[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-07 Thread pepeto
Follow-up Comment #16, bug #21932 (project freeciv):

Fix 'mp' initialization.


(file #22088, file #22089, file #22090)
___

Additional Item Attachment:

File name: trunk_client_nuke2.patch   Size:11 KB
File name: S2_5_client_nuke2.patchSize:11 KB
File name: S2_4_client_nuke2.patchSize:11 KB


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-05 Thread pepeto
Follow-up Comment #12, bug #21932 (project freeciv):

Made a separate part for client goto fix at bug #22571.

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-05 Thread pepeto
Update of bug #21932 (project freeciv):

Category:None = client 
  Status:None = Ready For Test 
 Planned Release: = 2.4.4, 2.5.0, 2.6.0

___

Additional Item Attachment:

File name: trunk_client_nuke.patchSize:10 KB
File name: S2_5_client_nuke.patch Size:10 KB
File name: S2_4_client_nuke.patch Size:10 KB


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-09-02 Thread pepeto
Update of bug #21932 (project freeciv):

 Assigned to:None = pepeto 


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-08-06 Thread anonymous
Follow-up Comment #10, bug #21932 (project freeciv):

I can confirm this bug is still present in windows 2.5 beta1 using the test
file you just added.

There are some issues while doing this.

While trying to give away the tech rocketry to the ai nation; it was
impossible unless I also agreed to a cease-fire.

When the nuke exploded my screen shifted to a different area of the map. (next
unit in focus) so it looks like the nuke explosion graphic shifted from where
it actually exploded to a new area of the map.

I originally tested this with the longturn ruleset where nuclear units are
able to achieve veterancy and gain an extra movemement point. In the editor if
you promote a nuclear unit after losing the tech rocketry it has the same
effect as moving to the next turn. That is a unit with 8 moves remaining even
after rocketry is lost, loses all moves by being promoted in the editor. 

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-08-05 Thread Jacob Nevins
Update of bug #21932 (project freeciv):

Operating System:None = Any

___

Follow-up Comment #9:

 This bug is no longer present in version 2.5.
I don't think it's fixed.

The behaviour you describe sounds like what happens in a turn _after_ the turn
you lose the tech, where the unit starts out with 0 move points.

The attached save files allow you to lose Rocketry by giving it to another civ
with whom you have contact (techlost_donor=100%), and then try moving the
existing Nuclear unit in the same turn (which should work). Behaviour:
* S2_4 r25827 (+ civ2civ3 2.4-6 10-Apr-2014) and S2_5 r25834
** arrow keys: move unit (OK)
** goto: forbidden cursor, Didn't find a route to the destination! (bad)
** explode: explodes without moving first (very bad)
* trunk r25834
** arrow keys: move unit (OK)
** goto: lets you set a route and hover text claims it will move this turn,
but when you click, it doesn't follow it this turn (unit stays put with G
icon, apparently waiting to move next turn) (bad)
** explode: unit moves and explodes at destination (OK)

On all branches, the behaviour the turn after losing the tech (where the unit
has 0 MP) is OK:
* arrow keys: do nothing (OK)
* goto: forbidden cursor, Didn't find a route to the destination! (OK)
* explode: Too far for this unit. (OK)

There have been various changes in pathfinding recently which I guess might
affect this. It does seem to be bugs in pathfinding assuming inability to
move, rather than actual inability to move.

(I also see Tileset amplio2 doesn't support long goto paths, such as -1.
Path not displayed as expected. in the client console when I'm playing with
this.)

(file #21667, file #21668)
___

Additional Item Attachment:

File name: 24c3_nuke.sav.bz2  Size:14 KB
File name: 25c3_nuke.sav.bz2  Size:19 KB


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-07-12 Thread anonymous
Follow-up Comment #8, bug #21932 (project freeciv):

This bug is no longer present in version 2.5.

Using Explode Nuclear you can point and click the destination tile but will
now just get the message 'didn't find a route to the destination' and nothing
happens.
Using Goto behaves as before - it is not possible to move at all.
Using the keyboard works as before - you can move and explode.

And to answer  I don't think anything here limits pathfinding to looking for
single (current) turn paths only.'

With respect to nukes if you try to fire past the current move limit you will
get the message 'too far'


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
Follow-up Comment #1, bug #21932 (project freeciv):

 An example is in the attached file.
I don't see an attachment...

 This situation can occur after tech loss of Advanced Flight. [...]
I'm dubious of this diagnosis -- I don't think tech loss can affect the
ability of extant units to move, at least in standard rulesets? I'm guessing
something else must be restricting your nukes' ability to move.

However, I see that do_map_click() on the client sends do_unit_goto() bravely
followed by do_unit_nuke(); thus it's unable to check that the goto succeeded.
If the goto fails for some reason, then I think comedy of the kind you
describe will ensue.
(For instance, I think that unitwaittime could cause this?)

The obvious long-term fix is to bring nuking into the orders system, so that
the server can abort the mission if the goto isn't successful. I haven't
thought hard if it would be practical to backport that to S2_4 protected by
some safer_nukes capability.

(Sigh. With this and patch #3803, our nuclear command and control is more
ropey than the USA's in the 1960s
http://www.newyorker.com/online/blogs/newsdesk/2014/01/strangelove-for-real.html,
isn't it?)

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #2, bug #21932 (project freeciv):

Am trying to upload the test game a second time.













(file #20521)
___

Additional Item Attachment:

File name: nuke-self-destructs.sav.bz2Size:20 KB


___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #3, bug #21932 (project freeciv):

The file seems to be loaded this time.
I don't think tech loss can affect the ability of extant units to move

I you want to test this - look at the nukes movement points before and after
pressing turn done.

The ruleset is civ2civ3 with techloss artificially created using the editor. 

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
Follow-up Comment #4, bug #21932 (project freeciv):

 The ruleset is civ2civ3 with techloss artificially created
 using the editor.

When you have last updated civ2civ3 ruleset? It certainly does not fix the
actual bug, but may affect reproducibility from your savegame. Ruleset
available with modpack installer was last updated just a couple of days ago,
so I assume you had played that game with an older version.

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread anonymous
Follow-up Comment #5, bug #21932 (project freeciv):

Yes - the same effect is seen with unitwaittime - self destruction of your own
city. I have posted a second bug report for this new error. See bug #21934:

Perhaps this bug report would be better discussing why after techloss the nuke
retains its movement points until turn done is pressed.

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Jacob Nevins
Follow-up Comment #6, bug #21932 (project freeciv):

 Am trying to upload the test game a second time. 
Got it.

And now I understand why tech loss makes a difference to movement -- this is
civ2civ3[*], where Nuclear units have a base move_rate of 0, and get their
movement from tech-driven Move_Bonus effects.

[*] The version I have installed is Updated 2013-12-01

However, that still ought only to affect restoring move points at the end of
the turn (unit_restore_movepoints()).

However^2, I wouldn't be surprised if pathfinding / goto / whatever has some
assumption where it takes the current move rate rather than moves_left -- I've
certainly seen that before. That's probably separate bug(s).

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-19 Thread Marko Lindqvist
Follow-up Comment #7, bug #21932 (project freeciv):

Well, I don't think anything here limits pathfinding to looking for single
(current) turn paths only. So, there would be a bug also if we allowed nukes
with fuel for more than one turn - pathfinding would find suitable paths for
them, but then they would explode immediately after moving the first part.

___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #21932] nuke self destructs own city after tech loss

2014-04-17 Thread anonymous
URL:
  http://gna.org/bugs/?21932

 Summary: nuke self destructs own city after tech loss
 Project: Freeciv
Submitted by: None
Submitted on: Thu 17 Apr 2014 06:06:32 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:


Using the shift N command to explode a nuke on an enemy city risks self
destruction. An example is in the attached file. Point the nuke in London at
the nearby city Berlin and fire it using  the shift N command. Nothing
happens. Now point it at the German worker next to Berlin. You destroy your
own city, London.

This situation can occur after tech loss of Advanced Flight. Nukes that
existed before the theft of the tech retain their movement points until the
end of the turn. The keyboard arrow commands still function normally. Goto is
disabled however in this case. But beware the shift N command appears to
function, in reality it causes self destruction. 




___

Reply to this item at:

  http://gna.org/bugs/?21932

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev