32#define POWER_FACTOR 10
44 const struct unit *attacker,
45 const struct tile *location);
50 const struct tile *dest_tile);
54 const struct tile *ptile);
57 const struct tile *ptile);
60 const struct tile *ptile);
65 const struct unit *attacker,
66 const struct unit *defender,
69 const struct unit *attacker,
70 const struct unit *defender,
76 const struct tile *ptile);
81 int veteran,
int moves_left);
84 const struct unit *defender);
86 struct unit *defender);
92 bool fortified,
int veteran);
94 const struct unit *defender,
98 const struct unit *attacker,
99 const struct tile *ptile,
102 const struct unit *defender,
103 const struct tile *ptile);
static struct fc_sockaddr_list * list
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
bool is_unit_reachable_at(const struct unit *defender, const struct unit *attacker, const struct tile *location)
bool is_stack_vulnerable(const struct tile *ptile)
int get_attack_power(const struct unit *punit)
int unit_bombard_rate(struct unit *punit)
int combat_bonus_against(const struct combat_bonus_list *list, const struct unit_type *enemy, enum combat_bonus_type type)
int get_fortified_defense_power(const struct unit *attacker, struct unit *defender)
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
struct unit * get_attacker(const struct civ_map *nmap, const struct unit *defender, const struct tile *ptile)
int base_get_attack_power(const struct unit_type *punittype, int veteran, int moves_left)
struct city * sdi_try_defend(const struct civ_map *nmap, const struct player *owner, const struct tile *ptile)
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
int get_total_attack_power(const struct unit *attacker, const struct unit *defender, const struct action *paction)
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)
bool is_tired_attack(int moves_left)
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *ptile)
double win_chance(int as, int ahp, int afp, int ds, int dhp, int dfp)
enum unit_attack_result unit_wipe_units_at_tile_result(const struct unit *punit, const struct tile *ptile)
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *attacker, const struct unit_type *defender, struct player *defending_player, struct tile *ptile, bool fortified, int veteran)
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
struct unit * get_diplomatic_defender(const struct unit *act_unit, const struct unit *pvictim, const struct tile *tgt_tile, const struct action *paction)
int base_get_defense_power(const struct unit *punit)
void get_modified_firepower(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, int *att_fp, int *def_fp)
bool unit_really_ignores_citywalls(const struct unit *punit)
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