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Feature #1094 » 0078-Add-Civil-War-action-type.patch

Marko Lindqvist, 11/09/2024 08:24 PM

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common/actions.c
const int min_distance,
const int max_distance,
bool actor_consuming_always);
static struct action *
player_action_new(action_id id,
enum action_result result);
static bool is_enabler_active(const struct action_enabler *enabler,
const struct req_context *actor,
......
MAK_FORCED,
1, 1, FALSE);
actions[ACTION_CIVIL_WAR] =
player_action_new(ACTION_CIVIL_WAR, ACTRES_ENABLER_CHECK);
/* The structure even for these need to be created, for
* the action_id_rule_name() to work on iterations. */
......
return act;
}
/**********************************************************************//**
Create a new action performed by a player actor.
**************************************************************************/
static struct action *
player_action_new(action_id id,
enum action_result result)
{
struct action *act = action_new(id, result,
0, 0, FALSE);
return act;
}
/**********************************************************************//**
Returns TRUE iff the specified action ID refers to a valid action.
**************************************************************************/
......
unit_tile(actor_unit));
}
/**********************************************************************//**
Returns TRUE if actor_plr can do wanted_action as far as
action enablers are concerned.
**************************************************************************/
bool is_action_enabled_player(const struct civ_map *nmap,
const action_id wanted_action,
const struct player *actor_plr)
{
return is_action_enabled(nmap, wanted_action,
&(const struct req_context) {
.player = actor_plr,
},
nullptr, nullptr, nullptr);
}
/**********************************************************************//**
Find out if the action is enabled, may be enabled or isn't enabled given
what the player owning the actor knowns.
......
return "ui_name_user_action_4";
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
fc_assert(!action_id_is_internal(act)); /* Fail always */
break;
case ACTION_COUNT:
......
return N_("%sGain Veterancy%s");
case ACTION_ESCAPE:
return N_("%sEscape%s");
case ACTION_CIVIL_WAR:
return N_("%sCivil War%s");
case ACTION_COUNT:
fc_assert(act != ACTION_COUNT);
break;
......
case ACTION_SPY_ESCAPE:
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
/* Min range is not ruleset changeable */
return NULL;
case ACTION_NUKE:
......
case ACTION_SPY_ESCAPE:
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
/* Max range is not ruleset changeable */
return NULL;
case ACTION_HELP_WONDER:
......
case ACTION_SPY_ESCAPE:
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
/* Target kind is not ruleset changeable */
return NULL;
case ACTION_NUKE:
......
case ACTION_SPY_ESCAPE:
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
/* Actor consuming always is not ruleset changeable */
return NULL;
case ACTION_FOUND_CITY:
......
case ACTION_HUT_FRIGHTEN3:
case ACTION_HUT_FRIGHTEN4:
case ACTION_GAIN_VETERANCY:
case ACTION_CIVIL_WAR:
case ACTION_ESCAPE:
case ACTION_USER_ACTION1:
case ACTION_USER_ACTION2:
......
case ACTION_SPY_ESCAPE:
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
case ACTION_USER_ACTION1:
case ACTION_USER_ACTION2:
case ACTION_USER_ACTION3:
common/actions.h
const action_id wanted_action,
const struct unit *actor_unit);
bool is_action_enabled_player(const struct civ_map *nmap,
const action_id wanted_action,
const struct player *actor_plr);
struct act_prob action_prob_vs_city(const struct civ_map *nmap,
const struct unit *actor,
const action_id act_id,
common/game.h
/* Defined in the ruleset. */
/* Game settings & other data. */
struct {
bool civil_war_enabled;
} deprecated;
enum city_names_mode allowed_city_names;
enum plrcolor_mode plrcolormode;
common/networking/packets.def
BOOL year_0_hack;
UINT8 top_cities_count;
UINT16 fragment_count;
BOOL civil_war_enabled;
UINT16 granularity;
WONDER_VISIB small_wonder_visibility;
end
data/alien/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = FALSE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/civ1/actions.ruleset
{ "type", "name", "range", "present"
"UnitTypeFlag", "NoVeteran", "Local", FALSE
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/civ1/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = FALSE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/civ2/actions.ruleset
{ "type", "name", "range", "present"
"UnitTypeFlag", "NoVeteran", "Local", FALSE
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/civ2/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/civ2civ3/actions.ruleset
{ "type", "name", "range", "present"
"UnitTypeFlag", "NoVeteran", "Local", FALSE
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/civ2civ3/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = FALSE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/classic/actions.ruleset
[enabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
{ "type", "name", "range", "present"
{ "type", "name", "range", "present"
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/classic/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/goldkeep/actions.ruleset
[enabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
{ "type", "name", "range", "present"
{ "type", "name", "range", "present"
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/goldkeep/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/granularity/actions.ruleset
[enabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
{ "type", "name", "range", "present"
{ "type", "name", "range", "present"
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/granularity/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/multiplayer/actions.ruleset
[enabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
{ "type", "name", "range", "present"
{ "type", "name", "range", "present"
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/multiplayer/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/sandbox/actions.ruleset
{ "type", "name", "range", "present"
"UnitTypeFlag", "NoVeteran", "Local", FALSE
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/sandbox/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = FALSE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/stub/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
data/webperimental/actions.ruleset
[enabler_gain_veterancy]
action = "Gain Veterancy"
actor_reqs =
{ "type", "name", "range", "present"
{ "type", "name", "range", "present"
}
[enabler_civil_war]
action = "Civil War"
actor_reqs =
{ "type", "name", "range", "present"
}
data/webperimental/game.ruleset
; due to negative bulbs, if techlossforgiveness allows loss
tech_loss_allow_holes = FALSE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
gen_headers/enums/actions_enums.def
# Enabler checks only
ACTION_GAIN_VETERANCY "Gain Veterancy"
ACTION_ESCAPE "Escape"
ACTION_CIVIL_WAR "Civil War"
# User actions
ACTION_USER_ACTION1 "User Action 1"
server/plrhand.c
bool honour_server_option)
{
int n;
const struct civ_map *nmap = &(wld.map);
if (!game.info.civil_war_enabled) {
if (!is_action_enabled_player(nmap, ACTION_CIVIL_WAR, pplayer)) {
return FALSE;
}
n = city_list_size(pplayer->cities);
if (n - (conquering_city?1:0) < GAME_MIN_CIVILWARSIZE) {
if (n - (conquering_city ? 1 : 0) < GAME_MIN_CIVILWARSIZE) {
return FALSE;
}
if (honour_server_option) {
server/ruleset/rscompat.c
requirement_vector_append(&enabler->actor_reqs, e_req);
action_enabler_add(enabler);
if (game.server.deprecated.civil_war_enabled) {
enabler = action_enabler_new();
enabler->action = ACTION_CIVIL_WAR;
action_enabler_add(enabler);
}
/* Upgrade existing effects. Done before new effects are added to prevent
* the new effects from being upgraded by accident. */
iterate_effect_cache(effect_list_compat_cb, info);
server/ruleset/ruleload.c
RS_MIN_FOOD_COST,
RS_MAX_FOOD_COST,
"civstyle.food_cost");
game.info.civil_war_enabled
= secfile_lookup_bool_default(file, TRUE, "civstyle.civil_war_enabled");
if (compat->compat_mode && compat->version < RSFORMAT_3_3) {
game.server.deprecated.civil_war_enabled
= secfile_lookup_bool_default(file, TRUE, "civstyle.civil_war_enabled");
rscompat_civil_war_effects_3_3(file);
} else {
/* Avoid additional Civil War enabler */
game.server.deprecated.civil_war_enabled = FALSE;
}
game.info.base_bribe_cost
tools/ruleutil/rulesave.c
save_default_int(sfile, game.info.food_cost,
RS_DEFAULT_FOOD_COST,
"civstyle.food_cost", nullptr);
save_default_bool(sfile, game.info.civil_war_enabled,
TRUE,
"civstyle.civil_war_enabled", nullptr);
save_default_bool(sfile,
BV_ISSET(action_by_number(ACTION_PARADROP)->sub_results,
ACT_SUB_RES_MAY_EMBARK),
(1-1/2)