13#ifndef FC__AUTOSETTLERS_H
14#define FC__AUTOSETTLERS_H
71 const struct tile *ptile);
75#define as_transform_action_iterate(_act_) \
77 action_array_iterate(as_actions_transform, _act_)
79#define as_transform_action_iterate_end \
80 action_array_iterate_end \
85#define as_extra_action_iterate(_act_) \
87 action_array_iterate(as_actions_extra, _act_)
89#define as_extra_action_iterate_end \
90 action_array_iterate_end \
95#define as_rmextra_action_iterate(_act_) \
97 action_array_iterate(as_actions_rmextra, _act_)
99#define as_rmextra_action_iterate_end \
100 action_array_iterate_end \
action_id as_actions_rmextra[MAX_NUM_ACTIONS]
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
action_id as_actions_transform[MAX_NUM_ACTIONS]
bool auto_settler_setup_work(const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct settlermap *state, int recursion, struct pf_path *path, struct tile *best_tile, enum unit_activity best_act, struct extra_type **best_target, int completion_time)
void auto_settlers_ruleset_init(void)
struct city * settler_evaluate_city_requests(struct unit *punit, struct worker_task **best_task, struct pf_path **path, struct settlermap *state)
adv_want settler_evaluate_improvements(const struct civ_map *nmap, struct unit *punit, enum unit_activity *best_act, struct extra_type **best_target, struct tile **best_tile, struct pf_path **path, struct settlermap *state)
void auto_settlers_player(struct player *pplayer)
action_id as_actions_extra[MAX_NUM_ACTIONS]
adv_want adv_settlers_road_bonus(const struct civ_map *nmap, struct tile *ptile, struct road_type *proad)
bool adv_settler_safe_tile(const struct civ_map *nmap, const struct player *pplayer, struct unit *punit, struct tile *ptile)
void adv_settlers_free(void)
bool auto_settlers_speculate_can_act_at(const struct unit *punit, enum unit_activity activity, bool omniscient_cheat, struct extra_type *target, const struct tile *ptile)
void auto_settler_findwork(const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct settlermap *state, int recursion)
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
static int recursion[AIT_LAST]