Freeciv-3.2
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aitools.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18/* utility */
19#include "bitvector.h"
20#include "log.h"
21#include "mem.h"
22#include "shared.h"
23
24/* common */
25#include "city.h"
26#include "combat.h"
27#include "game.h"
28#include "government.h"
29#include "map.h"
30#include "movement.h"
31#include "nation.h"
32#include "packets.h"
33#include "player.h"
34#include "unit.h"
35#include "unitlist.h"
36
37/* common/aicore */
38#include "citymap.h"
39#include "pf_tools.h"
40
41/* server */
42#include "barbarian.h"
43#include "citytools.h"
44#include "cityturn.h"
45#include "maphand.h"
46#include "plrhand.h"
47#include "score.h"
48#include "srv_log.h"
49#include "unithand.h"
50#include "unittools.h"
51
52/* server/advisors */
53#include "advdata.h"
54#include "advgoto.h"
55#include "advtools.h"
56#include "autosettlers.h"
57#include "infracache.h" /* adv_city */
58
59/* ai */
60#include "handicaps.h"
61
62/* ai/default */
63#include "aiferry.h"
64#include "aiguard.h"
65#include "aitech.h"
66#include "daidata.h"
67#include "dailog.h"
68#include "daimilitary.h"
69#include "daiplayer.h"
70
71#include "aitools.h"
72
73/**********************************************************************/
77const char *dai_unit_task_rule_name(const enum ai_unit_task task)
78{
79 switch (task) {
80 case AIUNIT_NONE:
81 return "None";
83 return "Auto settler";
85 return "Build city";
87 return "Defend home";
88 case AIUNIT_ATTACK:
89 return "Attack";
90 case AIUNIT_ESCORT:
91 return "Escort";
92 case AIUNIT_EXPLORE:
93 return "Explore";
94 case AIUNIT_RECOVER:
95 return "Recover";
96 case AIUNIT_HUNTER:
97 return "Hunter";
98 case AIUNIT_TRADE:
99 return "Trade";
100 case AIUNIT_WONDER:
101 return "Wonder";
102 }
103
104 /* No default, ensure all types handled somehow */
105 log_error("Unsupported ai_unit_task %d.", task);
106
107 return NULL;
108}
109
110/**********************************************************************/
118adv_want military_amortize(struct player *pplayer, struct city *pcity,
119 adv_want value, int delay, int build_cost)
120{
121 struct adv_data *ai = adv_data_get(pplayer, NULL);
122 int city_output = (pcity ? pcity->surplus[O_SHIELD] : 1);
123 int output = MAX(city_output, ai->stats.average_production);
124 int build_time = build_cost / MAX(output, 1);
125
126 if (value <= 0) {
127 return 0;
128 }
129
130 return amortize(value, delay + build_time);
131}
132
133/**********************************************************************/
142void dai_consider_plr_dangerous(struct ai_type *ait, struct player *plr1,
143 struct player *plr2,
144 enum override_bool *result)
145{
146 struct ai_dip_intel *adip;
147
148 adip = dai_diplomacy_get(ait, plr1, plr2);
149
150 if (adip->countdown >= 0) {
151 /* Don't trust our war target */
152 *result = OVERRIDE_TRUE;
153 }
154}
155
156/**********************************************************************/
161static bool dai_gothere_bodyguard(struct ai_type *ait,
162 struct unit *punit, struct tile *dest_tile)
163{
164 struct player *pplayer = unit_owner(punit);
165 unsigned int danger = 0;
166 struct city *dcity;
167 struct unit *guard = aiguard_guard_of(ait, punit);
168 const struct veteran_level *vlevel;
169 bool bg_needed = FALSE;
170
172 /* barbarians must have more courage (ie less brains) */
174 return FALSE;
175 }
176
177 /* Estimate enemy attack power. */
178 unit_list_iterate(dest_tile->units, aunit) {
179 if (POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, unit_owner(aunit))) {
180 danger += adv_unit_att_rating(aunit);
181 }
183 dcity = tile_city(dest_tile);
184 if (dcity && POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, city_owner(dcity))) {
185 /* Assume enemy will build another defender, add it's attack strength */
187
188 if (d_type) {
189 /* Enemy really can build something */
190 danger +=
193 SINGLE_MOVE, d_type->hp);
194 }
195 }
196 danger *= POWER_DIVIDER;
197
198 /* If we are fast, there is less danger.
199 * FIXME: that assumes that most units have move_rate == SINGLE_MOVE;
200 * not true for all rulesets */
203 danger /= 1.5;
204 }
205
208
209 /* We look for the bodyguard where we stand. */
210 if (guard == NULL || unit_tile(guard) != unit_tile(punit)) {
212 * POWER_FACTOR * vlevel->power_fact / 100);
213
214 if (danger >= my_def) {
216 "want bodyguard @(%d, %d) danger=%d, my_def=%d",
217 TILE_XY(dest_tile), danger, my_def);
219 bg_needed = TRUE;
220 } else {
223 }
224 } else if (guard != NULL) {
225 bg_needed = TRUE;
226 }
227
228 /* What if we have a bodyguard, but don't need one? */
229
230 return bg_needed;
231}
232
233#define LOGLEVEL_GOTHERE LOG_DEBUG
234/**********************************************************************/
243bool dai_gothere(struct ai_type *ait, struct player *pplayer,
244 struct unit *punit, struct tile *dest_tile)
245{
247 bool bg_needed;
248
249 if (same_pos(dest_tile, unit_tile(punit)) || punit->moves_left <= 0) {
250 /* Nowhere to go */
251 return TRUE;
252 }
253
254 /* See if we need a bodyguard at our destination */
255 /* FIXME: If bodyguard is _really_ necessary, don't go anywhere */
256 bg_needed = dai_gothere_bodyguard(ait, punit, dest_tile);
257
259 || !goto_is_sane(punit, dest_tile)) {
260 /* Must go by boat, call an aiferryboat function */
261 if (!aiferry_gobyboat(ait, pplayer, punit, dest_tile,
262 bg_needed)) {
263 return FALSE;
264 }
265 }
266
267 /* Go where we should be going if we can, and are at our destination
268 * if we are on a ferry */
269 if (goto_is_sane(punit, dest_tile) && punit->moves_left > 0) {
270 punit->goto_tile = dest_tile;
271 UNIT_LOG(LOGLEVEL_GOTHERE, punit, "Walking to (%d,%d)", TILE_XY(dest_tile));
272 if (!dai_unit_goto(ait, punit, dest_tile)) {
273 /* died */
274 return FALSE;
275 }
276 /* liable to bump into someone that will kill us. Should avoid? */
277 } else {
278 UNIT_LOG(LOGLEVEL_GOTHERE, punit, "Not moving");
279 return FALSE;
280 }
281
282 if (def_ai_unit_data(punit, ait)->ferryboat > 0
283 && !unit_transported(punit)) {
284 /* We probably just landed, release our boat */
286 }
287
288 /* Dead unit shouldn't reach this point */
290
291 return (same_pos(unit_tile(punit), dest_tile)
292 || is_tiles_adjacent(unit_tile(punit), dest_tile));
293}
294
295/**********************************************************************/
302 struct tile *dest_tile)
303{
304 const struct civ_map *nmap = &(wld.map);
305
306 if (!same_pos(unit_tile(punit), dest_tile)
308 struct pf_parameter parameter;
309 struct pf_map *pfm;
310 struct pf_path *path;
311 size_t i;
312 struct player *pplayer = unit_owner(punit);
313
314 pft_fill_unit_parameter(&parameter, nmap, punit);
315 parameter.omniscience = !has_handicap(pplayer, H_MAP);
316 pfm = pf_map_new(&parameter);
317 path = pf_map_path(pfm, punit->goto_tile);
318
319 if (path) {
320 for (i = 1; i < path->length; i++) {
321 if (path->positions[i].tile == path->positions[i - 1].tile) {
322 /* The path-finding code advices us to wait there to refuel. */
323 struct tile *ptile = path->positions[i].tile;
324
325 pf_path_destroy(path);
327 return ptile;
328 }
329 }
330 pf_path_destroy(path);
332 /* Seems it's the immediate destination */
333 return punit->goto_tile;
334 }
335
337 log_verbose("Did not find an air-route for "
338 "%s %s[%d] (%d,%d)->(%d,%d)",
341 punit->id,
343 TILE_XY(dest_tile));
344 /* Prevent take off */
345 return unit_tile(punit);
346 }
347
348 /* else does not need way-points */
349 return dest_tile;
350}
351
352/**********************************************************************/
356 struct pf_path *path, struct pf_parameter *parameter)
357{
358 const struct pf_position *last = pf_path_last_position(path);
359 const unsigned cc = PF_TURN_FACTOR * last->total_MC
360 + parameter->move_rate * last->total_EC;
361 const unsigned tc = cc / (PF_TURN_FACTOR * parameter->move_rate);
362
363 UNIT_LOG(LOG_DEBUG, punit, "path L=%d T=%d(%u) MC=%u EC=%u CC=%u",
364 path->length - 1, last->turn, tc,
365 last->total_MC, last->total_EC, cc);
366}
367
368/**********************************************************************/
377bool dai_unit_goto_constrained(struct ai_type *ait, struct unit *punit,
378 struct tile *ptile,
379 struct pf_parameter *parameter)
380{
381 bool alive = TRUE;
382 struct pf_map *pfm;
383 struct pf_path *path;
384
385 UNIT_LOG(LOG_DEBUG, punit, "constrained goto to %d,%d", TILE_XY(ptile));
386
387 if (same_pos(unit_tile(punit), ptile)) {
388 /* Was not an error in previous versions but now is dubious... */
389 UNIT_LOG(LOG_DEBUG, punit, "constrained goto: already there!");
391
392 return TRUE;
393 } else if (!goto_is_sane(punit, ptile)) {/* FIXME: why do we check it? */
394 UNIT_LOG(LOG_DEBUG, punit, "constrained goto: 'insane' goto!");
397
398 return TRUE;
399 } else if (punit->moves_left == 0) {
400 UNIT_LOG(LOG_DEBUG, punit, "constrained goto: no moves left!");
402
403 return TRUE;
404 }
405
406 pfm = pf_map_new(parameter);
407 path = pf_map_path(pfm, ptile);
408
409 if (path) {
410 dai_log_path(punit, path, parameter);
411 UNIT_LOG(LOG_DEBUG, punit, "constrained goto: following path.");
412 alive = adv_follow_path(punit, path, ptile);
413 } else {
414 UNIT_LOG(LOG_DEBUG, punit, "no path to destination");
415 }
416
417 pf_path_destroy(path);
419
420 return alive;
421}
422
423/**********************************************************************/
428bool goto_is_sane(struct unit *punit, struct tile *ptile)
429{
430 bool can_get_there = FALSE;
431 const struct civ_map *nmap = &(wld.map);
432
433 if (same_pos(unit_tile(punit), ptile)) {
435 } else {
436 struct pf_parameter parameter;
437 struct pf_map *pfm;
438
440 pfm = pf_map_new(&parameter);
441
442 if (pf_map_move_cost(pfm, ptile) != PF_IMPOSSIBLE_MC) {
444 }
446 }
447 return can_get_there;
448}
449
450/*
451 * The length of time, in turns, which is long enough to be optimistic
452 * that enemy units will have moved from their current position.
453 * WAG
454 */
455#define LONG_TIME 4
456/**********************************************************************/
468void dai_fill_unit_param(struct ai_type *ait, struct pf_parameter *parameter,
469 struct adv_risk_cost *risk_cost,
470 struct unit *punit, struct tile *ptile)
471{
476 const bool barbarian = is_barbarian(unit_owner(punit));
477 bool is_ferry;
478 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
479 struct player *pplayer = unit_owner(punit);
480 const struct civ_map *nmap = &(wld.map);
481
482 /* This function is now always omniscient and should not be used
483 * for human players any more. */
484 fc_assert(is_ai(pplayer));
485
486 /* If a unit is hunting, don't expect it to be a ferry. */
488 && dai_is_ferry(punit, ait));
489
490 if (is_ferry) {
491 /* The destination may be a coastal land tile,
492 * in which case the ferry should stop on an adjacent tile. */
494 } else if (!utype_fuel(unit_type_get(punit))
497 && (unit_data->task == AIUNIT_DEFEND_HOME
498 || unit_data->task == AIUNIT_ATTACK
499 || unit_data->task == AIUNIT_ESCORT
500 || unit_data->task == AIUNIT_HUNTER)) {
501 /* Use attack movement for defenders and escorts so they can
502 * make defensive attacks */
504 } else {
506 }
507 parameter->omniscience = !has_handicap(pplayer, H_MAP);
508
509 /* Should we use the risk avoidance code?
510 * The risk avoidance code uses omniscience, so do not use for
511 * human-player units under temporary AI control.
512 * Barbarians bravely/stupidly ignore risks
513 */
515 && !barbarian) {
517 }
518
519 /* Should we absolutely forbid ending a turn on a dangerous tile?
520 * Do not annoy human players by killing their units for them.
521 * For AI units be optimistic; allows attacks across dangerous terrain,
522 * and polar settlements.
523 * TODO: This is compatible with old code,
524 * but probably ought to be more cautious for non military units
525 */
527 parameter->get_moves_left_req = NULL;
528 }
529
530 if (long_path) {
531 /* Move as far along the path to the destination as we can;
532 * that is, ignore the presence of enemy units when computing the
533 * path.
534 * Hopefully, ai_avoid_risks will have produced a path that avoids enemy
535 * ZoCs. Ignoring ZoCs allows us to move closer to a destination
536 * for which there is not yet a clear path.
537 * That is good if the destination is several turns away,
538 * so we can reasonably expect blocking enemy units to move or
539 * be destroyed. But it can be bad if the destination is one turn away
540 * or our destination is far but there are enemy units near us and on the
541 * shortest path to the destination.
542 */
543 parameter->get_zoc = NULL;
544 }
545
547 parameter->get_TB = no_fights;
548 } else if (long_path && unit_is_cityfounder(punit)) {
549 /* Default tile behaviour;
550 * move as far along the path to the destination as we can;
551 * that is, ignore the presence of enemy units when computing the
552 * path.
553 */
554 } else if (unit_is_cityfounder(punit)) {
555 /* Short path */
556 parameter->get_TB = no_fights;
558 /* Avoid capture */
559 parameter->get_TB = no_fights;
560 } else if (is_ferry) {
561 /* Ferries are not warships */
562 parameter->get_TB = no_fights;
563 } else if (is_losing_hp(punit)) {
564 /* Losing hitpoints over time (helicopter in default rules) */
565 /* Default tile behaviour */
567 switch (unit_data->task) {
570 /* Strange, but not impossible */
571 parameter->get_TB = no_fights;
572 break;
574 case AIUNIT_ATTACK: /* Includes spy actions */
575 case AIUNIT_ESCORT:
576 case AIUNIT_HUNTER:
577 case AIUNIT_TRADE:
578 case AIUNIT_WONDER:
579 parameter->get_TB = no_intermediate_fights;
580 break;
581 case AIUNIT_EXPLORE:
582 case AIUNIT_RECOVER:
583 parameter->get_TB = no_fights;
584 break;
585 case AIUNIT_NONE:
586 /* Default tile behaviour */
587 break;
588 }
589 } else {
590 /* Probably an explorer */
591 parameter->get_TB = no_fights;
592 }
593
594 if (is_ferry) {
595 /* Show the destination in the client when watching an AI: */
596 punit->goto_tile = ptile;
597 }
598}
599
600/**********************************************************************/
604bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
605{
606 struct pf_parameter parameter;
608
609 UNIT_LOG(LOG_DEBUG, punit, "dai_unit_goto to %d,%d", TILE_XY(ptile));
610 dai_fill_unit_param(ait, &parameter, &risk_cost, punit, ptile);
611
612 return dai_unit_goto_constrained(ait, punit, ptile, &parameter);
613}
614
615/**********************************************************************/
618void dai_unit_new_adv_task(struct ai_type *ait, struct unit *punit,
619 enum adv_unit_task task, struct tile *ptile)
620{
621 /* Keep ai_unit_task in sync with adv task */
622 switch (task) {
623 case AUT_AUTO_SETTLER:
625 break;
626 case AUT_BUILD_CITY:
628 break;
629 case AUT_NONE:
630 dai_unit_new_task(ait, punit, AIUNIT_NONE, ptile);
631 break;
632 }
633}
634
635/**********************************************************************/
642void dai_unit_new_task(struct ai_type *ait, struct unit *punit,
643 enum ai_unit_task task, struct tile *ptile)
644{
645 struct unit *bodyguard = aiguard_guard_of(ait, punit);
646 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
647
648 /* If the unit is under (human) orders we shouldn't control it.
649 * Allow removal of old role with AIUNIT_NONE. */
651
652 UNIT_LOG(LOG_DEBUG, punit, "changing task from %s to %s",
655
656 /* Free our ferry. Most likely it has been done already. */
659 }
660
661 if (punit->activity == ACTIVITY_GOTO) {
662 /* It would indicate we're going somewhere otherwise */
664 }
665
666 if (unit_data->task == AIUNIT_BUILD_CITY) {
667 if (punit->goto_tile) {
669 } else {
670 /* Print error message instead of crashing in citymap_free_city_spot()
671 * This probably means that some city spot reservation has not been
672 * properly cleared; bad for the AI, as it will leave that area
673 * uninhabited. */
674 log_error("%s was on city founding mission without target tile.",
676 }
677 }
678
679 if (unit_data->task == AIUNIT_HUNTER) {
680 /* Clear victim's hunted bit - we're no longer chasing. */
681 struct unit *target = game_unit_by_number(unit_data->target);
682
683 if (target) {
684 BV_CLR(def_ai_unit_data(target, ait)->hunted,
686 UNIT_LOG(LOGLEVEL_HUNT, target, "no longer hunted (new task %d, old %d)",
687 task, unit_data->task);
688 }
689 }
690
692 /* Record the city to defend; our goto may be to transport. */
693 if (task == AIUNIT_DEFEND_HOME && ptile && tile_city(ptile)) {
695 }
696
697 unit_data->task = task;
698
699 /* Verify and set the goto destination. Eventually this can be a lot more
700 * stringent, but for now we don't want to break things too badly. */
701 punit->goto_tile = ptile; /* May be NULL. */
702
703 if (unit_data->task == AIUNIT_NONE && bodyguard) {
704 dai_unit_new_task(ait, bodyguard, AIUNIT_NONE, NULL);
705 }
706
707 /* Reserve city spot, _unless_ we want to add ourselves to a city. */
708 if (unit_data->task == AIUNIT_BUILD_CITY && !tile_city(ptile)) {
710 }
711 if (unit_data->task == AIUNIT_HUNTER) {
712 /* Set victim's hunted bit - the hunt is on! */
713 struct unit *target = game_unit_by_number(unit_data->target);
714
715 fc_assert_ret(target != NULL);
716 BV_SET(def_ai_unit_data(target, ait)->hunted, player_index(unit_owner(punit)));
717 UNIT_LOG(LOGLEVEL_HUNT, target, "is being hunted");
718
719 /* Grab missiles lying around and bring them along */
722 && def_ai_unit_data(missile, ait)->task != AIUNIT_ESCORT
728 UNIT_LOG(LOGLEVEL_HUNT, missile, "loaded on hunter");
731 }
733 }
734
735 /* Map ai tasks to advisor tasks. For most ai tasks there is
736 no advisor, so AUT_NONE is set. */
737 switch (unit_data->task) {
740 break;
743 break;
744 default:
746 break;
747 }
748}
749
750/**********************************************************************/
754bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
755{
758
760 /* This unit doesn't pay any upkeep while it doesn't have a homecity,
761 * so it would be stupid to give it one. There can also be good reasons
762 * why it doesn't have a homecity. */
763 /* However, until we can do something more useful with them, we
764 will assign explorers to a city so that they can be disbanded for
765 the greater good -- Per */
766 return FALSE;
767 }
769 && pcity->surplus[O_FOOD] >= unit_type_get(punit)->upkeep[O_FOOD]) {
771 0, "", ACTION_HOME_CITY);
772 return TRUE;
773 }
774 return FALSE;
775}
776
777/**********************************************************************/
783static void dai_unit_bodyguard_move(struct ai_type *ait,
784 struct unit *bodyguard, struct tile *ptile)
785{
786 fc_assert_ret(bodyguard != NULL);
787 fc_assert_ret(unit_owner(bodyguard) != NULL);
788
789#ifndef FREECIV_NDEBUG
790 struct unit *punit =
791#endif
792 aiguard_charge_unit(ait, bodyguard);
793
795
796 CHECK_GUARD(ait, bodyguard);
798
799 if (!is_tiles_adjacent(ptile, unit_tile(bodyguard))) {
800 return;
801 }
802
803 if (bodyguard->moves_left <= 0) {
804 /* should generally should not happen */
805 BODYGUARD_LOG(ait, LOG_DEBUG, bodyguard, "was left behind by charge");
806 return;
807 }
808
810 (void) dai_unit_move(ait, bodyguard, ptile);
811}
812
813/**********************************************************************/
816bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
817{
818 struct unit *ptrans;
819 struct unit *bodyguard = aiguard_guard_of(ait, punit);
820 int sanity = punit->id;
821 bool alive;
822 struct city *tcity;
823 const struct civ_map *nmap = &(wld.map);
824
828
830 /* FIXME: try the next action if the unit tried to do an illegal action.
831 * That would allow the AI to stop using the omniscient
832 * is_action_enabled_unit_on_*() functions. */
834 punit, ptile)) {
835 /* Choose capture. */
837 0, "", ACTION_CAPTURE_UNITS);
839 punit, ptile)) {
840 /* Choose "Bombard Lethal". */
842 0, "", ACTION_BOMBARD_LETHAL);
844 punit, ptile)) {
845 /* Choose "Bombard". */
847 0, "", ACTION_BOMBARD);
849 punit, ptile)) {
850 /* Choose "Bombard 2". */
852 0, "", ACTION_BOMBARD2);
854 punit, ptile)) {
855 /* Choose "Bombard 3". */
857 0, "", ACTION_BOMBARD3);
859 punit, ptile)) {
860 /* Choose "Nuke Units". */
862 0, "", ACTION_NUKE_UNITS);
865 punit, ptile, NULL)) {
866 /* Choose "Explode Nuclear". */
868 0, "", ACTION_NUKE);
870 && (tcity = tile_city(ptile))
872 punit, tcity)) {
873 /* Choose "Explode Nuclear". */
875 0, "", ACTION_NUKE);
878 punit, ptile, NULL)) {
879 /* Choose "Nuke City". */
881 0, "", ACTION_NUKE_CITY);
883 && (tcity = tile_city(ptile))
885 punit, tcity)) {
886 /* Choose "Nuke City". */
888 0, "", ACTION_NUKE_CITY);
890 punit, ptile)) {
891 /* Choose regular attack. */
893 0, "", ACTION_ATTACK);
895 punit, ptile)) {
896 /* Choose suicide attack (explode missile). */
898 0, "", ACTION_SUICIDE_ATTACK);
899 } else if ((tcity = tile_city(ptile))
901 punit, tcity)) {
902 /* Choose "Conquer City". */
904 0, "", ACTION_CONQUER_CITY);
905 } else if ((tcity = tile_city(ptile))
907 punit, tcity)) {
908 /* Choose "Conquer City 2". */
910 0, "", ACTION_CONQUER_CITY2);
911 } else if ((tcity = tile_city(ptile))
913 punit, tcity)) {
914 /* Choose "Conquer City 3". */
916 0, "", ACTION_CONQUER_CITY3);
917 } else if ((tcity = tile_city(ptile))
919 punit, tcity)) {
920 /* Choose "Conquer City 4". */
922 0, "", ACTION_CONQUER_CITY4);
923 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
924 && ((ptrans = transporter_for_unit_at(punit, ptile)))
926 punit, ptrans)) {
927 /* "Transport Embark". */
930 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
931 && ((ptrans = transporter_for_unit_at(punit, ptile)))
933 punit, ptrans)) {
934 /* "Transport Embark 2". */
937 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
938 && ((ptrans = transporter_for_unit_at(punit, ptile)))
940 punit, ptrans)) {
941 /* "Transport Embark 3". */
944 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
945 && ((ptrans = transporter_for_unit_at(punit, ptile)))
947 punit, ptrans)) {
948 /* "Transport Embark 4". */
952 punit, ptile, NULL)) {
953 /* "Transport Disembark". */
957 punit, ptile, NULL)) {
958 /* "Transport Disembark 2". */
962 punit, ptile, NULL)) {
963 /* "Transport Disembark 3". */
967 punit, ptile, NULL)) {
968 /* "Transport Disembark 4". */
973 punit, ptile, NULL)) {
974 /* Choose "Conquer Extras". */
976 0, "", ACTION_CONQUER_EXTRAS);
979 punit, ptile, NULL)) {
980 /* Choose "Conquer Extras 2". */
985 punit, ptile, NULL)) {
986 /* Choose "Conquer Extras 3". */
991 punit, ptile, NULL)) {
992 /* Choose "Conquer Extras 4". */
996 punit, ptile, NULL)) {
997 /* Choose "Enter Hut". */
999 0, "", ACTION_HUT_ENTER);
1001 punit, ptile, NULL)) {
1002 /* Choose "Enter Hut 2". */
1004 0, "", ACTION_HUT_ENTER2);
1006 punit, ptile, NULL)) {
1007 /* Choose "Enter Hut 3". */
1009 0, "", ACTION_HUT_ENTER3);
1011 punit, ptile, NULL)) {
1012 /* Choose "Enter Hut 4". */
1014 0, "", ACTION_HUT_ENTER4);
1016 punit, ptile, NULL)) {
1017 /* Choose "Frighten Hut". */
1019 0, "", ACTION_HUT_FRIGHTEN);
1021 punit, ptile, NULL)) {
1022 /* Choose "Frighten Hut 2". */
1024 0, "", ACTION_HUT_FRIGHTEN2);
1026 punit, ptile, NULL)) {
1027 /* Choose "Frighten Hut 3". */
1029 0, "", ACTION_HUT_FRIGHTEN3);
1031 punit, ptile, NULL)) {
1032 /* Choose "Frighten Hut 4". */
1034 0, "", ACTION_HUT_FRIGHTEN4);
1036 punit, ptile, NULL)) {
1037 /* Choose "Unit Move". */
1039 0, "", ACTION_UNIT_MOVE);
1041 punit, ptile, NULL)) {
1042 /* Choose "Unit Move 2". */
1044 0, "", ACTION_UNIT_MOVE2);
1045 } else {
1046 /* Choose "Unit Move 3". */
1048 0, "", ACTION_UNIT_MOVE3);
1049 }
1051
1052 if (alive && same_pos(ptile, unit_tile(punit))
1053 && bodyguard != NULL && def_ai_unit_data(bodyguard, ait)->charge == punit->id) {
1054 dai_unit_bodyguard_move(ait, bodyguard, ptile);
1055 /* Clumsy bodyguard might trigger an auto-attack */
1057 }
1058
1059 return alive;
1060}
1061
1062/**********************************************************************/
1065void dai_unit_move_or_attack(struct ai_type *ait, struct unit *punit,
1066 struct tile *ptile, struct pf_path *path, int step)
1067{
1068 if (step == path->length - 1) {
1069 (void) dai_unit_attack(ait, punit, ptile);
1070 } else {
1071 (void) dai_unit_move(ait, punit, ptile);
1072 }
1073}
1074
1075/**********************************************************************/
1083bool dai_unit_move(struct ai_type *ait, struct unit *punit, struct tile *ptile)
1084{
1085 struct action *paction;
1086 struct unit *bodyguard;
1087 struct unit *ptrans = NULL;
1088 int sanity = punit->id;
1089 struct player *pplayer = unit_owner(punit);
1090 const bool is_plr_ai = is_ai(pplayer);
1091 const struct civ_map *nmap = &(wld.map);
1092
1095 "Tiles not adjacent: Unit = %d, "
1096 "from = (%d, %d]) to = (%d, %d).",
1098 TILE_XY(ptile));
1099
1100 /* if enemy, stop and give a chance for the ai attack function
1101 * to handle this case */
1102 if (is_enemy_unit_tile(ptile, pplayer)
1103 || is_enemy_city_tile(ptile, pplayer)) {
1104 UNIT_LOG(LOG_DEBUG, punit, "movement halted due to enemy presence");
1105 return FALSE;
1106 }
1107
1108 /* barbarians shouldn't enter huts */
1109 /* FIXME: use unit_can_displace_hut(punit, ptile) better */
1110 if (is_barbarian(pplayer) && hut_on_tile(ptile)) {
1111 return FALSE;
1112 }
1113
1114 /* don't leave bodyguard behind */
1115 if (is_plr_ai
1116 && (bodyguard = aiguard_guard_of(ait, punit))
1117 && same_pos(unit_tile(punit), unit_tile(bodyguard))
1118 && bodyguard->moves_left == 0) {
1119 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "does not want to leave "
1120 "its bodyguard");
1121 return FALSE;
1122 }
1123
1124 /* Select move kind. */
1125 if (!can_unit_survive_at_tile(nmap, punit, ptile)
1126 && ((ptrans = transporter_for_unit_at(punit, ptile)))
1128 punit, ptrans)) {
1129 /* "Transport Embark". */
1131 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
1132 && ptrans != NULL
1134 punit, ptrans)) {
1135 /* "Transport Embark 2". */
1137 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
1138 && ptrans != NULL
1140 punit, ptrans)) {
1141 /* "Transport Embark 3". */
1143 } else if (!can_unit_survive_at_tile(nmap, punit, ptile)
1144 && ptrans != NULL
1146 punit, ptrans)) {
1147 /* "Transport Embark 4". */
1150 punit, ptile, NULL)) {
1151 /* "Transport Disembark". */
1154 punit, ptile, NULL)) {
1155 /* "Transport Disembark 2". */
1158 punit, ptile, NULL)) {
1159 /* "Transport Disembark 3". */
1162 punit, ptile, NULL)) {
1163 /* "Transport Disembark 4". */
1166 punit, ptile, NULL)) {
1167 /* "Enter Hut". */
1170 punit, ptile, NULL)) {
1171 /* "Enter Hut 2". */
1174 punit, ptile, NULL)) {
1175 /* "Enter Hut 3". */
1178 punit, ptile, NULL)) {
1179 /* "Enter Hut 4". */
1182 punit, ptile, NULL)) {
1183 /* "Frighten Hut". */
1186 punit, ptile, NULL)) {
1187 /* "Frighten Hut 2". */
1190 punit, ptile, NULL)) {
1191 /* "Frighten Hut 3". */
1194 punit, ptile, NULL)) {
1195 /* "Frighten Hut 4". */
1198 punit, ptile, NULL)) {
1199 /* "Unit Move". */
1202 punit, ptile, NULL)) {
1203 /* "Unit Move 2". */
1205 } else {
1206 /* "Unit Move 3". */
1208 }
1209
1210 /* Try not to end move next to an enemy if we can avoid it by waiting */
1213 /* The unit will have to move it self rather than being moved. */
1214 int mcost = map_move_cost_unit(nmap, punit, ptile);
1215
1216 if (paction) {
1217 struct tile *from_tile;
1218
1219 /* Ugly hack to understand the OnNativeTile unit state requirements
1220 * used in the Action_Success_Actor_Move_Cost effect. */
1224 punit->tile = ptile;
1225
1227
1228 punit->tile = from_tile;
1229 }
1230
1231 if (punit->moves_left <= mcost
1232 && unit_move_rate(punit) > mcost
1233 && adv_danger_at(punit, ptile)
1236 "ending move early to stay out of trouble");
1237 return FALSE;
1238 }
1239 }
1240
1241 /* go */
1243 /* Move */
1244 if (paction && ptrans
1246 /* "Transport Embark". */
1248 0, "", action_number(paction));
1249 } else if (paction
1257 /* "Transport Disembark", "Transport Disembark 2", "Enter Hut",
1258 * "Frighten Hut" or "Unit Move". */
1260 0, "", action_number(paction));
1261 }
1262
1263 /* handle the results */
1265 bodyguard = aiguard_guard_of(ait, punit);
1266
1267 if (is_plr_ai && bodyguard != NULL
1268 && def_ai_unit_data(bodyguard, ait)->charge == punit->id) {
1269 dai_unit_bodyguard_move(ait, bodyguard, ptile);
1270 }
1271 return TRUE;
1272 }
1273 return FALSE;
1274}
1275
1276/**********************************************************************/
1281{
1282 struct tile *ptile = unit_tile(pdefender);
1283 int victim_cost = 0;
1284
1285 if (is_stack_vulnerable(ptile)) {
1286 /* lotsa people die */
1287 unit_list_iterate(ptile->units, aunit) {
1289 == ATT_OK) {
1291 }
1294 pdefender, ptile)
1295 == ATT_OK) {
1296 /* Only one unit dies if attack is successful */
1298 }
1299
1300 return victim_cost;
1301}
1302
1303/**********************************************************************/
1306void dai_government_change(struct player *pplayer, struct government *gov)
1307{
1308 if (gov == government_of_player(pplayer)) {
1309 return;
1310 }
1311
1313
1314 city_list_iterate(pplayer->cities, pcity) {
1315 auto_arrange_workers(pcity); /* update cities */
1317}
1318
1319/**********************************************************************/
1325int dai_gold_reserve(struct player *pplayer)
1326{
1327 int i = total_player_citizens(pplayer) * 2;
1328
1329 return MAX(pplayer->ai_common.maxbuycost, i);
1330}
1331
1332/**********************************************************************/
1335void adjust_choice(int pct, struct adv_choice *choice)
1336{
1337 choice->want = (choice->want * pct) / 100;
1338}
1339
1340/**********************************************************************/
1344bool dai_choose_role_unit(struct ai_type *ait, struct player *pplayer,
1345 struct city *pcity, struct adv_choice *choice,
1346 enum choice_type type, int role, int want,
1347 bool need_boat)
1348{
1349 struct unit_type *iunit = dai_wants_role_unit(ait, pplayer, pcity, role, want);
1350
1351 if (iunit != NULL) {
1352 choice->type = type;
1353 choice->value.utype = iunit;
1354 choice->want = want;
1355
1356 choice->need_boat = need_boat;
1357
1358 return TRUE;
1359 }
1360
1361 return FALSE;
1362}
1363
1364/**********************************************************************/
1367void dai_build_adv_override(struct ai_type *ait, struct city *pcity,
1368 struct adv_choice *choice)
1369{
1370 const struct impr_type *chosen;
1371 adv_want want;
1372
1373 if (choice->type == CT_NONE) {
1374 want = 0;
1375 chosen = NULL;
1376 } else {
1377 want = choice->want;
1378 chosen = choice->value.building;
1379 }
1380
1381 improvement_iterate(pimprove) {
1382 /* Advisor code did not consider wonders, let's do it here */
1383 if (is_wonder(pimprove)) {
1384 int id = improvement_index(pimprove);
1385
1386 if (pcity->server.adv->building_want[id] > want
1387 && can_city_build_improvement_now(pcity, pimprove)) {
1388 want = pcity->server.adv->building_want[id];
1389 chosen = pimprove;
1390 }
1391 }
1393
1394 choice->want = want;
1395 choice->value.building = chosen;
1396
1397 if (chosen) {
1398 choice->type = CT_BUILDING; /* In case advisor had not chosen anything */
1399
1400 CITY_LOG(LOG_DEBUG, pcity, "AI wants to build %s with want "
1403 }
1404}
1405
1406/**********************************************************************/
1416{
1418 int unhap = 0;
1419
1420 /* bail out now if happy_cost is 0 */
1422 return FALSE;
1423 }
1424
1426 int happy_cost = city_unit_unhappiness(punit, &free_unhappy);
1427
1428 if (happy_cost > 0) {
1429 unhap += happy_cost;
1430 }
1432
1433 if (unhap < 0) {
1434 unhap = 0;
1435 }
1436 return (unhap > 0);
1437}
bool is_action_enabled_unit_on_stack(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile)
Definition actions.c:3997
int action_number(const struct action *action)
Definition actions.c:1960
bool is_action_enabled_unit_on_tile(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile, const struct extra_type *target_extra)
Definition actions.c:4073
bool is_action_enabled_unit_on_city(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct city *target_city)
Definition actions.c:3832
bool is_action_enabled_unit_on_extras(const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile, const struct extra_type *target_extra)
Definition actions.c:4150
bool is_action_enabled_unit_on_unit(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct unit *target_unit)
Definition actions.c:3909
static struct action * action_by_number(action_id act_id)
Definition actions.h:633
#define action_has_result(_act_, _res_)
Definition actions.h:429
#define action_id_get_target_kind(act_id)
Definition actions.h:650
choice_type
Definition advchoice.h:36
@ CT_NONE
Definition advchoice.h:37
@ CT_BUILDING
Definition advchoice.h:38
struct adv_data * adv_data_get(struct player *pplayer, bool *caller_closes)
Definition advdata.c:605
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:47
bool adv_danger_at(struct unit *punit, struct tile *ptile)
Definition advgoto.c:420
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:380
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:391
void adv_avoid_risks(struct pf_parameter *parameter, struct adv_risk_cost *risk_cost, struct unit *punit, const double fearfulness)
Definition advgoto.c:587
#define NORMAL_STACKING_FEARFULNESS
Definition advgoto.h:23
adv_want amortize(adv_want benefit, int delay)
Definition advtools.c:29
#define POWER_DIVIDER
Definition advtools.h:32
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition aiferry.c:764
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition aiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:251
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition aiguard.c:227
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition aiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:269
#define CHECK_CHARGE_UNIT(ait, charge)
Definition aiguard.h:22
#define CHECK_GUARD(ait, guard)
Definition aiguard.h:21
struct unit_type * dai_wants_role_unit(struct ai_type *ait, struct player *pplayer, struct city *pcity, int role, int want)
Definition aitech.c:521
void dai_government_change(struct player *pplayer, struct government *gov)
Definition aitools.c:1306
void dai_fill_unit_param(struct ai_type *ait, struct pf_parameter *parameter, struct adv_risk_cost *risk_cost, struct unit *punit, struct tile *ptile)
Definition aitools.c:468
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition aitools.c:1280
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition aitools.c:428
#define LONG_TIME
Definition aitools.c:455
bool dai_assess_military_unhappiness(struct city *pcity)
Definition aitools.c:1415
struct tile * immediate_destination(struct unit *punit, struct tile *dest_tile)
Definition aitools.c:301
static bool dai_gothere_bodyguard(struct ai_type *ait, struct unit *punit, struct tile *dest_tile)
Definition aitools.c:161
void dai_build_adv_override(struct ai_type *ait, struct city *pcity, struct adv_choice *choice)
Definition aitools.c:1367
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition aitools.c:816
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition aitools.c:604
bool dai_unit_goto_constrained(struct ai_type *ait, struct unit *punit, struct tile *ptile, struct pf_parameter *parameter)
Definition aitools.c:377
void dai_log_path(struct unit *punit, struct pf_path *path, struct pf_parameter *parameter)
Definition aitools.c:355
void dai_consider_plr_dangerous(struct ai_type *ait, struct player *plr1, struct player *plr2, enum override_bool *result)
Definition aitools.c:142
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition aitools.c:642
int dai_gold_reserve(struct player *pplayer)
Definition aitools.c:1325
void adjust_choice(int pct, struct adv_choice *choice)
Definition aitools.c:1335
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition aitools.c:754
bool dai_choose_role_unit(struct ai_type *ait, struct player *pplayer, struct city *pcity, struct adv_choice *choice, enum choice_type type, int role, int want, bool need_boat)
Definition aitools.c:1344
static void dai_unit_bodyguard_move(struct ai_type *ait, struct unit *bodyguard, struct tile *ptile)
Definition aitools.c:783
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition aitools.c:77
#define LOGLEVEL_GOTHERE
Definition aitools.c:233
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition aitools.c:118
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition aitools.c:243
bool dai_unit_move(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition aitools.c:1083
void dai_unit_new_adv_task(struct ai_type *ait, struct unit *punit, enum adv_unit_task task, struct tile *ptile)
Definition aitools.c:618
void dai_unit_move_or_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile, struct pf_path *path, int step)
Definition aitools.c:1065
#define BV_SET(bv, bit)
Definition bitvector.h:81
#define BV_CLR(bv, bit)
Definition bitvector.h:86
int city_unit_unhappiness(struct unit *punit, int *free_unhappy)
Definition city.c:3040
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:803
bool can_city_build_improvement_now(const struct city *pcity, const struct impr_type *pimprove)
Definition city.c:853
#define city_list_iterate(citylist, pcity)
Definition city.h:508
static bool is_enemy_city_tile(const struct tile *ptile, const struct player *pplayer)
Definition city.h:726
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
void citymap_free_city_spot(struct tile *ptile, int id)
Definition citymap.c:150
void citymap_reserve_city_spot(struct tile *ptile, int id)
Definition citymap.c:122
void auto_arrange_workers(struct city *pcity)
Definition cityturn.c:366
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:987
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:122
#define POWER_FACTOR
Definition combat.h:32
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:74
struct ai_dip_intel * dai_diplomacy_get(struct ai_type *ait, const struct player *plr1, const struct player *plr2)
Definition daidata.c:402
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:90
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
ai_unit_task
Definition daiunit.h:27
@ AIUNIT_BUILD_CITY
Definition daiunit.h:27
@ AIUNIT_NONE
Definition daiunit.h:27
@ AIUNIT_ATTACK
Definition daiunit.h:28
@ AIUNIT_EXPLORE
Definition daiunit.h:29
@ AIUNIT_HUNTER
Definition daiunit.h:29
@ AIUNIT_RECOVER
Definition daiunit.h:29
@ AIUNIT_TRADE
Definition daiunit.h:30
@ AIUNIT_DEFEND_HOME
Definition daiunit.h:28
@ AIUNIT_ESCORT
Definition daiunit.h:28
@ AIUNIT_AUTO_SETTLER
Definition daiunit.h:27
@ AIUNIT_WONDER
Definition daiunit.h:30
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
int int id
Definition editgui_g.h:28
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:846
int get_player_bonus(const struct player *pplayer, enum effect_type effect_type)
Definition effects.c:828
bool hut_on_tile(const struct tile *ptile)
Definition extras.c:697
float adv_want
Definition fc_types.h:1355
adv_unit_task
Definition fc_types.h:373
@ AUT_BUILD_CITY
Definition fc_types.h:373
@ AUT_NONE
Definition fc_types.h:373
@ AUT_AUTO_SETTLER
Definition fc_types.h:373
#define ADV_WANT_PRINTF
Definition fc_types.h:1356
@ O_SHIELD
Definition fc_types.h:101
@ O_FOOD
Definition fc_types.h:101
override_bool
Definition fc_types.h:94
@ OVERRIDE_TRUE
Definition fc_types.h:94
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:116
struct government * government_of_player(const struct player *pplayer)
Definition government.c:114
Government_type_id government_number(const struct government *pgovern)
Definition government.c:91
GType type
Definition repodlgs.c:1313
void handle_player_change_government(struct player *pplayer, Government_type_id government)
Definition plrhand.c:566
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
const char * improvement_rule_name(const struct impr_type *pimprove)
Impr_type_id improvement_index(const struct impr_type *pimprove)
bool is_wonder(const struct impr_type *pimprove)
#define improvement_iterate_end
#define improvement_iterate(_p)
#define fc_assert_ret(condition)
Definition log.h:191
#define log_verbose(message,...)
Definition log.h:109
#define fc_assert(condition)
Definition log.h:176
#define fc_assert_ret_val(condition, val)
Definition log.h:194
@ LOG_DEBUG
Definition log.h:34
#define log_error(message,...)
Definition log.h:103
#define fc_assert_ret_val_msg(condition, val, message,...)
Definition log.h:208
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:931
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:940
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:654
static int map_move_cost_unit(const struct civ_map *nmap, struct unit *punit, const struct tile *ptile)
Definition map.h:293
int unit_move_rate(const struct unit *punit)
Definition movement.c:90
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:491
#define SINGLE_MOVE
Definition movement.h:26
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
const struct pf_position * pf_path_last_position(const struct pf_path *path)
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
void pf_map_destroy(struct pf_map *pfm)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define PF_TURN_FACTOR
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:840
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:949
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:891
enum tile_behavior no_fights(const struct tile *ptile, enum known_type known, const struct pf_parameter *param)
Definition pf_tools.c:509
enum tile_behavior no_intermediate_fights(const struct tile *ptile, enum known_type known, const struct pf_parameter *param)
Definition pf_tools.c:524
int player_index(const struct player *pplayer)
Definition player.c:829
static bool is_barbarian(const struct player *pplayer)
Definition player.h:489
#define is_ai(plr)
Definition player.h:230
int total_player_citizens(const struct player *pplayer)
Definition score.c:382
#define MAX(x, y)
Definition shared.h:54
int step
Definition specpq.h:92
#define CITY_LOG(loglevel, pcity, msg,...)
Definition srv_log.h:83
#define LOGLEVEL_HUNT
Definition srv_log.h:35
#define UNIT_LOG(loglevel, punit, msg,...)
Definition srv_log.h:98
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
enum choice_type type
Definition advchoice.h:46
adv_want want
Definition advchoice.h:48
universals_u value
Definition advchoice.h:47
bool need_boat
Definition advchoice.h:49
adv_want building_want[B_LAST]
Definition infracache.h:32
int average_production
Definition advdata.h:98
struct adv_data::@91 stats
Definition ai.h:50
Definition city.h:320
int surplus[O_LAST]
Definition city.h:355
int id
Definition city.h:326
struct adv_city * adv
Definition city.h:452
struct city::@17::@19 server
struct unit_list * units_supported
Definition city.h:406
enum tile_behavior(* get_TB)(const struct tile *ptile, enum known_type known, const struct pf_parameter *param)
int(* get_moves_left_req)(const struct tile *ptile, enum known_type, const struct pf_parameter *param)
bool(* get_zoc)(const struct player *pplayer, const struct tile *ptile, const struct civ_map *zmap)
unsigned length
struct pf_position * positions
unsigned total_MC
unsigned total_EC
struct tile * tile
int maxbuycost
Definition player.h:112
struct city_list * cities
Definition player.h:279
struct player_ai ai_common
Definition player.h:286
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
enum adv_unit_task task
Definition unit.h:89
enum ai_unit_task task
Definition daiunit.h:46
int charge
Definition daiunit.h:37
int defense_strength
Definition unittype.h:516
int move_rate
Definition unittype.h:517
Definition unit.h:138
int upkeep[O_LAST]
Definition unit.h:148
enum unit_activity activity
Definition unit.h:157
int moves_left
Definition unit.h:150
int id
Definition unit.h:145
int hp
Definition unit.h:151
struct unit::@81::@84 server
struct tile * tile
Definition unit.h:140
struct unit_adv * adv
Definition unit.h:236
int homecity
Definition unit.h:146
struct tile * goto_tile
Definition unit.h:155
int veteran
Definition unit.h:152
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool tile_has_claimable_base(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:215
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:88
#define TILE_XY(ptile)
Definition tile.h:43
const struct unit_type * utype
Definition fc_types.h:724
const struct impr_type * building
Definition fc_types.h:717
int unit_pays_mp_for_action(const struct action *paction, const struct unit *punit)
Definition unit.c:2131
struct unit * transporter_for_unit_at(const struct unit *pcargo, const struct tile *ptile)
Definition unit.c:1918
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2224
bool can_unit_load(const struct unit *pcargo, const struct unit *ptrans)
Definition unit.c:721
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2637
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2421
bool unit_has_orders(const struct unit *punit)
Definition unit.c:205
#define unit_tile(_pu)
Definition unit.h:390
static bool is_enemy_unit_tile(const struct tile *ptile, const struct player *pplayer)
Definition unit.h:413
#define CHECK_UNIT(punit)
Definition unit.h:270
#define unit_owner(_pu)
Definition unit.h:389
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity)
Definition unithand.c:6468
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3291
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_end
Definition unitlist.h:33
void send_unit_info(struct conn_list *dest, struct unit *punit)
Definition unittools.c:2725
void unit_transport_load_send(struct unit *punit, struct unit *ptrans)
Definition unittools.c:3228
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
bool utype_is_moved_to_tgt_by_action(const struct action *paction, const struct unit_type *utype)
Definition unittype.c:1249
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1587
bool utype_may_act_at_all(const struct unit_type *putype)
Definition unittype.c:359
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1484
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2498
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:387
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:208
const struct veteran_level * utype_veteran_level(const struct unit_type *punittype, int level)
Definition unittype.c:2583
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:190
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:371
static bool uclass_has_flag(const struct unit_class *punitclass, enum unit_class_flag_id flag)
Definition unittype.h:766
#define utype_fuel(ptype)
Definition unittype.h:836