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Feature #134 » 0033-Fake-Generalize-terrain-transformative-actions.patch

Marko Lindqvist, 01/07/2024 04:33 AM

View differences:

common/actions.c
unit_action_new(ACTION_TRANSFORM_TERRAIN, ACTRES_TRANSFORM_TERRAIN,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_TRANSFORM_TERRAIN2] =
unit_action_new(ACTION_TRANSFORM_TERRAIN2, ACTRES_TRANSFORM_TERRAIN,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_CULTIVATE] =
unit_action_new(ACTION_CULTIVATE, ACTRES_CULTIVATE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_CULTIVATE2] =
unit_action_new(ACTION_CULTIVATE2, ACTRES_CULTIVATE,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_PLANT] =
unit_action_new(ACTION_PLANT, ACTRES_PLANT,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_PLANT2] =
unit_action_new(ACTION_PLANT2, ACTRES_PLANT,
TRUE, FALSE,
MAK_STAYS, 0, 0, FALSE);
actions[ACTION_PILLAGE] =
unit_action_new(ACTION_PILLAGE, ACTRES_PILLAGE,
TRUE, FALSE,
......
return "ui_name_heal_unit_2";
case ACTION_TRANSFORM_TERRAIN:
return "ui_name_transform_terrain";
case ACTION_TRANSFORM_TERRAIN2:
return "ui_name_transform_terrain_2";
case ACTION_CULTIVATE:
return "ui_name_cultivate";
case ACTION_CULTIVATE2:
return "ui_name_cultivate_2";
case ACTION_PLANT:
return "ui_name_plant";
case ACTION_PLANT2:
return "ui_name_plant_2";
case ACTION_PILLAGE:
return "ui_name_pillage";
case ACTION_CLEAN:
......
/* TRANS: Heal _Unit (3% chance of success). */
return N_("Heal %sUnit%s");
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
/* TRANS: _Transform Terrain (3% chance of success). */
return N_("%sTransform Terrain%s");
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
/* TRANS: Transform by _Cultivating (3% chance of success). */
return N_("Transform by %sCultivating%s");
case ACTION_PLANT:
case ACTION_PLANT2:
/* TRANS: Transform by _Planting (3% chance of success). */
return N_("Transform by %sPlanting%s");
case ACTION_PILLAGE:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_PILLAGE:
case ACTION_CLEAN:
case ACTION_FORTIFY:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_PILLAGE:
case ACTION_CLEAN:
case ACTION_FORTIFY:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_CLEAN:
case ACTION_FORTIFY:
case ACTION_ROAD:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_PILLAGE:
case ACTION_CLEAN:
case ACTION_FORTIFY:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_PILLAGE:
case ACTION_CLEAN:
case ACTION_FORTIFY:
......
case ACTION_HEAL_UNIT:
case ACTION_HEAL_UNIT2:
case ACTION_TRANSFORM_TERRAIN:
case ACTION_TRANSFORM_TERRAIN2:
case ACTION_CULTIVATE:
case ACTION_CULTIVATE2:
case ACTION_PLANT:
case ACTION_PLANT2:
case ACTION_PILLAGE:
case ACTION_CLEAN:
case ACTION_FORTIFY:
doc/README.actions
* the actor unit has "Workers" flag (!)
* terrain type must be one that can be transformed
"Transform Terrain 2" - Transform tile terrain type.
* UI name can be set using ui_name_transform_terrain_2
* See "Transform Terrain" for everything else.
"Cultivate" - Transform tile terrain type by cultivating
* UI name can be set using ui_name_cultivate
* the actor unit has "Workers" flag (!)
* terrain type must be one that can be cultivated
"Cultivate 2" - Transform tile terrain type by cultivating
* UI name can be set using ui_name_cultivate_2
* See "Cultivate" for everything else.
"Plant" - Transform tile terrain type by planting
* UI name can be set using ui_name_plant
* the actor unit has "Workers" flag (!)
* terrain type must be one on which units can plant
"Plant 2" - Transform tile terrain type by planting
* UI name can be set using ui_name_plant_2
* See "Plant" for everything else.
"Pillage" - Pillage extra from tile
* UI name can be set using ui_name_pillage
* target kind can be changed with pillage_target_kind
gen_headers/enums/actions_enums.def
ACTION_COLLECT_RANSOM "Collect Ransom"
ACTION_FORTIFY "Fortify"
ACTION_CULTIVATE "Cultivate"
ACTION_CULTIVATE2 "Cultivate 2"
ACTION_PLANT "Plant"
ACTION_PLANT2 "Plant 2"
ACTION_TRANSFORM_TERRAIN "Transform Terrain"
ACTION_TRANSFORM_TERRAIN2 "Transform Terrain 2"
# Enabler checks only
ACTION_GAIN_VETERANCY "Gain Veterancy"
(2-2/2)