[Freeciv-Dev] [patch #4933] reduce the number of calls to normalize_map_pos()

2014-07-11 Thread Emmet Hikory
Follow-up Comment #1, patch #4933 (project freeciv):

Testing with this applied seems to take nearly the same amount of wall-clock
time (differences varied by run, but never exceeded 1% in either direction
against the same autogame).  map_pos_to_tile() sample percentage with this
applied seems to approximate prior combined sample percentage of
map_pos_to_tile() and normalize_map_pos().  Generally speaking, the sample
percentage of other functions seem to show very slight rises, and there
usually an increase in the number of functions requiring more than 1% CPU
time, so I believe this change improves things, but perhaps not enough to
warrant application to earlier branches.

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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-07-11 Thread Marko Lindqvist
Update of patch #4816 (project freeciv):

 Assigned to:None => cazfi  


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[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-07-11 Thread Marko Lindqvist
Update of patch #4816 (project freeciv):

Category:None => rulesets   
  Status:None => Ready For Test 
 Planned Release: => 2.6.0  


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[Freeciv-Dev] [bug #21550] Make function of timeout / "off" label in UI more obvious somehow

2014-07-11 Thread Marko Lindqvist
Update of bug #21550 (project freeciv):

  Status:None => Ready For Test 
 Planned Release: => 2.4.3, 2.5.0, 2.6.0

___

Follow-up Comment #1:

Tooltip for gtk-clients

(file #21366)
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Additional Item Attachment:

File name: TimeoutTooltip.patch   Size:1 KB


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[Freeciv-Dev] [bug #21576] gtk2 client assert with multiplayer ruleset

2014-07-11 Thread Marko Lindqvist
Update of bug #21576 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 
 Planned Release:   2.4.2 => 2.3.5, 2.4.2   

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Follow-up Comment #14:

So, it was actually already committed, but left open

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[Freeciv-Dev] [bug #21576] gtk2 client assert with multiplayer ruleset

2014-07-11 Thread Marko Lindqvist
Update of bug #21576 (project freeciv):

 Planned Release:2.3.5, 2.4.2 => 2.4.2  

___

Follow-up Comment #13:

> It's only when 2.5.0-beta1 gets released when S2_4 development
> version to be run from build dir must have stubs in place.

No better plan has been proposed, so I guess it's now time to commit the
patch.

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[Freeciv-Dev] [bug #21950] Game crash with popup message "Exhausted city and unit numbers!"

2014-07-11 Thread Marko Lindqvist
Update of bug #21950 (project freeciv):

Category:None => general
  Status:None => Ready For Test 
 Planned Release: => 2.4.3, 2.5.0, 2.6.0

___

Follow-up Comment #5:

When I wrote that patch I added the parenthesis thinking it would only
increase readability. Now I realized that it actually fixes rather fundamental
bug - identity numbers never wrapped. It was always added 1 (1 % big number)
instead of getting wrapped every "big number" values.

So the problem is not only when all the identity numbers are in use
simultaneously (2^16 units alive), but when there has needed that many
identity numbers during the entire game.

My plan is to introduce fix to the wrapping problem to stable branches, and in
TRUNK also make the max value 18 bits.

Patch for stable branches attached.

(file #21365)
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File name: IdentityWrap-S2_5.patchSize:0 KB


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[Freeciv-Dev] [bug #22312] CleanPollution and CleanFallout rmreqs ignored

2014-07-11 Thread Marko Lindqvist
Update of bug #22312 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #1:

Fix

(file #21364)
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Additional Item Attachment:

File name: CleanReqs.patchSize:0 KB


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[Freeciv-Dev] [bug #22034] Cannot build Irrigation and Mine simultaneously

2014-07-11 Thread Marko Lindqvist
Update of bug #22034 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

Generic check against building activities that conflict with each other.

(file #21363)
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Additional Item Attachment:

File name: ActivityConflict.patch Size:8 KB


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[Freeciv-Dev] [bug #22312] CleanPollution and CleanFallout rmreqs ignored

2014-07-11 Thread Marko Lindqvist
URL:
  

 Summary: CleanPollution and CleanFallout rmreqs ignored
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 12 Jul 2014 03:08:55 AM EEST
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: 2.6.0

___

Details:

can_unit_do_activity_at() does not check rmreqs when extra to be removed is
passed as parameter (as it should). Only if the fallback mechanism of
determining the extra locally, extra that cannot be removed is never selected.




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[Freeciv-Dev] [bug #22297] Road move_time = -1 doesn't get to client correctly

2014-07-11 Thread Marko Lindqvist
Update of bug #22297 (project freeciv):

Category:None => general
  Status:None => Ready For Test 

___

Follow-up Comment #1:

Fix

Note that the network protocol does not change in a way that would require
capstr update. Server sends the same bits as before, this just makes client to
interpret them correctly.

(file #21362)
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Additional Item Attachment:

File name: SintMoveCost.patch Size:0 KB


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[Freeciv-Dev] [bug #22311] Threaded AI mishandles NoBonus road types

2014-07-11 Thread Marko Lindqvist
URL:
  

 Summary: Threaded AI mishandles NoBonus road types
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 12 Jul 2014 02:32:42 AM EEST
Category: ai
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, 2.6.0

___

Details:

Threaded AI thinks that building NoBonus roads could benefit unit movement
speed.

Fix attached.



___

File Attachments:


---
Date: Sat 12 Jul 2014 02:32:42 AM EEST  Name: ThreadedRoadNoBonus.patch  Size:
2kB   By: cazfi


---
Date: Sat 12 Jul 2014 02:32:42 AM EEST  Name: ThreadedRoadNoBonus-S2_5.patch 
Size: 2kB   By: cazfi



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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2014-07-11 Thread Emmet Hikory
Follow-up Comment #9, patch #3775 (project freeciv):

Just an update: patch #4649 implemented a cache of unit movement similarities
that obsoletes the attached patch (with compatible results).  This ticket is
probably now best considered to be about the strategies discussed in comment
#4, where a bodyguard is aware of the intentions of the charge, and can
provide support in more complex ways (e.g. move_rate 2 amphibious unit moves
over lake, and move_rate 3 road-restricted bodyguard moves around the lake to
continue to provide protection).

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[Freeciv-Dev] [patch #4806] civ2civ3: terrain transformations

2014-07-11 Thread Marko Lindqvist
Update of patch #4806 (project freeciv):

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


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[Freeciv-Dev] [bug #22310] local.php in git repository

2014-07-11 Thread Marko Lindqvist
URL:
  

 Summary: local.php in git repository
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 12 Jul 2014 01:46:05 AM EEST
Category: freeciv-web
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:

Having files that are supposed to be configured *locally* in version control
repository makes development much more difficult. While git is better than svn
in that it does not automatically push my local changes to the master repo
copy of the file, I still must be very careful when doing git reset (need to
restore my correct local configuration after that), or when git pull would
want to replace my local file with one from the master.

Even when you need to have version of the file preconfigured for the image
you're distributing, couldn't that be under different name so that using even
the image would require minimum setup work of running some script that
automatically sets the configuration files as required by the image usage?

I'd want to do some freeciv-web development every now and then, but constantly
hardcoding things not to work on my setup is making that more involved process
than what I have time for. At one point we agreed that freeciv-web changes
would now on be subject to reviews like rest of the freeciv project changes,
but that has not been executed - breakages like this one go in without anybody
allowed to object.




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[Freeciv-Dev] [bug #22309] Configure Script can't detect GTK+ version 3.10

2014-07-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #22309 (project freeciv):

I don't think your problem is in parsing 1 < 6, as I've never had that problem
with gtk+ 3.10 or 3.12. Also, while our gtk-3.0.m4 comes from gtk+3 earlier
than 3.10, it's essentially same as gtk-2.0.m4 (gtk+ project has not made any
changes to it between the major versions), so it has been working for all of
the gtk+ using world over while gtk+2 went from 2.8 to 2.10.

Do you have both the gtk+3 library and the development package (if your
distribution has those separate). Can you attach your config.log?

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[Freeciv-Dev] [bug #22309] Configure Script can't detect GTK+ version 3.10

2014-07-11 Thread anonymous
URL:
  

 Summary: Configure Script can't detect GTK+ version 3.10
 Project: Freeciv
Submitted by: None
Submitted on: Fri 11 Jul 2014 09:53:06 PM UTC
Category: general
Severity: 5 - Blocker
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: freeciv-dev.org.timeho...@neverbox.com
 Open/Closed: Open
 Release: 2.4.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Clearly 3.10 > the required 3.6.  I believe the cause of this is that it is
text-parsing rather than value-parsing the version number since 1 < 6 but 10 >
6.  Theoretically GTK+ 3.10 should be sufficient for building freeciv.  If I
can fix the script I'll attach a diff. 




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[Freeciv-Dev] [patch #4917] Accept keypress in addition to left mouse to some of the main functions of sdl2-client

2014-07-11 Thread Marko Lindqvist
Update of patch #4917 (project freeciv):

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


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[Freeciv-Dev] [patch #4859] Alien ruleset unit move rates

2014-07-11 Thread Marko Lindqvist
Follow-up Comment #1, patch #4859 (project freeciv):

- Updated againt svn

(file #21359)
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Additional Item Attachment:

File name: AlienMoveRates-2.patch Size:1 KB


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[Freeciv-Dev] [patch #4931] pf_fuel_map_iterate(): adjustements

2014-07-11 Thread Emmet Hikory
Follow-up Comment #1, patch #4931 (project freeciv):

The removal of the obsolete SINGLE_MOVE cost hack will conflict with the
application of patch #4926.  Which is the right solution here?

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[Freeciv-Dev] [patch #4933] reduce the number of calls to normalize_map_pos()

2014-07-11 Thread pepeto
URL:
  

 Summary: reduce the number of calls to normalize_map_pos()
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 11 juil. 2014 22:47:32 CEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Profiling trunk autogames shows that normalize_map_pos is abnormally used
(sometimes takes 10%). The attached patch reduce the number of the calls,
using map_pos_to_tile() in map macros.

Made for trunk, but could apply other branches too.




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File Attachments:


---
Date: ven. 11 juil. 2014 22:47:32 CEST  Name: map_iterators.patch  Size: 2 ko 
 By: pepeto



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[Freeciv-Dev] [patch #4848] Adventurer cities can grow to size 3 without Basic Infrastructure

2014-07-11 Thread Marko Lindqvist
Update of patch #4848 (project freeciv):

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


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[Freeciv-Dev] [bug #21629] civ2 - barb cities can't build anything due to waste

2014-07-11 Thread Marko Lindqvist
Follow-up Comment #9, bug #21629 (project freeciv):

- S2_4 version

(file #21357)
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Additional Item Attachment:

File name: WastedPirates-S2_4.patch   Size:0 KB


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[Freeciv-Dev] [patch #4916] "snapshot" target for installer makefile

2014-07-11 Thread Marko Lindqvist
Update of patch #4916 (project freeciv):

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


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[Freeciv-Dev] [bug #22308] civ2civ3: help claims fortresses/airbases can't be built on rivers

2014-07-11 Thread Jacob Nevins
Update of bug #22308 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: trunk-help-civ2civ3-river-bases.patch Size:0 KB


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[Freeciv-Dev] [patch #3405] Help: update for generalised roads, bases, etc

2014-07-11 Thread Jacob Nevins
Update of patch #3405 (project freeciv):

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

___

Follow-up Comment #8:

Oops, my trunk commit contains a lie about civ2civ3 rivers since I wrote it.
Bug #22308.

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[Freeciv-Dev] [patch #4932] pf_fuel_map: cache step most costs

2014-07-11 Thread pepeto
URL:
  

 Summary: pf_fuel_map: cache step most costs
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 11 juil. 2014 20:01:07 CEST
Category: ai
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:

The move cost (and action stuff) of a node to another is usually calculated
many times in pf_fuel_map_iterate(). This patch allows to cache these costs.




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File Attachments:


---
Date: ven. 11 juil. 2014 20:01:07 CEST  Name: pf_fuel_map_cache_MC.patch 
Size: 3 ko   By: pepeto



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[Freeciv-Dev] [bug #22308] civ2civ3: help claims fortresses/airbases can't be built on rivers

2014-07-11 Thread Jacob Nevins
URL:
  

 Summary: civ2civ3: help claims fortresses/airbases can't be
built on rivers
 Project: Freeciv
Submitted by: jtn
Submitted on: Fri 11 Jul 2014 18:59:06 BST
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.6.0

___

Details:

My patch #3405 crossed with patch #4608; mine added words to River docs that
"Fortresses and Airbases cannot be built on River tiles", but now you can
again.




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[Freeciv-Dev] [patch #4931] pf_fuel_map_iterate(): adjustements

2014-07-11 Thread pepeto
Additional Item Attachment, patch #4931 (project freeciv):

File name: pf_fuel_map_adjust.patch   Size:13 KB


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[Freeciv-Dev] [patch #4931] pf_fuel_map_iterate(): adjustements

2014-07-11 Thread pepeto
URL:
  

 Summary: pf_fuel_map_iterate(): adjustements
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 11 juil. 2014 19:56:44 CEST
Category: ai
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:

* better synchronization between the two priority queues to ensure the nodes
to be processed in a good order ;
* renamed _out_of_fuel queue_ to _waited_queue_ ;
* safety of a node (difference between moves left of moves required) is taken
in account in total_CC calculation ;
* handle correctly if the unit would implicitly refuel (stopping at a refuel
point at the end of the turn) ;
* removed obsolete SINGLE_MOVE cost hack if node behavior is TB_DONT_LEAVE ;
* removed priority queue assertions.





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[Freeciv-Dev] [bug #22300] Terrain help paragraph breaks missing

2014-07-11 Thread Jacob Nevins
Update of bug #22300 (project freeciv):

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


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[Freeciv-Dev] [patch #4930] pf_fuel_map: referenced pf_fuel_pos

2014-07-11 Thread pepeto
URL:
  

 Summary: pf_fuel_map: referenced pf_fuel_pos
 Project: Freeciv
Submitted by: pepeto
Submitted on: ven. 11 juil. 2014 19:47:21 CEST
Category: ai
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:

Instead of registering all full segments, try to link pf_fuel_pos to each
others.




___

File Attachments:


---
Date: ven. 11 juil. 2014 19:47:21 CEST  Name: pf_fuel_pos_ref.patch  Size: 25
ko   By: pepeto



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[Freeciv-Dev] [bug #22061] Team pooled research and AI science cost

2014-07-11 Thread pepeto
Update of bug #22061 (project freeciv):

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

___

Follow-up Comment #2:

Fixed within bug #22059.

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[Freeciv-Dev] [bug #22060] EFT_TECH_COST_FACTOR isn't handle with team pooled research

2014-07-11 Thread pepeto
Update of bug #22060 (project freeciv):

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

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Follow-up Comment #2:

Fixed within bug #22059.

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[Freeciv-Dev] [bug #22059] tech_leakage doesn't handle team pooled research

2014-07-11 Thread pepeto
Update of bug #22059 (project freeciv):

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


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[Freeciv-Dev] [patch #4921] Consolidate calls in pf_tools.c

2014-07-11 Thread Emmet Hikory
Update of patch #4921 (project freeciv):

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


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[Freeciv-Dev] [patch #4926] Properly account for attack move costs in pathfinding

2014-07-11 Thread Emmet Hikory
Update of patch #4926 (project freeciv):

  Status:   Need Info => Ready For Test 
 Assigned to:None => persia 
 Planned Release: => 2.6.0  
 Summary: Allow AI paths with intermediate actions => Properly
account for attack move costs in pathfinding

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Follow-up Comment #4:

Right then.  Repurposing this ticket just for the attached patch.  Thanks for
the explanation of why the original intent wouldn't work.  Issues identified
in comment #2 will be deferred to future tickets.

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[Freeciv-Dev] [patch #4926] Allow AI paths with intermediate actions

2014-07-11 Thread pepeto
Follow-up Comment #3, patch #4926 (project freeciv):

> I thought we changed it to not be SINGLE_MOVE again with
> attack_move_cost() in patch #3901

In pf_normal_map_iterate() and pf_danger_map_iterate(), the value was
overwritten to SINGLE_MOVE in any case.

Path-finding is like a photography. It checks the map at one given instant. It
is notably unable to deal with units moving at same time (easily reproducible
in client side). So a new photography is needed each time something on the map
changed.

> Do you think it makes sense to repurpose this ticket to change
> the action cost to the remainder of moves remaining in the
> turn for pathfinding in all cases, or just mark it "Won't Do"?
> I no longer think it useful to apply the attached patch, and
> would rather fix the individual bits of the AI in a series of
> separate patches than trying to do it all here.

Your patch looks good. It would make pf_path[last_position] able to know if
the unit would have moves left after moving. I would be happy if you commit
it.

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[Freeciv-Dev] [patch #4918] Make ap_diplomat_battle() handle battle against a unit in a city

2014-07-11 Thread Sveinung Kvilhaugsvik
Update of patch #4918 (project freeciv):

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


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[Freeciv-Dev] [patch #4926] Allow AI paths with intermediate actions

2014-07-11 Thread Emmet Hikory
Follow-up Comment #2, patch #4926 (project freeciv):

> It was already the case before since bug #20361

I thought we changed it to not be SINGLE_MOVE again with attack_move_cost() in
patch #3901

> Where do you see that the tile is set to TB_IGNORE?

Yes, sorry, the correct value for my comment is "TB_DONT_LEAVE", rather than
"TB_IGNORE".  My apologies for the confusion.

> I am against allowing path-finding to make intermediate actions

In that case, rather than calculating a result, let's assert that an action
always consumes the entirety of the remaining moves.  For deciding what to do,
this is enough to know that one can reach a tile, or take an action at a tile.
 When something is actually done, after the action is completed, the unit can
do something else.

There's a fair bit of AI code that seems to assume pathfinding is magic and
just does everything that probably needs adjusting: when real units are really
moving, it probably makes sense to pathfind in a loop with various objectives
until there are no moves left (after having actually performed the move,
rather than guessing at moves left in pathfinding).  This applies not just for
fighters/escorts, but also for city defenders normal attackers, ferries, etc.

Do you think it makes sense to repurpose this ticket to change the action cost
to the remainder of moves remaining in the turn for pathfinding in all cases,
or just mark it "Won't Do"?  I no longer think it useful to apply the attached
patch, and would rather fix the individual bits of the AI in a series of
separate patches than trying to do it all here.

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[Freeciv-Dev] [patch #4926] Allow AI paths with intermediate actions

2014-07-11 Thread pepeto
Follow-up Comment #1, patch #4926 (project freeciv):

> Patch #4889 removed the calculation of the cost of an attack,
> instead using a flat value of SINGLE_MOVE.

It was already the case before since bug #20361 (except for pf_fuel_map,
probably because this algorithm is based on the assumption all costs are equal
to SINGLE_MOVE).

Your patch seems improve that.

> Unfortunately, this isn't sufficient to allow the AI to be
> able to use Fighters effectively (or, in fact, any
> non-UCF_MISSILE fuel=1 unit), because if any action is
> performed on any tile, that tile is set to TB_IGNORE, so
> pathfinding shows that the unit would go to the tile, attack,
> and then stop, not being able to return to base.

Where do you see that the tile is set to TB_IGNORE? I see TB_DONT_LEAVE, which
is the right value currently, because as you said below, we cannot be sure
where the unit stands after a such action.

I am against allowing path-finding to make intermediate actions for the
following reasons:
* we cannot know where a unit will be after an attack, neither it is still
alive ;
* we cannot know what will be the move rate after attack (it mays depend of
the damages of the unit, and its veteran level, etc.), and handling different
move rate on the same pf_map is today far to be possible ;
* building path to attack and return to base would make the algorithm very
more complicate and slower than what it is currently.

About AI fighters: the purpose of pf_fuel_map is to allow to go to tiles the
server will make the unit automatically to refuel bases at the end of the turn
(else, pf_danger_map would be sufficient). If we want the AI fighters to
return after attack, I think the AI code should redeploying a new pf_map after
attack.

About unit escort: I think the same as for fighters. After attack, the code
should check if the unit still has move points and redeploying a pf_map (it
would pretty fast if you use map iteration).


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[Freeciv-Dev] [bug #22302] Setting init_city_radius_sq =15 does not work in version 2.5

2014-07-11 Thread Jacob Nevins
Update of bug #22302 (project freeciv):

Severity:  3 - Normal => 4 - Important  
 Planned Release: => 2.5.0, 2.6.0   


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[Freeciv-Dev] [patch #4459] Requirement range "Traderoutes"

2014-07-11 Thread Emmet Hikory
Update of patch #4459 (project freeciv):

  Status:   Need Info => Ready For Test 

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Follow-up Comment #3:

Patch attached that just mirrors the requirements calculations for cities. 
Whether it happens to be correct or not depends on the data state of the
caller, so the client may get the wrong answers if it has incomplete (or out
of date) knowledge.  Should be minimally usable, so that if refinements are
necessary to the specific range tests, these can be done separately from the
range definition.

(file #21352)
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Additional Item Attachment:

File name: add-REQ_RANGE_TRADEROUTE.patch Size:37 KB


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