33 bool move_land_enabled =
false;
34 bool move_land_disabled =
false;
35 bool move_sea_enabled =
false;
36 bool move_sea_disabled =
false;
43 move_sea_enabled =
true;
45 move_land_enabled =
true;
50 move_sea_disabled =
true;
52 move_land_disabled =
true;
58 if (move_land_enabled && !move_land_disabled) {
60 }
else if (move_land_enabled) {
67 if (move_sea_enabled && !move_sea_disabled) {
69 }
else if (move_sea_enabled) {
80 ptype->adv.igwall =
true;
84 if (peffect->value > 0) {
87 if (!
is_req_active(
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
88 nullptr, ptype,
nullptr,
nullptr,
nullptr, preq,
90 ptype->adv.igwall =
false;
96 if (!ptype->adv.igwall) {
void adv_units_ruleset_init()
Initialise the unit data from the ruleset for the advisors.
void auto_settlers_ruleset_init()
Initialize auto settlers based on the ruleset.
const effect_list * get_effects()
Get a list of all effects.
#define effect_list_iterate_end
#define effect_list_iterate(effect_list, peffect)
#define fc_assert(condition)
bool is_native_to_class(const struct unit_class *punitclass, const struct terrain *pterrain, const bv_extras *extras)
This terrain is native to unit class.
bool is_req_active(const struct player *target_player, const struct player *other_player, const struct city *target_city, const struct impr_type *target_building, const struct tile *target_tile, const struct unit *target_unit, const struct unit_type *target_unittype, const struct output_type *target_output, const struct specialist *target_specialist, const struct action *target_action, const struct requirement *req, const enum req_problem_type prob_type, const enum vision_layer vision_layer, const enum national_intelligence nintel)
Checks the requirement to see if it is active on the given target.
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
#define terrain_type_iterate(_p)
#define is_ocean(pterrain)
#define terrain_type_iterate_end
#define unit_class_iterate(_p)
static bool utype_has_flag(const struct unit_type *punittype, int flag)
#define unit_type_iterate(_p)
#define unit_class_iterate_end
#define unit_type_iterate_end