[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-06 Thread Matthias Pfafferodt

Follow-up Comment #15, bug #13600 (project freeciv):

Could you please add the change to the README
file? (file #5874: NegatedREADME_13600.diff)

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-06 Thread Marko Lindqvist

Follow-up Comment #16, bug #13600 (project freeciv):

NegatedREADME_13600.diff already committed as r15712.

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-06 Thread Matthias Pfafferodt

Follow-up Comment #17, bug #13600 (project freeciv):

ups; I did not used the right directory ...; Yes,
it is there!

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-05 Thread Marko Lindqvist

Update of bug #13600 (project freeciv):

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


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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-02 Thread Marko Lindqvist

Follow-up Comment #10, bug #13600 (project freeciv):

Correct.

Now back to README.effects text. Do we agree on attached patch, where I have
dropped reference to negated effect?
 

(file #5874)
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File name: NegatedREADME_13600.diff   Size:0 KB


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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-02 Thread Matthias Pfafferodt

Follow-up Comment #11, bug #13600 (project freeciv):

Yes it's fine.

What about a possible cleanup patch to use
'negated' and remove 'nreqs'?

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-02 Thread anonymous

Follow-up Comment #13, bug #13600 (project freeciv):

You are right; it can be don both ways and never change a
running system!

I think it's important that the possibility to do a
negation of a reqirement this way is mentioned somethere
(especially for ruleset authors and - within the
rulesets - for builings).

With the patch a hint can be found in the README file ...

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Marko Lindqvist

Follow-up Comment #3, bug #13600 (project freeciv):

I debugged this and it turned out that problem was not in the fact that
requirements are 'negated' but in their amount. There is hardcoded constant
MAX_NUM_REQS = 4 and more reqs chokes the network code. This limitation is
not even documented!

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Marko Lindqvist

Follow-up Comment #4, bug #13600 (project freeciv):

Attached patch increases MAX_NUM_REQS to 10 and, more importantly, adds
ruleset loading time check that it's not exceeded. This way user at least
gets sensible error message immediately instead of weird crash later on.

(file #5871)
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Additional Item Attachment:

File name: MaxReqsLimit_13600.diffSize:4 KB


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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Matthias Pfafferodt

Follow-up Comment #5, bug #13600 (project freeciv):

Thanks for your patch! I tested it and freeciv is runing
now with the changed ruleset. The desired effect for the
Hydro Plant is there ...

Would it be possible to include a hint in the
README.effects file (version2-nreqs_impr.patch.diff)?

Does this mean that the nreqs fields in effects.ruleset
can be implemented this way? I think this would be a
cleaner way.


(file #5873)
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File name: version2-nreqs_impr.patch.diff Size:0 KB


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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Marko Lindqvist

Update of bug #13600 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  


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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Marko Lindqvist

Follow-up Comment #6, bug #13600 (project freeciv):

Would it be possible to include a hint in the
README.effects file

...effect or requirement is negated...

What do you mean by negated effect? It seems to me that it should simple say
that requirement is negated.

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Matthias Pfafferodt

Follow-up Comment #7, bug #13600 (project freeciv):

If I understand the code right, the same functions are
used for effects and buildings. So I could negate an
effect in the effects 'reqs' part to implement the
'nreqs'.

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-06-01 Thread Marko Lindqvist

Follow-up Comment #8, bug #13600 (project freeciv):

It's not negating the effect, but requirement of the effect. 'nreq' stands
for 'negated requirements'.

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-05-31 Thread Marko Lindqvist

Follow-up Comment #1, bug #13600 (project freeciv):

Going slightly off topic; it's on purpose so that you can build new kind of
plant in a city that already has one. Otherwise player would be forced to
sell old one before *starting* to build new one, meaning old plant would not
be used in the process of building new one.

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-05-31 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #13600 (project freeciv):

OK; but it should working, or? (it is not used at all in the ruleset ...)

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[Freeciv-Dev] [bug #13600] ruleset requirement option: negated

2009-05-30 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?13600

 Summary: ruleset requirement option: negated
 Project: Freeciv
Submitted by: syntron
Submitted on: Samstag 30.05.2009 um 22:05
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

In the code there are the requirement options 'survives'
and 'negated'. I tried to use the second one as follows
(see also nreqs_impr.patch.diff):

--- start buildings.ruleset ---
[building_hydro_plant]
name= _(Hydro Plant)
genus   = Improvement
reqs=
{ type, name, range, negated
  Tech, Electronics, Player, 0
  Building, Factory, City, 0
  Special, River, Adjacent, 0
  Building, Power Plant, City, 1
  Building, Nuclear Plant, City, 1
  Building, Solar Plant, City, 1
}
graphic = b.hydro_plant
graphic_alt = -
--- stop buildings.ruleset ---

If I understand the code right, this should restrict the
creation of a hydro plant if another power plan was build
in the city.

The rules are read OK but than an assertion failt at
requirements.c:385: universal_number (see nreqs_impr.log.txt)

For the effect this (?) is done with nreqs ...




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File Attachments:


---
Date: Samstag 30.05.2009 um 22:05  Name: nreqs_impr.patch.diff  Size: 2kB  
By: syntron

http://gna.org/bugs/download.php?file_id=5850
---
Date: Samstag 30.05.2009 um 22:05  Name: nreqs_impr.log.txt  Size: 1kB   By:
syntron

http://gna.org/bugs/download.php?file_id=5851

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