[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-10-01 Thread Sławomir Lach
Follow-up Comment #9, patch #7678 (project freeciv):

I'm the only one author of libgreattao, so I can change or add license.

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[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-23 Thread Sławomir Lach
Follow-up Comment #8, patch #7678 (project freeciv):

Why you think libgreattao is on GPLv3? There's LGPLv3 license in License file.
If you wish, I can publish libgreattao on double license.

I also attached some changes.

(file #28734)
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File name: mpgui_tao.cSize:19 KB


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[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-16 Thread Sławomir Lach
Follow-up Comment #6, patch #7678 (project freeciv):

There's only packages for OpenSuSE. I'm trying to create packages for
Debian/Ubuntu, but given up. There's also installer, which could run in GTK+
or Qt5 backend.

There's no distribution, where libgreattao is installed by default.

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[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-15 Thread Sławomir Lach
Follow-up Comment #4, patch #7678 (project freeciv):

I'm waiting for response. Should I include m4 scripts? It would compile
without m4 scripts. They are needed to compile tao-client.

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[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-11 Thread Sławomir Lach
Follow-up Comment #3, patch #7678 (project freeciv):

Libgreattao sources are on sourceforge and you can download libgreattao
self-containing installer(this installer firstly unpack modified version of
libgreatao to work on many systems).

Yes - second check for fcmp-gtk2 is added by accident - I repair it.

The global variables are added intentionally, because other parts of
mp(generic) are don't provide some information. I have moved it below
includes.

I send newer version of patch.

(file #28593)
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[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-10 Thread Sławomir Lach
Follow-up Comment #3, patch #7673 (project freeciv):

I put new patch with missing files.

How make diff with binary files (for example .png graphic)?

(file #28590)
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[Freeciv-Dev] [patch #7678] Libgreattao's modpack installer

2016-09-09 Thread Sławomir Lach
URL:
  

 Summary: Libgreattao's modpack installer
 Project: Freeciv
Submitted by: lachu
Submitted on: Fri 09 Sep 2016 07:04:54 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 
 Contains string changes: None

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Details:

Patch introduces libgreattao-based modpack installer. This kind of modpack can
works with GTK+-3.0, console network and shell. Maybe network mode isn't
needed, but it allows to works in graphical mode (GTK+-3.0) and
textual(console and shell). Qt5 isn't supported yet, because Qt have
restrictions about threads and my modpack uses pthreads. I don't know if
pthreads are on Windows also.



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File Attachments:


---
Date: Fri 09 Sep 2016 07:04:54 PM UTC  Name: freeciv-mp-gui-tao  Size: 22kB  
By: lachu
MP-TAO


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[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
Follow-up Comment #1, patch #7673 (project freeciv):

I didn't know why it's not link. Searched functions are in client directory.

(file #28571)
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[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
Additional Item Attachment, patch #7673 (project freeciv):

File name: my_patch   Size:3 KB


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[Freeciv-Dev] [patch #7673] First patch torwards new libgreattao client

2016-09-07 Thread Sławomir Lach
URL:
  

 Summary: First patch torwards  new libgreattao client
 Project: Freeciv
Submitted by: lachu
Submitted on: Wed 07 Sep 2016 01:09:16 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 
 Contains string changes: None

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Details:

This patch introduced some some work torwards new client based on libgreattao
library.




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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-11-28 Thread Sławomir Lach
Follow-up Comment #65, patch #6104 (project freeciv):

Ok. My path is just working. I have checked that rivers get 50% defense bonus,
while mountains just 2%. Code is def_bonus = (100 + tile_bonus) * (100 +
base_bonus) / 100 - 100; Am I right river has bigger defense bonus than hills?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #64, patch #6104 (project freeciv):

Repaired. I will have deeper look into my patch at end of this week.

(file #25374)
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[Freeciv-Dev] [patch #6452] sandbox ruleset

2015-10-20 Thread Sławomir Lach
Follow-up Comment #1, patch #6452 (project freeciv):

I think that Freeciv developers should copy experimental ruleset into new
name. What about savegame compatibility? Who cares? If someone have played in
experimental ruleset, I think it do this for testing reasons.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-20 Thread Sławomir Lach
Follow-up Comment #62, patch #6104 (project freeciv):

Each commit expect one was fixup. I send newest patch.

Is it not too hard helping me with preparing a patch ;-D ?

(file #25372)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-19 Thread Sławomir Lach
Follow-up Comment #59, patch #6104 (project freeciv):

I send a newest version of patch. There's one matter: In experimental ruleset,
units will select river on plains instead of hills/mountains. I don't know,
why.

(file #25351)
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File name: 0005-Now-units-will-select-tile-with-highest-defense-when.patch
Size:9 KB


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #58, patch #6104 (project freeciv):

I solve break problem by setting escpaed variable to true and test if it's
true at start of loop. If it's true, then continue.

I thought what's best way to select destination tile. I think that first
criteria should be maximum defense power of unit with stronger defense on
selected tile. Second criteria would be move cost into destination tile.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #56, patch #6104 (project freeciv):

Ok. Now it should work.

(file #25336, file #25337, file #25338, file #25339)
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Additional Item Attachment:

File name: 0001-Introducing-unit-flag-allowing-unit-to-escape-from-t.patch
Size:27 KB
File name: 0003-Fix-typo.patchSize:6 KB
File name: 0002-Add-possibility-to-translate-some-messages.patch Size:2 KB
File name: 0004-Repair-all-problems.patch Size:1 KB


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #55, patch #6104 (project freeciv):

I've used git-apply /path/to/patch/6424 in root directory of my freeciv tree
and there's errors about missing files.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #54, patch #6104 (project freeciv):

Ok. So I will wait until path #6425 was applied and them send my.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #52, patch #6104 (project freeciv):

I see my patch not working correctly.

Problem is in base_get_direction_for_step. This function calls same_pos, so
it's the problem. I must investigate error in my code.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-17 Thread Sławomir Lach
Follow-up Comment #51, patch #6104 (project freeciv):

Ok.

Git is very helpful. I didn't know there's no need to push changes and
possibility to generate patch. Thanks. Hope it's last patch before close.

(file #25333)
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File name: 0001-Introduces-possibility-to-escape-unit-intesad-of-bei.patch
Size:21 KB


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #50, patch #6104 (project freeciv):

Thanks!

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #47, patch #6104 (project freeciv):

I have prepared patch with helptext.

AI should be introduced in other patch/patch series. I don't know I was able
to prepare thus patch for AI, but I will try.

(file #25320)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-16 Thread Sławomir Lach
Follow-up Comment #46, patch #6104 (project freeciv):

I've prepared newest patch, so I attached it.

(file #25319)
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[Freeciv-Dev] [patch #5611] Idea: new convert citizen action

2015-10-14 Thread Sławomir Lach
Follow-up Comment #1, patch #5611 (project freeciv):

Maybe add gold cost to convert citizen. Imagine we have library and it
produces nationality in citizens. Once we burn library and build new, citizen
will be converted, so we need gold.

The idea isn't good in my opinion, but my idea is probably(IMHO) better.

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[Freeciv-Dev] [patch #4887] [metaticket] Multipliers/policies half-bakery

2015-10-14 Thread Sławomir Lach
Follow-up Comment #3, patch #4887 (project freeciv):

You should limit control of limits to only buildings and government. Imagine
maximum value of multiplier are related to value of multiplier B and
vice-versa, so player could set values to very high level.

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[Freeciv-Dev] [patch #6428] Increase maximum number of specenum entries

2015-10-14 Thread Sławomir Lach
Follow-up Comment #3, patch #6428 (project freeciv):

Value was increase.


(file #25301)
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File name: frecive-generate_specnum.py.patch Size:0 KB


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #44, patch #6104 (project freeciv):

Sorry for my previous patch. There's no applied changes in events.spec, so I
attached new one.

(file #25300)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #42, patch #6104 (project freeciv):

This is the newest patch. I think, that it is done.

I think AI should been implemented by someone else in another patch or patch
series.

My suggestion is to not put unit with can_escape flag on empty tile, when
there's tile with stronger protector. That's should be good solution.

Sorry for my mistakes, but I miss some of your posts. Don't be noisy and wrote
about your suggestions. Thanks.

(file #25299)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #43, patch #6104 (project freeciv):

My patch is related to patch #6428.

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[Freeciv-Dev] [patch #6428] Increase maximum number of specenum entries

2015-10-14 Thread Sławomir Lach
URL:
  

 Summary: Increase maximum number of specenum entries
 Project: Freeciv
Submitted by: lachu
Submitted on: Wed 14 Oct 2015 03:19:38 PM UTC
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This path:
https://gna.org/patch/?func=detailitem&item_id=6104

patch #6104

It requires to increase specenum maximum entries. This path modify
utility/generate_specenum.py to increase this number.





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File Attachments:


---
Date: Wed 14 Oct 2015 03:19:38 PM UTC  Name: frecive-generate_specnum.py.patch
 Size: 337B   By: lachu



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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #40, patch #6104 (project freeciv):

Ok. I have look to specenum code and discovered that maximum number is too
low(one lower than required), so I have changed specenun. I will send patch
after testing everything, so probably tomorrow.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #38, patch #6104 (project freeciv):

Thanks for replying.

I add compilation error bellow:

events.c:216:10: error: ‘E_UNIT_ESCAPED’ undeclared here (not in a
function)
   GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),
  ^
events.c:68:77: note: in definition of macro ‘GEN_EV’
 #define GEN_EV(event, section, descr) { #event, NULL, section, descr, NULL,
event }

I wonder where E_COUNT are declared. Thanks.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-14 Thread Sławomir Lach
Follow-up Comment #36, patch #6104 (project freeciv):

Hi. I have trouble with adding new event within newest trunk.

I added following line to common/events.h:
#define SPECENUM_VALUE125 E_UNIT_ESCAPED

And following line to common/events.c:
GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),

There's compilation error attached below:
GEN_EV(E_UNIT_ESCAPED, E_S_UNIT, N_("Unit escaped")),

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-10-13 Thread Sławomir Lach
Follow-up Comment #34, patch #6104 (project freeciv):

I have watching over my patch was included into trunk of freeciv, but there's
not. Why?

I have new ideas to implement, but I won't start it before done/close
previous.

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[Freeciv-Dev] [bug #23851] Freeciv got sigsegv after unit movement

2015-09-03 Thread Sławomir Lach
URL:
  

 Summary: Freeciv got sigsegv after unit movement
 Project: Freeciv
Submitted by: lachu
Submitted on: Thu 03 Sep 2015 02:47:14 PM UTC
Category: client-gtk-2.0
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

There's backtraceL
[code]
#0  0x0059f3c5 in genlist_link_data
(plink=plink@entry=0x63002f005b002e)
at genlist.c:727
#1  0x00503538 in conn_by_number (id=1) at connection.c:415
#2  0x00470211 in handle_conn_ping_info (connections=5963822,
conn_id=0x9b6a804, ping_time=0x9b6ad04) at packhand.c:2541
#3  0x004759ec in client_handle_packet (type=type@entry=
PACKET_CONN_PING_INFO, packet=packet@entry=0x9b6a800) at
packhand_gen.c:248
#4  0x0043edbf in client_packet_input (packet=packet@entry=0x9b6a800,
type=116) at client_main.c:725
#5  0x00444c5c in input_from_server (fd=) at
clinet.c:409
#6  0x004161c0 in get_net_input (source=,
condition=, data=) at gui_main.c:1891
#7  0x74f42b7a in g_main_context_dispatch () at
/usr/lib64/libglib-2.0.so.0
#8  0x74f42ef8 in  () at /usr/lib64/libglib-2.0.so.0
#9  0x74f43212 in g_main_loop_run () at /usr/lib64/libglib-2.0.so.0
#10 0x7699cb77 in gtk_main () at /usr/lib64/libgtk-x11-2.0.so.0
#11 0x004174b9 in ui_main (argc=argc@entry=1,
argv=argv@entry=0x7fffdde8)
at gui_main.c:1681
#12 0x0043f3a7 in client_main (argc=1, argv=0x7fffdde8)
at client_main.c:658
#13 0x74480610 in __libc_start_main (main=
0x4143a0 , argc=1, argv=0x7fffdde8, init=,
fini=, rtld_fini=, stack_end=0x7fffddd8) at
libc-start.c:289
[/code]

Just skip all units movement and press next turn(you may play about 5 turns).





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---
Date: Thu 03 Sep 2015 02:47:14 PM UTC  Name: freeciv-T0052-Y-1400-auto.sav.gz 
Size: 41kB   By: lachu



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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-25 Thread Sławomir Lach
Follow-up Comment #32, patch #6104 (project freeciv):

I mean fixing the one issue you found - with no character of comment start.

I still learning git, but i prefer writing code.

Thanks.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-24 Thread Sławomir Lach
Follow-up Comment #30, patch #6104 (project freeciv):

sorry for asking you about this.

Could you, please, repair it by yourselves? Files on which I made changes was
changes, so preparing new patch could be horribly. and this is a little
change. I had two directories with FC sources: trunk of freeciv and version
with my changes.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-08-23 Thread Sławomir Lach
Follow-up Comment #28, patch #6104 (project freeciv):

Is my path tested? Thanks.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #26, patch #6104 (project freeciv):

Ok. I had added difference for ruleset files.

(file #24664)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-26 Thread Sławomir Lach
Follow-up Comment #24, patch #6104 (project freeciv):

I missing -u switch while preparing patch. With features are missing? Sorry
for ask about this, but I don't see any missing features regarding to previous
patches.

(file #24660)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-25 Thread Sławomir Lach
Follow-up Comment #22, patch #6104 (project freeciv):

I've prepared new version of path. Sorry I'm not prepared it earlier.

(file #24657)
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[Freeciv-Dev] [bug #23683] Freeciv segfault on load savegame

2015-07-10 Thread Sławomir Lach
URL:
  

 Summary: Freeciv segfault on load savegame
 Project: Freeciv
Submitted by: lachu
Submitted on: Fri 10 Jul 2015 12:02:07 PM UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

freeciv-server segfault, when loading attached savegame



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---
Date: Fri 10 Jul 2015 12:02:07 PM UTC  Name: fajnie idzie.sav.gz  Size: 39kB  
By: lachu



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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-08 Thread Sławomir Lach
Follow-up Comment #19, patch #6104 (project freeciv):

Ok. I have prepared a new path.

(file #24623)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-07-05 Thread Sławomir Lach
Follow-up Comment #17, patch #6104 (project freeciv):

I modify patch file. I also attached new version.


(file #24613)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #14, patch #6104 (project freeciv):

Sorry for previous post. Unfortunately I have attached server/unittools.c 
difference in first version opf patch, not in last version of patch. I send
new version of patch.

(file #24602)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-26 Thread Sławomir Lach
Follow-up Comment #13, patch #6104 (project freeciv):

I have changed values of enumeration, which You ask to change.
I attached new version of patch.

(file #24601)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-13 Thread Sławomir Lach
Follow-up Comment #11, patch #6104 (project freeciv):

I have added documentation into units.ruleset file, where needed. I attached
new patch.

(file #24572)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #9, patch #6104 (project freeciv):

What about AI? Is AI taking in mind killstack option or not?

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-11 Thread Sławomir Lach
Follow-up Comment #8, patch #6104 (project freeciv):

I have prepared new patch/ Only one problem is I was didn't documented new
flag, but I will document this flag tomorrow(I must ask somebody the
documentation string is correct because my poor English).

1. ok variable was renamed to escape
2. new array, called unit_for_player_escaped introduced, which contains
information that zero or one or more units of player are escaped
3. I now test moves before rolling dice
4. I don't use is_native_tile
5. I removes unnecessary white space by replace dialog, selecting regular
expression as type of search expression, typing ( )+n in search field, typing
n in replace field, selecting "selection only option" and click replace. My
IDE is KDevelop4. I will also search for option to removes white spaces before
newline character.

(file #24571)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #5, patch #6104 (project freeciv):

Hi again. I have repaired(I hope) all problems. New patch version also allows
to escape into tile, where living only units of the same nation. The one
problem is message about unit successfull escape isn't send to unit owner. I
have looked at the code and saw the  "notify_player(player_by_number(i),
ptile, E_UNIT_LOST_DEF" have some constant value at third parameter. Have I
define new macro-definition and what is to be done next?

(file #24561)
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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-06-05 Thread Sławomir Lach
Follow-up Comment #4, patch #6104 (project freeciv):

"Had a quick look. I spotted some coding style issues. (See doc/CodingStyle)

Don't use tabs.
Why start the then and else blocks with an empty line?
"
1. My editor probably adds tabulators, thanks for information
2. It's because my adult - I was PHP developer for many years. I can use
C(K&R/K&D) coding style in PHP, but every PHP developer is using PHP coding
standards.

"Had a deeper look. The patch only changes unit deletion. Previous code
assumes that the unit will be wiped. Example: A player is be told that his
unit died when it (because of the patch) still may escape."
I will repair this.

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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2015-05-30 Thread Sławomir Lach
URL:
  

 Summary: [Killstack] Patch allows unit to escape instead of
been killed
 Project: Freeciv
Submitted by: lachu
Submitted on: Sat 30 May 2015 10:19:28 AM UTC
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch changes killstack behavior. When defender get lost and attacker
haven't flag CanKillEscapping, units with flag CanEscape have 50% chance to
escape onto native tile without any units and without city. Unit will only
escape if attacker move points are less than escaping unit. In other case it
would been killed as in normal killstack. This is sensible to adding this flag
to mounted(such like horsemen) and some wheeled units(such like tanks).

I add link below to my thread on freeciv forum:
http://forum.freeciv.org/f/viewtopic.php?f=13&t=608

This is very simple patch. One thing I can change is checking that tile have
unit/units. I should only check there exist enemy units on preferred
destination tile. 



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Date: Sat 30 May 2015 10:19:28 AM UTC  Name: patch_escaping_for_units  Size:
6kB   By: lachu



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[Freeciv-Dev] [bug #23614] Freeciv segfault on load savegame

2015-05-25 Thread Sławomir Lach
URL:
  

 Summary: Freeciv segfault on load savegame
 Project: Freeciv
Submitted by: lachu
Submitted on: Mon 25 May 2015 03:20:03 PM UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I attached my savegame.

Below I add backtrace from gdb:
Program received signal SIGSEGV, Segmentation fault.
get_trade_illness (pcity=0x1244e30) at city.c:2472
2472if (trade_city->turn_plague != -1
Missing separate debuginfos, use: zypper install
krb5-debuginfo-1.13.1-1.2.x86_64 libbz2-1-debuginfo-1.0.6-35.2.x86_64
libcom_err2-debuginfo-1.42.12-2.2.x86_64 libcurl4-debuginfo-7.42.1-1.1.x86_64
libgcc_s1-debuginfo-4.8.3+r218481-2.1.x86_64
libicu54_1-debuginfo-54.1-1.2.x86_64 libidn11-debuginfo-1.30-1.1.x86_64
libkeyutils1-debuginfo-1.5.9-5.1.x86_64
libldap-2_4-2-debuginfo-2.4.39-14.1.x86_64
libopenssl1_0_0-debuginfo-1.0.1k-3.1.x86_64 libpcre1-debuginfo-8.36-1.1.x86_64
libsasl2-3-debuginfo-2.1.26-11.1.x86_64 libselinux1-debuginfo-2.3-4.3.x86_64
libssh2-1-debuginfo-1.5.0-1.1.x86_64
libstdc++6-debuginfo-4.8.3+r218481-2.1.x86_64
libz1-debuginfo-1.2.8-7.2.x86_64
(gdb) backtrace
#0  get_trade_illness (pcity=0x1244e30) at city.c:2472
#1  city_illness_calc (pcity=pcity@entry=0x1244e30,
ill_base=ill_base@entry=0x0, ill_size=ill_size@entry=0x0, 
ill_trade=ill_trade@entry=0x1244f80,
ill_pollution=ill_pollution@entry=0x0) at city.c:2520
#2  0x0049a120 in sg_load_player_city (citystr=0x7fffb4c0
"player4.c2", pcity=0x1244e30, plr=0x2a457a0, 
loading=0xdb98f0) at savegame3.c:4226
#3  sg_load_player_cities (loading=0xdb98f0, plr=0x2a457a0) at
savegame3.c:4038
#4  0x0049c56c in sg_load_players (loading=0x2a457a0) at
savegame3.c:3220
#5  0x0049e927 in savegame3_load_real (file=) at
savegame3.c:520
#6  0x0041889a in load_command (caller=caller@entry=0x0, 
filename=filename@entry=0xb05a58 
"/home/slawomir/.freeciv/saves/testy na personal freedom.sav.gz", 
check=check@entry=false) at stdinhand.c:3653
#7  0x0040d112 in srv_prepare () at srv_main.c:2687
#8  srv_main () at srv_main.c:3067
#9  0x00405116 in main (argc=3, argv=0x7fffdb58) at
civserver.c:459






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Date: Mon 25 May 2015 03:20:03 PM UTC  Name: testy na personal freedom.sav.gz 
Size: 42kB   By: lachu



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[Freeciv-Dev] [patch #4830] Multipliers to effects

2015-05-25 Thread Sławomir Lach
Follow-up Comment #36, patch #4830 (project freeciv):

Firstly, thanks for prepare my patch to state it was applied to Freeciv
code(trunk).

I also noticed there's first policy in experimental ruleset. Tnis policy is
called "Personal Freedom". I must notice that by setting Personal Freedom at
the beginning of game, I have 51 science output in republic with only two
cities. This cities have size 4 (each). In each I have build market and
library. I'm no inventing university, so probably I will have science output
at 70. In my opinion that's too large output.

I have idea about AI. AI can use predefined policies settings for state, like
in war or in pace.

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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-13 Thread Sławomir Lach
Follow-up Comment #21, patch #4830 (project freeciv):

- The idea of multipliers should extends to different part of Freeciv, so it's
not related only to governments
- Changes to diff.ignore are removed
- Weird changes to packets.def are removed
- ai/default/daieffects.c does multiply value of effect by value of
multiplier
- Someone told me that number of packets can be fixed on merge time
- C++ comments are probably removed
- I have fixed brace locations of if and for
- This division and multiply are necessary to set multiplier to step
multiplier]
- File name in Makefile.am are fixed
- Added header probably to all function that needed header
- Added /* common */ section identifier to multipliers.h
- Indentation are fixed in some places
- Added documentary string to multipliers.ruleset
- Fixed ++x to x++ in mutliplier_new
- In game.c exists call to multiplier_free, because ruleset going to be freed
- Added blank line to some places between variable initialization and code
- Changed untranslated_name to rule_name
- Player's multipliers are initialized (set's to default value) in player
creation code
- Added code to save ruleset

(file #21405)
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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-09 Thread Sławomir Lach
Follow-up Comment #19, patch #4830 (project freeciv):

1. SDL client compiles
2.
"- New rules should be saved to ruleset in tools/ruledit/rulesave.c"
Saved to this file should be ruleset?

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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-07-04 Thread Sławomir Lach
Follow-up Comment #17, patch #4830 (project freeciv):

Added savegame/loadgame functionality. Still there's no AI code, but I'm not
AI expert.

I think the patch is ready for inclusion.

(file #21272)
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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-29 Thread Sławomir Lach
Follow-up Comment #14, patch #4830 (project freeciv):

I have fixed all typos and changed what you tell is to change.

(file #21193)
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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-29 Thread Sławomir Lach
Follow-up Comment #13, patch #4830 (project freeciv):

I think this is not yet ready for inclusion. There's missing save game and
load game facilities.

There's also AI code missing.

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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-28 Thread Sławomir Lach
Follow-up Comment #11, patch #4830 (project freeciv):

Patch version, which adds multipliers to help dialog.

Setting two variables in ruleset_free(game.c) to zero is needed for cleanup
purposes. If we don't do that, then in special cases (for example ruleset was
loaded many times) we can't load all multipliers.

(file #21186)
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[Freeciv-Dev] [patch #4830] Multipliers to effects

2014-06-22 Thread Sławomir Lach
Follow-up Comment #8, patch #4830 (project freeciv):

I was sending latest patch containing fixes of coding style.

(file #21114)
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[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-21 Thread Sławomir Lach
Follow-up Comment #5, patch #4830 (project freeciv):

What I saw using patch -p1 is that patch will create file in modified tree
instead in original tree.

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[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-21 Thread Sławomir Lach
Follow-up Comment #4, patch #4830 (project freeciv):

New version of patch. I decided to applying this patch before sending, but I
don't know how to use patch program. I don't change one think. Still effects
remember index to player table instead of pointer to multiplier structure. 

(file #21106)
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[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-20 Thread Sławomir Lach
Follow-up Comment #2, patch #4830 (project freeciv):

Version of trunk the patch was prepared is 25144

To compile you must add multiplers.h and multiplers.c to common/Makefile.am

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[Freeciv-Dev] [patch #4830] Multiplers to effects

2014-06-20 Thread Sławomir Lach
URL:
  

 Summary: Multiplers to effects
 Project: Freeciv
Submitted by: lachu
Submitted on: Fri 20 Jun 2014 02:01:18 PM UTC
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This patch adds multiplers.ruleset file, effect multipler field and
gtk3-client policies dialog.

Multiplers are configurable by player effect multiplier. The vision is each
multiplier modify minimum two effects (one positive and one negative).

At the moment only gtk3 client is supported and ai don't know how handles
multipliers/ 



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File Attachments:


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Date: Fri 20 Jun 2014 02:01:18 PM UTC  Name: my_patch  Size: 64kB   By: lachu



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