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Bug #1130 » 0041-Unhardcode-wld.map-from-city_unit_unhappiness.patch

S3_2 - Marko Lindqvist, 11/17/2024 02:48 AM

View differences:

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