Feature #1554 » 1554.patch
| client/packhand.c | ||
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punit->done_moving = packet_unit->done_moving;
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check_focus = TRUE;
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}
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punit->carrying = packet_unit->carrying;
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/* This won't change punit; it enqueues the call for later handling. */
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agents_unit_changed(punit);
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| client/text.c | ||
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/* TRANS: on own line immediately following \n, ... <city> */
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astr_add_line(&str, _("from %s"), city_name_get(hcity));
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}
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if (punit->carrying
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/* this SHOULD be redundant, but if a savefile got hacked... */
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&& unit_can_do_action(punit, ACTION_TRADE_ROUTE)) {
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/* TRANS: on own line immediately following \n, from ... */
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astr_add_line(&str, _("carrying %s"),
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goods_name_translation(punit->carrying));
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}
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} else if (owner != nullptr) {
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struct player_diplstate *ds = player_diplstate_get(plr, owner);
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| server/cityturn.c | ||
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}
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if (punit) {
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notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
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/* TRANS: <city> is finished building <unit/building>. */
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_("%s is finished building %s."),
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city_link(pcity), utype_name_translation(utype));
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if (punit->carrying) {
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notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
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/* TRANS: <city> is finished building <unit>, carrying <goods>. */
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_("%s is finished building %s, carrying %s."),
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city_link(pcity), utype_name_translation(utype),
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goods_name_translation(punit->carrying));
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} else {
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notify_player(pplayer, city_tile(pcity), E_UNIT_BUILT, ftc_server,
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/* TRANS: <city> is finished building <unit/building>. */
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_("%s is finished building %s."),
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city_link(pcity), utype_name_translation(utype));
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}
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}
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/* After we created the unit remove the citizen. This will also
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| server/unittools.c | ||
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}
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/**********************************************************************//**
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Set carried goods for unit.
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Set carried goods for unit who can do the action "Establish Trade Route"
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**************************************************************************/
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void unit_get_goods(struct unit *punit)
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{
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if (punit->homecity != 0) {
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if (punit->homecity != 0
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&& unit_can_do_action(punit, ACTION_TRADE_ROUTE)) {
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struct city *home = game_city_by_number(punit->homecity);
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if (home != NULL && game.info.goods_selection == GSM_LEAVING) {
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| ... | ... | |
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punit->server.vision = vision_new(pplayer, ptile);
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unit_refresh_vision(punit);
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unit_get_goods(punit);
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send_unit_info(NULL, punit);
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wakeup_neighbor_sentries(punit);
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| ... | ... | |
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city_map_update_tile_now(ptile);
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sync_cities();
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unit_get_goods(punit);
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CALL_FUNC_EACH_AI(unit_created, punit);
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CALL_PLR_AI_FUNC(unit_got, pplayer, punit);
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