Feature #107 » 0030-Fake-Generalize-Build-Road-Base-Irrigation-Mine.patch
common/actions.c | ||
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unit_action_new(ACTION_ROAD, ACTRES_ROAD,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_ROAD2] =
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unit_action_new(ACTION_ROAD2, ACTRES_ROAD,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_CONVERT] =
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unit_action_new(ACTION_CONVERT, ACTRES_CONVERT,
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TRUE, FALSE,
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... | ... | |
unit_action_new(ACTION_BASE, ACTRES_BASE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_BASE2] =
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unit_action_new(ACTION_BASE2, ACTRES_BASE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_MINE] =
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unit_action_new(ACTION_MINE, ACTRES_MINE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_MINE2] =
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unit_action_new(ACTION_MINE2, ACTRES_MINE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_IRRIGATE] =
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unit_action_new(ACTION_IRRIGATE, ACTRES_IRRIGATE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_IRRIGATE2] =
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unit_action_new(ACTION_IRRIGATE2, ACTRES_IRRIGATE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_TRANSPORT_DEBOARD] =
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unit_action_new(ACTION_TRANSPORT_DEBOARD, ACTRES_TRANSPORT_DEBOARD,
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TRUE, FALSE,
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... | ... | |
return "ui_name_fortify";
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case ACTION_ROAD:
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return "ui_name_road";
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case ACTION_ROAD2:
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return "ui_name_road_2";
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case ACTION_CONVERT:
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return "ui_name_convert_unit";
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case ACTION_BASE:
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return "ui_name_build_base";
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case ACTION_BASE2:
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return "ui_name_build_base_2";
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case ACTION_MINE:
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return "ui_name_build_mine";
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case ACTION_MINE2:
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return "ui_name_build_mine_2";
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case ACTION_IRRIGATE:
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return "ui_name_irrigate";
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case ACTION_IRRIGATE2:
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return "ui_name_irrigate_2";
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case ACTION_TRANSPORT_DEBOARD:
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return "ui_name_transport_deboard";
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case ACTION_TRANSPORT_BOARD:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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... | ... | |
case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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case ACTION_ROAD2:
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case ACTION_CONVERT:
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case ACTION_BASE:
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case ACTION_BASE2:
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case ACTION_MINE:
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case ACTION_MINE2:
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case ACTION_IRRIGATE:
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case ACTION_IRRIGATE2:
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case ACTION_TRANSPORT_DEBOARD:
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case ACTION_TRANSPORT_BOARD:
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case ACTION_TRANSPORT_BOARD2:
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common/actions.h | ||
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#define SPECENUM_VALUE58NAME "Bombard Lethal"
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#define SPECENUM_VALUE59 ACTION_BOMBARD_LETHAL2
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#define SPECENUM_VALUE59NAME "Bombard Lethal 2"
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#define SPECENUM_VALUE60 ACTION_FORTIFY
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#define SPECENUM_VALUE60NAME "Fortify"
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#define SPECENUM_VALUE61 ACTION_CULTIVATE
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#define SPECENUM_VALUE61NAME "Cultivate"
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#define SPECENUM_VALUE62 ACTION_PLANT
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#define SPECENUM_VALUE62NAME "Plant"
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#define SPECENUM_VALUE63 ACTION_TRANSFORM_TERRAIN
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#define SPECENUM_VALUE63NAME "Transform Terrain"
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#define SPECENUM_VALUE64 ACTION_ROAD
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#define SPECENUM_VALUE64NAME "Build Road"
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#define SPECENUM_VALUE65 ACTION_IRRIGATE
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#define SPECENUM_VALUE65NAME "Build Irrigation"
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#define SPECENUM_VALUE66 ACTION_MINE
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#define SPECENUM_VALUE66NAME "Build Mine"
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#define SPECENUM_VALUE67 ACTION_BASE
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#define SPECENUM_VALUE67NAME "Build Base"
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#define SPECENUM_VALUE60 ACTION_ROAD
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#define SPECENUM_VALUE60NAME "Build Road"
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#define SPECENUM_VALUE61 ACTION_ROAD2
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#define SPECENUM_VALUE61NAME "Build Road 2"
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#define SPECENUM_VALUE62 ACTION_IRRIGATE
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#define SPECENUM_VALUE62NAME "Build Irrigation"
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#define SPECENUM_VALUE63 ACTION_IRRIGATE2
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#define SPECENUM_VALUE63NAME "Build Irrigation 2"
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#define SPECENUM_VALUE64 ACTION_MINE
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#define SPECENUM_VALUE64NAME "Build Mine"
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#define SPECENUM_VALUE65 ACTION_MINE2
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#define SPECENUM_VALUE65NAME "Build Mine 2"
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#define SPECENUM_VALUE66 ACTION_BASE
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#define SPECENUM_VALUE66NAME "Build Base"
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#define SPECENUM_VALUE67 ACTION_BASE2
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#define SPECENUM_VALUE67NAME "Build Base 2"
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#define SPECENUM_VALUE68 ACTION_PILLAGE
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#define SPECENUM_VALUE68NAME "Pillage"
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#define SPECENUM_VALUE69 ACTION_TRANSPORT_BOARD
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... | ... | |
#define SPECENUM_VALUE116NAME "Clean"
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#define SPECENUM_VALUE117 ACTION_COLLECT_RANSOM
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#define SPECENUM_VALUE117NAME "Collect Ransom"
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#define SPECENUM_VALUE118 ACTION_FORTIFY
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#define SPECENUM_VALUE118NAME "Fortify"
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#define SPECENUM_VALUE119 ACTION_CULTIVATE
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#define SPECENUM_VALUE119NAME "Cultivate"
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#define SPECENUM_VALUE120 ACTION_PLANT
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#define SPECENUM_VALUE120NAME "Plant"
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#define SPECENUM_VALUE121 ACTION_TRANSFORM_TERRAIN
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#define SPECENUM_VALUE121NAME "Transform Terrain"
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/* Enabler checks only */
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#define SPECENUM_VALUE118 ACTION_GAIN_VETERANCY
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#define SPECENUM_VALUE118NAME "Gain Veterancy"
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#define SPECENUM_VALUE122 ACTION_GAIN_VETERANCY
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#define SPECENUM_VALUE122NAME "Gain Veterancy"
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/* User actions */
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#define SPECENUM_VALUE119 ACTION_USER_ACTION1
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#define SPECENUM_VALUE119NAME "User Action 1"
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#define SPECENUM_VALUE120 ACTION_USER_ACTION2
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#define SPECENUM_VALUE120NAME "User Action 2"
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#define SPECENUM_VALUE121 ACTION_USER_ACTION3
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#define SPECENUM_VALUE121NAME "User Action 3"
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#define SPECENUM_VALUE122 ACTION_USER_ACTION4
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#define SPECENUM_VALUE122NAME "User Action 4"
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#define SPECENUM_VALUE123 ACTION_USER_ACTION1
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#define SPECENUM_VALUE123NAME "User Action 1"
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#define SPECENUM_VALUE124 ACTION_USER_ACTION2
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#define SPECENUM_VALUE124NAME "User Action 2"
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#define SPECENUM_VALUE125 ACTION_USER_ACTION3
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#define SPECENUM_VALUE125NAME "User Action 3"
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#define SPECENUM_VALUE126 ACTION_USER_ACTION4
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#define SPECENUM_VALUE126NAME "User Action 4"
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#define SPECENUM_BITVECTOR bv_actions
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#define SPECENUM_COUNT ACTION_COUNT
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#define SPECENUM_NAME_UPDATER
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doc/README.actions | ||
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* the build requirements of the target extra (see extra type's reqs) must
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be fulfilled
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"Build Road 2" - Build road at the target tile.
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* UI name can be set using ui_name_road_2
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* See "Build Road" for everything else.
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"Build Base" - Build base at the target tile.
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* UI name can be set using ui_name_build_base
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* the actor unit has the "Workers" unit type flag (!)
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... | ... | |
* the build requirements of the target extra (see extra type's reqs) must
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be fulfilled
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"Build Base 2" - Build base at the target tile.
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* UI name can be set using ui_name_build_base_2
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* See "Build Base" for everything else.
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"Build Mine" - Build mine at the target tile.
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* UI name can be set using ui_name_build_mine
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* actor must be on the same tile as the target.
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... | ... | |
* the build requirements of the target extra (see extra type's reqs) must
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be fulfilled
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"Build Mine 2" - Build mine at the target tile.
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* UI name can be set using ui_name_build_mine_2
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* See "Build Mine" for everything else.
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"Build Irrigation" - Build irrigation at the target tile.
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* UI name can be set using ui_name_irrigate
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* actor must be on the same tile as the target.
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... | ... | |
* the build requirements of the target extra (see extra type's reqs) must
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be fulfilled
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"Build Irrigation 2" - Build irrigation at the target tile.
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* UI name can be set using ui_name_irrigate_2
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* See "Build Irrigation" for everything else.
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"Transport Disembark" - Exit transport to target tile.
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* UI name can be set using ui_name_transport_disembark
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* the actor unit must be on a tile next to the target.
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