File: default.lua

package info (click to toggle)
freeciv 3.2.2%2Bds-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 286,492 kB
  • sloc: ansic: 484,452; cpp: 37,766; sh: 10,374; makefile: 7,425; python: 2,938; xml: 652; sed: 11
file content (253 lines) | stat: -rw-r--r-- 8,793 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
-- Freeciv - Copyright (C) 2007 - The Freeciv Project
--   This program is free software; you can redistribute it and/or modify
--   it under the terms of the GNU General Public License as published by
--   the Free Software Foundation; either version 2, or (at your option)
--   any later version.
--
--   This program is distributed in the hope that it will be useful,
--   but WITHOUT ANY WARRANTY; without even the implied warranty of
--   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--   GNU General Public License for more details.

-- When creating new ruleset, you should copy this file only if you
-- need to override default one. Usually you should implement your
-- own scripts in ruleset specific script.lua. This way maintaining
-- ruleset is easier as you do not need to keep your own copy of
-- default.lua updated when ever it changes in Freeciv distribution.

-- Get gold from entering a hut.
function _deflua_hut_get_gold(unit, gold)
  local owner = unit.owner

  notify.event(owner, unit.tile, E.HUT_GOLD,
               -- TRANS: Begins with a unit name
               PL_("%s found %d gold.", "%s found %d gold.", gold),
               unit:link_text(), gold)
  owner:change_gold(gold)
end

-- Default if intended hut behavior wasn`t possible.
function _deflua_hut_consolation_prize(unit)
  _deflua_hut_get_gold(unit, 25)
end

-- Get a tech from entering a hut.
function _deflua_hut_get_tech(unit)
  local owner = unit.owner
  local tech = owner:give_tech(nil, -1, false, "hut")

  if tech then
    notify.event(owner, unit.tile, E.HUT_TECH,
                 _("You found %s in ancient scrolls of wisdom."),
                 tech:name_translation())
    notify.research(owner, false, E.TECH_GAIN,
                    -- /* TRANS: One player got tech for the whole team. */
                    _("The %s found %s in ancient scrolls of wisdom for you."),
                    owner.nation:plural_translation(),
                    tech:name_translation())
    notify.research_embassies(owner, E.TECH_EMBASSY,
                 -- /* TRANS: first %s is nation plural or team name */
                 _("The %s have acquired %s from ancient scrolls of wisdom."),
                 owner:research_name_translation(),
                 tech:name_translation())
    return true
  else
    return false
  end
end

-- Get a mercenary unit from entering a hut.
function _deflua_hut_get_mercenaries(unit)
  local owner = unit.owner
  local utype = find.role_unit_type('HutTech', owner)

  if not utype or not utype:can_exist_at_tile(unit.tile) then
    utype = find.role_unit_type('Hut', nil)
    if not utype or not utype:can_exist_at_tile(unit.tile) then
      utype = nil
    end
  end

  if utype then
    notify.event(owner, unit.tile, E.HUT_MERC,
                 _("A band of friendly mercenaries joins your cause."))
    owner:create_unit(unit.tile, utype, 0, unit:get_homecity(), -1)
    return true
  else
    return false
  end
end

-- Get new city from hut, or settlers (nomads) if terrain is poor.
function _deflua_hut_get_city(unit)
  local owner = unit.owner
  local settlers = find.role_unit_type('Cities', owner)

  if unit:is_on_possible_city_tile() then
    owner:create_city(unit.tile, "")
    notify.event(owner, unit.tile, E.HUT_CITY,
                 _("You found a friendly city."))
    return true
  else
    if settlers and settlers:can_exist_at_tile(unit.tile) then
      notify.event(owner, unit.tile, E.HUT_SETTLER,
                   _("Friendly nomads are impressed by you, and join you."))
      owner:create_unit(unit.tile, settlers, 0, unit:get_homecity(), -1)
      return true
    else
      return false
    end
  end
end

-- Get barbarians from hut, unless close to a city, king enters, or
-- barbarians are disabled
-- Unit may die: returns true if unit is alive
function _deflua_hut_get_barbarians(unit)
  local tile = unit.tile
  local utype = unit.utype
  local owner = unit.owner

  if server.setting.get("barbarians") == "DISABLED"
    or unit.tile:city_exists_within_max_city_map(true)
    or utype:has_flag('Gameloss') then
      notify.event(owner, unit.tile, E.HUT_BARB_CITY_NEAR,
                   _("An abandoned village is here."))
    return true
  end

  local dead_link = unit:tile_link_text()
  local alive = tile:unleash_barbarians()
  if alive then
    notify.event(owner, tile, E.HUT_BARB,
                 _("You have unleashed a horde of barbarians!"));
  else
    notify.event(owner, tile, E.HUT_BARB_KILLED,
                 _("Your %s has been killed by barbarians!"),
                 dead_link);
  end
  return alive
end

-- Reveal map around the hut
function _deflua_hut_reveal_map(unit)
  local owner = unit.owner

  notify.event(owner, unit.tile, E.HUT_MAP,
               _("%s finds a map of the surrounding terrain."),
               unit:link_text())
  for revealtile in unit.tile:circle_iterate(30) do
    revealtile:show(owner)
  end
end

-- Randomly choose a hut event
function _deflua_hut_enter_callback(unit)
  local chance = random(0, 13)
  local alive = true

  if chance == 0 then
    _deflua_hut_get_gold(unit, 25)
  elseif chance == 1 or chance == 2 or chance == 3 then
    _deflua_hut_get_gold(unit, 50)
  elseif chance == 4 then
    _deflua_hut_get_gold(unit, 100)
  elseif chance == 5 or chance == 6 or chance == 7 then
    _deflua_hut_get_tech(unit)
  elseif chance == 8 or chance == 9 then
    if not _deflua_hut_get_mercenaries(unit) then
      _deflua_hut_consolation_prize(unit)
    end
  elseif chance == 10 then
    alive = _deflua_hut_get_barbarians(unit)
  elseif chance == 11 then
    if not _deflua_hut_get_city(unit) then
      _deflua_hut_consolation_prize(unit)
    end
  elseif chance == 12 or chance == 13 then
    _deflua_hut_reveal_map(unit)
  end

  -- continue processing if unit is alive
  return (not alive)
end

signal.connect("hut_enter", "_deflua_hut_enter_callback")

-- Informs that the tribe has run away seeing your plane
function _deflua_hut_frighten_callback(unit, extra)
  local owner = unit.owner
  notify.event(owner, unit.tile, E.HUT_BARB,
               _("Your overflight frightens the tribe;"
                 .. " they scatter in terror."))
  return true
end
signal.connect("hut_frighten", "_deflua_hut_frighten_callback")

--[[
  Make partisans around conquered city

  If requirements to make partisans are fulfilled when a city is conquered,
  this routine makes a lot of partisans based on the city`s size.
  To be candidate for partisans, the following things must be satisfied:
  1) The loser of the city must have local support:
  1a) If citizen nationality is enabled:
      Big enough percentage of the city citizens must be of their nationality
  1b) If citizen nationality is disabled:
      They must be the original owner (founder) of the city
  2) The Inspire_Partisans effect value must be bigger than zero

  If these conditions are ever satisfied, the ruleset must have a unit
  with the Partisan role.

  In the default ruleset, the requirements for inspiring partisans are:
  a) Guerilla warfare must be known at least by one player
  b) The player must know about Communism and Gunpowder
  c) The player must run either a democracy or a communist government
]]--

function _deflua_make_partisans_callback(city, loser, winner, reason)
  if reason ~= 'conquest' or city:inspire_partisans(loser) <= 0 then
    return
  end

  local partisans = random(0, 1 + (city.size + 1) / 2) + 1
  if partisans > 8 then
    partisans = 8
  end
  city.tile:place_partisans(loser, partisans, city:map_sq_radius())
  notify.event(loser, city.tile, E.CITY_LOST,
      _("The loss of %s has inspired partisans!"), city:link_text())
  notify.event(winner, city.tile, E.UNIT_WIN_ATT,
      _("The loss of %s has inspired partisans!"), city:link_text())
end

signal.connect("city_transferred", "_deflua_make_partisans_callback")


-- Notify player about the fact that disaster had no effect if that is
-- the case
function _deflua_harmless_disaster_message(disaster, city, had_internal_effect)
  if not had_internal_effect then
    notify.event(city.owner, city.tile, E.DISASTER,
        _("We survived the disaster without serious damage."))
  end
end

signal.connect("disaster_occurred", "_deflua_harmless_disaster_message")

function _deflua_unit_loss_messages(unit, player, reason)
  if reason == "fuel" then
    if unit.utype:has_flag('Coast') then
      notify.event(player, unit.tile, E.UNIT_LOST_MISC,
                   _("Your %s has run out of supplies."),
                   unit:tile_link_text())
    else
      notify.event(player, unit.tile, E.UNIT_LOST_MISC,
                   _("Your %s has run out of fuel."),
                   unit:tile_link_text())
    end
  end
end

signal.connect("unit_lost", "_deflua_unit_loss_messages")