Feature #134 » 0033-Fake-Generalize-terrain-transformative-actions.patch
common/actions.c | ||
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unit_action_new(ACTION_TRANSFORM_TERRAIN, ACTRES_TRANSFORM_TERRAIN,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_TRANSFORM_TERRAIN2] =
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unit_action_new(ACTION_TRANSFORM_TERRAIN2, ACTRES_TRANSFORM_TERRAIN,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_CULTIVATE] =
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unit_action_new(ACTION_CULTIVATE, ACTRES_CULTIVATE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_CULTIVATE2] =
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unit_action_new(ACTION_CULTIVATE2, ACTRES_CULTIVATE,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_PLANT] =
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unit_action_new(ACTION_PLANT, ACTRES_PLANT,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_PLANT2] =
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unit_action_new(ACTION_PLANT2, ACTRES_PLANT,
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TRUE, FALSE,
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MAK_STAYS, 0, 0, FALSE);
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actions[ACTION_PILLAGE] =
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unit_action_new(ACTION_PILLAGE, ACTRES_PILLAGE,
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TRUE, FALSE,
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... | ... | |
return "ui_name_heal_unit_2";
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case ACTION_TRANSFORM_TERRAIN:
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return "ui_name_transform_terrain";
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case ACTION_TRANSFORM_TERRAIN2:
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return "ui_name_transform_terrain_2";
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case ACTION_CULTIVATE:
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return "ui_name_cultivate";
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case ACTION_CULTIVATE2:
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return "ui_name_cultivate_2";
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case ACTION_PLANT:
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return "ui_name_plant";
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case ACTION_PLANT2:
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return "ui_name_plant_2";
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case ACTION_PILLAGE:
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return "ui_name_pillage";
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case ACTION_CLEAN:
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... | ... | |
/* TRANS: Heal _Unit (3% chance of success). */
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return N_("Heal %sUnit%s");
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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/* TRANS: _Transform Terrain (3% chance of success). */
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return N_("%sTransform Terrain%s");
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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/* TRANS: Transform by _Cultivating (3% chance of success). */
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return N_("Transform by %sCultivating%s");
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case ACTION_PLANT:
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case ACTION_PLANT2:
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/* TRANS: Transform by _Planting (3% chance of success). */
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return N_("Transform by %sPlanting%s");
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case ACTION_PILLAGE:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_PILLAGE:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_PILLAGE:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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case ACTION_ROAD:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_PILLAGE:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_PILLAGE:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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... | ... | |
case ACTION_HEAL_UNIT:
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case ACTION_HEAL_UNIT2:
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case ACTION_TRANSFORM_TERRAIN:
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case ACTION_TRANSFORM_TERRAIN2:
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case ACTION_CULTIVATE:
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case ACTION_CULTIVATE2:
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case ACTION_PLANT:
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case ACTION_PLANT2:
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case ACTION_PILLAGE:
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case ACTION_CLEAN:
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case ACTION_FORTIFY:
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doc/README.actions | ||
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* the actor unit has "Workers" flag (!)
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* terrain type must be one that can be transformed
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"Transform Terrain 2" - Transform tile terrain type.
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* UI name can be set using ui_name_transform_terrain_2
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* See "Transform Terrain" for everything else.
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"Cultivate" - Transform tile terrain type by cultivating
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* UI name can be set using ui_name_cultivate
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* the actor unit has "Workers" flag (!)
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* terrain type must be one that can be cultivated
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"Cultivate 2" - Transform tile terrain type by cultivating
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* UI name can be set using ui_name_cultivate_2
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* See "Cultivate" for everything else.
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"Plant" - Transform tile terrain type by planting
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* UI name can be set using ui_name_plant
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* the actor unit has "Workers" flag (!)
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* terrain type must be one on which units can plant
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"Plant 2" - Transform tile terrain type by planting
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* UI name can be set using ui_name_plant_2
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* See "Plant" for everything else.
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"Pillage" - Pillage extra from tile
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* UI name can be set using ui_name_pillage
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* target kind can be changed with pillage_target_kind
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gen_headers/enums/actions_enums.def | ||
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ACTION_COLLECT_RANSOM "Collect Ransom"
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ACTION_FORTIFY "Fortify"
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ACTION_CULTIVATE "Cultivate"
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ACTION_CULTIVATE2 "Cultivate 2"
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ACTION_PLANT "Plant"
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ACTION_PLANT2 "Plant 2"
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ACTION_TRANSFORM_TERRAIN "Transform Terrain"
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ACTION_TRANSFORM_TERRAIN2 "Transform Terrain 2"
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# Enabler checks only
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ACTION_GAIN_VETERANCY "Gain Veterancy"
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