Project

General

Profile

Feature #1553 ยป 3_4-drop_unused_ui_name.patch

Alexandr Ignatiev, 07/02/2025 08:33 PM

View differences:

common/actions.c
} action_iterate_end;
}
/**********************************************************************//**
Return ui_name ruleset variable name for the action.
TODO: make actions generic and put ui_name in a field of the action.
**************************************************************************/
const char *action_ui_name_ruleset_var_name(int act)
{
switch ((enum gen_action)act) {
case ACTION_SPY_POISON:
return "ui_name_poison_city";
case ACTION_SPY_POISON_ESC:
return "ui_name_poison_city_escape";
case ACTION_SPY_SABOTAGE_UNIT:
return "ui_name_sabotage_unit";
case ACTION_SPY_SABOTAGE_UNIT_ESC:
return "ui_name_sabotage_unit_escape";
case ACTION_SPY_BRIBE_UNIT:
return "ui_name_bribe_unit";
case ACTION_SPY_BRIBE_STACK:
return "ui_name_bribe_stack";
case ACTION_SPY_SABOTAGE_CITY:
return "ui_name_sabotage_city";
case ACTION_SPY_SABOTAGE_CITY_ESC:
return "ui_name_sabotage_city_escape";
case ACTION_SPY_TARGETED_SABOTAGE_CITY:
return "ui_name_targeted_sabotage_city";
case ACTION_SPY_SABOTAGE_CITY_PRODUCTION:
return "ui_name_sabotage_city_production";
case ACTION_SPY_TARGETED_SABOTAGE_CITY_ESC:
return "ui_name_targeted_sabotage_city_escape";
case ACTION_SPY_SABOTAGE_CITY_PRODUCTION_ESC:
return "ui_name_sabotage_city_production_escape";
case ACTION_SPY_INCITE_CITY:
return "ui_name_incite_city";
case ACTION_SPY_INCITE_CITY_ESC:
return "ui_name_incite_city_escape";
case ACTION_ESTABLISH_EMBASSY:
return "ui_name_establish_embassy";
case ACTION_ESTABLISH_EMBASSY_STAY:
return "ui_name_establish_embassy_stay";
case ACTION_SPY_STEAL_TECH:
return "ui_name_steal_tech";
case ACTION_SPY_STEAL_TECH_ESC:
return "ui_name_steal_tech_escape";
case ACTION_SPY_TARGETED_STEAL_TECH:
return "ui_name_targeted_steal_tech";
case ACTION_SPY_TARGETED_STEAL_TECH_ESC:
return "ui_name_targeted_steal_tech_escape";
case ACTION_SPY_INVESTIGATE_CITY:
return "ui_name_investigate_city";
case ACTION_INV_CITY_SPEND:
return "ui_name_investigate_city_spend_unit";
case ACTION_SPY_STEAL_GOLD:
return "ui_name_steal_gold";
case ACTION_SPY_STEAL_GOLD_ESC:
return "ui_name_steal_gold_escape";
case ACTION_SPY_SPREAD_PLAGUE:
return "ui_name_spread_plague";
case ACTION_STEAL_MAPS:
return "ui_name_steal_maps";
case ACTION_STEAL_MAPS_ESC:
return "ui_name_steal_maps_escape";
case ACTION_TRADE_ROUTE:
return "ui_name_establish_trade_route";
case ACTION_MARKETPLACE:
return "ui_name_enter_marketplace";
case ACTION_HELP_WONDER:
return "ui_name_help_wonder";
case ACTION_CAPTURE_UNITS:
return "ui_name_capture_units";
case ACTION_EXPEL_UNIT:
return "ui_name_expel_unit";
case ACTION_FOUND_CITY:
return "ui_name_found_city";
case ACTION_JOIN_CITY:
return "ui_name_join_city";
case ACTION_BOMBARD:
return "ui_name_bombard";
case ACTION_BOMBARD2:
return "ui_name_bombard_2";
case ACTION_BOMBARD3:
return "ui_name_bombard_3";
case ACTION_BOMBARD4:
return "ui_name_bombard_4";
case ACTION_BOMBARD_LETHAL:
return "ui_name_bombard_lethal";
case ACTION_BOMBARD_LETHAL2:
return "ui_name_bombard_lethal_2";
case ACTION_SPY_NUKE:
return "ui_name_suitcase_nuke";
case ACTION_SPY_NUKE_ESC:
return "ui_name_suitcase_nuke_escape";
case ACTION_NUKE:
return "ui_name_explode_nuclear";
case ACTION_NUKE_CITY:
return "ui_name_nuke_city";
case ACTION_NUKE_UNITS:
return "ui_name_nuke_units";
case ACTION_DESTROY_CITY:
return "ui_name_destroy_city";
case ACTION_DISBAND_UNIT_RECOVER:
return "ui_name_disband_unit_recover";
case ACTION_DISBAND_UNIT:
return "ui_name_disband_unit";
case ACTION_HOME_CITY:
return "ui_name_home_city";
case ACTION_HOMELESS:
return "ui_name_homeless";
case ACTION_UPGRADE_UNIT:
return "ui_name_upgrade_unit";
case ACTION_PARADROP:
return "ui_name_paradrop_unit";
case ACTION_PARADROP_CONQUER:
return "ui_name_paradrop_unit_conquer";
case ACTION_PARADROP_FRIGHTEN:
return "ui_name_paradrop_unit_frighten";
case ACTION_PARADROP_FRIGHTEN_CONQUER:
return "ui_name_paradrop_unit_frighten_conquer";
case ACTION_PARADROP_ENTER:
return "ui_name_paradrop_unit_enter";
case ACTION_PARADROP_ENTER_CONQUER:
return "ui_name_paradrop_unit_enter_conquer";
case ACTION_AIRLIFT:
return "ui_name_airlift_unit";
case ACTION_ATTACK:
return "ui_name_attack";
case ACTION_ATTACK2:
return "ui_name_attack_2";
case ACTION_SUICIDE_ATTACK:
return "ui_name_suicide_attack";
case ACTION_SUICIDE_ATTACK2:
return "ui_name_suicide_attack_2";
case ACTION_WIPE_UNITS:
return "ui_name_wipe_units";
case ACTION_COLLECT_RANSOM:
return "ui_name_collect_ransom";
case ACTION_STRIKE_BUILDING:
return "ui_name_surgical_strike_building";
case ACTION_STRIKE_PRODUCTION:
return "ui_name_surgical_strike_production";
case ACTION_CONQUER_CITY_SHRINK:
return "ui_name_conquer_city_shrink";
case ACTION_CONQUER_CITY_SHRINK2:
return "ui_name_conquer_city_shrink2";
case ACTION_CONQUER_CITY_SHRINK3:
return "ui_name_conquer_city_shrink3";
case ACTION_CONQUER_CITY_SHRINK4:
return "ui_name_conquer_city_shrink4";
case ACTION_CONQUER_EXTRAS:
return "ui_name_conquer_extras";
case ACTION_CONQUER_EXTRAS2:
return "ui_name_conquer_extras_2";
case ACTION_CONQUER_EXTRAS3:
return "ui_name_conquer_extras_3";
case ACTION_CONQUER_EXTRAS4:
return "ui_name_conquer_extras_4";
case ACTION_HEAL_UNIT:
return "ui_name_heal_unit";
case ACTION_HEAL_UNIT2:
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_PILLAGE2:
return "ui_name_pillage_2";
case ACTION_CLEAN:
return "ui_name_clean";
case ACTION_CLEAN2:
return "ui_name_clean_2";
case ACTION_FORTIFY:
return "ui_name_fortify";
case ACTION_FORTIFY2:
return "ui_name_fortify_2";
case ACTION_ROAD:
return "ui_name_build_road";
case ACTION_ROAD2:
return "ui_name_build_road_2";
case ACTION_CONVERT:
return "ui_name_convert_unit";
case ACTION_BASE:
return "ui_name_build_base";
case ACTION_BASE2:
return "ui_name_build_base_2";
case ACTION_MINE:
return "ui_name_build_mine";
case ACTION_MINE2:
return "ui_name_build_mine_2";
case ACTION_IRRIGATE:
return "ui_name_irrigate";
case ACTION_IRRIGATE2:
return "ui_name_irrigate_2";
case ACTION_TRANSPORT_DEBOARD:
return "ui_name_transport_deboard";
case ACTION_TRANSPORT_BOARD:
return "ui_name_transport_board";
case ACTION_TRANSPORT_BOARD2:
return "ui_name_transport_board_2";
case ACTION_TRANSPORT_BOARD3:
return "ui_name_transport_board_3";
case ACTION_TRANSPORT_EMBARK:
return "ui_name_transport_embark";
case ACTION_TRANSPORT_EMBARK2:
return "ui_name_transport_embark_2";
case ACTION_TRANSPORT_EMBARK3:
return "ui_name_transport_embark_3";
case ACTION_TRANSPORT_EMBARK4:
return "ui_name_transport_embark_4";
case ACTION_TRANSPORT_UNLOAD:
return "ui_name_transport_unload";
case ACTION_TRANSPORT_LOAD:
return "ui_name_transport_load";
case ACTION_TRANSPORT_LOAD2:
return "ui_name_transport_load_2";
case ACTION_TRANSPORT_LOAD3:
return "ui_name_transport_load_3";
case ACTION_TRANSPORT_DISEMBARK1:
return "ui_name_transport_disembark";
case ACTION_TRANSPORT_DISEMBARK2:
return "ui_name_transport_disembark_2";
case ACTION_TRANSPORT_DISEMBARK3:
return "ui_name_transport_disembark_3";
case ACTION_TRANSPORT_DISEMBARK4:
return "ui_name_transport_disembark_4";
case ACTION_HUT_ENTER:
return "ui_name_enter_hut";
case ACTION_HUT_ENTER2:
return "ui_name_enter_hut_2";
case ACTION_HUT_ENTER3:
return "ui_name_enter_hut_3";
case ACTION_HUT_ENTER4:
return "ui_name_enter_hut_4";
case ACTION_HUT_FRIGHTEN:
return "ui_name_frighten_hut";
case ACTION_HUT_FRIGHTEN2:
return "ui_name_frighten_hut_2";
case ACTION_HUT_FRIGHTEN3:
return "ui_name_frighten_hut_3";
case ACTION_HUT_FRIGHTEN4:
return "ui_name_frighten_hut_4";
case ACTION_SPY_ATTACK:
return "ui_name_spy_attack";
case ACTION_UNIT_MOVE:
return "ui_name_unit_move";
case ACTION_UNIT_MOVE2:
return "ui_name_unit_move_2";
case ACTION_UNIT_MOVE3:
return "ui_name_unit_move_3";
case ACTION_TELEPORT:
return "ui_name_teleport";
case ACTION_TELEPORT2:
return "ui_name_teleport_2";
case ACTION_TELEPORT3:
return "ui_name_teleport_3";
case ACTION_TELEPORT_CONQUER:
return "ui_name_teleport_conquer";
case ACTION_TELEPORT_FRIGHTEN:
return "ui_name_teleport_frighten";
case ACTION_TELEPORT_FRIGHTEN_CONQUER:
return "ui_name_teleport_frighten_conquer";
case ACTION_TELEPORT_ENTER:
return "ui_name_teleport_enter";
case ACTION_TELEPORT_ENTER_CONQUER:
return "ui_name_teleport_enter_conquer";
case ACTION_SPY_ESCAPE:
return "ui_name_escape";
case ACTION_USER_ACTION1:
return "ui_name_user_action_1";
case ACTION_USER_ACTION2:
return "ui_name_user_action_2";
case ACTION_USER_ACTION3:
return "ui_name_user_action_3";
case ACTION_USER_ACTION4:
return "ui_name_user_action_4";
case ACTION_GAIN_VETERANCY:
case ACTION_ESCAPE:
case ACTION_CIVIL_WAR:
fc_assert(!action_id_is_internal(act)); /* Fail always */
break;
case ACTION_COUNT:
break;
ASSERT_UNUSED_ACTION_CASES;
}
fc_assert(act >= 0 && act < ACTION_COUNT);
return NULL;
}
/**********************************************************************//**
Return default ui_name for the action
**************************************************************************/
common/actions.h
const char *action_prepare_ui_name(action_id act_id, const char *mnemonic,
const struct act_prob prob,
const char *custom);
const char *action_ui_name_ruleset_var_name(int act);
const char *action_ui_name_default(int act);
const char *action_min_range_ruleset_var_name(int act);
    (1-1/1)