forked from github/server
Merge branch 'master' of github.com:eressea/server
This commit is contained in:
commit
5d3f51178e
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@ -5519,7 +5519,7 @@ msgstr "aquarians"
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msgctxt "iteminfo"
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msgid "fairyboot"
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msgstr "These leather boots are embroidere with unicorn hair and allow their wearer to walk at twice his normal speed."
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msgstr "These leather boots are embroidered with unicorn hair and allow their wearer to walk at twice his normal speed."
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msgctxt "spell"
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msgid "skillmod"
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@ -29,6 +29,25 @@ function test_castle_names()
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assert_equal("citadel", b:get_typename(6250))
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end
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function test_build_tunnel_limited()
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-- bug 2221
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local r = region.create(0, 0, "plain")
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local b = building.create(r, "tunnel")
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local f = faction.create('human')
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local u = unit.create(f, r, 2)
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u:set_skill('building', 6, true)
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u:add_item('stone', 22)
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u:add_item('log', 10)
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u:add_item('iron', 2)
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u:add_item('money', 700)
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u.building = b
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u.name = 'Xolgrim'
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u:add_order('MACHE 2 BURG ' .. itoa36(b.id))
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b.size = 99
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process_orders()
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assert_equal(100, b.size)
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end
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function test_build_castle_one_stage()
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local r = region.create(0, 0, 'plain')
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local f = faction.create('human')
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@ -1,3 +1,6 @@
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require 'tests.e2.buildings'
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require 'tests.e2.allies'
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require 'tests.e2.quit'
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require 'tests.e2.movement'
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require 'tests.e2.carts'
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require 'tests.e2.quit'
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@ -5,7 +8,6 @@ require 'tests.e2.astral'
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require 'tests.e2.spells'
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require 'tests.e2.e2features'
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require 'tests.e2.insects'
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require 'tests.e2.buildings'
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require 'tests.e2.production'
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require 'tests.e2.adamantium'
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require 'tests.e2.undead'
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@ -1495,7 +1495,7 @@ static bool sell(unit * u, econ_request ** sellorders, struct order *ord)
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bool unlimited = true;
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const item_type *itype;
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const luxury_type *ltype;
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int n, i;
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int n, k;
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region *r = u->region;
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const char *s;
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keyword_t kwd;
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@ -1546,8 +1546,9 @@ static bool sell(unit * u, econ_request ** sellorders, struct order *ord)
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}
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/* Ein Haendler kann nur 10 Gueter pro Talentpunkt verkaufen. */
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i = u->number * 10 * effskill(u, SK_TRADE, NULL);
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if (n > i) n = i;
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/* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */
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k = u->number * 10 * effskill(u, SK_TRADE, NULL);
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if (n > k) n = k;
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if (!n) {
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cmistake(u, ord, 54, MSG_COMMERCE);
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@ -1563,7 +1564,7 @@ static bool sell(unit * u, econ_request ** sellorders, struct order *ord)
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else {
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attrib *a;
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econ_request *o;
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int k, available;
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int available;
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if (!r->land || !r_demand(r, ltype)) {
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cmistake(u, ord, 263, MSG_COMMERCE);
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@ -1594,9 +1595,6 @@ static bool sell(unit * u, econ_request ** sellorders, struct order *ord)
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* produktion, wo fuer jedes produkt einzeln eine obere limite
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* existiert, so dass man arrays von orders machen kann. */
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/* Ein Haendler kann nur 10 Gueter pro Talentpunkt handeln. */
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k = u->number * 10 * effskill(u, SK_TRADE, NULL);
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/* hat der Haendler bereits gehandelt, muss die Menge der bereits
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* verkauften/gekauften Gueter abgezogen werden */
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a = a_find(u->attribs, &at_trades);
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@ -209,7 +209,7 @@ static void setup_terrains(CuTest *tc) {
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static region *setup_trade_region(CuTest *tc, const struct terrain_type *terrain) {
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region *r;
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item_type *it_luxury;
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struct locale * lang = default_locale;
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struct locale * lang = test_create_locale();
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new_luxurytype(it_luxury = test_create_itemtype("balm"), 5);
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locale_setstring(lang, it_luxury->rtype->_name, it_luxury->rtype->_name);
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@ -233,6 +233,36 @@ static unit *setup_trade_unit(CuTest *tc, region *r, const struct race *rc) {
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return u;
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}
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static void test_trade_limits(CuTest *tc) {
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region *r;
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unit *u;
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building *b;
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const item_type *it_jewel, *it_balm;
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test_setup();
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setup_production();
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setup_terrains(tc);
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init_terrains();
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r = setup_trade_region(tc, NULL);
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b = test_create_building(r, test_create_buildingtype("castle"));
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b->size = 2;
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rsetpeasants(r, TRADE_FRACTION * 20);
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it_jewel = it_find("jewel");
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u = test_create_unit(test_create_faction(NULL), r);
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set_level(u, SK_TRADE, 1);
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i_change(&u->items, it_find("money"), 500);
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unit_addorder(u, create_order(K_BUY, u->faction->locale, "5 %s",
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LOC(u->faction->locale, resourcename(it_jewel->rtype, 0))));
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it_balm = it_find("balm");
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i_change(&u->items, it_balm, 10);
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unit_addorder(u, create_order(K_SELL, u->faction->locale, "10 %s",
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LOC(u->faction->locale, resourcename(it_balm->rtype, 0))));
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produce(r);
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CuAssertIntEquals(tc, 5, i_get(u->items, it_jewel));
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CuAssertIntEquals(tc, 5, i_get(u->items, it_balm));
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test_teardown();
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}
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static void test_trade_needs_castle(CuTest *tc) {
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/* Handeln ist nur in Regionen mit Burgen möglich. */
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race *rc;
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@ -837,6 +867,7 @@ CuSuite *get_economy_suite(void)
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SUITE_ADD_TEST(suite, test_heroes_dont_recruit);
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SUITE_ADD_TEST(suite, test_tax_cmd);
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SUITE_ADD_TEST(suite, test_buy_cmd);
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SUITE_ADD_TEST(suite, test_trade_limits);
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SUITE_ADD_TEST(suite, test_trade_needs_castle);
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SUITE_ADD_TEST(suite, test_trade_insect);
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SUITE_ADD_TEST(suite, test_maintain_buildings);
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@ -810,25 +810,13 @@ build_building(unit * u, const building_type * btype, int id, int want, order *
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}
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built = b->size;
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}
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if (n <= 0 || n == INT_MAX) {
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if (b == NULL) {
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if (btype->maxsize > 0) {
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n = btype->maxsize - built;
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}
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else {
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n = INT_MAX;
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}
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}
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else {
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if (b->type->maxsize > 0) {
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n = b->type->maxsize - built;
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}
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else {
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n = INT_MAX;
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}
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}
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}
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if (btype->maxsize > 0) {
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int remain = btype->maxsize - built;
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if (remain < n) {
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n = remain;
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}
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}
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built = build_stages(u, btype, built, n, basesk, &skills);
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if (built < 0) {
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