[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-05-26 Thread Marko Lindqvist
Update of patch #3837 (project freeciv):

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


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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-05-08 Thread Marko Lindqvist
Update of patch #3837 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  
 Planned Release: = 2.3.5, 2.4.0, 2.5.0,
2.6.0


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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-19 Thread Marko Lindqvist
Follow-up Comment #6, patch #3837 (project freeciv):

S2_4: Umh, but before 2.5 city tile always had road, no matter the terrain.

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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-19 Thread Emmet Hikory
Follow-up Comment #7, patch #3837 (project freeciv):

Then I'm just confused, and this should work for S2_4.

(file #17769)
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Additional Item Attachment:

File name: S2_4-use-can_attack-foo-functions-more.patch Size:2 KB


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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-18 Thread Emmet Hikory
Follow-up Comment #5, patch #3837 (project freeciv):

Patch attached for S2_3.  The pf_tools functions are not adjusted, as the
nature of the flags in question don't have much meaning for UMT_LAND units
(which restriction is imposed by pft_fill_parameter()).

For S2_4, I'm much less certain of the correct solution.  It seems to be
possible to build a Big Land unit on non-native terrain (e.g. forest/river),
which unit then cannot move until the Bridge Building technology is known (at
which point the city gets a road, which makes it native, so that the check is
irrelevant).  In the absence of UCF_ATT_FROM_NON_NATIVE, I'm unsure of the
correct logic to use for the pf_tools checks to allow an e.g. Catapult to
attack an adjacent square when there is yet no road available in the city to
make the tile native, even if the adjacent square is native to Catapults. 
Suggestions welcome.

(file #17767)
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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-12 Thread Emmet Hikory
Follow-up Comment #4, patch #3837 (project freeciv):

Makes sense.  I'll prepare some similar branches for S2_4 and S2_3, with less
focus on nativity, but rather focusing on ensuring that there aren't too
many assumptions preventing defining e.g. ships with embedded marine
components or similar on the part of ruleset authors.

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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-10 Thread Marko Lindqvist
Follow-up Comment #3, patch #3837 (project freeciv):

I think lack of some of the checks you add here are actually bugs in stable
brances too. Where you now check for UCF_ATTACK_FROM_NON_NATIVE, old versions
should check for sea moving units (attack out from harbour city) etc.

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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-07 Thread Emmet Hikory
URL:
  http://gna.org/patch/?3837

 Summary: Unify UCF_ATT*NON_NATIVE and relevant type flags
 Project: Freeciv
Submitted by: persia
Submitted on: Sun 07 Apr 2013 09:27:23 PM JST
Category: general
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:

There were a few places in the code that the logic in
can_attack_non_native() and can_attack_from_non_native() were duplicated. 
There were a couple cases in helpdata.c where the helper functions would be
wrong (need to differentiate the class flag from the unit flag).  Also, the AI
seemed to assume that no unit capable of being on land would ever have
UCF_ATTACK_FROM_NON_NATIVE, so relied exclusively on UTYF_MARINES. 
Unfortunately, in pf_tools.c it proved impossible to fix these without major
surgery, so I just reviewed the usage, and ensured that both the class flags
and type flags were checked in every case.  In watching autogames, I didn't
see any pronounced increase in the AI's usage of boats when it ought to have
selected Marines, so I don't believe this has a negative impact for rulesets
with classical nativity.



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File Attachments:


---
Date: Sun 07 Apr 2013 09:27:23 PM JST  Name: unify-ATT*NON_NATIVE.patch  Size:
6kB   By: persia

http://gna.org/patch/download.php?file_id=17702

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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-07 Thread Marko Lindqvist
Follow-up Comment #1, patch #3837 (project freeciv):

Just a note that if you expect there to be no changes in autogames for some
ruleset with some patch, check just that. Run autogame with same gameseed and
mapseed before and after the patch and compare md5sums of their final
savegames. With current versions you need to set also ec_turns to 0 to avoid
savegames having message caches with different timestamps.

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[Freeciv-Dev] [patch #3837] Unify UCF_ATT*NON_NATIVE and relevant type flags

2013-04-07 Thread Emmet Hikory
Follow-up Comment #2, patch #3837 (project freeciv):

And excitingly, the files matched precisely before and after the patch.  I'll
be sure to also check this way when I do not expect a behavioural difference.

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