Bug #1130 » 0041-Unhardcode-wld.map-from-city_unit_unhappiness.patch
ai/default/aitools.c | ||
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sure whether it is fully general for all possible parameters/
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combinations." --dwp
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**************************************************************************/
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bool dai_assess_military_unhappiness(struct city *pcity)
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bool dai_assess_military_unhappiness(const struct civ_map *nmap,
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struct city *pcity)
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{
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int free_unhappy = get_city_bonus(pcity, EFT_MAKE_CONTENT_MIL);
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int unhap = 0;
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... | ... | |
}
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unit_list_iterate(pcity->units_supported, punit) {
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int happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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int happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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if (happy_cost > 0) {
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unhap += happy_cost;
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ai/default/aitools.h | ||
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bool need_boat);
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void dai_build_adv_override(struct ai_type *ait, struct city *pcity,
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struct adv_choice *choice);
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bool dai_assess_military_unhappiness(struct city *pcity);
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bool dai_assess_military_unhappiness(const struct civ_map *nmap,
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struct city *pcity);
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void dai_consider_plr_dangerous(struct ai_type *ait, struct player *plr1,
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struct player *plr2,
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ai/default/daimilitary.c | ||
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const struct unit_type *orig_utype = best_choice->value.utype;
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int victim_count = 1;
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int needferry = 0;
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bool unhap = dai_assess_military_unhappiness(pcity);
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bool unhap;
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struct ai_plr *plr_data = def_ai_player_data(pplayer, ait);
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const struct civ_map *nmap = &(wld.map);
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/* Has to be initialized to make gcc happy */
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struct ai_city *acity_data = NULL;
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unhap = dai_assess_military_unhappiness(nmap, pcity);
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if (acity != NULL) {
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acity_data = def_ai_city_data(acity, ait);
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}
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ai/default/daiunit.c | ||
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if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
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/* I would have thought unhappiness should be taken into account
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* irrespectfully the city in which it will surface... -- GB */
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unhap = dai_assess_military_unhappiness(pcity);
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unhap = dai_assess_military_unhappiness(nmap, pcity);
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}
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bcost = unit_build_shield_cost_base(punit);
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client/gui-gtk-3.22/citydlg.c | ||
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int n, m, i;
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gchar *buf;
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int free_unhappy = get_city_bonus(pdialog->pcity, EFT_MAKE_CONTENT_MIL);
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const struct civ_map *nmap = &(wld.map);
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if (NULL != client.conn.playing
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&& city_owner(pdialog->pcity) != client.conn.playing) {
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... | ... | |
i = 0;
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unit_list_iterate(units, punit) {
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struct unit_node *pnode;
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int happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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int happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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pnode = unit_node_vector_get(nodes, i);
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if (pnode) {
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client/gui-gtk-4.0/citydlg.c | ||
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int n, m, i;
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gchar *buf;
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int free_unhappy = get_city_bonus(pdialog->pcity, EFT_MAKE_CONTENT_MIL);
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const struct civ_map *nmap = &(wld.map);
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if (NULL != client.conn.playing
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&& city_owner(pdialog->pcity) != client.conn.playing) {
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... | ... | |
i = 0;
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unit_list_iterate(units, punit) {
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struct unit_node *pnode;
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int happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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int happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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pnode = unit_node_vector_get(nodes, i);
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if (pnode) {
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client/gui-qt/citydlg.cpp | ||
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int n;
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int happy_cost;
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int free_unhappy = get_city_bonus(dlgcity, EFT_MAKE_CONTENT_MIL);
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const struct civ_map *nmap = &(wld.map);
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supported_units->setUpdatesEnabled(false);
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supported_units->clear_layout();
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... | ... | |
}
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unit_list_iterate(units, punit) {
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happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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ui = new unit_item(this, punit, true, happy_cost);
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ui->init_pix();
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supported_units->add_item(ui);
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client/gui-sdl2/citydlg.c | ||
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SDL_Rect src_rect;
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SDL_Surface *psurf;
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struct canvas *destcanvas;
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const struct civ_map *nmap = &(wld.map);
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destcanvas = canvas_create(tileset_full_tile_width(tileset),
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tileset_unit_with_small_upkeep_height(tileset));
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... | ... | |
src_rect.h = destcanvas->surf->h - src_rect.y;
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free_unhappy = get_city_bonus(pcity_dlg->pcity, EFT_MAKE_CONTENT_MIL);
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happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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i = punit->upkeep[O_SHIELD] + punit->upkeep[O_FOOD] +
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punit->upkeep[O_GOLD] + happy_cost;
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client/gui-sdl3/citydlg.c | ||
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SDL_Rect src_rect;
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SDL_Surface *psurf;
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struct canvas *destcanvas;
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const struct civ_map *nmap = &(wld.map);
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destcanvas = canvas_create(tileset_full_tile_width(tileset),
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tileset_unit_with_small_upkeep_height(tileset));
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... | ... | |
src_rect.h = destcanvas->surf->h - src_rect.y;
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free_unhappy = get_city_bonus(pcity_dlg->pcity, EFT_MAKE_CONTENT_MIL);
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happy_cost = city_unit_unhappiness(punit, &free_unhappy);
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happy_cost = city_unit_unhappiness(nmap, punit, &free_unhappy);
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i = punit->upkeep[O_SHIELD] + punit->upkeep[O_FOOD] +
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punit->upkeep[O_GOLD] + happy_cost;
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common/city.c | ||
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/**********************************************************************//**
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Query unhappiness caused by a given unit.
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**************************************************************************/
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int city_unit_unhappiness(struct unit *punit, int *free_unhappy)
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int city_unit_unhappiness(const struct civ_map *nmap,
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struct unit *punit, int *free_unhappy)
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{
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struct city *pcity;
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const struct unit_type *ut;
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struct player *plr;
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int happy_cost;
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const struct civ_map *nmap = &(wld.map);
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if (punit == NULL || free_unhappy == NULL) {
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return 0;
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... | ... | |
static inline void city_support(struct city *pcity)
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{
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int free_unhappy, martial_law_each;
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const struct civ_map *nmap = &(wld.map);
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/* Clear all usage values. */
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memset(pcity->usage, 0, O_LAST * sizeof(*pcity->usage));
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... | ... | |
free_unhappy = get_city_bonus(pcity, EFT_MAKE_CONTENT_MIL);
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unit_list_iterate(pcity->units_supported, punit) {
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pcity->unit_happy_upkeep += city_unit_unhappiness(punit, &free_unhappy);
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pcity->unit_happy_upkeep += city_unit_unhappiness(nmap, punit, &free_unhappy);
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output_type_iterate(o) {
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if (O_GOLD != o) {
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/* O_GOLD is handled with "game.info.gold_upkeep_style", see over. */
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common/city.h | ||
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int city_population(const struct city *pcity);
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int city_total_impr_gold_upkeep(const struct city *pcity);
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int city_total_unit_gold_upkeep(const struct city *pcity);
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int city_unit_unhappiness(struct unit *punit, int *free_unhappy);
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bool city_happy(const struct city *pcity); /* generally use celebrating instead */
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bool city_unhappy(const struct city *pcity); /* anarchy??? */
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int city_unit_unhappiness(const struct civ_map *nmap,
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struct unit *punit, int *free_unhappy);
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bool city_happy(const struct city *pcity); /* Generally use celebrating instead */
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bool city_unhappy(const struct city *pcity); /* Anarchy??? */
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bool base_city_celebrating(const struct city *pcity);
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bool city_celebrating(const struct city *pcity); /* love the king ??? */
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bool city_celebrating(const struct city *pcity); /* Love the king ??? */
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bool city_rapture_grow(const struct city *pcity);
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bool city_is_occupied(const struct city *pcity);
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