forked from github/server
Merge remote-tracking branch 'upstream/develop' into develop
This commit is contained in:
commit
dee05076ac
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@ -1,5 +1,5 @@
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<?xml version="1.0"?>
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<building name="castle" capacity="1">
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<building name="castle" capacity="1" fort="1">
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<function name="name" value="castle_name_2"/>
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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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@ -1,5 +1,5 @@
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<?xml version="1.0"?>
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<building name="castle" capacity="1">
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<building name="castle" capacity="1" fort="1">
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<function name="name" value="castle_name"/>
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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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@ -3,7 +3,7 @@
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<xi:include href="config://default/buildings/castle-2.xml" />
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<building name="watch" capacity="1" maxsize="10">
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<building name="watch" capacity="1" maxsize="10" fort="1">
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<function name="name" value="fort_name"/>
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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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@ -47,6 +47,7 @@ extern "C" {
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#define BTF_MAGIC 0x40 /* magical effect */
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#define BTF_ONEPERTURN 0x80 /* one one sizepoint can be added per turn */
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#define BTF_NAMECHANGE 0x100 /* name and description can be changed more than once */
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#define BTF_FORTIFICATION 0x200 /* safe from monsters */
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typedef enum {
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DEFENSE_BONUS,
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@ -305,7 +305,7 @@ static void json_terrain(cJSON *json, terrain_type *ter) {
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static void json_building(cJSON *json, building_type *bt) {
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cJSON *child;
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const char *flags[] = {
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"nodestroy", "nobuild", "unique", "decay", "dynamic", "magic", "oneperturn", "namechange", 0
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"nodestroy", "nobuild", "unique", "decay", "dynamic", "magic", "oneperturn", "namechange", "fort", 0
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};
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if (json->type != cJSON_Object) {
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log_error("building %s is not a json object: %d", json->string, json->type);
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@ -270,6 +270,8 @@ static int parse_buildings(xmlDocPtr doc)
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btype->flags |= BTF_DECAY;
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if (xml_bvalue(node, "magic", false))
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btype->flags |= BTF_MAGIC;
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if (xml_bvalue(node, "fort", false))
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btype->flags |= BTF_FORTIFICATION;
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/* reading eressea/buildings/building/construction */
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xpath->node = node;
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@ -36,6 +36,7 @@
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/* kernel includes */
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#include <kernel/build.h>
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#include <kernel/building.h>
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#include <kernel/curse.h>
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#include <kernel/equipment.h>
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#include <kernel/faction.h>
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@ -156,45 +157,47 @@ static order *monster_attack(unit * u, const unit * target)
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return create_order(K_ATTACK, u->faction->locale, "%i", target->no);
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}
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static order *get_money_for_dragon(region * r, unit * u, int wanted)
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{
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unit *u2;
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int n;
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double attack_chance = monster_attack_chance();
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if (attack_chance > 0.0 && is_guard(u, GUARD_TAX)) {
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/* attackiere bewachende Einheiten nur wenn wir selbst schon bewachen */
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2 != u && is_guard(u2, GUARD_TAX) && u->faction!=u2->faction) {
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/*In E3 + E4 etwas problematisch, da der Regionsbesitzer immer bewacht. Der Drache greift also immer die Burg an!*/
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order *ord = monster_attack(u, u2);
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if (ord)
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addlist(&u->orders, ord);
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}
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static bool in_safe_building(unit *u1, unit *u2) {
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if (u1->building && u2->building == u1->building) {
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building * b = inside_building(u1);
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if (u2->building) {
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if (b != inside_building(u2)) return true;
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}
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if (b->type->flags & BTF_FORTIFICATION) {
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return true;
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}
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}
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return false;
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}
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static order *get_money_for_dragon(region * r, unit * u, int wanted)
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{
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int n;
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bool attacks = monster_attack_chance() > 0.0;
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/* falls genug geld in der region ist, treiben wir steuern ein. */
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if (rmoney(r) >= wanted) {
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/* 5% chance, dass der drache aus einer laune raus attackiert */
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if (attack_chance <= 0.0 || chance(1.0 - u_race(u)->aggression)) {
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if (!attacks || chance(1.0 - u_race(u)->aggression)) {
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/* Drachen haben in E3 und E4 keine Einnahmen. Neuer Befehl Pluendern erstmal nur fuer Monster?*/
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return create_order(K_LOOT, default_locale, NULL);
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}
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}
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/* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an */
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/* falls der drache launisch ist, oder das regionssilber knapp, greift er alle an
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* und holt sich Silber von Einheiten, vorausgesetzt er bewacht bereits */
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n = 0;
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for (u2 = r->units; u2; u2 = u2->next) {
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if (inside_building(u2) != u->building && is_guard(u, GUARD_TAX) && u2->faction != u->faction && cansee(u->faction, r, u2, 0)) {
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int m = get_money(u2);
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if (m == 0 || is_guard(u2, GUARD_TAX) || attack_chance <= 0.0)
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continue;
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else {
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order *ord = monster_attack(u, u2);
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if (ord) {
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addlist(&u->orders, ord);
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n += m;
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if (attacks && is_guard(u, GUARD_TAX)) {
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unit *u2;
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2->faction != u->faction && cansee(u->faction, r, u2, 0) && !in_safe_building(u, u2)) {
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int m = get_money(u2);
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if (m != 0) {
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order *ord = monster_attack(u, u2);
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if (ord) {
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addlist(&u->orders, ord);
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n += m;
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}
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}
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}
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}
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/* falls die einnahmen erreicht werden, bleibt das monster noch eine */
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/* runde hier. */
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if (n + rmoney(r) >= wanted) {
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keyword_t kwd = keyword_disabled(K_TAX) ? K_LOOT : K_TAX;
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return create_order(kwd, default_locale, NULL);
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return create_order(K_LOOT, default_locale, NULL);
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}
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/* wenn wir NULL zurueckliefern, macht der drache was anderes, z.b. weggehen */
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@ -549,16 +551,17 @@ static order *monster_seeks_target(region * r, unit * u)
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}
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#endif
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static void monster_attacks(unit * u)
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static void monster_attacks(unit * monster)
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{
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region *r = u->region;
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unit *u2;
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region *r = monster->region;
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unit *u;
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for (u2 = r->units; u2; u2 = u2->next) {
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if (u2->faction != u->faction && cansee(u->faction, r, u2, 0) && !inside_building(u2)) {
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order *ord = monster_attack(u, u2);
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if (ord)
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addlist(&u->orders, ord);
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for (u = r->units; u; u = u->next) {
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if (u->faction != monster->faction && cansee(monster->faction, r, u, 0) && !in_safe_building(u, monster)) {
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order *ord = monster_attack(monster, u);
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if (ord) {
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addlist(&monster->orders, ord);
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}
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}
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}
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}
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