[Freeciv-Dev] [bug #19467] Ignored requirement ranges for effect Unit_Recover

2012-02-22 Thread Marko Lindqvist
Update of bug #19467 (project freeciv):

  Status:   Fixed => In Progress
 Open/Closed:  Closed => Open   

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Follow-up Comment #4:

Autogame is now spitting high number of failed assserts in
get_unittype_bonus(), most likely because of this commit.

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[Freeciv-Dev] [patch #3145] Remove client/civclient.c from version control

2012-02-22 Thread Marko Lindqvist
Update of patch #3145 (project freeciv):

  Status:None => Done   
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #19458] assertion 'activity_requires_target(new_activity)' failed.

2012-02-22 Thread Marko Lindqvist
Update of bug #19458 (project freeciv):

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


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[Freeciv-Dev] [patch #3150] Trait aggressive

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #1, patch #3150 (project freeciv):

- Added commented out trait.aggressive entry to default nations.ruleset

(file #15207)
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[Freeciv-Dev] [patch #3156] Fix remaining comments referring to client/civclient.c

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Fix remaining comments referring to
client/civclient.c
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 23 Feb 2012 07:31:16 AM EET
Category: client
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

A couple of comments still mention client/civclient.c where
client/client_main.c is meant. Attached patch changes those.



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File Attachments:


---
Date: Thu 23 Feb 2012 07:31:16 AM EET  Name: CivclientCComments.diff  Size:
1kB   By: cazfi



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[Freeciv-Dev] [bug #19490] can_unit_do_activity_road() checks wrong activity

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: can_unit_do_activity_road() checks wrong activity
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 23 Feb 2012 03:21:37 AM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

can_unit_do_activity_road() checks if unit can do ACTIVITY_ROAD instead of
checking ACTIVITY_GEN_ROAD. Fix attached



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File Attachments:


---
Date: Thu 23 Feb 2012 03:21:37 AM EET  Name: CanUnitActGenRoad.diff  Size:
516B   By: cazfi



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[Freeciv-Dev] [patch #3141] Remove statically initialized roads information completely

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #3, patch #3141 (project freeciv):

- Send compat_special to client side

(file #15204)
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[Freeciv-Dev] [patch #3155] Remove overzealous sanity check about Road under Railroad

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Remove overzealous sanity check about Road under
Railroad
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 23 Feb 2012 01:20:49 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Now that reqauirements of road types are not hard-coded but read from ruleset,
sanity check that checks road to exist in any tile that has railroad can give
false errors on some rulesets. Attached patch removes the sanity check.



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File Attachments:


---
Date: Thu 23 Feb 2012 01:20:49 AM EET  Name: IndepRailSanity.diff  Size: 745B 
 By: cazfi



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[Freeciv-Dev] [patch #3154] Remove road removal code when city destroyed

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Remove road removal code when city destroyed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 23 Feb 2012 01:16:49 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

There's old code remaining from time when city centers always had roads that
removes roads when city is removed if terrain cannot support roads. It's not
only unnecessary now that road would not be present in such a city center
anyway, but code in question handles roads old way as specials. Attached patch
simply removes the code.



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File Attachments:


---
Date: Thu 23 Feb 2012 01:16:49 AM EET  Name: ObsRoadRemWhenCityRem.diff  Size:
587B   By: cazfi



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[Freeciv-Dev] [bug #19029] Possible trouble saving/loading players' known territory for player indices >=40

2012-02-22 Thread Marko Lindqvist
Update of bug #19029 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #8:

Untested fix for S2_3 and S2_4. In those branches we have to save in a format
that also earlier versions can load.

In trunk we could (and eventually should) drop saving in old bit order. But we
cannot commit this one to stable branches without trunk having at least same
changes making it possible to load savegames from stable branches. Dropping
saving in old bit order in trunk can wait for a new ticket, and this one
should go in after testing in all three branches.

(file #15201)
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Additional Item Attachment:

File name: KnownSaveBitOrder-S2_3.diffSize:3 KB


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[Freeciv-Dev] [bug #19488] Gtk3-client packaging still expects binary to be named freeciv-gtk2x

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Gtk3-client packaging still expects binary to be
named freeciv-gtk2x
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 23 Feb 2012 12:25:06 AM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0, 2.5.0

___

Details:

Debian packaging still refers to temporary development name of gtk3-client.
Fix attached.



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File Attachments:


---
Date: Thu 23 Feb 2012 12:25:06 AM EET  Name: DebGtk3.diff  Size: 1016B   By:
cazfi



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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #2, bug #19487 (project freeciv):

Another case to consider, this time with tech upkeep enabled:

Player research technology that enables new government. Number of bulbs
carried over is happens to be very low. Player immediately issues revolution,
entering Anarchy during which bulbs are not produced. Tech upkeep takes all
his bulbs and triggers tech loss. As number of bulbs is restored to value 0
only, from which tech upkeep then reduces it to negative value, new tech is
lost every turn during the anarchy. One of these techs is probably one that
enabled new government, making it impossible to switch to new government in
the end.

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[Freeciv-Dev] [bug #19447] Over maximum veteran level assigned initially to unit

2012-02-22 Thread Marko Lindqvist
Update of bug #19447 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #9:

> 2) Change client "u->veteran_levels = 0" to "u->veteran_levels =
> MAX_VET_LEVELS" 

Untested patch to do just that.

(file #15199)
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File name: MaxVetLvlToMax.diffSize:0 KB


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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #1, bug #19487 (project freeciv):

Attached patch simply restores old behavior of never losing tech when ruleset
has no tech upkeep. We still want better fix for tech loss rules for tech
upkeep case, in trunk at least, but until then this fix already makes rulesets
without tech upkeep playble.

(file #15198)
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File name: NoTechLossInDefaultRules.diff  Size:0 KB


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[Freeciv-Dev] [patch #3132] Default ruleset description to make clear that it's mainly meant for single player

2012-02-22 Thread Marko Lindqvist
Update of patch #3132 (project freeciv):

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


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[Freeciv-Dev] [bug #19467] Ignored requirement ranges for effect Unit_Recover

2012-02-22 Thread Marko Lindqvist
Update of bug #19467 (project freeciv):

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


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[Freeciv-Dev] [patch #3130] Random disasters module

2012-02-22 Thread Marko Lindqvist
Update of patch #3130 (project freeciv):

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


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[Freeciv-Dev] [bug #19472] Wrong activity icon for ACTIVITY_GEN_ROAD

2012-02-22 Thread Marko Lindqvist
Update of bug #19472 (project freeciv):

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


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[Freeciv-Dev] [patch #3141] Remove statically initialized roads information completely

2012-02-22 Thread Marko Lindqvist
Follow-up Comment #2, patch #3141 (project freeciv):

- road_by_special() returns NULL if special in question is S_LAST
- Ruleset loading gives error if compatibility special "None" is given as
savegame handling code does not support it yet.

(file #15197)
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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-22 Thread Marko Lindqvist
URL:
  

 Summary: Tech loss in ruleset without tech upkeep
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 22 Feb 2012 07:55:20 PM EET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.4.0, 2.5.0

___

Details:

>From the forum post I wrote while gna was down:



As tech loss is currently implemented (in S2_4), one may lose techs even when
amount of tech produced is positive, and even when tech loss itself is not
activated in ruleset.
Techs are currently lost simply if players bulb amount is negative. But it has
always been feature of freeciv that bulb amount can be negative - you just
need to work your way back to zero and then forward to number of bulbs
required by next tech. Typically one gets negative bulbs amount by conquering
a city soon after researching new tech, meaning that conquercost is higher
than number of bulbs researched since the previous discovery. In addition to
conquercost there are diplcost and freecost, which can lead to rather stupid
situations (one learns Philosophy, gets free tech, gets penalized for it, and
loses another tech)

This could explain earlier bug reports about AI Settlers suddenly being unable
to continue Railroad building.

--

This is serious problem, at least with my private rules with relatively high
research costs. I've since observed this kind of situation:

Conquercost in late game being worth several turns research, and AI's
regularly conquering cities, all bulbs gained by research, and more, were
rrgularly lost due to conquercost. This lead to tech loss and setting of
number of bulbs to zero. So net wffect of conquest was that number of known
techs remain same, but number of bulbs were reset to zero. Game even seemed to
find some sort of balance, where this effect stopped made overall progress.
Number of techs never went over certain threshold.




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[Freeciv-Dev] [bug #19447] Over maximum veteran level assigned initially to unit

2012-02-22 Thread Jacob Nevins
Follow-up Comment #8, bug #19447 (project freeciv):

I agree that (2) should be safe.

FWIW, I think the "unused" veteran level fields in RULESET_UNIT packets are
initialised to zeroes, by virtue of the implicit zero initialisation of
unittype.c:unit_type[] on the server.

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