Freeciv-3.1
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#include <math.h>
#include "bitvector.h"
#include "log.h"
#include "mem.h"
#include "rand.h"
#include "registry.h"
#include "shared.h"
#include "timing.h"
#include "city.h"
#include "combat.h"
#include "game.h"
#include "government.h"
#include "map.h"
#include "movement.h"
#include "packets.h"
#include "specialist.h"
#include "traderoutes.h"
#include "unit.h"
#include "unitlist.h"
#include "caravan.h"
#include "pf_tools.h"
#include "barbarian.h"
#include "citytools.h"
#include "cityturn.h"
#include "diplomats.h"
#include "maphand.h"
#include "srv_log.h"
#include "unithand.h"
#include "unittools.h"
#include "advbuilding.h"
#include "advgoto.h"
#include "advtools.h"
#include "autoexplorer.h"
#include "autosettlers.h"
#include "difficulty.h"
#include "handicaps.h"
#include "aiair.h"
#include "aidata.h"
#include "aidiplomat.h"
#include "aiferry.h"
#include "aiguard.h"
#include "aihand.h"
#include "aihunt.h"
#include "ailog.h"
#include "aiparatrooper.h"
#include "aiplayer.h"
#include "aitools.h"
#include "daicity.h"
#include "daieffects.h"
#include "daimilitary.h"
#include "aiunit.h"
Go to the source code of this file.
Data Structures | |
struct | role_unit_cb_data |
Macros | |
#define | LOGLEVEL_RECOVERY LOG_DEBUG |
#define | LOG_CARAVAN LOG_DEBUG |
#define | LOG_CARAVAN2 LOG_DEBUG |
#define | LOG_CARAVAN3 LOG_DEBUG |
Functions | |
static bool | dai_find_boat_for_unit (struct ai_type *ait, struct unit *punit) |
static bool | dai_caravan_can_trade_cities_diff_cont (struct player *pplayer, struct unit *punit) |
static void | dai_manage_caravan (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
static void | dai_manage_barbarian_leader (struct ai_type *ait, struct player *pplayer, struct unit *leader) |
static void | dai_military_findjob (struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit) |
static void | dai_military_defend (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
static void | dai_military_attack (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
static bool | unit_role_defender (const struct unit_type *punittype) |
static int | unit_def_rating_squared (const struct unit *punit, const struct unit *pdef) |
static struct city * | find_neediest_airlift_city (struct ai_type *ait, const struct player *pplayer) |
static void | dai_airlift (struct ai_type *ait, struct player *pplayer) |
static bool | has_defense (struct city *pcity) |
int | build_cost_balanced (const struct unit_type *punittype) |
static int | unit_att_rating_now (const struct unit *punit) |
static int | unit_att_rating_squared (const struct unit *punit) |
static int | unit_def_rating (const struct unit *attacker, const struct unit *defender) |
int | unittype_def_rating_squared (const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran) |
adv_want | kill_desire (adv_want benefit, int attack, int loss, int vuln, int victim_count) |
static int | avg_benefit (int benefit, int loss, double chance) |
static void | reinforcements_cost_and_value (struct unit *punit, struct tile *ptile0, int *value, int *cost) |
static bool | is_my_turn (struct unit *punit, struct unit *pdef) |
static int | dai_rampage_want (struct unit *punit, struct tile *ptile) |
static struct pf_path * | find_rampage_target (struct unit *punit, int thresh_adj, int thresh_move) |
bool | dai_military_rampage (struct unit *punit, int thresh_adj, int thresh_move) |
static void | dai_military_bodyguard (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
adv_want | look_for_charge (struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity) |
bool | dai_can_unit_type_follow_unit_type (const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait) |
static void | single_invader (struct ai_city *city_data, const struct unit_type *utype, int which) |
static void | invasion_funct (struct ai_type *ait, struct unit *punit, bool dest, int radius, int which) |
bool | find_beachhead (const struct player *pplayer, struct pf_map *ferry_map, struct tile *dest_tile, const struct unit_type *cargo_type, struct tile **ferry_dest, struct tile **beachhead_tile) |
adv_want | find_something_to_kill (struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile **pdest_tile, struct pf_path **ppath, struct pf_map **pferrymap, struct unit **pferryboat, const struct unit_type **pboattype, int *pmove_time) |
struct city * | find_nearest_safe_city (struct unit *punit) |
static void | dai_military_attack_barbarian (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
bool | uclass_need_trans_between (struct unit_class *pclass, struct tile *ctile, struct tile *ptile) |
static void | dai_caravan_goto (struct ai_type *ait, struct player *pplayer, struct unit *punit, const struct city *dest_city, bool help_wonder, bool required_boat, bool request_boat) |
static void | caravan_optimize_callback (const struct caravan_result *result, void *data) |
static bool | dai_is_unit_tired_waiting_boat (struct ai_type *ait, struct unit *punit) |
static bool | search_homecity_for_caravan (struct ai_type *ait, struct unit *punit) |
static void | dai_manage_hitpoint_recovery (struct ai_type *ait, struct unit *punit) |
void | dai_manage_military (struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit) |
static void | dai_manage_settler (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
void | dai_manage_unit (struct ai_type *ait, struct player *pplayer, struct unit *punit) |
static void | dai_set_defenders (struct ai_type *ait, struct player *pplayer) |
void | dai_manage_units (struct ai_type *ait, struct player *pplayer) |
const struct impr_type * | utype_needs_improvement (const struct unit_type *putype, const struct city *pcity) |
bool | is_on_unit_upgrade_path (const struct unit_type *test, const struct unit_type *base) |
void | dai_consider_tile_dangerous (struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result) |
static void | update_simple_ai_types (void) |
void | dai_units_ruleset_init (struct ai_type *ait) |
void | dai_units_ruleset_close (struct ai_type *ait) |
void | dai_unit_init (struct ai_type *ait, struct unit *punit) |
void | dai_unit_turn_end (struct ai_type *ait, struct unit *punit) |
void | dai_unit_close (struct ai_type *ait, struct unit *punit) |
void | dai_unit_save (struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr) |
void | dai_unit_load (struct ai_type *ait, const char *aitstr, const struct section_file *file, struct unit *punit, const char *unitstr) |
static bool | role_unit_cb (struct unit_type *ptype, void *data) |
struct unit_type * | dai_role_utype_for_terrain_class (struct city *pcity, int role, enum terrain_class tc) |
bool | dai_unit_can_strike_my_unit (const struct unit *attacker, const struct unit *defender) |
void | dai_switch_to_explore (struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow) |
Variables | |
struct unit_type * | simple_ai_types [U_LAST] |
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Compute how much we want to kill certain victim we've chosen, counted in SHIELDs. See comment to kill_desire().
chance – the probability the action will succeed, benefit – the benefit (in shields) that we are getting in the case of success loss – the loss (in shields) that we suffer in the case of failure
Essentially returns the probabilistic average win amount: benefit * chance - loss * (1 - chance)
Definition at line 365 of file aiunit.c.
Referenced by dai_rampage_want().
int build_cost_balanced | ( | const struct unit_type * | punittype | ) |
In the words of Syela: "Using funky fprime variable instead of f in the denom, so that def=1 units are penalized correctly."
Translation (GB): build_cost_balanced is used in the denominator of the want equation (see, e.g. find_something_to_kill) instead of just build_cost to make AI build more balanced units (with def > 1).
Definition at line 249 of file aiunit.c.
Referenced by dai_evaluate_tile_for_air_attack(), find_something_to_kill(), and process_attacker_want().
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For debugging, print out information about every city we come to when optimizing the caravan.
Definition at line 2093 of file aiunit.c.
Referenced by dai_manage_caravan().
Move defenders around with airports. Since this expends all our movement, a valid question is - why don't we do this on turn end? That's because we want to avoid emergency actions to protect the city during the turn if that isn't necessary.
Definition at line 168 of file aiunit.c.
Referenced by dai_manage_units().
bool dai_can_unit_type_follow_unit_type | ( | const struct unit_type * | follower, |
const struct unit_type * | followee, | ||
struct ai_type * | ait | ||
) |
See if the follower can follow the followee
Definition at line 833 of file aiunit.c.
Referenced by look_for_charge(), and process_attacker_want().
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Check if a caravan can make a trade route to a city on a different continent (means, need a boat). FIXME: in a one-continent game it can be much more advantageous to cross straits on a trireme than to march through all the world.
Definition at line 2171 of file aiunit.c.
Referenced by dai_manage_caravan().
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Send the caravan to the specified city, or make it help the wonder / trade, if it's already there. After this call, the unit may no longer exist (it might have been used up, or may have died travelling). It uses the ferry system to trade among continents.
Definition at line 1981 of file aiunit.c.
Referenced by dai_manage_caravan().
void dai_consider_tile_dangerous | ( | struct ai_type * | ait, |
struct tile * | ptile, | ||
struct unit * | punit, | ||
enum override_bool * | result | ||
) |
Are there dangerous enemies at or adjacent to the tile 'ptile'?
Always override advisor danger detection since we are omniscient and advisor is not.
Definition at line 3119 of file aiunit.c.
Referenced by cai_consider_tile_dangerous(), texwai_consider_tile_dangerous(), and twai_consider_tile_dangerous().
Request a boat for a unit to transport it to another continent. Return whether is alive or not
Definition at line 1897 of file aiunit.c.
Referenced by dai_caravan_goto().
Evaluate if a unit is tired of waiting for a boat at home continent
Definition at line 2112 of file aiunit.c.
Referenced by dai_manage_caravan().
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Barbarian leader tries to stack with other barbarian units, and if it's not possible it runs away. When on coast, it may disappear with 33% chance.
Definition at line 2946 of file aiunit.c.
Referenced by dai_manage_unit().
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Use caravans for building wonders, or send caravans to establish trade with a city, owned by yourself or an ally.
We use ferries for trade across the sea.
Definition at line 2253 of file aiunit.c.
Referenced by dai_manage_unit().
This function goes wait a unit in a city for the hitpoints to recover. If something is attacking our city, kill it yeahhh!!!.
Definition at line 2421 of file aiunit.c.
Referenced by dai_manage_military().
void dai_manage_military | ( | struct ai_type * | ait, |
const struct civ_map * | nmap, | ||
struct player * | pplayer, | ||
struct unit * | punit | ||
) |
Decide what to do with a military unit. It will be managed once only. It is up to the caller to try again if it has moves left.
Definition at line 2496 of file aiunit.c.
Referenced by dai_manage_paratrooper(), and dai_manage_unit().
manage one unit Careful: punit may have been destroyed upon return from this routine!
Gregor: This function is a very limited approach because if a unit has several flags the first one in order of appearance in this function will be used.
Definition at line 2651 of file aiunit.c.
Referenced by dai_manage_barbarian_leader(), and dai_manage_units().
Master manage unit function.
A manage function should set the unit to 'done' when it should no longer be touched by this code, and its role should be reset to IDLE when its role has accomplished its mission or the manage function fails to have or no longer has any use for the unit.
Definition at line 2859 of file aiunit.c.
Referenced by dai_do_first_activities().
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This does the attack until we have used up all our movement, unless we should safeguard a city. First we rampage nearby, then we go looking for trouble elsewhere. If there is nothing to kill, sailing units go home, others explore while barbs go berserk.
Definition at line 1743 of file aiunit.c.
Referenced by dai_manage_hitpoint_recovery(), and dai_manage_military().
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Go berserk, assuming there are no targets nearby. TODO: Is it not possible to remove this special casing for barbarians? FIXME: enum unit_move_result
Definition at line 1680 of file aiunit.c.
Referenced by dai_military_attack().
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If we are not covering our charge's ass, go do it now. Also check if we can kick some ass, which is always nice.
Definition at line 633 of file aiunit.c.
Referenced by dai_manage_military().
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Send a unit to the city it should defend. If we already have a city it should defend, use the punit->server.ai->charge field to denote this. Otherwise, it will stay put in the city it is in, or find a city to reside in, or travel all the way home.
TODO: Add make homecity. TODO: Add better selection of city to defend.
Definition at line 942 of file aiunit.c.
Referenced by dai_manage_military(), dai_manage_unit(), and dai_military_attack().
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See if we have a specific job for the unit.
Definition at line 851 of file aiunit.c.
Referenced by dai_manage_military().
Find and kill anything reachable within this turn and worth more than the relevant of the given thresholds until we have run out of juicy targets or movement. The first threshold is for attacking which will leave us where we stand (attacking adjacent units), the second is for attacking distant (but within reach) targets.
For example, if unit is a bodyguard on duty, it should call dai_military_rampage(punit, 100, RAMPAGE_FREE_CITY_OR_BETTER) meaning "we will move _only_ to pick up a free city but we are happy to attack adjacent squares as long as they are worthy of it".
Returns TRUE if survived the rampage session.
Definition at line 600 of file aiunit.c.
Referenced by dai_manage_hitpoint_recovery(), dai_manage_paratrooper(), dai_military_attack(), dai_military_bodyguard(), and dai_military_defend().
This function appraises the location (x, y) for a quick hit-n-run operation. We do not take into account reinforcements: rampage is for loners.
Returns value as follows: -RAMPAGE_FREE_CITY_OR_BETTER means undefended enemy city -RAMPAGE_HUT_OR_BETTER means hut RAMPAGE_ANYTHING ... RAMPAGE_HUT_OR_BETTER - 1 is value of enemy unit weaker than our unit 0 means nothing found or error Here the minus indicates that you need to enter the target tile (as opposed to attacking it, which leaves you where you are).
Definition at line 456 of file aiunit.c.
Referenced by find_rampage_target().
struct unit_type * dai_role_utype_for_terrain_class | ( | struct city * | pcity, |
int | role, | ||
enum terrain_class | tc | ||
) |
Get unit type player can build, suitable to role, with given move type.
Definition at line 3431 of file aiunit.c.
Referenced by contemplate_terrain_improvements(), and dai_city_choose_build().
Master city defense function. We try to pick up the best available defenders, and not disrupt existing roles.
TODO: Make homecity, respect homecity.
Definition at line 2764 of file aiunit.c.
Referenced by dai_manage_units().
void dai_switch_to_explore | ( | struct ai_type * | ait, |
struct unit * | punit, | ||
struct tile * | target, | ||
enum override_bool * | allow | ||
) |
Switch to autoexploring.
Definition at line 3475 of file aiunit.c.
Referenced by cai_switch_to_explore(), texwai_switch_to_explore(), and twai_switch_to_explore().
Returns whether 'attacker' can attack 'defender' immediately.
Definition at line 3442 of file aiunit.c.
Referenced by dai_hunter_try_launch().
Free unit from use with default AI.
Definition at line 3343 of file aiunit.c.
Referenced by cai_unit_close(), texwai_unit_free(), and twai_unit_free().
Initialize unit for use with default AI.
Definition at line 3309 of file aiunit.c.
Referenced by cai_unit_init(), texwai_unit_alloc(), and twai_unit_alloc().
void dai_unit_load | ( | struct ai_type * | ait, |
const char * | aitstr, | ||
const struct section_file * | file, | ||
struct unit * | punit, | ||
const char * | unitstr | ||
) |
Load AI data of a unit.
Definition at line 3380 of file aiunit.c.
Referenced by cai_unit_load(), texwai_unit_load(), and twai_unit_load().
void dai_unit_save | ( | struct ai_type * | ait, |
const char * | aitstr, | ||
struct section_file * | file, | ||
const struct unit * | punit, | ||
const char * | unitstr | ||
) |
Save AI data of a unit.
Definition at line 3361 of file aiunit.c.
Referenced by cai_unit_save(), texwai_unit_save(), and twai_unit_save().
Free unit from use with default AI.
Definition at line 3331 of file aiunit.c.
Referenced by cai_unit_turn_end(), texwai_unit_turn_end(), and twai_unit_turn_end().
void dai_units_ruleset_close | ( | struct ai_type * | ait | ) |
Close AI unit type data
Definition at line 3291 of file aiunit.c.
Referenced by cai_units_ruleset_close(), texwai_units_ruleset_close(), and twai_units_ruleset_close().
void dai_units_ruleset_init | ( | struct ai_type * | ait | ) |
Initialise the unit data from the ruleset for the AI.
Definition at line 3200 of file aiunit.c.
Referenced by cai_units_ruleset_init(), texwai_units_ruleset_init(), and twai_units_ruleset_init().
bool find_beachhead | ( | const struct player * | pplayer, |
struct pf_map * | ferry_map, | ||
struct tile * | dest_tile, | ||
const struct unit_type * | cargo_type, | ||
struct tile ** | ferry_dest, | ||
struct tile ** | beachhead_tile | ||
) |
Returns TRUE if a beachhead has been found to reach 'dest_tile'.
Definition at line 1058 of file aiunit.c.
Referenced by find_something_to_kill(), and process_attacker_want().
Find safe city to recover in. An allied player's city is just as good as one of our own, since both replenish our hitpoints and reduce unhappiness.
TODO: Actually check how safe the city is. This is a difficult decision not easily taken, since we also want to protect unsafe cities, at least most of the time.
Definition at line 1629 of file aiunit.c.
Referenced by dai_find_boat_for_unit(), dai_manage_hitpoint_recovery(), dai_manage_paratrooper(), and dai_military_attack().
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Returns the city with the most need of an airlift.
To be considerd, a city must have an air field. All cities with an urgent need for units are serviced before cities in danger.
Return value may be NULL, this means no servicable city found.
parameter pplayer may not be NULL.
Definition at line 137 of file aiunit.c.
Referenced by dai_airlift().
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Look for worthy targets within a one-turn horizon.
Definition at line 521 of file aiunit.c.
Referenced by dai_military_rampage().
adv_want find_something_to_kill | ( | struct ai_type * | ait, |
struct player * | pplayer, | ||
struct unit * | punit, | ||
struct tile ** | pdest_tile, | ||
struct pf_path ** | ppath, | ||
struct pf_map ** | pferrymap, | ||
struct unit ** | pferryboat, | ||
const struct unit_type ** | pboattype, | ||
int * | pmove_time | ||
) |
Find something to kill! This function is called for units to find targets to destroy and for cities that want to know if they should build offensive units. Target location returned in 'dest_tile', want as function return value.
punit->id == 0 means that the unit is virtual (considered to be built).
Definition at line 1133 of file aiunit.c.
Referenced by dai_military_attack(), and kill_something_with().
This is a much simplified form of assess_defense (see daimilitary.c), but which doesn't use pcity->server.ai.wallvalue and just returns a boolean value. This is for use with "foreign" cities, especially non-ai cities, where ai.wallvalue may be out of date or uninitialized –dwp
Definition at line 221 of file aiunit.c.
Referenced by invasion_funct().
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Mark invasion possibilities of punit in the surrounding cities. The given radius limites the area which is searched for cities. The center of the area is either the unit itself (dest FALSE) or the destination of the current goto (dest TRUE). The invasion threat is marked in pcity->server.ai.invasion by setting the "which" bit (to tell attack which can only kill units from occupy possibility).
If dest is TRUE then a valid goto is presumed.
Definition at line 1016 of file aiunit.c.
Referenced by find_something_to_kill().
Is there another unit which really should be doing this attack? Checks all adjacent tiles and the tile we stand on for such units.
Definition at line 399 of file aiunit.c.
Referenced by dai_rampage_want().
Compute how much we want to kill certain victim we've chosen, counted in SHIELDs.
FIXME?: The equation is not accurate as the other values can vary for other victims on same tile (we take values from best defender) - however I believe it's accurate just enough now and lost speed isn't worth that. –pasky
Benefit is something like 'attractiveness' of the victim, how nice it would be to destroy it. Larger value, worse loss for enemy.
Attack is the total possible attack power we can throw on the victim. Note that it usually comes squared.
Loss is the possible loss when we would lose the unit we are attacking with (in SHIELDs).
Vuln is vulnerability of our unit when attacking the enemy. Note that it usually comes squared as well.
Victim count is number of victims stacked in the target tile. Note that we shouldn't treat cities as a stack (despite the code using this function) - the scaling is probably different. (extremely dodgy usage of it – GB)
Definition at line 341 of file aiunit.c.
Referenced by dai_evaluate_tile_for_air_attack(), find_something_to_kill(), and process_attacker_want().
adv_want look_for_charge | ( | struct ai_type * | ait, |
const struct civ_map * | nmap, | ||
struct player * | pplayer, | ||
struct unit * | punit, | ||
struct unit ** | aunit, | ||
struct city ** | acity | ||
) |
See if we can find something to defend. Called both by wannabe bodyguards and building want estimation code. Returns desirability for using this unit as a bodyguard or for defending a city.
We do not consider units with higher movement than us, or units that are native to terrains or extras not native to us, as potential charges. Nor do we attempt to bodyguard units with higher defense than us, or military units with lower attack than us that are not transports.
Definition at line 714 of file aiunit.c.
Referenced by dai_military_findjob(), and dai_unit_consider_bodyguard().
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Calculates the value and cost of nearby allied units to see if we can expect any help in our attack. Base function.
Definition at line 374 of file aiunit.c.
Referenced by find_something_to_kill().
Filter callback for role unit iteration
Definition at line 3409 of file aiunit.c.
Referenced by dai_role_utype_for_terrain_class().
Try to move caravan to suitable city and to make it caravan's homecity. Returns FALSE iff caravan dies.
Definition at line 2216 of file aiunit.c.
Referenced by dai_manage_caravan().
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Mark invasion possibilities of single unit in a city.
Definition at line 988 of file aiunit.c.
Referenced by invasion_funct().
bool uclass_need_trans_between | ( | struct unit_class * | pclass, |
struct tile * | ctile, | ||
struct tile * | ptile | ||
) |
If a unit of pclass needs some transport or road to go from ctile to ptile, maybe omitting way ends. Maybe it should return fc_tristate?
This depends on wld.map, cannot be used for determining situation in other maps.
Definition at line 1942 of file aiunit.c.
Referenced by dai_caravan_goto(), and dai_manage_caravan().
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Attack rating of this particular unit right now.
Definition at line 258 of file aiunit.c.
Referenced by dai_rampage_want(), and is_my_turn().
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Square of the adv_unit_att_rating() function - used in actual computations.
Definition at line 267 of file aiunit.c.
Referenced by find_something_to_kill().
Defense rating of this particular unit against this attacker.
Definition at line 277 of file aiunit.c.
Referenced by unit_def_rating_squared().
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Square of the unit_def_rating() - used in actual computations.
Definition at line 290 of file aiunit.c.
Referenced by find_something_to_kill().
Does the unit with the id given have the flag L_DEFEND_GOOD?
Definition at line 699 of file aiunit.c.
Referenced by dai_military_findjob().
int unittype_def_rating_squared | ( | const struct unit_type * | att_type, |
const struct unit_type * | def_type, | ||
struct player * | def_player, | ||
struct tile * | ptile, | ||
bool | fortified, | ||
int | veteran | ||
) |
Defense rating of def_type unit against att_type unit, squared. See get_virtual_defense_power() for the arguments att_type, def_type, x, y, fortified and veteran.
Definition at line 303 of file aiunit.c.
Referenced by find_something_to_kill(), kill_something_with(), and process_attacker_want().
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Updates the global array simple_ai_types.
Definition at line 3175 of file aiunit.c.
Referenced by dai_units_ruleset_init().
const struct impr_type * utype_needs_improvement | ( | const struct unit_type * | putype, |
const struct city * | pcity | ||
) |
Returns an improvement that will make it possible to build units of the specified type the specified city. Returns NULL if no new improvement will make it possible or if no improvement is needed.
Definition at line 2894 of file aiunit.c.
Referenced by dai_wants_defender_against(), dai_wants_role_unit(), and process_attacker_want().
Definition at line 125 of file aiunit.c.
Referenced by update_simple_ai_types().