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Feature #916 ยป 0040-Unhardcode-wld.map-from-action_speculate_unit_on_ext.patch

Marko Lindqvist, 09/27/2024 05:46 AM

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common/actions.c
specified, specific extra) given the specified game state changes.
**************************************************************************/
struct act_prob
action_speculate_unit_on_extras(action_id act_id,
action_speculate_unit_on_extras(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_extras_full(nmap, act_id,
common/actions.h
const struct extra_type *target_extra);
struct act_prob
action_speculate_unit_on_extras(action_id act_id,
action_speculate_unit_on_extras(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
ptile, target));
case ATK_EXTRAS:
return action_prob_possible(action_speculate_unit_on_extras(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
omniscient_cheat,
ptile, target));
    (1-1/1)