[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-27 Thread Matthias Pfafferodt

Follow-up Comment #14, bug #16855 (project freeciv):

> This is problematic if tech loss is activated (or tech upkeep)
> ... we need to track also build (and destroyed) small wonders!

OK, this is fixed for trunk - see bugs #17333. Thus, the "Theory of
Evolution" can be removed for trunk, or? It would be the right way to go.

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-27 Thread Matthias Pfafferodt

Follow-up Comment #13, bug #16855 (project freeciv):

> This ruleset has a self-root_req'd tech called "Theory of
> Evolution" which is only granted via lua script -- it's used to
> track whether you've got your free techs from Darwin's Voyage
> yet (since wonders are per-player). (This might be an example of
> the sort of tech the ruleset author would want to remain
> hidden.)

This is problematic if tech loss is activated (or tech upkeep) ... we need to
track also build (and destroyed) small wonders!

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-24 Thread Matthias Pfafferodt

Follow-up Comment #10, bug #16855 (project freeciv):

Awake again some comments:

> At the time of my original submission I was experimenting with a
> possibility to force tech-traders to aquire all requirements
> before they can get the one they are after.

Could a similar lua script as mentioned in comment #7 help? You would need a
self-rooted tech and a lua signal if a tech is reserached. The script would
need to check all requirements (the techs of this erea) to give the player the
(free) 'next erea' tech. I'm not sure if this is possible at the moment as you
would need to check if the player has researched specific techs. Perhaps an
additional lua function is needed.

Thus, no change to the interface is required - you can do it by using only
ruleset code (techs as well as lua script).

> Raised as bug #17555, thanks. (Initially assigned to me but
> feel free to steal it.)

You can commit it. But do remember the time frame for 2.3.0 ... ;-)

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-23 Thread Jacob Nevins

Follow-up Comment #9, bug #16855 (project freeciv):

Raised as bug #17555, thanks. (Initially assigned to me but feel free to
steal it.)

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-23 Thread Matthias Pfafferodt

Follow-up Comment #8, bug #16855 (project freeciv):

I'm just back from a short trip with little sleep ... so here is my idea how
to solve it: Could you add the following check to player_invention_reachable()
(common/tech.c)


if (root == tech) {
  /* This tech requires itself; it can only be reached by special means (i.e.
lua script) */
  return FALSE;
}


If this works, please add it as a new ticket for 2.3.0!

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-21 Thread Jacob Nevins

Follow-up Comment #7, bug #16855 (project freeciv):

After this change, if I start a game with the "multiplayer" ruleset and click
the new "Show all" button, the Gtk client dies with a segfault. Looks like it
gets stuck in an infinite recursion and smashes the stack -- the backtrace has
tens of thousands of frames of

#32360 0x00553a2f in player_invention_reachable (pplayer=0xa456090, 
tech=89, allow_prereqs=true) at tech.c:303
root = 89


This ruleset has a self-root_req'd tech called "Theory of Evolution" which is
only granted via lua script -- it's used to track whether you've got your free
techs from Darwin's Voyage yet (since wonders are per-player). (This might be
an example of the sort of tech the ruleset author would want to remain
hidden.)

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-21 Thread HanduMan

Follow-up Comment #6, bug #16855 (project freeciv):

Although the case is closed I'd like to add a comment...

I think the visibility of unresearchable techs should not be allowed to be
decided by the player. Rather, it should be made as a ruleset option. It is
the ruleset desiger who adds the root_reqs, so they should know if tech are to
be visible in tree before they can be researched or not.

At the time of my original submission I was experimenting with a possibility
to force tech-traders to aquire all requirements before they can get the one
they are after. That could be achieved by root_reqqing every single tech in
the tree. In this case the unresearchable ones should be visible in the tree.

After that I've come up with an idea of technological eras. That means that
there could be some critical techs in the tree which would reveal a bunch of
new ones. Maybe making the research also harder from that point forward.

So my original bug report was a bit too one-sided. I'm happy that you noticed
that and made the visibility thing choosable. Only I disagree with the part
who gets to choose. :p 

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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-21 Thread Matthias Pfafferodt

Update of bug #16855 (project freeciv):

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


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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-20 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #16855 (project freeciv):

small update (only one '!'):

* start with only reachable techs shown

(file #12025)
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File name: 20110120-tech08-show-all-techs-or-only-reachable-techs.patch
Size:12 KB


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[Freeciv-Dev] [bug #16855] [tech08] root_req'd techs not visible in tech tree

2011-01-19 Thread Matthias Pfafferodt

Update of bug #16855 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => syntron
 Planned Release:   2.3.0 => 2.3.0, 2.4.0   
 Summary: root_req'd techs not visible in tech tree =>
[tech08] root_req'd techs not visible in tech tree

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Follow-up Comment #2:

show all techs or only reachable techs

* only one small string added ('show all')

(file #12005)
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File name: 20110119-tech08-show-all-techs-or-only-reachable-techs.patch
Size:12 KB


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