forked from github/server
return to old mechanism of equipping the first unit, and give some basic necessities to special races.
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@ -33,10 +33,13 @@
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<xi:include href="config:///default/adamantium.xml"/>
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<xi:include href="config:///default/adamantium.xml"/>
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<equipment>
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<equipment>
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<set name="first_unit">
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<set name="first_unit">
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<item name="conquesttoken" amount="1"/>
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<item name="log" amount="50"/>
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<item name="log" amount="30"/>
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<item name="stone" amount="50"/>
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<item name="stone" amount="30"/>
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<item name="iron" amount="50"/>
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<item name="money" amount="4200"/>
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<item name="laen" amount="10"/>
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<item name="mallorn" amount="10"/>
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<item name="skillpotion" amount="5"/>
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<item name="money" amount="20000"/>
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</set>
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</set>
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<set name="new_faction">
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<set name="new_faction">
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<item name="adamantium" amount="1"/>
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<item name="adamantium" amount="1"/>
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@ -32,7 +32,6 @@
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<equipment>
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<equipment>
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<set name="first_unit">
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<set name="first_unit">
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<item name="conquesttoken" amount="1"/>
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<item name="log" amount="10"/>
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<item name="log" amount="10"/>
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<item name="stone" amount="10"/>
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<item name="stone" amount="10"/>
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<item name="money" amount="5000"/>
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<item name="money" amount="5000"/>
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@ -32,7 +32,6 @@
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<equipment>
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<equipment>
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<set name="first_unit">
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<set name="first_unit">
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<item name="conquesttoken" amount="1"/>
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<item name="log" amount="10"/>
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<item name="log" amount="10"/>
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<item name="stone" amount="10"/>
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<item name="stone" amount="10"/>
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<item name="money" amount="5000"/>
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<item name="money" amount="5000"/>
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@ -17,19 +17,10 @@ end
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local function seed(r, email, race, lang)
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local function seed(r, email, race, lang)
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local f = faction.create(email, race, lang)
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local f = faction.create(email, race, lang)
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local u = unit.create(f, r)
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local u = unit.create(f, r)
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equip_unit(u, "new_faction")
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equip_unit(u, "first_unit")
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equip_unit(u, "first_" .. race, 7) -- disable old callbacks
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u:set_skill("perception", 30)
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u:set_skill("perception", 30)
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u:add_item("money", 20000)
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items = {
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log = 50,
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stone = 50,
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iron = 50,
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laen = 10,
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mallorn = 10,
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skillpotion = 5
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}
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for it, num in pairs(items) do
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u:add_item(it, num)
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end
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unit.create(f, r, 5):set_skill("mining", 30)
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unit.create(f, r, 5):set_skill("mining", 30)
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unit.create(f, r, 5):set_skill("quarrying", 30)
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unit.create(f, r, 5):set_skill("quarrying", 30)
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return f
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return f
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@ -16,7 +16,7 @@ end
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local function select(regions, limit)
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local function select(regions, limit)
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local sel = {}
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local sel = {}
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for r in regions do
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for r in regions do
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if r.terrain~="ocean" and not r.units() then
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if not r.plane and r.terrain~="ocean" and not r.units() then
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s = score(r)
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s = score(r)
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if s >= limit then
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if s >= limit then
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table.insert(sel, r)
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table.insert(sel, r)
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@ -434,7 +434,9 @@ static int tolua_equipunit(lua_State * L)
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{
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{
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unit *u = (unit *)tolua_tousertype(L, 1, 0);
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unit *u = (unit *)tolua_tousertype(L, 1, 0);
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const char *eqname = tolua_tostring(L, 2, 0);
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const char *eqname = tolua_tostring(L, 2, 0);
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equip_unit(u, get_equipment(eqname));
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int mask = (int)tolua_tonumber(L, 3, EQUIP_ALL);
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assert(mask > 0);
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equip_unit_mask(u, get_equipment(eqname), mask);
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return 0;
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return 0;
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}
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}
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