/usr/share/games/freeciv/default/default.lua is in freeciv-data 2.5.10-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 | -- 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 default_hut_get_gold(unit, gold)
local owner = unit.owner
notify.event(owner, unit.tile, E.HUT_GOLD, PL_("You found %d gold.",
"You found %d gold.", gold),
gold)
owner:change_gold(gold)
end
-- Default if intended hut behavior wasn`t possible.
function default_hut_consolation_prize(unit)
default_hut_get_gold(unit, 25)
end
-- Get a tech from entering a hut.
function default_hut_get_tech(unit)
local owner = unit.owner
local tech = owner:give_technology(nil, "hut")
if tech then
notify.event(owner, unit.tile, E.HUT_TECH,
_("You found %s in ancient scrolls of wisdom."),
tech:name_translation())
notify.embassies(owner, unit.tile, E.HUT_TECH,
_("The %s have acquired %s from ancient scrolls of wisdom."),
owner.nation:plural_translation(),
tech:name_translation())
return true
else
return false
end
end
-- Get a mercenary unit from entering a hut.
function default_hut_get_mercenaries(unit)
local owner = unit.owner
local type = find.role_unit_type('HutTech', owner)
if not type or not type:can_exist_at_tile(unit.tile) then
type = find.role_unit_type('Hut', nil)
if not type or not type:can_exist_at_tile(unit.tile) then
type = nil
end
end
if type then
notify.event(owner, unit.tile, E.HUT_MERC,
_("A band of friendly mercenaries joins your cause."))
owner:create_unit(unit.tile, type, 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 default_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 default_hut_get_barbarians(unit)
local tile = unit.tile
local type = unit.utype
local owner = unit.owner
if server.setting.get("barbarians") == "DISABLED"
or unit.tile:city_exists_within_max_city_map(true)
or type:has_flag('Gameloss') then
notify.event(owner, unit.tile, E.HUT_BARB_CITY_NEAR,
_("An abandoned village is here."))
return true
end
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!"),
type:name_translation());
end
return alive
end
-- Randomly choose a hut event
function default_hut_enter_callback(unit)
local chance = random(0, 11)
local alive = true
if chance == 0 then
default_hut_get_gold(unit, 25)
elseif chance == 1 or chance == 2 or chance == 3 then
default_hut_get_gold(unit, 50)
elseif chance == 4 then
default_hut_get_gold(unit, 100)
elseif chance == 5 or chance == 6 or chance == 7 then
default_hut_get_tech(unit)
elseif chance == 8 or chance == 9 then
if not default_hut_get_mercenaries(unit) then
default_hut_consolation_prize(unit)
end
elseif chance == 10 then
alive = default_hut_get_barbarians(unit)
elseif chance == 11 then
if not default_hut_get_city(unit) then
default_hut_consolation_prize(unit)
end
end
-- continue processing if unit is alive
return (not alive)
end
signal.connect("hut_enter", "default_hut_enter_callback")
--[[
Make partisans around conquered city
if requirements to make partisans when a city is conquered is fulfilled
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 is the original owner.
2) The Inspire_Partisans effect must be larger 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 by atleast 1 player
b) The player must know about Communism and Gunpowder
c) The player must run either a democracy or a communist society.
]]--
function default_make_partisans_callback(city, loser, winner)
if 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.name)
notify.event(winner, city.tile, E.UNIT_WIN_ATT,
_("The loss of %s has inspired partisans!"), city.name)
end
signal.connect("city_lost", "default_make_partisans_callback")
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