Feature #165 » 0011-Add-hut-entering-variants-of-teleport-actions.patch
common/actions.c | ||
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TRUE, TRUE,
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MAK_TELEPORT, 1,
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ACTION_DISTANCE_MAX, FALSE);
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actions[ACTION_TELEPORT_ENTER] =
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unit_action_new(ACTION_TELEPORT_ENTER,
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ACTRES_TELEPORT,
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TRUE, TRUE,
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MAK_TELEPORT, 1,
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ACTION_DISTANCE_MAX, FALSE);
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actions[ACTION_TELEPORT_ENTER_CONQUER] =
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unit_action_new(ACTION_TELEPORT_ENTER_CONQUER,
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ACTRES_TELEPORT_CONQUER,
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TRUE, TRUE,
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MAK_TELEPORT, 1,
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ACTION_DISTANCE_MAX, FALSE);
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actions[ACTION_GAIN_VETERANCY] =
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unit_action_new(ACTION_GAIN_VETERANCY, ACTRES_ENABLER_CHECK,
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TRUE, FALSE,
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... | ... | |
return "ui_name_teleport_3";
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case ACTION_TELEPORT_CONQUER:
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return "ui_name_teleport_conquer";
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case ACTION_TELEPORT_ENTER:
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return "ui_name_teleport_enter";
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case ACTION_TELEPORT_ENTER_CONQUER:
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return "ui_name_teleport_enter_conquer";
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case ACTION_SPY_ESCAPE:
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return "ui_name_escape";
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case ACTION_USER_ACTION1:
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... | ... | |
/* TRANS: _Teleport (100% chance of success). */
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return N_("%sTeleport%s");
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case ACTION_TELEPORT_CONQUER:
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/* TRANS: _Teleport to Conquer (100% chance of success). */
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return N_("%sTeleport to Conquer%s");
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/* TRANS: _Teleport (100% chance of success). */
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return N_("%sTeleport%s");
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case ACTION_TELEPORT_ENTER:
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/* TRANS: _Teleport (100% chance of success). */
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return N_("%sTeleport%s");
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case ACTION_TELEPORT_ENTER_CONQUER:
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/* TRANS: _Teleport (100% chance of success). */
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return N_("%sTeleport%s");
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case ACTION_SPY_ESCAPE:
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/* TRANS: _Escape To Nearest City (100% chance of success). */
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return N_("%sEscape To Nearest City%s");
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... | ... | |
return "teleport_3_min_range";
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case ACTION_TELEPORT_CONQUER:
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return "teleport_conquer_min_range";
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case ACTION_TELEPORT_ENTER:
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return "teleport_enter_min_range";
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case ACTION_TELEPORT_ENTER_CONQUER:
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return "teleport_enter_conquer_min_range";
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case ACTION_USER_ACTION1:
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return "user_action_1_min_range";
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case ACTION_USER_ACTION2:
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... | ... | |
return "teleport_3_max_range";
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case ACTION_TELEPORT_CONQUER:
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return "teleport_conquer_max_range";
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case ACTION_TELEPORT_ENTER:
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return "teleport_enter_max_range";
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case ACTION_TELEPORT_ENTER_CONQUER:
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return "teleport_enter_conquer_max_range";
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case ACTION_USER_ACTION1:
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return "user_action_1_max_range";
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case ACTION_USER_ACTION2:
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... | ... | |
case ACTION_TELEPORT2:
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case ACTION_TELEPORT3:
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case ACTION_TELEPORT_CONQUER:
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case ACTION_TELEPORT_ENTER:
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case ACTION_TELEPORT_ENTER_CONQUER:
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case ACTION_SPY_ESCAPE:
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case ACTION_GAIN_VETERANCY:
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/* Target kind is not ruleset changeable */
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... | ... | |
case ACTION_TELEPORT2:
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case ACTION_TELEPORT3:
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case ACTION_TELEPORT_CONQUER:
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case ACTION_TELEPORT_ENTER:
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case ACTION_TELEPORT_ENTER_CONQUER:
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case ACTION_GAIN_VETERANCY:
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case ACTION_SPY_ESCAPE:
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/* Actor consuming always is not ruleset changeable */
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... | ... | |
return "teleport_3_blocked_by";
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case ACTION_TELEPORT_CONQUER:
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return "teleport_conquer_blocked_by";
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case ACTION_TELEPORT_ENTER:
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return "teleport_enter_blocked_by";
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case ACTION_TELEPORT_ENTER_CONQUER:
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return "teleport_enter_conquer_blocked_by";
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case ACTION_SPY_ESCAPE:
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case ACTION_SPY_POISON:
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case ACTION_SPY_POISON_ESC:
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... | ... | |
case ACTION_TELEPORT2:
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case ACTION_TELEPORT3:
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case ACTION_TELEPORT_CONQUER:
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case ACTION_TELEPORT_ENTER:
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case ACTION_TELEPORT_ENTER_CONQUER:
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case ACTION_GAIN_VETERANCY:
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case ACTION_SPY_ESCAPE:
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case ACTION_USER_ACTION1:
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common/fc_types.h | ||
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#define SPECENUM_VALUE65 ACTRES_TELEPORT
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#define SPECENUM_VALUE65NAME "Teleport"
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#define SPECENUM_VALUE66 ACTRES_TELEPORT_CONQUER
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#define SPECENUM_VALUE66NAME "Teleport Conquer"
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/* Hardcoded action that's just controlled by enablers */
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#define SPECENUM_VALUE67 ACTRES_ENABLER_CHECK
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/* All consequences are handled as (ruleset) action data. */
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doc/README.actions | ||
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* A copy of "Unit Move"
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* See "Unit Move" for everything else.
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"Teleport" - telepor unit to the target tile.
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"Teleport" - teleport unit to the target tile.
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* UI name can be set using ui_name_teleport
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* any action listed in teleport_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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... | ... | |
* the target tile can't contain any city or units not allied to the actor
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unit and all its cargo.
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"Teleport 2" - telepor unit to the target tile.
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"Teleport 2" - teleport unit to the target tile.
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* UI name can be set using ui_name_teleport_2
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* any action listed in teleport_2_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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must be between teleport_2_min_range and teleport_2_max_range
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* See "Teleport" for everything else.
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"Teleport 3" - telepor unit to the target tile.
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"Teleport 3" - teleport unit to the target tile.
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* UI name can be set using ui_name_teleport_3
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* any action listed in teleport_3_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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must be between teleport_3_min_range and teleport_3_max_range
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* See "Teleport" for everything else.
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"Teleport Conquer" - telepor unit to the target tile and conquer it
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"Teleport Conquer" - teleport unit to the target tile and conquer it
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* UI name can be set using ui_name_teleport_conquer
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* any action listed in teleport_conquer_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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... | ... | |
* the target tile can't contain any units not allied to the actor
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unit and all its cargo.
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"Teleport Enter" - teleport unit to the target tile.
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* UI name can be set using ui_name_teleport_enter
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* any action listed in teleport_enter_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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must be between teleport_enter_min_range and teleport_enter_max_range
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* the actor unit may not be transported (!)
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* the actor unit's type must be the target tile's terrain animal if the
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player's nation is an animal barbarian.
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* the actor unit must be able to exist outside of a transport at the target
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tile.
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* the actor unit doesn't have the "CoastStrict" unit type flag or the
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target tile is on or adjacent to a tile that doesn't have the
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"UnsafeCoast" terrain flag.
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* the actor unit can't be diplomatically forbidden from entering the target
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tile.
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* the target tile can't contain any city or units not allied to the actor
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unit and all its cargo.
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* can result in hut entry if
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- the target tile has an extra with "Enter" in its rmcauses (a Hut)
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- the target tile's Hut's rmreqs are fulfilled
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"Teleport Enter Conquer" - teleport unit to the target tile and conquer it
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* UI name can be set using ui_name_teleport_enter_conquer
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* any action listed in teleport_enter_conquer_blocked_by must be impossible
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* the range of legal distance between actor unit and target tile
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must be between teleport_enter_conquer_min_range and
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teleport_enter_conquer_max_range
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* the actor unit may not be transported (!)
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* the actor unit's type must be the target tile's terrain animal if the
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player's nation is an animal barbarian.
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* the actor unit must be able to exist outside of a transport at the target
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tile.
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* the actor unit doesn't have the "CoastStrict" unit type flag or the
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target tile is on or adjacent to a tile that doesn't have the
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"UnsafeCoast" terrain flag.
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* the actor unit can't be diplomatically forbidden from entering the target
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tile.
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* the target tile can't contain any units not allied to the actor
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unit and all its cargo.
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* can result in hut entry if
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- the target tile has an extra with "Enter" in its rmcauses (a Hut)
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- the target tile's Hut's rmreqs are fulfilled
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Actions done by a unit against all extras at a tile
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===================================================
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"Conquer Extras" - Claim ownership of an extra.
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gen_headers/enums/actions_enums.def | ||
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ACTION_TELEPORT2 "Teleport2"
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ACTION_TELEPORT3 "Teleport3"
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ACTION_TELEPORT_CONQUER "Teleport Conquer"
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ACTION_TELEPORT_ENTER "Teleport Unit Enter"
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ACTION_TELEPORT_ENTER_CONQUER "Teleport Unit Enter Conquer"
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ACTION_CLEAN "Clean"
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ACTION_COLLECT_RANSOM "Collect Ransom"
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ACTION_FORTIFY "Fortify"
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server/advisors/advdata.c | ||
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|| unit_can_do_action(punit, ACTION_PARADROP_FRIGHTEN_CONQUER)
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|| unit_can_do_action(punit, ACTION_PARADROP_ENTER)
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|| unit_can_do_action(punit, ACTION_PARADROP_ENTER_CONQUER)) {
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/* TODO: Cover also teleporting */
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adv->stats.units.paratroopers++;
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}
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if (utype_can_do_action(punit->utype, ACTION_AIRLIFT)) {
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server/citytools.c | ||
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|| utype_can_do_action(unit_type_get(punit),
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ACTION_PARADROP_FRIGHTEN_CONQUER)
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|| utype_can_do_action(unit_type_get(punit),
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ACTION_PARADROP_ENTER_CONQUER),
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ACTION_PARADROP_ENTER_CONQUER)
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|| utype_can_do_action(unit_type_get(punit),
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ACTION_TELEPORT_ENTER_CONQUER),
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FALSE, "Bad unit for city occupation.");
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/* A transported unit trying to conquer a city should already have been
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server/ruleset/ruleload.c | ||
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ACT_SUB_RES_HUT_ENTER);
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BV_SET(action_by_number(ACTION_PARADROP_ENTER_CONQUER)->sub_results,
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ACT_SUB_RES_HUT_ENTER);
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BV_SET(action_by_number(ACTION_TELEPORT_ENTER)->sub_results,
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ACT_SUB_RES_HUT_ENTER);
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BV_SET(action_by_number(ACTION_TELEPORT_ENTER_CONQUER)->sub_results,
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ACT_SUB_RES_HUT_ENTER);
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/* Unit Frighten Hut */
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action_by_result_iterate(paction, ACTRES_HUT_FRIGHTEN) {
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