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,
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/**********************************************************************/
457static int dai_rampage_want(struct unit *punit, struct tile *ptile)
458{
459 struct player *pplayer = unit_owner(punit);
460 struct unit *pdef;
461 struct civ_map *nmap = &(wld.map);
462
464
465 if (can_unit_attack_tile(punit, NULL, ptile)
466 && (pdef = get_defender(nmap, punit, ptile, NULL))) {
467 /* See description of kill_desire() about these variables. */
471
472 attack *= attack;
473
474 /* If the victim is in the city/fortress, we correct the benefit
475 * with our health because there could be reprisal attacks. We
476 * shouldn't send already injured units to useless suicide.
477 * Note that we do not specially encourage attacks against
478 * cities: rampage is a hit-n-run operation. */
479 if (!is_stack_vulnerable(ptile)
480 && unit_list_size(ptile->units) > 1) {
482 }
483
484 /* If we have non-zero attack rating... */
485 if (attack > 0 && is_my_turn(punit, pdef)) {
488
489 /* No need to amortize, our operation takes one turn. */
490 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
491 desire,
494
495 return MAX(0, desire);
496 }
497 } else if (0 == unit_list_size(ptile->units)) {
498 /* No defender. */
499 struct city *pcity = tile_city(ptile);
500
501 /* ...and free foreign city waiting for us. Who would resist! */
502 if (NULL != pcity
503 && pplayers_at_war(pplayer, city_owner(pcity))
506 }
507
508 /* ...or tiny pleasant hut here! */
509 /* FIXME: unhardcode and variate the desire to enter a hut. */
510 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
511 && is_native_tile(unit_type_get(punit), ptile)) {
512 return -RAMPAGE_HUT_OR_BETTER;
513 }
514 }
515
516 return 0;
517}
518
519/**********************************************************************/
522static struct pf_path *find_rampage_target(struct unit *punit,
523 int thresh_adj, int thresh_move)
524{
525 struct pf_map *tgt_map;
526 struct pf_path *path = NULL;
527 struct pf_parameter parameter;
528 /* Coordinates of the best target (initialize to silence compiler) */
529 struct tile *ptile = unit_tile(punit);
530 /* Want of the best target */
531 int max_want = 0;
532 struct player *pplayer = unit_owner(punit);
533 const struct civ_map *nmap = &(wld.map);
534
536 parameter.omniscience = !has_handicap(pplayer, H_MAP);
537 /* When trying to find rampage targets we ignore risks such as
538 * enemy units because we are looking for trouble!
539 * Hence no call ai_avoid_risks()
540 */
541
542 tgt_map = pf_map_new(&parameter);
544 int want;
545 bool move_needed;
546 int thresh;
547
548 if (move_cost > punit->moves_left) {
549 /* This is too far */
550 break;
551 }
552
553 if (has_handicap(pplayer, H_TARGETS)
554 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
555 /* The target is under fog of war */
556 continue;
557 }
558
560
561 /* Negative want means move needed even though the tiles are adjacent */
563 || want < 0);
564 /* Select the relevant threshold */
566 want = (want < 0 ? -want : want);
567
568 if (want > max_want && want > thresh) {
569 /* The new want exceeds both the previous maximum
570 * and the relevant threshold, so it's worth recording */
571 max_want = want;
572 ptile = iter_tile;
573 }
575
576 if (max_want > 0) {
577 /* We found something */
578 path = pf_map_path(tgt_map, ptile);
579 fc_assert(path != NULL);
580 }
581
583
584 return path;
585}
586
587/**********************************************************************/
602 int thresh_move)
603{
604 int count = punit->moves_left + 1; /* break any infinite loops */
605 struct pf_path *path = NULL;
606
609
611 /* This teaches the AI about the dangers inherent in occupychance. */
613
614 while (count-- > 0 && punit->moves_left > 0
616 if (!adv_unit_execute_path(punit, path)) {
617 /* Died */
618 count = -1;
619 }
620 pf_path_destroy(path);
621 path = NULL;
622 }
623
624 fc_assert(NULL == path);
625
627 return (count >= 0);
628}
629
630/**********************************************************************/
634static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
635 struct unit *punit)
636{
637 struct unit *aunit = aiguard_charge_unit(ait, punit);
638 struct city *acity = aiguard_charge_city(ait, punit);
639 struct tile *ptile;
640
642 CHECK_GUARD(ait, punit);
643
644 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
645 /* protect a unit */
646 if (aunit->goto_tile != NULL) {
647 /* Our charge is going somewhere: maybe we should meet them there */
648 /* FIXME: This probably isn't the best algorithm for this. */
650 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
651 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
652
653 if (me2goal < me2them
657 ptile = aunit->goto_tile;
658 } else {
659 ptile = unit_tile(aunit);
660 }
661 } else {
662 ptile = unit_tile(aunit);
663 }
664 } else if (acity && city_owner(acity) == unit_owner(punit)) {
665 /* protect a city */
666 ptile = acity->tile;
667 } else {
668 /* should be impossible */
669 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
671 return;
672 }
673
674 if (same_pos(unit_tile(punit), ptile)) {
675 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
676 } else {
677 if (goto_is_sane(punit, ptile)) {
678 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
679 if (!dai_gothere(ait, pplayer, punit, ptile)) {
680 /* We died */
681 return;
682 }
683 } else {
684 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
686 }
687 }
688 /* We might have stopped because of an enemy nearby.
689 * Perhaps we can kill it.*/
692 && same_pos(unit_tile(punit), ptile)) {
693 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
694 }
695}
696
697/**********************************************************************/
700static bool unit_role_defender(const struct unit_type *punittype)
701{
703}
704
705/**********************************************************************/
715adv_want look_for_charge(struct ai_type *ait, struct player *pplayer,
716 struct unit *punit,
717 struct unit **aunit, struct city **acity)
718{
719 struct pf_parameter parameter;
720 struct pf_map *pfm;
721 struct city *pcity;
722 struct ai_city *data, *best_data = NULL;
724 int def, best_def = -1;
725 /* Arbitrary: 3 turns. */
726 const int max_move_cost = 3 * unit_move_rate(punit);
727 const struct civ_map *nmap = &(wld.map);
728
729 *aunit = NULL;
730 *acity = NULL;
731
732 if (0 == toughness) {
733 /* useless */
734 return 0;
735 }
736
737 pft_fill_unit_parameter(&parameter, nmap, punit);
738 parameter.omniscience = !has_handicap(pplayer, H_MAP);
739 pfm = pf_map_new(&parameter);
740
741 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
742 if (move_cost > max_move_cost) {
743 /* Consider too far. */
744 break;
745 }
746
747 pcity = tile_city(ptile);
748
749 /* Consider unit bodyguard. */
750 unit_list_iterate(ptile->units, buddy) {
751 const struct unit_type *ptype = unit_type_get(punit);
752 const struct unit_type *buddy_type = unit_type_get(buddy);
753
754 /* TODO: allied unit bodyguard? */
756 || unit_owner(buddy) != pplayer
757 || !aiguard_wanted(ait, buddy)
763
764 continue;
765 }
766
768 if (0 >= def) {
769 continue;
770 }
771
773 /* Reduce want based on move cost. We can't do this for
774 * transports since they move around all the time, leading
775 * to hillarious flip-flops. */
776 def >>= move_cost / (2 * unit_move_rate(punit));
777 }
778 if (def > best_def) {
779 *aunit = buddy;
780 *acity = NULL;
781 best_def = def;
782 }
784
785 /* City bodyguard. TODO: allied city bodyguard? */
786 if (ai_fuzzy(pplayer, TRUE)
787 && NULL != pcity
788 && city_owner(pcity) == pplayer
789 && (data = def_ai_city_data(pcity, ait))
790 && 0 < data->urgency) {
791 if (NULL != best_data
792 && (0 < best_data->grave_danger
793 || best_data->urgency > data->urgency
794 || ((best_data->danger > data->danger
795 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
796 && 0 == data->grave_danger))) {
797 /* Chances are we'll be between cities when we are needed the most!
798 * Resuming pf_map_move_costs_iterate()... */
799 continue;
800 }
801 def = (data->danger - assess_defense_quadratic(ait, pcity));
802 if (def <= 0) {
803 continue;
804 }
805 /* Reduce want based on move cost. */
806 def >>= move_cost / (2 * unit_move_rate(punit));
807 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
808 *acity = pcity;
809 *aunit = NULL;
810 best_def = def;
811 best_data = data;
812 }
813 }
815
817
818 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
821 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
823 : (NULL != *aunit ?
826 : (NULL != *aunit ?
828
829 return ((best_def * 100) / toughness);
830}
831
832/**********************************************************************/
836 const struct unit_type *followee,
837 struct ai_type *ait)
838{
839 struct unit_type_ai *utai = utype_ai_data(follower, ait);
840
841 unit_type_list_iterate(utai->potential_charges, pcharge) {
842 if (pcharge == followee) {
843 return TRUE;
844 }
846
847 return FALSE;
848}
849
850/**********************************************************************/
853static void dai_military_findjob(struct ai_type *ait,
854 struct player *pplayer, struct unit *punit)
855{
856 const struct unit_type *punittype = unit_type_get(punit);
857 struct unit_ai *unit_data;
858 const struct civ_map *nmap = &(wld.map);
859
861
862 /* Keep barbarians aggressive and primitive */
863 if (is_barbarian(pplayer)) {
865 && is_land_barbarian(pplayer)) {
866 /* Land barbarians pillage */
868 }
870
871 return;
872 }
873
875
876 /* If I am a bodyguard, check whether I can do my job. */
877 if (unit_data->task == AIUNIT_ESCORT
878 || unit_data->task == AIUNIT_DEFEND_HOME) {
880 }
881
882 if (aiguard_has_charge(ait, punit)
883 && unit_data->task == AIUNIT_ESCORT) {
884 struct unit *aunit = aiguard_charge_unit(ait, punit);
885 struct city *acity = aiguard_charge_city(ait, punit);
886 struct ai_city *city_data = NULL;
887
888 if (acity != NULL) {
890 }
891
892 /* Check if the city we are on our way to rescue is still in danger,
893 * or the unit we should protect is still alive... */
894 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
897 && city_data->urgency != 0
898 && city_data->danger > assess_defense_quadratic(ait, acity))) {
899 return; /* Yep! */
900 } else {
901 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
902 }
903 }
904
905 /* Is the unit badly damaged? */
906 if ((unit_data->task == AIUNIT_RECOVER
907 && punit->hp < punittype->hp)
908 || punit->hp < punittype->hp * 0.25) { /* WAG */
909 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
911 return;
912 }
913
916 /* This is a defending unit that doesn't need to stay put.
917 * It needs to defend something, but not necessarily where it's at.
918 * Therefore, it will consider becoming a bodyguard. -- Syela */
919 struct city *acity;
920 struct unit *aunit;
921
922 look_for_charge(ait, pplayer, punit, &aunit, &acity);
923 if (acity) {
926 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
927 } else if (aunit) {
930 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
931 }
932 }
934}
935
936/**********************************************************************/
945static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
946 struct unit *punit)
947{
948 struct city *pcity = aiguard_charge_city(ait, punit);
949
951
952 if (!pcity || city_owner(pcity) != pplayer) {
953 pcity = tile_city(unit_tile(punit));
954 /* Do not stay defending an allied city forever */
956 }
957
958 if (!pcity) {
959 /* Try to find a place to rest. Sitting duck out in the wilderness
960 * is generally a bad idea, since we protect no cities that way, and
961 * it looks silly. */
962 pcity = find_closest_city(unit_tile(punit), NULL, pplayer,
965 }
966
967 if (!pcity) {
969 }
970
973 /* ... we survived */
974 if (pcity) {
975 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
976 if (same_pos(unit_tile(punit), pcity->tile)) {
977 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
979 } else {
980 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
981 }
982 } else {
983 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
984 }
985 }
986}
987
988/**********************************************************************/
991static void single_invader(struct ai_city *city_data,
992 const struct unit_type *utype,
993 int which)
994{
995 int attacks;
996
999 attacks = 1;
1000 } else {
1001 attacks = utype->move_rate;
1002 }
1003 city_data->invasion.attack += attacks;
1004 if (which == INVASION_OCCUPY) {
1005 city_data->invasion.occupy++;
1006 }
1007}
1008
1009/**********************************************************************/
1019static void invasion_funct(struct ai_type *ait, struct unit *punit,
1020 bool dest, int radius, int which)
1021{
1022 struct tile *ptile;
1023 struct player *pplayer = unit_owner(punit);
1024
1026
1027 if (dest) {
1028 ptile = punit->goto_tile;
1029 } else {
1030 ptile = unit_tile(punit);
1031 }
1032
1033 square_iterate(&(wld.map), ptile, radius, tile1) {
1034 struct city *pcity = tile_city(tile1);
1035
1036 if (pcity
1037 && POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, city_owner(pcity))
1038 && (dest || !has_defense(pcity))) {
1039 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1040
1041 /* Unit itself */
1043
1044 /* Cargo */
1045 unit_cargo_iterate(punit, cargo) {
1046 const struct unit_type *utype = unit_type_get(cargo);
1047
1048 if (IS_ATTACKER(utype)) {
1052 }
1054 }
1056}
1057
1058/**********************************************************************/
1061bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1062 struct tile *dest_tile,
1063 const struct unit_type *cargo_type,
1064 struct tile **ferry_dest, struct tile **beachhead_tile)
1065{
1066 if (NULL == tile_city(dest_tile)
1068 /* Unit can directly go to 'dest_tile'. */
1069 struct tile *best_tile = NULL;
1071
1072 if (NULL != beachhead_tile) {
1073 *beachhead_tile = dest_tile;
1074 }
1075
1076 adjc_iterate(&(wld.map), dest_tile, ptile) {
1078 if (cost != PF_IMPOSSIBLE_MC
1079 && (NULL == best_tile || cost < best_cost)) {
1080 best_tile = ptile;
1081 best_cost = cost;
1082 }
1084
1085 if (NULL != ferry_dest) {
1087 }
1088
1089 return (PF_IMPOSSIBLE_MC != best_cost);
1090 } else {
1091 /* We need to find a beach around 'dest_tile'. */
1092 struct tile *best_tile = NULL, *best_beach = NULL;
1095
1096 tile_list_append(checked_tiles, dest_tile);
1097 adjc_iterate(&(wld.map), dest_tile, beach) {
1099 /* Can land there. */
1100 adjc_iterate(&(wld.map), beach, ptile) {
1101 if (!tile_list_search(checked_tiles, ptile)
1102 && !is_non_allied_unit_tile(ptile, pplayer)) {
1105 if (cost != PF_IMPOSSIBLE_MC
1106 && (NULL == best_tile || cost < best_cost)) {
1107 best_beach = beach;
1108 best_tile = ptile;
1109 best_cost = cost;
1110 }
1111 }
1113 }
1115
1117
1118 if (NULL != beachhead_tile) {
1120 }
1121 if (NULL != ferry_dest) {
1123 }
1124 return (PF_IMPOSSIBLE_MC != best_cost);
1125 }
1126}
1127
1128/**********************************************************************/
1136adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1137 struct unit *punit,
1138 struct tile **pdest_tile, struct pf_path **ppath,
1139 struct pf_map **pferrymap,
1140 struct unit **pferryboat,
1141 const struct unit_type **pboattype, int *pmove_time)
1142{
1143 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1144 struct pf_parameter parameter;
1145 struct pf_map *punit_map, *ferry_map;
1146 struct pf_position pos;
1148 const struct unit_type *punit_type = unit_type_get(punit);
1149 struct tile *punit_tile = unit_tile(punit);
1150 /* Type of our boat (a future one if ferryboat == NULL). */
1151 const struct unit_type *boattype = NULL;
1152 struct unit *ferryboat = NULL;
1153 struct city *pcity;
1154 struct ai_city *acity_data;
1155 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1156 bool handicap = has_handicap(pplayer, H_TARGETS);
1157 bool unhap = FALSE; /* Do we make unhappy citizen. */
1158 bool harbor = FALSE; /* Do we have access to sea? */
1159 bool go_by_boat; /* Whether we need a boat or not. */
1160 int vulnerability; /* Enemy defense rating. */
1161 adv_want benefit; /* Benefit from killing the target. */
1162 struct unit *pdefender; /* Enemy city defender. */
1163 int move_time; /* Turns needed to target. */
1164 int reserves;
1165 int attack; /* Our total attack value with reinforcements. */
1166 int victim_count; /* Number of enemies there. */
1167 int needferry; /* Cost of building a ferry boat. */
1168 /* This is a kluge, because if we don't set x and y with !punit->id,
1169 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1170 * never learning steam engine, even though ironclads would be very
1171 * useful. -- Syela */
1172 adv_want bk = 0;
1173 adv_want want; /* Want (amortized) of the operaton. */
1174 adv_want best = 0; /* Best of all wants. */
1175 struct tile *goto_dest_tile = NULL;
1176 bool can_occupy;
1177 struct civ_map *nmap = &(wld.map);
1178
1179 /* Very preliminary checks. */
1181 if (NULL != pferrymap) {
1182 *pferrymap = NULL;
1183 }
1184 if (NULL != pferryboat) {
1185 *pferryboat = NULL;
1186 }
1187 if (NULL != pboattype) {
1188 *pboattype = NULL;
1189 }
1190 if (NULL != pmove_time) {
1191 *pmove_time = 0;
1192 }
1193 if (NULL != ppath) {
1194 *ppath = NULL;
1195 }
1196
1197 if (0 == attack_value) {
1198 /* A very poor attacker... probably low on HP. */
1199 return 0;
1200 }
1201
1203
1204
1205 /*** Part 1: Calculate targets ***/
1206
1207 /* This horrible piece of code attempts to calculate the attractiveness of
1208 * enemy cities as targets for our units, by checking how many units are
1209 * going towards it or are near it already. */
1210
1211 /* Reset enemy cities data. */
1213 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1214 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1215 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1216 continue;
1217 }
1218 city_list_iterate(aplayer->cities, acity) {
1219 struct ai_city *city_data = def_ai_city_data(acity, ait);
1220
1222 &city_data->attack,
1223 &city_data->bcost);
1224 city_data->invasion.attack = 0;
1225 city_data->invasion.occupy = 0;
1228
1229 /* Second, calculate in units on their way there, and mark targets for
1230 * invasion */
1231 unit_list_iterate(pplayer->units, aunit) {
1232 const struct unit_type *atype;
1233
1234 if (aunit == punit) {
1235 continue;
1236 }
1237
1239
1240 /* Dealing with invasion stuff */
1241 if (IS_ATTACKER(atype)) {
1242 if (aunit->activity == ACTIVITY_GOTO) {
1243 invasion_funct(ait, aunit, TRUE, 0,
1246 if ((pcity = tile_city(aunit->goto_tile))) {
1247 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1248
1251 }
1252 }
1256 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1258 /* It's a transport with reinforcements */
1259 if (aunit->activity == ACTIVITY_GOTO) {
1261 }
1263 }
1265 /* end horrible initialization subroutine */
1266
1267
1268 /*** Part 2: Now pick one target ***/
1269
1270 /* We first iterate through all cities, then all units, looking
1271 * for a viable target. We also try to gang up on the target
1272 * to avoid spreading out attacks too widely to be inefficient.
1273 */
1274
1275 pcity = tile_city(punit_tile);
1276 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1277 /* I would have thought unhappiness should be taken into account
1278 * irrespectfully the city in which it will surface... -- GB */
1280 }
1281
1284
1286 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1287 punit_map = pf_map_new(&parameter);
1288
1289 if (MOVE_NONE == punit_class->adv.sea_move) {
1290 /* We need boat to move over sea. */
1291 ferryboat = unit_transport_get(punit);
1292
1293 /* First check if we can use the boat we are currently loaded to. */
1294 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1295 /* No, we cannot control current boat */
1296 ferryboat = NULL;
1297 }
1298
1299 if (NULL == ferryboat) {
1300 /* Try to find new boat */
1301 ferryboat = player_unit_by_number(pplayer,
1302 aiferry_find_boat(ait, punit, 1, NULL));
1303 }
1304
1306 harbor = TRUE;
1307 }
1308 }
1309
1310 if (NULL != ferryboat) {
1311 boattype = unit_type_get(ferryboat);
1312 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1313 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1314 ferry_map = pf_map_new(&parameter);
1315 } else {
1317 if (NULL == boattype) {
1318 /* We pretend that we can have the simplest boat to stimulate tech. */
1320 }
1321 if (NULL != boattype && harbor) {
1322 /* Let's simulate a boat at 'punit' position. */
1324 punit_tile, pplayer);
1325 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1326 ferry_map = pf_map_new(&parameter);
1327 } else {
1328 ferry_map = NULL;
1329 }
1330 }
1331
1333
1335 /* For the virtual unit case, which is when we are called to evaluate
1336 * which units to build, we want to calculate in danger and which
1337 * players we want to make war with in the future. We do _not_ want
1338 * to do this when actually making attacks. */
1339 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1340 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1341 continue; /* Not an enemy. */
1342 }
1343
1344 city_list_iterate(aplayer->cities, acity) {
1345 struct tile *atile = city_tile(acity);
1346
1349 /* Can't attack this city. It is on land. */
1350 continue;
1351 }
1352
1353 if (handicap && !map_is_known(atile, pplayer)) {
1354 /* Can't see it */
1355 continue;
1356 }
1357
1359 go_by_boat = FALSE;
1360 move_time = pos.turn;
1361 } else if (NULL == ferry_map) {
1362 continue; /* Impossible to handle. */
1363 } else {
1364 struct tile *dest, *beach;
1365
1366 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1367 &dest, &beach)) {
1368 continue; /* Impossible to go by boat. */
1369 }
1370 if (!pf_map_position(ferry_map, dest, &pos)) {
1372 continue;
1373 }
1374 move_time = pos.turn; /* Sailing time. */
1375 if (dest != beach) {
1376 move_time++; /* Land time. */
1377 }
1378 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1379 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1380 move_time += pos.turn; /* Time to reach the boat. */
1381 } else {
1382 continue; /* Cannot reach the boat. */
1383 }
1384 }
1385 go_by_boat = TRUE;
1386 }
1387
1392 } else {
1393 pdefender = NULL;
1394 vulnerability = 0;
1395 benefit = 0;
1396 }
1397
1398 if (1 < move_time) {
1400
1401 if (def_type) {
1405 if (v > vulnerability) {
1406 /* They can build a better defender! */
1407 vulnerability = v;
1409 }
1410 }
1411 }
1412
1414
1415 reserves = (acity_data->invasion.attack
1416 - unit_list_size(acity->tile->units));
1417
1418 if (punit->id == 0) {
1419 /* Real unit would add to reserves once built. */
1422 reserves++;
1423 } else {
1424 reserves += punit_type->move_rate;
1425 }
1426 }
1427
1428 if (0 < reserves && (can_occupy
1429 || 0 < acity_data->invasion.occupy)) {
1430 /* There are units able to occupy the city after all defenders
1431 * are killed! */
1432 benefit += acity_data->worth * reserves / 5;
1433 }
1434
1435 attack = attack_value + acity_data->attack;
1436 attack *= attack;
1437 /* Avoiding handling upkeep aggregation this way -- Syela */
1438
1439 /* AI was not sending enough reinforcements to totally wipe out a city
1440 * and conquer it in one turn.
1441 * This variable enables total carnage. -- Syela */
1443
1444 if (!can_occupy && NULL == pdefender) {
1445 /* Nothing there to bash and we can't occupy!
1446 * Not having this check caused warships yoyoing */
1447 want = 0;
1448 } else if (10 < move_time) {
1449 /* Too far! */
1450 want = 0;
1451 } else if (can_occupy && 0 == acity_data->invasion.occupy
1452 && (0 < acity_data->invasion.attack
1453 || victim_count == 0)) {
1454 /* Units able to occupy really needed there! */
1455 want = bcost * SHIELD_WEIGHTING;
1456 } else {
1457 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1459 }
1462 /* Build_cost of ferry. */
1463 needferry = (go_by_boat && NULL == ferryboat
1465 /* FIXME: add time to build the ferry? */
1467 want, MAX(1, move_time),
1469
1470 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1471 if (0 >= want && 0 == punit->id && 0 >= best) {
1475 MAX(1, move_time),
1477
1478 if (bk_e > bk) {
1479 *pdest_tile = atile;
1480 if (NULL != pferrymap) {
1482 }
1483 if (NULL != pferryboat) {
1484 *pferryboat = go_by_boat ? ferryboat : NULL;
1485 }
1486 if (NULL != pboattype) {
1488 }
1489 if (NULL != pmove_time) {
1491 }
1492 goto_dest_tile = (go_by_boat && NULL != ferryboat
1493 ? unit_tile(ferryboat) : atile);
1494 bk = bk_e;
1495 }
1496 }
1497 /* END STEAM-ENGINES KLUGE */
1498
1499 if (0 != punit->id
1500 && NULL != ferryboat
1501 && punit_class->adv.sea_move == MOVE_NONE) {
1503 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1504 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1505 ", best = " ADV_WANT_PRINTF ")",
1506 __FUNCTION__, unit_rule_name(ferryboat),
1507 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1508 TILE_XY(atile), go_by_boat, move_time, want, best);
1509 }
1510
1511 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1512 /* Yes, we like this target */
1513 best = want;
1514 *pdest_tile = atile;
1515 if (NULL != pferrymap) {
1517 }
1518 if (NULL != pferryboat) {
1519 *pferryboat = go_by_boat ? ferryboat : NULL;
1520 }
1521 if (NULL != pboattype) {
1523 }
1524 if (NULL != pmove_time) {
1526 }
1527 goto_dest_tile = (go_by_boat && NULL != ferryboat
1528 ? unit_tile(ferryboat) : atile);
1529 }
1531
1533 /* I'm not sure the following code is good but it seems to be adequate.
1534 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1535 * -- Syela */
1537 struct tile *atile = unit_tile(aunit);
1538
1539 if (NULL != tile_city(atile)) {
1540 /* already dealt with it. */
1541 continue;
1542 }
1543
1544 if (handicap && !map_is_known(atile, pplayer)) {
1545 /* Can't see the target. */
1546 continue;
1547 }
1548
1550 && 0 == punit->id) {
1551 /* We will not build units just to chase caravans and
1552 * ambassadors. */
1553 continue;
1554 }
1555
1556 /* We have to assume the attack is diplomatically ok.
1557 * We cannot use can_player_attack_tile, because we might not
1558 * be at war with aplayer yet */
1560 || aunit != get_defender(nmap, punit, atile, NULL)) {
1561 /* We cannot attack it, or it is not the main defender. */
1562 continue;
1563 }
1564
1566 /* Cannot reach it. */
1567 continue;
1568 }
1569
1572
1573 move_time = pos.turn;
1574 if (10 < move_time) {
1575 /* Too far. */
1576 want = 0;
1577 } else {
1578 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1579 /* Take into account maintainance of the unit. */
1580 /* FIXME: Depends on the government. */
1581 want -= move_time * SHIELD_WEIGHTING;
1582 /* Take into account unhappiness
1583 * (costs 2 luxuries to compensate). */
1584 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1585 }
1587 want, MAX(1, move_time), bcost_bal);
1588 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1589 best = want;
1590 *pdest_tile = atile;
1591 if (NULL != pferrymap) {
1592 *pferrymap = NULL;
1593 }
1594 if (NULL != pferryboat) {
1595 *pferryboat = NULL;
1596 }
1597 if (NULL != pboattype) {
1598 *pboattype = NULL;
1599 }
1600 if (NULL != pmove_time) {
1602 }
1604 }
1607
1608 if (NULL != ppath) {
1611 }
1612
1614 if (NULL != ferry_map
1615 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1617 }
1618
1620
1621 return best;
1622}
1623
1624/**********************************************************************/
1633{
1634 struct pf_parameter parameter;
1635 struct pf_map *pfm;
1636 struct player *pplayer = unit_owner(punit);
1637 struct city *pcity, *best_city = NULL;
1638 int best = FC_INFINITY, cur;
1639 const struct civ_map *nmap = &(wld.map);
1640
1641 pft_fill_unit_parameter(&parameter, nmap, punit);
1642 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1643 pfm = pf_map_new(&parameter);
1644
1645 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1646 if (move_cost > best) {
1647 /* We already found a better city. No need to continue. */
1648 break;
1649 }
1650
1651 pcity = tile_city(ptile);
1652 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1653 continue;
1654 }
1655
1656 /* Score based on the move cost. */
1657 cur = move_cost;
1658
1659 /* Note the unit owner may be different from the city owner. */
1660 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1662 EFT_HP_REGEN)) {
1663 /* If we cannot regen fast our hit points here, let's make some
1664 * penalty. */
1665 cur *= 3;
1666 }
1667
1668 if (cur < best) {
1669 best_city = pcity;
1670 best = cur;
1671 }
1673
1675 return best_city;
1676}
1677
1678/**********************************************************************/
1684 struct player *pplayer,
1685 struct unit *punit)
1686{
1687 struct city *pc;
1688 bool only_continent = TRUE;
1689
1690 if (unit_transported(punit)) {
1691 /* If we are in transport, we can go to any continent.
1692 * Actually, we are not currently in a continent where to stay. */
1694 }
1695
1696 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1699 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1700 city_name_get(pc));
1701 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1702 } else {
1703 struct unit *ferry = NULL;
1704
1705 if (unit_transported(punit)) {
1706 ferry = unit_transport_get(punit);
1707
1708 /* We already are in a boat so it needs no
1709 * free capacity */
1710 if (!is_boat_free(ait, ferry, punit, 0)) {
1711 /* We cannot control our ferry. */
1712 ferry = NULL;
1713 }
1714 } else {
1715 /* We are not in a boat yet. Search for one. */
1717 if (is_boat_free(ait, aunit, punit, 1)
1719 ferry = aunit;
1720 break;
1721 }
1723 }
1724
1725 if (ferry) {
1726 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1727 city_name_get(pc));
1728 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1729 } else {
1730 /* This is not an error. Somebody else might be in charge
1731 * of the ferry. */
1732 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1733 }
1734 }
1735 } else {
1736 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1737 }
1738}
1739
1740/**********************************************************************/
1746static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1747 struct unit *punit)
1748{
1749 struct tile *dest_tile;
1750 int id = punit->id;
1751 int ct = 10;
1752 struct city *pcity = NULL;
1753
1755
1756 /* Barbarians pillage, and might keep on doing that so they sometimes
1757 * even finish it. */
1758 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1759 && fc_rand(2) == 1) {
1760 return;
1761 }
1762
1763 /* First find easy nearby enemies, anything better than pillage goes.
1764 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1765 * until it runs out of targets. */
1766 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1767 * conquered cities.
1768 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1769 * of moves too.*/
1771 return; /* we died */
1772 }
1773
1774 if (punit->moves_left <= 0) {
1775 return;
1776 }
1777
1778 /* Main attack loop */
1779 do {
1780 struct tile *start_tile = unit_tile(punit);
1781 struct pf_path *path;
1782 struct unit *ferryboat;
1783
1784 /* Then find enemies the hard way */
1785 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1786 NULL, &ferryboat, NULL, NULL);
1787 if (!same_pos(unit_tile(punit), dest_tile)) {
1788 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1789 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1790
1791 /* Adjacent and can't attack usually means we are not marines
1792 * and on a ferry. This fixes the problem (usually). */
1793 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1794 TILE_XY(dest_tile));
1795
1796 /* Set ACTIVITY_GOTO more permanently than just inside
1797 * adv_follow_path(). This way other units will know we're
1798 * on our way even if we don't reach target yet. */
1799 punit->goto_tile = dest_tile;
1801 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1802 /* Died. */
1803 pf_path_destroy(path);
1804 return;
1805 }
1806 if (NULL != ferryboat) {
1807 /* Need a boat. */
1808 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1809 pf_path_destroy(path);
1810 return;
1811 }
1812 if (0 >= punit->moves_left) {
1813 /* No moves left. */
1814 pf_path_destroy(path);
1815 return;
1816 }
1817
1818 /* Either we're adjacent or we sitting on the tile. We might be
1819 * sitting on the tile if the enemy that _was_ sitting there
1820 * attacked us and died _and_ we had enough movement to get there */
1821 if (same_pos(unit_tile(punit), dest_tile)) {
1822 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1823 TILE_XY(dest_tile));
1824 pf_path_destroy(path);
1825 break;
1826 }
1827 }
1828
1829 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1830 /* Close combat. fstk sometimes want us to attack an adjacent
1831 * enemy that rampage wouldn't */
1832 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1833 TILE_XY(dest_tile));
1834 if (!dai_unit_attack(ait, punit, dest_tile)) {
1835 /* Died */
1836 pf_path_destroy(path);
1837 return;
1838 }
1839 } else if (!same_pos(start_tile, unit_tile(punit))) {
1840 /* Got stuck. Possibly because of adjacency to an
1841 * enemy unit. Perhaps we are in luck and are now next to a
1842 * tempting target? Let's find out... */
1845 pf_path_destroy(path);
1846 return;
1847 }
1848
1849 } else {
1850 /* FIXME: This happens a bit too often! */
1851 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1852 /* No worthy enemies found, so abort loop */
1853 ct = 0;
1854 }
1855 pf_path_destroy(path);
1856
1857 ct--; /* infinite loops from railroads must be stopped */
1858 } while (punit->moves_left > 0 && ct > 0);
1859
1860 /* Cleanup phase */
1861 if (punit->moves_left == 0) {
1862 return;
1863 }
1865 if (pcity != NULL
1866 && (dai_is_ferry(punit, ait)
1867 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1868 /* Go somewhere safe */
1869 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1870 (void) dai_unit_goto(ait, punit, pcity->tile);
1871 } else if (!is_barbarian(pplayer)) {
1872 /* Nothing else to do, so try exploring. */
1873 switch (manage_auto_explorer(punit)) {
1874 case MR_DEATH:
1875 /* don't use punit! */
1876 return;
1877 case MR_OK:
1878 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1879 break;
1880 default:
1881 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1882 break;
1883 };
1884 } else {
1885 /* You can still have some moves left here, but barbarians should
1886 not sit helplessly, but advance towards nearest known enemy city */
1887 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1888 dai_military_attack_barbarian(ait, pplayer, punit);
1889 }
1890 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1891 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1892 dai_military_defend(ait, pplayer, punit);
1893 }
1894}
1895
1896/**********************************************************************/
1900static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1901{
1902 bool alive = TRUE;
1903 int ferryboat = 0;
1904 struct pf_path *path_to_ferry = NULL;
1905
1906 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1907 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1908 /* going to meet the boat */
1909 if ((ferryboat <= 0)) {
1911 "in find_boat_for_unit cannot find any boats.");
1912 /* if we are undefended on the country side go to a city */
1914 if (current_city == NULL) {
1916 if (city_near != NULL) {
1918 }
1919 }
1920 } else {
1921 if (path_to_ferry != NULL) {
1923 /* Died. */
1926 alive = FALSE;
1927 } else {
1930 alive = TRUE;
1931 }
1932 }
1933 }
1934 return alive;
1935}
1936
1937/**********************************************************************/
1946 struct tile *ctile, struct tile *ptile)
1947{
1948 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1949 bool lm = MOVE_NONE != pclass->adv.land_move,
1950 sm = MOVE_NONE != pclass->adv.sea_move;
1951 struct civ_map *pmap = &(wld.map);
1952
1953 if (lm && sm) {
1954 return FALSE;
1955 }
1956
1957 /* We could use adjc_iterate() but likely often tiles are on the same
1958 * continent and it will be more time to find where they connect */
1961
1962 if (is_ocean_tile(atile) ? sm : lm) {
1963 iterate_outward(pmap, ptile, 1, btile) {
1964 if (tile_continent(btile) == acont) {
1965 return FALSE;
1966 }
1968 }
1970
1971 if (is_tiles_adjacent(ctile, ptile)) {
1972 return FALSE;
1973 }
1974
1975 return TRUE;
1976}
1977
1978/**********************************************************************/
1984static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
1985 struct unit *punit,
1986 const struct city *dest_city,
1987 bool help_wonder,
1988 bool required_boat, bool request_boat)
1989{
1990 bool alive = TRUE;
1991 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
1992 const struct civ_map *nmap = &(wld.map);
1993
1995
1996 /* if we're not there yet, and we can move, move... */
1997 if (!same_pos(dest_city->tile, unit_tile(punit))
1998 && punit->moves_left != 0) {
1999 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2003 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2004 required_boat ? "with a boat" : "");
2005 if (required_boat) {
2006 /* to trade with boat */
2007 if (request_boat) {
2008 /* Try to find new boat */
2010 } else {
2011 /* if we are not being transported then ask for a boat again */
2012 alive = TRUE;
2015 unit_tile(punit), dest_city->tile)) {
2017 }
2018 }
2019 if (alive) {
2020 /* FIXME: sometimes we get FALSE here just because
2021 * a trireme that we've boarded can't go over an ocean. */
2022 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2023 }
2024 } else {
2025 /* to trade without boat */
2027 }
2028 }
2029
2030 /* if moving didn't kill us, and we got to the destination, handle it. */
2031 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2032 /* release the boat! */
2033 if (unit_transported(punit)) {
2035 }
2037 punit, dest_city)) {
2038 /*
2039 * We really don't want to just drop all caravans in immediately.
2040 * Instead, we want to aggregate enough caravans to build instantly.
2041 * -AJS, 990704
2042 */
2043 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2046 punit->id,
2049 unit_do_action(pplayer, punit->id, dest_city->id,
2050 0, "", ACTION_HELP_WONDER);
2052 punit, dest_city)) {
2053 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2056 punit->id,
2059 unit_do_action(pplayer, punit->id, dest_city->id,
2060 0, "", ACTION_TRADE_ROUTE);
2062 punit, dest_city)) {
2063 /* Get the one time bonus. */
2064 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2067 punit->id,
2070 unit_do_action(pplayer, punit->id, dest_city->id,
2071 0, "", ACTION_MARKETPLACE);
2072 } else {
2073 enum log_level level = LOG_NORMAL;
2074
2075 if (help_wonder) {
2076 /* A Caravan ordered to help build wonder may arrive after
2077 * enough shields to build the wonder is produced. */
2079 }
2080
2082 "%s %s[%d](%d,%d) unable to trade with %s",
2085 punit->id,
2088 }
2089 }
2090}
2091
2092/**********************************************************************/
2096static void caravan_optimize_callback(const struct caravan_result *result,
2097 void *data)
2098{
2099 const struct unit *caravan = data;
2100
2101 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2103 unit_rule_name(caravan),
2104 caravan->id,
2105 TILE_XY(unit_tile(caravan)),
2106 city_name_get(result->src),
2107 result->help_wonder ? "wonder in" : "trade to",
2108 city_name_get(result->dest),
2109 result->value);
2110}
2111
2112/**********************************************************************/
2116 struct unit *punit)
2117{
2118 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2119 struct city *phome_city = NULL;
2120 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2121
2122 if ((unit_data->task != AIUNIT_NONE)) {
2123 src = unit_tile(punit);
2125 if (phome_city != NULL) {
2127 }
2128 dest = punit->goto_tile;
2129
2130 if (src == NULL || dest == NULL) {
2131 return FALSE;
2132 }
2133
2134 /* If we have a home continent, and are not there.
2135 * (FIXME: well, why?)
2136 * (I guess because home continent is which we were supposed to leave,
2137 * not the target continent) */
2138 if (src_home_city != NULL
2140 return FALSE;
2141 }
2142
2143 if (!goto_is_sane(punit, dest)) {
2144 if (unit_transported(punit)) {
2145 /* If we're being transported */
2146 return FALSE;
2147 }
2148 if ((punit->birth_turn + 15 < game.info.turn)) {
2149 /* We are tired of waiting */
2151
2152 if (ferrys <= 0) {
2153 /* There are no ferrys available... give up */
2154 return TRUE;
2155 } else {
2156 if (punit->birth_turn + 20 < game.info.turn) {
2157 /* We are fed up! */
2158 return TRUE;
2159 }
2160 }
2161 }
2162 }
2163 }
2164
2165 return FALSE;
2166}
2167
2168/**********************************************************************/
2175 struct unit *punit)
2176{
2177 struct city *pcity = game_city_by_number(punit->homecity);
2178 Continent_id continent;
2179
2180 fc_assert(pcity != NULL);
2181
2182 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2183 /* There is just no possible transporters. */
2184 return FALSE;
2185 }
2186 continent = tile_continent(pcity->tile);
2187
2188 /* Look for proper destination city at different continent. */
2189 city_list_iterate(pplayer->cities, acity) {
2190 if (can_cities_trade(pcity, acity)) {
2191 if (tile_continent(acity->tile) != continent) {
2192 return TRUE;
2193 }
2194 }
2196
2198 if (aplayer == pplayer || !aplayer->is_alive) {
2199 continue;
2200 }
2201 if (pplayers_allied(pplayer, aplayer)) {
2202 city_list_iterate(aplayer->cities, acity) {
2203 if (can_cities_trade(pcity, acity)) {
2204 if (tile_continent(acity->tile) != continent) {
2205 return TRUE;
2206 }
2207 }
2210 }
2211
2212 return FALSE;
2213}
2214
2215/**********************************************************************/
2219static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2220{
2221 struct city *nearest = NULL;
2222 int min_dist = FC_INFINITY;
2223 struct tile *current_loc = unit_tile(punit);
2225 bool alive = TRUE;
2226
2228 struct tile *ctile = city_tile(pcity);
2229
2230 if (tile_continent(ctile) == continent) {
2232
2233 if (this_dist < min_dist) {
2235 nearest = pcity;
2236 }
2237 }
2239
2240 if (nearest != NULL) {
2242 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2244 }
2245 }
2246
2247 return alive;
2248}
2249
2250/**********************************************************************/
2256static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2257 struct unit *punit)
2258{
2259 struct caravan_parameter parameter;
2260 struct caravan_result result;
2261 const struct city *homecity;
2262 const struct city *dest = NULL;
2263 struct unit_ai *unit_data;
2265 bool expect_boats = pclass->adv.ferry_types > 0;
2266 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2267 bool help_wonder = FALSE;
2268 bool required_boat = FALSE;
2269 bool request_boat = FALSE;
2271 const struct civ_map *nmap = &(wld.map);
2272
2274
2278 /* we only want units that can establish trade, enter marketplace or
2279 * help build wonders */
2280 return;
2281 }
2282
2284
2285 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2290
2291 homecity = game_city_by_number(punit->homecity);
2292 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2294 return;
2295 }
2296 homecity = game_city_by_number(punit->homecity);
2297 if (homecity == NULL) {
2298 return;
2299 }
2300 }
2301
2302 if ((unit_data->task == AIUNIT_TRADE
2303 || unit_data->task == AIUNIT_WONDER)) {
2304 /* we are moving to our destination */
2305 /* we check to see if our current goal is feasible */
2307
2308 if ((city_dest == NULL)
2310 || (unit_data->task == AIUNIT_TRADE
2311 && !(can_cities_trade(homecity, city_dest)
2312 && can_establish_trade_route(homecity, city_dest)))
2313 || (unit_data->task == AIUNIT_WONDER
2314 /* Helping the (new) production is illegal. */
2316 || (unit_data->task == AIUNIT_TRADE
2321 punit, city_dest)))
2322 || (unit_data->task == AIUNIT_WONDER
2325 punit, city_dest))) {
2326 /* destination invalid! */
2328 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2331 } else {
2332 /* destination valid, are we tired of waiting for a boat? */
2336 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2340 } else {
2341 dest = city_dest;
2342 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2343 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2345 }
2346 }
2347 }
2348
2349 if (unit_data->task == AIUNIT_NONE) {
2350 if (homecity == NULL) {
2351 /* FIXME: We shouldn't bother in getting homecity for
2352 * caravan that will then be used for wonder building. */
2354 return;
2355 }
2356 homecity = game_city_by_number(punit->homecity);
2357 if (homecity == NULL) {
2358 return;
2359 }
2360 }
2361
2363 /* Make more trade with allies than other peaceful nations
2364 * by considering only allies 50% of the time.
2365 * (the other 50% allies are still considered, but so are other nations) */
2366 if (fc_rand(2)) {
2367 /* Be optimistic about development of relations with no-contact and
2368 * cease-fire nations. */
2369 parameter.allow_foreign_trade = FTL_NONWAR;
2370 } else {
2371 parameter.allow_foreign_trade = FTL_ALLIED;
2372 }
2373
2376 parameter.callback_data = punit;
2377 }
2379 parameter.ignore_transit_time = TRUE;
2380 }
2383 parameter.ignore_transit_time = FALSE;
2384 }
2385 caravan_find_best_destination(nmap, punit, &parameter, &result,
2386 !has_handicap(pplayer, H_MAP));
2387 if (result.dest != NULL) {
2388 /* We did find a new destination for the unit */
2389 dest = result.dest;
2390 help_wonder = result.help_wonder;
2391 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2392 request_boat = required_boat;
2394 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2395 dest->tile);
2396 } else {
2397 dest = NULL;
2398 }
2399 }
2400
2401 if (required_boat && !expect_boats) {
2402 /* Would require boat, but can't have them. Render destination invalid. */
2403 dest = NULL;
2404 }
2405
2406 if (dest != NULL) {
2407 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2408 required_boat, request_boat);
2409 return; /* that may have clobbered the unit */
2410 } else {
2411 /* We have nowhere to go! */
2412 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2416 /* Should we become a defensive unit? */
2417 }
2418}
2419
2420/**********************************************************************/
2425 struct unit *punit)
2426{
2427 struct player *pplayer = unit_owner(punit);
2428 struct city *pcity = tile_city(unit_tile(punit));
2429 struct city *safe = NULL;
2430 const struct unit_type *punittype = unit_type_get(punit);
2431 bool no_recovery;
2432
2434
2435 if (pcity != NULL) {
2436 /* Rest in the city until the hitpoints are recovered, but attempt
2437 * to protect city from attack (and be opportunistic too)*/
2440 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2441 } else {
2442 return; /* We died heroically defending our city */
2443 }
2444 } else {
2445 /* Goto to nearest city to recover hit points */
2446 /* Just before, check to see if we can occupy an undefended enemy city */
2449 return; /* Oops, we died */
2450 }
2451
2452 /* Find a city to stay and go there */
2454 if (safe) {
2455 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2457 if (!dai_unit_goto(ait, punit, safe->tile)) {
2458 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2459 return;
2460 }
2461 } else {
2462 /* Oops */
2463 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2465 dai_military_attack(ait, pplayer, punit);
2466 return;
2467 }
2468 }
2469
2470 /* Is the unit still damaged? If true, and could recover hit points, do so.
2471 * Don't wait if would be losing hitpoints that way! */
2473 if (punit->hp == punittype->hp) {
2474 no_recovery = TRUE;
2475 } else {
2477
2478 if (gain < 0) {
2479 no_recovery = TRUE;
2480 } else if (gain == 0 && !punit->moved) {
2481 /* Isn't gaining even though has not moved. */
2482 no_recovery = TRUE;
2483 }
2484 }
2485 if (no_recovery) {
2486 /* We are ready to go out and kick ass again */
2487 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2489 return;
2490 } else {
2491 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2492 }
2493}
2494
2495/**********************************************************************/
2499void dai_manage_military(struct ai_type *ait, struct player *pplayer,
2500 struct unit *punit)
2501{
2502 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2503 int id = punit->id;
2504
2506
2507 /* "Escorting" aircraft should not do anything. They are activated
2508 * by their transport or charge. We do _NOT_ set them to 'done'
2509 * since they may need be activated once our charge moves. */
2510 if (unit_data->task == AIUNIT_ESCORT
2512 return;
2513 }
2514
2517 && has_handicap(pplayer, H_AWAY)) {
2518 /* Don't move sentried or fortified units controlled by a player
2519 * in away mode. */
2520 unit_data->done = TRUE;
2521 return;
2522 }
2523
2524 /* Since military units re-evaluate their actions every turn,
2525 we must make sure that previously reserved ferry is freed. */
2527
2529 /* Try hunting with this unit */
2530 if (dai_hunter_qualify(pplayer, punit)) {
2531 int result, sanity = punit->id;
2532
2533 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2534 result = dai_hunter_manage(ait, pplayer, punit);
2537 return; /* died */
2538 }
2539 if (result == -1) {
2540 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2542 return;
2543 } else if (result >= 1) {
2545 return; /* Done moving */
2546 } else if (unit_data->task == AIUNIT_HUNTER) {
2547 /* This should be very rare */
2549 }
2550 } else if (unit_data->task == AIUNIT_HUNTER) {
2552 }
2554
2555 /* Do we have a specific job for this unit? If not, we default
2556 * to attack. */
2557 dai_military_findjob(ait, pplayer, punit);
2558
2559 switch (unit_data->task) {
2561 case AIUNIT_BUILD_CITY:
2562 fc_assert(FALSE); /* This is not the place for this role */
2563 break;
2564 case AIUNIT_DEFEND_HOME:
2566 dai_military_defend(ait, pplayer, punit);
2568 break;
2569 case AIUNIT_ATTACK:
2570 case AIUNIT_NONE:
2572 dai_military_attack(ait, pplayer, punit);
2574 break;
2575 case AIUNIT_ESCORT:
2577 dai_military_bodyguard(ait, pplayer, punit);
2579 break;
2580 case AIUNIT_EXPLORE:
2581 switch (manage_auto_explorer(punit)) {
2582 case MR_DEATH:
2583 /* don't use punit! */
2584 return;
2585 case MR_OK:
2586 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2587 break;
2588 default:
2589 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2590 break;
2591 };
2592 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2593 break;
2594 case AIUNIT_RECOVER:
2598 break;
2599 case AIUNIT_HUNTER:
2600 fc_assert(FALSE); /* dealt with above */
2601 break;
2602 default:
2604 }
2605
2606 /* If we are still alive, either sentry or fortify. */
2607 if ((punit = game_unit_by_number(id))) {
2609 struct city *pcity = tile_city(unit_tile(punit));
2610
2611 if (unit_list_find(unit_tile(punit)->units,
2612 unit_data->ferryboat)) {
2614 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2615 /* We do not need to fortify in cities - we fortify and sentry
2616 * according to home defense setup, for easy debugging. */
2617 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2621 }
2622 } else {
2624 }
2625 }
2626 }
2627}
2628
2629/**********************************************************************/
2632static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2633 struct unit *punit)
2634{
2635 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2636
2638 unit_data->done = TRUE; /* we will manage this unit later... ugh */
2639 /* if BUILD_CITY must remain BUILD_CITY, otherwise turn into autosettler */
2640 if (unit_data->task == AIUNIT_NONE) {
2642 }
2643 return;
2644}
2645
2646/**********************************************************************/
2654void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2655 struct unit *punit)
2656{
2657 struct unit_ai *unit_data;
2658 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2659 bool is_ferry = FALSE;
2660 const struct unit_type *ptype;
2661
2663
2664 /* Don't manage the unit if it is under human orders. */
2665 if (unit_has_orders(punit)) {
2667
2668 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2670 unit_data->done = TRUE;
2671 return;
2672 }
2673
2674 /* Check if we have lost our bodyguard. If we never had one, all
2675 * fine. If we had one and lost it, ask for a new one. */
2676 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2677 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2679 }
2680
2682
2683 if (punit->moves_left <= 0) {
2684 /* Can do nothing */
2685 unit_data->done = TRUE;
2686 return;
2687 }
2688
2689 is_ferry = dai_is_ferry(punit, ait);
2690
2692
2695 dai_manage_diplomat(ait, pplayer, punit);
2697 return;
2698 } else if (ptype->adv.worker
2700 dai_manage_settler(ait, pplayer, punit);
2701 return;
2706 dai_manage_caravan(ait, pplayer, punit);
2708 return;
2710 dai_manage_barbarian_leader(ait, pplayer, punit);
2711 return;
2714 dai_manage_paratrooper(ait, pplayer, punit);
2715 return;
2716 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2718 dai_manage_ferryboat(ait, pplayer, punit);
2720 return;
2721 } else if (utype_fuel(ptype)
2722 && unit_data->task != AIUNIT_ESCORT) {
2724 dai_manage_airunit(ait, pplayer, punit);
2726 return;
2727 } else if (is_losing_hp(punit)) {
2728 /* This unit is losing hitpoints over time */
2729
2730 /* TODO: We can try using air-unit code for helicopters, just
2731 * pretend they have fuel = HP / 3 or something. */
2732 unit_data->done = TRUE; /* we did our best, which was ...
2733 nothing */
2734 return;
2735 } else if (!is_special_unit(punit)) {
2737 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2738 dai_manage_military(ait, pplayer, punit);
2740 return;
2741 } else {
2742 /* what else could this be? -- Syela */
2743 switch (manage_auto_explorer(punit)) {
2744 case MR_DEATH:
2745 /* don't use punit! */
2746 break;
2747 case MR_OK:
2748 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2749 break;
2750 default:
2751 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2753 dai_military_defend(ait, pplayer, punit);
2754 break;
2755 };
2756 return;
2757 }
2758}
2759
2760/**********************************************************************/
2766static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2767{
2768 city_list_iterate(pplayer->cities, pcity) {
2769 /* The idea here is that we should never keep more than two
2770 * units in permanent defense. */
2771 int total_defense = 0;
2772 int total_attack = def_ai_city_data(pcity, ait)->danger;
2773 bool emergency = FALSE;
2774 int count = 0;
2778 + pcity->feel[CITIZEN_ANGRY][FEELING_NATIONALITY];
2779 int entertainers = 0;
2780 bool enough = FALSE;
2781
2783 if (get_specialist_output(pcity, sp, O_LUXURY) > 0) {
2784 entertainers += pcity->specialists[sp];
2785 }
2787
2788 martless_unhappy += entertainers; /* We want to use martial law instead
2789 * of entertainers. */
2790
2791 while (!enough
2794 && martless_unhappy > mart_each * count))) {
2795 int best_want = 0;
2796 struct unit *best = NULL;
2797 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2798
2799 unit_list_iterate(pcity->tile->units, punit) {
2800 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2801
2802 if ((unit_data->task == AIUNIT_NONE || emergency)
2803 && unit_data->task != AIUNIT_DEFEND_HOME
2804 && unit_owner(punit) == pplayer) {
2805 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2806
2807 if (want > best_want) {
2808 best_want = want;
2809 best = punit;
2810 }
2811 }
2813
2814 if (best == NULL) {
2815 if (defense_needed) {
2816 /* Ooops - try to grab any unit as defender! */
2817 if (emergency) {
2818 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2819 break;
2820 }
2821 emergency = TRUE;
2822 } else {
2823 break;
2824 }
2825 } else {
2826 const struct unit_type *btype = unit_type_get(best);
2827
2828 if ((martless_unhappy < mart_each * count
2829 || count >= mart_max || mart_each <= 0)
2830 && ((count >= 2
2831 && btype->attack_strength > btype->defense_strength)
2832 || (count >= 4
2833 && btype->attack_strength == btype->defense_strength))) {
2834 /* In this case attack would be better defense than fortifying
2835 * to city. */
2836 enough = TRUE;
2837 } else {
2838 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2839
2841 UNIT_LOG(loglevel, best, "Defending city");
2842 dai_unit_new_task(ait, best, AIUNIT_DEFEND_HOME, pcity->tile);
2843 count++;
2844 }
2845 }
2846 }
2847 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2848 ", %d defenders (out of %d)", total_defense, total_attack, count,
2849 unit_list_size(pcity->tile->units));
2851}
2852
2853/**********************************************************************/
2861void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2862{
2864 dai_airlift(ait, pplayer);
2866
2867 /* Clear previous orders, if desirable, here. */
2868 unit_list_iterate(pplayer->units, punit) {
2869 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2870
2871 unit_data->done = FALSE;
2872 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2874 }
2876
2877 /* Find and set city defenders first - figure out which units are
2878 * allowed to leave home. */
2879 dai_set_defenders(ait, pplayer);
2880
2883 && !def_ai_unit_data(punit, ait)->done) {
2884 /* Though it is usually the passenger who drives the transport,
2885 * the transporter is responsible for managing its passengers. */
2886 dai_manage_unit(ait, pplayer, punit);
2887 }
2889}
2890
2891/**********************************************************************/
2897 const struct city *pcity)
2898{
2899 const struct impr_type *impr_req = NULL;
2900 const struct req_context context = {
2901 .player = city_owner(pcity),
2902 .city = pcity,
2903 .tile = city_tile(pcity),
2904 .unittype = putype,
2905 };
2906
2907 requirement_vector_iterate(&putype->build_reqs, preq) {
2909 /* Already there. */
2910 continue;
2911 }
2913 city_owner(pcity), pcity)) {
2914 /* The unit type can't be built at all. */
2915 return NULL;
2916 }
2917 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2918 /* This is (one of) the building(s) required. */
2919 impr_req = preq->source.value.building;
2920 }
2922
2923 return impr_req;
2924}
2925
2926/**********************************************************************/
2931 const struct unit_type *base)
2932{
2933 /* This is the real function: */
2934 do {
2935 base = base->obsoleted_by;
2936 if (base == test) {
2937 return TRUE;
2938 }
2939 } while (base);
2940 return FALSE;
2941}
2942
2943/**********************************************************************/
2948static void dai_manage_barbarian_leader(struct ai_type *ait,
2949 struct player *pplayer,
2950 struct unit *leader)
2951{
2953 struct pf_parameter parameter;
2954 struct pf_map *pfm;
2955 struct pf_reverse_map *pfrm;
2956 struct unit *worst_danger;
2957 int move_cost, best_move_cost;
2958 int body_guards;
2959 bool alive = TRUE;
2960 const struct civ_map *nmap = &(wld.map);
2961
2963
2964 if (leader->moves_left == 0
2966 && 1 < unit_list_size(leader_tile->units))) {
2968
2969 return;
2970 }
2971
2972 if (is_boss_of_boat(ait, leader)) {
2973 /* We are in charge. Of course, since we are the leader...
2974 * But maybe somebody more militaristic should lead our ship to battle! */
2975
2976 /* First release boat from leaders lead */
2978
2982 && warrior->moves_left > 0) {
2983 /* This seems like a good warrior to lead us in to conquest! */
2984 dai_manage_unit(ait, pplayer, warrior);
2985
2986 /* If we reached our destination, ferryboat already called
2987 * ai_manage_unit() for leader. So no need to continue here.
2988 * Leader might even be dead.
2989 * If this return is removed, surronding unit_list_iterate()
2990 * has to be replaced with unit_list_iterate_safe()*/
2991 return;
2992 }
2994 }
2995
2996 /* If we are not in charge of the boat, continue as if we
2997 * were not in a boat - we may want to leave the ship now. */
2998
2999 /* Check the total number of units able to protect our leader. */
3000 body_guards = 0;
3001 unit_list_iterate(pplayer->units, punit) {
3004 body_guards++;
3005 }
3007
3008 if (0 < body_guards) {
3009 pft_fill_unit_parameter(&parameter, nmap, leader);
3010 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3011 pfm = pf_map_new(&parameter);
3012
3013 /* Find the closest body guard.
3014 * FIXME: maybe choose the strongest too? */
3015 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3016 unit_list_iterate(ptile->units, punit) {
3017 if (unit_owner(punit) == pplayer
3020 struct pf_path *path = pf_map_path(pfm, ptile);
3021
3022 adv_follow_path(leader, path, ptile);
3023 pf_path_destroy(path);
3025 return;
3026 }
3029
3031 }
3032
3033 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3034
3035 /* Check for units we could fear. */
3036 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3037 !has_handicap(pplayer, H_MAP));
3040
3041 players_iterate(other_player) {
3042 if (other_player == pplayer) {
3043 continue;
3044 }
3045
3046 unit_list_iterate(other_player->units, punit) {
3048 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3049 best_move_cost = move_cost;
3051 }
3054
3056
3057 if (NULL == worst_danger) {
3059 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3060 return;
3061 }
3062
3064 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3065 pfm = pf_map_new(&parameter);
3067
3068 /* Try to escape. */
3069 do {
3071
3072 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3073 leader->moves_left);
3074
3077 continue;
3078 }
3079
3080 move_cost = pf_map_move_cost(pfm, near_tile);
3081 if (PF_IMPOSSIBLE_MC != move_cost
3082 && move_cost > best_move_cost) {
3084 "Barbarian leader: safest is (%d, %d), safeness %d",
3086 best_move_cost = move_cost;
3088 }
3090
3091 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3095 "Barbarian leader: reached the safest position.");
3098 return;
3099 }
3100
3102 if (alive) {
3104 /* Didn't move. No point to retry. */
3106 return;
3107 }
3109 }
3110 } while (alive && 0 < leader->moves_left);
3111
3113}
3114
3115/**********************************************************************/
3121void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3122 struct unit *punit,
3123 enum override_bool *result)
3124{
3125 int a = 0, d, db;
3126 struct player *pplayer = unit_owner(punit);
3127 struct city *pcity = tile_city(ptile);
3128 int extras_bonus = 0;
3129
3130 if (is_human(pplayer)) {
3131 /* Use advisors code for humans. */
3132 return;
3133 }
3134
3135 if (pcity && pplayers_allied(city_owner(pcity), unit_owner(punit))
3136 && !is_non_allied_unit_tile(ptile, pplayer)) {
3137 /* We will be safe in a friendly city */
3138 *result = OVERRIDE_FALSE;
3139 return;
3140 }
3141
3142 /* Calculate how well we can defend at (x,y) */
3143 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3145
3146 db += (db * extras_bonus) / 100;
3148
3149 adjc_iterate(&(wld.map), ptile, ptile1) {
3150 if (has_handicap(pplayer, H_FOG)
3152 /* We cannot see danger at (ptile1) => assume there is none */
3153 continue;
3154 }
3155 unit_list_iterate(ptile1->units, enemy) {
3158 == ATT_OK)
3160 == ATT_OK)) {
3162 if ((a * a * 10) >= d) {
3163 /* The enemies combined strength is too big! */
3164 *result = OVERRIDE_TRUE;
3165 return;
3166 }
3167 }
3170
3171 *result = OVERRIDE_FALSE;
3172}
3173
3174/**********************************************************************/
3177static void update_simple_ai_types(void)
3178{
3179 int i = 0;
3180
3183
3186 && !(pclass->adv.land_move == MOVE_NONE
3189 && punittype->transport_capacity < 8) {
3191 i++;
3192 }
3194
3196}
3197
3198/**********************************************************************/
3202{
3203 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3204 * cache; see the comment to struct unit_type *simple_ai_types at
3205 * the beginning of this file. */
3207
3209 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3210
3211 utai->low_firepower = FALSE;
3212 utai->ferry = FALSE;
3213 utai->missile_platform = FALSE;
3214 utai->carries_occupiers = FALSE;
3215 utai->potential_charges = unit_type_list_new();
3216
3219
3222
3223 /* Confirm firepower */
3225 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3227 if (utype_has_flag(penemy, pbonus->flag)) {
3228 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3229
3230 utai->low_firepower = TRUE;
3231 }
3233 }
3235
3236 /* Consider potential cargo */
3237 if (punittype->transport_capacity > 0) {
3238 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3239
3242
3245 utai->missile_platform = TRUE;
3246 } else if (pclass->adv.sea_move != MOVE_NONE
3247 && pcargo->adv.land_move != MOVE_NONE) {
3248 if (pcargo->adv.sea_move != MOVE_FULL) {
3249 utai->ferry = TRUE;
3250 } else {
3251 if (0 != utype_fuel(pctype)) {
3252 utai->ferry = TRUE;
3253 }
3254 }
3255 }
3256
3258 utai->carries_occupiers = TRUE;
3259 }
3260 }
3262 }
3263
3264 /* Consider potential charges */
3267
3268 if (0 < utype_fuel(punittype)
3269 && (0 == utype_fuel(pcharge)
3271 continue;
3272 }
3273
3274 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3275 if (chgcls == utype_class(pcharge)) {
3277 }
3279
3281 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3282 unit_type_list_append(utai->potential_charges, pcharge);
3283 }
3284
3287}
3288
3289/**********************************************************************/
3293{
3295 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3296
3297 if (utai == NULL) {
3298 continue;
3299 }
3301
3302 unit_type_list_destroy(utai->potential_charges);
3303 free(utai);
3305}
3306
3307/**********************************************************************/
3310void dai_unit_init(struct ai_type *ait, struct unit *punit)
3311{
3312 /* Make sure that contents of unit_ai structure are correctly initialized,
3313 * if you ever allocate it by some other mean than fc_calloc() */
3314 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3315
3316 unit_data->done = FALSE;
3317 unit_data->cur_pos = NULL;
3318 unit_data->prev_pos = NULL;
3319 unit_data->target = 0;
3320 BV_CLR_ALL(unit_data->hunted);
3321 unit_data->ferryboat = 0;
3322 unit_data->passenger = 0;
3323 unit_data->bodyguard = 0;
3324 unit_data->charge = 0;
3325
3327}
3328
3329/**********************************************************************/
3332void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3333{
3334 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3335
3337
3338 BV_CLR_ALL(unit_data->hunted);
3339}
3340
3341/**********************************************************************/
3344void dai_unit_close(struct ai_type *ait, struct unit *punit)
3345{
3346 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3347
3349
3352
3353 if (unit_data != NULL) {
3356 }
3357}
3358
3359/**********************************************************************/
3362void dai_unit_save(struct ai_type *ait, const char *aitstr,
3363 struct section_file *file,
3364 const struct unit *punit, const char *unitstr)
3365{
3366 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3367
3368 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3369 unitstr, aitstr);
3370 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3371 unitstr, aitstr);
3372 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3373 unitstr, aitstr);
3374 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3375 unitstr, aitstr);
3376}
3377
3378/**********************************************************************/
3381void dai_unit_load(struct ai_type *ait, const char *aitstr,
3382 const struct section_file *file,
3383 struct unit *punit, const char *unitstr)
3384{
3385 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3386
3387 unit_data->passenger
3388 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3389 unitstr, aitstr);
3390 unit_data->ferryboat
3391 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3392 unitstr, aitstr);
3393 unit_data->charge
3394 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3395 unitstr, aitstr);
3396 unit_data->bodyguard
3397 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3398 unitstr, aitstr);
3399}
3400
3406
3407/**********************************************************************/
3410static bool role_unit_cb(struct unit_type *ptype, void *data)
3411{
3412 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3414 const struct civ_map *nmap = &(wld.map);
3415
3416 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3417 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3418 return FALSE;
3419 }
3420
3421 if (cb_data->build_city == NULL
3422 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3423 return TRUE;
3424 }
3425
3426 return FALSE;
3427}
3428
3429/**********************************************************************/
3433 enum terrain_class tc)
3434{
3435 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3436
3438}
3439
3440/**********************************************************************/
3443bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3444 const struct unit *defender)
3445{
3446 struct pf_parameter parameter;
3447 struct pf_map *pfm;
3448 const struct tile *ptarget = unit_tile(defender);
3449 int max_move_cost = attacker->moves_left;
3450 bool able_to_strike = FALSE;
3451 const struct civ_map *nmap = &(wld.map);
3452
3453 pft_fill_unit_parameter(&parameter, nmap, attacker);
3454 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3455 pfm = pf_map_new(&parameter);
3456
3457 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3458 if (move_cost > max_move_cost) {
3459 break;
3460 }
3461
3462 if (ptile == ptarget) {
3464 break;
3465 }
3467
3469
3470 return able_to_strike;
3471}
3472
3473/**********************************************************************/
3476void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3477 struct tile *target, enum override_bool *allow)
3478{
3479 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3480
3481 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3483
3484 return;
3485 }
3486}
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 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:486
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:1282
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:1417
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:3362
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
void dai_manage_military(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2499
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2219
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:1984
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:700
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3201
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1683
static void invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1019
static void update_simple_ai_types(void)
Definition daiunit.c:3177
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2896
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3476
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1900
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:3443
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2930
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:634
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:991
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2861
adv_want look_for_charge(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:715
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2256
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:1136
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2766
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2654
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3410
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1746
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3332
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2632
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:2115
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:457
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:835
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1632
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2948
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2424
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:522
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:3310
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3121
static void dai_military_findjob(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:853
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1945
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:3381
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2096
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3344
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3292
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3432
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:1061
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:945
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:601
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2174
#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:3009
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2931
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:931
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:940
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:724
#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:715
#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:319
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:331
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:491
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:868
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:84
@ 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:3403
struct city * build_city
Definition daiunit.c:3404
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:110
#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:2290
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2370
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2228
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:186
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2441
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2183
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2641
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:359
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:369
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:297
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity)
Definition unit.c:868
bool is_special_unit(const struct unit *punit)
Definition unit.c:350
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2425
bool is_guard_unit(const struct unit *punit)
Definition unit.c:340
bool unit_has_orders(const struct unit *punit)
Definition unit.c:202
#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