forked from github/server
also prevent monsters from studying unarmed combat if they cannot learn things.
refactor the unit_can_study functionality into a separate function, we are now using it in multiple places.
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@ -1881,3 +1881,7 @@ bool unit_name_equals_race(const unit *u) {
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}
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return false;
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}
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bool unit_can_study(const unit *u) {
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return !((u_race(u)->flags & RCF_NOLEARN) || fval(u, UFL_WERE));
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}
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@ -250,6 +250,7 @@ extern "C" {
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const char *unitname(const struct unit *u);
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char *write_unitname(const struct unit *u, char *buffer, size_t size);
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bool unit_name_equals_race(const struct unit *u);
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bool unit_can_study(const struct unit *u);
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#ifdef __cplusplus
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}
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@ -580,7 +580,7 @@ static order *monster_learn(unit * u)
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const struct locale *lang = u->faction->locale;
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/* can these monsters even study? */
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if ((u_race(u)->flags & RCF_NOLEARN) || fval(u, UFL_WERE)) {
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if (!unit_can_study(u)) {
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return NULL;
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}
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@ -830,7 +830,7 @@ void plan_monsters(faction * f)
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}
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}
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if (long_order == NULL) {
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if (long_order == NULL && unit_can_study(u)) {
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/* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um
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* zu bewachen: */
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if (u_race(u)->bonus[SK_WEAPONLESS] != -99) {
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@ -543,7 +543,7 @@ int learn_cmd(unit * u, order * ord)
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else
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learn_newskills = 1;
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}
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if ((u_race(u)->flags & RCF_NOLEARN) || fval(u, UFL_WERE)) {
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if (!unit_can_study(u)) {
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ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "error_race_nolearn", "race",
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u_race(u)));
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return 0;
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