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