Freeciv-3.1
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Functions | |
void | set_ai_level_directer (struct player *pplayer, enum ai_level level) |
char * | ai_level_help (const char *cmdname) |
bool | ai_fuzzy (const struct player *pplayer, bool normal_decision) |
Return the value normal_decision (a boolean), except if the AI is fuzzy, then sometimes flip the value. The intention of this is that instead of if (condition) { action } you can use if (ai_fuzzy(pplayer, condition)) { action } to sometimes flip a decision, to simulate an AI with some confusion, indecisiveness, forgetfulness etc. In practice its often safer to use if (condition && ai_fuzzy(pplayer, TRUE)) { action } for an action which only makes sense if condition holds, but which a fuzzy AI can safely "forget". Note that for a non-fuzzy AI, or for a human player being helped by the AI (eg, autosettlers), you can ignore the "ai_fuzzy(pplayer," part, and read the previous example as: if (condition && TRUE) { action } –dwp
Definition at line 339 of file difficulty.c.
Referenced by dai_spend_gold(), find_something_to_kill(), is_my_turn(), look_for_charge(), and military_advisor_choose_build().
char * ai_level_help | ( | const char * | cmdname | ) |
Helper function for skill level command help. 'cmdname' is a server command name. Caller must free returned string.
Definition at line 239 of file difficulty.c.
void set_ai_level_directer | ( | struct player * | pplayer, |
enum ai_level | level | ||
) |
Set an AI level and related quantities, with no feedback.
Definition at line 39 of file difficulty.c.
Referenced by aifill(), create_animals(), create_barbarian_player(), create_command_newcomer(), create_command_pregame(), player_set_to_ai_mode(), set_ai_level(), set_ai_level_direct(), sg_load_player_main(), and sg_load_player_main().