Freeciv-3.2
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#include "astring.h"
#include "bitvector.h"
#include "rand.h"
#include "player.h"
#include "handicaps.h"
#include "difficulty.h"
Go to the source code of this file.
Functions | |
static bv_handicap | handicap_of_skill_level (enum ai_level level) |
static int | fuzzy_of_skill_level (enum ai_level level) |
static int | science_cost_of_skill_level (enum ai_level level) |
static int | expansionism_of_skill_level (enum ai_level level) |
void | set_ai_level_directer (struct player *pplayer, enum ai_level level) |
char * | ai_level_help (const char *cmdname) |
bool | ai_fuzzy (const struct player *pplayer, bool normal_decision) |
Return the value normal_decision (a boolean), except if the AI is fuzzy, then sometimes flip the value. The intention of this is that instead of if (condition) { action } you can use if (ai_fuzzy(pplayer, condition)) { action } to sometimes flip a decision, to simulate an AI with some confusion, indecisiveness, forgetfulness etc. In practice its often safer to use if (condition && ai_fuzzy(pplayer, TRUE)) { action } for an action which only makes sense if condition holds, but which a fuzzy AI can safely "forget". Note that for a non-fuzzy AI, or for a human player being helped by the AI (eg, autosettlers), you can ignore the "ai_fuzzy(pplayer," part, and read the previous example as: if (condition && TRUE) { action } –dwp
Definition at line 339 of file difficulty.c.
Referenced by dai_spend_gold(), find_something_to_kill(), is_my_turn(), look_for_charge(), and military_advisor_choose_build().
Helper function for skill level command help. 'cmdname' is a server command name. Caller must free returned string.
Definition at line 239 of file difficulty.c.
Return the AI expansion tendency, a percentage factor to value new cities, compared to defaults. 0 means never build new cities, > 100 means to (over?)value them even more than the default (already expansionistic) AI.
Definition at line 208 of file difficulty.c.
Referenced by ai_level_help(), and set_ai_level_directer().
Return the AI fuzziness (0 to 1000) corresponding to a given skill level (1 to 10). See ai_fuzzy()
Definition at line 143 of file difficulty.c.
Referenced by ai_level_help(), and set_ai_level_directer().
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Returns handicap bitvector for given AI skill level
Definition at line 51 of file difficulty.c.
Referenced by ai_level_help(), and set_ai_level_directer().
Return the AI's science development cost; a science development cost of 100 means that the AI develops science at the same speed as a human; a science development cost of 200 means that the AI develops science at half the speed of a human, and a science development cost of 50 means that the AI develops science twice as fast as the human.
Definition at line 177 of file difficulty.c.
Referenced by ai_level_help(), and set_ai_level_directer().
Set an AI level and related quantities, with no feedback.
Definition at line 39 of file difficulty.c.
Referenced by aifill(), create_animals(), create_barbarian_player(), create_command_newcomer(), create_command_pregame(), player_set_to_ai_mode(), set_ai_level(), set_ai_level_direct(), sg_load_player_main(), and sg_load_player_main().