Freeciv-3.2
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daiunit.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#include <math.h>
19
20/* utility */
21#include "bitvector.h"
22#include "log.h"
23#include "mem.h"
24#include "nation.h"
25#include "rand.h"
26#include "registry.h"
27#include "shared.h"
28#include "timing.h"
29
30/* common */
31#include "city.h"
32#include "combat.h"
33#include "game.h"
34#include "government.h"
35#include "map.h"
36#include "movement.h"
37#include "packets.h"
38#include "specialist.h"
39#include "traderoutes.h"
40#include "unit.h"
41#include "unitlist.h"
42
43/* common/aicore */
44#include "caravan.h"
45#include "pf_tools.h"
46
47/* server */
48#include "barbarian.h"
49#include "citytools.h"
50#include "cityturn.h"
51#include "diplomats.h"
52#include "maphand.h"
53#include "srv_log.h"
54#include "unithand.h"
55#include "unittools.h"
56
57/* server/advisors */
58#include "advbuilding.h"
59#include "advgoto.h"
60#include "advtools.h"
61#include "autoexplorer.h"
62#include "autosettlers.h"
63
64/* ai */
65#include "difficulty.h"
66#include "handicaps.h"
67
68/* ai/default */
69#include "aiair.h"
70#include "aidiplomat.h"
71#include "aiferry.h"
72#include "aiguard.h"
73#include "aihand.h"
74#include "aihunt.h"
75#include "aiparatrooper.h"
76#include "aitools.h"
77#include "daicity.h"
78#include "daidata.h"
79#include "daieffects.h"
80#include "dailog.h"
81#include "daimilitary.h"
82#include "daiplayer.h"
83
84#include "daiunit.h"
85
86
87#define LOGLEVEL_RECOVERY LOG_DEBUG
88#define LOG_CARAVAN LOG_DEBUG
89#define LOG_CARAVAN2 LOG_DEBUG
90#define LOG_CARAVAN3 LOG_DEBUG
91
92static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
93static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
94 struct unit *punit);
95static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
96 struct unit *punit);
97static void dai_manage_barbarian_leader(struct ai_type *ait,
98 struct player *pplayer,
99 struct unit *leader);
100
101static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
102 struct player *pplayer, struct unit *punit);
103static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
104 struct unit *punit);
105static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
106 struct unit *punit);
107
108static bool unit_role_defender(const struct unit_type *punittype);
109static int unit_def_rating_squared(const struct unit *punit,
110 const struct unit *pdef);
111
112/*
113 * Cached values. Updated by update_simple_ai_types.
114 *
115 * This a hack to enable emulation of old loops previously hardwired
116 * as
117 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
118 *
119 * (Could probably just adjust the loops themselves fairly simply,
120 * but this is safer for regression testing.)
121 *
122 * Not dealing with planes yet.
123 *
124 * Terminated by NULL.
125 */
127
128/**********************************************************************/
138static struct city *find_neediest_airlift_city(struct ai_type *ait,
139 const struct player *pplayer)
140{
141 struct city *neediest_city = NULL;
142 int most_danger = 0;
143 int most_urgent = 0;
144
145 city_list_iterate(pplayer->cities, pcity) {
146 struct ai_city *city_data = def_ai_city_data(pcity, ait);
147
148 if (pcity->airlift) {
149 if (city_data->urgency > most_urgent) {
150 most_urgent = city_data->urgency;
151 neediest_city = pcity;
152 } else if (0 == most_urgent /* urgency trumps danger */
153 && city_data->danger > most_danger) {
154 most_danger = city_data->danger;
155 neediest_city = pcity;
156 }
157 }
159
160 return neediest_city;
161}
162
163/**********************************************************************/
169static void dai_airlift(struct ai_type *ait, struct player *pplayer)
170{
171 struct city *most_needed;
172 int comparison;
173 struct unit *transported;
174 const struct civ_map *nmap = &(wld.map);
175
176 do {
178 comparison = 0;
179 transported = NULL;
180
181 if (!most_needed) {
182 return;
183 }
184
185 unit_list_iterate(pplayer->units, punit) {
186 struct tile *ptile = (unit_tile(punit));
187 struct city *pcity = tile_city(ptile);
188
189 if (pcity) {
190 struct ai_city *city_data = def_ai_city_data(pcity, ait);
191 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
192 const struct unit_type *ptype = unit_type_get(punit);
193
194 if (city_data->urgency == 0
197 && DEFENSE_POWER(ptype) > 2
198 && (unit_data->task == AIUNIT_NONE
199 || unit_data->task == AIUNIT_DEFEND_HOME)
200 && IS_ATTACKER(ptype)) {
201 comparison = city_data->danger;
202 transported = punit;
203 }
204 }
206 if (!transported) {
207 return;
208 }
209 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
211 unit_do_action(pplayer, transported->id, most_needed->id,
212 0, "", ACTION_AIRLIFT);
213 } while (TRUE);
214}
215
216/**********************************************************************/
222static bool has_defense(struct city *pcity)
223{
224 struct tile *ptile = city_tile(pcity);
225
226 unit_list_iterate(ptile->units, punit) {
228 && punit->hp != 0) {
230
231 if (pclass->non_native_def_pct > 0
232 || is_native_tile_to_class(pclass, ptile)) {
233 return TRUE;
234 }
235 }
236 }
238
239 return FALSE;
240}
241
242/**********************************************************************/
251{
252 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
253 (punittype->attack_strength + punittype->defense_strength);
254}
255
256/**********************************************************************/
259static int unit_att_rating_now(const struct unit *punit)
260{
263}
264
265/**********************************************************************/
268static int unit_att_rating_squared(const struct unit *punit)
269{
270 int v = adv_unit_att_rating(punit);
271
272 return v * v;
273}
274
275/**********************************************************************/
278static int unit_def_rating(const struct unit *attacker,
279 const struct unit *defender)
280{
281 const struct unit_type *def_type = unit_type_get(defender);
282
283 return (get_total_defense_power(attacker, defender)
284 * (attacker->id != 0 ? defender->hp : def_type->hp)
285 * def_type->firepower / POWER_DIVIDER);
286}
287
288/**********************************************************************/
291static int unit_def_rating_squared(const struct unit *attacker,
292 const struct unit *defender)
293{
294 int v = unit_def_rating(attacker, defender);
295
296 return v * v;
297}
298
299/**********************************************************************/
305 const struct unit_type *def_type,
306 struct player *def_player,
307 struct tile *ptile, bool fortified,
308 int veteran)
309{
310 struct civ_map *nmap = &(wld.map);
312 ptile, fortified, veteran)
313 * def_type->hp * def_type->firepower / POWER_DIVIDER;
314
315 return v * v;
316}
317
318/**********************************************************************/
343 int victim_count)
344{
346
347 /* attractiveness danger */
350
351 return desire;
352}
353
354/**********************************************************************/
366static int avg_benefit(int benefit, int loss, double chance)
367{
368 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
369}
370
371/**********************************************************************/
376 struct tile *ptile0,
377 int *value, int *cost)
378{
379 *cost = 0;
380 *value = 0;
381 square_iterate(&(wld.map), ptile0, 1, ptile) {
382 unit_list_iterate(ptile->units, aunit) {
383 if (aunit != punit
385 int val = adv_unit_att_rating(aunit);
386
387 if (val != 0) {
388 *value += val;
390 }
391 }
394}
395
396/**********************************************************************/
400static bool is_my_turn(struct unit *punit, struct unit *pdef)
401{
402 int val = unit_att_rating_now(punit);
403 int cur, d;
404 const struct unit_type *def_type = unit_type_get(pdef);
405 struct tile *def_tile = unit_tile(pdef);
406 struct civ_map *nmap = &(wld.map);
407
409
410 square_iterate(nmap, def_tile, 1, ptile) {
411 unit_list_iterate(ptile->units, aunit) {
412 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
413 continue;
414 }
416 != ATT_OK)
418 pdef, def_tile)
419 != ATT_OK)) {
420 continue;
421 }
424 FALSE, 0);
425 if (d == 0) {
426 return TRUE; /* Thanks, Markus -- Syela */
427 }
431 FALSE, 0) / d;
432 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
433 return FALSE;
434 }
437
438 return TRUE;
439}
440
441/**********************************************************************/
446 struct unit *punit,
447 struct tile *ptile)
448{
449 enum gen_action selected;
450
452 punit, ptile))
453 == ACTION_NONE
455 punit, ptile))
456 == ACTION_NONE) {
457 return ACTION_NONE;
458 }
459
460 return selected;
461}
462
463/**********************************************************************/
479static int dai_rampage_want(struct unit *punit, struct tile *ptile)
480{
481 struct player *pplayer = unit_owner(punit);
482 struct unit *pdef;
483 struct civ_map *nmap = &(wld.map);
484
486
487 if (can_unit_attack_tile(punit, NULL, ptile)
488 && (pdef = get_defender(nmap, punit, ptile, NULL))
489 /* Action enablers might prevent attacking */
491 /* See description of kill_desire() about these variables. */
495
496 attack *= attack;
497
498 /* If the victim is in the city/fortress, we correct the benefit
499 * with our health because there could be reprisal attacks. We
500 * shouldn't send already injured units to useless suicide.
501 * Note that we do not specially encourage attacks against
502 * cities: rampage is a hit-n-run operation. */
503 if (!is_stack_vulnerable(ptile)
504 && unit_list_size(ptile->units) > 1) {
506 }
507
508 /* If we have non-zero attack rating... */
509 if (attack > 0 && is_my_turn(punit, pdef)) {
512
513 /* No need to amortize, our operation takes one turn. */
514 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
515 desire,
518
519 return MAX(0, desire);
520 }
521 } else if (0 == unit_list_size(ptile->units)) {
522 /* No defender. */
523 struct city *pcity = tile_city(ptile);
524
525 /* ...and free foreign city waiting for us. Who would resist! */
526 if (NULL != pcity
527 && pplayers_at_war(pplayer, city_owner(pcity))
530 }
531
532 /* ...or tiny pleasant hut here! */
533 /* FIXME: unhardcode and variate the desire to enter a hut. */
534 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
535 && is_native_tile(unit_type_get(punit), ptile)) {
536 return -RAMPAGE_HUT_OR_BETTER;
537 }
538 }
539
540 return 0;
541}
542
543/**********************************************************************/
546static struct pf_path *find_rampage_target(struct unit *punit,
547 int thresh_adj, int thresh_move)
548{
549 struct pf_map *tgt_map;
550 struct pf_path *path = NULL;
551 struct pf_parameter parameter;
552 /* Coordinates of the best target (initialize to silence compiler) */
553 struct tile *ptile = unit_tile(punit);
554 /* Want of the best target */
555 int max_want = 0;
556 struct player *pplayer = unit_owner(punit);
557 const struct civ_map *nmap = &(wld.map);
558
560 parameter.omniscience = !has_handicap(pplayer, H_MAP);
561 /* When trying to find rampage targets we ignore risks such as
562 * enemy units because we are looking for trouble!
563 * Hence no call ai_avoid_risks()
564 */
565
566 tgt_map = pf_map_new(&parameter);
568 int want;
569 bool move_needed;
570 int thresh;
571
572 if (move_cost > punit->moves_left) {
573 /* This is too far */
574 break;
575 }
576
577 if (has_handicap(pplayer, H_TARGETS)
578 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
579 /* The target is under fog of war */
580 continue;
581 }
582
584
585 /* Negative want means move needed even though the tiles are adjacent */
587 || want < 0);
588 /* Select the relevant threshold */
590 want = (want < 0 ? -want : want);
591
592 if (want > max_want && want > thresh) {
593 /* The new want exceeds both the previous maximum
594 * and the relevant threshold, so it's worth recording */
595 max_want = want;
596 ptile = iter_tile;
597 }
599
600 if (max_want > 0) {
601 /* We found something */
602 path = pf_map_path(tgt_map, ptile);
603 fc_assert(path != NULL);
604 }
605
607
608 return path;
609}
610
611/**********************************************************************/
626 int thresh_move)
627{
628 int count = punit->moves_left + 1; /* break any infinite loops */
629 struct pf_path *path = NULL;
630
633
635 /* This teaches the AI about the dangers inherent in occupychance. */
637
638 while (count-- > 0 && punit->moves_left > 0
640 if (!adv_unit_execute_path(punit, path)) {
641 /* Died */
642 count = -1;
643 }
644 pf_path_destroy(path);
645 path = NULL;
646 }
647
648 fc_assert(NULL == path);
649
651 return (count >= 0);
652}
653
654/**********************************************************************/
658static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
659 struct unit *punit)
660{
661 struct unit *aunit = aiguard_charge_unit(ait, punit);
662 struct city *acity = aiguard_charge_city(ait, punit);
663 struct tile *ptile;
664
666 CHECK_GUARD(ait, punit);
667
668 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
669 /* protect a unit */
670 if (aunit->goto_tile != NULL) {
671 /* Our charge is going somewhere: maybe we should meet them there */
672 /* FIXME: This probably isn't the best algorithm for this. */
674 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
675 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
676
677 if (me2goal < me2them
681 ptile = aunit->goto_tile;
682 } else {
683 ptile = unit_tile(aunit);
684 }
685 } else {
686 ptile = unit_tile(aunit);
687 }
688 } else if (acity && city_owner(acity) == unit_owner(punit)) {
689 /* protect a city */
690 ptile = acity->tile;
691 } else {
692 /* should be impossible */
693 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
695 return;
696 }
697
698 if (same_pos(unit_tile(punit), ptile)) {
699 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
700 } else {
701 if (goto_is_sane(punit, ptile)) {
702 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
703 if (!dai_gothere(ait, pplayer, punit, ptile)) {
704 /* We died */
705 return;
706 }
707 } else {
708 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
710 }
711 }
712 /* We might have stopped because of an enemy nearby.
713 * Perhaps we can kill it.*/
716 && same_pos(unit_tile(punit), ptile)) {
717 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
718 }
719}
720
721/**********************************************************************/
724static bool unit_role_defender(const struct unit_type *punittype)
725{
727}
728
729/**********************************************************************/
739adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
740 struct player *pplayer, struct unit *punit,
741 struct unit **aunit, struct city **acity)
742{
743 struct pf_parameter parameter;
744 struct pf_map *pfm;
745 struct city *pcity;
746 struct ai_city *data, *best_data = NULL;
748 int def, best_def = -1;
749 /* Arbitrary: 3 turns. */
750 const int max_move_cost = 3 * unit_move_rate(punit);
751
752 *aunit = NULL;
753 *acity = NULL;
754
755 if (0 == toughness) {
756 /* useless */
757 return 0;
758 }
759
760 pft_fill_unit_parameter(&parameter, nmap, punit);
761 parameter.omniscience = !has_handicap(pplayer, H_MAP);
762 pfm = pf_map_new(&parameter);
763
764 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
765 if (move_cost > max_move_cost) {
766 /* Consider too far. */
767 break;
768 }
769
770 pcity = tile_city(ptile);
771
772 /* Consider unit bodyguard. */
773 unit_list_iterate(ptile->units, buddy) {
774 const struct unit_type *ptype = unit_type_get(punit);
775 const struct unit_type *buddy_type = unit_type_get(buddy);
776
777 /* TODO: allied unit bodyguard? */
779 || unit_owner(buddy) != pplayer
780 || !aiguard_wanted(ait, buddy)
786
787 continue;
788 }
789
791 if (0 >= def) {
792 continue;
793 }
794
796 /* Reduce want based on move cost. We can't do this for
797 * transports since they move around all the time, leading
798 * to hilarious flip-flops. */
799 def >>= move_cost / (2 * unit_move_rate(punit));
800 }
801 if (def > best_def) {
802 *aunit = buddy;
803 *acity = NULL;
804 best_def = def;
805 }
807
808 /* City bodyguard. TODO: allied city bodyguard? */
809 if (ai_fuzzy(pplayer, TRUE)
810 && NULL != pcity
811 && city_owner(pcity) == pplayer
812 && (data = def_ai_city_data(pcity, ait))
813 && 0 < data->urgency) {
814 if (NULL != best_data
815 && (0 < best_data->grave_danger
816 || best_data->urgency > data->urgency
817 || ((best_data->danger > data->danger
818 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
819 && 0 == data->grave_danger))) {
820 /* Chances are we'll be between cities when we are needed the most!
821 * Resuming pf_map_move_costs_iterate()... */
822 continue;
823 }
824 def = (data->danger - assess_defense_quadratic(ait, pcity));
825 if (def <= 0) {
826 continue;
827 }
828 /* Reduce want based on move cost. */
829 def >>= move_cost / (2 * unit_move_rate(punit));
830 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
831 *acity = pcity;
832 *aunit = NULL;
833 best_def = def;
834 best_data = data;
835 }
836 }
838
840
841 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
844 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
846 : (NULL != *aunit ?
849 : (NULL != *aunit ?
851
852 return ((best_def * 100) / toughness);
853}
854
855/**********************************************************************/
859 const struct unit_type *followee,
860 struct ai_type *ait)
861{
862 struct unit_type_ai *utai = utype_ai_data(follower, ait);
863
864 unit_type_list_iterate(utai->potential_charges, pcharge) {
865 if (pcharge == followee) {
866 return TRUE;
867 }
869
870 return FALSE;
871}
872
873/**********************************************************************/
876static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
877 struct player *pplayer, struct unit *punit)
878{
879 const struct unit_type *punittype = unit_type_get(punit);
880 struct unit_ai *unit_data;
881
883
884 /* Keep barbarians aggressive and primitive */
885 if (is_barbarian(pplayer)) {
887 && is_land_barbarian(pplayer)) {
888 /* Land barbarians pillage */
890 }
892
893 return;
894 }
895
897
898 /* If I am a bodyguard, check whether I can do my job. */
899 if (unit_data->task == AIUNIT_ESCORT
900 || unit_data->task == AIUNIT_DEFEND_HOME) {
902 }
903
904 if (aiguard_has_charge(ait, punit)
905 && unit_data->task == AIUNIT_ESCORT) {
906 struct unit *aunit = aiguard_charge_unit(ait, punit);
907 struct city *acity = aiguard_charge_city(ait, punit);
908 struct ai_city *city_data = NULL;
909
910 if (acity != NULL) {
912 }
913
914 /* Check if the city we are on our way to rescue is still in danger,
915 * or the unit we should protect is still alive... */
916 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
919 && city_data->urgency != 0
920 && city_data->danger > assess_defense_quadratic(ait, acity))) {
921 return; /* Yep! */
922 } else {
923 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
924 }
925 }
926
927 /* Is the unit badly damaged? */
928 if ((unit_data->task == AIUNIT_RECOVER
929 && punit->hp < punittype->hp)
930 || punit->hp < punittype->hp * 0.25) { /* WAG */
931 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
933 return;
934 }
935
938 /* This is a defending unit that doesn't need to stay put.
939 * It needs to defend something, but not necessarily where it's at.
940 * Therefore, it will consider becoming a bodyguard. -- Syela */
941 struct city *acity;
942 struct unit *aunit;
943
944 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
945 if (acity) {
948 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
949 } else if (aunit) {
952 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
953 }
954 }
956}
957
958/**********************************************************************/
967static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
968 struct unit *punit)
969{
970 struct city *pcity = aiguard_charge_city(ait, punit);
971
973
974 if (!pcity || city_owner(pcity) != pplayer) {
975 pcity = tile_city(unit_tile(punit));
976 /* Do not stay defending an allied city forever */
978 }
979
980 if (!pcity) {
981 /* Try to find a place to rest. Sitting duck out in the wilderness
982 * is generally a bad idea, since we protect no cities that way, and
983 * it looks silly. */
984 pcity = find_closest_city(unit_tile(punit), NULL, pplayer,
987 }
988
989 if (!pcity) {
991 }
992
995 /* ... we survived */
996 if (pcity) {
997 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
998 if (same_pos(unit_tile(punit), pcity->tile)) {
999 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1001 } else {
1002 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1003 }
1004 } else {
1005 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1006 }
1007 }
1008}
1009
1010/**********************************************************************/
1014 const struct unit_type *utype,
1015 int which)
1016{
1017 int attacks;
1018
1019 if (utype_action_takes_all_mp(utype,
1021 attacks = 1;
1022 } else {
1023 attacks = utype->move_rate;
1024 }
1025 city_data->invasion.attack += attacks;
1026 if (which == INVASION_OCCUPY) {
1027 city_data->invasion.occupy++;
1028 }
1029}
1030
1031/**********************************************************************/
1041static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1042 bool dest, int radius, int which)
1043{
1044 struct tile *ptile;
1045 struct player *pplayer = unit_owner(punit);
1046
1048
1049 if (dest) {
1051
1052 ptile = punit->goto_tile;
1053 } else {
1054 ptile = unit_tile(punit);
1055 }
1056
1057 square_iterate(&(wld.map), ptile, radius, tile1) {
1058 struct city *pcity = tile_city(tile1);
1059
1060 if (pcity
1061 && POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, city_owner(pcity))
1062 && (dest || !has_defense(pcity))) {
1063 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1064
1065 /* Unit itself */
1067
1068 /* Cargo */
1069 unit_cargo_iterate(punit, cargo) {
1070 const struct unit_type *utype = unit_type_get(cargo);
1071
1072 if (IS_ATTACKER(utype)) {
1076 }
1078 }
1080
1081 return TRUE;
1082}
1083
1084/**********************************************************************/
1087bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1088 struct tile *dest_tile,
1089 const struct unit_type *cargo_type,
1090 struct tile **ferry_dest, struct tile **beachhead_tile)
1091{
1092 if (NULL == tile_city(dest_tile)
1094 /* Unit can directly go to 'dest_tile'. */
1095 struct tile *best_tile = NULL;
1097
1098 if (NULL != beachhead_tile) {
1099 *beachhead_tile = dest_tile;
1100 }
1101
1102 adjc_iterate(&(wld.map), dest_tile, ptile) {
1104 if (cost != PF_IMPOSSIBLE_MC
1105 && (NULL == best_tile || cost < best_cost)) {
1106 best_tile = ptile;
1107 best_cost = cost;
1108 }
1110
1111 if (NULL != ferry_dest) {
1113 }
1114
1115 return (PF_IMPOSSIBLE_MC != best_cost);
1116 } else {
1117 /* We need to find a beach around 'dest_tile'. */
1118 struct tile *best_tile = NULL, *best_beach = NULL;
1121
1122 tile_list_append(checked_tiles, dest_tile);
1123 adjc_iterate(&(wld.map), dest_tile, beach) {
1125 /* Can land there. */
1126 adjc_iterate(&(wld.map), beach, ptile) {
1127 if (!tile_list_search(checked_tiles, ptile)
1128 && !is_non_allied_unit_tile(ptile, pplayer)) {
1131 if (cost != PF_IMPOSSIBLE_MC
1132 && (NULL == best_tile || cost < best_cost)) {
1133 best_beach = beach;
1134 best_tile = ptile;
1135 best_cost = cost;
1136 }
1137 }
1139 }
1141
1143
1144 if (NULL != beachhead_tile) {
1146 }
1147 if (NULL != ferry_dest) {
1149 }
1150 return (PF_IMPOSSIBLE_MC != best_cost);
1151 }
1152}
1153
1154/**********************************************************************/
1162adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1163 struct unit *punit,
1164 struct tile **pdest_tile, struct pf_path **ppath,
1165 struct pf_map **pferrymap,
1166 struct unit **pferryboat,
1167 const struct unit_type **pboattype, int *pmove_time)
1168{
1169 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1170 struct pf_parameter parameter;
1171 struct pf_map *punit_map, *ferry_map;
1172 struct pf_position pos;
1174 const struct unit_type *punit_type = unit_type_get(punit);
1175 struct tile *punit_tile = unit_tile(punit);
1176 /* Type of our boat (a future one if ferryboat == NULL). */
1177 const struct unit_type *boattype = NULL;
1178 struct unit *ferryboat = NULL;
1179 struct city *pcity;
1180 struct ai_city *acity_data;
1181 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1182 bool handicap = has_handicap(pplayer, H_TARGETS);
1183 bool unhap = FALSE; /* Do we make unhappy citizen. */
1184 bool harbor = FALSE; /* Do we have access to sea? */
1185 bool go_by_boat; /* Whether we need a boat or not. */
1186 int vulnerability; /* Enemy defense rating. */
1187 adv_want benefit; /* Benefit from killing the target. */
1188 struct unit *pdefender; /* Enemy city defender. */
1189 int move_time; /* Turns needed to target. */
1190 int reserves;
1191 int attack; /* Our total attack value with reinforcements. */
1192 int victim_count; /* Number of enemies there. */
1193 int needferry; /* Cost of building a ferry boat. */
1194 /* This is a kluge, because if we don't set x and y with !punit->id,
1195 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1196 * never learning steam engine, even though ironclads would be very
1197 * useful. -- Syela */
1198 adv_want bk = 0;
1199 adv_want want; /* Want (amortized) of the operation. */
1200 adv_want best = 0; /* Best of all wants. */
1201 struct tile *goto_dest_tile = NULL;
1202 bool can_occupy;
1203 struct civ_map *nmap = &(wld.map);
1204
1205 /* Very preliminary checks. */
1207 if (NULL != pferrymap) {
1208 *pferrymap = NULL;
1209 }
1210 if (NULL != pferryboat) {
1211 *pferryboat = NULL;
1212 }
1213 if (NULL != pboattype) {
1214 *pboattype = NULL;
1215 }
1216 if (NULL != pmove_time) {
1217 *pmove_time = 0;
1218 }
1219 if (NULL != ppath) {
1220 *ppath = NULL;
1221 }
1222
1223 if (0 == attack_value) {
1224 /* A very poor attacker... probably low on HP. */
1225 return 0;
1226 }
1227
1229
1230
1231 /*** Part 1: Calculate targets ***/
1232
1233 /* This horrible piece of code attempts to calculate the attractiveness of
1234 * enemy cities as targets for our units, by checking how many units are
1235 * going towards it or are near it already. */
1236
1237 /* Reset enemy cities data. */
1239 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1240 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1241 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1242 continue;
1243 }
1244 city_list_iterate(aplayer->cities, acity) {
1245 struct ai_city *city_data = def_ai_city_data(acity, ait);
1246
1248 &city_data->attack,
1249 &city_data->bcost);
1250 city_data->invasion.attack = 0;
1251 city_data->invasion.occupy = 0;
1254
1255 /* Second, calculate in units on their way there, and mark targets for
1256 * invasion */
1257 unit_list_iterate(pplayer->units, aunit) {
1258 const struct unit_type *atype;
1259
1260 if (aunit == punit) {
1261 continue;
1262 }
1263
1265
1266 /* Dealing with invasion stuff */
1267 if (IS_ATTACKER(atype)) {
1268 if (aunit->activity == ACTIVITY_GOTO) {
1269 if (invasion_funct(ait, aunit, TRUE, 0,
1272 && (pcity = tile_city(aunit->goto_tile))) {
1273 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1274
1277 }
1278 }
1282 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1284 /* It's a transport with reinforcements */
1285 if (aunit->activity == ACTIVITY_GOTO) {
1287 }
1289 }
1291 /* end horrible initialization subroutine */
1292
1293
1294 /*** Part 2: Now pick one target ***/
1295
1296 /* We first iterate through all cities, then all units, looking
1297 * for a viable target. We also try to gang up on the target
1298 * to avoid spreading out attacks too widely to be inefficient.
1299 */
1300
1301 pcity = tile_city(punit_tile);
1302 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1303 /* I would have thought unhappiness should be taken into account
1304 * irrespectfully the city in which it will surface... -- GB */
1306 }
1307
1310
1312 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1313 punit_map = pf_map_new(&parameter);
1314
1315 if (MOVE_NONE == punit_class->adv.sea_move) {
1316 /* We need boat to move over sea. */
1317 ferryboat = unit_transport_get(punit);
1318
1319 /* First check if we can use the boat we are currently loaded to. */
1320 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1321 /* No, we cannot control current boat */
1322 ferryboat = NULL;
1323 }
1324
1325 if (NULL == ferryboat) {
1326 /* Try to find new boat */
1327 ferryboat = player_unit_by_number(pplayer,
1328 aiferry_find_boat(ait, punit, 1, NULL));
1329 }
1330
1332 harbor = TRUE;
1333 }
1334 }
1335
1336 if (NULL != ferryboat) {
1337 boattype = unit_type_get(ferryboat);
1338 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1339 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1340 ferry_map = pf_map_new(&parameter);
1341 } else {
1343 if (NULL == boattype) {
1344 /* We pretend that we can have the simplest boat to stimulate tech. */
1346 }
1347 if (NULL != boattype && harbor) {
1348 /* Let's simulate a boat at 'punit' position. */
1350 punit_tile, pplayer);
1351 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1352 ferry_map = pf_map_new(&parameter);
1353 } else {
1354 ferry_map = NULL;
1355 }
1356 }
1357
1359
1361 /* For the virtual unit case, which is when we are called to evaluate
1362 * which units to build, we want to calculate in danger and which
1363 * players we want to make war with in the future. We do _not_ want
1364 * to do this when actually making attacks. */
1365 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1366 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1367 continue; /* Not an enemy. */
1368 }
1369
1370 city_list_iterate(aplayer->cities, acity) {
1371 struct tile *atile = city_tile(acity);
1372
1375 /* Can't attack this city. It is on land. */
1376 continue;
1377 }
1378
1379 if (handicap && !map_is_known(atile, pplayer)) {
1380 /* Can't see it */
1381 continue;
1382 }
1383
1385 go_by_boat = FALSE;
1386 move_time = pos.turn;
1387 } else if (NULL == ferry_map) {
1388 continue; /* Impossible to handle. */
1389 } else {
1390 struct tile *dest, *beach;
1391
1392 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1393 &dest, &beach)) {
1394 continue; /* Impossible to go by boat. */
1395 }
1396 if (!pf_map_position(ferry_map, dest, &pos)) {
1398 continue;
1399 }
1400 move_time = pos.turn; /* Sailing time. */
1401 if (dest != beach) {
1402 move_time++; /* Land time. */
1403 }
1404 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1405 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1406 move_time += pos.turn; /* Time to reach the boat. */
1407 } else {
1408 continue; /* Cannot reach the boat. */
1409 }
1410 }
1411 go_by_boat = TRUE;
1412 }
1413
1418 } else {
1419 pdefender = NULL;
1420 vulnerability = 0;
1421 benefit = 0;
1422 }
1423
1424 if (1 < move_time) {
1426
1427 if (def_type) {
1431 if (v > vulnerability) {
1432 /* They can build a better defender! */
1433 vulnerability = v;
1435 }
1436 }
1437 }
1438
1440
1441 reserves = (acity_data->invasion.attack
1442 - unit_list_size(acity->tile->units));
1443
1444 if (punit->id == 0) {
1445 /* Real unit would add to reserves once built. */
1448 reserves++;
1449 } else {
1450 reserves += punit_type->move_rate;
1451 }
1452 }
1453
1454 if (0 < reserves && (can_occupy
1455 || 0 < acity_data->invasion.occupy)) {
1456 /* There are units able to occupy the city after all defenders
1457 * are killed! */
1458 benefit += acity_data->worth * reserves / 5;
1459 }
1460
1461 attack = attack_value + acity_data->attack;
1462 attack *= attack;
1463 /* Avoiding handling upkeep aggregation this way -- Syela */
1464
1465 /* AI was not sending enough reinforcements to totally wipe out a city
1466 * and conquer it in one turn.
1467 * This variable enables total carnage. -- Syela */
1469
1470 if (!can_occupy && NULL == pdefender) {
1471 /* Nothing there to bash and we can't occupy!
1472 * Not having this check caused warships yoyoing */
1473 want = 0;
1474 } else if (10 < move_time) {
1475 /* Too far! */
1476 want = 0;
1477 } else if (can_occupy && 0 == acity_data->invasion.occupy
1478 && (0 < acity_data->invasion.attack
1479 || victim_count == 0)) {
1480 /* Units able to occupy really needed there! */
1481 want = bcost * SHIELD_WEIGHTING;
1482 } else {
1483 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1485 }
1488 /* Build_cost of ferry. */
1489 needferry = (go_by_boat && NULL == ferryboat
1491 /* FIXME: add time to build the ferry? */
1493 want, MAX(1, move_time),
1495
1496 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1497 if (0 >= want && 0 == punit->id && 0 >= best) {
1501 MAX(1, move_time),
1503
1504 if (bk_e > bk) {
1505 *pdest_tile = atile;
1506 if (NULL != pferrymap) {
1508 }
1509 if (NULL != pferryboat) {
1510 *pferryboat = go_by_boat ? ferryboat : NULL;
1511 }
1512 if (NULL != pboattype) {
1514 }
1515 if (NULL != pmove_time) {
1517 }
1518 goto_dest_tile = (go_by_boat && NULL != ferryboat
1519 ? unit_tile(ferryboat) : atile);
1520 bk = bk_e;
1521 }
1522 }
1523 /* END STEAM-ENGINES KLUGE */
1524
1525 if (0 != punit->id
1526 && NULL != ferryboat
1527 && punit_class->adv.sea_move == MOVE_NONE) {
1529 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1530 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1531 ", best = " ADV_WANT_PRINTF ")",
1532 __FUNCTION__, unit_rule_name(ferryboat),
1533 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1534 TILE_XY(atile), go_by_boat, move_time, want, best);
1535 }
1536
1537 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1538 /* Yes, we like this target */
1539 best = want;
1540 *pdest_tile = atile;
1541 if (NULL != pferrymap) {
1543 }
1544 if (NULL != pferryboat) {
1545 *pferryboat = go_by_boat ? ferryboat : NULL;
1546 }
1547 if (NULL != pboattype) {
1549 }
1550 if (NULL != pmove_time) {
1552 }
1553 goto_dest_tile = (go_by_boat && NULL != ferryboat
1554 ? unit_tile(ferryboat) : atile);
1555 }
1557
1559 /* I'm not sure the following code is good but it seems to be adequate.
1560 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1561 * -- Syela */
1563 struct tile *atile = unit_tile(aunit);
1564
1565 if (NULL != tile_city(atile)) {
1566 /* already dealt with it. */
1567 continue;
1568 }
1569
1570 if (handicap && !map_is_known(atile, pplayer)) {
1571 /* Can't see the target. */
1572 continue;
1573 }
1574
1576 && 0 == punit->id) {
1577 /* We will not build units just to chase caravans and
1578 * ambassadors. */
1579 continue;
1580 }
1581
1582 /* We have to assume the attack is diplomatically ok.
1583 * We cannot use can_player_attack_tile, because we might not
1584 * be at war with aplayer yet */
1586 || aunit != get_defender(nmap, punit, atile, NULL)) {
1587 /* We cannot attack it, or it is not the main defender. */
1588 continue;
1589 }
1590
1592 /* Cannot reach it. */
1593 continue;
1594 }
1595
1598
1599 move_time = pos.turn;
1600 if (10 < move_time) {
1601 /* Too far. */
1602 want = 0;
1603 } else {
1604 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1605 /* Take into account maintenance of the unit. */
1606 /* FIXME: Depends on the government. */
1607 want -= move_time * SHIELD_WEIGHTING;
1608 /* Take into account unhappiness
1609 * (costs 2 luxuries to compensate). */
1610 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1611 }
1613 want, MAX(1, move_time), bcost_bal);
1614 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1615 best = want;
1616 *pdest_tile = atile;
1617 if (NULL != pferrymap) {
1618 *pferrymap = NULL;
1619 }
1620 if (NULL != pferryboat) {
1621 *pferryboat = NULL;
1622 }
1623 if (NULL != pboattype) {
1624 *pboattype = NULL;
1625 }
1626 if (NULL != pmove_time) {
1628 }
1630 }
1633
1634 if (NULL != ppath) {
1637 }
1638
1640 if (NULL != ferry_map
1641 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1643 }
1644
1646
1647 return best;
1648}
1649
1650/**********************************************************************/
1659{
1660 struct pf_parameter parameter;
1661 struct pf_map *pfm;
1662 struct player *pplayer = unit_owner(punit);
1663 struct city *pcity, *best_city = NULL;
1664 int best = FC_INFINITY, cur;
1665 const struct civ_map *nmap = &(wld.map);
1666
1667 pft_fill_unit_parameter(&parameter, nmap, punit);
1668 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1669 pfm = pf_map_new(&parameter);
1670
1671 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1672 if (move_cost > best) {
1673 /* We already found a better city. No need to continue. */
1674 break;
1675 }
1676
1677 pcity = tile_city(ptile);
1678 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1679 continue;
1680 }
1681
1682 /* Score based on the move cost. */
1683 cur = move_cost;
1684
1685 /* Note the unit owner may be different from the city owner. */
1686 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1688 EFT_HP_REGEN)) {
1689 /* If we cannot regen fast our hit points here, let's make some
1690 * penalty. */
1691 cur *= 3;
1692 }
1693
1694 if (cur < best) {
1695 best_city = pcity;
1696 best = cur;
1697 }
1699
1701 return best_city;
1702}
1703
1704/**********************************************************************/
1710 struct player *pplayer,
1711 struct unit *punit)
1712{
1713 struct city *pc;
1714 bool only_continent = TRUE;
1715
1716 if (unit_transported(punit)) {
1717 /* If we are in transport, we can go to any continent.
1718 * Actually, we are not currently in a continent where to stay. */
1720 }
1721
1722 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1725 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1726 city_name_get(pc));
1727 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1728 } else {
1729 struct unit *ferry = NULL;
1730
1731 if (unit_transported(punit)) {
1732 ferry = unit_transport_get(punit);
1733
1734 /* We already are in a boat so it needs no
1735 * free capacity */
1736 if (!is_boat_free(ait, ferry, punit, 0)) {
1737 /* We cannot control our ferry. */
1738 ferry = NULL;
1739 }
1740 } else {
1741 /* We are not in a boat yet. Search for one. */
1743 if (is_boat_free(ait, aunit, punit, 1)
1745 ferry = aunit;
1746 break;
1747 }
1749 }
1750
1751 if (ferry) {
1752 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1753 city_name_get(pc));
1754 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1755 } else {
1756 /* This is not an error. Somebody else might be in charge
1757 * of the ferry. */
1758 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1759 }
1760 }
1761 } else {
1762 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1763 }
1764}
1765
1766/**********************************************************************/
1772static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1773 struct unit *punit)
1774{
1775 struct tile *dest_tile;
1776 int id = punit->id;
1777 int ct = 10;
1778 struct city *pcity = NULL;
1779
1781
1782 /* Barbarians pillage, and might keep on doing that so they sometimes
1783 * even finish it. */
1784 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1785 && fc_rand(2) == 1) {
1786 return;
1787 }
1788
1789 /* First find easy nearby enemies, anything better than pillage goes.
1790 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1791 * until it runs out of targets. */
1792 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1793 * conquered cities.
1794 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1795 * of moves too.*/
1797 return; /* we died */
1798 }
1799
1800 if (punit->moves_left <= 0) {
1801 return;
1802 }
1803
1804 /* Main attack loop */
1805 do {
1806 struct tile *start_tile = unit_tile(punit);
1807 struct pf_path *path;
1808 struct unit *ferryboat;
1809
1810 /* Then find enemies the hard way */
1811 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1812 NULL, &ferryboat, NULL, NULL);
1813 if (!same_pos(unit_tile(punit), dest_tile)) {
1814 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1815 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1816
1817 /* Adjacent and can't attack usually means we are not marines
1818 * and on a ferry. This fixes the problem (usually). */
1819 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1820 TILE_XY(dest_tile));
1821
1822 /* Set ACTIVITY_GOTO more permanently than just inside
1823 * adv_follow_path(). This way other units will know we're
1824 * on our way even if we don't reach target yet. */
1825 punit->goto_tile = dest_tile;
1827 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1828 /* Died. */
1829 pf_path_destroy(path);
1830 return;
1831 }
1832 if (NULL != ferryboat) {
1833 /* Need a boat. */
1834 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1835 pf_path_destroy(path);
1836 return;
1837 }
1838 if (0 >= punit->moves_left) {
1839 /* No moves left. */
1840 pf_path_destroy(path);
1841 return;
1842 }
1843
1844 /* Either we're adjacent or we sitting on the tile. We might be
1845 * sitting on the tile if the enemy that _was_ sitting there
1846 * attacked us and died _and_ we had enough movement to get there */
1847 if (same_pos(unit_tile(punit), dest_tile)) {
1848 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1849 TILE_XY(dest_tile));
1850 pf_path_destroy(path);
1851 break;
1852 }
1853 }
1854
1855 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1856 /* Close combat. fstk sometimes want us to attack an adjacent
1857 * enemy that rampage wouldn't */
1858 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1859 TILE_XY(dest_tile));
1860 if (!dai_unit_attack(ait, punit, dest_tile)) {
1861 /* Died */
1862 pf_path_destroy(path);
1863 return;
1864 }
1865 } else if (!same_pos(start_tile, unit_tile(punit))) {
1866 /* Got stuck. Possibly because of adjacency to an
1867 * enemy unit. Perhaps we are in luck and are now next to a
1868 * tempting target? Let's find out... */
1871 pf_path_destroy(path);
1872 return;
1873 }
1874
1875 } else {
1876 /* FIXME: This happens a bit too often! */
1877 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1878 /* No worthy enemies found, so abort loop */
1879 ct = 0;
1880 }
1881 pf_path_destroy(path);
1882
1883 ct--; /* infinite loops from railroads must be stopped */
1884 } while (punit->moves_left > 0 && ct > 0);
1885
1886 /* Cleanup phase */
1887 if (punit->moves_left == 0) {
1888 return;
1889 }
1891 if (pcity != NULL
1892 && (dai_is_ferry(punit, ait)
1893 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1894 /* Go somewhere safe */
1895 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1896 (void) dai_unit_goto(ait, punit, pcity->tile);
1897 } else if (!is_barbarian(pplayer)) {
1898 /* Nothing else to do, so try exploring. */
1899 switch (manage_auto_explorer(punit)) {
1900 case MR_DEATH:
1901 /* don't use punit! */
1902 return;
1903 case MR_OK:
1904 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1905 break;
1906 default:
1907 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1908 break;
1909 };
1910 } else {
1911 /* You can still have some moves left here, but barbarians should
1912 not sit helplessly, but advance towards nearest known enemy city */
1913 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1914 dai_military_attack_barbarian(ait, pplayer, punit);
1915 }
1916 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1917 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1918 dai_military_defend(ait, pplayer, punit);
1919 }
1920}
1921
1922/**********************************************************************/
1926static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1927{
1928 bool alive = TRUE;
1929 int ferryboat = 0;
1930 struct pf_path *path_to_ferry = NULL;
1931
1932 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1933 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1934 /* going to meet the boat */
1935 if ((ferryboat <= 0)) {
1937 "in find_boat_for_unit cannot find any boats.");
1938 /* if we are undefended on the country side go to a city */
1940 if (current_city == NULL) {
1942 if (city_near != NULL) {
1944 }
1945 }
1946 } else {
1947 if (path_to_ferry != NULL) {
1949 /* Died. */
1952 alive = FALSE;
1953 } else {
1956 alive = TRUE;
1957 }
1958 }
1959 }
1960 return alive;
1961}
1962
1963/**********************************************************************/
1972 struct tile *ctile, struct tile *ptile)
1973{
1974 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1975 bool lm = MOVE_NONE != pclass->adv.land_move,
1976 sm = MOVE_NONE != pclass->adv.sea_move;
1977 struct civ_map *pmap = &(wld.map);
1978
1979 if (lm && sm) {
1980 return FALSE;
1981 }
1982
1983 /* We could use adjc_iterate() but likely often tiles are on the same
1984 * continent and it will be more time to find where they connect */
1987
1988 if (is_ocean_tile(atile) ? sm : lm) {
1989 iterate_outward(pmap, ptile, 1, btile) {
1990 if (tile_continent(btile) == acont) {
1991 return FALSE;
1992 }
1994 }
1996
1997 if (is_tiles_adjacent(ctile, ptile)) {
1998 return FALSE;
1999 }
2000
2001 return TRUE;
2002}
2003
2004/**********************************************************************/
2010static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2011 struct unit *punit,
2012 const struct city *dest_city,
2013 bool help_wonder,
2014 bool required_boat, bool request_boat)
2015{
2016 bool alive = TRUE;
2017 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2018 const struct civ_map *nmap = &(wld.map);
2019
2021
2022 /* if we're not there yet, and we can move, move... */
2023 if (!same_pos(dest_city->tile, unit_tile(punit))
2024 && punit->moves_left != 0) {
2025 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2029 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2030 required_boat ? "with a boat" : "");
2031 if (required_boat) {
2032 /* to trade with boat */
2033 if (request_boat) {
2034 /* Try to find new boat */
2036 } else {
2037 /* if we are not being transported then ask for a boat again */
2038 alive = TRUE;
2041 unit_tile(punit), dest_city->tile)) {
2043 }
2044 }
2045 if (alive) {
2046 /* FIXME: sometimes we get FALSE here just because
2047 * a trireme that we've boarded can't go over an ocean. */
2048 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2049 }
2050 } else {
2051 /* to trade without boat */
2053 }
2054 }
2055
2056 /* if moving didn't kill us, and we got to the destination, handle it. */
2057 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2058 /* release the boat! */
2059 if (unit_transported(punit)) {
2061 }
2063 punit, dest_city)) {
2064 /*
2065 * We really don't want to just drop all caravans in immediately.
2066 * Instead, we want to aggregate enough caravans to build instantly.
2067 * -AJS, 990704
2068 */
2069 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2072 punit->id,
2075 unit_do_action(pplayer, punit->id, dest_city->id,
2076 0, "", ACTION_HELP_WONDER);
2078 punit, dest_city)) {
2079 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2082 punit->id,
2085 unit_do_action(pplayer, punit->id, dest_city->id,
2086 0, "", ACTION_TRADE_ROUTE);
2088 punit, dest_city)) {
2089 /* Get the one time bonus. */
2090 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2093 punit->id,
2096 unit_do_action(pplayer, punit->id, dest_city->id,
2097 0, "", ACTION_MARKETPLACE);
2098 } else {
2099 enum log_level level = LOG_NORMAL;
2100
2101 if (help_wonder) {
2102 /* A Caravan ordered to help build wonder may arrive after
2103 * enough shields to build the wonder is produced. */
2105 }
2106
2108 "%s %s[%d](%d,%d) unable to trade with %s",
2111 punit->id,
2114 }
2115 }
2116}
2117
2118/**********************************************************************/
2122static void caravan_optimize_callback(const struct caravan_result *result,
2123 void *data)
2124{
2125 const struct unit *caravan = data;
2126
2127 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2129 unit_rule_name(caravan),
2130 caravan->id,
2131 TILE_XY(unit_tile(caravan)),
2132 city_name_get(result->src),
2133 result->help_wonder ? "wonder in" : "trade to",
2134 city_name_get(result->dest),
2135 result->value);
2136}
2137
2138/**********************************************************************/
2142 struct unit *punit)
2143{
2144 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2145 struct city *phome_city = NULL;
2146 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2147
2148 if ((unit_data->task != AIUNIT_NONE)) {
2149 src = unit_tile(punit);
2151 if (phome_city != NULL) {
2153 }
2154 dest = punit->goto_tile;
2155
2156 if (src == NULL || dest == NULL) {
2157 return FALSE;
2158 }
2159
2160 /* If we have a home continent, and are not there.
2161 * (FIXME: well, why?)
2162 * (I guess because home continent is which we were supposed to leave,
2163 * not the target continent) */
2164 if (src_home_city != NULL
2166 return FALSE;
2167 }
2168
2169 if (!goto_is_sane(punit, dest)) {
2170 if (unit_transported(punit)) {
2171 /* If we're being transported */
2172 return FALSE;
2173 }
2174 if ((punit->birth_turn + 15 < game.info.turn)) {
2175 /* We are tired of waiting */
2177
2178 if (ferrys <= 0) {
2179 /* There are no ferrys available... give up */
2180 return TRUE;
2181 } else {
2182 if (punit->birth_turn + 20 < game.info.turn) {
2183 /* We are fed up! */
2184 return TRUE;
2185 }
2186 }
2187 }
2188 }
2189 }
2190
2191 return FALSE;
2192}
2193
2194/**********************************************************************/
2201 struct unit *punit)
2202{
2203 struct city *pcity = game_city_by_number(punit->homecity);
2204 Continent_id continent;
2205
2206 fc_assert(pcity != NULL);
2207
2208 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2209 /* There is just no possible transporters. */
2210 return FALSE;
2211 }
2212 continent = tile_continent(pcity->tile);
2213
2214 /* Look for proper destination city at different continent. */
2215 city_list_iterate(pplayer->cities, acity) {
2216 if (can_cities_trade(pcity, acity)) {
2217 if (tile_continent(acity->tile) != continent) {
2218 return TRUE;
2219 }
2220 }
2222
2224 if (aplayer == pplayer || !aplayer->is_alive) {
2225 continue;
2226 }
2227 if (pplayers_allied(pplayer, aplayer)) {
2228 city_list_iterate(aplayer->cities, acity) {
2229 if (can_cities_trade(pcity, acity)) {
2230 if (tile_continent(acity->tile) != continent) {
2231 return TRUE;
2232 }
2233 }
2236 }
2237
2238 return FALSE;
2239}
2240
2241/**********************************************************************/
2245static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2246{
2247 struct city *nearest = NULL;
2248 int min_dist = FC_INFINITY;
2249 struct tile *current_loc = unit_tile(punit);
2251 bool alive = TRUE;
2252
2254 struct tile *ctile = city_tile(pcity);
2255
2256 if (tile_continent(ctile) == continent) {
2258
2259 if (this_dist < min_dist) {
2261 nearest = pcity;
2262 }
2263 }
2265
2266 if (nearest != NULL) {
2268 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2270 }
2271 }
2272
2273 return alive;
2274}
2275
2276/**********************************************************************/
2282static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2283 struct unit *punit)
2284{
2285 struct caravan_parameter parameter;
2286 struct caravan_result result;
2287 const struct city *homecity;
2288 const struct city *dest = NULL;
2289 struct unit_ai *unit_data;
2291 bool expect_boats = pclass->adv.ferry_types > 0;
2292 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2293 bool help_wonder = FALSE;
2294 bool required_boat = FALSE;
2295 bool request_boat = FALSE;
2297 const struct civ_map *nmap = &(wld.map);
2298
2300
2304 /* we only want units that can establish trade, enter marketplace or
2305 * help build wonders */
2306 return;
2307 }
2308
2310
2311 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2316
2317 homecity = game_city_by_number(punit->homecity);
2318 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2320 return;
2321 }
2322 homecity = game_city_by_number(punit->homecity);
2323 if (homecity == NULL) {
2324 return;
2325 }
2326 }
2327
2328 if ((unit_data->task == AIUNIT_TRADE
2329 || unit_data->task == AIUNIT_WONDER)) {
2330 /* we are moving to our destination */
2331 /* we check to see if our current goal is feasible */
2333
2334 if ((city_dest == NULL)
2336 || (unit_data->task == AIUNIT_TRADE
2337 && !(can_cities_trade(homecity, city_dest)
2338 && can_establish_trade_route(homecity, city_dest)))
2339 || (unit_data->task == AIUNIT_WONDER
2340 /* Helping the (new) production is illegal. */
2342 || (unit_data->task == AIUNIT_TRADE
2347 punit, city_dest)))
2348 || (unit_data->task == AIUNIT_WONDER
2351 punit, city_dest))) {
2352 /* destination invalid! */
2354 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2357 } else {
2358 /* destination valid, are we tired of waiting for a boat? */
2362 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2366 } else {
2367 dest = city_dest;
2368 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2369 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2371 }
2372 }
2373 }
2374
2375 if (unit_data->task == AIUNIT_NONE) {
2376 if (homecity == NULL) {
2377 /* FIXME: We shouldn't bother in getting homecity for
2378 * caravan that will then be used for wonder building. */
2380 return;
2381 }
2382 homecity = game_city_by_number(punit->homecity);
2383 if (homecity == NULL) {
2384 return;
2385 }
2386 }
2387
2389 /* Make more trade with allies than other peaceful nations
2390 * by considering only allies 50% of the time.
2391 * (the other 50% allies are still considered, but so are other nations) */
2392 if (fc_rand(2)) {
2393 /* Be optimistic about development of relations with no-contact and
2394 * cease-fire nations. */
2395 parameter.allow_foreign_trade = FTL_NONWAR;
2396 } else {
2397 parameter.allow_foreign_trade = FTL_ALLIED;
2398 }
2399
2402 parameter.callback_data = punit;
2403 }
2405 parameter.ignore_transit_time = TRUE;
2406 }
2409 parameter.ignore_transit_time = FALSE;
2410 }
2411 caravan_find_best_destination(nmap, punit, &parameter, &result,
2412 !has_handicap(pplayer, H_MAP));
2413 if (result.dest != NULL) {
2414 /* We did find a new destination for the unit */
2415 dest = result.dest;
2416 help_wonder = result.help_wonder;
2417 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2418 request_boat = required_boat;
2420 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2421 dest->tile);
2422 } else {
2423 dest = NULL;
2424 }
2425 }
2426
2427 if (required_boat && !expect_boats) {
2428 /* Would require boat, but can't have them. Render destination invalid. */
2429 dest = NULL;
2430 }
2431
2432 if (dest != NULL) {
2433 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2434 required_boat, request_boat);
2435 return; /* that may have clobbered the unit */
2436 } else {
2437 /* We have nowhere to go! */
2438 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2442 /* Should we become a defensive unit? */
2443 }
2444}
2445
2446/**********************************************************************/
2451 struct unit *punit)
2452{
2453 struct player *pplayer = unit_owner(punit);
2454 struct city *pcity = tile_city(unit_tile(punit));
2455 struct city *safe = NULL;
2456 const struct unit_type *punittype = unit_type_get(punit);
2457 bool no_recovery;
2458
2460
2461 if (pcity != NULL) {
2462 /* Rest in the city until the hitpoints are recovered, but attempt
2463 * to protect city from attack (and be opportunistic too)*/
2466 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2467 } else {
2468 return; /* We died heroically defending our city */
2469 }
2470 } else {
2471 /* Goto to nearest city to recover hit points */
2472 /* Just before, check to see if we can occupy an undefended enemy city */
2475 return; /* Oops, we died */
2476 }
2477
2478 /* Find a city to stay and go there */
2480 if (safe) {
2481 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2483 if (!dai_unit_goto(ait, punit, safe->tile)) {
2484 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2485 return;
2486 }
2487 } else {
2488 /* Oops */
2489 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2491 dai_military_attack(ait, pplayer, punit);
2492 return;
2493 }
2494 }
2495
2496 /* Is the unit still damaged? If true, and could recover hit points, do so.
2497 * Don't wait if would be losing hitpoints that way! */
2499 if (punit->hp == punittype->hp) {
2500 no_recovery = TRUE;
2501 } else {
2503
2504 if (gain < 0) {
2505 no_recovery = TRUE;
2506 } else if (gain == 0 && !punit->moved) {
2507 /* Isn't gaining even though has not moved. */
2508 no_recovery = TRUE;
2509 }
2510 }
2511 if (no_recovery) {
2512 /* We are ready to go out and kick ass again */
2513 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2515 return;
2516 } else {
2517 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2518 }
2519}
2520
2521/**********************************************************************/
2525void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2526 struct player *pplayer, struct unit *punit)
2527{
2528 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2529 int id = punit->id;
2530
2532
2533 /* "Escorting" aircraft should not do anything. They are activated
2534 * by their transport or charge. We do _NOT_ set them to 'done'
2535 * since they may need be activated once our charge moves. */
2536 if (unit_data->task == AIUNIT_ESCORT
2538 return;
2539 }
2540
2543 && has_handicap(pplayer, H_AWAY)) {
2544 /* Don't move sentried or fortified units controlled by a player
2545 * in away mode. */
2546 unit_data->done = TRUE;
2547 return;
2548 }
2549
2550 /* Since military units re-evaluate their actions every turn,
2551 we must make sure that previously reserved ferry is freed. */
2553
2555 /* Try hunting with this unit */
2556 if (dai_hunter_qualify(pplayer, punit)) {
2557 int result, sanity = punit->id;
2558
2559 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2560 result = dai_hunter_manage(ait, pplayer, punit);
2563 return; /* died */
2564 }
2565 if (result == -1) {
2566 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2568 return;
2569 } else if (result >= 1) {
2571 return; /* Done moving */
2572 } else if (unit_data->task == AIUNIT_HUNTER) {
2573 /* This should be very rare */
2575 }
2576 } else if (unit_data->task == AIUNIT_HUNTER) {
2578 }
2580
2581 /* Do we have a specific job for this unit? If not, we default
2582 * to attack. */
2583 dai_military_findjob(ait, nmap, pplayer, punit);
2584
2585 switch (unit_data->task) {
2587 case AIUNIT_BUILD_CITY:
2588 fc_assert(FALSE); /* This is not the place for this role */
2589 break;
2590 case AIUNIT_DEFEND_HOME:
2592 dai_military_defend(ait, pplayer, punit);
2594 break;
2595 case AIUNIT_ATTACK:
2596 case AIUNIT_NONE:
2598 dai_military_attack(ait, pplayer, punit);
2600 break;
2601 case AIUNIT_ESCORT:
2603 dai_military_bodyguard(ait, pplayer, punit);
2605 break;
2606 case AIUNIT_EXPLORE:
2607 switch (manage_auto_explorer(punit)) {
2608 case MR_DEATH:
2609 /* don't use punit! */
2610 return;
2611 case MR_OK:
2612 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2613 break;
2614 default:
2615 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2616 break;
2617 };
2618 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2619 break;
2620 case AIUNIT_RECOVER:
2624 break;
2625 case AIUNIT_HUNTER:
2626 fc_assert(FALSE); /* dealt with above */
2627 break;
2628 default:
2630 }
2631
2632 /* If we are still alive, either sentry or fortify. */
2633 if ((punit = game_unit_by_number(id))) {
2635 struct city *pcity = tile_city(unit_tile(punit));
2636
2637 if (unit_list_find(unit_tile(punit)->units,
2638 unit_data->ferryboat)) {
2640 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2641 /* We do not need to fortify in cities - we fortify and sentry
2642 * according to home defense setup, for easy debugging. */
2643 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2647 }
2648 } else {
2650 }
2651 }
2652 }
2653}
2654
2655/**********************************************************************/
2658static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2659 struct unit *punit)
2660{
2661 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2662
2664 unit_data->done = TRUE; /* we will manage this unit later... ugh */
2665 /* if BUILD_CITY must remain BUILD_CITY, otherwise turn into autosettler */
2666 if (unit_data->task == AIUNIT_NONE) {
2668 }
2669 return;
2670}
2671
2672/**********************************************************************/
2680void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2681 struct unit *punit)
2682{
2683 struct unit_ai *unit_data;
2684 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2685 bool is_ferry = FALSE;
2686 const struct unit_type *ptype;
2687 const struct civ_map *nmap = &(wld.map);
2688
2690
2691 /* Don't manage the unit if it is under human orders. */
2692 if (unit_has_orders(punit)) {
2694
2695 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2697 unit_data->done = TRUE;
2698 return;
2699 }
2700
2701 /* Check if we have lost our bodyguard. If we never had one, all
2702 * fine. If we had one and lost it, ask for a new one. */
2703 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2704 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2706 }
2707
2709
2710 if (punit->moves_left <= 0) {
2711 /* Can do nothing */
2712 unit_data->done = TRUE;
2713 return;
2714 }
2715
2716 is_ferry = dai_is_ferry(punit, ait);
2717
2719
2722 dai_manage_diplomat(ait, pplayer, punit);
2724 return;
2725 } else if (ptype->adv.worker
2727 dai_manage_settler(ait, pplayer, punit);
2728 return;
2733 dai_manage_caravan(ait, pplayer, punit);
2735 return;
2737 dai_manage_barbarian_leader(ait, pplayer, punit);
2738 return;
2741 dai_manage_paratrooper(ait, pplayer, punit);
2742 return;
2743 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2745 dai_manage_ferryboat(ait, pplayer, punit);
2747 return;
2748 } else if (utype_fuel(ptype)
2749 && unit_data->task != AIUNIT_ESCORT) {
2751 dai_manage_airunit(ait, pplayer, punit);
2753 return;
2754 } else if (is_losing_hp(punit)) {
2755 /* This unit is losing hitpoints over time */
2756
2757 /* TODO: We can try using air-unit code for helicopters, just
2758 * pretend they have fuel = HP / 3 or something. */
2759 unit_data->done = TRUE; /* we did our best, which was ...
2760 nothing */
2761 return;
2762 } else if (!is_special_unit(punit)) {
2764 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2765 dai_manage_military(ait, nmap, pplayer, punit);
2767 return;
2768 } else {
2769 /* what else could this be? -- Syela */
2770 switch (manage_auto_explorer(punit)) {
2771 case MR_DEATH:
2772 /* don't use punit! */
2773 break;
2774 case MR_OK:
2775 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2776 break;
2777 default:
2778 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2780 dai_military_defend(ait, pplayer, punit);
2781 break;
2782 };
2783 return;
2784 }
2785}
2786
2787/**********************************************************************/
2793static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2794{
2795 city_list_iterate(pplayer->cities, pcity) {
2796 /* The idea here is that we should never keep more than two
2797 * units in permanent defense. */
2798 int total_defense = 0;
2799 int total_attack = def_ai_city_data(pcity, ait)->danger;
2800 bool emergency = FALSE;
2801 int count = 0;
2805 + pcity->feel[CITIZEN_ANGRY][FEELING_NATIONALITY];
2806 int entertainers = 0;
2807 bool enough = FALSE;
2808
2810 if (get_specialist_output(pcity, sp, O_LUXURY) > 0) {
2811 entertainers += pcity->specialists[sp];
2812 }
2814
2815 martless_unhappy += entertainers; /* We want to use martial law instead
2816 * of entertainers. */
2817
2818 while (!enough
2821 && martless_unhappy > mart_each * count))) {
2822 int best_want = 0;
2823 struct unit *best = NULL;
2824 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2825
2826 unit_list_iterate(pcity->tile->units, punit) {
2827 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2828
2829 if ((unit_data->task == AIUNIT_NONE || emergency)
2830 && unit_data->task != AIUNIT_DEFEND_HOME
2831 && unit_owner(punit) == pplayer) {
2832 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2833
2834 if (want > best_want) {
2835 best_want = want;
2836 best = punit;
2837 }
2838 }
2840
2841 if (best == NULL) {
2842 if (defense_needed) {
2843 /* Ooops - try to grab any unit as defender! */
2844 if (emergency) {
2845 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2846 break;
2847 }
2848 emergency = TRUE;
2849 } else {
2850 break;
2851 }
2852 } else {
2853 const struct unit_type *btype = unit_type_get(best);
2854
2855 if ((martless_unhappy < mart_each * count
2856 || count >= mart_max || mart_each <= 0)
2857 && ((count >= 2
2858 && btype->attack_strength > btype->defense_strength)
2859 || (count >= 4
2860 && btype->attack_strength == btype->defense_strength))) {
2861 /* In this case attack would be better defense than fortifying
2862 * to city. */
2863 enough = TRUE;
2864 } else {
2865 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2866
2868 UNIT_LOG(loglevel, best, "Defending city");
2869 dai_unit_new_task(ait, best, AIUNIT_DEFEND_HOME, pcity->tile);
2870 count++;
2871 }
2872 }
2873 }
2874 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2875 ", %d defenders (out of %d)", total_defense, total_attack, count,
2876 unit_list_size(pcity->tile->units));
2878}
2879
2880/**********************************************************************/
2888void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2889{
2891 dai_airlift(ait, pplayer);
2893
2894 /* Clear previous orders, if desirable, here. */
2895 unit_list_iterate(pplayer->units, punit) {
2896 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2897
2898 unit_data->done = FALSE;
2899 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2901 }
2903
2904 /* Find and set city defenders first - figure out which units are
2905 * allowed to leave home. */
2906 dai_set_defenders(ait, pplayer);
2907
2910 && !def_ai_unit_data(punit, ait)->done) {
2911 /* Though it is usually the passenger who drives the transport,
2912 * the transporter is responsible for managing its passengers. */
2913 dai_manage_unit(ait, pplayer, punit);
2914 }
2916}
2917
2918/**********************************************************************/
2924 const struct city *pcity)
2925{
2926 const struct impr_type *impr_req = NULL;
2927 const struct req_context context = {
2928 .player = city_owner(pcity),
2929 .city = pcity,
2930 .tile = city_tile(pcity),
2931 .unittype = putype,
2932 };
2933
2934 requirement_vector_iterate(&putype->build_reqs, preq) {
2936 /* Already there. */
2937 continue;
2938 }
2940 city_owner(pcity), pcity)) {
2941 /* The unit type can't be built at all. */
2942 return NULL;
2943 }
2944 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2945 /* This is (one of) the building(s) required. */
2946 impr_req = preq->source.value.building;
2947 }
2949
2950 return impr_req;
2951}
2952
2953/**********************************************************************/
2958 const struct unit_type *base)
2959{
2960 /* This is the real function: */
2961 do {
2962 base = base->obsoleted_by;
2963 if (base == test) {
2964 return TRUE;
2965 }
2966 } while (base);
2967 return FALSE;
2968}
2969
2970/**********************************************************************/
2975static void dai_manage_barbarian_leader(struct ai_type *ait,
2976 struct player *pplayer,
2977 struct unit *leader)
2978{
2980 struct pf_parameter parameter;
2981 struct pf_map *pfm;
2982 struct pf_reverse_map *pfrm;
2983 struct unit *worst_danger;
2984 int move_cost, best_move_cost;
2985 int body_guards;
2986 bool alive = TRUE;
2987 const struct civ_map *nmap = &(wld.map);
2988
2990
2991 if (leader->moves_left == 0
2993 && 1 < unit_list_size(leader_tile->units))) {
2995
2996 return;
2997 }
2998
2999 if (is_boss_of_boat(ait, leader)) {
3000 /* We are in charge. Of course, since we are the leader...
3001 * But maybe somebody more militaristic should lead our ship to battle! */
3002
3003 /* First release boat from leaders lead */
3005
3009 && warrior->moves_left > 0) {
3010 /* This seems like a good warrior to lead us in to conquest! */
3011 dai_manage_unit(ait, pplayer, warrior);
3012
3013 /* If we reached our destination, ferryboat already called
3014 * ai_manage_unit() for leader. So no need to continue here.
3015 * Leader might even be dead.
3016 * If this return is removed, surrounding unit_list_iterate()
3017 * has to be replaced with unit_list_iterate_safe()*/
3018 return;
3019 }
3021 }
3022
3023 /* If we are not in charge of the boat, continue as if we
3024 * were not in a boat - we may want to leave the ship now. */
3025
3026 /* Check the total number of units able to protect our leader. */
3027 body_guards = 0;
3028 unit_list_iterate(pplayer->units, punit) {
3031 body_guards++;
3032 }
3034
3035 if (0 < body_guards) {
3036 pft_fill_unit_parameter(&parameter, nmap, leader);
3037 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3038 pfm = pf_map_new(&parameter);
3039
3040 /* Find the closest body guard.
3041 * FIXME: maybe choose the strongest too? */
3042 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3043 unit_list_iterate(ptile->units, punit) {
3044 if (unit_owner(punit) == pplayer
3047 struct pf_path *path = pf_map_path(pfm, ptile);
3048
3049 adv_follow_path(leader, path, ptile);
3050 pf_path_destroy(path);
3052 return;
3053 }
3056
3058 }
3059
3060 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3061
3062 /* Check for units we could fear. */
3063 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3064 !has_handicap(pplayer, H_MAP));
3067
3068 players_iterate(other_player) {
3069 if (other_player == pplayer) {
3070 continue;
3071 }
3072
3073 unit_list_iterate(other_player->units, punit) {
3075 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3076 best_move_cost = move_cost;
3078 }
3081
3083
3084 if (NULL == worst_danger) {
3086 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3087 return;
3088 }
3089
3091 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3092 pfm = pf_map_new(&parameter);
3094
3095 /* Try to escape. */
3096 do {
3098
3099 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3100 leader->moves_left);
3101
3104 continue;
3105 }
3106
3107 move_cost = pf_map_move_cost(pfm, near_tile);
3108 if (PF_IMPOSSIBLE_MC != move_cost
3109 && move_cost > best_move_cost) {
3111 "Barbarian leader: safest is (%d, %d), safeness %d",
3113 best_move_cost = move_cost;
3115 }
3117
3118 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3122 "Barbarian leader: reached the safest position.");
3125 return;
3126 }
3127
3129 if (alive) {
3131 /* Didn't move. No point to retry. */
3133 return;
3134 }
3136 }
3137 } while (alive && 0 < leader->moves_left);
3138
3140}
3141
3142/**********************************************************************/
3148void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3149 struct unit *punit,
3150 enum override_bool *result)
3151{
3152 int a = 0, d, db;
3153 struct player *pplayer = unit_owner(punit);
3154 struct city *pcity = tile_city(ptile);
3155 int extras_bonus = 0;
3156
3157 if (is_human(pplayer)) {
3158 /* Use advisors code for humans. */
3159 return;
3160 }
3161
3162 if (pcity && pplayers_allied(city_owner(pcity), unit_owner(punit))
3163 && !is_non_allied_unit_tile(ptile, pplayer)) {
3164 /* We will be safe in a friendly city */
3165 *result = OVERRIDE_FALSE;
3166 return;
3167 }
3168
3169 /* Calculate how well we can defend at (x,y) */
3170 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3172
3173 db += (db * extras_bonus) / 100;
3175
3176 adjc_iterate(&(wld.map), ptile, ptile1) {
3177 if (has_handicap(pplayer, H_FOG)
3179 /* We cannot see danger at (ptile1) => assume there is none */
3180 continue;
3181 }
3182 unit_list_iterate(ptile1->units, enemy) {
3185 == ATT_OK)
3187 == ATT_OK)) {
3189 if ((a * a * 10) >= d) {
3190 /* The enemies combined strength is too big! */
3191 *result = OVERRIDE_TRUE;
3192 return;
3193 }
3194 }
3197
3198 *result = OVERRIDE_FALSE;
3199}
3200
3201/**********************************************************************/
3204static void update_simple_ai_types(void)
3205{
3206 int i = 0;
3207
3210
3213 && !(pclass->adv.land_move == MOVE_NONE
3216 && punittype->transport_capacity < 8) {
3218 i++;
3219 }
3221
3223}
3224
3225/**********************************************************************/
3229{
3230 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3231 * cache; see the comment to struct unit_type *simple_ai_types at
3232 * the beginning of this file. */
3234
3236 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3237
3238 utai->low_firepower = FALSE;
3239 utai->ferry = FALSE;
3240 utai->missile_platform = FALSE;
3241 utai->carries_occupiers = FALSE;
3242 utai->potential_charges = unit_type_list_new();
3243
3246
3249
3250 /* Confirm firepower */
3252 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3254 if (utype_has_flag(penemy, pbonus->flag)) {
3255 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3256
3257 utai->low_firepower = TRUE;
3258 }
3260 }
3262
3263 /* Consider potential cargo */
3264 if (punittype->transport_capacity > 0) {
3265 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3266
3269
3272 utai->missile_platform = TRUE;
3273 } else if (pclass->adv.sea_move != MOVE_NONE
3274 && pcargo->adv.land_move != MOVE_NONE) {
3275 if (pcargo->adv.sea_move != MOVE_FULL) {
3276 utai->ferry = TRUE;
3277 } else {
3278 if (0 != utype_fuel(pctype)) {
3279 utai->ferry = TRUE;
3280 }
3281 }
3282 }
3283
3285 utai->carries_occupiers = TRUE;
3286 }
3287 }
3289 }
3290
3291 /* Consider potential charges */
3294
3295 if (0 < utype_fuel(punittype)
3296 && (0 == utype_fuel(pcharge)
3298 continue;
3299 }
3300
3301 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3302 if (chgcls == utype_class(pcharge)) {
3304 }
3306
3308 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3309 unit_type_list_append(utai->potential_charges, pcharge);
3310 }
3311
3314}
3315
3316/**********************************************************************/
3320{
3322 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3323
3324 if (utai == NULL) {
3325 continue;
3326 }
3328
3329 unit_type_list_destroy(utai->potential_charges);
3330 free(utai);
3332}
3333
3334/**********************************************************************/
3337void dai_unit_init(struct ai_type *ait, struct unit *punit)
3338{
3339 /* Make sure that contents of unit_ai structure are correctly initialized,
3340 * if you ever allocate it by some other mean than fc_calloc() */
3341 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3342
3343 unit_data->done = FALSE;
3344 unit_data->cur_pos = NULL;
3345 unit_data->prev_pos = NULL;
3346 unit_data->target = 0;
3347 BV_CLR_ALL(unit_data->hunted);
3348 unit_data->ferryboat = 0;
3349 unit_data->passenger = 0;
3350 unit_data->bodyguard = 0;
3351 unit_data->charge = 0;
3352
3354}
3355
3356/**********************************************************************/
3359void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3360{
3361 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3362
3364
3365 BV_CLR_ALL(unit_data->hunted);
3366}
3367
3368/**********************************************************************/
3371void dai_unit_close(struct ai_type *ait, struct unit *punit)
3372{
3373 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3374
3376
3379
3380 if (unit_data != NULL) {
3383 }
3384}
3385
3386/**********************************************************************/
3389void dai_unit_save(struct ai_type *ait, const char *aitstr,
3390 struct section_file *file,
3391 const struct unit *punit, const char *unitstr)
3392{
3393 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3394
3395 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3396 unitstr, aitstr);
3397 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3398 unitstr, aitstr);
3399 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3400 unitstr, aitstr);
3401 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3402 unitstr, aitstr);
3403}
3404
3405/**********************************************************************/
3408void dai_unit_load(struct ai_type *ait, const char *aitstr,
3409 const struct section_file *file,
3410 struct unit *punit, const char *unitstr)
3411{
3412 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3413
3414 unit_data->passenger
3415 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3416 unitstr, aitstr);
3417 unit_data->ferryboat
3418 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3419 unitstr, aitstr);
3420 unit_data->charge
3421 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3422 unitstr, aitstr);
3423 unit_data->bodyguard
3424 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3425 unitstr, aitstr);
3426}
3427
3433
3434/**********************************************************************/
3437static bool role_unit_cb(struct unit_type *ptype, void *data)
3438{
3439 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3441 const struct civ_map *nmap = &(wld.map);
3442
3443 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3444 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3445 return FALSE;
3446 }
3447
3448 if (cb_data->build_city == NULL
3449 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3450 return TRUE;
3451 }
3452
3453 return FALSE;
3454}
3455
3456/**********************************************************************/
3460 enum terrain_class tc)
3461{
3462 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3463
3465}
3466
3467/**********************************************************************/
3470bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3471 const struct unit *defender)
3472{
3473 struct pf_parameter parameter;
3474 struct pf_map *pfm;
3475 const struct tile *ptarget = unit_tile(defender);
3476 int max_move_cost = attacker->moves_left;
3477 bool able_to_strike = FALSE;
3478 const struct civ_map *nmap = &(wld.map);
3479
3480 pft_fill_unit_parameter(&parameter, nmap, attacker);
3481 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3482 pfm = pf_map_new(&parameter);
3483
3484 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3485 if (move_cost > max_move_cost) {
3486 break;
3487 }
3488
3489 if (ptile == ptarget) {
3491 break;
3492 }
3494
3496
3497 return able_to_strike;
3498}
3499
3500/**********************************************************************/
3503void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3504 struct tile *target, enum override_bool *allow)
3505{
3506 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3507
3508 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3510
3511 return;
3512 }
3513}
enum gen_action select_actres_action_unit_on_stack(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:8156
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:3841
static struct action * action_by_number(action_id act_id)
Definition actions.h:635
#define ACTION_NONE
Definition actions.h:311
#define TRADE_WEIGHTING
Definition advbuilding.h:21
#define SHIELD_WEIGHTING
Definition advbuilding.h:20
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:47
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:410
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:401
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
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:354
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:82
#define POWER_DIVIDER
Definition advtools.h:32
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aiair.c:489
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aidiplomat.c:723
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition aiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition aiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aiferry.c:1113
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition aiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition aiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition aiferry.c:353
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
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:289
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
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition aiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:241
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
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition aiguard.h:21
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition aihunt.c:290
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aihunt.c:438
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition aitools.c:1307
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition aitools.c:430
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition aitools.c:818
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition aitools.c:606
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition aitools.c:644
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition aitools.c:1442
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition aitools.c:756
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition aitools.c:77
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:245
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:95
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:752
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1860
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:804
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:564
@ CITIZEN_ANGRY
Definition city.h:271
@ CITIZEN_UNHAPPY
Definition city.h:270
#define city_owner(_pcity_)
Definition city.h:563
#define city_list_iterate_end
Definition city.h:510
@ FEELING_NATIONALITY
Definition city.h:282
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:478
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:989
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:712
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
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:767
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
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:836
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:311
int base_get_defense_power(const struct unit *punit)
Definition combat.c:569
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:75
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:782
#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:91
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:42
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
void dai_unit_save(struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr)
Definition daiunit.c:3389
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1041
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:876
static bool has_defense(struct city *pcity)
Definition daiunit.c:222
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:342
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2245
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)
Definition daiunit.c:2010
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)
Definition daiunit.c:304
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:724
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3228
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile)
Definition daiunit.c:445
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1709
static void update_simple_ai_types(void)
Definition daiunit.c:3204
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2923
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3503
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2525
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1926
static void reinforcements_cost_and_value(struct unit *punit, struct tile *ptile0, int *value, int *cost)
Definition daiunit.c:375
struct unit_type * simple_ai_types[U_LAST]
Definition daiunit.c:126
static void dai_airlift(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:169
int build_cost_balanced(const struct unit_type *punittype)
Definition daiunit.c:250
bool dai_unit_can_strike_my_unit(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:3470
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2957
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:658
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1013
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2888
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2282
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)
Definition daiunit.c:1162
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2793
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2680
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)
Definition daiunit.c:739
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3437
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1772
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3359
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2658
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c:366
#define LOG_CARAVAN2
Definition daiunit.c:89
static struct city * find_neediest_airlift_city(struct ai_type *ait, const struct player *pplayer)
Definition daiunit.c:138
static int unit_def_rating(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:278
static bool dai_is_unit_tired_waiting_boat(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2141
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:479
bool dai_can_unit_type_follow_unit_type(const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait)
Definition daiunit.c:858
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1658
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2975
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2450
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:268
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:546
static bool is_my_turn(struct unit *punit, struct unit *pdef)
Definition daiunit.c:400
static int unit_def_rating_squared(const struct unit *punit, const struct unit *pdef)
Definition daiunit.c:291
void dai_unit_init(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3337
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3148
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1971
void dai_unit_load(struct ai_type *ait, const char *aitstr, const struct section_file *file, struct unit *punit, const char *unitstr)
Definition daiunit.c:3408
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2122
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3371
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3319
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3459
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)
Definition daiunit.c:1087
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:967
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:625
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2200
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
@ 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
#define RAMPAGE_ANYTHING
Definition daiunit.h:85
#define RAMPAGE_FREE_CITY_OR_BETTER
Definition daiunit.h:87
#define INVASION_ATTACK
Definition daiunit.h:81
#define INVASION_OCCUPY
Definition daiunit.h:80
#define RAMPAGE_HUT_OR_BETTER
Definition daiunit.h:86
#define DEFENSE_POWER(ptype)
Definition daiunit.h:66
#define IS_ATTACKER(ptype)
Definition daiunit.h:70
#define BODYGUARD_RAMPAGE_THRESHOLD
Definition daiunit.h:88
#define ATTACK_POWER(ptype)
Definition daiunit.h:68
static void attack(QVariant data1, QVariant data2)
Definition dialogs.cpp:3018
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2940
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
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 int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:846
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:1035
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:712
float adv_want
Definition fc_types.h:1354
@ RPT_CERTAIN
Definition fc_types.h:701
@ AUT_AUTO_SETTLER
Definition fc_types.h:370
#define ADV_WANT_PRINTF
Definition fc_types.h:1355
@ O_LUXURY
Definition fc_types.h:101
signed short Continent_id
Definition fc_types.h:372
override_bool
Definition fc_types.h:94
@ OVERRIDE_TRUE
Definition fc_types.h:94
@ OVERRIDE_FALSE
Definition fc_types.h:94
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:116
struct city * game_city_by_number(int id)
Definition game.c:107
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:191
#define fc_assert(condition)
Definition log.h:176
#define fc_assert_ret_val(condition, val)
Definition log.h:194
#define log_do_output_for_level(level)
Definition log.h:89
#define log_base(level, message,...)
Definition log.h:94
log_level
Definition log.h:28
@ LOG_DEBUG
Definition log.h:34
@ LOG_NORMAL
Definition log.h:32
@ LOG_VERBOSE
Definition log.h:33
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:940
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:949
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:630
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:654
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:367
#define iterate_outward_end
Definition map.h:371
#define adjc_iterate_end
Definition map.h:433
static int index_to_map_pos_y(int mindex)
Definition map.h:735
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:391
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:428
#define square_iterate_end
Definition map.h:394
static int index_to_map_pos_x(int mindex)
Definition map.h:722
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:894
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:920
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:351
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:363
int unit_move_rate(const struct unit *punit)
Definition movement.c:90
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:227
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:523
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:900
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:214
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
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
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)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
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
void pft_fill_utype_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit_type *punittype, struct tile *pstart_tile, struct player *pplayer)
Definition pf_tools.c:876
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1229
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1388
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1405
#define players_iterate_end
Definition player.h:537
#define players_iterate(_pplayer)
Definition player.h:532
static bool is_barbarian(const struct player *pplayer)
Definition player.h:489
#define is_human(plr)
Definition player.h:229
#define fc_rand(_size)
Definition rand.h:56
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
bool is_req_active(const struct req_context *context, const struct player *other_player, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
Definition specialist.c:217
#define specialist_type_iterate_end
Definition specialist.h:79
#define specialist_type_iterate(sp)
Definition specialist.h:73
#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 LOG_AI_TEST
Definition srv_log.h:38
@ AIT_RECOVER
Definition srv_log.h:68
@ AIT_FSTK
Definition srv_log.h:54
@ AIT_CARAVAN
Definition srv_log.h:56
@ AIT_RAMPAGE
Definition srv_log.h:71
@ AIT_ATTACK
Definition srv_log.h:66
@ AIT_HUNTER
Definition srv_log.h:57
@ AIT_BODYGUARD
Definition srv_log.h:69
@ AIT_DEFENDERS
Definition srv_log.h:55
@ AIT_AIRUNIT
Definition srv_log.h:60
@ AIT_FERRY
Definition srv_log.h:70
@ AIT_MILITARY
Definition srv_log.h:67
@ AIT_DIPLOMAT
Definition srv_log.h:59
@ AIT_AIRLIFT
Definition srv_log.h:58
@ TIMER_STOP
Definition srv_log.h:76
@ TIMER_START
Definition srv_log.h:76
#define TIMING_LOG(timer, activity)
Definition srv_log.h:125
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
unsigned int danger
Definition daicity.h:47
int bcost
Definition daicity.h:44
Definition ai.h:50
void(* callback)(const struct caravan_result *result, void *data)
Definition caravan.h:124
enum foreign_trade_limit allow_foreign_trade
Definition caravan.h:99
bool ignore_transit_time
Definition caravan.h:108
void * callback_data
Definition caravan.h:125
const struct city * src
Definition caravan.h:52
const struct city * dest
Definition caravan.h:53
bool help_wonder
Definition caravan.h:57
double value
Definition caravan.h:56
Definition city.h:320
int id
Definition city.h:326
struct adv_city * adv
Definition city.h:452
struct tile * tile
Definition city.h:322
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:174
struct civ_game::@31::@35 server
struct city_list * cities
Definition player.h:279
struct unit_list * units
Definition player.h:280
bool is_alive
Definition player.h:266
const struct player * player
enum terrain_class tc
Definition daiunit.c:3430
struct city * build_city
Definition daiunit.c:3431
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Continent_id continent
Definition tile.h:54
bool done
Definition daiunit.h:44
bv_unit_classes cargo
Definition unittype.h:558
struct veteran_system * veteran
Definition unittype.h:544
int move_rate
Definition unittype.h:517
Definition unit.h:138
enum unit_activity activity
Definition unit.h:157
int moves_left
Definition unit.h:150
int id
Definition unit.h:145
bool moved
Definition unit.h:173
int hp
Definition unit.h:151
struct tile * tile
Definition unit.h:140
struct unit_adv * adv
Definition unit.h:236
int homecity
Definition unit.h:146
int birth_turn
Definition unit.h:207
struct tile * goto_tile
Definition unit.h:155
int veteran
Definition unit.h:152
struct player * owner
Definition unit.h:143
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:612
#define is_ocean_tile(ptile)
Definition terrain.h:303
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:233
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:88
#define tile_terrain(_tile)
Definition tile.h:114
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:92
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2298
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2378
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2236
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:194
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2449
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2191
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2649
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:367
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:377
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:305
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity)
Definition unit.c:876
bool is_special_unit(const struct unit *punit)
Definition unit.c:358
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2433
bool is_guard_unit(const struct unit *punit)
Definition unit.c:348
bool unit_has_orders(const struct unit *punit)
Definition unit.c:210
#define unit_tile(_pu)
Definition unit.h:397
#define unit_cargo_iterate_end
Definition unit.h:573
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:570
#define CHECK_UNIT(punit)
Definition unit.h:270
#define unit_owner(_pu)
Definition unit.h:396
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer)
Definition unit.h:432
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity)
Definition unithand.c:6471
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:3293
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6370
struct unit * unit_list_find(const struct unit_list *punitlist, int unit_id)
Definition unitlist.c:30
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
bool utype_action_takes_all_mp(const struct unit_type *putype, struct action *paction)
Definition unittype.c:1191
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2236
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2253
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1587
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:199
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1468
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1484
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2298
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2499
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
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:264
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2739
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:276
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2747
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1438
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:443
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:371
#define utype_class(_t_)
Definition unittype.h:749
#define utype_fuel(ptype)
Definition unittype.h:839
#define combat_bonus_list_iterate_end
Definition unittype.h:482
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:480
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:940
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:617
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:932
#define unit_type_iterate(_p)
Definition unittype.h:855
#define unit_type_list_iterate_end
Definition unittype.h:942
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:862
#define unit_class_list_iterate_end
Definition unittype.h:934