[Freeciv-Dev] [patch #3857] Remove savegame.c:savefile_options_default[]

2013-04-20 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3857

 Summary: Remove savegame.c:savefile_options_default[]
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 20 Apr 2013 10:50:04 AM EEST
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, 2.6.0

___

Details:

savefile_options_default[] in savegame.c is not used for anything any more as
we're not saving in such old formats (ones supported by savegame.c). Remove
it.



___

File Attachments:


---
Date: Sat 20 Apr 2013 10:50:04 AM EEST  Name: SavefileOptionsDefaultRm.patch 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=17779

___

Reply to this item at:

  http://gna.org/patch/?3857

___
  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 #3858] Drop support for pre-2.0 savegame loading

2013-04-20 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3858

 Summary: Drop support for pre-2.0 savegame loading
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 20 Apr 2013 10:54:59 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Require savegames to be loaded to be from version 2.0.0 or newer (was 1.9.0).
Remove some support code for loading older saves.



___

File Attachments:


---
Date: Sat 20 Apr 2013 10:54:59 AM EEST  Name: Pre2Saves.patch  Size: 17kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17780

___

Reply to this item at:

  http://gna.org/patch/?3858

___
  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] 2.4.0-beta2 release soon

2013-04-20 Thread Jacob Nevins
At last, we're expecting to release 2.4.0-beta2 next weekend sometime
(27-28 April). We have a vague hope that this will be the last beta
before we go to release candidates.

For translators: since this is a beta, I can't promise a string freeze,
although I'm not aware of any expected string changes right now.
Files at http://www.cazfi.net/freeciv/translations/S2_4/ are I think
fresh. Translation updates are of course welcome.

(Followups set to freeciv-i18n.)

Cheers,
  Jacob

Current translation stats for S2_4 (including nation legends):

ca: 100%: 7115 translated.
pl: 100%: 7115 translated.
en_GB: 99.3%: 7065 translated, 39 fuzzy, 11 untranslated.
es: 99.2%: 7058 translated, 34 fuzzy, 23 untranslated.
fr: 98.7%: 7021 translated, 76 fuzzy, 18 untranslated.
gd: 90%: 6415 translated, 489 fuzzy, 211 untranslated.
ja: 85%: 6027 translated, 680 fuzzy, 408 untranslated.
fi: 84%: 5951 translated, 680 fuzzy, 484 untranslated.
da: 80%: 5714 translated, 877 fuzzy, 524 untranslated.
de: 73%: 5188 translated, 1146 fuzzy, 781 untranslated.
uk: 69%: 4931 translated, 1157 fuzzy, 1027 untranslated.
nl: 68%: 4854 translated, 1335 fuzzy, 926 untranslated.
it: 62%: 4446 translated, 1725 fuzzy, 944 untranslated.
pt_BR: 59%: 4208 translated, 1965 fuzzy, 942 untranslated.
ru: 58%: 4145 translated, 1929 fuzzy, 1041 untranslated.
ga: 54%: 3875 translated, 31 fuzzy, 3209 untranslated.
id: 52%: 3681 translated, 127 fuzzy, 3307 untranslated.
sv: 51%: 3605 translated, 1977 fuzzy, 1533 untranslated.
tr: 40%: 2878 translated, 2479 fuzzy, 1758 untranslated.
et: 40%: 2849 translated, 2602 fuzzy, 1664 untranslated.
zh_TW: 40%: 2839 translated, 12 fuzzy, 4264 untranslated.
cs: 40%: 2820 translated, 2701 fuzzy, 1594 untranslated.
eo: 39%: 2741 translated, 2031 fuzzy, 2343 untranslated.
lt: 37%: 2654 translated, 2179 fuzzy, 2282 untranslated.
ro: 35%: 2475 translated, 2745 fuzzy, 1895 untranslated.
zh_CN: 34%: 2437 translated, 2863 fuzzy, 1815 untranslated.
ar: 34%: 2387 translated, 3123 fuzzy, 1605 untranslated.
nb: 33%: 2381 translated, 3001 fuzzy, 1733 untranslated.
no: 33%: 2381 translated, 3001 fuzzy, 1733 untranslated.
ko: 29%: 2062 translated, 1921 fuzzy, 3132 untranslated.
sr: 29%: 2049 translated, 1522 fuzzy, 3544 untranslated.
el: 28%: 2008 translated, 2355 fuzzy, 2752 untranslated.
bg: 27%: 1936 translated, 282 fuzzy, 4897 untranslated.
hu: 26%: 1851 translated, 3230 fuzzy, 2034 untranslated.
pt: 24%: 1679 translated, 3251 fuzzy, 2185 untranslated.
fa: 23%: 1644 translated, 2132 fuzzy, 3339 untranslated.
he: 23%: 1640 translated, 1902 fuzzy, 3573 untranslated.

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


[Freeciv-Dev] [bug #20750] packets.c:send_packet_data(): warning: variable 'packet_type' set but not used [-Wunused-but-set-variable]

2013-04-20 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20750

 Summary: packets.c:send_packet_data(): warning: variable
'packet_type' set but not used [-Wunused-but-set-variable]
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Apr 20 10:58:51 2013
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r22731
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.4.0,2.5.0

___

Details:

Noticed scrolling by while making a test S2_4 release build:


  CC packets.lo
packets.c: In function 'send_packet_data':
packets.c:205:9: warning: variable 'packet_type' set but not used
[-Wunused-but-set-variable]


Since this wasn't an --enable-debug=yes build (no -Werror), this warning
didn't stop the build. In fact it looks like this will only show up when
debugging is off, because the variable is only used if DEBUG is defined, so
it'll never break the build. Should still clean it up though.




___

Reply to this item at:

  http://gna.org/bugs/?20750

___
  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 #18517] unable to drag items in Target Worklist to reorder.

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #17, bug #18517 (project freeciv):

Tested with crosser build that uses gtk+-2.24.10. Reordering by dragging seems
to work.

___

Reply to this item at:

  http://gna.org/bugs/?18517

___
  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] [task #7678] Windows packages for 2.4.0-beta2

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #2, task #7678 (project freeciv):

Now the very latest (on the mirror I'm using) ImageMagick, 6.8.4-10, compiles
too.

___

Reply to this item at:

  http://gna.org/task/?7678

___
  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 #20585] variable 'punit' set but not used in citytools.c

2013-04-20 Thread Matthias Pfafferodt
Update of bug #20585 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?20585

___
  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] [task #7681] Distribute Windows build of Gtk3 client

2013-04-20 Thread Jacob Nevins
URL:
  http://gna.org/task/?7681

 Summary: Distribute Windows build of Gtk3 client
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Apr 20 15:23:04 2013
 Should Start On: Sat Apr 20 00:00:00 2013
   Should be Finished on: Mon Apr 20 00:00:00 2015
Category: None
Priority: 5 - Normal
  Status: Need Info
 Privacy: Public
Percent Complete: 0%
 Assigned to: None
 Open/Closed: Open
 Discussion Lock: Any
  Effort: 0.00
 Planned Release: 2.5.0

___

Details:

Creating this task following on discussion in task #7599, to track progress
and blockers for distributing a Windows binary package of the Gtk3 client,
since at the moment it seems unwise to hook it to a specific release.
Currently Need Info because it's blocked; target date/release is a
placeholder.

Current situation remains that there is no official win32 Gtk3 maintainer or
builds (here http://www.gtk.org/download/win32.php or here
http://ftp.gnome.org/pub/gnome/binaries/win32/gtk+/), despite some
encouraging noises last year from Alexander Larsson (see task #7599).

This StackOverflow thread
http://stackoverflow.com/questions/6006689/where-can-i-download-precompiled-gtk-3-binaries-or-windows-installer
lists some unofficial builds; don't know if these are what we need:
* tarnyko.net http://www.tarnyko.net/en/?q=node/20 (also mentioned on
live.gnome.org https://live.gnome.org/GTK+/Win32)
* Niklas Gürtler
https://mail.gnome.org/archives/gtk-list/2012-December/msg00046.html's
installer here http://games.2g2s.de/?page_id=196
* OpenSUSE Build System
http://download.opensuse.org/repositories/windows:/mingw:/win32/openSUSE_Factory/noarch/?

Presumably another alternative is Marko's Crosser builds
http://www.cazfi.net/freeciv/builds/win.html.




___

Reply to this item at:

  http://gna.org/task/?7681

___
  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] [task #7599] Windows packages for 2.4.0-beta1

2013-04-20 Thread Jacob Nevins
Follow-up Comment #16, task #7599 (project freeciv):

(The Windows Gtk3 build story continues in task #7681.)

___

Reply to this item at:

  http://gna.org/task/?7599

___
  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 #3759] Make freesounds the default soundset

2013-04-20 Thread Gavin van L
Follow-up Comment #6, patch #3759 (project freeciv):

Hey all. Bernd Jendrissek just pointed out to me that you were re-evaluating
the freesound soundset. I'd be more than happy to take on the project of
re-evaluating the licencing issues with the soundset. It would be fantastic to
get it included.

Would this patch be the best place to discuss it?

___

Reply to this item at:

  http://gna.org/patch/?3759

___
  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 #3859] Nations ruleset: move government compatibility checking to nationlist.ruleset

2013-04-20 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3859

 Summary: Nations ruleset: move government compatibility
checking to nationlist.ruleset
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Apr 20 20:56:13 2013
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

As I suggested in bug #19841, this patch moves the ignore_govs compatibility
declaration from individual rulesets to default/nationlist.ruleset. (Still in
the [compatibility] section, but the secfile format allows multiple instances
of those.)

It makes some other changes too:
* ignore_govs renamed to allowed_govs
* nationlist.ruleset contains a list of _all_ the govs that are mentioned in
individual nation files, not just those that happen to be missing in some of
our rulesets
** (The previous code would have handled this, as it happens.)
* If a set of allowed govs has been specified at all, it is an error for a
nation to mention a gov not on that list.
** Rationale: if our classic ruleset gets a new gov (say Tribal), then
without this check, a nation referencing that gov would load OK with the
default/classic ruleset (and hence might get checked in) but fail with
non-default ruleset.
* Nations' init_governments are now subject to this check too.
** (But not the nationset's default_government. It's only specified once and
so spotting typos is less important, and a new ruleset could usefully set it
to something not in the nationset without causing trouble.)

(This probably warrants a ruleset capability bump.)




___

Reply to this item at:

  http://gna.org/patch/?3859

___
  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 #3859] Nations ruleset: move government compatibility checking to nationlist.ruleset

2013-04-20 Thread Jacob Nevins
Update of patch #3859 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-nations-allowed-govs.patch Size:10 KB


___

Reply to this item at:

  http://gna.org/patch/?3859

___
  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 #20751] assertion 'normal_player_count() = game.server.max_players' failed

2013-04-20 Thread Jordi Negrevernis i Font
URL:
  http://gna.org/bugs/?20751

 Summary: assertion 'normal_player_count() =
game.server.max_players' failed
 Project: Freeciv
Submitted by: jorneg
Submitted on: Sat Apr 20 20:15:51 2013
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:


  This is with S2_4 HEAD.

1: in sg_load_sanitycheck() [savegame2.c::5651]: assertion
'normal_player_count() = game.server.max_players' failed.
2: Backtrace:
2: 0: ./server/freeciv-server() [0x826215e]
2: 1: ./server/freeciv-server(vdo_log+0xa7) [0x825ff87]
2: 2: ./server/freeciv-server(do_log+0x3c) [0x825ffec]
2: 3: ./server/freeciv-server(fc_assert_fail+0x50) [0x8260040]
2: 4: ./server/freeciv-server(real_sanity_check+0xf4) [0x80fc2d4]
2: 5: ./server/freeciv-server() [0x8111920]
2: 6: ./server/freeciv-server(savegame2_load+0x1d8) [0x8111fa8]
2: 7: ./server/freeciv-server(load_command+0x414) [0x80894d4]
2: 8: ./server/freeciv-server() [0x808dbed]
2: 9: ./server/freeciv-server() [0x811508f]
2:10: /lib/libreadline.so.6(rl_callback_read_char+0x92) [0xa70302]
2:11: ./server/freeciv-server(server_sniff_all_input+0x1197) [0x8117457]
2:12: ./server/freeciv-server(srv_main+0x1d5) [0x807dc15]
2:13: ./server/freeciv-server(main+0x90f) [0x8073a4f]
2:14: /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0x126bd6]
2:15: ./server/freeciv-server() [0x80730a1]
1: Por favor, informa de este mensaje a http://gna.org/projects/freeciv/
2: Backtrace:
2: 0: ./server/freeciv-server() [0x826215e]
2: 1: ./server/freeciv-server(vdo_log+0xa7) [0x825ff87]
2: 2: ./server/freeciv-server(do_log+0x3c) [0x825ffec]
2: 3: ./server/freeciv-server(fc_assert_fail+0xd0) [0x82600c0]
2: 4: ./server/freeciv-server(real_sanity_check+0xf4) [0x80fc2d4]
2: 5: ./server/freeciv-server() [0x8111920]
2: 6: ./server/freeciv-server(savegame2_load+0x1d8) [0x8111fa8]
2: 7: ./server/freeciv-server(load_command+0x414) [0x80894d4]
2: 8: ./server/freeciv-server() [0x808dbed]
2: 9: ./server/freeciv-server() [0x811508f]
2:10: /lib/libreadline.so.6(rl_callback_read_char+0x92) [0xa70302]
2:11: ./server/freeciv-server(server_sniff_all_input+0x1197) [0x8117457]
2:12: ./server/freeciv-server(srv_main+0x1d5) [0x807dc15]
2:13: ./server/freeciv-server(main+0x90f) [0x8073a4f]
2:14: /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0x126bd6]
2:15: ./server/freeciv-server() [0x80730a1]
1: in load_command() [stdinhand.c::3689]: assertion 'normal_player_count() =
game.server.max_players' failed.
2: Backtrace:
2: 0: ./server/freeciv-server() [0x826215e]
2: 1: ./server/freeciv-server(vdo_log+0xa7) [0x825ff87]
2: 2: ./server/freeciv-server(do_log+0x3c) [0x825ffec]
2: 3: ./server/freeciv-server(fc_assert_fail+0x50) [0x8260040]
2: 4: ./server/freeciv-server(real_sanity_check+0xf4) [0x80fc2d4]
2: 5: ./server/freeciv-server(load_command+0x47a) [0x808953a]
2: 6: ./server/freeciv-server() [0x808dbed]
2: 7: ./server/freeciv-server() [0x811508f]
2: 8: /lib/libreadline.so.6(rl_callback_read_char+0x92) [0xa70302]
2: 9: ./server/freeciv-server(server_sniff_all_input+0x1197) [0x8117457]
2:10: ./server/freeciv-server(srv_main+0x1d5) [0x807dc15]
2:11: ./server/freeciv-server(main+0x90f) [0x8073a4f]
2:12: /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0x126bd6]
2:13: ./server/freeciv-server() [0x80730a1]
1: Por favor, informa de este mensaje a http://gna.org/projects/freeciv/
2: Backtrace:
2: 0: ./server/freeciv-server() [0x826215e]
2: 1: ./server/freeciv-server(vdo_log+0xa7) [0x825ff87]
2: 2: ./server/freeciv-server(do_log+0x3c) [0x825ffec]
2: 3: ./server/freeciv-server(fc_assert_fail+0xd0) [0x82600c0]
2: 4: ./server/freeciv-server(real_sanity_check+0xf4) [0x80fc2d4]
2: 5: ./server/freeciv-server(load_command+0x47a) [0x808953a]
2: 6: ./server/freeciv-server() [0x808dbed]
2: 7: ./server/freeciv-server() [0x811508f]
2: 8: /lib/libreadline.so.6(rl_callback_read_char+0x92) [0xa70302]
2: 9: ./server/freeciv-server(server_sniff_all_input+0x1197) [0x8117457]
2:10: ./server/freeciv-server(srv_main+0x1d5) [0x807dc15]
2:11: ./server/freeciv-server(main+0x90f) [0x8073a4f]
2:12: /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6) [0x126bd6]
2:13: ./server/freeciv-server() [0x80730a1]
 



___

File Attachments:


---
Date: Sat Apr 20 20:15:51 2013  Name: cat10civ10.sav.gz  Size: 249kB   By:

[Freeciv-Dev] [bug #20751] assertion 'normal_player_count() = game.server.max_players' failed

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #1, bug #20751 (project freeciv):

Is that savegame also created with some recent freeciv revision, or is it from
older freeciv?

___

Reply to this item at:

  http://gna.org/bugs/?20751

___
  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] Nativity restrictions in clients

2013-04-20 Thread Emmet Hikory
The client code seems to use UMT_*, TC_OCEAN, is_foo_unit(), and 
is_ocean() in several places for which I don't really understand the 
correct behaviour to support complex unit nativity.  Suggestions, 
opinions, and pointers to open bugs or patches welcome.

climisc.c:unit_color_type()
This function uses UMT_* as a guide to set the correct background 
color for a unit, which seems only to be used in the Xaw client.  I 
would think that with complex nativity, it makes sense to assign the 
background color for tiles based on terrain, player knowledge, etc.  I 
don't have much familiarity with Xaw, so I don't understand if we can 
use logic like that used for the gtk2/3 clients' create_overlay_unit() 
(or some analog thereto) to initialise to black and then modify based on 
terrain/tileset definitions.

unitselect_common.c:usdlg_check_unit_location()
This function has support for selecting units based on move_type 
explicitly.  I've never used this feature, so don't know common use 
cases. For complex nativity, I suspect that these become less useful: 
various amphibious units are inherently excluded, which may be 
unfortunate for rulesets with many ocean depths that allow most land 
units on the shallowest of oceans (which might not be particularly deep, 
and may not permit access by most seaworthy units).  Units with 
restrictions within classic nativity (only some land, only some oceanic, 
only roads, etc.) may be selected inappropriately, as they might be 
unsuitable for use for the intended purpose (e.g. cannot move to some 
target).

control.c:quickselect()
This function has different heuristics for different environments. 
In rulesets that might have land transporters that carry land units, or 
sea transports that only carry sea units, or land units that can't move 
because they require roads, or similar complexities, I'm not sure that 
these heuristics are sufficient, nor that there aren't assumptions about 
available terrains and unit classes built into the heuristics.  That 
said, I don't use this, so hesitate to apply a patch that might break 
someone's gameplay.

Naively, I would think the following might work sensibly for 
arbitrary terrains and units:

1) Native military attack units
2) Native transports
3) Other native units
4) Non-native units

On the other hand, ordered like that, for the classic ruleset (as an 
example), Air, Helicopter, and Missile units might be selected much more 
often than was intended.  Perhaps reachability ought be added to the 
criteria checked, to decrease the chance of selection.  Given that this 
feature is most useful when the player has no time to think, it is 
somewhat important not to be surprising, either by selecting the wrong 
unit or by failing to select the expected unit because of the current 
nativity restrictions.

editor.c:editor_grab_tool()
This just chooses ground units before sea units: I presume the 
intent is to deprioritise sea units in port (given the score reduction 
for transported units which adjusts this).  My thought here is to 
prioritise native units over non-native units (so that the order depends 
on terrain), but I don't remember using this tool either (unless it is 
responsible for unit ordering in the unit pane in the editor), so don't 
know if this would break someone's workflow.

Separately, this function seems to use UCF_UNREACHABLE as a proxy 
for aerial units, and selects them first.  If the sorting is somewhat 
intended to describe altitude, this wouldn't work for Burrowing units 
from the alien ruleset, for example.  If the intent is to prioritise 
important units somehow, where aerial==important, there's no need to 
adjust it, as most unreachable units are likely to be of particular 
interest in most rulesets.  If I'm incorrect about the proxy use here, 
then nothing needs be done for UCF_UNREACHABLE.


Those client uses of is_ocean() and TC_OCEAN not mentioned above 
seemed sane to me (and safe for complex nativity), although I wonder if 
the code ought standardise on one or the other representation of this 
idea (changelogs suggest general migration to is_ocean(), but some of 
the calls that use TC_OCEAN might need refactoring for this).  The idea 
of selecting coastal cities may also be slightly less useful for 
rulesets with particularly complex nativity, as some coastal cities 
might not support many sea units, etc.  Similarly, the current 
coastal check happens to also select all Oceanic cities that aren't 
built on a lake.

-- 
Emmet HIKORY

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


[Freeciv-Dev] [bug #20542] in unit_virtual_destroy() [unit.c::1881]: assertion '!unit_transported(punit)' failed

2013-04-20 Thread Marko Lindqvist
Update of bug #20542 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?20542

___
  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 #3692] Reduce SHIELD_WEIGHTING

2013-04-20 Thread Marko Lindqvist
Update of patch #3692 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?3692

___
  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 #20747] Units in nested transport considered defensive units

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #1, bug #20747 (project freeciv):

This affects both S2_4 and TRUNK, or? Also, I remember there being equivalent
logic of transported unit stepping out to defend in defense value
calculation in combat.c. Have you checked if it's ok in this respect?

___

Reply to this item at:

  http://gna.org/bugs/?20747

___
  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 #3860] Nations ruleset: allow terrain checking against explicit compatibility list

2013-04-20 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3860

 Summary: Nations ruleset: allow terrain checking against
explicit compatibility list
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Apr 21 00:07:49 2013
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Similar to ignore/allowed_govs, it would be useful to be able to specify for
our default nationlist what the set of terrains allowed in natural city names,
so that it's possible to catch typos while allowing those nations to be used
in rulesets without (e.g.) lake.

This allows reversal of the downgrade of this condition to LOG_VERBOSE that
happened in bug #15333.

This patch also tightens up other error handling nearby, and removes lake
from the civ1/civ2 cloned copies of the Aztec ruleset, as it is never
appropriate there.




___

Reply to this item at:

  http://gna.org/patch/?3860

___
  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 #3861] Nations ruleset: replace warn_city_style with allowed_city_styles

2013-04-20 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3861

 Summary: Nations ruleset: replace warn_city_style with
allowed_city_styles
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Apr 21 00:10:11 2013
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Similar to patch #3859 / patch # 3860. This replaces the warn_city_style
option added in patch #2995.




___

Reply to this item at:

  http://gna.org/patch/?3861

___
  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 #3860] Nations ruleset: allow terrain checking against explicit compatibility list

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #1, patch #3860 (project freeciv):

Seems like duplicate of patch #3708, but if you're adding patch here, it's
probably better to mark #3708 as duplicate of this.

___

Reply to this item at:

  http://gna.org/patch/?3860

___
  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 #3759] Make freesounds the default soundset

2013-04-20 Thread Marko Lindqvist
Follow-up Comment #7, patch #3759 (project freeciv):

 Would this patch be the best place to discuss it?

Yes, that would keep the discussion stored where one would be looking for the
info.

___

Reply to this item at:

  http://gna.org/patch/?3759

___
  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 #20752] Errors in nation rulesets cause spurious messages about lack of defined barbarians

2013-04-20 Thread Jacob Nevins
Update of bug #20752 (project freeciv):

  Status: In Progress = Ready For Test 

___

Additional Item Attachment:

File name: trunk-nations-ruleset-barbarian-errors.patch Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?20752

___
  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 #3859] Nations ruleset: move government compatibility checking to nationlist.ruleset

2013-04-20 Thread Jacob Nevins
Additional Item Attachment, patch #3859 (project freeciv):

File name: trunk-nations-allowed-govs-bis.patch Size:10 KB


___

Reply to this item at:

  http://gna.org/patch/?3859

___
  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 #3860] Nations ruleset: allow terrain checking against explicit compatibility list

2013-04-20 Thread Jacob Nevins
Update of patch #3860 (project freeciv):

  Status: In Progress = Ready For Test 
  Depends on: = patch #3859

___

Additional Item Attachment:

File name: trunk-nations-allowed-terrains.patch Size:11 KB


___

Reply to this item at:

  http://gna.org/patch/?3860

___
  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 #3861] Nations ruleset: replace warn_city_style with allowed_city_styles

2013-04-20 Thread Jacob Nevins
Update of patch #3861 (project freeciv):

  Status: In Progress = Ready For Test 
  Depends on: = patch #3860

___

Additional Item Attachment:

File name: trunk-nations-allowed-citystyles.patch Size:5 KB


___

Reply to this item at:

  http://gna.org/patch/?3861

___
  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 #19841] Fundamentalism fails in classic ruleset

2013-04-20 Thread Jacob Nevins
Follow-up Comment #8, bug #19841 (project freeciv):

 Would it be better to have a section in nationlist.ruleset 
 explicitly listing all allowed govs in leader titles (and
 e.g. terrains) [...]
I've implemented this in the patch series starting at patch #3859.

___

Reply to this item at:

  http://gna.org/bugs/?19841

___
  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 #3708] Reinstate terrain checks for natural city names

2013-04-20 Thread Jacob Nevins
Update of patch #3708 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

Will be fixed in patch #3860.

___

Reply to this item at:

  http://gna.org/patch/?3708

___
  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 #3860] Nations ruleset: allow terrain checking against explicit compatibility list

2013-04-20 Thread Jacob Nevins
Follow-up Comment #2, patch #3860 (project freeciv):

Rats, missed that.

___

Reply to this item at:

  http://gna.org/patch/?3860

___
  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 #3839] Low hanging nativity fixes

2013-04-20 Thread Marko Lindqvist
Update of patch #3839 (project freeciv):

  Status:None = In Progress
 Assigned to:None = cazfi  

___

Follow-up Comment #1:

 all fairly lightweight.

My gut feeling disagrees here (= I want to investigate this more carefully
instead of going fast forward). Value of this patch is in pointing out places
that need to be changed, but I suspect that some of the cases are much more
complex than straightforward changes presented. I may even end up splitting
this to several tickets to investigate some of the cases in more detail.

___

Reply to this item at:

  http://gna.org/patch/?3839

___
  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 #20747] Units in nested transport considered defensive units

2013-04-20 Thread Emmet Hikory
Follow-up Comment #2, bug #20747 (project freeciv):

From code inspection, it appears that the same patch could also be applied to
S2_4 (I'll test when my current autogames are complete), and that it would
provide a similar benefit.

About combat.c:

get_virtual_defense_power() uses can_unit_exist_at_tile as a proxy for being
able to defend, but in this function we don't know the actual unit (and it may
not even currently exist for calls from advmilitary.c), so can't check to see
if it happens to be transported when under attack.  The specific unit
certainly doesn't exist in unittools.c:find_a_good_partisan_spot(), although
these aren't likely to be placed in transport, so it matters less.

can_unit_attack_all_at_tile() and can_unit_attack_any_at_tile() are
potentially open to gameplay irregularities from players choosing when to
load/unload unreachable units if unreachable protects/doesn't protect, and
depending on the targets vectors of potential attackers.  It would take a lot
more than this type of check to work around that.

It may be that can_unit_attack_unit_at_tile() should check to see if the
potential defender is capable of defense, but I suspect it is better not to do
this, as units that can't defend just die, which is likely the desired
behaviour, rather than anything that might prevent the attack.

Am I missing something else that might be related to this?

___

Reply to this item at:

  http://gna.org/bugs/?20747

___
  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 #3839] Low hanging nativity fixes

2013-04-20 Thread Emmet Hikory
Follow-up Comment #2, patch #3839 (project freeciv):

Heh, perhaps my definition of lightweight was adjusted by the remainder of
the nativity stuff :)  I've no objection to splitting this into bits: it was
assembled from bits as I tried to clean up nativity everywhere: these were the
ones that were tiny patches, showed no behaviour changes in autogame testing,
and didn't trigger me to add TODO items reminding me to investigate later.

For base_assess_defense_unit(), I'm very certain of the semantics, and there
are a few other places in the code that have had that change made (this one
appears to have been missed).

For assess_danger_unit(), there are no precedents that I found, but the
behaviour is precisely the same for rulesets without UMT_LAND units granted
CanAttackNonNative (and the change seems sensible).

For assess_danger(), I'm less certain, and it may be worth performing autogame
testing with rulesets specifically designed to hit this condition (presence of
UMT_LAND units with !CanOccupy and UMT_SEA units with CanOccupy).

For kill_something_with(), I was pleasantly surprised not to have differences
in autogame testing: I was expecting this to fall into the more complicated
category.  Of everything collected here, I'm least confident in this change.

For dai_rampage_want(), I'm pretty sure the current code won't work usefully
even in the presence of Big Land from the experimental ruleset, ignoring
more interesting nativity (e.g. Hut on Mountains).  That said, I'm not
absolutely sure my solution happens to be correct.

For the SDL client fix, it's mostly a random swipe to remove it from grep
results.  That function should really be rewritten entirely to do things
correctly, and if the nativity issue is a good reminder about that, there's no
reason to patch it away.

___

Reply to this item at:

  http://gna.org/patch/?3839

___
  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 #20747] Units in nested transport considered defensive units

2013-04-20 Thread Emmet Hikory
Follow-up Comment #3, bug #20747 (project freeciv):

The same patch applies to S2_4 with a 1-line offset, and should be suitable
there as well.

___

Reply to this item at:

  http://gna.org/bugs/?20747

___
  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 #20751] assertion 'normal_player_count() = game.server.max_players' failed

2013-04-20 Thread Jordi Negrevernis i Font
Follow-up Comment #2, bug #20751 (project freeciv):

This game is a savegame of a recent revision of S2_4, maybe a couple of weeks
ago...


___

Reply to this item at:

  http://gna.org/bugs/?20751

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


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