player
Follow-up Comment #1, bug #21037 (project freeciv): But meeting dialog did not open once I had /taken the AI. Did you turn of AI mode after you took it? ___ Reply to this item at: http://gna.org/bugs/?21037 ___ 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 #4097] Kill diplstate_text(), use diplstate_type_name()
URL: http://gna.org/patch/?4097 Summary: Kill diplstate_text(), use diplstate_type_name() Project: Freeciv Submitted by: sveinung Submitted on: Mon 19 Aug 2013 02:17:45 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: The names in diplstate_text() is qualified. The enum must be untranslated as it is used when reading from the rule set. Solve this by making other users of the same string (that I assume can be translated differently) qualified. Changes: * Qualify Team used as a label. * Mark the names in the spec enum as translateble * Replace diplstate_text(state) with _(diplstate_type_name(state)) Only tested lightly. (Started the gtk2, gtk3, qt and sdl clients. Looking at nations and, except for qt, intelligence) Is the approach OK? Any suggestions for more tests? ___ File Attachments: --- Date: Mon 19 Aug 2013 02:17:45 PM GMT Name: kill_diplstate_text.patch Size: 10kB By: sveinung http://gna.org/patch/download.php?file_id=18711 ___ Reply to this item at: http://gna.org/patch/?4097 ___ 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 #4098] Rename Xaw's actions.(c|h)
URL: http://gna.org/patch/?4098 Summary: Rename Xaw's actions.(c|h) Project: Freeciv Submitted by: sveinung Submitted on: Mon 19 Aug 2013 03:55:57 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: to xaw_actions.(c|h). It compiles. The client starts. No matter if this patch is applied or not I'm not able to issue any orders and the menus are grayed out. (That may be normal. I haven't used the xaw client before) ___ File Attachments: --- Date: Mon 19 Aug 2013 03:55:57 PM GMT Name: xawActionsRename.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=18712 ___ Reply to this item at: http://gna.org/patch/?4098 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #8, patch #4077 (project freeciv): Address review comments. (file #18713) ___ Additional Item Attachment: File name: action_enablers.patch Size:46 KB ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Follow-up Comment #2, patch #4078 (project freeciv): Update to apply on top of patch #4077 (file #18714) ___ Additional Item Attachment: File name: action_enablers_ruleset.patch Size:19 KB ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4079] Minimum size requirement of Poison city to action enablers
Follow-up Comment #3, patch #4079 (project freeciv): Update to apply on top of patch #4078 (file #18715) ___ Additional Item Attachment: File name: poison_size_req.patch Size:11 KB ___ Reply to this item at: http://gna.org/patch/?4079 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #9, patch #4077 (project freeciv): I just uploaded the wrong patch. Here is the correct one. (file #18716) ___ Additional Item Attachment: File name: action_enablers.patch Size:28 KB ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit
Follow-up Comment #10, patch #4077 (project freeciv): Update to compile on top of current SVN. (file #18719) ___ Additional Item Attachment: File name: action_enablers_base.patch Size:28 KB ___ Reply to this item at: http://gna.org/patch/?4077 ___ 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 #4098] Rename Xaw's actions.(c|h)
Follow-up Comment #2, patch #4098 (project freeciv): You should change also multiple-inclusion-guard on xaw_actions.h. Thank you. Fixed. (file #18720) ___ Additional Item Attachment: File name: xawActionsRename.patch Size:1 KB ___ Reply to this item at: http://gna.org/patch/?4098 ___ 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 #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius
Follow-up Comment #8, bug #20886 (project freeciv): Attached patch is 100% rule set based. It is primarily intended as a contribution to the discussion. * Transfer of ownership to border owner isn't addressed. (It may be possible to create an effect or requirement vector on the extra to trigger the transfer. Creating that should probably wait until extras have settled down) * The patch will only work on trunk. It adds requirements about the diplomatic relationship between terrain owner and the builder as build requirements of border claiming bases. The patch forbids building terrain claiming bases on the terrain of players you have peace or armistice with. Others are still allowed. I don't have strong feelings about what relations should prevent base building. My reasoning for the requirements I added: Building on the terrain of an ally may be needed to defend him. Cease-fire expires to war so some stealing is expected. Armistice expires to peace so stealing isn't expected. (file #18721) ___ Additional Item Attachment: File name: banBorderStealingWhenPeace.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?20886 ___ 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 #4100] Move the war requirement for spy actions to rule set
URL: http://gna.org/patch/?4100 Summary: Move the war requirement for spy actions to rule set Project: Freeciv Submitted by: sveinung Submitted on: Tue 20 Aug 2013 09:11:54 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Applies on top of patch #4079. Poison city is free of any hard coded diplomatic requirements. Sabotage unit won't work against allied units. Letting rule set authors permit sabotage of allied units could be done with a lot of extra effort. ___ File Attachments: --- Date: Tue 20 Aug 2013 09:11:54 PM GMT Name: spy_actions_diplrel.patch Size: 12kB By: sveinung http://gna.org/patch/download.php?file_id=18723 ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #3412] Unit_Bribe_Cost_Pct effect
Follow-up Comment #1, patch #3412 (project freeciv): Implemented in attached patch. Possible issues: The AI code is currently protected behind experimental. There are two reasons for this. The first is to make it easy to test that auto games (not involving the experimental AI) have the same result with or without this patch. The other is that more auto games (over many rule sets) are needed to balance the utility function properly. Since the laptop I currently borrow have a history of over heating during auto games I can't do it well enough. The owner can't get an exact bribe cost as the local diplomatic relationship may change the price. (Use case: A rule that reduce unit bribe cost when the briber has an embassy to do... preparation work.) I therefore changed the client text. (file #18727) ___ Additional Item Attachment: File name: unit_bribe_cost.patch Size:9 KB ___ Reply to this item at: http://gna.org/patch/?3412 ___ 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 #3412] Unit_Bribe_Cost_Pct effect
Follow-up Comment #3, patch #3412 (project freeciv): Thanks for the information, Marko. Removed experimental guard. Halved in value. (file #18728) ___ Additional Item Attachment: File name: unit_bribe_cost.patch Size:9 KB ___ Reply to this item at: http://gna.org/patch/?3412 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Follow-up Comment #3, patch #4078 (project freeciv): Add comment (file #18735) ___ Additional Item Attachment: File name: action_enablers_ruleset.patch Size:20 KB ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4100] Move the war requirement for spy actions to rule set
Follow-up Comment #1, patch #4100 (project freeciv): Letting rule set authors permit sabotage of allied units could be done with a lot of extra effort. Do the extra effort, but only for the gtk clients. (file #18736) ___ Additional Item Attachment: File name: spy_actions_diplrel.patch Size:22 KB ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #4103] Extra native_to
Follow-up Comment #1, patch #4103 (project freeciv): Had a look. In extras.h' extra_flag_id: Tile with this road is considered native road - extra So now it's possible that irrigation etc make tile native for a unit. Being able to do this for pollution opens some interesting possibilities. Thank you. ___ Reply to this item at: http://gna.org/patch/?4103 ___ 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 #4100] Move the war requirement for spy actions to rule set
Follow-up Comment #2, patch #4100 (project freeciv): * Added support for the qt client, the sdl client and (untested) support for the sdl2 client. * Change capability string since new data is put in the value field on DIPLOMAT_MOVE. (Wondering if I in stead should add a new field) (file #18744) ___ Additional Item Attachment: File name: spy_actions_diplrel.patch Size:33 KB ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #4104] Don't hard code pollution/fallout specials for global warming/cooling
URL: http://gna.org/patch/?4104 Summary: Don't hard code pollution/fallout specials for global warming/cooling Project: Freeciv Submitted by: sveinung Submitted on: Fri 23 Aug 2013 03:18:14 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: In stead of counting each special directly sum the effects. This may not be the best way to do it. Something like disasters, only global, would be better. Letting rule set authors specify an amount now would makes it harder to implement global disaster in the future (if regressions are to be avoided). If this is an issue I can change it to increase by 1 if the effect is above 0. My primary motivation for this patch is to speed up the extras work. If it gets in the way (say the problem is solved in a private branch) feel free to ignore it. ___ File Attachments: --- Date: Fri 23 Aug 2013 03:18:14 PM GMT Name: globalWarmingCooling.patch Size: 7kB By: sveinung http://gna.org/patch/download.php?file_id=18745 ___ Reply to this item at: http://gna.org/patch/?4104 ___ 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 #4106] Refuel extra
Follow-up Comment #1, patch #4106 (project freeciv): Did you intentionally leave out the rule set changes (to avoid the noise)? ___ Reply to this item at: http://gna.org/patch/?4106 ___ 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 #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius
Follow-up Comment #10, bug #20886 (project freeciv): There's also the question if whatever limitations we implement should apply to beginning of the building, finishing of the building, or both. I see that tech loss and terrain change (caused by climate change) will check if unit activities can continue. Perhaps the same should be done when diplomatic relationships change? On the other hand the diplomatic relationships has the potential to change quite often in games with many players. Iterating over all units each time the relationship between any two players change may be to expensive. I'm not qualified to say if it is worth the performance cost. Limiting the check to only local DiplRel requirements (and therefore the units of the two players involved) is inconsistent but less expensive. ___ Reply to this item at: http://gna.org/bugs/?20886 ___ 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 #21064] Default AI checks for No_Incite when bribing a unit
URL: http://gna.org/bugs/?21064 Summary: Default AI checks for No_Incite when bribing a unit Project: Freeciv Submitted by: sveinung Submitted on: Sun 25 Aug 2013 08:34:10 PM GMT Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: While trying to familiarize my self with the AI code I stumbled upon something that seemed wrong. The default AI will check for No_Incite when considering if it should try to bribe a unit or not. No_Incite is for cities. Proposed fix attached. Check if the unit is in a city, if it has the flag unbribable and if the effect Unbribable_Units is active. I'm not familiar with this area of the code so please be extremely skeptical when reviewing this. ___ File Attachments: --- Date: Sun 25 Aug 2013 08:34:10 PM GMT Name: aiInitIsNotIncite.patch Size: 666B By: sveinung http://gna.org/bugs/download.php?file_id=18763 ___ Reply to this item at: http://gna.org/bugs/?21064 ___ 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 #4078] read the action enablers from the rule set (and send them to the client)
Follow-up Comment #5, patch #4078 (project freeciv): Remove action enabler requirements that aren't moved to the rule set yet. (file #18764) ___ Additional Item Attachment: File name: action_enablers_ruleset.patch Size:18 KB ___ Reply to this item at: http://gna.org/patch/?4078 ___ 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 #4100] Move the war requirement for spy actions to rule set
Follow-up Comment #3, patch #4100 (project freeciv): Based on the new patch #4079 * Add xaw client support (only compile tested) * Clean up a bit (file #18766) ___ Additional Item Attachment: File name: spy_actions_diplrel.patch Size:33 KB ___ Reply to this item at: http://gna.org/patch/?4100 ___ 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 #4107] Add detailed documentation for requirement type DiplRel
URL: http://gna.org/patch/?4107 Summary: Add detailed documentation for requirement type DiplRel Project: Freeciv Submitted by: sveinung Submitted on: Mon 26 Aug 2013 08:43:28 PM GMT Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Add a section at the end of docs/README.effects for details on requirement types. The only sub section is about DiplRel. Not completely sure if this belong in README.effects (or in the tree at all). ___ File Attachments: --- Date: Mon 26 Aug 2013 08:43:28 PM GMT Name: detailedDiplRelDocumentation.patch Size: 1kB By: sveinung http://gna.org/patch/download.php?file_id=18770 ___ Reply to this item at: http://gna.org/patch/?4107 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev