Feature #871 » 0011-Unhardcode-wld.map-from-action_speculate_unit_on_uni.patch
common/actions.c | ||
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game state changes.
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**************************************************************************/
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struct act_prob
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action_speculate_unit_on_units(action_id act_id,
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action_speculate_unit_on_units(const struct civ_map *nmap,
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action_id act_id,
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const struct unit *actor,
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const struct city *actor_home,
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const struct tile *actor_tile,
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... | ... | |
* current position rather than on actor_tile. Maybe this function should
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* return ACTPROB_NOT_IMPLEMENTED when one of those is detected and no
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* other requirement makes the action ACTPROB_IMPOSSIBLE? */
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const struct civ_map *nmap = &(wld.map);
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if (omniscient_cheat) {
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if (is_action_enabled_unit_on_units_full(nmap, act_id,
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common/actions.h | ||
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const struct unit *target);
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struct act_prob
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action_speculate_unit_on_units(action_id act_id,
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action_speculate_unit_on_units(const struct civ_map *nmap,
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action_id act_id,
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const struct unit *actor,
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const struct city *actor_home,
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const struct tile *actor_tile,
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server/advisors/autosettlers.c | ||
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break;
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case ATK_UNITS:
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return action_prob_possible(action_speculate_unit_on_units(
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paction->id,
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nmap, paction->id,
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punit, unit_home(punit), ptile,
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omniscient_cheat,
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ptile));
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