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Feature #563 » 0005-Add-improvement-flag-Infra.patch

Marko Lindqvist, 05/24/2024 06:20 PM

View differences:

ai/default/daicity.c
*/
if (improvement_has_flag(pimprove, IF_GOLD)) {
v += TRADE_WEIGHTING / 10;
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
v += INFRA_WEIGHTING / 10;
}
/* Without relevant flags, base want remains 0. */
} else {
client/citydlg_common.c
}
if (city_production_is_genus(pcity, IG_CONVERT)) {
if (city_production_has_flag(pcity, IF_GOLD)) {
int gold = MAX(0, pcity->surplus[O_SHIELD]);
int output = MAX(0, pcity->surplus[O_SHIELD]);
if (city_production_has_flag(pcity, IF_GOLD)) {
fc_snprintf(buffer, buffer_len,
PL_("%3d gold per turn", "%3d gold per turn", output),
output);
} else if (city_production_has_flag(pcity, IF_INFRA)) {
fc_snprintf(buffer, buffer_len,
PL_("%3d gold per turn", "%3d gold per turn", gold),
gold);
PL_("%3d infrapoint per turn", "%3d infrapoints per turn", output),
output);
} else {
fc_strlcpy(buffer, "---", buffer_len);
}
......
if (is_convert_improvement(target->value.building)) {
fc_strlcat(buffer, " (--) ", buffer_len);
if (improvement_has_flag(target->value.building, IF_GOLD)) {
if (improvement_has_flag(target->value.building, IF_GOLD)
|| improvement_has_flag(target->value.building, IF_INFRA)) {
cat_snprintf(buffer, buffer_len, _("%d/turn"),
MAX(0, pcity->surplus[O_SHIELD]));
} else {
......
if (VUT_IMPROVEMENT == target->kind
&& is_convert_improvement(target->value.building)) {
/* Coinage-like improvements: print yield-per-turn instead */
if (improvement_has_flag(target->value.building, IF_GOLD)) {
if (improvement_has_flag(target->value.building, IF_GOLD)
|| improvement_has_flag(target->value.building, IF_INFRA)) {
fc_snprintf(buf[3], column_size, _("%d/turn"),
MAX(0, pcity->surplus[O_SHIELD]));
} else {
client/cityrepdata.c
gui_options.concise_city_production ? "+" : _("(worklist)");
if (city_production_is_genus(pcity, IG_CONVERT)) {
if (city_production_has_flag(pcity, IF_GOLD)) {
if (city_production_has_flag(pcity, IF_GOLD)
|| city_production_has_flag(pcity, IF_INFRA)) {
fc_snprintf(buf, sizeof(buf), "%s (%d)%s",
city_production_name_translation(pcity),
MAX(0, pcity->surplus[O_SHIELD]), from_worklist);
client/gui-qt/citydlg.cpp
QRect rect2;
struct sprite *sprite;
bool useless = false;
bool is_coinage = false;
bool is_convert = false;
bool is_neutral = false;
bool is_sea = false;
bool is_flying = false;
......
name = improvement_name_translation(target->value.building);
sprite = get_building_sprite(tileset, target->value.building);
useless = is_improvement_redundant(pcity, target->value.building);
is_coinage = improvement_has_flag(target->value.building, IF_GOLD);
is_convert = (target->value.building->genus == IG_CONVERT);
}
if (sprite != nullptr) {
......
QItemDelegate::drawDecoration(painter, option, option.rect, pix_dec);
}
if (is_coinage) {
if (is_convert) {
pix_dec.fill(QColor(255, 255, 0, 70));
QItemDelegate::drawDecoration(painter, option, option.rect, pix_dec);
}
client/gui-sdl2/wldlg.c
editor->currently_building, &cost);
if (convert_prod) {
int output = MAX(0, editor->pcity->surplus[O_SHIELD]);
if (improvement_has_flag(editor->currently_building.value.building,
IF_GOLD)) {
int gold = MAX(0, editor->pcity->surplus[O_SHIELD]);
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d gold per turn",
"%s\n%d gold per turn", gold),
name, gold);
"%s\n%d gold per turn", output),
name, output);
} else if (improvement_has_flag(editor->currently_building.value.building,
IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d infrapoint per turn",
"%s\n%d infrapoints per turn", output),
name, output);
} else {
fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
}
......
count = city_production_build_shield_cost(pcity);
if (convert_prod) {
if (city_production_has_flag(pcity, IF_GOLD)) {
int gold = MAX(0, pcity->surplus[O_SHIELD]);
int output = MAX(0, pcity->surplus[O_SHIELD]);
if (city_production_has_flag(pcity, IF_GOLD)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d gold per turn",
"%s\n%d gold per turn", gold),
name, gold);
"%s\n%d gold per turn", output),
name, output);
} else if (city_production_has_flag(pcity, IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d infrapoint per turn",
"%s\n%d infrapoints per turn", output),
name, output);
} else {
fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
}
......
}
}
} else {
/* coinage-like */
if (improvement_has_flag(pimprove, IF_GOLD)) {
int gold = MAX(0, pcity->surplus[O_SHIELD]);
int output = MAX(0, pcity->surplus[O_SHIELD]);
/* Coinage-like */
if (improvement_has_flag(pimprove, IF_GOLD)) {
fc_snprintf(cbuf, sizeof(cbuf), PL_("%d gold per turn",
"%d gold per turn", gold),
gold);
"%d gold per turn", output),
output);
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf), PL_("%d infrapoint per turn",
"%d infrapoints per turn", output),
output);
} else {
fc_strlcpy(cbuf, "-", sizeof(cbuf));
}
}
} else {
/* non city mode */
/* Non city mode */
if (!is_convert_improvement(pimprove)) {
int cost = impr_build_shield_cost(NULL, pimprove);
......
} else {
if (improvement_has_flag(pimprove, IF_GOLD)) {
fc_strlcpy(cbuf, _("shields into gold"), sizeof(cbuf));
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
fc_strlcpy(cbuf, _("shields into infrapoints"), sizeof(cbuf));
} else {
fc_strlcpy(cbuf, "-", sizeof(cbuf));
}
client/gui-sdl3/wldlg.c
editor->currently_building, &cost);
if (convert_prod) {
int output = MAX(0, editor->pcity->surplus[O_SHIELD]);
if (improvement_has_flag(editor->currently_building.value.building,
IF_GOLD)) {
int gold = MAX(0, editor->pcity->surplus[O_SHIELD]);
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d gold per turn",
"%s\n%d gold per turn", gold),
name, gold);
"%s\n%d gold per turn", output),
name, output);
} else if (improvement_has_flag(editor->currently_building.value.building,
IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d infrapoint per turn",
"%s\n%d infrapoints per turn", output),
name, output);
} else {
fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
}
......
count = city_production_build_shield_cost(pcity);
if (convert_prod) {
if (city_production_has_flag(pcity, IF_GOLD)) {
int gold = MAX(0, pcity->surplus[O_SHIELD]);
int output = MAX(0, pcity->surplus[O_SHIELD]);
if (city_production_has_flag(pcity, IF_GOLD)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d gold per turn",
"%s\n%d gold per turn", gold),
name, gold);
"%s\n%d gold per turn", output),
name, output);
} else if (city_production_has_flag(pcity, IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf),
PL_("%s\n%d infrapoint per turn",
"%s\n%d infrapoints per turn", output),
name, output);
} else {
fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
}
......
}
}
} else {
/* coinage-like */
if (improvement_has_flag(pimprove, IF_GOLD)) {
int gold = MAX(0, pcity->surplus[O_SHIELD]);
int output = MAX(0, pcity->surplus[O_SHIELD]);
/* Coinage-like */
if (improvement_has_flag(pimprove, IF_GOLD)) {
fc_snprintf(cbuf, sizeof(cbuf), PL_("%d gold per turn",
"%d gold per turn", gold),
gold);
"%d gold per turn", output),
output);
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
fc_snprintf(cbuf, sizeof(cbuf), PL_("%d infrapoint per turn",
"%d infrapoints per turn", output),
output);
} else {
fc_strlcpy(cbuf, "-", sizeof(cbuf));
}
}
} else {
/* non city mode */
/* Non city mode */
if (!is_convert_improvement(pimprove)) {
int cost = impr_build_shield_cost(NULL, pimprove);
......
} else {
if (improvement_has_flag(pimprove, IF_GOLD)) {
fc_strlcpy(cbuf, _("shields into gold"), sizeof(cbuf));
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
fc_strlcpy(cbuf, _("shields into infrapoints"), sizeof(cbuf));
} else {
fc_strlcpy(cbuf, "-", sizeof(cbuf));
}
common/improvement.c
{
return (!improvement_obsolete(city_owner(pcity), pimprove, pcity)
&& (improvement_has_flag(pimprove, IF_GOLD)
|| improvement_has_flag(pimprove, IF_INFRA)
|| improvement_has_side_effects(pcity, pimprove)
|| improvement_has_effects(pcity, pimprove)));
}
......
- all of its effects (if any) are provided by other means, or it's
obsolete (and thus assumed to have no effect); and
- it's not enabling the city to build some kind of units; and
- it's not Coinage (IF_GOLD).
- it's not convert production (IF_GOLD or IF_INFRA).
(Note that it's not impossible that this improvement could become useful
if circumstances changed, say if a new government enabled the building
of its special units.)
......
if (improvement_has_flag(pimprove, IF_GOLD)) {
return FALSE;
}
if (improvement_has_flag(pimprove, IF_INFRA)) {
return FALSE;
}
/* If an improvement has side effects, don't claim it's redundant. */
if (improvement_has_side_effects(pcity, pimprove)) {
data/alien/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/civ1/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/civ2/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/civ2civ3/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/classic/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/goldkeep/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/granularity/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/multiplayer/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/ruledit/comments-3.3.txt
; \"Gold\" = Not a real building; production turned into gold\n\
; indefinitely (capitalization/coinage).\n\
; Genus should be \"Convert\".\n\
; \"Infra\" = Not a real building; production turned into infrapoints\n\
; indefinitely. Genus should be \"Convert\".\n\
; \"DisasterProof\" = Disasters never destroy this building. Is meaningful\n\
; only for genus \"Improvement\" buildings as others are\n\
; automatically disaster proof.\n\
data/sandbox/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/stub/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
data/webperimental/buildings.ruleset
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Convert".
; "Infra" = Not a real building; production turned into infrapoints
; indefinitely. Genus should be "Convert".
; "DisasterProof" = Disasters never destroy this building. Is meaningful
; only for genus "Improvement" buildings as others are
; automatically disaster proof.
gen_headers/enums/fc_types_enums.def
SAVE_SMALL_WONDER "SaveSmallWonder"
/* When built, gives gold */
GOLD "Gold"
/* When built, gives infrapoints */
INFRA "Infra"
/* Never destroyed by disasters */
DISASTER_PROOF "DisasterProof"
/* Never destroyed by a surgical strike */
server/cityturn.c
* this turn. */
if (city_production_has_flag(pcity, IF_GOLD)) {
pplayer->economic.gold += pcity->before_change_shields;
} else if (city_production_has_flag(pcity, IF_INFRA)) {
pplayer->economic.infra_points += pcity->before_change_shields;
}
pcity->before_change_shields = 0;
server/ruleset/rssanity.c
{
/* Special Genus */
improvement_re_active_iterate(pimprove) {
if (improvement_has_flag(pimprove, IF_GOLD)
&& pimprove->genus != IG_CONVERT) {
if (improvement_has_flag(pimprove, IF_GOLD)) {
if (pimprove->genus != IG_CONVERT) {
ruleset_error(logger, LOG_ERROR,
_("Gold producing improvement %s with genus other than \"Convert\""),
improvement_rule_name(pimprove));
return FALSE;
}
if (improvement_has_flag(pimprove, IF_INFRA)) {
ruleset_error(logger, LOG_ERROR,
_("The same improvement has both \"Gold\" and \"Infra\" flags"));
return FALSE;
}
} else if (improvement_has_flag(pimprove, IF_INFRA)) {
if (pimprove->genus != IG_CONVERT) {
ruleset_error(logger, LOG_ERROR,
_("Infrapoints producing improvement %s with genus other than \"Convert\""),
improvement_rule_name(pimprove));
return FALSE;
}
} else if (pimprove->genus == IG_CONVERT) {
ruleset_error(logger, LOG_ERROR,
_("Gold producing improvement %s with genus other than \"Convert\""),
_("Improvement %s with no conversion target with genus \"Convert\""),
improvement_rule_name(pimprove));
return FALSE;
}
if (improvement_has_flag(pimprove, IF_DISASTER_PROOF)
&& pimprove->genus != IG_IMPROVEMENT) {
ruleset_error(logger, LOG_ERROR,
(2-2/2)