forked from github/server
Lighthouse: only show large swimming units (more than 10 weight).
Eliminate RCF_INVISIBLE and the spell race.
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parent
90511b434c
commit
19a2a69f33
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@ -400,7 +400,7 @@
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<attack type="1" damage="1d4"/>
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<attack type="6" spell="fiery_dragonbreath" level="3" />
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</race>
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<race name="ghost" magres="80" maxaura="0.5" regaura="0.100000" weight="500" capacity="540" speed="1.0" hp="30" ac="5" damage="2d6" unarmedattack="0" unarmeddefense="0" attackmodifier="5" defensemodifier="8" fly="yes" walk="yes" teach="no" getitem="yes" equipment="yes" invinciblenonmagic="yes">
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<race name="ghost" magres="80" maxaura="0.5" regaura="0.1" weight="500" capacity="540" speed="1.0" hp="30" ac="5" damage="2d6" unarmedattack="0" unarmeddefense="0" attackmodifier="5" defensemodifier="8" fly="yes" walk="yes" teach="no" getitem="yes" equipment="yes" invinciblenonmagic="yes">
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<ai splitsize="5000" scarepeasants="yes"/>
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<skill name="crossbow" modifier="-99"/>
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<skill name="mining" modifier="-99"/>
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@ -678,10 +678,6 @@
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<skill name="weaponsmithing" modifier="14"/>
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<attack type="4" damage="2d8+4"/>
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</race>
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<race name="spell" maxaura="1" regaura="0.100000" weight="0" capacity="0" speed="0.0" hp="1" damage="1d4" unarmedattack="-2" unarmeddefense="-2" learn="no" noheal="yes" noweapons="yes" illusionary="yes" invisible="yes" fly="yes" swim="yes" walk="yes">
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<ai splitsize="1"/>
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<attack type="1" damage="1d4"/>
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</race>
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<race name="special" maxaura="0" regaura="0" weight="0" capacity="0" speed="0.0" hp="1" damage="1d4" unarmedattack="-2" unarmeddefense="-2">
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<ai splitsize="1"/>
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<attack type="1" damage="1d4"/>
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@ -675,10 +675,6 @@
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<skill name="weaponsmithing" modifier="14"/>
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<attack type="4" damage="2d8+4"/>
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</race>
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<race name="spell" maxaura="1" regaura="0.100000" weight="0" capacity="0" speed="0" hp="1" damage="1d4" unarmedattack="-2" unarmeddefense="-2" learn="no" noheal="yes" noweapons="yes" illusionary="yes" invisible="yes" fly="yes" swim="yes" walk="yes">
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<ai splitsize="1"/>
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<attack type="1" damage="1d4"/>
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</race>
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<race name="special" maxaura="0" regaura="0" weight="0" capacity="0" speed="0" hp="1" damage="1d4" unarmedattack="-2" unarmeddefense="-2">
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<ai splitsize="1"/>
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<attack type="1" damage="1d4"/>
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@ -745,9 +745,6 @@ void cr_output_unit(stream *out, const faction * f,
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assert(u && u->number);
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if (fval(u_race(u), RCF_INVISIBLE))
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return;
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stream_printf(out, "EINHEIT %d\n", u->no);
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stream_printf(out, "\"%s\";Name\n", unit_getname(u));
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str = u_description(u, lang);
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@ -212,11 +212,10 @@ extern "C" {
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#define RCF_COASTAL (1<<22) /* kann in Landregionen an der Kueste sein */
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#define RCF_UNARMEDGUARD (1<<23) /* kann ohne Waffen bewachen */
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#define RCF_CANSAIL (1<<24) /* Einheit darf Schiffe betreten */
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#define RCF_INVISIBLE (1<<25) /* not visible in any report */
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#define RCF_FAMILIAR (1<<25) /* may be a familiar */
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#define RCF_SHIPSPEED (1<<26) /* race gets +1 on shipspeed */
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#define RCF_ATTACK_MOVED (1<<27) /* may attack if it has moved */
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#define RCF_MIGRANTS (1<<28) /* may have migrant units (human bonus) */
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#define RCF_FAMILIAR (1<<29) /* may be a familiar */
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#define RCF_DEFAULT RCF_CANSAIL
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@ -937,9 +937,7 @@ void u_setfaction(unit * u, faction * f)
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bool count_unit(const unit *u)
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{
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const race *rc = u_race(u);
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/* spells are invisible. units we cannot see do not count to our limit */
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return rc == NULL || (rc->flags & RCF_INVISIBLE) == 0;
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return u_race(u) != NULL;
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}
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void set_number(unit * u, int count)
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@ -948,7 +946,7 @@ void set_number(unit * u, int count)
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assert(count <= UNIT_MAXSIZE);
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if (count == 0) {
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u->flags &= ~(UFL_HERO);
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u->flags &= ~UFL_HERO;
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}
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if (u->faction && count_unit(u)) {
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u->faction->num_people += count - u->number;
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@ -520,14 +520,11 @@ static void test_heal_factor(CuTest *tc) {
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}
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static void test_unlimited_units(CuTest *tc) {
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race *rc;
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faction *f;
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unit *u;
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test_setup();
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f = test_create_faction(NULL);
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rc = test_create_race("spell");
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rc->flags |= RCF_INVISIBLE;
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CuAssertIntEquals(tc, 0, f->num_units);
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CuAssertIntEquals(tc, 0, f->num_people);
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u = test_create_unit(f, test_create_region(0, 0, NULL));
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@ -540,14 +537,7 @@ static void test_unlimited_units(CuTest *tc) {
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u_setfaction(u, f);
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CuAssertIntEquals(tc, 1, f->num_units);
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CuAssertIntEquals(tc, 1, f->num_people);
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u_setrace(u, rc);
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CuAssertTrue(tc, !count_unit(u));
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CuAssertIntEquals(tc, 0, f->num_units);
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CuAssertIntEquals(tc, 0, f->num_people);
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scale_number(u, 10);
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CuAssertIntEquals(tc, 0, f->num_units);
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CuAssertIntEquals(tc, 0, f->num_people);
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u_setrace(u, f->race);
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CuAssertIntEquals(tc, 1, f->num_units);
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CuAssertIntEquals(tc, 10, f->num_people);
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remove_unit(&u->region->units, u);
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21
src/laws.c
21
src/laws.c
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@ -4068,7 +4068,9 @@ void turn_end(void)
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update_spells();
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}
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/** determine if unit can be seen by faction
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/**
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* Determine if unit can be seen by faction.
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*
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* @param f -- the observiong faction
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* @param u -- the unit that is observed
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* @param r -- the region that u is obesrved from (see below)
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@ -4077,22 +4079,19 @@ void turn_end(void)
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* r kann != u->region sein, wenn es um Durchreisen geht,
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* oder Zauber (sp_generous, sp_fetchastral).
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* Es muss auch niemand aus f in der region sein, wenn sie vom Turm
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* erblickt wird */
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bool
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cansee(const faction * f, const region * r, const unit * u, int modifier)
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* erblickt wird.
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*/
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bool cansee(const faction * f, const region * r, const unit * u, int modifier)
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{
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int stealth, rings;
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if (u->faction == f || omniscient(f)) {
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return true;
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}
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else if (fval(u_race(u), RCF_INVISIBLE)) {
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return false;
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}
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else if (u->number == 0) {
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attrib *a = a_find(u->attribs, &at_creator);
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if (a) { /* u is an empty temporary unit. In this special case
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we look at the creating unit. */
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if (a) {
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/* u is an empty temporary unit. In this special case we look at the creating unit. */
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u = (unit *)a->data.v;
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}
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else {
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@ -4132,7 +4131,7 @@ cansee(const faction * f, const region * r, const unit * u, int modifier)
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bool cansee_unit(const unit * u, const unit * target, int modifier)
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/* target->region kann != u->region sein, wenn es um durchreisen geht */
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{
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if (fval(u_race(target), RCF_INVISIBLE) || target->number == 0)
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if (target->number == 0)
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return false;
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else if (target->faction == u->faction)
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return true;
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@ -4175,7 +4174,7 @@ cansee_durchgezogen(const faction * f, const region * r, const unit * u,
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{
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unit *u2;
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if (fval(u_race(u), RCF_INVISIBLE) || u->number == 0)
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if (u->number == 0)
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return false;
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else if (u->faction == f)
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return true;
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@ -627,9 +627,6 @@ nr_unit(struct stream *out, const faction * f, const unit * u, int indent, seen_
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bool isbattle = (mode == seen_battle);
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char buf[8192];
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if (fval(u_race(u), RCF_INVISIBLE))
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return;
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newline(out);
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dh = bufunit_depr(f, u, mode, buf, sizeof(buf));
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@ -1231,7 +1228,7 @@ static void report_statistics(struct stream *out, const region * r, const factio
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/* count */
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for (number = 0, u = r->units; u; u = u->next) {
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if (u->faction == f && !fval(u_race(u), RCF_INVISIBLE)) {
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if (u->faction == f) {
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for (itm = u->items; itm; itm = itm->next) {
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i_change(&items, itm->type, itm->number);
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}
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@ -1321,7 +1318,7 @@ report_template(const char *filename, report_context * ctx, const char *bom)
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continue;
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for (u = r->units; u; u = u->next) {
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if (u->faction == f && !fval(u_race(u), RCF_INVISIBLE)) {
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if (u->faction == f) {
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order *ord;
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if (!dh) {
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plane *pl = getplane(r);
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@ -2371,7 +2371,7 @@ bool visible_unit(const unit *u, const faction *f, int stealthmod, seen_mode mod
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else {
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if (stealthmod > INT_MIN) {
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if (mode == seen_lighthouse) {
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return true;
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return u_race(u)->weight > 10000;
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} else if (mode > seen_travel || u->building || u->ship || is_guard(u)) {
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return cansee(f, u->region, u, stealthmod);
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}
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@ -870,7 +870,8 @@ static void test_visible_unit(CuTest *tc) {
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CuAssertTrue(tc, !visible_unit(u, f, 0, seen_neighbour));
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CuAssertTrue(tc, !visible_unit(u, f, 0, seen_lighthouse_land));
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CuAssertTrue(tc, visible_unit(u, f, 0, seen_lighthouse));
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CuAssertTrue(tc, !visible_unit(u, f, -2, seen_lighthouse));
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rc->weight = 11000;
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CuAssertTrue(tc, visible_unit(u, f, -2, seen_lighthouse));
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u->ship = sh = test_create_ship(u->region, NULL);
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