Feature #1350 » 0041-Rename-Shield2Gold_Factor-as-Shield2Gold_Pct.patch
| ai/default/daieffects.c | ||
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/* This has no effect for AI */
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case EFT_VISIBLE_WALLS:
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case EFT_CITY_IMAGE:
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case EFT_SHIELD2GOLD_FACTOR:
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case EFT_SHIELD2GOLD_PCT:
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break;
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case EFT_PERFORMANCE:
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case EFT_NATION_PERFORMANCE:
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| common/unittype.c | ||
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}
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/* Switch shield upkeep to gold upkeep if
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- the effect 'EFT_SHIELD2GOLD_FACTOR' is non-zero (it gives the
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- the effect 'EFT_SHIELD2GOLD_PCT is non-zero (it gives the
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conversion factor in percent) and
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FIXME: Should the ai know about this? */
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if (otype == O_GOLD || otype == O_SHIELD) {
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| ... | ... | |
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.player = pplayer,
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.unittype = ut
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},
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NULL, EFT_SHIELD2GOLD_FACTOR);
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NULL, EFT_SHIELD2GOLD_PCT);
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if (gold_upkeep_factor > 0) {
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switch (otype) {
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| data/goldkeep/effects.ruleset | ||
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value = 1585
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[effect_upkeep_shield2gold]
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type = "Shield2Gold_Factor"
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type = "Shield2Gold_Pct"
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value = 100
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reqs =
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{ "type", "name", "range"
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| doc/README.effects | ||
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will tolerate city disorder before government falls. If value is
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zero, government never falls.
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Shield2Gold_Factor
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Shield2Gold_Pct
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Factor in percent for the conversion of unit shield upkeep to gold upkeep.
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A value of 200 would transfer 1 shield upkeep to 2 gold upkeep.
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This works on unit type granularity, properties of individual units
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| gen_headers/enums/effects_enums.def | ||
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VISIBLE_WALLS "Visible_Walls"
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TECH_COST_FACTOR "Tech_Cost_Factor"
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/* [x%] gold upkeep instead of [1] shield upkeep for units */
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SHIELD2GOLD_FACTOR "Shield2Gold_Factor"
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SHIELD2GOLD_PCT "Shield2Gold_Pct"
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TILE_WORKABLE "Tile_Workable"
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/* The index for the city image of the given city style. */
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CITY_IMAGE "City_Image"
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