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Feature #523 » 0047-Add-Bombard-4-action.patch

main - Marko Lindqvist, 05/01/2024 12:17 PM

View differences:

common/actions.c
/* Overwritten by the ruleset's bombard_3_max_range */
1,
FALSE);
actions[ACTION_BOMBARD4] =
unit_action_new(ACTION_BOMBARD4, ACTRES_BOMBARD,
FALSE, TRUE, MAK_STAYS,
/* A single domestic unit at the target tile will make
* the action illegal. It must therefore be performed
* from another tile. */
1,
/* Overwritten by the ruleset's bombard_4_max_range */
1,
FALSE);
actions[ACTION_BOMBARD_LETHAL] =
unit_action_new(ACTION_BOMBARD_LETHAL, ACTRES_BOMBARD,
FALSE, TRUE, MAK_STAYS,
......
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:
......
case ACTION_BOMBARD3:
/* TRANS: B_ombard 3 (100% chance of success). */
return N_("B%sombard 3%s");
case ACTION_BOMBARD4:
/* TRANS: B_ombard 4 (100% chance of success). */
return N_("B%sombard 4%s");
case ACTION_BOMBARD_LETHAL:
case ACTION_BOMBARD_LETHAL2:
/* TRANS: Lethal B_ombard (100% chance of success). */
......
case ACTION_BOMBARD:
case ACTION_BOMBARD2:
case ACTION_BOMBARD3:
case ACTION_BOMBARD4:
case ACTION_BOMBARD_LETHAL:
case ACTION_BOMBARD_LETHAL2:
case ACTION_SPY_ATTACK:
......
return "bombard_2_max_range";
case ACTION_BOMBARD3:
return "bombard_3_max_range";
case ACTION_BOMBARD4:
return "bombard_4_max_range";
case ACTION_BOMBARD_LETHAL:
return "bombard_lethal_max_range";
case ACTION_BOMBARD_LETHAL2:
......
case ACTION_BOMBARD:
case ACTION_BOMBARD2:
case ACTION_BOMBARD3:
case ACTION_BOMBARD4:
case ACTION_BOMBARD_LETHAL:
case ACTION_BOMBARD_LETHAL2:
case ACTION_SPY_ATTACK:
......
case ACTION_BOMBARD:
case ACTION_BOMBARD2:
case ACTION_BOMBARD3:
case ACTION_BOMBARD4:
case ACTION_BOMBARD_LETHAL:
case ACTION_BOMBARD_LETHAL2:
case ACTION_SPY_ATTACK:
......
return "bombard_2_blocked_by";
case ACTION_BOMBARD3:
return "bombard_3_blocked_by";
case ACTION_BOMBARD4:
return "bombard_4_blocked_by";
case ACTION_BOMBARD_LETHAL:
return "bombard_lethal_blocked_by";
case ACTION_BOMBARD_LETHAL2:
......
case ACTION_BOMBARD:
case ACTION_BOMBARD2:
case ACTION_BOMBARD3:
case ACTION_BOMBARD4:
case ACTION_BOMBARD_LETHAL:
case ACTION_BOMBARD_LETHAL2:
case ACTION_NUKE:
doc/README.actions
* A copy of "Bombard".
* See "Bombard" for everything else.
"Bombard 4" - bombard the units (and city) at the tile.
* UI name can be set using ui_name_bombard_4
* can't kill target units
* any action listed in bombard_4_blocked_by must be impossible
* actor must be on a tile next to the target or, if bombard_4_max_range
allows it, futher away.
* A copy of "Bombard".
* See "Bombard" for everything else.
"Bombard Lethal" - bombard the units (and city) at the tile.
* UI name can be set using ui_name_bombard_lethal
* any action listed in bombard_lethal_blocked_by must be impossible
gen_headers/enums/actions_enums.def
ACTION_BOMBARD "Bombard"
ACTION_BOMBARD2 "Bombard 2"
ACTION_BOMBARD3 "Bombard 3"
ACTION_BOMBARD4 "Bombard 4"
ACTION_BOMBARD_LETHAL "Bombard Lethal"
ACTION_BOMBARD_LETHAL2 "Bombard Lethal 2"
ACTION_ROAD "Build Road"
(1-1/2)