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Bug #1942 ยป 0072-Make-celebration-to-affect-city-outputs-on-turn-it-b.patch

Marko Lindqvist, 09/27/2026 11:25 PM

View differences:

common/city.c
}
/**********************************************************************//**
cities celebrate only after consecutive happy turns
Cities celebrate only after consecutive happy turns
**************************************************************************/
bool city_celebrating(const struct city *pcity)
{
server/cityturn.c
struct government *gov;
bool is_happy;
bool is_celebrating;
bool celebration_change = FALSE;
if (!pcity) {
return;
......
notify_player(pplayer, city_tile(pcity), E_CITY_LOVE, ftc_server,
_("Celebrations in your honor in %s."),
city_link(pcity));
celebration_change = TRUE;
}
} else {
if (pcity->rapture != 0) {
notify_player(pplayer, city_tile(pcity), E_CITY_NORMAL, ftc_server,
_("Celebrations canceled in %s."),
city_link(pcity));
celebration_change = TRUE;
}
/* Update city's celebrating counters */
......
}
}
/* Refresh city again, after happiness calculations.
* This makes celebration to affect output on the first turn it happens. */
if (celebration_change && city_refresh(pcity)) {
auto_arrange_workers(pcity);
}
/* City population updated here, after the rapture stuff above. --Jing */
saved_id = pcity->id;
pcity->had_famine = FALSE;
    (1-1/1)