[Freeciv-Dev] [bug #20579] Manual mapimg saving in pregame segfaults

2013-03-05 Thread Marko Lindqvist
Update of bug #20579 (project freeciv):

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


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[Freeciv-Dev] [bug #20575] configure failed under MinGW

2013-03-05 Thread Marko Lindqvist
Update of bug #20575 (project freeciv):

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


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[Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Imhotep


I have a modpack where a lot of effects require only techs, not improvements
(For example the knowledge Barter or Pottery reduce waste directly, 
without the need of any additional building.)


AI seems to have trouble coping with that.
I searched the code, and as far as I can see, all tech assessment is 
done for improvements only.


Now I'm in doubt if this is a bug in the code or in my search.

Can anyone familliar with the code please give me a hint?

In case no one can tell me anything, I will open a bug.

(Because no-o-o-one knowing anything about this would be a bug by itself 
;-) )


Imhotep

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Re: [Freeciv-Dev] AI and effects of techs without buildings

2013-03-05 Thread Marko Lindqvist
On 5 March 2013 16:22, Imhotep jmho...@slehr.de wrote:

 I have a modpack where a lot of effects require only techs, not improvements
 (For example the knowledge Barter or Pottery reduce waste directly, without
 the need of any additional building.)

 AI seems to have trouble coping with that.
 I searched the code, and as far as I can see, all tech assessment is done
 for improvements only.

 You are correct about current state of the AI code. For most part
tech want is increased only indirectly when there's building or unit
want.

 That's one of the big shortcomings of the current (quite ancient,
predating effects code) AI code.


 - ML

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[Freeciv-Dev] [bug #20591] AI does not take effects into account that are based on techs only

2013-03-05 Thread Not Given
URL:
  http://gna.org/bugs/?20591

 Summary: AI does not take effects into account that are based
on techs only
 Project: Freeciv
Submitted by: imhotep
Submitted on: Tue 05 Mar 2013 04:30:12 PM GMT
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Background:
I have a modpack where a lot of effects require only techs, not improvements
(For example the knowledge Barter or Pottery reduce waste directly, without
the need of any additional building.)

Problem:
All tech assessment is done for improvements only.

Effects that don't have an improvement in the req list are ignored.

I would like to try to get a patch for this, but it looks like I will have to
get some other things (bugs?) out of the way, first.
(I'm thinking of aicity.c:improvement_effect_value, especially, which, ohm,
doesn't look like it was the final perfect version.)




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Re: [Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-05 Thread Marko Lindqvist
 In general, discussion should happen in tickets, I had to search
emails for this instead of just continuing in correct ticket.

On 2 March 2013 17:30, Imhotep jmho...@slehr.de wrote:
 - I don't point out all the individual style issues from this version,
 please
 check it against doc/CodingStyle and once you submit updated version I can
 point out the remaining ones


 I have tried, and done some, but there sure are issues left.
 I do indentation automatically via emacs, c-style gnu. I changed this to
 kr.
 To check, I ran it on a copy of aiferry.c and compared with the original
 version.
 No success.
 I ran indent -kr -i2 -l77 on aiferry.c and compared with the original
 version ... it looked completely different.

 Not all of the old freeciv codebase is of the codingstyle we
currently require of new submissions. In general style of the old code
is updated only when it's anyway touched by some patch.

 CodingStyle says Declaring variables in the middle of the function body is
 forbidden
 which is fairly reasonable because you don't want to look for variable
 declaration in every odd places.

 But I'm not sure if it is meant to hold also for variables that are used
 only inside of blocks.

 That should read ... middle of the *code block* is forbidden. It's
mainly for compatibility with old C89 where variable declarations
after first real line of code simply were forbidden (some compilers
may rely on this)

 Another style question:
 I have put some snippets inside of braces, so it would be easier to move
 them if necessary.
 I didn't find anything in the CodingStyle to ban this, but then again, some
 things might be so horrible
 that most sane people wouldn't even be able to imagine.

 Well, that's something to consider case by case, I guess. I don't see
how having them inside braces would make moving them easier, but
sometimes one wants to limit visibility of a a variable to a smaller
block.

 - gameloss_style should be documented in ruleset comments


 In every game.ruleset or is there some global document I am not aware of?

 game.ruleset.


 - ML

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-05 Thread Not Given
Follow-up Comment #2, bug #20577 (project freeciv):

here is a new version of the patch

I did a lot of debugging on other issues and I hope I did not mix in other
changes, or leave out something.

There is still a known bug: neither the new GameLoss unit nor the new Palace
are visible immediately but only after the next turn.

I would like a feedback soon because I am on other things and want to settle
this matter to clear my table before differences to the trunk will make new
changes necessary, and, before I get confused with the many changes on the my
local version.

(file #17395)
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Additional Item Attachment:

File name: gameloss_defend_22446.patchSize:0 KB


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[Freeciv-Dev] [patch #3425] generate_packets.py string.join(a, b) - b.join(a)

2013-03-05 Thread Jacob Nevins
Follow-up Comment #1, patch #3425 (project freeciv):

Committed (ages ago) as r21582
http://svn.gna.org/viewcvs/freeciv/?rev=21582view=rev (trunk), r21583
http://svn.gna.org/viewcvs/freeciv/?rev=21583view=rev (S2_4).

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[Freeciv-Dev] [patch #3755] Road type output increase regardless of terrain

2013-03-05 Thread Marko Lindqvist
Update of patch #3755 (project freeciv):

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


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[Freeciv-Dev] [patch #3757] Value for worker tasks

2013-03-05 Thread Marko Lindqvist
Update of patch #3757 (project freeciv):

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


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[Freeciv-Dev] [bug #20561] Move translations from freeciv-server to the clients.

2013-03-05 Thread Oleg
Follow-up Comment #4, bug #20561 (project freeciv):

 I don't see anything relevant in r22161 -- did you mean another revision?

This revesion adds the packet about tech gained.

What if use it instead sending string and store in the message queue as
serialized packets?

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style in game.ruleset

2013-03-05 Thread Marko Lindqvist
Follow-up Comment #3, bug #20577 (project freeciv):

 here is a new version of the patch 

Doesn't look like correct patch for this ticket...

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[Freeciv-Dev] [patch #3772] Do not redefine bool when compiling C++

2013-03-05 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3772

 Summary: Do not redefine bool when compiling C++
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 06 Mar 2013 08:31:41 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: 2.4.0, 2.5.0

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Details:

Do not redefine bool in shared.h when it's included to c++ file.




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File Attachments:


---
Date: Wed 06 Mar 2013 08:31:41 AM EET  Name: C++Bool.patch  Size: 634B   By:
cazfi

http://gna.org/patch/download.php?file_id=17396

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