[Freeciv-Dev] [patch #1197] save game settings in game.ruleset

2009-09-06 Thread Marko Lindqvist

Follow-up Comment #1, patch #1197 (project freeciv):

> * rulesetdir will first do a reset and
>   after that load the new ruleset
>   (= defined state after loading a new
>   ruleset)
> * reset will restore settings from the
>   ruleset

 These two resets are not the same thing, right? Or is this reset done by
ruleset loading *the* way settings are loaded from ruleset (assuming that
reset loads them from new ruleset and not from previous)?


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[Freeciv-Dev] [patch #1258] [1/4] Setting to disable border info in fog of war.

2009-09-06 Thread Marko Lindqvist

Follow-up Comment #3, patch #1258 (project freeciv):

Why is this divided into 4 patches? It seems to me that patches 2 & 3 fix
serious bugs in patch 1, so patch 1 cannot be committed without them. Patch 4
is even more curious. Why does patch 1 set foggedborders setting SSET_RULES if
you already know that correct value is SSET_RULES_FLEXIBLE?

I do prefer small patches that do just one logical step. However, this is not
meant to introduce bugs. One logical step contains everything that is required
to make that step itself bugfree.

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[Freeciv-Dev] [bug #14257] wish: arbitrary grouping of cities

2009-09-06 Thread anonymous

URL:
  

 Summary: wish: arbitrary grouping of cities
 Project: Freeciv
Submitted by: None
Submitted on: Monday 09/07/2009 at 01:58 CEST
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

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Details:

wish:

the ability to group cities into arbitrary groups, and use the city manager
to sort/select by group for easy management.

you could have different groups for 'homeland' and 'frontline' cities,
different islands, different food/science/production priorities, etc, and be
able to manage these quickly throughout the game.




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[Freeciv-Dev] [patch #1266] add option to restrict the use of road and rails for enemies

2009-09-06 Thread Marko Lindqvist

Update of patch #1266 (project freeciv):

 Planned Release:None => 2.3.0  

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Follow-up Comment #1:

- Isn't helptext wrong way around: "If this option is set to 0, the use of
roads and rails will be restricted for enemy units." Value 0 is unrestricted,
1 is restricted.
- Option seems not to be saved to savegame (nor loaded)


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[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors

2009-09-06 Thread Marko Lindqvist

Follow-up Comment #1, patch #1271 (project freeciv):

- Added color parameters to couple of notify_player() calls where they were
still missing. I hope there is no more. Too bad these don't cause compiler
error as it's vararg function
- Fixed typo in comment patch was moving around anyway


(file #6592)
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[Freeciv-Dev] [bug #14253] svnrev doesn't find the revision number on locales

2009-09-06 Thread Marko Lindqvist

Update of bug #14253 (project freeciv):

 Assigned to:None => cazfi  
 Planned Release:None => 2.2.0  


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[Freeciv-Dev] [bug #13879] Rename *_worklist function to worklist_*

2009-09-06 Thread Marko Lindqvist

Update of bug #13879 (project freeciv):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1279] Remove traderoute color hacks

2009-09-06 Thread Marko Lindqvist

Update of patch #1279 (project freeciv):

  Status:None => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #1252] cleanup of load_ruleset_game()

2009-09-06 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1252 (project freeciv):

> - I guess "xxx_BRIDE_COST" should be "xxx_BRIBE_COST" :-)

ups; you are correct ... 

> In general min/max checks should be only against illegal values, and not
> restricting too much what ruleset can do. So I'd set some max values to
> ridiculously high values to make sure nobody hits it except by typo.
>
> - MAX_ILLNESS_BASE_FACTOR is only 4x default value

increased

> - MAX_ILLNESS_TRADE_INFECTION_PCT is only 4x default value
> - MAX_ILLNESS_POLLUTION_PCT is only 4x default value

both are percent values; as the illness is clipped to (0, 100) much higher
percent values are not needed; increased to 500 (factor 10 to the default
value)

> - MAX_BORDER_SIZE_EFFECT should be higher
> - MAX_INCITEBASE_COST is only 5x default value
> - MAX_INCITE_IMPROVEMENT_FCT should be higher
> - MAX_INCITE_UNIT_FCT should be higher
> - MAX_INCITE_TOTAL_FCT is only 5x default value
> - MAX_CITIES_MIN_DIST should probably be higher (only one city/island
> scenario games)
> - MAX_RANSOM_GOLD should be higher

values changed

> - MAX_UPGRADE_VETERAN_LOSS should be lower. It's certainly a mistake if
> someone tries to set this to more than 100 veterancy levels (default
> ruleset has 5 and IIRC code supports up to 32)

in civ1 / civ2 rulesets a value of 255 is used (all veterancy levels lost?);
I now set it to this value ...

> - secfile_lookup_int_default_min_max() returns minval when val > maxval.
> Should be maxval

corrected

The add-on (file #6487) adds a generalized error function.

(file #6589)
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[Freeciv-Dev] [bug #14230] add new server state S_S_SAVEGAME to prevent changing of the ruleset after a savegame was loaded

2009-09-06 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #14230 (project freeciv):

> - This change may make sense, but I mention it anyway: plrhand.c:182-> you
> replace "S_S_RUNNING != server_state()" with "!server_state_started()".
> This changes behavior as latter accepts S_S_OVER.

which is valid as it is wrong if one tries to change the rates in S_S_OVER

> - plrhand.c:678-> you replace "assert(S_S_RUNNING > server_state() ..."
> with "assert(server_state_started() ..". Former accepts S_S_INITIAL &
> S_S_GENERATING_WAITING, latter S_S_RUNNING and S_S_OVER

you are right; the calls in line 681 and 688 have to be switched

> - plrhand.c:-> you replace "S_S_INITIAL != server_state()" with
> "server_state_started()". Former accepts S_S_GENERATING_WAITING, latter
> does not

I thing its line 1522. S_S_GENERATING_WAITING is used as transient state
between initial/savegame and running. It is only entered after _all_ player
are ready. But it could be that some error resets the game while generating -
changed to '!server_state_pregame()'

> - I think this one is a bugfix: savegame.c:4588-> "S_S_RUNNING ==
> tmp_server_state" replaced with "tmp_server_state >
> S_S_GENERATING_WAITING". Latter will catch also S_S_OVER

> - sernet.c:571-> you replace "S_S_INITIAL != server_state()" with
> "server_state_started()". I think this one is harmless as this code path
is
> never executed during S_S_GENERATING_WAITING anyway. ... Rethinking as I
> write... ...not executed with *current* code base. It might if we ever run
> these things in separate threads. Better to fix this just in case.

OK; also changed to '!server_state_pregame()'

> - server_state_pregame() & server_state_started() function headers: In
list
> of states "and" -> "or"
> - server_state_started() function header "startet" -> "started"

corrected

> - There's not enough context in diff to decide if this is correct or not:
> srv_main.c:1698-> "NULL == pplayer || S_S_INITIAL != server_state()"
> replaced with "NULL == pplayer || server_state_started()". They differ in
> how they handle S_S_GENERATING_WAITING

Here is the code block:

--- start ---

void handle_player_ready(struct player *requestor,
 int player_no,
 bool is_ready)
{
  struct player *pplayer = player_by_number(player_no);
  bool old_ready;

  if (NULL == pplayer || !server_state_pregame()) {
return;
  }

--- stop ---

I changed it to '!server_state_pregame()'

> - You declare server_state_pregame() and server_state_started() as inline
> functions in srv_main.h, yet you do not provide code for them there. Just
> remove inline keyword. You may define them as macros instead (that would
be
> consistent with rest of the codebase)

done

> - More changes to how S_S_GENERATING_WAITING would be handled, but they
all
> seem ok

I check all changes and adapted all (?) to include the correct check for
S_S_GENERATING_WAITING.

Thanks for looking at the patch


(file #6588)
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File name:
0001-add-new-server-state-S_S_SAVEGAME-to-prevent-changin.patch.diff Size:15
KB


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[Freeciv-Dev] [bug #14253] svnrev doesn't find the revision number on locales

2009-09-06 Thread pepeto

URL:
  

 Summary: svnrev doesn't find the revision number on locales
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 06.09.2009 à 13:01
Category: bootstrap
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: None

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Details:

$subject

It is not possible to find "Revision:" when it's "Révision :" for example in
French.  Patch attached.



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File Attachments:


---
Date: dimanche 06.09.2009 à 13:01  Name: trunk_svnrev.diff  Size: 697 o  
By: pepeto



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[Freeciv-Dev] [bug #14099] wish: save global worklists

2009-09-06 Thread pepeto

Follow-up Comment #4, bug #14099 (project freeciv):

Actually, there is a bug that I tried to describe in bug #13841.  All options
which are not loaded in load_general_options are not always loaded at all
(e.g. connecting a server and leaving).  So saving options overwrite them,
and they are lost.


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[Freeciv-Dev] [patch #1283] Replace warmap by path finding code in settlers.c

2009-09-06 Thread pepeto

URL:
  

 Summary: Replace warmap by path finding code in settlers.c
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 06.09.2009 à 09:46
Category: None
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

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Details:

$subject




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---
Date: dimanche 06.09.2009 à 09:46  Name: trunk_pf_settlers.diff  Size: 16 ko
  By: pepeto



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