[Freeciv-Dev] [bug #23302] Can't see settler city footprint with grid enabled

2015-03-22 Thread Marko Lindqvist
Update of bug #23302 (project freeciv):

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


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[Freeciv-Dev] [patch #5829] Reverting packet type field to 8bit

2015-03-22 Thread Marko Lindqvist
Follow-up Comment #1, patch #5829 (project freeciv):

S2_6 version combining patch #4274 and S2_5-like documentation in HACKING. To
be committed after 36h review period.

(file #24103)
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Additional Item Attachment:

File name: 8BitTypeHeader-S2_6.patch  Size:1 KB


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[Freeciv-Dev] [patch #5918] Sanity check boolean effects

2015-03-22 Thread Jacob Nevins
Follow-up Comment #4, patch #5918 (project freeciv):


if (effect_cumulative_min(boolean_effects[i], NULL) < 0
&& effect_cumulative_max(boolean_effects[i], NULL) >= 0) {


Shouldn't the second test be "=="?

This disables the following construct, which I think should be legal (if
unnecessary):


[effect_transform]
type= "Transform_Possible"
value   = 1
reqs=
{ "type", "name", "range"
  "Tech", "Fusion Power", "Player"
  "UnitFlag", "Transform", "Local"
}

[effect_transform2]
type= "Transform_Possible"
value   = -1
reqs=
{ "type", "name", "range"
  "Terrain", "Mountains", "Local"
}


(Another doubt I had was that effect_cumulative_min()/max() have the general
problem that they can produce too-large values in some cases of
mutually-exclusive requirements; but that doesn't actually matter for this
specific case, so this usage is fine.)

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[Freeciv-Dev] [patch #5918] Sanity check boolean effects

2015-03-22 Thread Marko Lindqvist
Follow-up Comment #5, patch #5918 (project freeciv):

Yes, I guess I've wanted to be extras safe and meant "<= 0" there but got it
wrong way. The log message tells what it tries to check against, and that's
not true with the current code.

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[Freeciv-Dev] [patch #5918] Sanity check boolean effects

2015-03-22 Thread Marko Lindqvist
Update of patch #5918 (project freeciv):

  Status:Done => None   
 Open/Closed:  Closed => Open   


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[Freeciv-Dev] [bug #23405] AI creates lots of diplomats, but they just hang around enemy cities, doing nothing

2015-03-22 Thread Paul Pogonyshev
URL:
  

 Summary: AI creates lots of diplomats, but they just hang
around enemy cities, doing nothing
 Project: Freeciv
Submitted by: doublep_
Submitted on: Sun 22 Mar 2015 02:06:23 PM CET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.5
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

If an AI player lacks embassy, one will be created. But it seems afterwards
diplomats don't try to do anything at all, they just hang around idling,
making them cannonfodder to train troops against (on a related note, I think
"attacking" a diplomat should never give veteran status to a unit).

They could e.g. try to steal technologies, at least, or sabotage cities.




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Re: [Freeciv-Dev] Student looking to contirbute to freeciv

2015-03-22 Thread Sveinung Kvilhaugsvik
On 3/12/15, Rohit Shinde  wrote:
> I looked over the gna bugs. There is no label for easy bugs. Could you tell
> me a way to find bugs such that they are not too hard but at the same time
> I need to look over the source code to find them.
>
> Right now, I am looking at the bugs but I am not getting which one to
> choose among them.
>
Some time ago I posted two introduction tasks that deals with our
built in (utility based) AI in the "Help Wanted" section of our forum.
http://forum.freeciv.org/f/viewforum.php?f=15

-- 
Helsing
Sveinung

"The Lord requires of his saints confession of sins during their whole
lives, and that without ceasing, and promises pardon. How presumptuous,
then, to exempt them from sin, or when they have stumbled, to exclude them
altogether from grace?" (sitat John Calvin)

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[Freeciv-Dev] [bug #23406] Minimap in window has focus on docking widget

2015-03-22 Thread Bernd Jendrissek
URL:
  

 Summary: Minimap in window has focus on docking widget
 Project: Freeciv
Submitted by: berndj
Submitted on: Sun 22 Mar 2015 10:38:29 PM UTC
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4@27536
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

Playing a large map, it's necessary to detach the minimap into its own window.
I've lost count of how many times I've lost the minimap window (carefully
resized to show the whole map, in as small a window as possible) after
pressing the spacebar to make a unit sit out for one turn, when focus is still
on the minimap window.

It would reduce the annoyance factor greatly if something else in the minimap
window could take the spacebar.




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[Freeciv-Dev] [patch #5944] Add research_reqs, a requirement vector for research, to techs.

2015-03-22 Thread Sveinung Kvilhaugsvik
URL:
  

 Summary: Add research_reqs, a requirement vector for
research, to techs.
 Project: Freeciv
Submitted by: sveinung
Submitted on: Mon 23 Mar 2015 01:09:01 AM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

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Details:

This is intended as a first step towards patch #1340.

A tech's research_reqs must be true before it can be researched. For shared
research it is enough that it is true for one of the players sharing.

Only unchanging requirements are supported for now. This includes requiring
that a player must have a certain Nation to research a tech.

Tech requirements have their own warning telling the ruleset author to put
them in req1, req2 or root_req in stead.



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File Attachments:


---
Date: Mon 23 Mar 2015 01:09:01 AM UTC  Name:
0001-Add-research_reqs-a-requirement-vector-for-research-.patch  Size: 20kB  
By: sveinung



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[Freeciv-Dev] [bug #23407] server wants us to remove

2015-03-22 Thread Jacob Nevins
URL:
  

 Summary: server wants us to remove
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon 23 Mar 2015 01:38:05 UTC
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: 

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Details:






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[Freeciv-Dev] [bug #23407] Server wants us to remove unit id 2579, but we don't know about this unit!

2015-03-22 Thread Jacob Nevins
Update of bug #23407 (project freeciv):

 Release: => 2.5.0  
Operating System:None => GNU/Linux  
 Summary: server wants us to remove => Server wants us to
remove unit id 2579, but we don't know about this unit!

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Follow-up Comment #1:

Since on console with 2.5.0 civ2civ3. I'm allied with many other players so
have lots of shared vision.


1: Server wants us to remove unit id 2579, but we don't know about this unit! 

1: Server wants us to remove unit id 2555, but we don't know about this unit!


I don't know exactly which turn these were emitted on, so I can't produce a
relevant savegame, but I do have saves from every turn of this game.

(ticket submitted prematurely)

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[Freeciv-Dev] [bug #23407] Server wants us to remove unit id 2579, but we don't know about this unit!

2015-03-22 Thread Jacob Nevins
Follow-up Comment #2, bug #23407 (project freeciv):

> Since
*Seen

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