[Freeciv-Dev] [patch #3345] View units in foreign cities

2013-09-17 Thread Sveinung Kvilhaugsvik
Additional Item Attachment, patch #3345 (project freeciv):

File name: see_city_units.patch   Size:3 KB


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[Freeciv-Dev] [patch #3345] View units in foreign cities

2013-09-16 Thread Sveinung Kvilhaugsvik
Update of patch #3345 (project freeciv):

Category:None = general
  Status:None = In Progress
 Assigned to:None = sveinung   
 Planned Release: = 2.6.0  

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Additional Item Attachment:

File name: see_city_units.patch   Size:3 KB


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[Freeciv-Dev] [patch #3345] View units in foreign cities

2013-09-16 Thread Sveinung Kvilhaugsvik
Additional Item Attachment, patch #3345 (project freeciv):

File name: see_city_units.patch   Size:5 KB


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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-07-02 Thread Sveinung Kvilhaugsvik
Follow-up Comment #8, patch #3345 (project freeciv):

New version. Tests:
 * Compiles using ./autogen.sh --enable-debug  make
 * Auto game when map and game seed is the same (the effect isn't active):
same as trunk (except time)
 * Auto game when map and game seed is the same (the effect is active on a new
wonder): same as trunk (except time and things like building vector)
 * Not able to look into foreign city before effect is on: yes
 * Look into city when having wonder giving the effect: yes
 * Not able to look into foreign city when another player has the effect: yes

(file #15959)
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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-07-02 Thread Sveinung Kvilhaugsvik
Follow-up Comment #9, patch #3345 (project freeciv):

Found a bug in my patch (unless its a consequence of me using the editor to
test various scenarios): after invading a city containing a wonder granting
this effect foreign cities not under fog of war at the time of the invasion
appear empty. Cities that become visible later the same turn are shown with
their units.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-07-02 Thread Marko Lindqvist
Follow-up Comment #10, patch #3345 (project freeciv):

To prevent cheating clients on multiplayer games server sends units to client
only when player is supposed to see them. If your effect is not active at the
time server decides whether to send units inside particular city during turn
change, units are not sent. Nothing in your patch would cause server to
suddenly send the units when effect is activated. I think that appearance of
the bug is also subject to the order of in which players and their cities are
handled during turn change - ones handled before one that finishes the wonder
had no effect activated, ones handled after wonder city had effect active.

This is impossible to fix in general case of any kind of requirement getting
fulfilled and effect thus activating. In similar situations we have either
made it a rule that effect is checked in turn change only (you could make
server to check if the effect is active at turn change and save the result to
be used rest of the turn) or making only some requirements (building, tech) to
work correctly and just documenting other requirement types unsupported for
the effect. In this case I would prefer former as I can see perfectly sane
custom rulesets using many different requirement types for this.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #3345 (project freeciv):

Rename and base on current trunk.

(file #15924)
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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Marko Lindqvist
Follow-up Comment #2, patch #3345 (project freeciv):

It mitght be good idea to check if effect value  0 instead of only checking
if it's not NULL. That would make it easier to implement one effect that
enables vision (value: +1) and counter-effect that disables it (value: -1). If
only latter is active (or multiple counter-effects are active) total value
would be negative.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #3, patch #3345 (project freeciv):

Thank you for the tip. I'll send an updated patch after I have tested it.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Marko Lindqvist
Follow-up Comment #4, patch #3345 (project freeciv):

Well, I'm a bit ashamed that I just the other day made similar boolean check
effect (Gov_Center) myself. I guess someone should go through all such
effects and change them from != 0 to  0.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Marko Lindqvist
Follow-up Comment #5, patch #3345 (project freeciv):

I still have only read the patch - not even tried to compile, but a couple of
more points:
- Does it compile without warnings? When ever I add new effects, I get warning
from ai code that case for new effect value is missing from switch in
building evaluation.
- I think that strictly speaking this does not change network protocol, so no
need to change capstr. Server may send more unit packets than previously, but
I don't see how that would break old client.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #6, patch #3345 (project freeciv):

Good catch. I looked at the compilation output again and found the mentioned
warning now. I overlooked it among the information from make, translations,
etc. (I don't have much experience concerning developing in C.) Seems like I
(re)read the testing tips a bit to fast. (The AI vs AI games I ran tested no
effect, the effect activated by nationality and activated by a wonder I gave
using the editor) I'll use --enable-debug from now on. (CFLAGS=-Werror
./autogen.sh  make stops before it reaches aicity.c)

As far as I understand the function if aicity.c is an utility function for
effects. Would something like the number of known foreign cities not hidden by
a fog of war (perhaps divided by the number of player cities) weighted to be
reasonable be an appropriate measure here? Is this function called often
enough that its really important to be fast vs accurate? Are the built in AI's
still so omniscient (as the other comments indicate) that the function still
is about pretending its valuable?

I misunderstood what qualifies as a change to the network protocol. It will be
removed. My bias had me consider the problem from an angle closer to will it
make it quick and easy for software to know things are different assuming the
other party isn't lying than to will it let human players see if they can
play without installing a new client.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-29 Thread Marko Lindqvist
Follow-up Comment #7, patch #3345 (project freeciv):

Classic AI is omniscient enough to see units anyway, so this effect has no
value for it. One could argue that having negative value applied to its cities
(countering positive effects some human opponents may have) would have some
value for the AI, but I think it's ok just to always consider value of this
effect zero. That's simply less code to maintain (especially code of which we
don't know if we got it right in the first place - overvalue here could cause
X-rays-through-city-walls to be built instead of something that is *really*
needed)

But for completeness sake to answer you question about performance: First of
all there must be such an effect for it to be evaluated. Current rulesets
without such effects would never trigger the evaluation. Second, this is about
evaluating building value (though I sometimes wonder if it should be used for
evaluating other things in the future). So the effect in question must have
requirement of type Building. Function gets called once for each such effect
(even if player is not able to build building in question yet - evaluated
value of such buildings is further used to evaluate value of the tech to allow
it) for each city in every turn change.

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[Freeciv-Dev] [patch #3345] View units in foreign cities

2012-06-26 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?3345

 Summary: View units in foreign cities
 Project: Freeciv
Submitted by: sveinung
Submitted on: Tue 26 Jun 2012 10:44:01 PM GMT
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Effect to give the same view of units in foreign cities as if the player
owning the city were an allied. Without any other change to the C code this
can be used for:
 * A way of giving less experienced players and external AI's access to extra
information. (A quick hack to add this to a game is to add an effect of this
type with the nation of the player as a requirement)
 * An Innocent consumer item factory wonder, an extra effect on the tech
Espionage, etc




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File Attachments:


---
Date: Tue 26 Jun 2012 10:44:01 PM GMT  Name: see_city_units.patch  Size: 2kB  
By: sveinung
see_city_units.patch
http://gna.org/patch/download.php?file_id=15898

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