[Freeciv-Dev] (PR#13880) demystify AI messages
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13880 >
All sorts of messages use the player name. This is quite mystifying
since it's not easy to remember the player names for all nations (by
comparison it is easy to associate the nation name with the flag you see
on the map). This is particularly a problem in games with lots of
nations and particularly a problem with the growing number of nations we
have.
This patch fixes a small set of AI messages in this way. Obviously all
AI messages should be consistent. I'm not going to change all of them
so I hand this over to Per.
-jason
Index: ai/advdiplomacy.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/advdiplomacy.c,v
retrieving revision 1.90
diff -p -u -r1.90 advdiplomacy.c
--- ai/advdiplomacy.c 5 Sep 2005 04:21:54 -0000 1.90
+++ ai/advdiplomacy.c 6 Sep 2005 02:07:58 -0000
@@ -1135,41 +1135,47 @@ void static war_countdown(struct player
case WAR_REASON_SPACE:
notify(ally, _("*%s (AI)* We will be launching an all-out war "
"against %s in %d turns to stop the spaceship "
- "launch."), pplayer->name, target->name, countdown);
+ "launch."),
+ pplayer->nation->name, target->nation->name, countdown);
notify(ally, _("*%s (AI)* Your aid in this matter will be expected. "
- "Long live our glorious alliance!"), pplayer->name);
+ "Long live our glorious alliance!"),
+ pplayer->nation->name);
break;
case WAR_REASON_BEHAVIOUR:
case WAR_REASON_EXCUSE:
notify(ally, _("*%s (AI)* %s has grossly violated his treaties with us "
"for own gain. We will answer in force in %d turns "
"and expect you to honour your alliance with us and do "
- "likewise!"), pplayer->name, target->name, countdown);
+ "likewise!"),
+ pplayer->nation->name, target->nation->name, countdown);
break;
case WAR_REASON_NONE:
notify(ally, _("*%s (AI)* We intend to pillage and plunder the rich "
"civilization of %s. We declare war in %d turns."),
- pplayer->name, target->name, countdown);
+ pplayer->nation->name, target->nation->name, countdown);
notify(ally, _("*%s (AI)* If you want a piece of the loot, feel "
- "free to join in the action!"), pplayer->name);
+ "free to join in the action!"), pplayer->nation->name);
break;
case WAR_REASON_HATRED:
- notify(ally, _("*%s (AI)* We have had it with %s. Let us tear this "
- "pathetic civilization apart. We declare war in %d "
- "turns."), pplayer->name, target->name, countdown);
+ notify(ally,
+
+ _("*%s (AI)* We have had it with %s. Let us tear this "
+ "pathetic civilization apart. We declare war in %d "
+ "turns."),
+ pplayer->nation->name, target->nation->name, countdown);
notify(ally, _("*%s (AI)* As our glorious allies, we expect your "
- "help in this war."), pplayer->name);
+ "help in this war."), pplayer->nation->name);
break;
case WAR_REASON_ALLIANCE:
if (WAR(ally, target)) {
notify(ally, _("*%s (AI)* We will honour our alliance and declare "
"war on %s in %d turns. Hold on - we are coming!"),
- pplayer->name, target->name, countdown);
+ pplayer->nation->name, target->name, countdown);
} else if (adip->at_war_with_ally) {
notify(ally, _("*%s (AI)* We will honour our alliance with %s and "
"declare war on %s in %d turns. We expect you to "
- "do likewise."), pplayer->name,
- adip->at_war_with_ally->name, target->name,
+ "do likewise."), pplayer->nation->name,
+ adip->at_war_with_ally->name, target->nation->name,
countdown);
} else {
assert(FALSE); /* Huh? */
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