Freeciv-3.1
Loading...
Searching...
No Matches
combat.c
Go to the documentation of this file.
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#include <math.h>
19
20/* utility */
21#include "bitvector.h"
22#include "rand.h"
23#include "log.h"
24
25/* common */
26#include "base.h"
27#include "game.h"
28#include "map.h"
29#include "movement.h"
30#include "packets.h"
31#include "unit.h"
32#include "unitlist.h"
33#include "unittype.h"
34
35#include "combat.h"
36
37/*******************************************************************/
44static bool can_player_attack_tile(const struct player *pplayer,
45 const struct tile *ptile)
46{
47 struct city *pcity = tile_city(ptile);
48
49 /* 1. Is there anyone there at all? */
50 if (!pcity && unit_list_size((ptile->units)) == 0) {
51 return FALSE;
52 }
53
54 /* 2. If there is a city there, can we attack it? */
55 if (pcity && !pplayers_at_war(city_owner(pcity), pplayer)) {
56 return FALSE;
57 }
58
59 /* 3. Are we allowed to attack _all_ units there? */
60 unit_list_iterate(ptile->units, aunit) {
61 if (!pplayers_at_war(unit_owner(aunit), pplayer)) {
62 /* Enemy hiding behind a human/diplomatic shield */
63 return FALSE;
64 }
66
67 return TRUE;
68}
69
70/*******************************************************************/
73static bool is_unit_reachable_by_unit(const struct unit *defender,
74 const struct unit *attacker)
75{
76 struct unit_class *dclass = unit_class_get(defender);
77 const struct unit_type *atype = unit_type_get(attacker);
78
79 return BV_ISSET(atype->targets, uclass_index(dclass));
80}
81
82/*******************************************************************/
85bool is_unit_reachable_at(const struct unit *defender,
86 const struct unit *attacker,
87 const struct tile *location)
88{
89 if (NULL != tile_city(location)) {
90 return TRUE;
91 }
92
93 if (is_unit_reachable_by_unit(defender, attacker)) {
94 return TRUE;
95 }
96
97 if (tile_has_native_base(location, unit_type_get(defender))) {
98 return TRUE;
99 }
100
101 return FALSE;
102}
103
104/*******************************************************************/
123 const struct action *paction,
124 const struct unit *pdefender,
125 const struct tile *dest_tile)
126{
127 /* 1. Can we attack _anything_ ? */
128 if (paction == NULL) {
129 if (!(utype_can_do_action(unit_type_get(punit), ACTION_ATTACK)
131 ACTION_SUICIDE_ATTACK)
132 /* Needed because ACTION_NUKE_UNITS uses this when evaluating its
133 * hard requirements. */
135 ACTION_NUKE_UNITS))) {
136 return ATT_NON_ATTACK;
137 }
138 } else {
139 if (!utype_can_do_action(unit_type_get(punit), paction->id)) {
140 return ATT_NON_ATTACK;
141 }
142 }
143
144 /* 2. Can't attack with ground unit from ocean, except for marines */
145 if (paction == NULL) {
148 ACTION_ATTACK,
149 USP_NATIVE_TILE, FALSE)
151 ACTION_SUICIDE_ATTACK,
152 USP_NATIVE_TILE, FALSE)) {
153 return ATT_NONNATIVE_SRC;
154 }
155 } else {
158 paction->id,
159 USP_NATIVE_TILE, FALSE)) {
160 return ATT_NONNATIVE_SRC;
161 }
162 }
163
164 /* 3. Most units can not attack non-native terrain.
165 * Most ships can attack land tiles (shore bombardment) */
166 if (!is_native_tile(unit_type_get(punit), dest_tile)
168 return ATT_NONNATIVE_DST;
169 }
170
171 /* 4. Only fighters can attack planes, except in city or airbase attacks */
172 if (!is_unit_reachable_at(pdefender, punit, dest_tile)) {
173 return ATT_UNREACHABLE;
174 }
175
176 /* Unreachability check must remain the last check, as callers interpret
177 * ATT_UNREACHABLE as "ATT_OK except that unreachable." */
178
179 return ATT_OK;
180}
181
182/*******************************************************************/
187static enum unit_attack_result
189 const struct action *paction,
190 const struct tile *ptile)
191{
192 bool any_reachable_unit = FALSE;
193 bool any_neverprotect_unit = FALSE;
194
195 unit_list_iterate(ptile->units, aunit) {
196 /* HACK: we don't count transported units here. This prevents some
197 * bugs like a submarine carrying a cruise missile being invulnerable
198 * to other sea units. However from a gameplay perspective it's a hack,
199 * since players can load and unload their units manually to protect
200 * their transporters. */
201 if (!unit_transported(aunit)) {
202 enum unit_attack_result result;
203
204 result = unit_attack_unit_at_tile_result(punit, paction,
205 aunit, ptile);
206 if (result == ATT_UNREACHABLE
207 && unit_has_type_flag(aunit, UTYF_NEVER_PROTECTS)) {
208 /* Doesn't prevent us from attacking other units on the tile */
209 any_neverprotect_unit = TRUE;
210 continue;
211 } else if (result != ATT_OK) {
212 return result;
213 }
214 any_reachable_unit = TRUE;
215 }
217
218 /* If there are only unreachable, UTYF_NEVER_PROTECTS units, we still have
219 * to return ATT_UNREACHABLE. */
220 return (any_reachable_unit || !any_neverprotect_unit) ? ATT_OK : ATT_UNREACHABLE;
221}
222
223/*******************************************************************/
228static enum unit_attack_result
230 const struct action *paction,
231 const struct tile *ptile)
232{
233 enum unit_attack_result result = ATT_OK;
234
235 unit_list_iterate(ptile->units, aunit) {
236 /* HACK: we don't count transported units here. This prevents some
237 * bugs like a cargoplane carrying a land unit being vulnerable. */
238 if (!unit_transported(aunit)) {
239 result = unit_attack_unit_at_tile_result(punit, paction,
240 aunit, ptile);
241 if (result == ATT_OK) {
242 return result;
243 }
244 }
246
247 /* That's result from check against last unit on tile, not first.
248 * Shouldn't matter. */
249 return result;
250}
251
252/*******************************************************************/
257 const struct action *paction,
258 const struct tile *ptile)
259{
261 return unit_attack_all_at_tile_result(punit, paction, ptile);
262 } else {
263 return unit_attack_any_at_tile_result(punit, paction, ptile);
264 }
265}
266
267/*******************************************************************/
271bool can_unit_attack_tile(const struct unit *punit,
272 const struct action *paction,
273 const struct tile *dest_tile)
274{
275 return (can_player_attack_tile(unit_owner(punit), dest_tile)
276 && (unit_attack_units_at_tile_result(punit, paction, dest_tile)
277 == ATT_OK));
278}
279
280/*******************************************************************/
292double win_chance(int as, int ahp, int afp, int ds, int dhp, int dfp)
293{
294 /* number of rounds a unit can fight without dying */
295 int att_N_lose = (ahp + dfp - 1) / dfp;
296 int def_N_lose = (dhp + afp - 1) / afp;
297 /* Probability of losing one round */
298 double att_P_lose1 = (as + ds == 0) ? 0.5 : (double) ds / (as + ds);
299 double def_P_lose1 = 1 - att_P_lose1;
300
301 /*
302 This calculates
303
304 binomial_coeff(def_N_lose-1 + lr, lr)
305 * def_P_lose1^(def_N_lose-1)
306 * att_P_lose1^(lr)
307 * def_P_lose1
308
309 for each possible number of rounds lost (rl) by the winning unit.
310 rl is of course less than the number of rounds the winning unit
311 should lose to lose all it's hit points.
312 The probabilities are then summed.
313
314 To see this is correct consider the set of series for all valid fights.
315 These series are the type (win, lose, lose...). The possible lengths are
316 def_N_lose to def_N_lose+att_N_lose-1. A series is not valid unless it
317 contains def_N_lose wins, and one of the wins must be the last one, or
318 the series would be equivalent the a shorter series (the attacker would
319 have won one or more fights previously).
320 So since the last fight is a win we disregard it while calculating. Now
321 a series contains def_N_lose-1 wins. So for each possible length of a
322 series we find the probability of every valid series and then sum.
323 For a specific length (a "lr") every series have the probability
324 def_P_lose1^(def_N_lose-1) * att_P_lose1^(lr)
325 and then getting from that to the real series requires a win, ie factor
326 def_N_lose. The number of series with length (def_N_lose-1 + lr) and
327 "lr" lost fights is
328 binomial_coeff(def_N_lose-1 + lr, lr)
329 And by multiplying we get the formula on the top of this code block.
330 Adding the cumulative probability for each valid length then gives the
331 total probability.
332
333 We clearly have all valid series this way. To see that we have counted
334 none twice note that would require a series with a smaller series inbedded.
335 But since the smaller series already included def_N_lose wins, and the
336 larger series ends with a win, it would have too many wins and therefore
337 cannot exist.
338
339 In practice each binomial coefficient for a series length can be calculated
340 from the previous. In the coefficient (n, k) n is increased and k is
341 unchanged.
342 The "* def_P_lose1" is multiplied on the sum afterwards.
343
344 (lots of talk for so little code)
345 */
346
347 double binom_save = pow(def_P_lose1, (double)(def_N_lose - 1));
348 double accum_prob = binom_save; /* lr = 0 */
349
350 int lr; /* the number of Lost Rounds by the attacker */
351 for (lr = 1; lr < att_N_lose; lr++) {
352 /* update the coefficient */
353 int n = lr + def_N_lose - 1;
354 binom_save *= n;
355 binom_save /= lr;
356 binom_save *= att_P_lose1;
357 /* use it for this lr */
358 accum_prob += binom_save;
359 }
360 /* Every element of the sum needs a factor for the very last fight round */
361 accum_prob *= def_P_lose1;
362
363 return accum_prob;
364}
365
366/*******************************************************************/
369void get_modified_firepower(const struct civ_map *nmap,
370 const struct unit *attacker,
371 const struct unit *defender,
372 int *att_fp, int *def_fp)
373{
374 struct city *pcity = tile_city(unit_tile(defender));
375 const struct unit_type *att_type;
376 const struct unit_type *def_type;
377 struct tile *att_tile;
378
379 att_type = unit_type_get(attacker);
380 def_type = unit_type_get(defender);
381
382 *att_fp = att_type->firepower;
383 *def_fp = def_type->firepower;
384
385 /* Check CityBuster flag */
386 if (unit_has_type_flag(attacker, UTYF_CITYBUSTER) && pcity) {
387 *att_fp *= 2;
388 }
389
390 /*
391 * UTYF_BADWALLATTACKER reduces the firepower of the attacking unit to
392 * badwallattacker firepower if an EFT_DEFEND_BONUS applies
393 * (such as a land unit attacking a city with city walls).
394 */
395 if (unit_has_type_flag(attacker, UTYF_BADWALLATTACKER)
396 && get_unittype_bonus(unit_owner(defender), unit_tile(defender),
397 att_type, NULL,
398 EFT_DEFEND_BONUS) > 0) {
399 *att_fp = MIN(*att_fp, game.info.low_firepower_badwallattacker);
400 }
401
402 /* pearl harbour - defender's firepower is reduced,
403 * attacker's is multiplied by two */
404 if (unit_has_type_flag(defender, UTYF_BADCITYDEFENDER)
405 && tile_city(unit_tile(defender))) {
406 *att_fp *= 2;
407 *def_fp = MIN(*def_fp, game.info.low_firepower_pearl_harbour);
408 }
409
410 /*
411 * When attacked by fighters, helicopters have their firepower
412 * reduced to low firepower bonus.
413 */
414 if (combat_bonus_against(att_type->bonuses, def_type,
415 CBONUS_LOW_FIREPOWER)) {
416 *def_fp = MIN(*def_fp, game.info.low_firepower_combat_bonus);
417 }
418
419 att_tile = unit_tile(attacker);
420
421 /* In land bombardment both units have their firepower reduced.
422 * Land bombardment is always towards tile not native for attacker.
423 * It's initiated either from a tile not native to defender (Ocean for Land unit)
424 * or from a tile where attacker is despite non-native terrain (city, transport) */
425 if (utype_has_class_flag(def_type, UCF_NONNAT_BOMBARD_TGT)
426 && !is_native_tile(att_type, unit_tile(defender))
427 && (!can_exist_at_tile(nmap, def_type, att_tile)
428 || !is_native_tile(att_type, att_tile))) {
429 *att_fp = MIN(*att_fp, game.info.low_firepower_nonnat_bombard);
430 *def_fp = MIN(*def_fp, game.info.low_firepower_nonnat_bombard);
431 }
432}
433
434/*******************************************************************/
438double unit_win_chance(const struct civ_map *nmap,
439 const struct unit *attacker,
440 const struct unit *defender)
441{
442 int def_power = get_total_defense_power(attacker, defender);
443 int att_power = get_total_attack_power(attacker, defender);
444 double chance;
445 int def_fp, att_fp;
446
447 get_modified_firepower(nmap, attacker, defender, &att_fp, &def_fp);
448
449 chance = win_chance(att_power, attacker->hp, att_fp,
450 def_power, defender->hp, def_fp);
451
452 return chance;
453}
454
455/*******************************************************************/
460struct city *sdi_try_defend(const struct civ_map *nmap,
461 const struct player *owner,
462 const struct tile *ptile)
463{
464 square_iterate(nmap, ptile, 2, ptile1) {
465 struct city *pcity = tile_city(ptile1);
466
467 if (pcity
468 && fc_rand(100)
470 &(const struct req_context) {
471 .player = city_owner(pcity),
472 .city = pcity,
473 .tile = ptile,
474 },
475 owner, EFT_NUKE_PROOF)) {
476 return pcity;
477 }
479
480 return NULL;
481}
482
483/*******************************************************************/
486bool is_tired_attack(int moves_left)
487{
488 return game.info.tired_attack && moves_left < SINGLE_MOVE;
489}
490
491/*******************************************************************/
499
500/*******************************************************************/
504int base_get_attack_power(const struct unit_type *punittype,
505 int veteran, int moves_left)
506{
507 int power;
508 const struct veteran_level *vlevel;
509
510 fc_assert_ret_val(punittype != NULL, 0);
511
512 vlevel = utype_veteran_level(punittype, veteran);
513 fc_assert_ret_val(vlevel != NULL, 0);
514
515 power = punittype->attack_strength * POWER_FACTOR
516 * vlevel->power_fact / 100;
517
518 if (is_tired_attack(moves_left)) {
519 power = (power * moves_left) / SINGLE_MOVE;
520 }
521
522 return power;
523}
524
525/*******************************************************************/
529{
530 const struct veteran_level *vlevel;
531 const struct unit_type *ptype;
532
533 fc_assert_ret_val(punit != NULL, 0);
534
535 ptype = unit_type_get(punit);
536 vlevel = utype_veteran_level(ptype, punit->veteran);
537 fc_assert_ret_val(vlevel != NULL, 0);
538
539 return ptype->defense_strength * POWER_FACTOR
540 * vlevel->power_fact / 100;
541}
542
543/*******************************************************************/
548static int get_defense_power(const struct unit *punit)
549{
550 int db, power = base_get_defense_power(punit);
551 struct tile *ptile = unit_tile(punit);
552 struct unit_class *pclass = unit_class_get(punit);
553
554 if (uclass_has_flag(pclass, UCF_TERRAIN_DEFENSE)) {
555 db = 100 + tile_terrain(ptile)->defense_bonus;
556 power = (power * db) / 100;
557 }
558
559 if (!is_native_tile_to_class(pclass, ptile)) {
560 power = power * pclass->non_native_def_pct / 100;
561 }
562
563 return power;
564}
565
566/*******************************************************************/
569int get_total_attack_power(const struct unit *attacker,
570 const struct unit *defender)
571{
572 int mod;
573 int attackpower = get_attack_power(attacker);
574
575 mod = 100 + get_unittype_bonus(unit_owner(attacker), unit_tile(defender),
576 unit_type_get(attacker), NULL,
577 EFT_ATTACK_BONUS);
578
579 return attackpower * mod / 100;
580}
581
582/*******************************************************************/
592static int defense_multiplication(const struct unit_type *att_type,
593 const struct unit *def,
594 const struct player *def_player,
595 const struct tile *ptile,
596 int defensepower)
597{
598 const struct city *pcity = tile_city(ptile);
599 const struct unit_type *def_type = unit_type_get(def);
600
601 fc_assert_ret_val(NULL != def_type, 0);
602
603 if (NULL != att_type) {
604 int scramble_bonus = 0;
605 int defense_divider_pct;
606
607 if (pcity) {
608 scramble_bonus = def_type->cache.scramble_coeff[utype_index(att_type)];
609 }
610
611 if (scramble_bonus) {
612 /* Use type-specific city bonus,
613 * already multiplied on common type-specific bonus */
614 defensepower = defensepower * scramble_bonus / 10000;
615 defensepower = MAX(0, defensepower);
616 } else {
617 /* Use city defense effect */
618 int defense_multiplier_pct = 100
619 + def_type->cache.defense_mp_bonuses_pct[utype_index(att_type)];
620 int mod = 100 + get_unittype_bonus(def_player, ptile,
621 att_type, NULL, EFT_DEFEND_BONUS);
622
623 /* This applies even if pcity is NULL. */
624 defensepower = defensepower * defense_multiplier_pct / 100;
625 defensepower = MAX(0, defensepower * mod / 100);
626 }
627
628 defense_divider_pct = 100 + combat_bonus_against(att_type->bonuses,
629 def_type, CBONUS_DEFENSE_DIVIDER_PCT)
630 + 100 * combat_bonus_against(att_type->bonuses, def_type,
631 CBONUS_DEFENSE_DIVIDER);
632
633 defensepower = defensepower * 100 / defense_divider_pct;
634 }
635
636 defensepower +=
637 defensepower * tile_extras_defense_bonus(ptile, def_type) / 100;
638
639 defensepower = defensepower
640 * (100
642 &(const struct req_context) {
643 .player = unit_owner(def),
644 .city = pcity,
645 .tile = ptile,
646 .unit = def,
647 .unittype = unit_type_get(def),
648 },
649 NULL,
650 EFT_FORTIFY_DEFENSE_BONUS)) / 100;
651
652 return defensepower;
653}
654
655/*******************************************************************/
659int get_virtual_defense_power(const struct civ_map *nmap,
660 const struct unit_type *att_type,
661 const struct unit_type *def_type,
662 struct player *def_player,
663 struct tile *ptile,
664 bool fortified, int veteran)
665{
666 int defensepower = def_type->defense_strength;
667 int db;
668 const struct veteran_level *vlevel;
669 struct unit_class *defclass;
670 struct unit *vdef;
671 int def;
672
673 fc_assert_ret_val(def_type != NULL, 0);
674
675 if (!can_exist_at_tile(nmap, def_type, ptile)) {
676 /* Ground units on ship doesn't defend. */
677 return 0;
678 }
679
680 vlevel = utype_veteran_level(def_type, veteran);
681 fc_assert_ret_val(vlevel != NULL, 0);
682
683 defclass = utype_class(def_type);
684
685 vdef = unit_virtual_create(def_player, NULL, def_type, veteran);
686 unit_tile_set(vdef, ptile);
687 if (fortified) {
688 vdef->activity = ACTIVITY_FORTIFIED;
689 }
690
691 db = POWER_FACTOR;
692 if (uclass_has_flag(defclass, UCF_TERRAIN_DEFENSE)) {
693 db += tile_terrain(ptile)->defense_bonus / (100 / POWER_FACTOR);
694 }
695 defensepower *= db;
696 defensepower *= vlevel->power_fact / 100;
697 if (!is_native_tile_to_class(defclass, ptile)) {
698 defensepower = defensepower * defclass->non_native_def_pct / 100;
699 }
700
701 def = defense_multiplication(att_type, vdef, def_player,
702 ptile, defensepower);
703
705
706 return def;
707}
708
709/*******************************************************************/
714int get_total_defense_power(const struct unit *attacker,
715 const struct unit *defender)
716{
717 return defense_multiplication(unit_type_get(attacker),
718 defender,
719 unit_owner(defender), unit_tile(defender),
720 get_defense_power(defender));
721}
722
723/*******************************************************************/
728int get_fortified_defense_power(const struct unit *attacker,
729 struct unit *defender)
730{
731 const struct unit_type *att_type = NULL;
732 enum unit_activity real_act;
733 int def;
734 const struct unit_type *utype;
735
736 if (attacker != NULL) {
737 att_type = unit_type_get(attacker);
738 }
739
740 real_act = defender->activity;
741
742 utype = unit_type_get(defender);
743 if (utype_can_do_action_result(utype, ACTRES_FORTIFY)) {
744 defender->activity = ACTIVITY_FORTIFIED;
745 }
746
747 def = defense_multiplication(att_type, defender,
748 unit_owner(defender), unit_tile(defender),
749 get_defense_power(defender));
750
751 defender->activity = real_act;
752
753 return def;
754}
755
756/*******************************************************************/
761static int get_defense_rating(const struct civ_map *nmap,
762 const struct unit *attacker,
763 const struct unit *defender)
764{
765 int afp, dfp;
766 int rating = get_total_defense_power(attacker, defender);
767
768 get_modified_firepower(nmap, attacker, defender, &afp, &dfp);
769
770 /* How many rounds the defender will last */
771 rating *= (defender->hp + afp-1)/afp;
772
773 rating *= dfp;
774
775 return rating;
776}
777
778/*******************************************************************/
783struct unit *get_defender(const struct civ_map *nmap,
784 const struct unit *attacker,
785 const struct tile *ptile)
786{
787 struct unit *bestdef = NULL;
788 int bestvalue = -99, best_cost = 0, rating_of_best = 0;
789
790 /* Simply call unit_win_chance() with all the possible defenders in turn, and
791 * take the best one. It currently uses build cost as a tiebreaker in
792 * case 2 units are identical, but this is crude as build cost does not
793 * necessarily have anything to do with the value of a unit. This function
794 * could be improved to take the value of the unit into account. It would
795 * also be nice if the function was a bit more fuzzy about prioritizing,
796 * making it able to fx choose a 1a/9d unit over a 10a/10d unit. It should
797 * also be able to spare units without full hp's to some extent, as these
798 * could be more valuable later. */
799 unit_list_iterate(ptile->units, defender) {
800 /* We used to skip over allied units, but the logic for that is
801 * complicated and is now handled elsewhere. */
802 if (unit_can_defend_here(nmap, defender)
803 && (unit_attack_unit_at_tile_result(attacker, NULL, defender, ptile)
804 == ATT_OK)) {
805 bool change = FALSE;
806 int build_cost = unit_build_shield_cost_base(defender);
807 int defense_rating = get_defense_rating(nmap, attacker, defender);
808 /* This will make units roughly evenly good defenders look alike. */
809 int unit_def
810 = (int) (100000 * (1 - unit_win_chance(nmap, attacker, defender)));
811
812 fc_assert_action(0 <= unit_def, continue);
813
814 if (unit_has_type_flag(defender, UTYF_GAMELOSS)
815 && !is_stack_vulnerable(unit_tile(defender))) {
816 unit_def = -1; /* Then always use leader as last defender. */
817 /* FIXME: Multiple gameloss units with varying defense value
818 * not handled. */
819 }
820
821 if (unit_def > bestvalue) {
822 change = TRUE;
823 } else if (unit_def == bestvalue) {
824 if (build_cost < best_cost) {
825 change = TRUE;
826 } else if (build_cost == best_cost) {
827 if (rating_of_best < defense_rating) {
828 change = TRUE;
829 }
830 }
831 }
832
833 if (change) {
834 bestvalue = unit_def;
835 bestdef = defender;
836 best_cost = build_cost;
837 rating_of_best = defense_rating;
838 }
839 }
841
842 return bestdef;
843}
844
845/*******************************************************************/
851struct unit *get_attacker(const struct civ_map *nmap,
852 const struct unit *defender,
853 const struct tile *ptile)
854{
855 struct unit *bestatt = 0;
856 int bestvalue = -1, unit_a, best_cost = 0;
857
858 unit_list_iterate(ptile->units, attacker) {
859 int build_cost = unit_build_shield_cost_base(attacker);
860
861 if (pplayers_allied(unit_owner(defender), unit_owner(attacker))) {
862 return NULL;
863 }
864 unit_a = (int) (100000 * (unit_win_chance(nmap, attacker, defender)));
865 if (unit_a > bestvalue
866 || (unit_a == bestvalue && build_cost < best_cost)) {
867 bestvalue = unit_a;
868 bestatt = attacker;
869 best_cost = build_cost;
870 }
872
873 return bestatt;
874}
875
876/**********************************************************************/
884struct unit *get_diplomatic_defender(const struct unit *act_unit,
885 const struct unit *pvictim,
886 const struct tile *tgt_tile)
887{
888 fc_assert_ret_val(act_unit, NULL);
889 fc_assert_ret_val(tgt_tile, NULL);
890
891 unit_list_iterate(tgt_tile->units, punit) {
892 if (unit_owner(punit) == unit_owner(act_unit)) {
893 /* I can't confirm if we won't deny that we weren't involved.
894 * (Won't defend against its owner.) */
895 continue;
896 }
897
898 if (punit == pvictim
899 && !unit_has_type_flag(punit, UTYF_SUPERSPY)) {
900 /* The victim unit is defenseless unless it's a SuperSpy.
901 * Rationalization: A regular diplomat don't mind being bribed. A
902 * SuperSpy is high enough up the chain that accepting a bribe is
903 * against their own interests. */
904 continue;
905 }
906
907 if (!(unit_has_type_flag(punit, UTYF_DIPLOMAT)
908 || unit_has_type_flag(punit, UTYF_SUPERSPY))) {
909 /* A UTYF_SUPERSPY unit may not actually be a spy, but a superboss
910 * which we cannot allow puny diplomats from getting the better
911 * of. UTYF_SUPERSPY vs UTYF_SUPERSPY in a diplomatic contest always
912 * kills the attacker. */
913
914 /* The unit can't defend in a diplomatic battle. */
915 continue;
916 }
917
918 /* The first potential defender found is chosen. No priority is given
919 * to the best defender. */
920 return punit;
922
923 /* No diplomatic defender found. */
924 return NULL;
925}
926
927/*******************************************************************/
930bool is_stack_vulnerable(const struct tile *ptile)
931{
932 return (game.info.killstack
933 && !tile_has_extra_flag(ptile, EF_NO_STACK_DEATH)
934 && NULL == tile_city(ptile));
935}
936
937/*******************************************************************/
943int combat_bonus_against(const struct combat_bonus_list *list,
944 const struct unit_type *enemy,
945 enum combat_bonus_type type)
946{
947 int value = 0;
948
950 if (pbonus->type == type && utype_has_flag(enemy, pbonus->flag)) {
951 value += pbonus->value;
952 }
954
955 return value;
956}
957
958/*******************************************************************/
962{
963 const struct unit_type *utype = unit_type_get(punit);
964 int base_bombard_rate = utype->bombard_rate;
965
966 if (game.info.damage_reduces_bombard_rate && base_bombard_rate > 0) {
967 int rate = (base_bombard_rate * punit->hp) / utype->hp;
968
969 return MAX(rate, 1);
970 }
971
972 return base_bombard_rate;
973}
#define n
Definition astring.c:77
#define BV_ISSET(bv, bit)
Definition bitvector.h:78
#define city_owner(_pcity_)
Definition city.h:543
static struct fc_sockaddr_list * list
Definition clinet.c:102
bool is_unit_reachable_at(const struct unit *defender, const struct unit *attacker, const struct tile *location)
Definition combat.c:85
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:930
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:659
static enum unit_attack_result unit_attack_any_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:229
int get_attack_power(const struct unit *punit)
Definition combat.c:494
int unit_bombard_rate(struct unit *punit)
Definition combat.c:961
int combat_bonus_against(const struct combat_bonus_list *list, const struct unit_type *enemy, enum combat_bonus_type type)
Definition combat.c:943
int get_fortified_defense_power(const struct unit *attacker, struct unit *defender)
Definition combat.c:728
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:256
static int get_defense_rating(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender)
Definition combat.c:761
struct unit * get_attacker(const struct civ_map *nmap, const struct unit *defender, const struct tile *ptile)
Definition combat.c:851
int base_get_attack_power(const struct unit_type *punittype, int veteran, int moves_left)
Definition combat.c:504
struct city * sdi_try_defend(const struct civ_map *nmap, const struct player *owner, const struct tile *ptile)
Definition combat.c:460
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:714
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
static enum unit_attack_result unit_attack_all_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:188
static int get_defense_power(const struct unit *punit)
Definition combat.c:548
struct unit * get_diplomatic_defender(const struct unit *act_unit, const struct unit *pvictim, const struct tile *tgt_tile)
Definition combat.c:884
bool is_tired_attack(int moves_left)
Definition combat.c:486
static int defense_multiplication(const struct unit_type *att_type, const struct unit *def, const struct player *def_player, const struct tile *ptile, int defensepower)
Definition combat.c:592
double win_chance(int as, int ahp, int afp, int ds, int dhp, int dfp)
Definition combat.c:292
int get_total_attack_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:569
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender)
Definition combat.c:438
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:271
int base_get_defense_power(const struct unit *punit)
Definition combat.c:528
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile)
Definition combat.c:783
void get_modified_firepower(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, int *att_fp, int *def_fp)
Definition combat.c:369
static bool can_player_attack_tile(const struct player *pplayer, const struct tile *ptile)
Definition combat.c:44
static bool is_unit_reachable_by_unit(const struct unit *defender, const struct unit *attacker)
Definition combat.c:73
#define POWER_FACTOR
Definition combat.h:32
unit_attack_result
Definition combat.h:34
@ ATT_NONNATIVE_DST
Definition combat.h:39
@ ATT_OK
Definition combat.h:35
@ ATT_NON_ATTACK
Definition combat.h:36
@ ATT_UNREACHABLE
Definition combat.h:37
@ ATT_NONNATIVE_SRC
Definition combat.h:38
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:73
int get_target_bonus_effects(struct effect_list *plist, const struct req_context *context, const struct player *other_player, enum effect_type effect_type)
Definition effects.c:691
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:957
struct civ_game game
Definition game.c:57
struct city * owner
Definition citydlg.c:219
GType type
Definition repodlgs.c:1312
#define fc_assert_ret_val(condition, val)
Definition log.h:194
#define fc_assert_action(condition, action)
Definition log.h:187
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:385
#define square_iterate_end
Definition map.h:388
bool can_exist_at_tile(const struct civ_map *nmap, const struct unit_type *utype, const struct tile *ptile)
Definition movement.c:275
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:316
bool unit_can_defend_here(const struct civ_map *nmap, const struct unit *punit)
Definition movement.c:175
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:202
#define SINGLE_MOVE
Definition movement.h:24
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:80
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1364
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1381
#define fc_rand(_size)
Definition rand.h:34
#define MIN(x, y)
Definition shared.h:55
#define MAX(x, y)
Definition shared.h:54
action_id id
Definition actions.h:380
Definition city.h:309
struct tile * tile
Definition city.h:311
struct packet_game_info info
Definition game.h:89
bool damage_reduces_bombard_rate
int low_firepower_pearl_harbour
int low_firepower_nonnat_bombard
int low_firepower_combat_bonus
int low_firepower_badwallattacker
Definition tile.h:49
struct unit_list * units
Definition tile.h:57
int non_native_def_pct
Definition unittype.h:143
int defense_strength
Definition unittype.h:496
int firepower
Definition unittype.h:506
struct veteran_system * veteran
Definition unittype.h:525
bv_unit_classes targets
Definition unittype.h:542
int bombard_rate
Definition unittype.h:528
int scramble_coeff[U_LAST]
Definition unittype.h:564
struct unit_type::@88 cache
int attack_strength
Definition unittype.h:495
int defense_mp_bonuses_pct[U_LAST]
Definition unittype.h:563
struct combat_bonus_list * bonuses
Definition unittype.h:507
Definition unit.h:138
enum unit_activity activity
Definition unit.h:157
int moves_left
Definition unit.h:150
int hp
Definition unit.h:151
int veteran
Definition unit.h:152
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool tile_has_extra_flag(const struct tile *ptile, enum extra_flag_id flag)
Definition tile.c:871
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:227
bool tile_has_native_base(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:318
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_terrain(_tile)
Definition tile.h:109
struct unit * unit_virtual_create(struct player *pplayer, struct city *pcity, const struct unit_type *punittype, int veteran_level)
Definition unit.c:1617
void unit_virtual_destroy(struct unit *punit)
Definition unit.c:1713
void unit_tile_set(struct unit *punit, struct tile *ptile)
Definition unit.c:1281
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2409
#define unit_tile(_pu)
Definition unit.h:395
#define unit_owner(_pu)
Definition unit.h:394
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_end
Definition unitlist.h:33
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
bool utype_has_class_flag(const struct unit_type *ptype, enum unit_class_flag_id flag)
Definition unittype.c:1709
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1536
bool utype_can_do_act_when_ustate(const struct unit_type *punit_type, const action_id act_id, const enum ustate_prop prop, const bool is_there)
Definition unittype.c:1007
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2547
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:459
const struct veteran_level * utype_veteran_level(const struct unit_type *punittype, int level)
Definition unittype.c:2645
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:184
Unit_type_id utype_index(const struct unit_type *punittype)
Definition unittype.c:91
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:443
static bool uclass_has_flag(const struct unit_class *punitclass, enum unit_class_flag_id flag)
Definition unittype.h:753
#define utype_class(_t_)
Definition unittype.h:736
#define combat_bonus_list_iterate_end
Definition unittype.h:463
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:461
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:604
#define uclass_index(_c_)
Definition unittype.h:729