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Feature #107 » 0008-Fake-Generalize-Build-Road-Base-Irrigation-Mine.patch

Marko Lindqvist, 01/05/2024 05:03 AM

View differences:

common/actions.c
unit_action_new(ACTION_ROAD, ACTRES_ROAD,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_ROAD2] =
unit_action_new(ACTION_ROAD2, ACTRES_ROAD,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_CONVERT] =
unit_action_new(ACTION_CONVERT, ACTRES_CONVERT,
TRUE, FALSE,
......
unit_action_new(ACTION_BASE, ACTRES_BASE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_BASE2] =
unit_action_new(ACTION_BASE2, ACTRES_BASE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_MINE] =
unit_action_new(ACTION_MINE, ACTRES_MINE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_MINE2] =
unit_action_new(ACTION_MINE2, ACTRES_MINE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_IRRIGATE] =
unit_action_new(ACTION_IRRIGATE, ACTRES_IRRIGATE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_IRRIGATE2] =
unit_action_new(ACTION_IRRIGATE2, ACTRES_IRRIGATE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_TRANSPORT_DEBOARD] =
unit_action_new(ACTION_TRANSPORT_DEBOARD, ACTRES_TRANSPORT_DEBOARD,
TRUE, FALSE,
......
return "ui_name_fortify";
case ACTION_ROAD:
return "ui_name_road";
case ACTION_ROAD2:
return "ui_name_road_2";
case ACTION_CONVERT:
return "ui_name_convert_unit";
case ACTION_BASE:
return "ui_name_build_base";
case ACTION_BASE2:
return "ui_name_build_base_2";
case ACTION_MINE:
return "ui_name_build_mine";
case ACTION_MINE2:
return "ui_name_build_mine_2";
case ACTION_IRRIGATE:
return "ui_name_irrigate";
case ACTION_IRRIGATE2:
return "ui_name_irrigate_2";
case ACTION_TRANSPORT_DEBOARD:
return "ui_name_transport_deboard";
case ACTION_TRANSPORT_BOARD:
......
/* TRANS: _Fortify (100% chance of success). */
return N_("%sFortify%s");
case ACTION_ROAD:
case ACTION_ROAD2:
/* TRANS: Build _Road (100% chance of success). */
return N_("Build %sRoad%s");
case ACTION_CONVERT:
/* TRANS: _Convert Unit (100% chance of success). */
return N_("%sConvert Unit%s");
case ACTION_BASE:
case ACTION_BASE2:
/* TRANS: _Build Base (100% chance of success). */
return N_("%sBuild Base%s");
case ACTION_MINE:
case ACTION_MINE2:
/* TRANS: Build _Mine (100% chance of success). */
return N_("Build %sMine%s");
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
/* TRANS: Build _Irrigation (100% chance of success). */
return N_("Build %sIrrigation%s");
case ACTION_TRANSPORT_DEBOARD:
......
return N_("%sUser Action 4%s");
case ACTION_GAIN_VETERANCY:
return N_("%sGain Veterancy%s");
break;
}
return NULL;
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
......
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
case ACTION_ROAD2:
case ACTION_CONVERT:
case ACTION_BASE:
case ACTION_BASE2:
case ACTION_MINE:
case ACTION_MINE2:
case ACTION_IRRIGATE:
case ACTION_IRRIGATE2:
case ACTION_TRANSPORT_DEBOARD:
case ACTION_TRANSPORT_BOARD:
case ACTION_TRANSPORT_BOARD2:
common/actions.h
#define SPECENUM_VALUE58NAME "Bombard Lethal"
#define SPECENUM_VALUE59 ACTION_BOMBARD_LETHAL2
#define SPECENUM_VALUE59NAME "Bombard Lethal 2"
#define SPECENUM_VALUE60 ACTION_FORTIFY
#define SPECENUM_VALUE60NAME "Fortify"
#define SPECENUM_VALUE61 ACTION_CULTIVATE
#define SPECENUM_VALUE61NAME "Cultivate"
#define SPECENUM_VALUE62 ACTION_PLANT
#define SPECENUM_VALUE62NAME "Plant"
#define SPECENUM_VALUE63 ACTION_TRANSFORM_TERRAIN
#define SPECENUM_VALUE63NAME "Transform Terrain"
#define SPECENUM_VALUE64 ACTION_ROAD
#define SPECENUM_VALUE64NAME "Build Road"
#define SPECENUM_VALUE65 ACTION_IRRIGATE
#define SPECENUM_VALUE65NAME "Build Irrigation"
#define SPECENUM_VALUE66 ACTION_MINE
#define SPECENUM_VALUE66NAME "Build Mine"
#define SPECENUM_VALUE67 ACTION_BASE
#define SPECENUM_VALUE67NAME "Build Base"
#define SPECENUM_VALUE60 ACTION_ROAD
#define SPECENUM_VALUE60NAME "Build Road"
#define SPECENUM_VALUE61 ACTION_ROAD2
#define SPECENUM_VALUE61NAME "Build Road 2"
#define SPECENUM_VALUE62 ACTION_IRRIGATE
#define SPECENUM_VALUE62NAME "Build Irrigation"
#define SPECENUM_VALUE63 ACTION_IRRIGATE2
#define SPECENUM_VALUE63NAME "Build Irrigation 2"
#define SPECENUM_VALUE64 ACTION_MINE
#define SPECENUM_VALUE64NAME "Build Mine"
#define SPECENUM_VALUE65 ACTION_MINE2
#define SPECENUM_VALUE65NAME "Build Mine 2"
#define SPECENUM_VALUE66 ACTION_BASE
#define SPECENUM_VALUE66NAME "Build Base"
#define SPECENUM_VALUE67 ACTION_BASE2
#define SPECENUM_VALUE67NAME "Build Base 2"
#define SPECENUM_VALUE68 ACTION_PILLAGE
#define SPECENUM_VALUE68NAME "Pillage"
#define SPECENUM_VALUE69 ACTION_TRANSPORT_BOARD
......
#define SPECENUM_VALUE116NAME "Clean"
#define SPECENUM_VALUE117 ACTION_COLLECT_RANSOM
#define SPECENUM_VALUE117NAME "Collect Ransom"
#define SPECENUM_VALUE118 ACTION_FORTIFY
#define SPECENUM_VALUE118NAME "Fortify"
#define SPECENUM_VALUE119 ACTION_CULTIVATE
#define SPECENUM_VALUE119NAME "Cultivate"
#define SPECENUM_VALUE120 ACTION_PLANT
#define SPECENUM_VALUE120NAME "Plant"
#define SPECENUM_VALUE121 ACTION_TRANSFORM_TERRAIN
#define SPECENUM_VALUE121NAME "Transform Terrain"
/* Enabler checks only */
#define SPECENUM_VALUE118 ACTION_GAIN_VETERANCY
#define SPECENUM_VALUE118NAME "Gain Veterancy"
#define SPECENUM_VALUE122 ACTION_GAIN_VETERANCY
#define SPECENUM_VALUE122NAME "Gain Veterancy"
/* User actions */
#define SPECENUM_VALUE119 ACTION_USER_ACTION1
#define SPECENUM_VALUE119NAME "User Action 1"
#define SPECENUM_VALUE120 ACTION_USER_ACTION2
#define SPECENUM_VALUE120NAME "User Action 2"
#define SPECENUM_VALUE121 ACTION_USER_ACTION3
#define SPECENUM_VALUE121NAME "User Action 3"
#define SPECENUM_VALUE122 ACTION_USER_ACTION4
#define SPECENUM_VALUE122NAME "User Action 4"
#define SPECENUM_VALUE123 ACTION_USER_ACTION1
#define SPECENUM_VALUE123NAME "User Action 1"
#define SPECENUM_VALUE124 ACTION_USER_ACTION2
#define SPECENUM_VALUE124NAME "User Action 2"
#define SPECENUM_VALUE125 ACTION_USER_ACTION3
#define SPECENUM_VALUE125NAME "User Action 3"
#define SPECENUM_VALUE126 ACTION_USER_ACTION4
#define SPECENUM_VALUE126NAME "User Action 4"
#define SPECENUM_BITVECTOR bv_actions
#define SPECENUM_COUNT ACTION_COUNT
#define SPECENUM_NAME_UPDATER
doc/README.actions
* the build requirements of the target extra (see extra type's reqs) must
be fulfilled
"Build Road 2" - Build road at the target tile.
* UI name can be set using ui_name_road_2
* See "Build Road" for everything else.
"Build Base" - Build base at the target tile.
* UI name can be set using ui_name_build_base
* the actor unit has the "Workers" unit type flag (!)
......
* the build requirements of the target extra (see extra type's reqs) must
be fulfilled
"Build Base 2" - Build base at the target tile.
* UI name can be set using ui_name_build_base_2
* See "Build Base" for everything else.
"Build Mine" - Build mine at the target tile.
* UI name can be set using ui_name_build_mine
* actor must be on the same tile as the target.
......
* the build requirements of the target extra (see extra type's reqs) must
be fulfilled
"Build Mine 2" - Build mine at the target tile.
* UI name can be set using ui_name_build_mine_2
* See "Build Mine" for everything else.
"Build Irrigation" - Build irrigation at the target tile.
* UI name can be set using ui_name_irrigate
* actor must be on the same tile as the target.
......
* the build requirements of the target extra (see extra type's reqs) must
be fulfilled
"Build Irrigation 2" - Build irrigation at the target tile.
* UI name can be set using ui_name_irrigate_2
* See "Build Irrigation" for everything else.
"Transport Disembark" - Exit transport to target tile.
* UI name can be set using ui_name_transport_disembark
* the actor unit must be on a tile next to the target.
(2-2/2)