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Feature #905143 » 0013-Inline-is_city_center.patch

S2_6 - Marko Lindqvist, 2020-12-11 12:24 AM

View differences:

common/city.c
3208 3208
  return pcity != game_city_by_number(pcity->id);
3209 3209
}
3210 3210

  
3211
/**************************************************************************
3212
  Return TRUE if the city is centered at the given tile.
3213

  
3214
  NB: This doesn't simply check whether pcity->tile == ptile because that
3215
  would miss virtual clones made of city center tiles, which are used by
3216
  autosettler to judge whether improvements are worthwhile.  The upshot is
3217
  that city centers would appear to lose their irrigation/farmland bonuses
3218
  as well as their minimum outputs of one food and one shield, and thus
3219
  autosettler would rarely transform or mine them.
3220
**************************************************************************/
3221
bool is_city_center(const struct city *pcity, const struct tile *ptile)
3222
{
3223
  if (!pcity || !pcity->tile || !ptile) {
3224
    return FALSE;
3225
  }
3226

  
3227
  return tile_index(city_tile(pcity)) == tile_index(ptile);
3228
}
3229

  
3230 3211
/**************************************************************************
3231 3212
  Return TRUE if the city is worked without using up a citizen.
3232 3213
**************************************************************************/
common/city.h
25 25
#include "fc_types.h"
26 26
#include "name_translation.h"
27 27
#include "improvement.h"
28
#include "tile.h"
28 29
#include "unitlist.h"
29 30
#include "vision.h"
30 31
#include "workertask.h"
......
737 738

  
738 739
/* === */
739 740

  
740
bool is_city_center(const struct city *pcity, const struct tile *ptile);
741
/**************************************************************************
742
  Return TRUE if the city is centered at the given tile.
743

  
744
  NB: This doesn't simply check whether pcity->tile == ptile because that
745
  would miss virtual clones made of city center tiles, which are used by
746
  autosettler to judge whether improvements are worthwhile.  The upshot is
747
  that city centers would appear to lose their irrigation/farmland bonuses
748
  as well as their minimum outputs of one food and one shield, and thus
749
  autosettler would rarely transform or mine them.
750
**************************************************************************/
751
static inline bool is_city_center(const struct city *pcity,
752
                                  const struct tile *ptile)
753
{
754
  if (!pcity || !pcity->tile || !ptile) {
755
    return FALSE;
756
  }
757

  
758
  return tile_index(city_tile(pcity)) == tile_index(ptile);
759
}
760

  
741 761
bool is_free_worked(const struct city *pcity, const struct tile *ptile);
742 762

  
743 763
#define is_free_worked_index(city_tile_index) \
common/generate_packets.py
1648 1648

  
1649 1649
/* common */
1650 1650
#include "actions.h"
1651
#include "city.h"
1651 1652
#include "disaster.h"
1652 1653

  
1653 1654
''')
common/player.h
21 21
#include "bitvector.h"
22 22

  
23 23
/* common */
24
#include "city.h"
25 24
#include "connection.h"
26 25
#include "fc_types.h"
27 26
#include "multipliers.h"
......
34 33
#include "unitlist.h"
35 34
#include "vision.h"
36 35

  
36
struct city;
37

  
37 38
#define PLAYER_DEFAULT_TAX_RATE 0
38 39
#define PLAYER_DEFAULT_SCIENCE_RATE 100
39 40
#define PLAYER_DEFAULT_LUXURY_RATE 0
common/style.h
18 18
extern "C" {
19 19
#endif /* __cplusplus */
20 20

  
21
/* common */
22
#include "requirements.h"
23

  
21 24
struct nation_style
22 25
{
23 26
  int id;
24
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