[Freeciv-Dev] [bug #16383] Option to forbid RiverNative units moving diagonally / cross-continent

2011-09-11 Thread Sveinung Kvilhaugsvik

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

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[Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv

2011-09-12 Thread Sveinung Kvilhaugsvik
 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

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Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv

2011-09-13 Thread Sveinung Kvilhaugsvik
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

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Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv

2011-09-13 Thread Sveinung Kvilhaugsvik
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

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Re: [Freeciv-Dev] Connecting an AI that runs on the JVM to Freeciv

2011-09-16 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #2979] Add 4 custom effects for rule set authors to use via Lua

2011-09-30 Thread Sveinung Kvilhaugsvik

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.



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---
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

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[Freeciv-Dev] Quick questions about packets.def

2011-11-24 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #3080] Remove unused field types from packets.def

2012-01-01 Thread Sveinung Kvilhaugsvik

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.



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---
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

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Re: [Freeciv-Dev] [patch #1339] Unit type requirements

2012-01-07 Thread Sveinung Kvilhaugsvik
 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

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-26 Thread Sveinung Kvilhaugsvik
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




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---
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

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[Freeciv-Dev] [bug #19868] Network protocol documentation

2012-06-29 Thread Sveinung Kvilhaugsvik
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.




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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #3345 (project freeciv):

Rename and base on current trunk.

(file #15924)
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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #3345 (project freeciv):

Thank you for the tip. I'll send an updated patch after I have tested it.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #3015] Add citizens feature to built-in help

2012-06-30 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-07-02 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-07-02 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [bug #19868] Network protocol documentation

2012-07-06 Thread Sveinung Kvilhaugsvik
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)
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Re: [Freeciv-Dev] [bug #19868] Network protocol documentation

2012-07-06 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] Is this a bug? (no delta, no compression, focus blinking in gtk 2 research)

2013-02-06 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets

2013-02-09 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-13 Thread Sveinung Kvilhaugsvik
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: 

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Details:

Freeciv's packet header size is 4 bytes now. Remove a the the at the same
time.



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---
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

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[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-13 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-14 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-14 Thread Sveinung Kvilhaugsvik
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?

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[Freeciv-Dev] [patch #3698] Corrections to docs/README.delta

2013-02-15 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-18 Thread Sveinung Kvilhaugsvik
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)

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[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-19 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-20 Thread Sveinung Kvilhaugsvik
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?

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[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-20 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [bug #19868] Network protocol documentation

2013-02-20 Thread Sveinung Kvilhaugsvik
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)
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Re: [Freeciv-Dev] contribute with AI - master thesis

2013-02-25 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [bug #20666] Disaster flood requires river special

2013-03-27 Thread Sveinung Kvilhaugsvik
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.



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---
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

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[Freeciv-Dev] [bug #20666] Disaster flood requires river special

2013-04-07 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, bug #20666 (project freeciv):

Updated patch because of changes to trunk

(file #17710)
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[Freeciv-Dev] Here be dragons

2013-04-28 Thread Sveinung Kvilhaugsvik
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

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Re: [Freeciv-Dev] Here be dragons

2013-04-30 Thread Sveinung Kvilhaugsvik
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

--
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Sveinung Kvilhaugsvik

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Re: [Freeciv-Dev] Here be dragons

2013-05-03 Thread Sveinung Kvilhaugsvik
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
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[Freeciv-Dev] [bug #20781] Freeciv server segmentation fault on amd64

2013-05-03 Thread Sveinung Kvilhaugsvik
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



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---
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

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[Freeciv-Dev] [bug #20781] Freeciv server segmentation fault on amd64

2013-05-03 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [bug #20781] Freeciv server segmentation fault on amd64

2013-05-05 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #3911] Improve protocol documentation

2013-05-13 Thread Sveinung Kvilhaugsvik
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



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---
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

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[Freeciv-Dev] Freeciv recorder 0.0.1

2013-05-15 Thread Sveinung Kvilhaugsvik
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

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Re: [Freeciv-Dev] Hey All!

2013-05-16 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [bug #20837] Observing game crashes server

2013-05-24 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, bug #20837 (project freeciv):

Seems like the issue in bug #20781 (Marko's patch solves it)

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[Freeciv-Dev] Freeciv recorder 0.0.2

2013-06-05 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #3966] documentation: Terrain flags aren't unit type flags

2013-07-02 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect

2013-07-05 Thread Sveinung Kvilhaugsvik
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.



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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

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[Freeciv-Dev] [patch #3974] Replace terrain.ruleset's (pollution|fallout)_(food|shield|trade)_penalty with yet another output effect

2013-07-07 Thread Sveinung Kvilhaugsvik
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)
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Additional Item Attachment:

File name: pollutedTile-2.patch   Size:24 KB


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[Freeciv-Dev] [bug #20952] asserion failed in aidata.c's dai_plr_data_get()

2013-07-08 Thread Sveinung Kvilhaugsvik
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/



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---
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

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[Freeciv-Dev] [patch #3976] Extra requirements

2013-07-12 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #3976] Extra requirements

2013-07-13 Thread Sveinung Kvilhaugsvik
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
  }


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[Freeciv-Dev] [patch #4004] RFC: Generalized actions

2013-07-16 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4042] Improve Output_Tile_Punish_Pct documentation

2013-07-25 Thread Sveinung Kvilhaugsvik
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?



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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

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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-07-30 Thread Sveinung Kvilhaugsvik
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



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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

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[Freeciv-Dev] [patch #4053] Use SPECENUM_COUNT for EFT_LAST

2013-07-31 Thread Sveinung Kvilhaugsvik
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.



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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

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[Freeciv-Dev] [patch #4004] RFC: Generalized actions

2013-08-01 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-08 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #4078] read the action enablers from the rule set (and send them to the client)

2013-08-08 Thread Sveinung Kvilhaugsvik
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.



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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

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[Freeciv-Dev] [patch #4079] Minimum size requirement of Poison city to action enablers

2013-08-08 Thread Sveinung Kvilhaugsvik
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).



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---
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

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[Freeciv-Dev] [patch #4004] RFC: Generalized actions

2013-08-08 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-08 Thread Sveinung Kvilhaugsvik
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).

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[Freeciv-Dev] [bug #21011] Xaw compiles but won't start

2013-08-08 Thread Sveinung Kvilhaugsvik
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]





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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-08 Thread Sveinung Kvilhaugsvik
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?

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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-08-12 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4078] read the action enablers from the rule set (and send them to the client)

2013-08-12 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4078 (project freeciv):

Updated to apply on top of trunk svn revision 16510 and patch #4077.

(file #18675)
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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-08-13 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-08-13 Thread Sveinung Kvilhaugsvik
Follow-up Comment #4, patch #4051 (project freeciv):

Forgot to change the name in README.effects

(file #18677)
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[Freeciv-Dev] [patch #4091] Add a local range to diplomatic relation requirement type

2013-08-14 Thread Sveinung Kvilhaugsvik
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

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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-08-16 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4004] RFC: Generalized actions

2013-08-16 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4091] Add a local range to diplomatic relation requirement type

2013-08-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4091 (project freeciv):

update to new version of patch #4051.

(file #18684)
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[Freeciv-Dev] [patch #4051] Diplomatic relation requirement type

2013-08-16 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4091] Add a local range to diplomatic relation requirement type

2013-08-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4091 (project freeciv):

update to new version of patch #4051.

(file #18688)
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[Freeciv-Dev] [patch #4079] Minimum size requirement of Poison city to action enablers

2013-08-17 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4079 (project freeciv):

Thank you. Fixed.

(file #18696)
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[Freeciv-Dev] [bug #21011] Xaw compiles but won't start

2013-08-17 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-17 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [bug #21037] Meeting not opened when /take player

2013-08-19 Thread Sveinung Kvilhaugsvik
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?

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[Freeciv-Dev] [patch #4097] Kill diplstate_text(), use diplstate_type_name()

2013-08-19 Thread Sveinung Kvilhaugsvik
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?



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---
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

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[Freeciv-Dev] [patch #4098] Rename Xaw's actions.(c|h)

2013-08-19 Thread Sveinung Kvilhaugsvik
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)



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---
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

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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #8, patch #4077 (project freeciv):

Address review comments.

(file #18713)
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[Freeciv-Dev] [patch #4078] read the action enablers from the rule set (and send them to the client)

2013-08-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4078 (project freeciv):

Update to apply on top of patch #4077

(file #18714)
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[Freeciv-Dev] [patch #4079] Minimum size requirement of Poison city to action enablers

2013-08-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #4079 (project freeciv):

Update to apply on top of patch #4078

(file #18715)
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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-19 Thread Sveinung Kvilhaugsvik
Follow-up Comment #9, patch #4077 (project freeciv):

I just uploaded the wrong patch. Here is the correct one.

(file #18716)
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[Freeciv-Dev] [patch #4077] action enablers + move the Spy unit flag requirement for the spy actions Poison city and Sabotage unit

2013-08-20 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, patch #4077 (project freeciv):

Update to compile on top of current SVN.

(file #18719)
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[Freeciv-Dev] [patch #4098] Rename Xaw's actions.(c|h)

2013-08-20 Thread Sveinung Kvilhaugsvik
Follow-up Comment #2, patch #4098 (project freeciv):

 You should change also multiple-inclusion-guard on xaw_actions.h.
Thank you. Fixed.

(file #18720)
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[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius

2013-08-20 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4100] Move the war requirement for spy actions to rule set

2013-08-20 Thread Sveinung Kvilhaugsvik
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.



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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

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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #3412] Unit_Bribe_Cost_Pct effect

2013-08-21 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #3412 (project freeciv):

Thanks for the information, Marko. Removed experimental guard. Halved in
value.

(file #18728)
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[Freeciv-Dev] [patch #4078] read the action enablers from the rule set (and send them to the client)

2013-08-22 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #4078 (project freeciv):

Add comment

(file #18735)
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[Freeciv-Dev] [patch #4100] Move the war requirement for spy actions to rule set

2013-08-22 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4103] Extra native_to

2013-08-23 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [patch #4100] Move the war requirement for spy actions to rule set

2013-08-23 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4104] Don't hard code pollution/fallout specials for global warming/cooling

2013-08-23 Thread Sveinung Kvilhaugsvik
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: 

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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.



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---
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

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[Freeciv-Dev] [patch #4106] Refuel extra

2013-08-24 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #4106 (project freeciv):

Did you intentionally leave out the rule set changes (to avoid the noise)?

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[Freeciv-Dev] [bug #20886] Fortresses can be used to take over territory within peaceful neighbour's city radius

2013-08-25 Thread Sveinung Kvilhaugsvik
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.

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[Freeciv-Dev] [bug #21064] Default AI checks for No_Incite when bribing a unit

2013-08-25 Thread Sveinung Kvilhaugsvik
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.



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---
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

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[Freeciv-Dev] [patch #4078] read the action enablers from the rule set (and send them to the client)

2013-08-25 Thread Sveinung Kvilhaugsvik
Follow-up Comment #5, patch #4078 (project freeciv):

Remove action enabler requirements that aren't moved to the rule set yet.

(file #18764)
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[Freeciv-Dev] [patch #4100] Move the war requirement for spy actions to rule set

2013-08-25 Thread Sveinung Kvilhaugsvik
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)
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[Freeciv-Dev] [patch #4107] Add detailed documentation for requirement type DiplRel

2013-08-26 Thread Sveinung Kvilhaugsvik
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: 

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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).



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---
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

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