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Ring der flinken Finger funktioniert nicht beim Strassenbau Aussedem ist die Berechnung der benötigten Schaffenstrünke ungeschickt gewesen. Besseres limitieren der Baumenge implementiert. Issue: 559
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@ -467,7 +467,7 @@ destroy_cmd(unit * u, struct order * ord)
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void
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void
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build_road(region * r, unit * u, int size, direction_t d)
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build_road(region * r, unit * u, int size, direction_t d)
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{
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{
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int n, dm, left;
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int n, left;
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if (!eff_skill(u, SK_ROAD_BUILDING, r)) {
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if (!eff_skill(u, SK_ROAD_BUILDING, r)) {
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cmistake(u, u->thisorder, 103, MSG_PRODUCE);
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cmistake(u, u->thisorder, 103, MSG_PRODUCE);
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@ -520,49 +520,59 @@ build_road(region * r, unit * u, int size, direction_t d)
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/* left kann man noch bauen */
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/* left kann man noch bauen */
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left = terrain[rterrain(r)].roadreq - rroad(r, d);
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left = terrain[rterrain(r)].roadreq - rroad(r, d);
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if (size > 0) {
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n = min(size, left);
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} else {
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n = left;
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}
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/* hoffentlich ist r->road <= terrain[rterrain(r)].roadreq, n also >= 0 */
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/* hoffentlich ist r->road <= terrain[rterrain(r)].roadreq, n also >= 0 */
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if (left <= 0) {
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if (n <= 0) {
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sprintf(buf, "In %s gibt es keine Brücken und Straßen "
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sprintf(buf, "In %s gibt es keine Brücken und Straßen "
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"mehr zu bauen", regionname(r, u->faction));
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"mehr zu bauen", regionname(r, u->faction));
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mistake(u, u->thisorder, buf, MSG_PRODUCE);
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mistake(u, u->thisorder, buf, MSG_PRODUCE);
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return;
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return;
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}
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}
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/* max Bauten anhand des Talentes */
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/* baumaximum anhand der rohstoffe */
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n = min(n, u->number * eff_skill(u, SK_ROAD_BUILDING, r));
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if (u->race == new_race[RC_STONEGOLEM]){
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n = u->number * GOLEM_STONE;
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} else {
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n = get_pooled(u, r, R_STONE);
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}
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left = min(n, left);
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if (size>0) left = min(size, left);
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if ((dm = get_effect(u, oldpotiontype[P_DOMORE])) != 0) {
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/* n = maximum by skill. try to maximize it */
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n = u->number * eff_skill(u, SK_ROAD_BUILDING, r);
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if (n < left) {
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item * itm = *i_find(&u->items, olditemtype[I_RING_OF_NIMBLEFINGER]);
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if (itm!=NULL && itm->number>0) {
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int rings = min(u->number, itm->number);
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n = n * (9*rings+u->number) / u->number;
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}
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}
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if (n < left) {
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int dm = get_effect(u, oldpotiontype[P_DOMORE]);
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if (dm != 0) {
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int sk = eff_skill(u, SK_ROAD_BUILDING, r);
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dm = (left - n + sk - 1) / sk;
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dm = min(dm, u->number);
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dm = min(dm, u->number);
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change_effect(u, oldpotiontype[P_DOMORE], -dm);
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change_effect(u, oldpotiontype[P_DOMORE], -dm);
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n += dm * eff_skill(u, SK_ROAD_BUILDING, r);
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n += dm * sk;
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} /* Auswirkung Schaffenstrunk */
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} /* Auswirkung Schaffenstrunk */
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/* und anhand der rohstoffe */
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if (u->race == new_race[RC_STONEGOLEM]){
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n = min(n, u->number * GOLEM_STONE);
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} else {
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n = use_pooled(u, r, R_STONE, n);
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}
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}
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/* make minimum of possible and available: */
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n = min(left, n);
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/* n is now modified by several special effects, so we have to
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/* n is now modified by several special effects, so we have to
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* minimize it again to make sure the road will not grow beyond
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* minimize it again to make sure the road will not grow beyond
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* maximum. */
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* maximum. */
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rsetroad(r, d, rroad(r, d) + (short)min(n, left));
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rsetroad(r, d, rroad(r, d) + (short)n);
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if (u->race == new_race[RC_STONEGOLEM]){
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if (u->race == new_race[RC_STONEGOLEM]) {
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int golemsused = n / GOLEM_STONE;
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int golemsused = n / GOLEM_STONE;
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if (n%GOLEM_STONE != 0){
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if (n%GOLEM_STONE != 0){
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++golemsused;
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++golemsused;
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}
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}
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scale_number(u,u->number - golemsused);
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scale_number(u, u->number - golemsused);
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} else {
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} else {
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use_pooled(u, r, R_STONE, n);
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/* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
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/* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
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produceexp(u, SK_ROAD_BUILDING, min(n, u->number));
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produceexp(u, SK_ROAD_BUILDING, min(n, u->number));
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}
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}
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@ -678,7 +688,7 @@ build(unit * u, const construction * ctype, int completed, int want)
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}
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}
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/* n = maximum buildable size */
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/* n = maximum buildable size */
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if(type->minskill > 1) {
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if (type->minskill > 1) {
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n = skills / type->minskill;
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n = skills / type->minskill;
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} else {
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} else {
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n = skills;
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n = skills;
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