Feature #1032 ยป 0054-Replace-civstyle-civil-war-bonus-values-with-Civil_W.patch
common/game.h | ||
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#define RS_MIN_FOOD_COST 0
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#define RS_MAX_FOOD_COST 10000
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#define RS_DEFAULT_CIVIL_WAR_CELEB -5
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#define RS_DEFAULT_CIVIL_WAR_UNHAPPY 5
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#define RS_DEFAULT_TIRED_ATTACK FALSE
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#define RS_DEFAULT_NUKE_POP_LOSS_PCT 49
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#define RS_MIN_NUKE_POP_LOSS_PCT 0
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common/networking/packets.def | ||
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UINT8 top_cities_count;
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UINT16 fragment_count;
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BOOL civil_war_enabled;
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SINT16 civil_war_bonus_celebrating;
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SINT16 civil_war_bonus_unhappy;
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UINT16 granularity;
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WONDER_VISIB small_wonder_visibility;
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end
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data/alien/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = FALSE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = 0
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 0
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/civ1/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/civ1/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/civ2/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/civ2/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/civ2civ3/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/civ2civ3/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/classic/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/classic/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/goldkeep/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/goldkeep/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/granularity/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = 0
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 0
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/multiplayer/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/multiplayer/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/sandbox/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/sandbox/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/stub/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = 0
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 0
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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data/webperimental/effects.ruleset | ||
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"TileRel", "Only Other Region", "Adjacent"
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"TileRel", "Same Region", "Adjacent"
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}
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[effect_civil_war_city_celebration]
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type = "Civil_War_City_Bonus"
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value = 5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Celebration", "City"
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}
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[effect_civil_war_city_disorder]
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type = "Civil_War_City_Bonus"
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value = -5
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reqs =
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{ "type", "name", "range"
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"CityStatus", "Disorder", "City"
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}
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data/webperimental/game.ruleset | ||
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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server/plrhand.c | ||
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/* Now compute the contribution of the cities. */
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city_list_iterate(pplayer->cities, pcity) {
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if (city_unhappy(pcity)) {
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prob += game.info.civil_war_bonus_unhappy;
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}
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if (city_celebrating(pcity)) {
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prob += game.info.civil_war_bonus_celebrating;
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}
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prob -= get_city_bonus(pcity, EFT_CIVIL_WAR_CITY_BONUS);
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} city_list_iterate_end;
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server/ruleset/rscompat.c | ||
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return nullptr;
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}
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#define RS_DEFAULT_CIVIL_WAR_CELEB -5
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#define RS_DEFAULT_CIVIL_WAR_UNHAPPY 5
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/**********************************************************************//**
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Add civil war bonus effects matching old civstyle values.
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**************************************************************************/
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void rscompat_civil_war_effects_3_3(struct section_file *game_rs)
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{
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int bonus = secfile_lookup_int_default(game_rs, RS_DEFAULT_CIVIL_WAR_CELEB,
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"civstyle.civil_war_bonus_celebrating");
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if (bonus != 0) {
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struct requirement e_req;
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struct effect *peffect;
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peffect = effect_new(EFT_CIVIL_WAR_CITY_BONUS, -bonus, nullptr);
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e_req = req_from_str("CityStatus", "City", FALSE, TRUE, FALSE,
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"Celebration");
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effect_req_append(peffect, e_req);
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}
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bonus = secfile_lookup_int_default(game_rs, RS_DEFAULT_CIVIL_WAR_UNHAPPY,
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"civstyle.civil_war_bonus_unhappy");
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if (bonus != 0) {
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struct requirement e_req;
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struct effect *peffect;
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peffect = effect_new(EFT_CIVIL_WAR_CITY_BONUS, -bonus, nullptr);
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e_req = req_from_str("CityStatus", "City", FALSE, TRUE, FALSE,
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"Disorder");
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effect_req_append(peffect, e_req);
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}
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}
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server/ruleset/rscompat.h | ||
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const char *blocked_by_old_name_3_3(const char *new_name);
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const char *ui_name_old_name_3_3(const char *new_name);
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void rscompat_civil_war_effects_3_3(struct section_file *game_rs);
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#ifdef __cplusplus
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}
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#endif /* __cplusplus */
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server/ruleset/ruleload.c | ||
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game.info.civil_war_enabled
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= secfile_lookup_bool_default(file, TRUE, "civstyle.civil_war_enabled");
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game.info.civil_war_bonus_celebrating
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= secfile_lookup_int_default(file, RS_DEFAULT_CIVIL_WAR_CELEB,
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"civstyle.civil_war_bonus_celebrating");
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game.info.civil_war_bonus_unhappy
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= secfile_lookup_int_default(file, RS_DEFAULT_CIVIL_WAR_UNHAPPY,
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"civstyle.civil_war_bonus_unhappy");
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if (compat->compat_mode && compat->version < RSFORMAT_3_3) {
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rscompat_civil_war_effects_3_3(file);
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}
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game.info.base_bribe_cost
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= secfile_lookup_int_default_min_max(file,
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tools/ruleutil/rulesave.c | ||
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save_default_bool(sfile, game.info.civil_war_enabled,
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TRUE,
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"civstyle.civil_war_enabled", nullptr);
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save_default_int(sfile, game.info.civil_war_bonus_celebrating,
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RS_DEFAULT_CIVIL_WAR_CELEB,
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"civstyle.civil_war_bonus_celebrating", nullptr);
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save_default_int(sfile, game.info.civil_war_bonus_unhappy,
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RS_DEFAULT_CIVIL_WAR_UNHAPPY,
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"civstyle.civil_war_bonus_unhappy", nullptr);
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save_default_bool(sfile,
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BV_ISSET(action_by_number(ACTION_PARADROP)->sub_results,
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ACT_SUB_RES_MAY_EMBARK),
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