[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-09-26 Thread pepeto

Update of patch #1850 (project freeciv):

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


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-09-24 Thread pepeto

Update of patch #1850 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #12:

Updated patch against trunk. Removed change in fc_version as we don't know
the date we will apply it. Changed the check orders in
is_unit_reachable_at(). Removed references to magic values '0' and '1' in the
help text of the setting.

It doesn't work well. It makes stealth bombers able to attack stealth
fighters. Also they are units which have 0 hp, and some failed assertions...
Attached a savegame for testing.


(file #10420, file #10421)
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Additional Item Attachment:

File name: freeciv-T-Y-4000-manual.sav.gz Size:23 KB
File name: trunk_unreachableprotects.diff Size:11 KB


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-09-24 Thread pepeto

Update of patch #1850 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #13:

get_defender() was returning unreachable units, that was the cause of the
bug. New patch attached.


(file #10424)
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Additional Item Attachment:

File name: trunk_unreachableprotects2.diff Size:12 KB


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-09-19 Thread pepeto

Update of patch #1850 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-17 Thread Marko Lindqvist

Follow-up Comment #10, patch #1850 (project freeciv):

 Does is_unit_reachable_by_unit() check for native base?

No, it doesn't care where units are. It just checks if unit is normally
reachable by other.
At least it's like that as currently implemented. I'll combine and rework our
patches a bit...

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-17 Thread Marko Lindqvist

Follow-up Comment #11, patch #1850 (project freeciv):

* Combined our patches
* Setting unreachableprotects is no longer SSET_VITAL, but
  SSET_RARE
* Added function is_unit_reachable_at() and used it where ever
  appropriate (actually everywhere where
  is_unit_reachable_by_unit() was previously used, every caller
  used to have same extra checks) This cleanly fixes problems
  with cities and native bases


(file #9898)
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Additional Item Attachment:

File name: UnreachableProtectsSet_1850-2.diff Size:12 KB


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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-16 Thread anonymous

Follow-up Comment #5, patch #1850 (project freeciv):

No, my patch does not change the case of city or native base. As far as I
understand, this case is handled in previous if:

 if (!is_stack_vulnerable(punit-tile) || unitcount == 1)...

So this shouldn't happen (unless you have tested it and can confirm it does
happen).

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-16 Thread Marko Lindqvist

Follow-up Comment #6, patch #1850 (project freeciv):

No, I have not had time to actually test...

I forgot that stack is not going to die in cities or in some bases, no matter
what. So there is no problem with cities (except that this is a bit fragile
way of achieving desired effects), but there still is problem with native
bases. You know, native base (where unit should always be reachable) is not
necessarily same thing as base with NoStackDeath flag.

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-16 Thread Lavrentij P Berija

Follow-up Comment #7, patch #1850 (project freeciv):

is_stack_vulnerable() checks for base (see common/combat.c).

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-16 Thread Marko Lindqvist

Follow-up Comment #8, patch #1850 (project freeciv):

 is_stack_vulnerable() checks for base (see common/combat.c).

It checks if there is base with NoStackDeath flag. It does not check if
there is base native to defending unit.
This does not affect default rulesets, but possibly some custom ones.

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-16 Thread Lavrentij P Berija

Follow-up Comment #9, patch #1850 (project freeciv):

Does is_unit_reachable_by_unit() check for native base?

(file #9862)
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Additional Item Attachment:

File name: omg.sav.gz Size:268 KB


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Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote:

 I've made quick'n'dirty patch (which seems to work though) which makes stack
 death rule applied only for reachable units. Maybe it's worth raising a
 thread on forum to decide if this behaviour would be appropriate for players?

It sounds good to me.  About the patches: i assume that File #9809 is 
meant to be applied on top of File #9803, which is meant to be applied to, 
what, the 2.3.0 branch?

Sent from my MacBookPro

Press Ctrl-Alt-Del to continue.
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Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread Lavrentij P Berija
On 15.08.2010 10:13, David Lowe wrote:
 On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote:


 I've made quick'n'dirty patch (which seems to work though) which makes stack
 death rule applied only for reachable units. Maybe it's worth raising a
 thread on forum to decide if this behaviour would be appropriate for players?
  
   It sounds good to me.  About the patches: i assume that File #9809 is 
 meant to be applied on top of File #9803, which is meant to be applied to, 
 what, the 2.3.0 branch?

 Sent from my MacBookPro

 Press Ctrl-Alt-Del to continue.
Yes.

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1850

 Summary: Server setting to control if unreachable unit
protects reachable ones
 Project: Freeciv
Submitted by: cazfi
Submitted on: Friday 08/13/2010 at 10:52
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

Over the years there has been numerous requests that bomber in a tile should
not make it impossible to attack other units in it.
Attached patch adds server option unreachableprotects for this.



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File Attachments:


---
Date: Friday 08/13/2010 at 10:52  Name: UnreachableProtectsSet.diff  Size:
9kB   By: cazfi

http://gna.org/patch/download.php?file_id=9803

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Lavrentij P Berija

Follow-up Comment #1, patch #1850 (project freeciv):

Seems the patch just makes unreachable units reachable. When you kill
reachable units, unreachable are killed too. See the attached savegame: try
to kill Confederates' spy covered by AWACS (47:96) by Mongol unit or wait
till AI kills it. AWACS would be dead too.

(file #9806)
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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Marko Lindqvist

Follow-up Comment #2, patch #1850 (project freeciv):

Yes, stack death rule is not touched. Change is that unreachable units are
unreachable only if alone (or with other unreachable units) on tile.

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[Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-13 Thread Lavrentij P Berija

Follow-up Comment #3, patch #1850 (project freeciv):

I've made quick'n'dirty patch (which seems to work though) which makes stack
death rule applied only for reachable units. Maybe it's worth raising a
thread on forum to decide if this behaviour would be appropriate for players?

(file #9809)
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Additional Item Attachment:

File name: Stack.QnD.patchSize:0 KB


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