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[Freeciv-Dev] [Update] Corecleanup_15,16 uploaded to incoming
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Subject: [Freeciv-Dev] [Update] Corecleanup_15,16 uploaded to incoming
From: "Ross W. Wetmore" <rwetmore@xxxxxxxxxxxx>
Date: Thu, 22 Aug 2002 00:36:27 -0400

I've dumped the latest snapshots of the corecleanups into incoming.
Corecleanup15 is against the frecciv-1.13.0 Release. Corecleanup16
merges CVS changes from May 11 to Aug 15 with ongoing updates and 
bugfixes.

Cheers,
RossW
=====

                                                                  2002/08/18

                         ReadMe for Corecleanup15 

The corecleanup devpath is an experimental playground for new features
and bugfixes which have not yet been accepted into CVS. It has been
tracking CVS for about a year and the divergence is about 1Mb in 
diff size.

This is an update of corecleanup14-cvs-May11 to 1.13.0. It also
includes an early version of mapgenerator5 updates from Karen Yeats.
The main area of change is again in the mapgen routines and bugfixes
to CVS.

From coreclenaup14, this is a partial list of other elements of the
devpath.

Included in the corecleanups besides robustness and standardization fixes 
are features such as multiple topologies, improved map generation, the 
river estuary movement patch, dynamic warmap and many AI updates,

Sample features
1)  Support play on standard and iso maps with all 4 wrapping conditions
    (Flat-Earth, Standard (E-W wrap), Neptune (N-S wrap), Donut World).
2)  Geographically sensible maps which support all topologies and
    generators. Includes extensive internal waterways (rivers and seas)
3)  Allow sea movement into river estuaries - allows for Norse-like 
    invasions before marines in additiona to Seaway access to inland
    waterways.
4)  Find a beachhead. Fix the search dist value so there is room to land.
5)  Unit health code and return-home-to-heal in ai_military/aiunit.c
6)  Homeland defence and urgency rework in advmilitary.c
7)  Homeland defence and low priority simple unit quotas in advdomestic.c.
8)  Reworked want calculations including bonus want for current tasks
    to prevent flip-flops.
9)  General touchups to code all through the above area (including boolish
    fixes of <blort> != 0 <blort> -> > 0 where appropriate).
10) Settler.c eval* changes including update and correct use of the routines
    in (e.g. can_settler_do_activity) common/unit.c
11) Settler founding site selection changes to remove/reduce smallpox biases.
12) Revised code flow and parameterization of improvements want calcs
    in advdomestic.c
13) GB's dynamic warmap subsystem
14) improved manage_explorer and manage_ferryboat
15) minor tweaks to enable attacks on undefended cities
16) set_activity() priorities and multi-turn memory (e.g. so a settler
    can be told go forth and plant thyself and it doesn't then ask the
    question "huh? what do I do here?" at goto destination point.
17) General changes to ACTIVITY_IDLE that for example keeps waking up
    FORTIFIED city defenders so they never get fully defended.
18) LOG_DEBUG format cleanups throughout the AI area to structure the
    output for easier comprehension (e.g. fixed width formats vs the
    packed flavour so common in both this and displays like city_dialog).
19) Waste in aicity.c (but there is a whole GUI part that needs doing).
20) ai_manage_explorer updates
    In explore mode, units will consider both land and accessible 
    overseas tiles as destinations, and find ferryboats when needed to
    accomplish this. 
21) ai_manage_ferryboat updates
    better management of transport and exploration tasks with combined
    land and sea movement. ai_manage_military, settlers.c and do_unit_goto
    were touched to a lesser extent. Transports and their passengers
    should now try to find each other, board and drop off in scheduled
    ways so that transporting is efficiently multitasked. 
22) adv_domestic quota system for unit builds, and related fixes
    Settlers.c ferryboat building has been partially disabled when 
    sufficient ferryboats already exist, with the result that settlers can 
    be directly built to found overseas cities more often than not, and will 
    hop ferryboat rides when needed to reach overseas destinations.
    Land and sea patrol units are built first to protect non-military units.
23) various and sundry one liners like
    the expand personality tweak in server/srv_main.c:
      pplayer->ai.expand +=
        (myrand(pplayer->ai.expand)-myrand(pplayer-ai.expand))/5;
    Savegame at start end end in savegame.c. 
    srv_main.c:
      if(game.is_new_game) {
        init_new_game();
        save_game_auto();
      }
        ...
      gamelog(GAMELOG_NORMAL, "The game is over!");
      save_game_auto();

Testing

This has undergone sanity testing of client and server autogames plus
manual play.  It is generally usable and playable.

Enjoy,
RossW
=====


This patch updates the corecleanup sets of changes to freeciv-1.13.0.
i.e. it merges CVS changes to that point and should be applied to
the release source.


Subject:  [Update] Corecleanup_15 patch
Date:     August 18, 2002
Author:   Ross Wetmore
Status:   Tested, fully functional and playable 
State:    Development snapshot

Description
  This patch upgrades the corecleanup patch set to 1.13.0, with recent
updates for improved map generation and general bugfixes.
  It features improved map handling, core and GUI coordinate handling 
for multiple wrap map topologies for both standarad and native isometric 
maps, plus various updates to the core AI processing.

Dependencies
  none

Recommended Use
  Apply the patch to a clean freeciv-1.13.0 source tree in a new build
location. `sh autogen.sh` and `make` to build. Run either server autogame
or autogame with one or more client observers to get a feel for the
system changes. Compare code with current CVS using side-by-side editors
or side-by-side diff program (that ignores whitespace if possible). 

Components
    924    5568  249157 corecleanup15-1_13_0.dif.gz
    203     857    7661 corecleanup15.ReadMe

Files Changed:

freeciv/ai/advdomestic.c
freeciv/ai/advmilitary.c
freeciv/ai/aicity.c
freeciv/ai/aihand.c
freeciv/ai/aitech.c
freeciv/ai/aitools.c
freeciv/ai/aitools.h
freeciv/ai/aiunit.c
freeciv/ai/aiunit.h
freeciv/client/agents/cma_core.c
freeciv/client/citydlg_common.c
freeciv/client/citydlg_common.h
freeciv/client/climisc.c
freeciv/client/control.c
freeciv/client/goto.c
freeciv/client/gui-gtk/chatline.c
freeciv/client/gui-gtk/citydlg.c
freeciv/client/gui-gtk/dialogs.c
freeciv/client/gui-gtk/gui_main.c
freeciv/client/gui-gtk/mapctrl.c
freeciv/client/gui-gtk/mapview.c
freeciv/client/gui-gtk/mapview.h
freeciv/client/gui-mui/graphics.c
freeciv/client/gui-mui/mapclass.c
freeciv/client/gui-mui/mapview.c
freeciv/client/gui-mui/overviewclass.c
freeciv/client/gui-win32/citydlg.c
freeciv/client/gui-win32/mapview.c
freeciv/client/gui-xaw/citydlg.c
freeciv/client/gui-xaw/mapctrl.c
freeciv/client/gui-xaw/mapview.c
freeciv/client/mapview_common.c
freeciv/client/mapview_common.h
freeciv/client/options.c
freeciv/client/packhand.c
freeciv/client/tilespec.c
freeciv/client/tilespec.h
freeciv/common/city.c
freeciv/common/city.h
freeciv/common/game.c
freeciv/common/improvement.c
freeciv/common/map.c
freeciv/common/map.h
freeciv/common/packets.c
freeciv/common/player.c
freeciv/common/player.h
freeciv/common/shared.h
freeciv/common/unit.c
freeciv/common/unit.h
freeciv/common/unittype.c
freeciv/common/unittype.h
freeciv/data/Freeciv
freeciv/server/autoattack.c
freeciv/server/cityhand.c
freeciv/server/citytools.c
freeciv/server/cityturn.c
freeciv/server/diplomats.c
freeciv/server/diplomats.h
freeciv/server/gamehand.c
freeciv/server/gamelog.c
freeciv/server/gotohand.c
freeciv/server/gotohand.h
freeciv/server/maphand.c
freeciv/server/maphand.h
freeciv/server/plrhand.c
freeciv/server/sanitycheck.c
freeciv/server/savegame.c
freeciv/server/settlers.c
freeciv/server/srv_main.c
freeciv/server/stdinhand.c
freeciv/server/unithand.c
freeciv/server/unithand.h
freeciv/server/unittools.c
freeciv/server/mapgen.c
freeciv/server/mapgen.h




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