Re: [Freecol-developers] WWC1D Wiki

2021-12-21 Thread Stefan Fellner via Freecol-developers
Ah, cool thanks. I shouldn't have skipped this part ;)
I upgraded to v3.0 and double checked what i reviewed earlier - all still 
valid. :)

BR,
Stefan!

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Dec 21, 2021, 13:34 by lone_w...@klaas-de-kat.nl:

>
> On 21-12-2021 12:19, Stefan Fellner via Freecol-developers wrote:
>
>> Be assured that I review it in detail with my col1 version, this is Version 
>> 2.25 -- 15-Sept-94.
>> I know that that there are other versions out there - but I will stick to 
>> that version, if this is ok with you?
>> If not, does anyone have other versions available?
>>
>
>
> Colonization dos v3 is used to determine correct behavior, check the 2nd 
> paragraph on the WW1CD page.
>
>
> Since you have an original col you can use 
> https://archive.org/details/COLV30_ZIP to update it to thuis version.
>
> For those that have lost their original copy, gog.com still sells that same 
> version for a low price.
>
>
> Please doublecheck your wiki entries against v3 .
>
> Lone_Wolf
>
>
>
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[Freecol-developers] WWC1D Wiki

2021-12-21 Thread Stefan Fellner via Freecol-developers
Hi,

I have started working through the WWC1D wiki and I will update it accordingly. 
If there are tickets linked, I will also update them. I will also add detailed 
screenshots if it is required.
Be assured that I review it in detail with my col1 version, this is Version 
2.25 -- 15-Sept-94.
I know that that there are other versions out there - but I will stick to that 
version, if this is ok with you?
If not, does anyone have other versions available?

Question to all:
How do we decide how we proceed if there is a confirmed diff in behaviour?
For the classic ruleset, can and should I simply adapt to col1 behaviour?
Probably dependent on how deep such a change would go?

BR,
Stefan!

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Re: [Freecol-developers] Question: Building Colony / Claim Land

2021-12-18 Thread Stefan Fellner via Freecol-developers
Hi Mike,

Cool, i like it now how the claim-land feature works!

For the first TRIP update I have created a feature branch:

"jazzrexl/lock-actions-on-freecolpanels-open"

Which only contains the a bit revised method of adding the possibility of 
FreeColPanels blocking other Actions to be executed. I also applied it to the 
(otherwise yet unchanged) TRIP.

Currently the only panel i know of which needs a name entered, is this TRIP.
All other input requiring text fields are on real JDialog (FreeColDialogs) 
which are modal and do not require the actions to be disabled.

I didn't remove the the getGUI().isClientOptionsDialogShowing() in the 
FreeColAction yet, however I think we can safely remove it - this 
ClientOptionsDialog is one of these FreeColDialog (JDialog), which is really 
modal so it shouldn't be necessary to disable the actions:

    /**
 * Checks if this action should be enabled.
 *
 * @return True if neither the {@link ClientOptionsDialog} nor another modal
 * {@link FreeColPanel} is visible.
 */
    protected boolean shouldBeEnabled() {
    return !(getGUI().isClientOptionsDialogShowing() || 
getGUI().isFreeColActionBlockingPanelShowing());
    }


If you approve, I would either merge it to master, or you can do it right away.

If this is merged/commited to master, I will continue with the revised TRIP 
design.


BR,
Stefan.

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Dec 18, 2021, 03:03 by mp...@computer.org:

> On Thu, 16 Dec 2021 17:49:01 +0100 (CET)
> Stefan Fellner  wrote:
> >[Lots of testing]
>
> Argh, that is indeed complex and weird.  I really do not like mere
> exploration making implicit land claims.  If we implemented that directly
> the native anger levels would go through the roof.
>
>> Now what do we want to do for freecol / classic ruleset?
>> -
>>
>> I suggest the following, more clear way:
>> Leave the handling as it is now, claim land only if:
>> - Founding a colony
>> - Improving a tile (pioneering)
>> - Working a tile in the colony (potential payment / stealing of native owned 
>> as it is)
>>
>
> Agreed.  Note also we have implemented land claims by wandering
> natives, however there were complaints that they claimed too much land, so
> native land claims occur with probability proportional to proximity to the
> brave's home settlement, subject to a maximum.
>
>> But, I would add the settlement ownership like I did in the patch, if a tile 
>> get's claimed by an improvement action. Then you wouldn't loose potential 
>> resources.
>>
>
> Done (git.96b1cb917e).  Tiles claimed by an improvement action are now
> owned by a neighbouring colony owned by the same player.
>
>> Maybe claim the land for settlements right away when founding the colony, 
>> but only tiles unowned.
>>
>
> Done as foreshadowed, with the new "Claim all tiles" game option, enabled
> in classic mode, disabled in freecol mode (git.1ce7690fa9).
>
> Cheers,
> Mike Pope
>

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Re: [Freecol-developers] TradeRouteInputPanel patch

2021-12-15 Thread Stefan Fellner via Freecol-developers
Hi all,

I will rework the TRIP patch and split it up into smaller parts.

1.) will be the fix for the issue that the (non-modal) TRIP panel where you can 
enter the traderoute name, that there are no shortcut actions triggered. As 
Mike already suggested I will try to do it in a generalized way, so to be able 
to reuse the mechanism on other panels.

2.) I will fix the TRIP functionality as it is, without changing the current 
trade route system.

3.) If you agree I will try to make a suggestion for a new handling / 
traderoute system along the lines of my patch / and what also wintertime 
suggested. Or maybe we should first talk about the design :P

We can also skip 3 (for now) because it may not be required for a release, and 
convert to an improvement we can discuss later. However I would see it also 
like wintertime - a more flexible trade route design might be wishful. Combined 
also with the extended trade route feature mike already explained to me.


> - default (do nothing, tbd if empty stops would be skipped or route followed 
> to avoid enemies)
> - load (with or without limits)
> - unload (with or without limits)
> - Other games may also need direct buy and sell (or maybe for Europe or 
> Native auto trading?).
>
Wintertime / Mike you could take a look at the TRIP with the patch i sent - in 
the game, if this direction is good or not. For my tests it was working. The 
icons I added could also be skipped alltogether, you see whats loaded/unloaded 
if you select the stops anyway. 
For the points from wintertime, load (limits defined by warehouse export), 
unload (without limits) was working. selling in europe should work (buying i 
didn't test but should also work). 

Auto trade with natives (or other europeans?) may be an additional feature, but 
would require some work (what about the haggling, interaction with europeans / 
multiplayer?).

BR,
Stefan!

Dec 15, 2021, 08:18 by win...@genial.ms:

> Hi,
>
>> Gesendet: Mittwoch, 15. Dezember 2021 um 06:33 Uhr
>> Von: "Michael T. Pope" 
>> An: "Stefan Fellner" , "FreeCol Developers" 
>> 
>> Betreff: Re: [Freecol-developers] TradeRouteInputPanel patch
>>
>> On Tue, 14 Dec 2021 20:24:35 +0100 (CET)
>> Stefan Fellner  wrote:
>> > I redesigned the trade route handling to be able to define for each stop 
>> > what to load and what to unload.
>>
>> Is that not already clear?  The existing stop shows what leaves the
>> colony.  Anything not present gets unloaded.  Having to specify things
>> twice sounds more error prone.
>>
> I had no time to look at the patch, but from playing other games like 
> Patrician II,
> a trade route stop needs a 3(5) way choice for each good (maybe button near 
> each line to toggle the 3
> or have default be nonexisting line while allowing to add a good to the 
> action list for that stop):
> - default (do nothing, tbd if empty stops would be skipped or route followed 
> to avoid enemies)
> - load (with or without limits)
> - unload (with or without limits)
> - Other games may also need direct buy and sell (or maybe for Europe or 
> Native auto trading?).
> This should allow routes where you collect some goods but bring everything to 
> the hub city.
> Additionally, you can allow for more than 1 stop or doubled goods in the 
> action list for one stop
> at same place for prioritizing cargo types through unload+load, if you allow 
> dragging up and down
> in the action list for each stop, as the space in a wagon/ship can get too 
> small.
>
> Greetings,
>
> wintertime
>

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Re: [Freecol-developers] Question: Building Colony / Claim Land

2021-12-14 Thread Stefan Fellner via Freecol-developers
Hi,

ok I see - so it was done on purpose do be able to decide when to claim any 
land around the colony.

An "unclaim land" action is not necessary, I agree.

For the "lost" lumber when clearing the forrest:
Wouldn't it then be the solution to claim the land as soon as the pioneer 
clears the forrest?
So, claim the land for the colony, of course (setting the owningSettlement 
property).
I would do this for all improvement actions which are in colony radius. 
(I think improvements cause claiming the tile anyway, but not for any colony in 
range).

I added a patch for this (only):
This patch should then claim any tile for a surrounding settlement of the 
claiming player which is in the tile's settlement range (added constant for 
that in SettlementType - this maybe intended to be a modifyable property in the 
future?).

So if you clear then a forrest (or any other claimland action with a unit), the 
tile would also be added to the player's next settlement. This fixes also the 
"lost-lumber" I described.

If you see other side-effects of this, tell me!

BR,
Stefan!

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Dec 13, 2021, 23:09 by mp...@computer.org:

> On Mon, 13 Dec 2021 13:11:46 +0100 (CET)
> Stefan Fellner via Freecol-developers
>  wrote:
>
>> just a question as I noticed this during playing:
>> Is this on purpose that when building a colony that the surrounding tiles 
>> are not claimed automatically?
>>
>
> Yes.  Some players complained that they did not want to claim certain
> tiles for various reasons (most commonly, to avoid annoying nearby
> natives).  As there is no mechanism for un-claiming a tile, we made
> claiming not happen by default.  AFAICT most players usually just claim all
> the free land around a colony shortly after founding it so as to avoid
> aggressive other Europeans or wandering natives claiming the land, as they
> sometimes do.
>
>> At least the one's which are not owned by another party (indians for the 
>> most);
>> It occurred to me when clearing a forrest with a pioneer on a then 
>> "unclaimed" colony tile would usually add lumber to the colony's stock, 
>> which when it is not "claimed" for the settlement does not work (get's lost).
>>
>
> Correct, the lumber would be lost.  I think this is a rare case and easily
> avoided.  The alternative would be to add an un-claim land action, which
> probably needs a new command and client-server message.  When this was
> last discussed we decided not to further clutter the command list with
> another very specialized command.
>
> Cheers,
> Mike Pope
>



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[Freecol-developers] Improve unit activation

2021-12-13 Thread Stefan Fellner via Freecol-developers
Hi,

another small quickwin, on unit activation / endofturn handling.

this two small changes improve the activated units handling considerably - at 
least for me while playing.

I don't know if this is different for multiplayer games, but I think not.

Try & have fun!

BR,
Stefan!

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[Freecol-developers] Another quickfix

2021-12-13 Thread Stefan Fellner via Freecol-developers
Hi,

another quickfix:
The production labels should only show the "stockValue" aka stockLevel for the 
ReportClassicColonyPanel.
Otherwise on the colony screen you get all this production labes like "0 + 12", 
"0 + 13", "0 + 4", "0 - 3";

Instead of simply the amount produced or used. ("12", "-3", ...).

The stockValue is only set at this Report where it makes sense (it displays the 
current stockLevel plus the added amount). Like for Quebec you got "50 (ore) + 
13 (per turn)".

BR,
Stefan!

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[Freecol-developers] User rights sourceforge / claiming BR tickets

2021-12-13 Thread Stefan Fellner via Freecol-developers
Hi again,

I probably need some user right(s) to be able to grab BR tickets. I started 
working on some tickets regarding trade routes, that either can be closed or 
addressed if still valid (as I am already on that whole part).
E.g. #3209 / should be fixed then (I wrote a short comment).

BR,
Stefan!

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[Freecol-developers] Question: Building Colony / Claim Land

2021-12-13 Thread Stefan Fellner via Freecol-developers
Hi folks,

just a question as I noticed this during playing:
Is this on purpose that when building a colony that the surrounding tiles are 
not claimed automatically?
At least the one's which are not owned by another party (indians for the most);
It occurred to me when clearing a forrest with a pioneer on a then "unclaimed" 
colony tile would usually add lumber to the colony's stock, which when it is 
not "claimed" for the settlement does not work (get's lost).
At least the "clearing forrest" action should then claim the land (if it's 
indian owned, they require to pay anyway, but if it's not claimed by 
anybody...).

I would prefer the first approach - it's 3 simple lines added to the 
igc#buildSettlement - I attached a patch for that.

If you don't want to behave it like that (or this is not the right place to do 
it) - ignore it / then we should at least claim the land for the settlement as 
soon as a pioneer is performing an improvement IMHO.

BR,
Stefan!

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Re: [Freecol-developers] TradeRouteInputPanel

2021-12-07 Thread Stefan Fellner via Freecol-developers
Hi to all,

I am currently working on the TradeRouteInputPanel (Mike told me there was some 
issues there).


> Unclear.  Generally I prefer to have as few modal panels as possible, but
> I can not think of a good reason not to have the TRIP non-modal with
> respect to its parent TRP. 
>

I used the already in-place mechanism of opening the panels only once per class 
in the Widgets (canvas#getExistingFreeColPanel()).

Regards to "modality" - I added a marker for the MenuBar / Actions to not be 
enabled in case of some non-modal input panel is open at the time (Reason: If 
you are in the non-modal TRIP panel and enter the name of the TradeRoute, all 
mnemonic keys could immediatly open another panel).
Usually FreeCol currently mostly uses FreeColDialog instances for modal 
dialogs, however I figured it might not be disered/necessary to change the TRIP 
to a really modal dialog. (Please tell me if you'd prefer that).


> Consider yourself free to come up with a better design if you wish,
> however I would initially just try to make the current design work.  We
> are guided by the appearance of Col1, but do not stick closely to it (as
> distinct from game functionality where Col1-compatibility is very
> important).  I do not have a template or description or any sort of
> preferred look and feel--- I try hard to keep out of those areas!
>
I don't really wanted to change the design, but only adding another 
GoodsTypePanel, because I couldn't see how the TradeRoutes could define there 
goods to be loaded vs. unloaded. (only one drop target GoodsTypePanel to put 
the cargo's onto was present).

Icon-wise to be able to display the goods loaded in a TradeStop vs. unloaded - 
I am open for suggestions - I could make one too - I was thinking of some 
compound Icon like the given cargo icon plus some kind of arrow-icon overlaying 
it signaling loading / unloading. I have to browse through the available icons 
- maybe something like that is already available. If not I will try to make 
suggestions; however I am not a graphics guy :P ;) - so if there is someone 
capable here - please contact me :)
(Unless you like my suggestion then :D).


Ahm, and another quick question if anyone may know:
If i need to I would like to override the DefaultTransferHandler - is there any 
reason why this class was made final?

BR,
Stefan!


Dec 7, 2021, 07:45 by mp...@computer.org:

> On Sun, 5 Dec 2021 14:26:09 +0100 (CET)
> Stefan Fellner  wrote:
>
>> First off, is there a BR ticket about it?
>>
>
> No.  I forget exactly what way it was broken, but IIRC dragging goods
> types was displaying incorrectly.
>
>> Is it wanted to have multiple TradeRoutePanel / TradeRouteInputPanels open 
>> at the same time?
>>
>
> I do not think that is necessary.
>  
>
>> Also then following the TradeRoutePanel - shoud the InputPanel be modal (at 
>> least to the TradeRoutePanel)?
>>
>
> Unclear.  Generally I prefer to have as few modal panels as possible, but
> I can not think of a good reason not to have the TRIP non-modal with
> respect to its parent TRP. 
>
>> Am I free to design how this panel should work, or should I stick to 
>> original col1, or do you have a template or description?
>>
>
> Consider yourself free to come up with a better design if you wish,
> however I would initially just try to make the current design work.  We
> are guided by the appearance of Col1, but do not stick closely to it (as
> distinct from game functionality where Col1-compatibility is very
> important).  I do not have a template or description or any sort of
> preferred look and feel--- I try hard to keep out of those areas!
>
> Sorry for the slow reply, I see you have been busy.  Will catch up
> properly soon.  Note though, I generally prefer to discuss these questions
> on freecol-developers.
>
> Cheers,
> Mike Pope
>

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Re: [Freecol-developers] Hello FreeCol Team!

2021-12-04 Thread Stefan Fellner via Freecol-developers
Hi,


> I doubt anyone is opposed to useful code refactorings, but we are *way*
> overdue to make a release, so the priority should be fix bugs/stabilize
> ATM.
>

so here's my first patch then - remove redundant null checks & fix potential 
NPE accesses.
I usually configure this in eclipse as severity "error" so very easy fix then. 
Most of them are quite obvious redundant null checks so this would be an easy 
"fix".

I will have a look at the TradeRouteInputPanel next as you suggested, as I 
totally understand.
This would also be a good starting point to first do a bunch of fixes.

 

> Please merge with the SF bug list.  One issue per report.  We get a lot of
> duplicates and it is best to track bugs in one place.
>

I will do that.


BR,
Stefan!


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Dec 4, 2021, 07:47 by mp...@computer.org:

> On Thu, 2 Dec 2021 14:46:44 +0100 (CET)
> Stefan Fellner via Freecol-developers
>  wrote:
>
>> I have been watching the project quite some time and I want to participate 
>> in the development process, if you guys are still activly developing.
>>
>
> Activity has been weak this year... here is to a better 2022.
>
>> I can either share the issue list, or I think you are using the SF bug 
>> reporting, I may also browse through that list, and add or update from my 
>> list if you wish?
>>
>
> Please merge with the SF bug list.  One issue per report.  We get a lot of
> duplicates and it is best to track bugs in one place.
>  
>
>> What do you think about some refactorings, and or introducing some helping 
>> libs - like lombok?
>> I would also fix all "potential NPE" stuff, and remove redundant null-checks.
>>
>
> I doubt anyone is opposed to useful code refactorings, but we are *way*
> overdue to make a release, so the priority should be fix bugs/stabilize
> ATM.
>
>> I cloned the SF git master - how is the process here to open a merge request 
>> / pull request?
>>
>
> Our usual procedure with new contributors is a accept patches on this
> list, and after a (very small:-) number of useful patches your SF account
> is granted write access.  Here is a suggestion --- I was trying to fix the
> TradeRouteInputPanel a while back but ran out of time --- how about you
> have a look at that?  It will be hard to make it worse than the broken
> state I left it in.
>  
>
>> Usually i would create a branch and open a MR or PR in gitlab / bitbucket. 
>> Is this also the case for SF?
>>
>
> SF does not have MR/PRs.
>
>> If you want to know anything more about me - just ask :)
>>
>
> Delighted to have an experienced Java developer interested in FreeCol.
>
> Cheers,
> Mike Pope
>



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[Freecol-developers] Hello FreeCol Team!

2021-12-02 Thread Stefan Fellner via Freecol-developers
Hi dear FreeCol Dev Team!

I have been watching the project quite some time and I want to participate in 
the development process, if you guys are still activly developing.

May i quickly introduce myself:
My name is Stefan, and I live and work in Austria. I am 37 years old, and as a 
profession, I am a senior Java backend developer.
My very reason to embark on my software development carreer was the original 
colonization game, so I know it very well, still playing from time to time. It 
was my first PC game I was playing back in the day on an old x86 PC at my 
uncle's place :D.

In my daily working I am doing REST backend services for the most, because the 
application we are developing was moved to the web sphere (a time ago), but 
originally it was a full java fatclient (with a swing GUI), so I also know a 
lot about that GUI stuff you are using too.

I browsed the code a bit the last days and I would love to help out.
Also I've been playing the game and I found a list of issues which i quickly 
noted during my play run.

Also I debugged a bit and tried fixing / changing some stuff - I would love to 
embark on a journey with you guys.

I can either share the issue list, or I think you are using the SF bug 
reporting, I may also browse through that list, and add or update from my list 
if you wish?

What do you think about some refactorings, and or introducing some helping libs 
- like lombok?
I would also fix all "potential NPE" stuff, and remove redundant null-checks.

If you would like me (at first ;) ) rather to stick to bug fixes / BR tickets, 
no problem. 

I cloned the SF git master - how is the process here to open a merge request / 
pull request?
Usually i would create a branch and open a MR or PR in gitlab / bitbucket. Is 
this also the case for SF?


Just write me some lines back, can also be private:

stefan.fell...@tutanota.com

-> We also may use skype if you want a chat / screenshare session.


If you want to know anything more about me - just ask :)

BR,
Stefan!





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