[Freeciv-Dev] [bug #20544] Sea units benefitting from City Walls

2013-03-01 Thread Marko Lindqvist
Update of bug #20544 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #3:

Attached patch adds unit class property non_native_def_pct, defaulting to
100%. Units defending on non-native terrain (ships in harbour in classic
rulesets) get only that percentage of their defense power applied.

(file #17381)
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Additional Item Attachment:

File name: NonNatDefPct.patch Size:9 KB


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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2013-03-01 Thread Jacob Nevins
Follow-up Comment #90, patch #3469 (project freeciv):

To avoid the risk of accidentally introducing changes that didn't go through
Gna, it's probably best to backport from trunk svn.
I plan to do this; I've got a shortlist of changes to backport already. They
don't cherry-pick trivially but I think the conflicts will be easy to
resolve.
Next step is to post a massive patch stack from git here for review, and test
it a bit.

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[Freeciv-Dev] Client-side scripting (was: [bug #20489] Explorers shouldn't stop exploring)

2013-03-01 Thread Jacob Nevins
Imhotep writes:
 Marko Lindqvist wrote:
 As of 2.4 there *is* client side scripting support - or at least
 framework for it. I still have found no time to properly test it
 myself, but it's said to be quite limited at the moment.
 
 Would it take much time for you to present us (me!) some kind of
 hello world-like script example,
 something like take this unit and move it one tile to the north?
 (With a hint on how to make it go.)

That's the thing -- the client-side scripting has no way to affect the
game world at the moment; that's its major limitation.
http://www.freeciv.org/wiki/NEWS-2.4.0 sums it up:

| * (Gtk) The client now has a Lua scripting console. GNAPATCH#2515
| 
|   - This is currently something of a proof of concept rather than a
| finished feature, as a comprehensive API suitable for the
| client-side has not been provided. Notably, there are not yet any
| signals from which client-side scripts can be triggered.
| 
|   - However, client scripts do have access to the client's view of
| most of the same game data that server-side ruleset scripts do
| (map, units, cities etc); see the Lua reference manual[*]. This
| should be sufficient for some useful work. For example, it should
| in principle be possible to implement an on-demand optimal trade
| route calculator with these facilities (although we haven't
| tried). 

[*] http://www.freeciv.org/wiki/Lua_reference_manual

David Lowe writes:
 That's an interesting idea, but i don't know who would have the time
 and talent to submit such a patch.  In order to be truly useful, it
 would have to enable the given unit to do almost anything the player
 could tell it to do - and prevent the script from having the unit do
 things the player couldn't tell it to do.  It seems like that would
 require lots of hooks to accomplish all that.

Permissions won't be a problem -- we already don't trust the client, so
a client-side script won't be able to do anything the player can't.

But, yes, there is a fair amount of work required to define the actions
for client-side scripting to affect the game world. They can't all be
straight copies of the server methods (e.g. 'edit' module), because the
client doesn't get instant feedback; e.g. on the server,
edit.unit_move() returns whether the unit died; on the client, it will
merely trigger the dispatch of a network packet requesting that the unit
move, and in the natural implementation, when that returns to the script
we won't know if the move was even allowed; if the script wants to know
what happened to the unit it will have to watch for a signal triggered
by news of the unit's fate from the server (and in any case can't know
for sure that e.g. the unit's death was triggered by the script's
action). So client-side scripts are going to have to be written in a
much more open-loop style.

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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-03-01 Thread Jacob Nevins
Update of patch #3743 (project freeciv):

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


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[Freeciv-Dev] [patch #3768] [RFC]

2013-03-01 Thread Matthias Pfafferodt
URL:
  http://gna.org/patch/?3768

 Summary: [RFC]
 Project: Freeciv
Submitted by: syntron
Submitted on: Fri 01 Mar 2013 09:58:04 PM CET
Category: client
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

In bug #20489 the possibilities of client side lua script is discussed (auto
exploring). I through about this. Given the current state I could image the
following algorithm:

- for each unit there is the possibility to assign a lua script controlling
the unit. It could be accessed / changed via a keyboard shortcut which in turn
proposes possible lua functions in the client lua script. The script name is
saved in the unit structure (first only in the client)

- after turn change the client iterates over all units and, if a lua script is
set, executes it with option 'turn change'. This would execute _one_ command
for the unit (i.e. go left)

- if the unit data changes due to a server response, the client calls the lua
script again at the end of the handling of the server data (in the example
with option 'moved'). If move points are left, the next command can be
requested by the lua script.

- on a later step, the lua function could be send to the server at the time it
is set. Thus, it could be saved if the game is saved and restored on game load
(if the lua function is still available; else there should be an error
message).

- within the client lua environment, the function could save data about the
job for the unit. But this information would be lost if the client is closed.
Thus, a small data packet (32 byte?) could be allowed to be transferred to the
server to save some data in the savegame (i.e the current job of the unit or
the goto tile)

- using this things like exploring or connect by road could be done on client
side

For this to work, several things are to be done:

- lua functions to request all possible (simple) (player) commands for a unit
(move, settler actions, ...)

- hocks back to the lua code at the end of all possible unit action send by
the server (wakeup, moved, successful attack, ...)






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[Freeciv-Dev] [patch #3768] [RFC] client side lua script for unit actions

2013-03-01 Thread Matthias Pfafferodt
Update of patch #3768 (project freeciv):

 Summary:   [RFC] = [RFC] client side lua
script for unit actions


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[Freeciv-Dev] [bug #20489] Explorers shouldn't stop exploring

2013-03-01 Thread Matthias Pfafferodt
Follow-up Comment #7, bug #20489 (project freeciv):

Yes, client side lua script is limit. There are no callbacks into the lua
environment. I did a prove of concept (see patch #2519). Thinking about this
discussion I wrote a possible algorithm for the unit handling by the client as
RFC in patch #3768

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