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Feature #871 » 0033-Unhardcode-wld.map-from-action_speculate_unit_on_sta.patch

main, S3_2 - Marko Lindqvist, 09/18/2024 02:56 AM

View differences:

common/actions.c
game state changes.
**************************************************************************/
struct act_prob
action_speculate_unit_on_stack(action_id act_id,
action_speculate_unit_on_stack(const struct civ_map *nmap,
action_id act_id,
const struct unit *actor,
const struct city *actor_home,
const struct tile *actor_tile,
......
* current position rather than on actor_tile. Maybe this function should
* return ACTPROB_NOT_IMPLEMENTED when one of those is detected and no
* other requirement makes the action ACTPROB_IMPOSSIBLE? */
const struct civ_map *nmap = &(wld.map);
if (omniscient_cheat) {
if (is_action_enabled_unit_on_stack_full(nmap, act_id,
common/actions.h
const struct unit *target);
struct act_prob
action_speculate_unit_on_stack(action_id act_id,
action_speculate_unit_on_stack(const struct civ_map *nmap,
action_id act_id,
const struct unit *actor,
const struct city *actor_home,
const struct tile *actor_tile,
server/advisors/autoworkers.c
break;
case ATK_STACK:
return action_prob_possible(action_speculate_unit_on_stack(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
omniscient_cheat,
ptile));
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