Feature #1336 » 0032-Remove-homeless_gold_upkeep-ruleset-setting.patch
common/game.h | ||
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/* Defined in the ruleset. */
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/* Game settings & other data. */
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struct {
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bool homeless_gold_upkeep;
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} deprecated;
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enum city_names_mode allowed_city_names;
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enum plrcolor_mode plrcolormode;
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int aqueductloss;
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common/networking/packets.def | ||
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UINT32 globalwarming;
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GOLD gold;
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GOLD_UPKEEP_STYLE gold_upkeep_style;
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BOOL homeless_gold_upkeep;
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UINT32 infrapoints;
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REVOLENTYPE revolentype;
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GOVERNMENT default_government_id;
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data/alien/effects.ruleset | ||
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type = "City_Vision_Radius_Sq"
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value = 5
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_empire_size_base]
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type = "Empire_Size_Base"
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data/alien/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "Nation"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/civ1/effects.ruleset | ||
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type = "Max_Rates"
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value = 100
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_republic_unit_upkeep]
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type = "Upkeep_Factor"
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data/civ1/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/civ2/effects.ruleset | ||
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"Gov", "Republic", "Player"
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}
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_communism_unit_upkeep]
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type = "Upkeep_Factor"
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data/civ2/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/civ2civ3/effects.ruleset | ||
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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; "Gov", "Despotism", "Player", FALSE
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; "Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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}
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; additive with previous => x2 for Fundamentalism, Federation, Democracy
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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; "Gov", "Despotism", "Player", FALSE
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; "Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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"UnitState", "HasHomeCity", "Local", TRUE
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}
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; Additive with previous => x2 for Fundamentalism, Federation, Democracy
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[effect_base_unit_upkeep_gold_2]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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"Gov", "Despotism", "Player", FALSE
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"Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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"Gov", "Despotism", "Player", FALSE
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"Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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"UnitState", "HasHomeCity", "Local", TRUE
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}
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[effect_base_unit_upkeep_shield]
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data/civ2civ3/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "Mixed"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/classic/effects.ruleset | ||
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"OutputType", "Trade", "Local"
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}
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_republic_unit_upkeep]
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type = "Upkeep_Factor"
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data/classic/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/goldkeep/effects.ruleset | ||
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"OutputType", "Trade", "Local"
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}
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_republic_unit_upkeep]
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type = "Upkeep_Factor"
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data/goldkeep/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "Mixed"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/granularity/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 100
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data/multiplayer/effects.ruleset | ||
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"OutputType", "Trade", "Local"
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}
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_republic_unit_upkeep]
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type = "Upkeep_Factor"
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data/multiplayer/game.ruleset | ||
---|---|---|
; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/ruledit/comments-3.4.txt | ||
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; upkeep are disbanded.\
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"
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homeless_gold_upkeep = "\n\
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; Whether also homeless units pay gold upkeep. Enabling requires that\n\
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; gold_upkeep_style is not \"City\"\
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"
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airlift_always_enabled = "\n\
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; Is it possible to airlift even with zero airlift capacity when\n\
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; airliftingstyle server setting has been set to unlimited airlifts?\
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data/sandbox/effects.ruleset | ||
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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; "Gov", "Despotism", "Player", FALSE
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; "Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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}
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; additive with previous => x2 for Fundamentalism, Federation, Democracy
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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; "Gov", "Despotism", "Player", FALSE
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; "Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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"UnitState", "HasHomeCity", "Local", TRUE
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}
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; Additive with previous => x2 for Fundamentalism, Federation, Democracy
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[effect_base_unit_upkeep_gold_2]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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"Gov", "Despotism", "Player", FALSE
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"Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", TRUE
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"Gov", "Anarchy", "Player", FALSE
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"Gov", "Tribal", "Player", FALSE
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"Gov", "Communism", "Player", FALSE
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"Gov", "Despotism", "Player", FALSE
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"Gov", "Monarchy", "Player", FALSE
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; "Gov", "Fundamentalism", "Player", FALSE
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; "Gov", "Federation", "Player", FALSE
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"Gov", "Republic", "Player", FALSE
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; "Gov", "Democracy", "Player", FALSE
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"UnitState", "HasHomeCity", "Local", TRUE
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}
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[effect_base_unit_upkeep_shield]
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data/sandbox/game.ruleset | ||
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; upkeep are disbanded.
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gold_upkeep_style = "Mixed"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/stub/game.ruleset | ||
---|---|---|
; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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data/webperimental/effects.ruleset | ||
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"OutputType", "Trade", "Local"
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}
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[effect_base_unit_upkeep]
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[effect_base_unit_upkeep_not_gold]
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type = "Upkeep_Factor"
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value = 1
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"OutputType", "Gold", "Local", FALSE
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}
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[effect_base_unit_upkeep_gold]
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type = "Upkeep_Factor"
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value = 1
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reqs =
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{ "type", "name", "range"
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"OutputType", "Gold", "Local"
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"UnitState", "HasHomeCity", "Local"
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}
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[effect_republic_unit_upkeep]
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type = "Upkeep_Factor"
|
data/webperimental/game.ruleset | ||
---|---|---|
; upkeep are disbanded.
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gold_upkeep_style = "City"
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; Whether also homeless units pay gold upkeep. Enabling requires that
|
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
|
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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server/plrhand.c | ||
---|---|---|
{
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char buf[200 + MAX_LEN_NAME];
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/* gold_upkeep_style check currently redundant, but something we need
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* once homeless_gold_upkeep retired. */
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if (game.info.gold_upkeep_style != GOLD_UPKEEP_CITY
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&& game.info.homeless_gold_upkeep) {
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if (game.info.gold_upkeep_style != GOLD_UPKEEP_CITY) {
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unit_list_iterate(pplayer->units, punit) {
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if (is_unit_homeless(punit)) {
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int gold = unit_upkeep_cost(punit, O_GOLD);
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server/ruleset/rscompat.c | ||
---|---|---|
struct rscompat_info *info = (struct rscompat_info *)data;
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if (info->version < RSFORMAT_3_4) {
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if (!game.server.deprecated.homeless_gold_upkeep) {
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if (peffect->type == EFT_UPKEEP_FACTOR) {
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bool gold_included = TRUE;
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bool only_gold = FALSE;
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requirement_vector_iterate(&peffect->reqs, preq) {
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if (preq->source.kind == VUT_OTYPE) {
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if ((preq->source.value.outputtype != O_GOLD
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&& preq->present)
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|| (preq->source.value.outputtype == O_GOLD
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&& !preq->present)) {
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gold_included = FALSE;
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} else if (preq->source.value.outputtype == O_GOLD) {
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only_gold = TRUE;
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}
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}
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} requirement_vector_iterate_end;
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if (gold_included) {
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if (!only_gold) {
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struct effect *copy = effect_copy(peffect, EFT_UPKEEP_FACTOR);
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/* Split to gold-only and not-gold effects.
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* Make sure the gold-only is the one we currently handle
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* (and not the one we add), so we don't encounter it again
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* when iterating forward. */
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requirement_vector_append(&peffect->reqs,
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req_from_str("OutputType", "Local",
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FALSE, TRUE, FALSE,
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"Gold"));
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requirement_vector_append(©->reqs,
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req_from_str("OutputType", "Local",
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FALSE, FALSE, FALSE,
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"Gold"));
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}
|
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requirement_vector_append(&peffect->reqs,
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req_from_str("UnitState", "Local",
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FALSE, TRUE, FALSE,
|
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"HasHomeCity"));
|
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}
|
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}
|
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}
|
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}
|
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/* Go to the next effect. */
|
server/ruleset/ruleload.c | ||
---|---|---|
ok = FALSE;
|
||
}
|
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game.info.homeless_gold_upkeep
|
||
= secfile_lookup_bool_default(file, FALSE, "civstyle.homeless_gold_upkeep");
|
||
if (compat->compat_mode
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&& compat->version < RSFORMAT_3_4) {
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game.server.deprecated.homeless_gold_upkeep
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= secfile_lookup_bool_default(file, FALSE, "civstyle.homeless_gold_upkeep");
|
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if (game.info.homeless_gold_upkeep
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&& game.info.gold_upkeep_style == GOLD_UPKEEP_CITY) {
|
||
ruleset_error(NULL, LOG_ERROR,
|
||
"Cannot have homeless_gold_upkeep while gold_upkeep_style \"City\".");
|
||
ok = FALSE;
|
||
if (game.server.deprecated.homeless_gold_upkeep
|
||
&& game.info.gold_upkeep_style == GOLD_UPKEEP_CITY) {
|
||
ruleset_error(NULL, LOG_ERROR,
|
||
"Cannot have homeless_gold_upkeep while gold_upkeep_style \"City\".");
|
||
ok = FALSE;
|
||
}
|
||
} else {
|
||
game.server.deprecated.homeless_gold_upkeep = TRUE;
|
||
}
|
||
game.info.granularity = secfile_lookup_int_default(file, 1,
|
||
... | ... | |
game.info.airlift_to_always_enabled
|
||
= secfile_lookup_bool_default(file, TRUE, "civstyle.airlift_to_always_enabled");
|
||
/* section: wonder_visibility */
|
||
/* Section: wonder_visibility */
|
||
if (ok) {
|
||
const char *text;
|
||
tools/ruleutil/comments.c | ||
---|---|---|
char *civstyle_ransom_gold;
|
||
char *civstyle_gameloss_style;
|
||
char *civstyle_gold_upkeep_style;
|
||
char *civstyle_homeless_gold_upkeep;
|
||
char *civstyle_airlift_always;
|
||
char *wonder_visibility_small_wonders;
|
||
char *incite_cost;
|
||
... | ... | |
"entrydoc.gameloss_style");
|
||
comment_load(comments_storage.civstyle_gold_upkeep_style, comment_file,
|
||
"entrydoc.gold_upkeep_style");
|
||
comment_load(comments_storage.civstyle_homeless_gold_upkeep, comment_file,
|
||
"entrydoc.homeless_gold_upkeep");
|
||
comment_load(comments_storage.civstyle_airlift_always, comment_file,
|
||
"entrydoc.airlift_always_enabled");
|
||
comment_load(comments_storage.wonder_visibility_small_wonders, comment_file,
|
||
... | ... | |
"civstyle");
|
||
}
|
||
/**********************************************************************//**
|
||
Write civstyle homeless_gold_upkeep settings header.
|
||
**************************************************************************/
|
||
void comment_civstyle_homeless_gold_upkeep(struct section_file *sfile)
|
||
{
|
||
comment_entry_write(sfile, comments_storage.civstyle_homeless_gold_upkeep,
|
||
"civstyle");
|
||
}
|
||
/**********************************************************************//**
|
||
Write civstyle airlift always enabled settings header.
|
||
**************************************************************************/
|
tools/ruleutil/comments.h | ||
---|---|---|
void comment_civstyle_ransom_gold(struct section_file *sfile);
|
||
void comment_civstyle_gameloss_style(struct section_file *sfile);
|
||
void comment_civstyle_gold_upkeep_style(struct section_file *sfile);
|
||
void comment_civstyle_homeless_gold_upkeep(struct section_file *sfile);
|
||
void comment_civstyle_airlift_always(struct section_file *sfile);
|
||
void comment_wonder_visibility_small_wonders(struct section_file *sfile);
|
||
void comment_incite_cost(struct section_file *sfile);
|
tools/ruleutil/rulesave.c | ||
---|---|---|
gold_upkeep_style_name(game.info.gold_upkeep_style),
|
||
"civstyle.gold_upkeep_style");
|
||
}
|
||
if (game.info.homeless_gold_upkeep) {
|
||
comment_civstyle_homeless_gold_upkeep(sfile);
|
||
}
|
||
save_default_bool(sfile, game.info.homeless_gold_upkeep, FALSE,
|
||
"civstyle.homeless_gold_upkeep", nullptr);
|
||
save_default_int(sfile, game.info.granularity,
|
||
1, "civstyle.output_granularity", nullptr);
|
||
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