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Feature #1554 ยป 1554.patch

Dean Brown, 07/02/2025 08:24 AM

View differences:

client/packhand.c
punit->done_moving = packet_unit->done_moving;
check_focus = TRUE;
}
punit->carrying = packet_unit->carrying;
/* This won't change punit; it enqueues the call for later handling. */
agents_unit_changed(punit);
client/text.c
/* TRANS: on own line immediately following \n, ... <city> */
astr_add_line(&str, _("from %s"), city_name_get(hcity));
}
if (punit->carrying
/* this SHOULD be redundant, but if a savefile got hacked... */
&& unit_can_do_action(punit, ACTION_TRADE_ROUTE)) {
/* TRANS: on own line immediately following \n, from ... */
astr_add_line(&str, _("carrying %s"),
goods_name_translation(punit->carrying));
}
} else if (owner != nullptr) {
struct player_diplstate *ds = player_diplstate_get(plr, owner);
server/cityturn.c
}
if (punit) {
notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
/* TRANS: <city> is finished building <unit/building>. */
_("%s is finished building %s."),
city_link(pcity), utype_name_translation(utype));
if (punit->carrying) {
notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
/* TRANS: <city> is finished building <unit>, carrying <goods>. */
_("%s is finished building %s, carrying %s."),
city_link(pcity), utype_name_translation(utype),
goods_name_translation(punit->carrying));
} else {
notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
/* TRANS: <city> is finished building <unit/building>. */
_("%s is finished building %s."),
city_link(pcity), utype_name_translation(utype));
}
}
/* After we created the unit remove the citizen. This will also
server/unittools.c
}
/**********************************************************************//**
Set carried goods for unit.
Set carried goods for unit who can do the action "Establish Trade Route"
**************************************************************************/
void unit_get_goods(struct unit *punit)
{
if (punit->homecity != 0) {
if (punit->homecity != 0
&& unit_can_do_action(punit, ACTION_TRADE_ROUTE)) {
struct city *home = game_city_by_number(punit->homecity);
if (home != NULL && game.info.goods_selection == GSM_LEAVING) {
......
punit->server.vision = vision_new(pplayer, ptile);
unit_refresh_vision(punit);
unit_get_goods(punit);
send_unit_info(NULL, punit);
wakeup_neighbor_sentries(punit);
......
city_map_update_tile_now(ptile);
sync_cities();
unit_get_goods(punit);
CALL_FUNC_EACH_AI(unit_created, punit);
CALL_PLR_AI_FUNC(unit_got, pplayer, punit);
    (1-1/1)