[Freeciv-Dev] [bug #20648] Old road building activities considered real

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20648

 Summary: Old road building activities considered real
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 09:02:43 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:

I got error message:
can_unit_do_activity_targeted_at() unknown activity 2

2 is ACTIVITY_OLD_ROAD, and this was coming from ai settler (could probably
happen with human player's autosettlers too, as that's the code that
originally had assigned illegal activity)

Root cause is that is_real_activity() returns TRUE for old road building
activities, making autosettler to consider doing them.

Fix attached.



___

File Attachments:


---
Date: Tue 26 Mar 2013 09:02:43 AM EET  Name: RealRoadAct.patch  Size: 852B  
By: cazfi

http://gna.org/bugs/download.php?file_id=17546

___

Reply to this item at:

  http://gna.org/bugs/?20648

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3800] activity_type_iterate() optimization

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3800

 Summary: activity_type_iterate() optimization
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 09:53:06 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

___

Details:

It doesn't change during program execution what activity types are real, and
we have quite a many unreal holes in activities enum already. It makes no
sense that all these holes are checked every time activities are iterated.

Collect real activities to separate array on program start.
activity_type_iterate() goes over that array instead of all activities and
checking if activity is real by itself. Converted gtk-clients' unitselect
dialog to use activity_type_iterate() instead of their own iterations,
identical to old activity_type_iterate().



___

File Attachments:


---
Date: Tue 26 Mar 2013 09:53:06 AM EET  Name: ActTypeIterOptim.patch  Size: 9kB
  By: cazfi

http://gna.org/patch/download.php?file_id=17547

___

Reply to this item at:

  http://gna.org/patch/?3800

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3801] Helptext for defense 0 fortify

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3801

 Summary: Helptext for defense 0 fortify
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 01:19:46 PM 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

___

Details:

In our ruleset we have a Balloon unit. It sees far but sees far - they are
usually placed behind the front line to see to the enemy territory or to guard
some trait or uninhabited part of ones country.

It has CanFortify flag for usability reasons - one can fortify it to watch
the area and it doesn't bother user by waking up every turn or every time it
sees enemy movement as sentry would do.

I had forgotten that and noticing it again from helptext ...granting 50%
defense bonus... it seemed like a bug to us at first.

Attached patch changes helptext to read Can fortify to stay put. for units
that have no defense value at all, and thus do not benefit from the bonus. 



___

File Attachments:


---
Date: Tue 26 Mar 2013 01:19:46 PM EET  Name: StayPutHelp.patch  Size: 1kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17548

___

Reply to this item at:

  http://gna.org/patch/?3801

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20649] crash

2013-03-26 Thread anonymous
URL:
  http://gna.org/bugs/?20649

 Summary: crash
 Project: Freeciv
Submitted by: None
Submitted on: mar. 26 mars 2013 11:57:59 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: bcram...@free.fr
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Crash lors du démarrage d'une nouvelle partie réglée à 43 cases par joueur
et 126 joueurs.

Le serveur semble avoir été pris dans une boucle infinie lors de
l'allocation des positions de départ.
Le nombre de joueurs est peut être trop grand pour cette carte.
SVP, rapportez ce bogue à http://gna.org/projects/freeciv/
in create_start_positions() [../../../../../server/generator/startpos.c::403]:
assertion 'player_count() == map_startpos_count()' failed.
SVP, rapportez ce bogue à http://gna.org/projects/freeciv/
in map_fractal_generate() [../../../../../server/generator/mapgen.c::1464]:
assertion '0' failed.
SVP, rapportez ce bogue à http://gna.org/projects/freeciv/
Rupture de la connexion avec le serveur (Erreur de lecture) !

Merci de votre excellent travail !




___

Reply to this item at:

  http://gna.org/bugs/?20649

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20649] crash

2013-03-26 Thread anonymous
Follow-up Comment #1, bug #20649 (project freeciv):

Which version of Freeciv did you see this with, please?
-- jtn

___

Reply to this item at:

  http://gna.org/bugs/?20649

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20651] Map centering problem

2013-03-26 Thread anonymous
URL:
  http://gna.org/bugs/?20651

 Summary: Map centering problem
 Project: Freeciv
Submitted by: None
Submitted on: Tue 26 Mar 2013 03:13:48 PM UTC
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: secur...@gmail.com
 Open/Closed: Open
 Release: 2.3.4
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

On end turn map centers on some of my unit actions but if there is to many
then stops centering.
Even though enabled in options fights and movement of barbarians and other
hostile units are not shown.




___

Reply to this item at:

  http://gna.org/bugs/?20651

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20652] dai_caravan_can_trade_cities_diff_cont() crash

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20652

 Summary: dai_caravan_can_trade_cities_diff_cont() crash
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 05:16:11 PM EET
Category: None
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: 

___

Details:

civ2civ3 autogame crashed. Core was truncated, but crash happened at
dai_caravan_can_trade_cities_diff_cont(), aiunit.c:1986. pcity is NULL.
As pcity has been set from punit homecity just previous line. Variable punit
was optimized out, so I can't tell if unit pointer itself was bad looking or
only homecity information in unit strucutre.





___

Reply to this item at:

  http://gna.org/bugs/?20652

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20647] AI builds unneeded settlers in late game

2013-03-26 Thread anonymous
Follow-up Comment #8, bug #20647 (project freeciv):

I confirm i can't reproduce this behavior with trunk. I'll use it waiting for
next beta. Thanks.

___

Reply to this item at:

  http://gna.org/bugs/?20647

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3795] Remove river special related definitions from rulesets

2013-03-26 Thread Marko Lindqvist
Update of patch #3795 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3795

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20655] Hydro Plant Hoover depend on River special, not road type

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20655

 Summary: Hydro Plant  Hoover depend on River special, not
road type
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 10:07:01 PM EET
Category: rulesets
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:

In all rulesets except civ2civ3, Hydro Plant and Hoover Dam have River
special, not River road type as requirement. This means one can never build
them as there's no river specials any more.

Fix attached



___

File Attachments:


---
Date: Tue 26 Mar 2013 10:07:01 PM EET  Name: HydroRoadRiver.patch  Size: 3kB  
By: cazfi

http://gna.org/bugs/download.php?file_id=17550

___

Reply to this item at:

  http://gna.org/bugs/?20655

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20649] crash

2013-03-26 Thread anonymous
Follow-up Comment #2, bug #20649 (project freeciv):

Freeciv version 2.3.3, client gui-gtk-2.0.

___

Reply to this item at:

  http://gna.org/bugs/?20649

___
  Message posté via/par Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #3802] civ1/2 Hydro Plant help text to match implementation, not civ1/2

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3802

 Summary: civ1/2 Hydro Plant help text to match
implementation, not civ1/2
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 10:25:38 PM EET
Category: rulesets
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

___

Details:

civ1/2 ruleset helptext about Hydro Plant describes civ1/2 rules, which sadly
are impossible to get with our ruleset format. Our rules differ in that
Mountains do not allow building of Hydro Plant, only River does.

Attached patch removes mention of Mountains from the helptext so it matches
freeciv implementation.



___

File Attachments:


---
Date: Tue 26 Mar 2013 10:25:38 PM EET  Name: HydroCiv12Help.patch  Size: 1kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17551

___

Reply to this item at:

  http://gna.org/patch/?3802

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20657] Failed to build city at (x, y)

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20657

 Summary: Failed to build city at (x, y)
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 26 Mar 2013 11:28:13 PM EET
Category: ai
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: 

___

Details:

I got error message Failed to build city at... from S2_4 autogame. Quick
debugging shows that it was because settler moving to found a city had got
city from a hut enroute, next to target tile (I guess river was involved in
that settler managed to move several tiles and still was ready to found a
city). So there was space for a new city when settler started its turn, but
not when it arrived to the tile.




___

Reply to this item at:

  http://gna.org/bugs/?20657

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20649] assertion 'player_count() == map_startpos_count()' failed when unable to allocate starting positions

2013-03-26 Thread Jacob Nevins
Update of bug #20649 (project freeciv):

 Release: = 2.3.3  
 Summary:   crash = assertion 'player_count()
== map_startpos_count()' failed when unable to allocate starting positions

___

Follow-up Comment #3:

Messages back-translated to English for searches:

The server appears to have gotten into an infinite loop in the allocation of
starting positions.
Maybe the number of players is too high for this map.

Obviously we shouldn't fail an assertion after emitting this...

___

Reply to this item at:

  http://gna.org/bugs/?20649

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20658] Sdl-client compilation fails due to reference to river special defense bonus

2013-03-26 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20658

 Summary: Sdl-client compilation fails due to reference to
river special defense bonus
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Mar 2013 12:42:28 AM EET
Category: client-sdl
Severity: 3 - Normal
Priority: 9 - Immediate
  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:

Yesterday's river_defense_bonus removal left sdl-client still needing it, and
now failing compilation without it

client/gui-sdl/dialogs.c: In function 'sdl_get_tile_defense_info_text':
client/gui-sdl/dialogs.c:1267:29: error: 'struct
packet_ruleset_terrain_control' has no member named 'river_defense_bonus'


Fix attached. Will commit immediately as compilation fix.



___

File Attachments:


---
Date: Wed 27 Mar 2013 12:42:28 AM EET  Name: SdlRiverDefenseRm.patch  Size:
576B   By: cazfi

http://gna.org/bugs/download.php?file_id=17553

___

Reply to this item at:

  http://gna.org/bugs/?20658

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20658] Sdl-client compilation fails due to reference to river special defense bonus

2013-03-26 Thread Marko Lindqvist
Update of bug #20658 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?20658

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #20649] assertion 'player_count() == map_startpos_count()' failed when unable to allocate starting positions

2013-03-26 Thread Jacob Nevins
Follow-up Comment #4, bug #20649 (project freeciv):

(Sorry for not replying en français, by the way... you probably don't want me
to try ;)

I didn't spot any obvious issues in this area fixed in 2.3.4
http://www.freeciv.org/wiki/NEWS-2.3.4.

I couldn't reproduce a loop in starting positions with 2.3.3 and the following
.serv file; it happily generated a map every time I tried it. Perhaps some
other server settings have been changed.


set mapsize player
set tilesperplayer 43
set aifill 126
set saveturns 0


___

Reply to this item at:

  http://gna.org/bugs/?20649

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev