forked from github/server
Merge pull request #107 from badgerman/master
building bonus fix for E3 and E4, again
This commit is contained in:
commit
690a174ffa
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@ -1,24 +1,24 @@
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<?xml version="1.0"?>
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<building name="castle" capacity="1">
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<function name="name" value="castle_name_2"/>
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<function name="protection" value="lua_building_protection"/>
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<function name="protection" value="building_protection"/>
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<function name="taxes" value="lua_building_taxes"/>
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<construction skill="building" minskill="1" maxsize="10" reqsize="1">
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<construction skill="building" minskill="1" maxsize="10" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="2" maxsize="40" reqsize="1">
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" defense_bonus="1">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="3" maxsize="200" reqsize="1">
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" defense_bonus="3">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1">
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" defense_bonus="5">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1">
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" defense_bonus="8">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="6" reqsize="1">
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<construction skill="building" minskill="6" reqsize="1" defense_bonus="12">
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<requirement type="stone" quantity="1"/>
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</construction>
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</building>
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@ -1,26 +1,26 @@
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<?xml version="1.0"?>
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<building name="castle" capacity="1">
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<function name="name" value="castle_name"/>
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<function name="protection" value="eressea_building_protection"/>
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<construction skill="building" minskill="1" maxsize="2" reqsize="1">
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<function name="protection" value="building_protection"/>
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<construction skill="building" minskill="1" maxsize="2" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="1" maxsize="8" reqsize="1">
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<construction skill="building" minskill="1" maxsize="8" reqsize="1" defense_bonus="0">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="2" maxsize="40" reqsize="1">
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<construction skill="building" minskill="2" maxsize="40" reqsize="1" defense_bonus="1">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="3" maxsize="200" reqsize="1">
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<construction skill="building" minskill="3" maxsize="200" reqsize="1" defense_bonus="3">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1">
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<construction skill="building" minskill="4" maxsize="1000" reqsize="1" defense_bonus="5">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1">
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<construction skill="building" minskill="5" maxsize="5000" reqsize="1" defense_bonus="8">
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<requirement type="stone" quantity="1"/>
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</construction>
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<construction skill="building" minskill="6" reqsize="1">
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<construction skill="building" minskill="6" reqsize="1" defense_bonus="12">
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<requirement type="stone" quantity="1"/>
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</construction>
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</building>
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@ -5,15 +5,15 @@
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<building name="watch" capacity="1" maxsize="10">
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<function name="name" value="fort_name"/>
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<function name="protection" value="lua_building_protection"/>
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<function name="protection" value="building_protection"/>
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<function name="taxes" value="lua_building_taxes"/>
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<construction skill="building" minskill="1" maxsize="5" reqsize="1">
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<construction skill="building" minskill="1" maxsize="5" reqsize="1" defense_bonus="0">
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<requirement type="log" quantity="1"/>
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</construction>
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<construction skill="building" minskill="2" maxsize="5" reqsize="1">
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<construction skill="building" minskill="2" maxsize="5" reqsize="1" defense_bonus="1">
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<requirement type="log" quantity="1"/>
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</construction>
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<construction skill="building" minskill="2" reqsize="1">
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<construction skill="building" minskill="2" reqsize="1" defense_bonus="2">
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<requirement type="log" quantity="1"/>
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</construction>
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</building>
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@ -26,10 +26,6 @@ function item_canuse(u, iname)
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return true
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end
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function building_protection(b, u)
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return 1
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end
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function building_taxes(b, blevel)
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btype = b.type
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if btype=="castle" then
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@ -1901,7 +1901,7 @@ int skilldiff(troop at, troop dt, int dist)
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init = true;
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}
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if (df->building->type->protection) {
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int beff = df->building->type->protection(df->building, du);
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int beff = df->building->type->protection(df->building, du, DEFENSE_BONUS);
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if (beff) {
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skdiff -= beff;
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is_protected = 2;
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@ -1918,7 +1918,7 @@ int skilldiff(troop at, troop dt, int dist)
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if (magicwalls_ct
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&& curse_active(get_curse(df->building->attribs, magicwalls_ct))) {
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/* Verdoppelt Burgenbonus */
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skdiff -= buildingeffsize(df->building, false);
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skdiff -= df->building->type->protection(df->building, du, DEFENSE_BONUS);
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}
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}
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/* Goblin-Verteidigung
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@ -9,6 +9,7 @@
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#include <kernel/race.h>
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#include <kernel/region.h>
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#include <kernel/unit.h>
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#include <util/functions.h>
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#include <CuTest.h>
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#include "tests.h"
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@ -26,7 +27,7 @@ static void test_make_fighter(CuTest * tc)
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test_cleanup();
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test_create_world();
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r = findregion(0, 0);
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f = test_create_faction(rc_find("human"));
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f = test_create_faction(NULL);
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au = test_create_unit(f, r);
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enable_skill(SK_MAGIC, true);
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enable_skill(SK_RIDING, true);
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@ -57,131 +58,160 @@ static void test_make_fighter(CuTest * tc)
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test_cleanup();
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}
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static int add_two(building * b, unit * u) {
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static int add_two(building * b, unit * u, building_bonus bonus) {
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return 2;
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}
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static void test_defenders_get_building_bonus(CuTest * tc)
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{
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unit *du, *au;
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region *r;
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building * bld;
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fighter *df, *af;
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battle *b;
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side *ds, *as;
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int diff;
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troop dt, at;
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building_type * btype;
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unit *du, *au;
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region *r;
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building * bld;
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fighter *df, *af;
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battle *b;
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side *ds, *as;
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int diff;
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troop dt, at;
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building_type * btype;
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test_cleanup();
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test_create_world();
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r = findregion(0, 0);
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btype = bt_get_or_create("castle");
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btype->protection = &add_two;
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bld = test_create_building(r, btype);
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bld->size = 10;
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test_cleanup();
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test_create_world();
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r = findregion(0, 0);
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btype = bt_get_or_create("castle");
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btype->protection = &add_two;
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bld = test_create_building(r, btype);
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bld->size = 10;
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du = test_create_unit(test_create_faction(rc_find("human")), r);
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au = test_create_unit(test_create_faction(rc_find("human")), r);
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u_set_building(du, bld);
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du = test_create_unit(test_create_faction(NULL), r);
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au = test_create_unit(test_create_faction(NULL), r);
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u_set_building(du, bld);
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b = make_battle(r);
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ds = make_side(b, du->faction, 0, 0, 0);
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df = make_fighter(b, du, ds, false);
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as = make_side(b, au->faction, 0, 0, 0);
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af = make_fighter(b, au, as, true);
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b = make_battle(r);
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ds = make_side(b, du->faction, 0, 0, 0);
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df = make_fighter(b, du, ds, false);
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as = make_side(b, au->faction, 0, 0, 0);
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af = make_fighter(b, au, as, true);
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CuAssertPtrEquals(tc, bld, df->building);
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CuAssertPtrEquals(tc, 0, af->building);
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CuAssertPtrEquals(tc, bld, df->building);
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CuAssertPtrEquals(tc, 0, af->building);
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dt.fighter = df;
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dt.index = 0;
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at.fighter = af;
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at.index = 0;
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dt.fighter = df;
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dt.index = 0;
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at.fighter = af;
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at.index = 0;
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diff = skilldiff(at, dt, 0);
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CuAssertIntEquals(tc, -2, diff);
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diff = skilldiff(at, dt, 0);
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CuAssertIntEquals(tc, -2, diff);
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diff = skilldiff(dt, at, 0);
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CuAssertIntEquals(tc, 0, diff);
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diff = skilldiff(dt, at, 0);
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CuAssertIntEquals(tc, 0, diff);
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free_battle(b);
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test_cleanup();
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}
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static void test_attackers_get_no_building_bonus(CuTest * tc)
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{
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unit *au;
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region *r;
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building * bld;
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fighter *af;
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battle *b;
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side *as;
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building_type * btype;
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unit *au;
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region *r;
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building * bld;
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fighter *af;
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battle *b;
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side *as;
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building_type * btype;
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test_cleanup();
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test_create_world();
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r = findregion(0, 0);
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btype = bt_get_or_create("castle");
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btype->protection = &add_two;
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bld = test_create_building(r, btype);
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bld->size = 10;
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test_cleanup();
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test_create_world();
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r = findregion(0, 0);
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btype = bt_get_or_create("castle");
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btype->protection = &add_two;
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bld = test_create_building(r, btype);
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bld->size = 10;
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au = test_create_unit(test_create_faction(rc_find("human")), r);
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u_set_building(au, bld);
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au = test_create_unit(test_create_faction(NULL), r);
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u_set_building(au, bld);
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|
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b = make_battle(r);
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as = make_side(b, au->faction, 0, 0, 0);
|
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af = make_fighter(b, au, as, true);
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b = make_battle(r);
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as = make_side(b, au->faction, 0, 0, 0);
|
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af = make_fighter(b, au, as, true);
|
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|
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CuAssertPtrEquals(tc, 0, af->building);
|
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CuAssertPtrEquals(tc, 0, af->building);
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free_battle(b);
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test_cleanup();
|
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}
|
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|
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static void test_building_bonus_respects_size(CuTest * tc)
|
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{
|
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unit *au, *du;
|
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region *r;
|
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building * bld;
|
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fighter *af, *df;
|
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battle *b;
|
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side *as;
|
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building_type * btype;
|
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faction * f;
|
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unit *au, *du;
|
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region *r;
|
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building * bld;
|
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fighter *af, *df;
|
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battle *b;
|
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side *as;
|
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building_type * btype;
|
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faction * f;
|
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|
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test_cleanup();
|
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test_create_world();
|
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r = findregion(0, 0);
|
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btype = bt_get_or_create("castle");
|
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btype->protection = &add_two;
|
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bld = test_create_building(r, btype);
|
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bld->size = 10;
|
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test_cleanup();
|
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test_create_world();
|
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r = findregion(0, 0);
|
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btype = bt_get_or_create("castle");
|
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btype->protection = &add_two;
|
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bld = test_create_building(r, btype);
|
||||
bld->size = 10;
|
||||
|
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f = test_create_faction(rc_find("human"));
|
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au = test_create_unit(f, r);
|
||||
scale_number(au, 9);
|
||||
u_set_building(au, bld);
|
||||
du = test_create_unit(f, r);
|
||||
u_set_building(du, bld);
|
||||
scale_number(du, 2);
|
||||
f = test_create_faction(NULL);
|
||||
au = test_create_unit(f, r);
|
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scale_number(au, 9);
|
||||
u_set_building(au, bld);
|
||||
du = test_create_unit(f, r);
|
||||
u_set_building(du, bld);
|
||||
scale_number(du, 2);
|
||||
|
||||
b = make_battle(r);
|
||||
as = make_side(b, au->faction, 0, 0, 0);
|
||||
af = make_fighter(b, au, as, false);
|
||||
df = make_fighter(b, du, as, false);
|
||||
b = make_battle(r);
|
||||
as = make_side(b, au->faction, 0, 0, 0);
|
||||
af = make_fighter(b, au, as, false);
|
||||
df = make_fighter(b, du, as, false);
|
||||
|
||||
CuAssertPtrEquals(tc, bld, af->building);
|
||||
CuAssertPtrEquals(tc, 0, df->building);
|
||||
CuAssertPtrEquals(tc, bld, af->building);
|
||||
CuAssertPtrEquals(tc, 0, df->building);
|
||||
free_battle(b);
|
||||
test_cleanup();
|
||||
}
|
||||
|
||||
static void test_building_defence_bonus(CuTest * tc)
|
||||
{
|
||||
unit *au;
|
||||
region *r;
|
||||
building * bld;
|
||||
building_type * btype;
|
||||
faction * f;
|
||||
int def;
|
||||
test_cleanup();
|
||||
test_create_world();
|
||||
r = findregion(0, 0);
|
||||
register_buildings();
|
||||
btype = bt_get_or_create("castle");
|
||||
btype->protection = (int (*)(struct building *, struct unit *, building_bonus))get_function("building_protection");
|
||||
btype->construction->defense_bonus = 3;
|
||||
bld = test_create_building(r, btype);
|
||||
bld->size = 1;
|
||||
|
||||
f = test_create_faction(NULL);
|
||||
au = test_create_unit(f, r);
|
||||
scale_number(au, 1);
|
||||
u_set_building(au, bld);
|
||||
|
||||
def = btype->protection(bld, au, DEFENSE_BONUS);
|
||||
CuAssertIntEquals(tc, 3, def);
|
||||
test_cleanup();
|
||||
}
|
||||
|
||||
CuSuite *get_battle_suite(void)
|
||||
{
|
||||
CuSuite *suite = CuSuiteNew();
|
||||
SUITE_ADD_TEST(suite, test_make_fighter);
|
||||
SUITE_ADD_TEST(suite, test_defenders_get_building_bonus);
|
||||
SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus);
|
||||
SUITE_ADD_TEST(suite, test_building_bonus_respects_size);
|
||||
return suite;
|
||||
CuSuite *suite = CuSuiteNew();
|
||||
SUITE_ADD_TEST(suite, test_make_fighter);
|
||||
SUITE_ADD_TEST(suite, test_defenders_get_building_bonus);
|
||||
SUITE_ADD_TEST(suite, test_attackers_get_no_building_bonus);
|
||||
SUITE_ADD_TEST(suite, test_building_bonus_respects_size);
|
||||
SUITE_ADD_TEST(suite, test_building_defence_bonus);
|
||||
return suite;
|
||||
}
|
||||
|
|
|
@ -388,32 +388,6 @@ static void lua_agebuilding(building * b)
|
|||
}
|
||||
}
|
||||
|
||||
static int lua_building_protection(building * b, unit * u)
|
||||
{
|
||||
lua_State *L = (lua_State *) global.vm_state;
|
||||
const char *fname = "building_protection";
|
||||
int result = 0;
|
||||
|
||||
lua_getglobal(L, fname);
|
||||
if (lua_isfunction(L, -1)) {
|
||||
tolua_pushusertype(L, (void *)b, TOLUA_CAST "building");
|
||||
tolua_pushusertype(L, (void *)u, TOLUA_CAST "unit");
|
||||
|
||||
if (lua_pcall(L, 2, 1, 0) != 0) {
|
||||
const char *error = lua_tostring(L, -1);
|
||||
log_error("building_protection(%s, %s) calling '%s': %s.\n", buildingname(b), unitname(u), fname, error);
|
||||
lua_pop(L, 1);
|
||||
} else {
|
||||
result = (int)lua_tonumber(L, -1);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
} else {
|
||||
log_error("building_protection(%s, %s) calling '%s': not a function.\n", buildingname(b), unitname(u), fname);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
static double lua_building_taxes(building * b, int level)
|
||||
{
|
||||
lua_State *L = (lua_State *) global.vm_state;
|
||||
|
@ -545,8 +519,6 @@ void register_tolua_helpers(void)
|
|||
at_register(&at_direction);
|
||||
at_register(&at_building_action);
|
||||
|
||||
register_function((pf_generic) & lua_building_protection,
|
||||
TOLUA_CAST "lua_building_protection");
|
||||
register_function((pf_generic) & lua_building_taxes,
|
||||
TOLUA_CAST "lua_building_taxes");
|
||||
register_function((pf_generic) & lua_agebuilding,
|
||||
|
|
|
@ -45,6 +45,9 @@ extern "C" {
|
|||
|
||||
int maxsize; /* maximum size of this type */
|
||||
int reqsize; /* size of object using up 1 set of requirement. */
|
||||
int defense_bonus; /* protection bonus (defense) during combat */
|
||||
int close_combat_bonus; /* close combat attack bonus*/
|
||||
int ranged_bonus; /* ranged attack bonus */
|
||||
requirement *materials; /* material req'd to build one object */
|
||||
const struct building_type *btype;
|
||||
/* building type required to make this thing */
|
||||
|
|
|
@ -316,12 +316,32 @@ const building_type *findbuildingtype(const char *name,
|
|||
return (const building_type *)type.v;
|
||||
}
|
||||
|
||||
static int eressea_building_protection(building * b, unit * u)
|
||||
static int building_protection(building * b, unit * u, building_bonus bonus)
|
||||
{
|
||||
int beff = buildingeffsize(b, false) - 1;
|
||||
/* -1 because the tradepost has no protection value */
|
||||
|
||||
return beff;
|
||||
int i = 0;
|
||||
int bsize = buildingeffsize(b, false);
|
||||
const construction *cons = b->type->construction;
|
||||
if (!cons) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
for (i = 0; i < bsize; i++)
|
||||
{
|
||||
cons = cons->improvement;
|
||||
}
|
||||
|
||||
switch (bonus)
|
||||
{
|
||||
case DEFENSE_BONUS:
|
||||
return cons->defense_bonus;
|
||||
case CLOSE_COMBAT_ATTACK_BONUS:
|
||||
return cons->close_combat_bonus;
|
||||
case RANGED_ATTACK_BONUS:
|
||||
return cons->ranged_bonus;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
static int meropis_building_protection(building * b, unit * u)
|
||||
|
@ -331,8 +351,8 @@ static int meropis_building_protection(building * b, unit * u)
|
|||
|
||||
void register_buildings(void)
|
||||
{
|
||||
register_function((pf_generic)& eressea_building_protection,
|
||||
"eressea_building_protection");
|
||||
register_function((pf_generic)& building_protection,
|
||||
"building_protection");
|
||||
register_function((pf_generic)& meropis_building_protection,
|
||||
"meropis_building_protection");
|
||||
register_function((pf_generic)& init_smithy, "init_smithy");
|
||||
|
|
|
@ -48,6 +48,12 @@ extern "C" {
|
|||
#define BTF_ONEPERTURN 0x80 /* one one sizepoint can be added per turn */
|
||||
#define BTF_NAMECHANGE 0x100 /* name and description can be changed more than once */
|
||||
|
||||
typedef enum {
|
||||
DEFENSE_BONUS,
|
||||
CLOSE_COMBAT_ATTACK_BONUS,
|
||||
RANGED_ATTACK_BONUS,
|
||||
} building_bonus;
|
||||
|
||||
typedef struct building_type {
|
||||
char *_name;
|
||||
|
||||
|
@ -66,7 +72,7 @@ extern "C" {
|
|||
const struct building * b, int size);
|
||||
void (*init) (struct building_type *);
|
||||
void (*age) (struct building *);
|
||||
int (*protection) (struct building *, struct unit *);
|
||||
int (*protection) (struct building *, struct unit *, building_bonus);
|
||||
double (*taxes) (const struct building *, int size);
|
||||
struct attrib *attribs;
|
||||
} building_type;
|
||||
|
|
|
@ -167,7 +167,10 @@ construction ** consPtr)
|
|||
con->maxsize = xml_ivalue(node, "maxsize", -1);
|
||||
con->minskill = xml_ivalue(node, "minskill", -1);
|
||||
con->reqsize = xml_ivalue(node, "reqsize", -1);
|
||||
|
||||
con->defense_bonus = xml_ivalue(node, "defense_bonus", 0);
|
||||
con->close_combat_bonus = xml_ivalue(node, "close_combat_bonus", 0);
|
||||
con->ranged_bonus = xml_ivalue(node, "ranged_bonus", 0);
|
||||
|
||||
propValue = xmlGetProp(node, BAD_CAST "building");
|
||||
if (propValue != NULL) {
|
||||
con->btype = bt_get_or_create((const char *)propValue);
|
||||
|
@ -297,7 +300,7 @@ static int parse_buildings(xmlDocPtr doc)
|
|||
btype->age = (void(*)(struct building *))fun;
|
||||
}
|
||||
else if (strcmp((const char *)propValue, "protection") == 0) {
|
||||
btype->protection = (int(*)(struct building *, struct unit *))fun;
|
||||
btype->protection = (int(*)(struct building *, struct unit *, building_bonus))fun;
|
||||
}
|
||||
else if (strcmp((const char *)propValue, "taxes") == 0) {
|
||||
btype->taxes = (double(*)(const struct building *, int))fun;
|
||||
|
|
Loading…
Reference in New Issue