[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-12-04 Thread Jacob Nevins
Follow-up Comment #7, bug #20304 (project freeciv):

Thanks.

FWIW, I tried S2_3 autogames with the same seeds with r22032 (before this
change) and r22052 (after it). The outcome was very different. (But there were
no problems.)

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[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-11-26 Thread Jacob Nevins
Follow-up Comment #5, bug #20304 (project freeciv):

This change could have quite wide-ranging effects, I think -- particularly on
the AI's thinking?
Any idea of specific behaviour changes this will cause, or am I going to have
to put something like the Freeciv engine generally believes more things are
possible in the release notes?

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[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-11-26 Thread Marko Lindqvist
Follow-up Comment #6, bug #20304 (project freeciv):

 Any idea of specific behaviour changes this will cause

For the supplied rulesets I'm not aware of any change, but my ruleset checking
has not been vigorous.

Actually, it's the client thats more affected. Server  ai know exact
situation in most cases, but client lacks information so it have to guess with
RPT_POSSIBLE or RPT_CERTAIN:
- Buildings are not marked redundant when it's *possible* that they are
usefull (thus the change is: with some rulesets less buildings are marked
redundant)
- Buildings can be added to worklist if it's possible that they are buildable
in the future

- When city cannot build next item from worklist and reasons are listed in
chat, after this patch false positives are never sent (but we lose also some
correct ones - which we already did with partially working RPT_POSSIBLE)

- AI thinks that researching a tech would allow it to build specific buildings
when ever it's possible that other requirement are fulfilled.

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[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-11-23 Thread Marko Lindqvist
Update of bug #20304 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-11-18 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20304

 Summary: Some requirement types always required even with
RPT_POSSIBLE
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 18 Nov 2012 01:04:14 PM EET
Category: general
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: 

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Details:

Noticed with TerrainClass requirement, but from the source code it seems also
many other requirement types lack related handling.

When are_reqs_active is passed NULL tile (tile is not known) and RPT_POSSIBLE
(asking if it's *possible* that requirements are active), TerrainClass
requirements are considered not active.




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[Freeciv-Dev] [bug #20304] Some requirement types always required even with RPT_POSSIBLE

2012-11-18 Thread Marko Lindqvist
Update of bug #20304 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.3.3, 2.4.0, 2.5.0

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Follow-up Comment #1:

Patches

(file #16782, file #16783, file #16784)
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Additional Item Attachment:

File name: RPTPossible.patch  Size:8 KB
File name: RPTPossible-S2_4.patch Size:7 KB
File name: RPTPossible-S2_3.patch Size:7 KB


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