Feature #563 » 0005-Add-improvement-flag-Infra.patch
ai/default/daicity.c | ||
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*/
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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v += TRADE_WEIGHTING / 10;
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} else if (improvement_has_flag(pimprove, IF_INFRA)) {
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v += INFRA_WEIGHTING / 10;
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}
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/* Without relevant flags, base want remains 0. */
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} else {
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client/citydlg_common.c | ||
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}
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if (city_production_is_genus(pcity, IG_CONVERT)) {
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if (city_production_has_flag(pcity, IF_GOLD)) {
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int gold = MAX(0, pcity->surplus[O_SHIELD]);
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int output = MAX(0, pcity->surplus[O_SHIELD]);
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if (city_production_has_flag(pcity, IF_GOLD)) {
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fc_snprintf(buffer, buffer_len,
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PL_("%3d gold per turn", "%3d gold per turn", output),
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output);
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} else if (city_production_has_flag(pcity, IF_INFRA)) {
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fc_snprintf(buffer, buffer_len,
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PL_("%3d gold per turn", "%3d gold per turn", gold),
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gold);
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PL_("%3d infrapoint per turn", "%3d infrapoints per turn", output),
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output);
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} else {
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fc_strlcpy(buffer, "---", buffer_len);
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}
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... | ... | |
if (is_convert_improvement(target->value.building)) {
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fc_strlcat(buffer, " (--) ", buffer_len);
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if (improvement_has_flag(target->value.building, IF_GOLD)) {
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if (improvement_has_flag(target->value.building, IF_GOLD)
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|| improvement_has_flag(target->value.building, IF_INFRA)) {
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cat_snprintf(buffer, buffer_len, _("%d/turn"),
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MAX(0, pcity->surplus[O_SHIELD]));
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} else {
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... | ... | |
if (VUT_IMPROVEMENT == target->kind
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&& is_convert_improvement(target->value.building)) {
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/* Coinage-like improvements: print yield-per-turn instead */
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if (improvement_has_flag(target->value.building, IF_GOLD)) {
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if (improvement_has_flag(target->value.building, IF_GOLD)
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|| improvement_has_flag(target->value.building, IF_INFRA)) {
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fc_snprintf(buf[3], column_size, _("%d/turn"),
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MAX(0, pcity->surplus[O_SHIELD]));
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} else {
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client/cityrepdata.c | ||
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gui_options.concise_city_production ? "+" : _("(worklist)");
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if (city_production_is_genus(pcity, IG_CONVERT)) {
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if (city_production_has_flag(pcity, IF_GOLD)) {
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if (city_production_has_flag(pcity, IF_GOLD)
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|| city_production_has_flag(pcity, IF_INFRA)) {
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fc_snprintf(buf, sizeof(buf), "%s (%d)%s",
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city_production_name_translation(pcity),
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MAX(0, pcity->surplus[O_SHIELD]), from_worklist);
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client/gui-qt/citydlg.cpp | ||
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QRect rect2;
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struct sprite *sprite;
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bool useless = false;
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bool is_coinage = false;
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bool is_convert = false;
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bool is_neutral = false;
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bool is_sea = false;
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bool is_flying = false;
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... | ... | |
name = improvement_name_translation(target->value.building);
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sprite = get_building_sprite(tileset, target->value.building);
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useless = is_improvement_redundant(pcity, target->value.building);
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is_coinage = improvement_has_flag(target->value.building, IF_GOLD);
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is_convert = (target->value.building->genus == IG_CONVERT);
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}
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if (sprite != nullptr) {
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... | ... | |
QItemDelegate::drawDecoration(painter, option, option.rect, pix_dec);
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}
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if (is_coinage) {
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if (is_convert) {
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pix_dec.fill(QColor(255, 255, 0, 70));
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QItemDelegate::drawDecoration(painter, option, option.rect, pix_dec);
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}
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client/gui-sdl2/wldlg.c | ||
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editor->currently_building, &cost);
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if (convert_prod) {
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int output = MAX(0, editor->pcity->surplus[O_SHIELD]);
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if (improvement_has_flag(editor->currently_building.value.building,
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IF_GOLD)) {
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int gold = MAX(0, editor->pcity->surplus[O_SHIELD]);
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d gold per turn",
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"%s\n%d gold per turn", gold),
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name, gold);
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"%s\n%d gold per turn", output),
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name, output);
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} else if (improvement_has_flag(editor->currently_building.value.building,
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IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d infrapoint per turn",
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"%s\n%d infrapoints per turn", output),
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name, output);
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} else {
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fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
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}
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... | ... | |
count = city_production_build_shield_cost(pcity);
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if (convert_prod) {
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if (city_production_has_flag(pcity, IF_GOLD)) {
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int gold = MAX(0, pcity->surplus[O_SHIELD]);
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int output = MAX(0, pcity->surplus[O_SHIELD]);
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if (city_production_has_flag(pcity, IF_GOLD)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d gold per turn",
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"%s\n%d gold per turn", gold),
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name, gold);
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"%s\n%d gold per turn", output),
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name, output);
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} else if (city_production_has_flag(pcity, IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d infrapoint per turn",
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"%s\n%d infrapoints per turn", output),
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name, output);
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} else {
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fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
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}
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... | ... | |
}
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}
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} else {
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/* coinage-like */
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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int gold = MAX(0, pcity->surplus[O_SHIELD]);
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int output = MAX(0, pcity->surplus[O_SHIELD]);
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/* Coinage-like */
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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fc_snprintf(cbuf, sizeof(cbuf), PL_("%d gold per turn",
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"%d gold per turn", gold),
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gold);
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"%d gold per turn", output),
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output);
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} else if (improvement_has_flag(pimprove, IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf), PL_("%d infrapoint per turn",
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"%d infrapoints per turn", output),
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output);
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} else {
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fc_strlcpy(cbuf, "-", sizeof(cbuf));
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}
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}
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} else {
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/* non city mode */
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/* Non city mode */
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if (!is_convert_improvement(pimprove)) {
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int cost = impr_build_shield_cost(NULL, pimprove);
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... | ... | |
} else {
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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fc_strlcpy(cbuf, _("shields into gold"), sizeof(cbuf));
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} else if (improvement_has_flag(pimprove, IF_INFRA)) {
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fc_strlcpy(cbuf, _("shields into infrapoints"), sizeof(cbuf));
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} else {
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fc_strlcpy(cbuf, "-", sizeof(cbuf));
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}
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client/gui-sdl3/wldlg.c | ||
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editor->currently_building, &cost);
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if (convert_prod) {
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int output = MAX(0, editor->pcity->surplus[O_SHIELD]);
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if (improvement_has_flag(editor->currently_building.value.building,
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IF_GOLD)) {
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int gold = MAX(0, editor->pcity->surplus[O_SHIELD]);
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d gold per turn",
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"%s\n%d gold per turn", gold),
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name, gold);
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"%s\n%d gold per turn", output),
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name, output);
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} else if (improvement_has_flag(editor->currently_building.value.building,
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IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d infrapoint per turn",
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"%s\n%d infrapoints per turn", output),
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name, output);
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} else {
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fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
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}
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... | ... | |
count = city_production_build_shield_cost(pcity);
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if (convert_prod) {
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if (city_production_has_flag(pcity, IF_GOLD)) {
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int gold = MAX(0, pcity->surplus[O_SHIELD]);
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int output = MAX(0, pcity->surplus[O_SHIELD]);
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if (city_production_has_flag(pcity, IF_GOLD)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d gold per turn",
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"%s\n%d gold per turn", gold),
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name, gold);
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"%s\n%d gold per turn", output),
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name, output);
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} else if (city_production_has_flag(pcity, IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf),
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PL_("%s\n%d infrapoint per turn",
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"%s\n%d infrapoints per turn", output),
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name, output);
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} else {
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fc_snprintf(cbuf, sizeof(cbuf), "%s\n-", name);
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}
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... | ... | |
}
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}
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} else {
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/* coinage-like */
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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int gold = MAX(0, pcity->surplus[O_SHIELD]);
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int output = MAX(0, pcity->surplus[O_SHIELD]);
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/* Coinage-like */
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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fc_snprintf(cbuf, sizeof(cbuf), PL_("%d gold per turn",
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"%d gold per turn", gold),
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gold);
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"%d gold per turn", output),
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output);
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} else if (improvement_has_flag(pimprove, IF_INFRA)) {
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fc_snprintf(cbuf, sizeof(cbuf), PL_("%d infrapoint per turn",
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"%d infrapoints per turn", output),
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output);
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} else {
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fc_strlcpy(cbuf, "-", sizeof(cbuf));
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}
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}
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} else {
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/* non city mode */
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/* Non city mode */
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if (!is_convert_improvement(pimprove)) {
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int cost = impr_build_shield_cost(NULL, pimprove);
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... | ... | |
} else {
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if (improvement_has_flag(pimprove, IF_GOLD)) {
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fc_strlcpy(cbuf, _("shields into gold"), sizeof(cbuf));
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} else if (improvement_has_flag(pimprove, IF_INFRA)) {
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fc_strlcpy(cbuf, _("shields into infrapoints"), sizeof(cbuf));
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} else {
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fc_strlcpy(cbuf, "-", sizeof(cbuf));
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}
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common/improvement.c | ||
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{
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return (!improvement_obsolete(city_owner(pcity), pimprove, pcity)
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&& (improvement_has_flag(pimprove, IF_GOLD)
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|| improvement_has_flag(pimprove, IF_INFRA)
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|| improvement_has_side_effects(pcity, pimprove)
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|| improvement_has_effects(pcity, pimprove)));
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}
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... | ... | |
- all of its effects (if any) are provided by other means, or it's
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obsolete (and thus assumed to have no effect); and
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- it's not enabling the city to build some kind of units; and
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- it's not Coinage (IF_GOLD).
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- it's not convert production (IF_GOLD or IF_INFRA).
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(Note that it's not impossible that this improvement could become useful
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if circumstances changed, say if a new government enabled the building
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of its special units.)
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... | ... | |
if (improvement_has_flag(pimprove, IF_GOLD)) {
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return FALSE;
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}
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if (improvement_has_flag(pimprove, IF_INFRA)) {
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return FALSE;
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}
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/* If an improvement has side effects, don't claim it's redundant. */
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if (improvement_has_side_effects(pcity, pimprove)) {
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data/alien/buildings.ruleset | ||
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; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
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data/civ1/buildings.ruleset | ||
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; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
|
data/civ2/buildings.ruleset | ||
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; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
|
data/civ2civ3/buildings.ruleset | ||
---|---|---|
; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
|
data/classic/buildings.ruleset | ||
---|---|---|
; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
|
data/goldkeep/buildings.ruleset | ||
---|---|---|
; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
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; indefinitely. Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
|
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; only for genus "Improvement" buildings as others are
|
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; automatically disaster proof.
|
data/granularity/buildings.ruleset | ||
---|---|---|
; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "Infra" = Not a real building; production turned into infrapoints
|
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; indefinitely. Genus should be "Convert".
|
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; "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
|
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; indefinitely (capitalization/coinage).
|
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; Genus should be "Convert".
|
||
; "Infra" = Not a real building; production turned into infrapoints
|
||
; indefinitely. Genus should be "Convert".
|
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
|
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; only for genus "Improvement" buildings as others are
|
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; automatically disaster proof.
|
data/ruledit/comments-3.3.txt | ||
---|---|---|
; \"Gold\" = Not a real building; production turned into gold\n\
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; indefinitely (capitalization/coinage).\n\
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; Genus should be \"Convert\".\n\
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; \"Infra\" = Not a real building; production turned into infrapoints\n\
|
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; indefinitely. Genus should be \"Convert\".\n\
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; \"DisasterProof\" = Disasters never destroy this building. Is meaningful\n\
|
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; only for genus \"Improvement\" buildings as others are\n\
|
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; 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"
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/* When built, gives gold */
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GOLD "Gold"
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/* When built, gives infrapoints */
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INFRA "Infra"
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/* Never destroyed by disasters */
|
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DISASTER_PROOF "DisasterProof"
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/* Never destroyed by a surgical strike */
|
server/cityturn.c | ||
---|---|---|
* this turn. */
|
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if (city_production_has_flag(pcity, IF_GOLD)) {
|
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pplayer->economic.gold += pcity->before_change_shields;
|
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} else if (city_production_has_flag(pcity, IF_INFRA)) {
|
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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) {
|
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ruleset_error(logger, LOG_ERROR,
|
||
_("Gold producing improvement %s with genus other than \"Convert\""),
|
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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,
|
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