Freeciv-3.3
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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 "autoworkers.h"
63
64/* ai */
65#include "difficulty.h"
66#include "handicaps.h"
67
68/* ai/default */
69#include "aidiplomat.h"
70#include "aiferry.h"
71#include "aiguard.h"
72#include "aihand.h"
73#include "daiair.h"
74#include "daicity.h"
75#include "daidata.h"
76#include "daieffects.h"
77#include "daihunter.h"
78#include "dailog.h"
79#include "daimilitary.h"
80#include "daiparadrop.h"
81#include "daiplayer.h"
82#include "daitools.h"
83
84#include "daiunit.h"
85
86
87#define LOGLEVEL_RECOVERY LOG_DEBUG
88#define LOG_CARAVAN LOG_DEBUG
89#define LOG_CARAVAN2 LOG_DEBUG
90#define LOG_CARAVAN3 LOG_DEBUG
91
92static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
93static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
94 struct unit *punit);
95static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
96 struct unit *punit);
97static void dai_manage_barbarian_leader(struct ai_type *ait,
98 struct player *pplayer,
99 struct unit *leader);
100
101static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
102 struct player *pplayer, struct unit *punit);
103static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
104 struct unit *punit);
105static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
106 struct unit *punit);
107
108static bool unit_role_defender(const struct unit_type *punittype);
109static int unit_def_rating_squared(const struct unit *punit,
110 const struct unit *pdef);
111
112/*
113 * Cached values. Updated by update_simple_ai_types.
114 *
115 * This a hack to enable emulation of old loops previously hardwired
116 * as
117 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
118 *
119 * (Could probably just adjust the loops themselves fairly simply,
120 * but this is safer for regression testing.)
121 *
122 * Not dealing with planes yet.
123 *
124 * Terminated by NULL.
125 */
127
128/**********************************************************************/
138static struct city *find_neediest_airlift_city(struct ai_type *ait,
139 const struct player *pplayer)
140{
141 struct city *neediest_city = NULL;
142 int most_danger = 0;
143 int most_urgent = 0;
144
145 city_list_iterate(pplayer->cities, pcity) {
146 struct ai_city *city_data = def_ai_city_data(pcity, ait);
147
148 if (pcity->airlift) {
149 if (city_data->urgency > most_urgent) {
150 most_urgent = city_data->urgency;
152 } else if (0 == most_urgent /* urgency trumps danger */
153 && city_data->danger > most_danger) {
154 most_danger = city_data->danger;
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 /* Action enablers might prevent attacking */
469 punit, ptile)
471 punit, ptile))) {
472 /* See description of kill_desire() about these variables. */
476
477 attack *= attack;
478
479 /* If the victim is in the city/fortress, we correct the benefit
480 * with our health because there could be reprisal attacks. We
481 * shouldn't send already injured units to useless suicide.
482 * Note that we do not specially encourage attacks against
483 * cities: rampage is a hit-n-run operation. */
484 if (!is_stack_vulnerable(ptile)
485 && unit_list_size(ptile->units) > 1) {
487 }
488
489 /* If we have non-zero attack rating... */
490 if (attack > 0 && is_my_turn(punit, pdef)) {
493
494 /* No need to amortize, our operation takes one turn. */
495 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
496 desire,
499
500 return MAX(0, desire);
501 }
502 } else if (0 == unit_list_size(ptile->units)) {
503 /* No defender. */
504 struct city *pcity = tile_city(ptile);
505
506 /* ...and free foreign city waiting for us. Who would resist! */
507 if (NULL != pcity
508 && pplayers_at_war(pplayer, city_owner(pcity))
511 }
512
513 /* ...or tiny pleasant hut here! */
514 /* FIXME: unhardcode and variate the desire to enter a hut. */
515 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
516 && is_native_tile(unit_type_get(punit), ptile)) {
517 return -RAMPAGE_HUT_OR_BETTER;
518 }
519 }
520
521 return 0;
522}
523
524/**********************************************************************/
527static struct pf_path *find_rampage_target(struct unit *punit,
528 int thresh_adj, int thresh_move)
529{
530 struct pf_map *tgt_map;
531 struct pf_path *path = NULL;
532 struct pf_parameter parameter;
533 /* Coordinates of the best target (initialize to silence compiler) */
534 struct tile *ptile = unit_tile(punit);
535 /* Want of the best target */
536 int max_want = 0;
537 struct player *pplayer = unit_owner(punit);
538 const struct civ_map *nmap = &(wld.map);
539
541 parameter.omniscience = !has_handicap(pplayer, H_MAP);
542 /* When trying to find rampage targets we ignore risks such as
543 * enemy units because we are looking for trouble!
544 * Hence no call ai_avoid_risks()
545 */
546
547 tgt_map = pf_map_new(&parameter);
549 int want;
550 bool move_needed;
551 int thresh;
552
553 if (move_cost > punit->moves_left) {
554 /* This is too far */
555 break;
556 }
557
558 if (has_handicap(pplayer, H_TARGETS)
559 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
560 /* The target is under fog of war */
561 continue;
562 }
563
565
566 /* Negative want means move needed even though the tiles are adjacent */
568 || want < 0);
569 /* Select the relevant threshold */
571 want = (want < 0 ? -want : want);
572
573 if (want > max_want && want > thresh) {
574 /* The new want exceeds both the previous maximum
575 * and the relevant threshold, so it's worth recording */
576 max_want = want;
577 ptile = iter_tile;
578 }
580
581 if (max_want > 0) {
582 /* We found something */
583 path = pf_map_path(tgt_map, ptile);
584 fc_assert(path != NULL);
585 }
586
588
589 return path;
590}
591
592/**********************************************************************/
607 int thresh_move)
608{
609 int count = punit->moves_left + 1; /* break any infinite loops */
610 struct pf_path *path = NULL;
611
614
616 /* This teaches the AI about the dangers inherent in occupychance. */
618
619 while (count-- > 0 && punit->moves_left > 0
621 if (!adv_unit_execute_path(punit, path)) {
622 /* Died */
623 count = -1;
624 }
625 pf_path_destroy(path);
626 path = NULL;
627 }
628
629 fc_assert(NULL == path);
630
632 return (count >= 0);
633}
634
635/**********************************************************************/
639static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
640 struct unit *punit)
641{
642 struct unit *aunit = aiguard_charge_unit(ait, punit);
643 struct city *acity = aiguard_charge_city(ait, punit);
644 struct tile *ptile;
645
647 CHECK_GUARD(ait, punit);
648
649 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
650 /* protect a unit */
651 if (aunit->goto_tile != NULL) {
652 /* Our charge is going somewhere: maybe we should meet them there */
653 /* FIXME: This probably isn't the best algorithm for this. */
655 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
656 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
657
658 if (me2goal < me2them
662 ptile = aunit->goto_tile;
663 } else {
664 ptile = unit_tile(aunit);
665 }
666 } else {
667 ptile = unit_tile(aunit);
668 }
669 } else if (acity && city_owner(acity) == unit_owner(punit)) {
670 /* protect a city */
671 ptile = acity->tile;
672 } else {
673 /* should be impossible */
674 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
676 return;
677 }
678
679 if (same_pos(unit_tile(punit), ptile)) {
680 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
681 } else {
682 if (goto_is_sane(punit, ptile)) {
683 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
684 if (!dai_gothere(ait, pplayer, punit, ptile)) {
685 /* We died */
686 return;
687 }
688 } else {
689 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
691 }
692 }
693 /* We might have stopped because of an enemy nearby.
694 * Perhaps we can kill it.*/
697 && same_pos(unit_tile(punit), ptile)) {
698 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
699 }
700}
701
702/**********************************************************************/
705static bool unit_role_defender(const struct unit_type *punittype)
706{
708}
709
710/**********************************************************************/
720adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
721 struct player *pplayer, struct unit *punit,
722 struct unit **aunit, struct city **acity)
723{
724 struct pf_parameter parameter;
725 struct pf_map *pfm;
726 struct city *pcity;
727 struct ai_city *data, *best_data = NULL;
729 int def, best_def = -1;
730 /* Arbitrary: 3 turns. */
731 const int max_move_cost = 3 * unit_move_rate(punit);
732
733 *aunit = NULL;
734 *acity = NULL;
735
736 if (0 == toughness) {
737 /* useless */
738 return 0;
739 }
740
741 pft_fill_unit_parameter(&parameter, nmap, punit);
742 parameter.omniscience = !has_handicap(pplayer, H_MAP);
743 pfm = pf_map_new(&parameter);
744
745 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
746 if (move_cost > max_move_cost) {
747 /* Consider too far. */
748 break;
749 }
750
751 pcity = tile_city(ptile);
752
753 /* Consider unit bodyguard. */
754 unit_list_iterate(ptile->units, buddy) {
755 const struct unit_type *ptype = unit_type_get(punit);
756 const struct unit_type *buddy_type = unit_type_get(buddy);
757
758 /* TODO: allied unit bodyguard? */
760 || unit_owner(buddy) != pplayer
761 || !aiguard_wanted(ait, buddy)
767
768 continue;
769 }
770
772 if (0 >= def) {
773 continue;
774 }
775
777 /* Reduce want based on move cost. We can't do this for
778 * transports since they move around all the time, leading
779 * to hilarious flip-flops. */
780 def >>= move_cost / (2 * unit_move_rate(punit));
781 }
782 if (def > best_def) {
783 *aunit = buddy;
784 *acity = NULL;
785 best_def = def;
786 }
788
789 /* City bodyguard. TODO: allied city bodyguard? */
790 if (ai_fuzzy(pplayer, TRUE)
791 && NULL != pcity
792 && city_owner(pcity) == pplayer
793 && (data = def_ai_city_data(pcity, ait))
794 && 0 < data->urgency) {
795 if (NULL != best_data
796 && (0 < best_data->grave_danger
797 || best_data->urgency > data->urgency
798 || ((best_data->danger > data->danger
799 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
800 && 0 == data->grave_danger))) {
801 /* Chances are we'll be between cities when we are needed the most!
802 * Resuming pf_map_move_costs_iterate()... */
803 continue;
804 }
805 def = (data->danger - assess_defense_quadratic(ait, pcity));
806 if (def <= 0) {
807 continue;
808 }
809 /* Reduce want based on move cost. */
810 def >>= move_cost / (2 * unit_move_rate(punit));
811 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
812 *acity = pcity;
813 *aunit = NULL;
814 best_def = def;
815 best_data = data;
816 }
817 }
819
821
822 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
825 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
827 : (NULL != *aunit ?
830 : (NULL != *aunit ?
832
833 return ((best_def * 100) / toughness);
834}
835
836/**********************************************************************/
840 const struct unit_type *followee,
841 struct ai_type *ait)
842{
843 struct unit_type_ai *utai = utype_ai_data(follower, ait);
844
845 unit_type_list_iterate(utai->potential_charges, pcharge) {
846 if (pcharge == followee) {
847 return TRUE;
848 }
850
851 return FALSE;
852}
853
854/**********************************************************************/
857static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
858 struct player *pplayer, struct unit *punit)
859{
860 const struct unit_type *punittype = unit_type_get(punit);
861 struct unit_ai *unit_data;
862
864
865 /* Keep barbarians aggressive and primitive */
866 if (is_barbarian(pplayer)) {
867 if (is_land_barbarian(pplayer)) {
869
871 /* Land barbarians pillage */
873 }
874 }
876
877 return;
878 }
879
881
882 /* If I am a bodyguard, check whether I can do my job. */
883 if (unit_data->task == AIUNIT_ESCORT
884 || unit_data->task == AIUNIT_DEFEND_HOME) {
886 }
887
888 if (aiguard_has_charge(ait, punit)
889 && unit_data->task == AIUNIT_ESCORT) {
890 struct unit *aunit = aiguard_charge_unit(ait, punit);
891 struct city *acity = aiguard_charge_city(ait, punit);
892 struct ai_city *city_data = NULL;
893
894 if (acity != NULL) {
896 }
897
898 /* Check if the city we are on our way to rescue is still in danger,
899 * or the unit we should protect is still alive... */
900 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
903 && city_data->urgency != 0
904 && city_data->danger > assess_defense_quadratic(ait, acity))) {
905 return; /* Yep! */
906 } else {
907 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
908 }
909 }
910
911 /* Is the unit badly damaged? */
912 if ((unit_data->task == AIUNIT_RECOVER
913 && punit->hp < punittype->hp)
914 || punit->hp < punittype->hp * 0.25) { /* WAG */
915 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
917 return;
918 }
919
922 /* This is a defending unit that doesn't need to stay put.
923 * It needs to defend something, but not necessarily where it's at.
924 * Therefore, it will consider becoming a bodyguard. -- Syela */
925 struct city *acity;
926 struct unit *aunit;
927
928 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
929 if (acity) {
932 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
933 } else if (aunit) {
936 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
937 }
938 }
940}
941
942/**********************************************************************/
951static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
952 struct unit *punit)
953{
954 struct city *pcity = aiguard_charge_city(ait, punit);
955
957
958 if (!pcity || city_owner(pcity) != pplayer) {
960 /* Do not stay defending an allied city forever */
962 }
963
964 if (!pcity) {
965 /* Try to find a place to rest. Sitting duck out in the wilderness
966 * is generally a bad idea, since we protect no cities that way, and
967 * it looks silly. */
971 }
972
973 if (!pcity) {
975 }
976
979 /* ... we survived */
980 if (pcity) {
981 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
983 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
985 } else {
986 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
987 }
988 } else {
989 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
990 }
991 }
992}
993
994/**********************************************************************/
997static void single_invader(struct ai_city *city_data,
998 const struct unit_type *utype,
999 int which)
1000{
1001 int attacks;
1002
1003 if (utype_action_takes_all_mp(utype,
1005 attacks = 1;
1006 } else {
1007 attacks = utype->move_rate;
1008 }
1009 city_data->invasion.attack += attacks;
1010 if (which == INVASION_OCCUPY) {
1011 city_data->invasion.occupy++;
1012 }
1013}
1014
1015/**********************************************************************/
1025static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1026 bool dest, int radius, int which)
1027{
1028 struct tile *ptile;
1029 struct player *pplayer = unit_owner(punit);
1030
1032
1033 if (dest) {
1035
1036 ptile = punit->goto_tile;
1037 } else {
1038 ptile = unit_tile(punit);
1039 }
1040
1041 square_iterate(&(wld.map), ptile, radius, tile1) {
1042 struct city *pcity = tile_city(tile1);
1043
1044 if (pcity
1046 && (dest || !has_defense(pcity))) {
1047 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1048
1049 /* Unit itself */
1051
1052 /* Cargo */
1053 unit_cargo_iterate(punit, cargo) {
1054 const struct unit_type *utype = unit_type_get(cargo);
1055
1056 if (IS_ATTACKER(utype)) {
1060 }
1062 }
1064
1065 return TRUE;
1066}
1067
1068/**********************************************************************/
1071bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1072 struct tile *dest_tile,
1073 const struct unit_type *cargo_type,
1074 const struct unit_type *ferry_type,
1075 struct tile **ferry_dest, struct tile **beachhead_tile)
1076{
1077 if (NULL == tile_city(dest_tile)
1079 /* Unit can directly go to 'dest_tile'. */
1080 struct tile *best_tile = NULL;
1082
1083 if (NULL != beachhead_tile) {
1084 *beachhead_tile = dest_tile;
1085 }
1086
1087 adjc_iterate(&(wld.map), dest_tile, ptile) {
1089 if (cost != PF_IMPOSSIBLE_MC
1090 && (NULL == best_tile || cost < best_cost)) {
1091 best_tile = ptile;
1092 best_cost = cost;
1093 }
1095
1096 if (NULL != ferry_dest) {
1098 }
1099
1100 return (PF_IMPOSSIBLE_MC != best_cost);
1101 } else {
1102 /* We need to find a beach around 'dest_tile'. */
1103 struct tile *best_tile = NULL, *best_beach = NULL;
1107
1108 tile_list_append(checked_tiles, dest_tile);
1109 adjc_iterate(&(wld.map), dest_tile, beach) {
1111 /* Can land there. */
1112 adjc_iterate(&(wld.map), beach, ptile) {
1113 if (!tile_list_search(checked_tiles, ptile)
1114 && !is_non_allied_unit_tile(ptile, pplayer,
1115 flagless_ferry)) {
1118 if (cost != PF_IMPOSSIBLE_MC
1119 && (NULL == best_tile || cost < best_cost)) {
1120 best_beach = beach;
1121 best_tile = ptile;
1122 best_cost = cost;
1123 }
1124 }
1126 }
1128
1130
1131 if (NULL != beachhead_tile) {
1133 }
1134 if (NULL != ferry_dest) {
1136 }
1137 return (PF_IMPOSSIBLE_MC != best_cost);
1138 }
1139}
1140
1141/**********************************************************************/
1149adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1150 struct unit *punit,
1151 struct tile **pdest_tile, struct pf_path **ppath,
1152 struct pf_map **pferrymap,
1153 struct unit **pferryboat,
1154 const struct unit_type **pboattype, int *pmove_time)
1155{
1156 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1157 struct pf_parameter parameter;
1158 struct pf_map *punit_map, *ferry_map;
1159 struct pf_position pos;
1161 const struct unit_type *punit_type = unit_type_get(punit);
1162 struct tile *punit_tile = unit_tile(punit);
1163 /* Type of our boat (a future one if ferryboat == NULL). */
1164 const struct unit_type *boattype = NULL;
1165 struct unit *ferryboat = NULL;
1166 struct city *pcity;
1167 struct ai_city *acity_data;
1168 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1169 bool handicap = has_handicap(pplayer, H_TARGETS);
1170 bool unhap = FALSE; /* Do we make unhappy citizen. */
1171 bool harbor = FALSE; /* Do we have access to sea? */
1172 bool go_by_boat; /* Whether we need a boat or not. */
1173 int vulnerability; /* Enemy defense rating. */
1174 adv_want benefit; /* Benefit from killing the target. */
1175 struct unit *pdefender; /* Enemy city defender. */
1176 int move_time; /* Turns needed to target. */
1177 int reserves;
1178 int attack; /* Our total attack value with reinforcements. */
1179 int victim_count; /* Number of enemies there. */
1180 int needferry; /* Cost of building a ferry boat. */
1181 /* This is a kluge, because if we don't set x and y with !punit->id,
1182 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1183 * never learning steam engine, even though ironclads would be very
1184 * useful. -- Syela */
1185 adv_want bk = 0;
1186 adv_want want; /* Want (amortized) of the operation. */
1187 adv_want best = 0; /* Best of all wants. */
1188 struct tile *goto_dest_tile = NULL;
1189 bool can_occupy;
1190 struct civ_map *nmap = &(wld.map);
1191
1192 /* Very preliminary checks. */
1194 if (NULL != pferrymap) {
1195 *pferrymap = NULL;
1196 }
1197 if (NULL != pferryboat) {
1198 *pferryboat = NULL;
1199 }
1200 if (NULL != pboattype) {
1201 *pboattype = NULL;
1202 }
1203 if (NULL != pmove_time) {
1204 *pmove_time = 0;
1205 }
1206 if (NULL != ppath) {
1207 *ppath = NULL;
1208 }
1209
1210 if (0 == attack_value) {
1211 /* A very poor attacker... probably low on HP. */
1212 return 0;
1213 }
1214
1216
1217
1218 /*** Part 1: Calculate targets ***/
1219
1220 /* This horrible piece of code attempts to calculate the attractiveness of
1221 * enemy cities as targets for our units, by checking how many units are
1222 * going towards it or are near it already. */
1223
1224 /* Reset enemy cities data. */
1226 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1227 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1228 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1229 continue;
1230 }
1231 city_list_iterate(aplayer->cities, acity) {
1232 struct ai_city *city_data = def_ai_city_data(acity, ait);
1233
1235 &city_data->attack,
1236 &city_data->bcost);
1237 city_data->invasion.attack = 0;
1238 city_data->invasion.occupy = 0;
1241
1242 /* Second, calculate in units on their way there, and mark targets for
1243 * invasion */
1244 unit_list_iterate(pplayer->units, aunit) {
1245 const struct unit_type *atype;
1246
1247 if (aunit == punit) {
1248 continue;
1249 }
1250
1252
1253 /* Dealing with invasion stuff */
1254 if (IS_ATTACKER(atype)) {
1255 if (aunit->activity == ACTIVITY_GOTO) {
1256 if (invasion_funct(ait, aunit, TRUE, 0,
1259 && (pcity = tile_city(aunit->goto_tile))) {
1260 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1261
1264 }
1265 }
1269 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1271 /* It's a transport with reinforcements */
1272 if (aunit->activity == ACTIVITY_GOTO) {
1274 }
1276 }
1278 /* end horrible initialization subroutine */
1279
1280
1281 /*** Part 2: Now pick one target ***/
1282
1283 /* We first iterate through all cities, then all units, looking
1284 * for a viable target. We also try to gang up on the target
1285 * to avoid spreading out attacks too widely to be inefficient.
1286 */
1287
1289 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1290 /* I would have thought unhappiness should be taken into account
1291 * irrespectfully the city in which it will surface... -- GB */
1293 }
1294
1297
1299 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1300 punit_map = pf_map_new(&parameter);
1301
1302 if (MOVE_NONE == punit_class->adv.sea_move) {
1303 /* We need boat to move over sea. */
1304 ferryboat = unit_transport_get(punit);
1305
1306 /* First check if we can use the boat we are currently loaded to. */
1307 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1308 /* No, we cannot control current boat */
1309 ferryboat = NULL;
1310 }
1311
1312 if (NULL == ferryboat) {
1313 /* Try to find new boat */
1314 ferryboat = player_unit_by_number(pplayer,
1315 aiferry_find_boat(ait, punit, 1, NULL));
1316 }
1317
1319 harbor = TRUE;
1320 }
1321 }
1322
1323 if (NULL != ferryboat) {
1324 boattype = unit_type_get(ferryboat);
1325 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1326 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1327 ferry_map = pf_map_new(&parameter);
1328 } else {
1330 if (NULL == boattype) {
1331 /* We pretend that we can have the simplest boat to stimulate tech. */
1333 }
1334 if (NULL != boattype && harbor) {
1335 /* Let's simulate a boat at 'punit' position. */
1337 punit_tile, pplayer);
1338 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1339 ferry_map = pf_map_new(&parameter);
1340 } else {
1341 ferry_map = NULL;
1342 }
1343 }
1344
1346
1348 /* For the virtual unit case, which is when we are called to evaluate
1349 * which units to build, we want to calculate in danger and which
1350 * players we want to make war with in the future. We do _not_ want
1351 * to do this when actually making attacks. */
1352 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1353 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1354 continue; /* Not an enemy. */
1355 }
1356
1357 city_list_iterate(aplayer->cities, acity) {
1358 struct tile *atile = city_tile(acity);
1359
1362 /* Can't attack this city. It is on land. */
1363 continue;
1364 }
1365
1366 if (handicap && !map_is_known(atile, pplayer)) {
1367 /* Can't see it */
1368 continue;
1369 }
1370
1372 go_by_boat = FALSE;
1373 move_time = pos.turn;
1374 } else if (NULL == ferry_map) {
1375 continue; /* Impossible to handle. */
1376 } else {
1377 struct tile *dest, *beach;
1378
1379 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1380 boattype, &dest, &beach)) {
1381 continue; /* Impossible to go by boat. */
1382 }
1383 if (!pf_map_position(ferry_map, dest, &pos)) {
1385 continue;
1386 }
1387 move_time = pos.turn; /* Sailing time. */
1388 if (dest != beach) {
1389 move_time++; /* Land time. */
1390 }
1391 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1392 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1393 move_time += pos.turn; /* Time to reach the boat. */
1394 } else {
1395 continue; /* Cannot reach the boat. */
1396 }
1397 }
1398 go_by_boat = TRUE;
1399 }
1400
1405 } else {
1406 pdefender = NULL;
1407 vulnerability = 0;
1408 benefit = 0;
1409 }
1410
1411 if (1 < move_time) {
1413
1414 if (def_type) {
1418 if (v > vulnerability) {
1419 /* They can build a better defender! */
1420 vulnerability = v;
1422 }
1423 }
1424 }
1425
1427
1428 reserves = (acity_data->invasion.attack
1429 - unit_list_size(acity->tile->units));
1430
1431 if (punit->id == 0) {
1432 /* Real unit would add to reserves once built. */
1435 reserves++;
1436 } else {
1437 reserves += punit_type->move_rate;
1438 }
1439 }
1440
1441 if (0 < reserves && (can_occupy
1442 || 0 < acity_data->invasion.occupy)) {
1443 /* There are units able to occupy the city after all defenders
1444 * are killed! */
1445 benefit += acity_data->worth * reserves / 5;
1446 }
1447
1448 attack = attack_value + acity_data->attack;
1449 attack *= attack;
1450 /* Avoiding handling upkeep aggregation this way -- Syela */
1451
1452 /* AI was not sending enough reinforcements to totally wipe out a city
1453 * and conquer it in one turn.
1454 * This variable enables total carnage. -- Syela */
1456
1457 if (!can_occupy && NULL == pdefender) {
1458 /* Nothing there to bash and we can't occupy!
1459 * Not having this check caused warships yoyoing */
1460 want = 0;
1461 } else if (10 < move_time) {
1462 /* Too far! */
1463 want = 0;
1464 } else if (can_occupy && 0 == acity_data->invasion.occupy
1465 && (0 < acity_data->invasion.attack
1466 || victim_count == 0)) {
1467 /* Units able to occupy really needed there! */
1468 want = bcost * SHIELD_WEIGHTING;
1469 } else {
1470 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1472 }
1475 /* Build_cost of ferry. */
1476 needferry = (go_by_boat && NULL == ferryboat
1478 /* FIXME: add time to build the ferry? */
1480 want, MAX(1, move_time),
1482
1483 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1484 if (0 >= want && 0 == punit->id && 0 >= best) {
1488 MAX(1, move_time),
1490
1491 if (bk_e > bk) {
1492 *pdest_tile = atile;
1493 if (NULL != pferrymap) {
1495 }
1496 if (NULL != pferryboat) {
1497 *pferryboat = go_by_boat ? ferryboat : NULL;
1498 }
1499 if (NULL != pboattype) {
1501 }
1502 if (NULL != pmove_time) {
1504 }
1505 goto_dest_tile = (go_by_boat && NULL != ferryboat
1506 ? unit_tile(ferryboat) : atile);
1507 bk = bk_e;
1508 }
1509 }
1510 /* END STEAM-ENGINES KLUGE */
1511
1512 if (0 != punit->id
1513 && NULL != ferryboat
1514 && punit_class->adv.sea_move == MOVE_NONE) {
1516 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1517 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1518 ", best = " ADV_WANT_PRINTF ")",
1519 __FUNCTION__, unit_rule_name(ferryboat),
1520 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1521 TILE_XY(atile), go_by_boat, move_time, want, best);
1522 }
1523
1524 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1525 /* Yes, we like this target */
1526 best = want;
1527 *pdest_tile = atile;
1528 if (NULL != pferrymap) {
1530 }
1531 if (NULL != pferryboat) {
1532 *pferryboat = go_by_boat ? ferryboat : NULL;
1533 }
1534 if (NULL != pboattype) {
1536 }
1537 if (NULL != pmove_time) {
1539 }
1540 goto_dest_tile = (go_by_boat && NULL != ferryboat
1541 ? unit_tile(ferryboat) : atile);
1542 }
1544
1546 /* I'm not sure the following code is good but it seems to be adequate.
1547 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1548 * -- Syela */
1550 struct tile *atile = unit_tile(aunit);
1551
1552 if (NULL != tile_city(atile)) {
1553 /* already dealt with it. */
1554 continue;
1555 }
1556
1557 if (handicap && !map_is_known(atile, pplayer)) {
1558 /* Can't see the target. */
1559 continue;
1560 }
1561
1563 && 0 == punit->id) {
1564 /* We will not build units just to chase caravans and
1565 * ambassadors. */
1566 continue;
1567 }
1568
1569 /* We have to assume the attack is diplomatically ok.
1570 * We cannot use can_player_attack_tile, because we might not
1571 * be at war with aplayer yet */
1573 || aunit != get_defender(nmap, punit, atile, NULL)) {
1574 /* We cannot attack it, or it is not the main defender. */
1575 continue;
1576 }
1577
1579 /* Cannot reach it. */
1580 continue;
1581 }
1582
1585
1586 move_time = pos.turn;
1587 if (10 < move_time) {
1588 /* Too far. */
1589 want = 0;
1590 } else {
1591 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1592 /* Take into account maintenance of the unit. */
1593 /* FIXME: Depends on the government. */
1594 want -= move_time * SHIELD_WEIGHTING;
1595 /* Take into account unhappiness
1596 * (costs 2 luxuries to compensate). */
1597 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1598 }
1600 want, MAX(1, move_time), bcost_bal);
1601 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1602 best = want;
1603 *pdest_tile = atile;
1604 if (NULL != pferrymap) {
1605 *pferrymap = NULL;
1606 }
1607 if (NULL != pferryboat) {
1608 *pferryboat = NULL;
1609 }
1610 if (NULL != pboattype) {
1611 *pboattype = NULL;
1612 }
1613 if (NULL != pmove_time) {
1615 }
1617 }
1620
1621 if (NULL != ppath) {
1624 }
1625
1627 if (NULL != ferry_map
1628 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1630 }
1631
1633
1634 return best;
1635}
1636
1637/**********************************************************************/
1646{
1647 struct pf_parameter parameter;
1648 struct pf_map *pfm;
1649 struct player *pplayer = unit_owner(punit);
1650 struct city *pcity, *best_city = NULL;
1651 int best = FC_INFINITY, cur;
1652 const struct civ_map *nmap = &(wld.map);
1653
1654 pft_fill_unit_parameter(&parameter, nmap, punit);
1655 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1656 pfm = pf_map_new(&parameter);
1657
1658 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1659 if (move_cost > best) {
1660 /* We already found a better city. No need to continue. */
1661 break;
1662 }
1663
1664 pcity = tile_city(ptile);
1665 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1666 continue;
1667 }
1668
1669 /* Score based on the move cost. */
1670 cur = move_cost;
1671
1672 /* Note the unit owner may be different from the city owner. */
1673 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1675 EFT_HP_REGEN)) {
1676 /* If we cannot regen fast our hit points here, let's make some
1677 * penalty. */
1678 cur *= 3;
1679 }
1680
1681 if (cur < best) {
1682 best_city = pcity;
1683 best = cur;
1684 }
1686
1688 return best_city;
1689}
1690
1691/**********************************************************************/
1697 struct player *pplayer,
1698 struct unit *punit)
1699{
1700 struct city *pc;
1701 bool only_continent = TRUE;
1702
1703 if (unit_transported(punit)) {
1704 /* If we are in transport, we can go to any continent.
1705 * Actually, we are not currently in a continent where to stay. */
1707 }
1708
1709 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1712 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1713 city_name_get(pc));
1714 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1715 } else {
1716 struct unit *ferry = NULL;
1717
1718 if (unit_transported(punit)) {
1719 ferry = unit_transport_get(punit);
1720
1721 /* We already are in a boat so it needs no
1722 * free capacity */
1723 if (!is_boat_free(ait, ferry, punit, 0)) {
1724 /* We cannot control our ferry. */
1725 ferry = NULL;
1726 }
1727 } else {
1728 /* We are not in a boat yet. Search for one. */
1730 if (is_boat_free(ait, aunit, punit, 1)
1732 ferry = aunit;
1733 break;
1734 }
1736 }
1737
1738 if (ferry) {
1739 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1740 city_name_get(pc));
1741 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1742 } else {
1743 /* This is not an error. Somebody else might be in charge
1744 * of the ferry. */
1745 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1746 }
1747 }
1748 } else {
1749 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1750 }
1751}
1752
1753/**********************************************************************/
1759static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1760 struct unit *punit)
1761{
1762 struct tile *dest_tile;
1763 int id = punit->id;
1764 int ct = 10;
1765 struct city *pcity = NULL;
1766
1768
1769 /* Barbarians pillage, and might keep on doing that so they sometimes
1770 * even finish it. */
1771 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1772 && fc_rand(2) == 1) {
1773 return;
1774 }
1775
1776 /* First find easy nearby enemies, anything better than pillage goes.
1777 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1778 * until it runs out of targets. */
1779 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1780 * conquered cities.
1781 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1782 * of moves too.*/
1784 return; /* we died */
1785 }
1786
1787 if (punit->moves_left <= 0) {
1788 return;
1789 }
1790
1791 /* Main attack loop */
1792 do {
1793 struct tile *start_tile = unit_tile(punit);
1794 struct pf_path *path;
1795 struct unit *ferryboat;
1796
1797 /* Then find enemies the hard way */
1798 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1799 NULL, &ferryboat, NULL, NULL);
1800 if (!same_pos(unit_tile(punit), dest_tile)) {
1801 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1802 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1803
1804 /* Adjacent and can't attack usually means we are not marines
1805 * and on a ferry. This fixes the problem (usually). */
1806 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1807 TILE_XY(dest_tile));
1808
1809 /* Set ACTIVITY_GOTO more permanently than just inside
1810 * adv_follow_path(). This way other units will know we're
1811 * on our way even if we don't reach target yet. */
1812 punit->goto_tile = dest_tile;
1814 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1815 /* Died. */
1816 pf_path_destroy(path);
1817 return;
1818 }
1819 if (NULL != ferryboat) {
1820 /* Need a boat. */
1821 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1822 pf_path_destroy(path);
1823 return;
1824 }
1825 if (0 >= punit->moves_left) {
1826 /* No moves left. */
1827 pf_path_destroy(path);
1828 return;
1829 }
1830
1831 /* Either we're adjacent or we sitting on the tile. We might be
1832 * sitting on the tile if the enemy that _was_ sitting there
1833 * attacked us and died _and_ we had enough movement to get there */
1834 if (same_pos(unit_tile(punit), dest_tile)) {
1835 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1836 TILE_XY(dest_tile));
1837 pf_path_destroy(path);
1838 break;
1839 }
1840 }
1841
1842 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1843 /* Close combat. fstk sometimes want us to attack an adjacent
1844 * enemy that rampage wouldn't */
1845 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1846 TILE_XY(dest_tile));
1847 if (!dai_unit_attack(ait, punit, dest_tile)) {
1848 /* Died */
1849 pf_path_destroy(path);
1850 return;
1851 }
1852 } else if (!same_pos(start_tile, unit_tile(punit))) {
1853 /* Got stuck. Possibly because of adjacency to an
1854 * enemy unit. Perhaps we are in luck and are now next to a
1855 * tempting target? Let's find out... */
1858 pf_path_destroy(path);
1859 return;
1860 }
1861
1862 } else {
1863 /* FIXME: This happens a bit too often! */
1864 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1865 /* No worthy enemies found, so abort loop */
1866 ct = 0;
1867 }
1868 pf_path_destroy(path);
1869
1870 ct--; /* infinite loops from railroads must be stopped */
1871 } while (punit->moves_left > 0 && ct > 0);
1872
1873 /* Cleanup phase */
1874 if (punit->moves_left == 0) {
1875 return;
1876 }
1878 if (pcity != NULL
1879 && (dai_is_ferry(punit, ait)
1880 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1881 /* Go somewhere safe */
1882 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1883 (void) dai_unit_goto(ait, punit, pcity->tile);
1884 } else if (!is_barbarian(pplayer)) {
1885 /* Nothing else to do, so try exploring. */
1886 switch (manage_auto_explorer(punit)) {
1887 case MR_DEATH:
1888 /* don't use punit! */
1889 return;
1890 case MR_OK:
1891 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1892 break;
1893 default:
1894 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1895 break;
1896 };
1897 } else {
1898 /* You can still have some moves left here, but barbarians should
1899 not sit helplessly, but advance towards nearest known enemy city */
1900 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1901 dai_military_attack_barbarian(ait, pplayer, punit);
1902 }
1903 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1904 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1905 dai_military_defend(ait, pplayer, punit);
1906 }
1907}
1908
1909/**********************************************************************/
1913static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1914{
1915 bool alive = TRUE;
1916 int ferryboat = 0;
1917 struct pf_path *path_to_ferry = NULL;
1918
1919 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1920 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1921 /* going to meet the boat */
1922 if ((ferryboat <= 0)) {
1924 "in find_boat_for_unit cannot find any boats.");
1925 /* if we are undefended on the country side go to a city */
1927 if (current_city == NULL) {
1929 if (city_near != NULL) {
1931 }
1932 }
1933 } else {
1934 if (path_to_ferry != NULL) {
1936 /* Died. */
1939 alive = FALSE;
1940 } else {
1943 alive = TRUE;
1944 }
1945 }
1946 }
1947 return alive;
1948}
1949
1950/**********************************************************************/
1959 struct tile *ctile, struct tile *ptile)
1960{
1961 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1962 bool lm = MOVE_NONE != pclass->adv.land_move,
1963 sm = MOVE_NONE != pclass->adv.sea_move;
1964 struct civ_map *pmap = &(wld.map);
1965
1966 if (lm && sm) {
1967 return FALSE;
1968 }
1969
1970 /* We could use adjc_iterate() but likely often tiles are on the same
1971 * continent and it will be more time to find where they connect */
1974
1975 if (is_ocean_tile(atile) ? sm : lm) {
1976 iterate_outward(pmap, ptile, 1, btile) {
1977 if (tile_continent(btile) == acont) {
1978 return FALSE;
1979 }
1981 }
1983
1984 if (is_tiles_adjacent(ctile, ptile)) {
1985 return FALSE;
1986 }
1987
1988 return TRUE;
1989}
1990
1991/**********************************************************************/
1997static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
1998 struct unit *punit,
1999 const struct city *dest_city,
2000 bool help_wonder,
2001 bool required_boat, bool request_boat)
2002{
2003 bool alive = TRUE;
2004 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2005 const struct civ_map *nmap = &(wld.map);
2006
2008
2009 /* if we're not there yet, and we can move, move... */
2010 if (!same_pos(dest_city->tile, unit_tile(punit))
2011 && punit->moves_left != 0) {
2012 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2016 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2017 required_boat ? "with a boat" : "");
2018 if (required_boat) {
2019 /* to trade with boat */
2020 if (request_boat) {
2021 /* Try to find new boat */
2023 } else {
2024 /* if we are not being transported then ask for a boat again */
2025 alive = TRUE;
2028 unit_tile(punit), dest_city->tile)) {
2030 }
2031 }
2032 if (alive) {
2033 /* FIXME: sometimes we get FALSE here just because
2034 * a trireme that we've boarded can't go over an ocean. */
2035 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2036 }
2037 } else {
2038 /* to trade without boat */
2040 }
2041 }
2042
2043 /* if moving didn't kill us, and we got to the destination, handle it. */
2044 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2045 /* release the boat! */
2046 if (unit_transported(punit)) {
2048 }
2050 punit, dest_city)) {
2051 /*
2052 * We really don't want to just drop all caravans in immediately.
2053 * Instead, we want to aggregate enough caravans to build instantly.
2054 * -AJS, 990704
2055 */
2056 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2059 punit->id,
2062 unit_do_action(pplayer, punit->id, dest_city->id,
2063 0, "", ACTION_HELP_WONDER);
2065 punit, dest_city)) {
2066 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2069 punit->id,
2072 unit_do_action(pplayer, punit->id, dest_city->id,
2073 0, "", ACTION_TRADE_ROUTE);
2075 punit, dest_city)) {
2076 /* Get the one time bonus. */
2077 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2080 punit->id,
2083 unit_do_action(pplayer, punit->id, dest_city->id,
2084 0, "", ACTION_MARKETPLACE);
2085 } else {
2086 enum log_level level = LOG_NORMAL;
2087
2088 if (help_wonder) {
2089 /* A Caravan ordered to help build wonder may arrive after
2090 * enough shields to build the wonder is produced. */
2092 }
2093
2095 "%s %s[%d](%d,%d) unable to trade with %s",
2098 punit->id,
2101 }
2102 }
2103}
2104
2105/**********************************************************************/
2109static void caravan_optimize_callback(const struct caravan_result *result,
2110 void *data)
2111{
2112 const struct unit *caravan = data;
2113
2114 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2116 unit_rule_name(caravan),
2117 caravan->id,
2118 TILE_XY(unit_tile(caravan)),
2119 city_name_get(result->src),
2120 result->help_wonder ? "wonder in" : "trade to",
2121 city_name_get(result->dest),
2122 result->value);
2123}
2124
2125/**********************************************************************/
2129 struct unit *punit)
2130{
2131 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2132 struct city *phome_city = NULL;
2133 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2134
2135 if ((unit_data->task != AIUNIT_NONE)) {
2136 src = unit_tile(punit);
2138 if (phome_city != NULL) {
2140 }
2141 dest = punit->goto_tile;
2142
2143 if (src == NULL || dest == NULL) {
2144 return FALSE;
2145 }
2146
2147 /* If we have a home continent, and are not there.
2148 * (FIXME: well, why?)
2149 * (I guess because home continent is which we were supposed to leave,
2150 * not the target continent) */
2151 if (src_home_city != NULL
2153 return FALSE;
2154 }
2155
2156 if (!goto_is_sane(punit, dest)) {
2157 if (unit_transported(punit)) {
2158 /* If we're being transported */
2159 return FALSE;
2160 }
2161 if ((punit->birth_turn + 15 < game.info.turn)) {
2162 /* We are tired of waiting */
2164
2165 if (ferrys <= 0) {
2166 /* There are no ferrys available... give up */
2167 return TRUE;
2168 } else {
2169 if (punit->birth_turn + 20 < game.info.turn) {
2170 /* We are fed up! */
2171 return TRUE;
2172 }
2173 }
2174 }
2175 }
2176 }
2177
2178 return FALSE;
2179}
2180
2181/**********************************************************************/
2188 struct unit *punit)
2189{
2191 Continent_id continent;
2192
2193 fc_assert(pcity != NULL);
2194
2195 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2196 /* There is just no possible transporters. */
2197 return FALSE;
2198 }
2199 continent = tile_continent(pcity->tile);
2200
2201 /* Look for proper destination city at different continent. */
2202 city_list_iterate(pplayer->cities, acity) {
2204 if (tile_continent(acity->tile) != continent) {
2205 return TRUE;
2206 }
2207 }
2209
2211 if (aplayer == pplayer || !aplayer->is_alive) {
2212 continue;
2213 }
2214 if (pplayers_allied(pplayer, aplayer)) {
2215 city_list_iterate(aplayer->cities, acity) {
2217 if (tile_continent(acity->tile) != continent) {
2218 return TRUE;
2219 }
2220 }
2223 }
2224
2225 return FALSE;
2226}
2227
2228/**********************************************************************/
2232static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2233{
2234 struct city *nearest = NULL;
2235 int min_dist = FC_INFINITY;
2236 struct tile *current_loc = unit_tile(punit);
2238 bool alive = TRUE;
2239
2241 struct tile *ctile = city_tile(pcity);
2242
2243 if (tile_continent(ctile) == continent) {
2245
2246 if (this_dist < min_dist) {
2248 nearest = pcity;
2249 }
2250 }
2252
2253 if (nearest != NULL) {
2255 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2257 }
2258 }
2259
2260 return alive;
2261}
2262
2263/**********************************************************************/
2269static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2270 struct unit *punit)
2271{
2272 struct caravan_parameter parameter;
2273 struct caravan_result result;
2274 const struct city *homecity;
2275 const struct city *dest = NULL;
2276 struct unit_ai *unit_data;
2278 bool expect_boats = pclass->adv.ferry_types > 0;
2279 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2280 bool help_wonder = FALSE;
2281 bool required_boat = FALSE;
2282 bool request_boat = FALSE;
2284 const struct civ_map *nmap = &(wld.map);
2285
2287
2291 /* we only want units that can establish trade, enter marketplace or
2292 * help build wonders */
2293 return;
2294 }
2295
2297
2298 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2303
2304 homecity = game_city_by_number(punit->homecity);
2305 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2307 return;
2308 }
2309 homecity = game_city_by_number(punit->homecity);
2310 if (homecity == NULL) {
2311 return;
2312 }
2313 }
2314
2315 if ((unit_data->task == AIUNIT_TRADE
2316 || unit_data->task == AIUNIT_WONDER)) {
2317 /* We are moving to our destination */
2318 /* We check to see if our current goal is feasible */
2320 struct goods_type *pgood = unit_current_goods(punit, homecity);
2321
2322 if ((city_dest == NULL)
2324 || (unit_data->task == AIUNIT_TRADE
2325 && !(can_cities_trade(homecity, city_dest)
2327 pgood->replace_priority)))
2328 || (unit_data->task == AIUNIT_WONDER
2329 /* Helping the (new) production is illegal. */
2331 || (unit_data->task == AIUNIT_TRADE
2336 punit, city_dest)))
2337 || (unit_data->task == AIUNIT_WONDER
2340 punit, city_dest))) {
2341 /* destination invalid! */
2343 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2346 } else {
2347 /* destination valid, are we tired of waiting for a boat? */
2351 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2355 } else {
2356 dest = city_dest;
2357 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2358 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2360 }
2361 }
2362 }
2363
2364 if (unit_data->task == AIUNIT_NONE) {
2365 if (homecity == NULL) {
2366 /* FIXME: We shouldn't bother in getting homecity for
2367 * caravan that will then be used for wonder building. */
2369 return;
2370 }
2371 homecity = game_city_by_number(punit->homecity);
2372 if (homecity == NULL) {
2373 return;
2374 }
2375 }
2376
2378 /* Make more trade with allies than other peaceful nations
2379 * by considering only allies 50% of the time.
2380 * (the other 50% allies are still considered, but so are other nations) */
2381 if (fc_rand(2)) {
2382 /* Be optimistic about development of relations with no-contact and
2383 * cease-fire nations. */
2384 parameter.allow_foreign_trade = FTL_NONWAR;
2385 } else {
2386 parameter.allow_foreign_trade = FTL_ALLIED;
2387 }
2388
2391 parameter.callback_data = punit;
2392 }
2394 parameter.ignore_transit_time = TRUE;
2395 }
2398 parameter.ignore_transit_time = FALSE;
2399 }
2400 caravan_find_best_destination(nmap, punit, &parameter, &result,
2401 !has_handicap(pplayer, H_MAP));
2402 if (result.dest != NULL) {
2403 /* We did find a new destination for the unit */
2404 dest = result.dest;
2405 help_wonder = result.help_wonder;
2406 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2407 request_boat = required_boat;
2409 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2410 dest->tile);
2411 } else {
2412 dest = NULL;
2413 }
2414 }
2415
2416 if (required_boat && !expect_boats) {
2417 /* Would require boat, but can't have them. Render destination invalid. */
2418 dest = NULL;
2419 }
2420
2421 if (dest != NULL) {
2422 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2423 required_boat, request_boat);
2424 return; /* that may have clobbered the unit */
2425 } else {
2426 /* We have nowhere to go! */
2427 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2431 /* Should we become a defensive unit? */
2432 }
2433}
2434
2435/**********************************************************************/
2440 struct unit *punit)
2441{
2442 struct player *pplayer = unit_owner(punit);
2443 struct city *pcity = tile_city(unit_tile(punit));
2444 struct city *safe = NULL;
2445 const struct unit_type *punittype = unit_type_get(punit);
2446 bool no_recovery;
2447
2449
2450 if (pcity != NULL) {
2451 /* Rest in the city until the hitpoints are recovered, but attempt
2452 * to protect city from attack (and be opportunistic too)*/
2455 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2456 } else {
2457 return; /* We died heroically defending our city */
2458 }
2459 } else {
2460 /* Goto to nearest city to recover hit points */
2461 /* Just before, check to see if we can occupy an undefended enemy city */
2464 return; /* Oops, we died */
2465 }
2466
2467 /* Find a city to stay and go there */
2469 if (safe) {
2470 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2472 if (!dai_unit_goto(ait, punit, safe->tile)) {
2473 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2474 return;
2475 }
2476 } else {
2477 /* Oops */
2478 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2480 dai_military_attack(ait, pplayer, punit);
2481 return;
2482 }
2483 }
2484
2485 /* Is the unit still damaged? If true, and could recover hit points, do so.
2486 * Don't wait if would be losing hitpoints that way! */
2488 if (punit->hp == punittype->hp) {
2489 no_recovery = TRUE;
2490 } else {
2492
2493 if (gain < 0) {
2494 no_recovery = TRUE;
2495 } else if (gain == 0 && !punit->moved) {
2496 /* Isn't gaining even though has not moved. */
2497 no_recovery = TRUE;
2498 }
2499 }
2500 if (no_recovery) {
2501 /* We are ready to go out and kick ass again */
2502 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2504 return;
2505 } else {
2506 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2507 }
2508}
2509
2510/**********************************************************************/
2514void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2515 struct player *pplayer, struct unit *punit)
2516{
2517 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2518 int id = punit->id;
2519
2521
2522 /* "Escorting" aircraft should not do anything. They are activated
2523 * by their transport or charge. We do _NOT_ set them to 'done'
2524 * since they may need be activated once our charge moves. */
2525 if (unit_data->task == AIUNIT_ESCORT
2527 return;
2528 }
2529
2532 && has_handicap(pplayer, H_AWAY)) {
2533 /* Don't move sentried or fortified units controlled by a player
2534 * in away mode. */
2535 unit_data->done = TRUE;
2536 return;
2537 }
2538
2539 /* Since military units re-evaluate their actions every turn,
2540 we must make sure that previously reserved ferry is freed. */
2542
2544 /* Try hunting with this unit */
2545 if (dai_hunter_qualify(pplayer, punit)) {
2546 int result, sanity = punit->id;
2547
2548 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2549 result = dai_hunter_manage(ait, pplayer, punit);
2552 return; /* Died */
2553 }
2554 if (result == -1) {
2555 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2557 return;
2558 } else if (result >= 1) {
2560 return; /* Done moving */
2561 } else if (unit_data->task == AIUNIT_HUNTER) {
2562 /* This should be very rare */
2564 }
2565 } else if (unit_data->task == AIUNIT_HUNTER) {
2567 }
2569
2570 /* Do we have a specific job for this unit? If not, we default
2571 * to attack. */
2572 dai_military_findjob(ait, nmap, pplayer, punit);
2573
2574 switch (unit_data->task) {
2575 case AIUNIT_AUTO_WORKER:
2576 case AIUNIT_BUILD_CITY:
2577 fc_assert(FALSE); /* This is not the place for this role */
2578 break;
2579 case AIUNIT_DEFEND_HOME:
2581 dai_military_defend(ait, pplayer, punit);
2583 break;
2584 case AIUNIT_ATTACK:
2585 case AIUNIT_NONE:
2587 dai_military_attack(ait, pplayer, punit);
2589 break;
2590 case AIUNIT_ESCORT:
2592 dai_military_bodyguard(ait, pplayer, punit);
2594 break;
2595 case AIUNIT_EXPLORE:
2596 switch (manage_auto_explorer(punit)) {
2597 case MR_DEATH:
2598 /* Don't use punit! */
2599 return;
2600 case MR_OK:
2601 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2602 break;
2603 default:
2604 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2605 break;
2606 };
2607 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2608 break;
2609 case AIUNIT_RECOVER:
2613 break;
2614 case AIUNIT_HUNTER:
2615 fc_assert(FALSE); /* Dealt with above */
2616 break;
2617 default:
2619 }
2620
2621 /* If we are still alive, either sentry or fortify. */
2622 if ((punit = game_unit_by_number(id))) {
2624 struct city *pcity = tile_city(unit_tile(punit));
2625
2626 if (unit_list_find(unit_tile(punit)->units,
2627 unit_data->ferryboat)) {
2629 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2630 /* We do not need to fortify in cities - we fortify and sentry
2631 * according to home defense setup, for easy debugging. */
2632 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2637 }
2638 } else {
2640 }
2641 }
2642 }
2643}
2644
2645/**********************************************************************/
2648static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2649 struct unit *punit)
2650{
2651 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2652
2654 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2655 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2656 if (unit_data->task == AIUNIT_NONE) {
2658 }
2659}
2660
2661/**********************************************************************/
2669void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2670 struct unit *punit)
2671{
2672 struct unit_ai *unit_data;
2673 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2674 bool is_ferry = FALSE;
2675 const struct unit_type *ptype;
2676 const struct civ_map *nmap = &(wld.map);
2677
2679
2680 /* Don't manage the unit if it is under human orders. */
2681 if (unit_has_orders(punit)) {
2683
2684 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2686 unit_data->done = TRUE;
2687 return;
2688 }
2689
2690 /* Check if we have lost our bodyguard. If we never had one, all
2691 * fine. If we had one and lost it, ask for a new one. */
2692 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2693 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2695 }
2696
2698
2699 if (punit->moves_left <= 0) {
2700 /* Can do nothing */
2701 unit_data->done = TRUE;
2702 return;
2703 }
2704
2705 is_ferry = dai_is_ferry(punit, ait);
2706
2708
2711 dai_manage_diplomat(ait, pplayer, punit);
2713 return;
2714 } else if (ptype->adv.worker
2716 dai_manage_settler(ait, pplayer, punit);
2717 return;
2722 dai_manage_caravan(ait, pplayer, punit);
2724 return;
2726 dai_manage_barbarian_leader(ait, pplayer, punit);
2727 return;
2730 dai_manage_paratrooper(ait, pplayer, punit);
2731 return;
2732 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2734 dai_manage_ferryboat(ait, pplayer, punit);
2736 return;
2737 } else if (utype_fuel(ptype)
2738 && unit_data->task != AIUNIT_ESCORT) {
2740 dai_manage_airunit(ait, pplayer, punit);
2742 return;
2743 } else if (is_losing_hp(punit)) {
2744 /* This unit is losing hitpoints over time */
2745
2746 /* TODO: We can try using air-unit code for helicopters, just
2747 * pretend they have fuel = HP / 3 or something. */
2748 unit_data->done = TRUE; /* we did our best, which was ...
2749 nothing */
2750 return;
2751 } else if (!is_special_unit(punit)) {
2753 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2754 dai_manage_military(ait, nmap, pplayer, punit);
2756 return;
2757 } else {
2758 /* what else could this be? -- Syela */
2759 switch (manage_auto_explorer(punit)) {
2760 case MR_DEATH:
2761 /* don't use punit! */
2762 break;
2763 case MR_OK:
2764 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2765 break;
2766 default:
2767 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2769 dai_military_defend(ait, pplayer, punit);
2770 break;
2771 };
2772 return;
2773 }
2774}
2775
2776/**********************************************************************/
2782static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2783{
2784 city_list_iterate(pplayer->cities, pcity) {
2785 /* The idea here is that we should never keep more than two
2786 * units in permanent defense. */
2787 int total_defense = 0;
2789 bool emergency = FALSE;
2790 int count = 0;
2795 int entertainers = 0;
2796 bool enough = FALSE;
2797
2800 entertainers += pcity->specialists[sp];
2801 }
2803
2804 martless_unhappy += entertainers; /* We want to use martial law instead
2805 * of entertainers. */
2806
2807 while (!enough
2810 && martless_unhappy > mart_each * count))) {
2811 int best_want = 0;
2812 struct unit *best = NULL;
2813 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2814
2816 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2817
2818 if ((unit_data->task == AIUNIT_NONE || emergency)
2819 && unit_data->task != AIUNIT_DEFEND_HOME
2820 && unit_owner(punit) == pplayer) {
2821 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2822
2823 if (want > best_want) {
2824 best_want = want;
2825 best = punit;
2826 }
2827 }
2829
2830 if (best == NULL) {
2831 if (defense_needed) {
2832 /* Ooops - try to grab any unit as defender! */
2833 if (emergency) {
2834 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2835 break;
2836 }
2837 emergency = TRUE;
2838 } else {
2839 break;
2840 }
2841 } else {
2842 const struct unit_type *btype = unit_type_get(best);
2843
2844 if ((martless_unhappy < mart_each * count
2845 || count >= mart_max || mart_each <= 0)
2846 && ((count >= 2
2847 && btype->attack_strength > btype->defense_strength)
2848 || (count >= 4
2849 && btype->attack_strength == btype->defense_strength))) {
2850 /* In this case attack would be better defense than fortifying
2851 * to city. */
2852 enough = TRUE;
2853 } else {
2854 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2855
2857 UNIT_LOG(loglevel, best, "Defending city");
2859 count++;
2860 }
2861 }
2862 }
2863 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2864 ", %d defenders (out of %d)", total_defense, total_attack, count,
2867}
2868
2869/**********************************************************************/
2877void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2878{
2880 dai_airlift(ait, pplayer);
2882
2883 /* Clear previous orders, if desirable, here. */
2884 unit_list_iterate(pplayer->units, punit) {
2885 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2886
2887 unit_data->done = FALSE;
2888 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2890 }
2892
2893 /* Find and set city defenders first - figure out which units are
2894 * allowed to leave home. */
2895 dai_set_defenders(ait, pplayer);
2896
2899 && !def_ai_unit_data(punit, ait)->done) {
2900 /* Though it is usually the passenger who drives the transport,
2901 * the transporter is responsible for managing its passengers. */
2902 dai_manage_unit(ait, pplayer, punit);
2903 }
2905}
2906
2907/**********************************************************************/
2913 const struct city *pcity)
2914{
2915 const struct impr_type *impr_req = NULL;
2916 const struct req_context context = {
2918 .city = pcity,
2919 .tile = city_tile(pcity),
2920 .unittype = putype,
2921 };
2922
2923 requirement_vector_iterate(&putype->build_reqs, preq) {
2925 /* Already there. */
2926 continue;
2927 }
2929 city_owner(pcity), pcity)) {
2930 /* The unit type can't be built at all. */
2931 return NULL;
2932 }
2933 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2934 /* This is (one of) the building(s) required. */
2935 impr_req = preq->source.value.building;
2936 }
2938
2939 return impr_req;
2940}
2941
2942/**********************************************************************/
2947 const struct unit_type *base)
2948{
2949 /* This is the real function: */
2950 do {
2951 base = base->obsoleted_by;
2952 if (base == test) {
2953 return TRUE;
2954 }
2955 } while (base);
2956 return FALSE;
2957}
2958
2959/**********************************************************************/
2964static void dai_manage_barbarian_leader(struct ai_type *ait,
2965 struct player *pplayer,
2966 struct unit *leader)
2967{
2969 struct pf_parameter parameter;
2970 struct pf_map *pfm;
2971 struct pf_reverse_map *pfrm;
2972 struct unit *worst_danger;
2973 int move_cost, best_move_cost;
2974 int body_guards;
2975 bool alive = TRUE;
2976 const struct civ_map *nmap = &(wld.map);
2977
2979
2980 if (leader->moves_left == 0
2982 && 1 < unit_list_size(leader_tile->units))) {
2984
2985 return;
2986 }
2987
2988 if (is_boss_of_boat(ait, leader)) {
2989 /* We are in charge. Of course, since we are the leader...
2990 * But maybe somebody more militaristic should lead our ship to battle! */
2991
2992 /* First release boat from leaders lead */
2994
2998 && warrior->moves_left > 0) {
2999 /* This seems like a good warrior to lead us in to conquest! */
3000 dai_manage_unit(ait, pplayer, warrior);
3001
3002 /* If we reached our destination, ferryboat already called
3003 * ai_manage_unit() for leader. So no need to continue here.
3004 * Leader might even be dead.
3005 * If this return is removed, surrounding unit_list_iterate()
3006 * has to be replaced with unit_list_iterate_safe()*/
3007 return;
3008 }
3010 }
3011
3012 /* If we are not in charge of the boat, continue as if we
3013 * were not in a boat - we may want to leave the ship now. */
3014
3015 /* Check the total number of units able to protect our leader. */
3016 body_guards = 0;
3017 unit_list_iterate(pplayer->units, punit) {
3020 body_guards++;
3021 }
3023
3024 if (0 < body_guards) {
3025 pft_fill_unit_parameter(&parameter, nmap, leader);
3026 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3027 pfm = pf_map_new(&parameter);
3028
3029 /* Find the closest body guard.
3030 * FIXME: maybe choose the strongest too? */
3031 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3032 unit_list_iterate(ptile->units, punit) {
3033 if (unit_owner(punit) == pplayer
3036 struct pf_path *path = pf_map_path(pfm, ptile);
3037
3038 adv_follow_path(leader, path, ptile);
3039 pf_path_destroy(path);
3041 return;
3042 }
3045
3047 }
3048
3049 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3050
3051 /* Check for units we could fear. */
3052 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3053 !has_handicap(pplayer, H_MAP));
3056
3057 players_iterate(other_player) {
3058 if (other_player == pplayer) {
3059 continue;
3060 }
3061
3062 unit_list_iterate(other_player->units, punit) {
3064 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3065 best_move_cost = move_cost;
3067 }
3070
3072
3073 if (NULL == worst_danger) {
3075 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3076 return;
3077 }
3078
3080 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3081 pfm = pf_map_new(&parameter);
3083
3084 /* Try to escape. */
3085 do {
3087
3088 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3089 leader->moves_left);
3090
3093 continue;
3094 }
3095
3096 move_cost = pf_map_move_cost(pfm, near_tile);
3097 if (PF_IMPOSSIBLE_MC != move_cost
3098 && move_cost > best_move_cost) {
3100 "Barbarian leader: safest is (%d, %d), safeness %d",
3102 best_move_cost = move_cost;
3104 }
3106
3107 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3111 "Barbarian leader: reached the safest position.");
3114 return;
3115 }
3116
3118 if (alive) {
3120 /* Didn't move. No point to retry. */
3122 return;
3123 }
3125 }
3126 } while (alive && 0 < leader->moves_left);
3127
3129}
3130
3131/**********************************************************************/
3137void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3138 struct unit *punit,
3139 enum override_bool *result)
3140{
3141 int a = 0, d, db;
3142 struct player *pplayer = unit_owner(punit);
3143 struct city *pcity = tile_city(ptile);
3144 int extras_bonus = 0;
3145
3146 if (is_human(pplayer)) {
3147 /* Use advisors code for humans. */
3148 return;
3149 }
3150
3151 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3152 && !is_non_allied_unit_tile(ptile, pplayer,
3154 /* We will be safe in a friendly city */
3155 *result = OVERRIDE_FALSE;
3156 return;
3157 }
3158
3159 /* Calculate how well we can defend at (x,y) */
3160 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3162
3163 db += (db * extras_bonus) / 100;
3165
3166 adjc_iterate(&(wld.map), ptile, ptile1) {
3167 if (has_handicap(pplayer, H_FOG)
3168 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3169 /* We cannot see danger at (ptile1) => assume there is none */
3170 continue;
3171 }
3172 unit_list_iterate(ptile1->units, enemy) {
3173 if (pplayers_at_war(unit_owner(enemy), pplayer)
3175 == ATT_OK)
3177 == ATT_OK)) {
3179 if ((a * a * 10) >= d) {
3180 /* The enemies combined strength is too big! */
3181 *result = OVERRIDE_TRUE;
3182 return;
3183 }
3184 }
3187
3188 *result = OVERRIDE_FALSE;
3189}
3190
3191/**********************************************************************/
3194static void update_simple_ai_types(void)
3195{
3196 int i = 0;
3197
3200
3203 && !(pclass->adv.land_move == MOVE_NONE
3206 && punittype->transport_capacity < 8) {
3208 i++;
3209 }
3211
3213}
3214
3215/**********************************************************************/
3219{
3220 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3221 * cache; see the comment to struct unit_type *simple_ai_types at
3222 * the beginning of this file. */
3224
3226 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3227
3228 utai->low_firepower = FALSE;
3229 utai->ferry = FALSE;
3230 utai->missile_platform = FALSE;
3231 utai->carries_occupiers = FALSE;
3232 utai->potential_charges = unit_type_list_new();
3233
3236
3239
3240 /* Confirm firepower */
3242 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3244 if (utype_has_flag(penemy, pbonus->flag)) {
3245 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3246
3247 utai->low_firepower = TRUE;
3248 }
3250 }
3252
3253 /* Consider potential cargo */
3254 if (punittype->transport_capacity > 0) {
3255 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3256
3259
3262 utai->missile_platform = TRUE;
3263 } else if (pclass->adv.sea_move != MOVE_NONE
3264 && pcargo->adv.land_move != MOVE_NONE) {
3265 if (pcargo->adv.sea_move != MOVE_FULL) {
3266 utai->ferry = TRUE;
3267 } else {
3268 if (0 != utype_fuel(pctype)) {
3269 utai->ferry = TRUE;
3270 }
3271 }
3272 }
3273
3275 utai->carries_occupiers = TRUE;
3276 }
3277 }
3279 }
3280
3281 /* Consider potential charges */
3284
3285 if (0 < utype_fuel(punittype)
3286 && (0 == utype_fuel(pcharge)
3288 continue;
3289 }
3290
3291 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3292 if (chgcls == utype_class(pcharge)) {
3294 }
3296
3298 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3299 unit_type_list_append(utai->potential_charges, pcharge);
3300 }
3301
3304}
3305
3306/**********************************************************************/
3310{
3312 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3313
3314 if (utai == NULL) {
3315 continue;
3316 }
3318
3319 unit_type_list_destroy(utai->potential_charges);
3320 free(utai);
3322}
3323
3324/**********************************************************************/
3327void dai_unit_init(struct ai_type *ait, struct unit *punit)
3328{
3329 /* Make sure that contents of unit_ai structure are correctly initialized,
3330 * if you ever allocate it by some other mean than fc_calloc() */
3331 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3332
3333 unit_data->done = FALSE;
3334 unit_data->cur_pos = NULL;
3335 unit_data->prev_pos = NULL;
3336 unit_data->target = 0;
3337 BV_CLR_ALL(unit_data->hunted);
3338 unit_data->ferryboat = 0;
3339 unit_data->passenger = 0;
3340 unit_data->bodyguard = 0;
3341 unit_data->charge = 0;
3342
3344}
3345
3346/**********************************************************************/
3349void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3350{
3351 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3352
3354
3355 BV_CLR_ALL(unit_data->hunted);
3356}
3357
3358/**********************************************************************/
3361void dai_unit_close(struct ai_type *ait, struct unit *punit)
3362{
3363 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3364
3366
3369
3370 if (unit_data != NULL) {
3373 }
3374}
3375
3376/**********************************************************************/
3379void dai_unit_save(struct ai_type *ait, const char *aitstr,
3380 struct section_file *file,
3381 const struct unit *punit, const char *unitstr)
3382{
3383 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3384
3385 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3386 unitstr, aitstr);
3387 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3388 unitstr, aitstr);
3389 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3390 unitstr, aitstr);
3391 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3392 unitstr, aitstr);
3393}
3394
3395/**********************************************************************/
3398void dai_unit_load(struct ai_type *ait, const char *aitstr,
3399 const struct section_file *file,
3400 struct unit *punit, const char *unitstr)
3401{
3402 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3403
3404 unit_data->passenger
3405 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3406 unitstr, aitstr);
3407 unit_data->ferryboat
3408 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3409 unitstr, aitstr);
3410 unit_data->charge
3411 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3412 unitstr, aitstr);
3413 unit_data->bodyguard
3414 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3415 unitstr, aitstr);
3416}
3417
3423
3424/**********************************************************************/
3427static bool role_unit_cb(struct unit_type *ptype, void *data)
3428{
3429 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3431 const struct civ_map *nmap = &(wld.map);
3432
3433 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3434 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3435 return FALSE;
3436 }
3437
3438 if (cb_data->build_city == NULL
3439 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3440 return TRUE;
3441 }
3442
3443 return FALSE;
3444}
3445
3446/**********************************************************************/
3450 enum terrain_class tc)
3451{
3452 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3453
3455}
3456
3457/**********************************************************************/
3460bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3461 const struct unit *defender)
3462{
3463 struct pf_parameter parameter;
3464 struct pf_map *pfm;
3465 const struct tile *ptarget = unit_tile(defender);
3466 int max_move_cost = attacker->moves_left;
3467 bool able_to_strike = FALSE;
3468 const struct civ_map *nmap = &(wld.map);
3469
3470 pft_fill_unit_parameter(&parameter, nmap, attacker);
3471 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3472 pfm = pf_map_new(&parameter);
3473
3474 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3475 if (move_cost > max_move_cost) {
3476 break;
3477 }
3478
3479 if (ptile == ptarget) {
3481 break;
3482 }
3484
3486
3487 return able_to_strike;
3488}
3489
3490/**********************************************************************/
3493void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3494 struct tile *target, enum override_bool *allow)
3495{
3496 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3497
3498 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3500
3501 return;
3502 }
3503}
bool is_action_enabled_unit_on_stack(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile)
Definition actions.c:3244
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:3079
static struct action * action_by_number(action_id act_id)
Definition actions.h:400
#define ACTION_NONE
Definition actions.h:59
#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:415
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:406
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:385
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:396
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:359
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:86
#define POWER_DIVIDER
Definition advtools.h:32
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
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:103
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:682
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:505
#define city_tile(_pcity_)
Definition city.h:561
@ CITIZEN_ANGRY
Definition city.h:268
@ CITIZEN_UNHAPPY
Definition city.h:267
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
@ FEELING_NATIONALITY
Definition city.h:279
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:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
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:717
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:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
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:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:76
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:490
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:821
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:287
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:435
#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:90
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)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
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
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1306
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition daitools.c:429
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:817
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:605
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition daitools.c:643
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition daitools.c:1441
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition daitools.c:755
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition daitools.c:76
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition daitools.c:117
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition daitools.c:244
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:3379
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1025
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:857
static bool has_defense(struct city *pcity)
Definition daiunit.c:222
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:342
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2232
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:1997
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:705
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3218
#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:1696
bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map, struct tile *dest_tile, const struct unit_type *cargo_type, const struct unit_type *ferry_type, struct tile **ferry_dest, struct tile **beachhead_tile)
Definition daiunit.c:1071
static void update_simple_ai_types(void)
Definition daiunit.c:3194
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2912
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3493
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2514
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1913
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:3460
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2946
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:639
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:997
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2877
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2269
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:1149
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2782
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2669
adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:720
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3427
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1759
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3349
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2648
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:2128
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:839
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1645
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2964
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2439
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:527
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:3327
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3137
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1958
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:3398
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2109
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3361
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3309
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3449
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:951
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:606
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2187
#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_AUTO_WORKER
Definition daiunit.h:27
@ 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_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:3054
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2976
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 const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
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:842
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:1031
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1062
@ RPT_CERTAIN
Definition fc_types.h:534
@ AUT_AUTO_WORKER
Definition fc_types.h:230
#define ADV_WANT_PRINTF
Definition fc_types.h:1063
@ O_LUXURY
Definition fc_types.h:102
signed short Continent_id
Definition fc_types.h:232
override_bool
Definition fc_types.h:95
@ OVERRIDE_TRUE
Definition fc_types.h:95
@ OVERRIDE_FALSE
Definition fc_types.h:95
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
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:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1067
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1076
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:373
#define iterate_outward_end
Definition map.h:377
#define adjc_iterate_end
Definition map.h:439
static int index_to_map_pos_y(int mindex)
Definition map.h:772
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:397
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:434
#define square_iterate_end
Definition map.h:400
static int index_to_map_pos_x(int mindex)
Definition map.h:759
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#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:350
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:362
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:522
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:919
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:843
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:952
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:894
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:879
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:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_human(plr)
Definition player.h:231
#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 req_context *other_context, 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:317
struct adv_city * adv
Definition city.h:449
struct tile * tile
Definition city.h:319
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:177
struct civ_game::@32::@36 server
struct city_list * cities
Definition player.h:281
struct unit_list * units
Definition player.h:282
bool is_alive
Definition player.h:268
const struct player * player
enum terrain_class tc
Definition daiunit.c:3420
struct city * build_city
Definition daiunit.c:3421
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:563
struct veteran_system * veteran
Definition unittype.h:549
int move_rate
Definition unittype.h:522
Definition unit.h:140
enum unit_activity activity
Definition unit.h:159
int moves_left
Definition unit.h:152
int id
Definition unit.h:147
bool moved
Definition unit.h:176
bool debug
Definition unit.h:237
int hp
Definition unit.h:153
struct unit::@84::@87 server
struct tile * tile
Definition unit.h:142
struct unit_adv * adv
Definition unit.h:239
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
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:611
#define is_ocean_tile(ptile)
Definition terrain.h:197
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:89
#define tile_terrain(_tile)
Definition tile.h:115
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:93
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
struct goods_type * unit_current_goods(const struct unit *punit, const struct city *homecity)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2, int priority)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2353
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2473
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2291
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:204
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2544
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2246
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2744
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:401
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:411
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2956
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity, enum gen_action action)
Definition unit.c:913
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:315
bool is_special_unit(const struct unit *punit)
Definition unit.c:368
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2528
bool is_guard_unit(const struct unit *punit)
Definition unit.c:358
bool unit_has_orders(const struct unit *punit)
Definition unit.c:220
#define unit_tile(_pu)
Definition unit.h:407
#define unit_cargo_iterate_end
Definition unit.h:588
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:585
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:406
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:443
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6665
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:3338
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6563
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:1195
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:2240
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2257
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1591
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:203
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1472
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1488
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2302
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2503
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:391
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:212
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:194
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:268
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2743
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:280
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2751
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1442
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:447
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:375
#define utype_class(_t_)
Definition unittype.h:754
#define utype_fuel(ptype)
Definition unittype.h:844
#define combat_bonus_list_iterate_end
Definition unittype.h:487
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:485
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:945
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:622
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:937
#define unit_type_iterate(_p)
Definition unittype.h:860
#define unit_type_list_iterate_end
Definition unittype.h:947
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:867
#define unit_class_list_iterate_end
Definition unittype.h:939