Freeciv-3.3
Loading...
Searching...
No Matches
daiunit.c
Go to the documentation of this file.
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/**********************************************************************/
446 struct unit *punit,
447 struct tile *ptile)
448{
449 enum gen_action selected;
450
452 punit, ptile))
453 == ACTION_NONE
455 punit, ptile))
456 == ACTION_NONE
458 punit, ptile))
459 == ACTION_NONE
461 punit, ptile))
462 == ACTION_NONE) {
463 return ACTION_NONE;
464 }
465
466 return selected;
467}
468
469/**********************************************************************/
485static int dai_rampage_want(struct unit *punit, struct tile *ptile)
486{
487 struct player *pplayer = unit_owner(punit);
488 struct unit *pdef;
489 struct civ_map *nmap = &(wld.map);
490
492
493 if (can_unit_attack_tile(punit, NULL, ptile)
494 && (pdef = get_defender(nmap, punit, ptile, NULL))
495 /* Action enablers might prevent attacking */
497 /* See description of kill_desire() about these variables. */
501
502 attack *= attack;
503
504 /* If the victim is in the city/fortress, we correct the benefit
505 * with our health because there could be reprisal attacks. We
506 * shouldn't send already injured units to useless suicide.
507 * Note that we do not specially encourage attacks against
508 * cities: rampage is a hit-n-run operation. */
509 if (!is_stack_vulnerable(ptile)
510 && unit_list_size(ptile->units) > 1) {
512 }
513
514 /* If we have non-zero attack rating... */
515 if (attack > 0 && is_my_turn(punit, pdef)) {
518
519 /* No need to amortize, our operation takes one turn. */
520 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
521 desire,
524
525 return MAX(0, desire);
526 }
527 } else if (0 == unit_list_size(ptile->units)) {
528 /* No defender. */
529 struct city *pcity = tile_city(ptile);
530
531 /* ...and free foreign city waiting for us. Who would resist! */
532 if (NULL != pcity
533 && pplayers_at_war(pplayer, city_owner(pcity))
536 }
537
538 /* ...or tiny pleasant hut here! */
539 /* FIXME: unhardcode and variate the desire to enter a hut. */
540 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
541 && is_native_tile(unit_type_get(punit), ptile)) {
542 return -RAMPAGE_HUT_OR_BETTER;
543 }
544 }
545
546 return 0;
547}
548
549/**********************************************************************/
552static struct pf_path *find_rampage_target(struct unit *punit,
553 int thresh_adj, int thresh_move)
554{
555 struct pf_map *tgt_map;
556 struct pf_path *path = NULL;
557 struct pf_parameter parameter;
558 /* Coordinates of the best target (initialize to silence compiler) */
559 struct tile *ptile = unit_tile(punit);
560 /* Want of the best target */
561 int max_want = 0;
562 struct player *pplayer = unit_owner(punit);
563 const struct civ_map *nmap = &(wld.map);
564
566 parameter.omniscience = !has_handicap(pplayer, H_MAP);
567 /* When trying to find rampage targets we ignore risks such as
568 * enemy units because we are looking for trouble!
569 * Hence no call ai_avoid_risks()
570 */
571
572 tgt_map = pf_map_new(&parameter);
574 int want;
575 bool move_needed;
576 int thresh;
577
578 if (move_cost > punit->moves_left) {
579 /* This is too far */
580 break;
581 }
582
583 if (has_handicap(pplayer, H_TARGETS)
584 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
585 /* The target is under fog of war */
586 continue;
587 }
588
590
591 /* Negative want means move needed even though the tiles are adjacent */
593 || want < 0);
594 /* Select the relevant threshold */
596 want = (want < 0 ? -want : want);
597
598 if (want > max_want && want > thresh) {
599 /* The new want exceeds both the previous maximum
600 * and the relevant threshold, so it's worth recording */
601 max_want = want;
602 ptile = iter_tile;
603 }
605
606 if (max_want > 0) {
607 /* We found something */
608 path = pf_map_path(tgt_map, ptile);
609 fc_assert(path != NULL);
610 }
611
613
614 return path;
615}
616
617/**********************************************************************/
632 int thresh_move)
633{
634 int count = punit->moves_left + 1; /* break any infinite loops */
635 struct pf_path *path = NULL;
636
639
641 /* This teaches the AI about the dangers inherent in occupychance. */
643
644 while (count-- > 0 && punit->moves_left > 0
646 if (!adv_unit_execute_path(punit, path)) {
647 /* Died */
648 count = -1;
649 }
650 pf_path_destroy(path);
651 path = NULL;
652 }
653
654 fc_assert(NULL == path);
655
657 return (count >= 0);
658}
659
660/**********************************************************************/
664static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
665 struct unit *punit)
666{
667 struct unit *aunit = aiguard_charge_unit(ait, punit);
668 struct city *acity = aiguard_charge_city(ait, punit);
669 struct tile *ptile;
670
672 CHECK_GUARD(ait, punit);
673
674 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
675 /* protect a unit */
676 if (aunit->goto_tile != NULL) {
677 /* Our charge is going somewhere: maybe we should meet them there */
678 /* FIXME: This probably isn't the best algorithm for this. */
680 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
681 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
682
683 if (me2goal < me2them
687 ptile = aunit->goto_tile;
688 } else {
689 ptile = unit_tile(aunit);
690 }
691 } else {
692 ptile = unit_tile(aunit);
693 }
694 } else if (acity && city_owner(acity) == unit_owner(punit)) {
695 /* protect a city */
696 ptile = acity->tile;
697 } else {
698 /* should be impossible */
699 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
701 return;
702 }
703
704 if (same_pos(unit_tile(punit), ptile)) {
705 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
706 } else {
707 if (goto_is_sane(punit, ptile)) {
708 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
709 if (!dai_gothere(ait, pplayer, punit, ptile)) {
710 /* We died */
711 return;
712 }
713 } else {
714 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
716 }
717 }
718 /* We might have stopped because of an enemy nearby.
719 * Perhaps we can kill it.*/
722 && same_pos(unit_tile(punit), ptile)) {
723 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
724 }
725}
726
727/**********************************************************************/
730static bool unit_role_defender(const struct unit_type *punittype)
731{
733}
734
735/**********************************************************************/
745adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
746 struct player *pplayer, struct unit *punit,
747 struct unit **aunit, struct city **acity)
748{
749 struct pf_parameter parameter;
750 struct pf_map *pfm;
751 struct city *pcity;
752 struct ai_city *data, *best_data = NULL;
754 int def, best_def = -1;
755 /* Arbitrary: 3 turns. */
756 const int max_move_cost = 3 * unit_move_rate(punit);
757
758 *aunit = NULL;
759 *acity = NULL;
760
761 if (0 == toughness) {
762 /* useless */
763 return 0;
764 }
765
766 pft_fill_unit_parameter(&parameter, nmap, punit);
767 parameter.omniscience = !has_handicap(pplayer, H_MAP);
768 pfm = pf_map_new(&parameter);
769
770 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
771 if (move_cost > max_move_cost) {
772 /* Consider too far. */
773 break;
774 }
775
776 pcity = tile_city(ptile);
777
778 /* Consider unit bodyguard. */
779 unit_list_iterate(ptile->units, buddy) {
780 const struct unit_type *ptype = unit_type_get(punit);
781 const struct unit_type *buddy_type = unit_type_get(buddy);
782
783 /* TODO: allied unit bodyguard? */
785 || unit_owner(buddy) != pplayer
786 || !aiguard_wanted(ait, buddy)
792
793 continue;
794 }
795
797 if (0 >= def) {
798 continue;
799 }
800
802 /* Reduce want based on move cost. We can't do this for
803 * transports since they move around all the time, leading
804 * to hilarious flip-flops. */
805 def >>= move_cost / (2 * unit_move_rate(punit));
806 }
807 if (def > best_def) {
808 *aunit = buddy;
809 *acity = NULL;
810 best_def = def;
811 }
813
814 /* City bodyguard. TODO: allied city bodyguard? */
815 if (ai_fuzzy(pplayer, TRUE)
816 && NULL != pcity
817 && city_owner(pcity) == pplayer
818 && (data = def_ai_city_data(pcity, ait))
819 && 0 < data->urgency) {
820 if (NULL != best_data
821 && (0 < best_data->grave_danger
822 || best_data->urgency > data->urgency
823 || ((best_data->danger > data->danger
824 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
825 && 0 == data->grave_danger))) {
826 /* Chances are we'll be between cities when we are needed the most!
827 * Resuming pf_map_move_costs_iterate()... */
828 continue;
829 }
830 def = (data->danger - assess_defense_quadratic(ait, pcity));
831 if (def <= 0) {
832 continue;
833 }
834 /* Reduce want based on move cost. */
835 def >>= move_cost / (2 * unit_move_rate(punit));
836 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
837 *acity = pcity;
838 *aunit = NULL;
839 best_def = def;
840 best_data = data;
841 }
842 }
844
846
847 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
850 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
852 : (NULL != *aunit ?
855 : (NULL != *aunit ?
857
858 return ((best_def * 100) / toughness);
859}
860
861/**********************************************************************/
865 const struct unit_type *followee,
866 struct ai_type *ait)
867{
868 struct unit_type_ai *utai = utype_ai_data(follower, ait);
869
870 unit_type_list_iterate(utai->potential_charges, pcharge) {
871 if (pcharge == followee) {
872 return TRUE;
873 }
875
876 return FALSE;
877}
878
879/**********************************************************************/
882static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
883 struct player *pplayer, struct unit *punit)
884{
885 const struct unit_type *punittype = unit_type_get(punit);
886 struct unit_ai *unit_data;
887
889
890 /* Keep barbarians aggressive and primitive */
891 if (is_barbarian(pplayer)) {
892 if (is_land_barbarian(pplayer)) {
894
896 /* Land barbarians pillage */
898 }
899 }
901
902 return;
903 }
904
906
907 /* If I am a bodyguard, check whether I can do my job. */
908 if (unit_data->task == AIUNIT_ESCORT
909 || unit_data->task == AIUNIT_DEFEND_HOME) {
911 }
912
913 if (aiguard_has_charge(ait, punit)
914 && unit_data->task == AIUNIT_ESCORT) {
915 struct unit *aunit = aiguard_charge_unit(ait, punit);
916 struct city *acity = aiguard_charge_city(ait, punit);
917 struct ai_city *city_data = NULL;
918
919 if (acity != NULL) {
921 }
922
923 /* Check if the city we are on our way to rescue is still in danger,
924 * or the unit we should protect is still alive... */
925 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
928 && city_data->urgency != 0
929 && city_data->danger > assess_defense_quadratic(ait, acity))) {
930 return; /* Yep! */
931 } else {
932 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
933 }
934 }
935
936 /* Is the unit badly damaged? */
937 if ((unit_data->task == AIUNIT_RECOVER
938 && punit->hp < punittype->hp)
939 || punit->hp < punittype->hp * 0.25) { /* WAG */
940 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
942 return;
943 }
944
947 /* This is a defending unit that doesn't need to stay put.
948 * It needs to defend something, but not necessarily where it's at.
949 * Therefore, it will consider becoming a bodyguard. -- Syela */
950 struct city *acity;
951 struct unit *aunit;
952
953 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
954 if (acity) {
957 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
958 } else if (aunit) {
961 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
962 }
963 }
965}
966
967/**********************************************************************/
976static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
977 struct unit *punit)
978{
979 struct city *pcity = aiguard_charge_city(ait, punit);
980
982
983 if (!pcity || city_owner(pcity) != pplayer) {
985 /* Do not stay defending an allied city forever */
987 }
988
989 if (!pcity) {
990 /* Try to find a place to rest. Sitting duck out in the wilderness
991 * is generally a bad idea, since we protect no cities that way, and
992 * it looks silly. */
996 }
997
998 if (!pcity) {
1000 }
1001
1004 /* ... we survived */
1005 if (pcity) {
1006 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1007 if (same_pos(unit_tile(punit), pcity->tile)) {
1008 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1010 } else {
1011 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1012 }
1013 } else {
1014 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1015 }
1016 }
1017}
1018
1019/**********************************************************************/
1023 const struct unit_type *utype,
1024 int which)
1025{
1026 int attacks;
1027
1028 if (utype_action_takes_all_mp(utype,
1030 attacks = 1;
1031 } else {
1032 attacks = utype->move_rate;
1033 }
1034 city_data->invasion.attack += attacks;
1035 if (which == INVASION_OCCUPY) {
1036 city_data->invasion.occupy++;
1037 }
1038}
1039
1040/**********************************************************************/
1050static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1051 bool dest, int radius, int which)
1052{
1053 struct tile *ptile;
1054 struct player *pplayer = unit_owner(punit);
1055
1057
1058 if (dest) {
1060
1061 ptile = punit->goto_tile;
1062 } else {
1063 ptile = unit_tile(punit);
1064 }
1065
1066 square_iterate(&(wld.map), ptile, radius, tile1) {
1067 struct city *pcity = tile_city(tile1);
1068
1069 if (pcity
1071 && (dest || !has_defense(pcity))) {
1072 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1073
1074 /* Unit itself */
1076
1077 /* Cargo */
1078 unit_cargo_iterate(punit, cargo) {
1079 const struct unit_type *utype = unit_type_get(cargo);
1080
1081 if (IS_ATTACKER(utype)) {
1085 }
1087 }
1089
1090 return TRUE;
1091}
1092
1093/**********************************************************************/
1096bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1097 struct tile *dest_tile,
1098 const struct unit_type *cargo_type,
1099 const struct unit_type *ferry_type,
1100 struct tile **ferry_dest, struct tile **beachhead_tile)
1101{
1102 if (NULL == tile_city(dest_tile)
1104 /* Unit can directly go to 'dest_tile'. */
1105 struct tile *best_tile = NULL;
1107
1108 if (NULL != beachhead_tile) {
1109 *beachhead_tile = dest_tile;
1110 }
1111
1112 adjc_iterate(&(wld.map), dest_tile, ptile) {
1114 if (cost != PF_IMPOSSIBLE_MC
1115 && (NULL == best_tile || cost < best_cost)) {
1116 best_tile = ptile;
1117 best_cost = cost;
1118 }
1120
1121 if (NULL != ferry_dest) {
1123 }
1124
1125 return (PF_IMPOSSIBLE_MC != best_cost);
1126 } else {
1127 /* We need to find a beach around 'dest_tile'. */
1128 struct tile *best_tile = NULL, *best_beach = NULL;
1132
1133 tile_list_append(checked_tiles, dest_tile);
1134 adjc_iterate(&(wld.map), dest_tile, beach) {
1136 /* Can land there. */
1137 adjc_iterate(&(wld.map), beach, ptile) {
1138 if (!tile_list_search(checked_tiles, ptile)
1139 && !is_non_allied_unit_tile(ptile, pplayer,
1140 flagless_ferry)) {
1143 if (cost != PF_IMPOSSIBLE_MC
1144 && (NULL == best_tile || cost < best_cost)) {
1145 best_beach = beach;
1146 best_tile = ptile;
1147 best_cost = cost;
1148 }
1149 }
1151 }
1153
1155
1156 if (NULL != beachhead_tile) {
1158 }
1159 if (NULL != ferry_dest) {
1161 }
1162 return (PF_IMPOSSIBLE_MC != best_cost);
1163 }
1164}
1165
1166/**********************************************************************/
1174adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1175 struct unit *punit,
1176 struct tile **pdest_tile, struct pf_path **ppath,
1177 struct pf_map **pferrymap,
1178 struct unit **pferryboat,
1179 const struct unit_type **pboattype, int *pmove_time)
1180{
1181 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1182 struct pf_parameter parameter;
1183 struct pf_map *punit_map, *ferry_map;
1184 struct pf_position pos;
1186 const struct unit_type *punit_type = unit_type_get(punit);
1187 struct tile *punit_tile = unit_tile(punit);
1188 /* Type of our boat (a future one if ferryboat == NULL). */
1189 const struct unit_type *boattype = NULL;
1190 struct unit *ferryboat = NULL;
1191 struct city *pcity;
1192 struct ai_city *acity_data;
1193 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1194 bool handicap = has_handicap(pplayer, H_TARGETS);
1195 bool unhap = FALSE; /* Do we make unhappy citizen. */
1196 bool harbor = FALSE; /* Do we have access to sea? */
1197 bool go_by_boat; /* Whether we need a boat or not. */
1198 int vulnerability; /* Enemy defense rating. */
1199 adv_want benefit; /* Benefit from killing the target. */
1200 struct unit *pdefender; /* Enemy city defender. */
1201 int move_time; /* Turns needed to target. */
1202 int reserves;
1203 int attack; /* Our total attack value with reinforcements. */
1204 int victim_count; /* Number of enemies there. */
1205 int needferry; /* Cost of building a ferry boat. */
1206 /* This is a kluge, because if we don't set x and y with !punit->id,
1207 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1208 * never learning steam engine, even though ironclads would be very
1209 * useful. -- Syela */
1210 adv_want bk = 0;
1211 adv_want want; /* Want (amortized) of the operation. */
1212 adv_want best = 0; /* Best of all wants. */
1213 struct tile *goto_dest_tile = NULL;
1214 bool can_occupy;
1215 struct civ_map *nmap = &(wld.map);
1216
1217 /* Very preliminary checks. */
1219 if (NULL != pferrymap) {
1220 *pferrymap = NULL;
1221 }
1222 if (NULL != pferryboat) {
1223 *pferryboat = NULL;
1224 }
1225 if (NULL != pboattype) {
1226 *pboattype = NULL;
1227 }
1228 if (NULL != pmove_time) {
1229 *pmove_time = 0;
1230 }
1231 if (NULL != ppath) {
1232 *ppath = NULL;
1233 }
1234
1235 if (0 == attack_value) {
1236 /* A very poor attacker... probably low on HP. */
1237 return 0;
1238 }
1239
1241
1242
1243 /*** Part 1: Calculate targets ***/
1244
1245 /* This horrible piece of code attempts to calculate the attractiveness of
1246 * enemy cities as targets for our units, by checking how many units are
1247 * going towards it or are near it already. */
1248
1249 /* Reset enemy cities data. */
1251 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1252 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1253 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1254 continue;
1255 }
1256 city_list_iterate(aplayer->cities, acity) {
1257 struct ai_city *city_data = def_ai_city_data(acity, ait);
1258
1260 &city_data->attack,
1261 &city_data->bcost);
1262 city_data->invasion.attack = 0;
1263 city_data->invasion.occupy = 0;
1266
1267 /* Second, calculate in units on their way there, and mark targets for
1268 * invasion */
1269 unit_list_iterate(pplayer->units, aunit) {
1270 const struct unit_type *atype;
1271
1272 if (aunit == punit) {
1273 continue;
1274 }
1275
1277
1278 /* Dealing with invasion stuff */
1279 if (IS_ATTACKER(atype)) {
1280 if (aunit->activity == ACTIVITY_GOTO) {
1281 if (invasion_funct(ait, aunit, TRUE, 0,
1284 && (pcity = tile_city(aunit->goto_tile))) {
1285 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1286
1289 }
1290 }
1294 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1296 /* It's a transport with reinforcements */
1297 if (aunit->activity == ACTIVITY_GOTO) {
1299 }
1301 }
1303 /* end horrible initialization subroutine */
1304
1305
1306 /*** Part 2: Now pick one target ***/
1307
1308 /* We first iterate through all cities, then all units, looking
1309 * for a viable target. We also try to gang up on the target
1310 * to avoid spreading out attacks too widely to be inefficient.
1311 */
1312
1314 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1315 /* I would have thought unhappiness should be taken into account
1316 * irrespectfully the city in which it will surface... -- GB */
1318 }
1319
1322
1324 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1325 punit_map = pf_map_new(&parameter);
1326
1327 if (MOVE_NONE == punit_class->adv.sea_move) {
1328 /* We need boat to move over sea. */
1329 ferryboat = unit_transport_get(punit);
1330
1331 /* First check if we can use the boat we are currently loaded to. */
1332 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1333 /* No, we cannot control current boat */
1334 ferryboat = NULL;
1335 }
1336
1337 if (NULL == ferryboat) {
1338 /* Try to find new boat */
1339 ferryboat = player_unit_by_number(pplayer,
1340 aiferry_find_boat(ait, punit, 1, NULL));
1341 }
1342
1344 harbor = TRUE;
1345 }
1346 }
1347
1348 if (NULL != ferryboat) {
1349 boattype = unit_type_get(ferryboat);
1350 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1351 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1352 ferry_map = pf_map_new(&parameter);
1353 } else {
1355 if (NULL == boattype) {
1356 /* We pretend that we can have the simplest boat to stimulate tech. */
1358 }
1359 if (NULL != boattype && harbor) {
1360 /* Let's simulate a boat at 'punit' position. */
1362 punit_tile, pplayer);
1363 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1364 ferry_map = pf_map_new(&parameter);
1365 } else {
1366 ferry_map = NULL;
1367 }
1368 }
1369
1371
1373 /* For the virtual unit case, which is when we are called to evaluate
1374 * which units to build, we want to calculate in danger and which
1375 * players we want to make war with in the future. We do _not_ want
1376 * to do this when actually making attacks. */
1377 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1378 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1379 continue; /* Not an enemy. */
1380 }
1381
1382 city_list_iterate(aplayer->cities, acity) {
1383 struct tile *atile = city_tile(acity);
1384
1387 /* Can't attack this city. It is on land. */
1388 continue;
1389 }
1390
1391 if (handicap && !map_is_known(atile, pplayer)) {
1392 /* Can't see it */
1393 continue;
1394 }
1395
1397 go_by_boat = FALSE;
1398 move_time = pos.turn;
1399 } else if (NULL == ferry_map) {
1400 continue; /* Impossible to handle. */
1401 } else {
1402 struct tile *dest, *beach;
1403
1404 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1405 boattype, &dest, &beach)) {
1406 continue; /* Impossible to go by boat. */
1407 }
1408 if (!pf_map_position(ferry_map, dest, &pos)) {
1410 continue;
1411 }
1412 move_time = pos.turn; /* Sailing time. */
1413 if (dest != beach) {
1414 move_time++; /* Land time. */
1415 }
1416 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1417 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1418 move_time += pos.turn; /* Time to reach the boat. */
1419 } else {
1420 continue; /* Cannot reach the boat. */
1421 }
1422 }
1423 go_by_boat = TRUE;
1424 }
1425
1430 } else {
1431 pdefender = NULL;
1432 vulnerability = 0;
1433 benefit = 0;
1434 }
1435
1436 if (1 < move_time) {
1438
1439 if (def_type) {
1443 if (v > vulnerability) {
1444 /* They can build a better defender! */
1445 vulnerability = v;
1447 }
1448 }
1449 }
1450
1452
1453 reserves = (acity_data->invasion.attack
1454 - unit_list_size(acity->tile->units));
1455
1456 if (punit->id == 0) {
1457 /* Real unit would add to reserves once built. */
1460 reserves++;
1461 } else {
1462 reserves += punit_type->move_rate;
1463 }
1464 }
1465
1466 if (0 < reserves && (can_occupy
1467 || 0 < acity_data->invasion.occupy)) {
1468 /* There are units able to occupy the city after all defenders
1469 * are killed! */
1470 benefit += acity_data->worth * reserves / 5;
1471 }
1472
1473 attack = attack_value + acity_data->attack;
1474 attack *= attack;
1475 /* Avoiding handling upkeep aggregation this way -- Syela */
1476
1477 /* AI was not sending enough reinforcements to totally wipe out a city
1478 * and conquer it in one turn.
1479 * This variable enables total carnage. -- Syela */
1481
1482 if (!can_occupy && NULL == pdefender) {
1483 /* Nothing there to bash and we can't occupy!
1484 * Not having this check caused warships yoyoing */
1485 want = 0;
1486 } else if (10 < move_time) {
1487 /* Too far! */
1488 want = 0;
1489 } else if (can_occupy && 0 == acity_data->invasion.occupy
1490 && (0 < acity_data->invasion.attack
1491 || victim_count == 0)) {
1492 /* Units able to occupy really needed there! */
1493 want = bcost * SHIELD_WEIGHTING;
1494 } else {
1495 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1497 }
1500 /* Build_cost of ferry. */
1501 needferry = (go_by_boat && NULL == ferryboat
1503 /* FIXME: add time to build the ferry? */
1505 want, MAX(1, move_time),
1507
1508 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1509 if (0 >= want && 0 == punit->id && 0 >= best) {
1513 MAX(1, move_time),
1515
1516 if (bk_e > bk) {
1517 *pdest_tile = atile;
1518 if (NULL != pferrymap) {
1520 }
1521 if (NULL != pferryboat) {
1522 *pferryboat = go_by_boat ? ferryboat : NULL;
1523 }
1524 if (NULL != pboattype) {
1526 }
1527 if (NULL != pmove_time) {
1529 }
1530 goto_dest_tile = (go_by_boat && NULL != ferryboat
1531 ? unit_tile(ferryboat) : atile);
1532 bk = bk_e;
1533 }
1534 }
1535 /* END STEAM-ENGINES KLUGE */
1536
1537 if (0 != punit->id
1538 && NULL != ferryboat
1539 && punit_class->adv.sea_move == MOVE_NONE) {
1541 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1542 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1543 ", best = " ADV_WANT_PRINTF ")",
1544 __FUNCTION__, unit_rule_name(ferryboat),
1545 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1546 TILE_XY(atile), go_by_boat, move_time, want, best);
1547 }
1548
1549 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1550 /* Yes, we like this target */
1551 best = want;
1552 *pdest_tile = atile;
1553 if (NULL != pferrymap) {
1555 }
1556 if (NULL != pferryboat) {
1557 *pferryboat = go_by_boat ? ferryboat : NULL;
1558 }
1559 if (NULL != pboattype) {
1561 }
1562 if (NULL != pmove_time) {
1564 }
1565 goto_dest_tile = (go_by_boat && NULL != ferryboat
1566 ? unit_tile(ferryboat) : atile);
1567 }
1569
1571 /* I'm not sure the following code is good but it seems to be adequate.
1572 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1573 * -- Syela */
1575 struct tile *atile = unit_tile(aunit);
1576
1577 if (NULL != tile_city(atile)) {
1578 /* already dealt with it. */
1579 continue;
1580 }
1581
1582 if (handicap && !map_is_known(atile, pplayer)) {
1583 /* Can't see the target. */
1584 continue;
1585 }
1586
1588 && 0 == punit->id) {
1589 /* We will not build units just to chase caravans and
1590 * ambassadors. */
1591 continue;
1592 }
1593
1594 /* We have to assume the attack is diplomatically ok.
1595 * We cannot use can_player_attack_tile, because we might not
1596 * be at war with aplayer yet */
1598 || aunit != get_defender(nmap, punit, atile, NULL)) {
1599 /* We cannot attack it, or it is not the main defender. */
1600 continue;
1601 }
1602
1604 /* Cannot reach it. */
1605 continue;
1606 }
1607
1610
1611 move_time = pos.turn;
1612 if (10 < move_time) {
1613 /* Too far. */
1614 want = 0;
1615 } else {
1616 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1617 /* Take into account maintenance of the unit. */
1618 /* FIXME: Depends on the government. */
1619 want -= move_time * SHIELD_WEIGHTING;
1620 /* Take into account unhappiness
1621 * (costs 2 luxuries to compensate). */
1622 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1623 }
1625 want, MAX(1, move_time), bcost_bal);
1626 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1627 best = want;
1628 *pdest_tile = atile;
1629 if (NULL != pferrymap) {
1630 *pferrymap = NULL;
1631 }
1632 if (NULL != pferryboat) {
1633 *pferryboat = NULL;
1634 }
1635 if (NULL != pboattype) {
1636 *pboattype = NULL;
1637 }
1638 if (NULL != pmove_time) {
1640 }
1642 }
1645
1646 if (NULL != ppath) {
1649 }
1650
1652 if (NULL != ferry_map
1653 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1655 }
1656
1658
1659 return best;
1660}
1661
1662/**********************************************************************/
1671{
1672 struct pf_parameter parameter;
1673 struct pf_map *pfm;
1674 struct player *pplayer = unit_owner(punit);
1675 struct city *pcity, *best_city = NULL;
1676 int best = FC_INFINITY, cur;
1677 const struct civ_map *nmap = &(wld.map);
1678
1679 pft_fill_unit_parameter(&parameter, nmap, punit);
1680 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1681 pfm = pf_map_new(&parameter);
1682
1683 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1684 if (move_cost > best) {
1685 /* We already found a better city. No need to continue. */
1686 break;
1687 }
1688
1689 pcity = tile_city(ptile);
1690 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1691 continue;
1692 }
1693
1694 /* Score based on the move cost. */
1695 cur = move_cost;
1696
1697 /* Note the unit owner may be different from the city owner. */
1698 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1700 EFT_HP_REGEN)) {
1701 /* If we cannot regen fast our hit points here, let's make some
1702 * penalty. */
1703 cur *= 3;
1704 }
1705
1706 if (cur < best) {
1707 best_city = pcity;
1708 best = cur;
1709 }
1711
1713 return best_city;
1714}
1715
1716/**********************************************************************/
1722 struct player *pplayer,
1723 struct unit *punit)
1724{
1725 struct city *pc;
1726 bool only_continent = TRUE;
1727
1728 if (unit_transported(punit)) {
1729 /* If we are in transport, we can go to any continent.
1730 * Actually, we are not currently in a continent where to stay. */
1732 }
1733
1734 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1737 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1738 city_name_get(pc));
1739 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1740 } else {
1741 struct unit *ferry = NULL;
1742
1743 if (unit_transported(punit)) {
1744 ferry = unit_transport_get(punit);
1745
1746 /* We already are in a boat so it needs no
1747 * free capacity */
1748 if (!is_boat_free(ait, ferry, punit, 0)) {
1749 /* We cannot control our ferry. */
1750 ferry = NULL;
1751 }
1752 } else {
1753 /* We are not in a boat yet. Search for one. */
1755 if (is_boat_free(ait, aunit, punit, 1)
1757 ferry = aunit;
1758 break;
1759 }
1761 }
1762
1763 if (ferry) {
1764 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1765 city_name_get(pc));
1766 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1767 } else {
1768 /* This is not an error. Somebody else might be in charge
1769 * of the ferry. */
1770 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1771 }
1772 }
1773 } else {
1774 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1775 }
1776}
1777
1778/**********************************************************************/
1784static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1785 struct unit *punit)
1786{
1787 struct tile *dest_tile;
1788 int id = punit->id;
1789 int ct = 10;
1790 struct city *pcity = NULL;
1791
1793
1794 /* Barbarians pillage, and might keep on doing that so they sometimes
1795 * even finish it. */
1796 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1797 && fc_rand(2) == 1) {
1798 return;
1799 }
1800
1801 /* First find easy nearby enemies, anything better than pillage goes.
1802 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1803 * until it runs out of targets. */
1804 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1805 * conquered cities.
1806 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1807 * of moves too.*/
1809 return; /* we died */
1810 }
1811
1812 if (punit->moves_left <= 0) {
1813 return;
1814 }
1815
1816 /* Main attack loop */
1817 do {
1818 struct tile *start_tile = unit_tile(punit);
1819 struct pf_path *path;
1820 struct unit *ferryboat;
1821
1822 /* Then find enemies the hard way */
1823 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1824 NULL, &ferryboat, NULL, NULL);
1825 if (!same_pos(unit_tile(punit), dest_tile)) {
1826 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1827 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1828
1829 /* Adjacent and can't attack usually means we are not marines
1830 * and on a ferry. This fixes the problem (usually). */
1831 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1832 TILE_XY(dest_tile));
1833
1834 /* Set ACTIVITY_GOTO more permanently than just inside
1835 * adv_follow_path(). This way other units will know we're
1836 * on our way even if we don't reach target yet. */
1837 punit->goto_tile = dest_tile;
1839 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1840 /* Died. */
1841 pf_path_destroy(path);
1842 return;
1843 }
1844 if (NULL != ferryboat) {
1845 /* Need a boat. */
1846 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1847 pf_path_destroy(path);
1848 return;
1849 }
1850 if (0 >= punit->moves_left) {
1851 /* No moves left. */
1852 pf_path_destroy(path);
1853 return;
1854 }
1855
1856 /* Either we're adjacent or we sitting on the tile. We might be
1857 * sitting on the tile if the enemy that _was_ sitting there
1858 * attacked us and died _and_ we had enough movement to get there */
1859 if (same_pos(unit_tile(punit), dest_tile)) {
1860 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1861 TILE_XY(dest_tile));
1862 pf_path_destroy(path);
1863 break;
1864 }
1865 }
1866
1867 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1868 /* Close combat. fstk sometimes want us to attack an adjacent
1869 * enemy that rampage wouldn't */
1870 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1871 TILE_XY(dest_tile));
1872 if (!dai_unit_attack(ait, punit, dest_tile)) {
1873 /* Died */
1874 pf_path_destroy(path);
1875 return;
1876 }
1877 } else if (!same_pos(start_tile, unit_tile(punit))) {
1878 /* Got stuck. Possibly because of adjacency to an
1879 * enemy unit. Perhaps we are in luck and are now next to a
1880 * tempting target? Let's find out... */
1883 pf_path_destroy(path);
1884 return;
1885 }
1886
1887 } else {
1888 /* FIXME: This happens a bit too often! */
1889 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1890 /* No worthy enemies found, so abort loop */
1891 ct = 0;
1892 }
1893 pf_path_destroy(path);
1894
1895 ct--; /* infinite loops from railroads must be stopped */
1896 } while (punit->moves_left > 0 && ct > 0);
1897
1898 /* Cleanup phase */
1899 if (punit->moves_left == 0) {
1900 return;
1901 }
1903 if (pcity != NULL
1904 && (dai_is_ferry(punit, ait)
1905 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1906 /* Go somewhere safe */
1907 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1908 (void) dai_unit_goto(ait, punit, pcity->tile);
1909 } else if (!is_barbarian(pplayer)) {
1910 /* Nothing else to do, so try exploring. */
1911 switch (manage_auto_explorer(punit)) {
1912 case MR_DEATH:
1913 /* don't use punit! */
1914 return;
1915 case MR_OK:
1916 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1917 break;
1918 default:
1919 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1920 break;
1921 };
1922 } else {
1923 /* You can still have some moves left here, but barbarians should
1924 not sit helplessly, but advance towards nearest known enemy city */
1925 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1926 dai_military_attack_barbarian(ait, pplayer, punit);
1927 }
1928 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1929 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1930 dai_military_defend(ait, pplayer, punit);
1931 }
1932}
1933
1934/**********************************************************************/
1938static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1939{
1940 bool alive = TRUE;
1941 int ferryboat = 0;
1942 struct pf_path *path_to_ferry = NULL;
1943
1944 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1945 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1946 /* going to meet the boat */
1947 if ((ferryboat <= 0)) {
1949 "in find_boat_for_unit cannot find any boats.");
1950 /* if we are undefended on the country side go to a city */
1952 if (current_city == NULL) {
1954 if (city_near != NULL) {
1956 }
1957 }
1958 } else {
1959 if (path_to_ferry != NULL) {
1961 /* Died. */
1964 alive = FALSE;
1965 } else {
1968 alive = TRUE;
1969 }
1970 }
1971 }
1972 return alive;
1973}
1974
1975/**********************************************************************/
1984 struct tile *ctile, struct tile *ptile)
1985{
1986 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1987 bool lm = MOVE_NONE != pclass->adv.land_move,
1988 sm = MOVE_NONE != pclass->adv.sea_move;
1989 struct civ_map *pmap = &(wld.map);
1990
1991 if (lm && sm) {
1992 return FALSE;
1993 }
1994
1995 /* We could use adjc_iterate() but likely often tiles are on the same
1996 * continent and it will be more time to find where they connect */
1999
2000 if (is_ocean_tile(atile) ? sm : lm) {
2001 iterate_outward(pmap, ptile, 1, btile) {
2002 if (tile_continent(btile) == acont) {
2003 return FALSE;
2004 }
2006 }
2008
2009 if (is_tiles_adjacent(ctile, ptile)) {
2010 return FALSE;
2011 }
2012
2013 return TRUE;
2014}
2015
2016/**********************************************************************/
2022static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2023 struct unit *punit,
2024 const struct city *dest_city,
2025 bool help_wonder,
2026 bool required_boat, bool request_boat)
2027{
2028 bool alive = TRUE;
2029 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2030 const struct civ_map *nmap = &(wld.map);
2031
2033
2034 /* if we're not there yet, and we can move, move... */
2035 if (!same_pos(dest_city->tile, unit_tile(punit))
2036 && punit->moves_left != 0) {
2037 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2041 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2042 required_boat ? "with a boat" : "");
2043 if (required_boat) {
2044 /* to trade with boat */
2045 if (request_boat) {
2046 /* Try to find new boat */
2048 } else {
2049 /* if we are not being transported then ask for a boat again */
2050 alive = TRUE;
2053 unit_tile(punit), dest_city->tile)) {
2055 }
2056 }
2057 if (alive) {
2058 /* FIXME: sometimes we get FALSE here just because
2059 * a trireme that we've boarded can't go over an ocean. */
2060 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2061 }
2062 } else {
2063 /* to trade without boat */
2065 }
2066 }
2067
2068 /* if moving didn't kill us, and we got to the destination, handle it. */
2069 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2070 /* release the boat! */
2071 if (unit_transported(punit)) {
2073 }
2075 punit, dest_city)) {
2076 /*
2077 * We really don't want to just drop all caravans in immediately.
2078 * Instead, we want to aggregate enough caravans to build instantly.
2079 * -AJS, 990704
2080 */
2081 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2084 punit->id,
2087 unit_do_action(pplayer, punit->id, dest_city->id,
2088 0, "", ACTION_HELP_WONDER);
2090 punit, dest_city)) {
2091 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2094 punit->id,
2097 unit_do_action(pplayer, punit->id, dest_city->id,
2098 0, "", ACTION_TRADE_ROUTE);
2100 punit, dest_city)) {
2101 /* Get the one time bonus. */
2102 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2105 punit->id,
2108 unit_do_action(pplayer, punit->id, dest_city->id,
2109 0, "", ACTION_MARKETPLACE);
2110 } else {
2111 enum log_level level = LOG_NORMAL;
2112
2113 if (help_wonder) {
2114 /* A Caravan ordered to help build wonder may arrive after
2115 * enough shields to build the wonder is produced. */
2117 }
2118
2120 "%s %s[%d](%d,%d) unable to trade with %s",
2123 punit->id,
2126 }
2127 }
2128}
2129
2130/**********************************************************************/
2134static void caravan_optimize_callback(const struct caravan_result *result,
2135 void *data)
2136{
2137 const struct unit *caravan = data;
2138
2139 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2141 unit_rule_name(caravan),
2142 caravan->id,
2143 TILE_XY(unit_tile(caravan)),
2144 city_name_get(result->src),
2145 result->help_wonder ? "wonder in" : "trade to",
2146 city_name_get(result->dest),
2147 result->value);
2148}
2149
2150/**********************************************************************/
2154 struct unit *punit)
2155{
2156 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2157 struct city *phome_city = NULL;
2158 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2159
2160 if ((unit_data->task != AIUNIT_NONE)) {
2161 src = unit_tile(punit);
2163 if (phome_city != NULL) {
2165 }
2166 dest = punit->goto_tile;
2167
2168 if (src == NULL || dest == NULL) {
2169 return FALSE;
2170 }
2171
2172 /* If we have a home continent, and are not there.
2173 * (FIXME: well, why?)
2174 * (I guess because home continent is which we were supposed to leave,
2175 * not the target continent) */
2176 if (src_home_city != NULL
2178 return FALSE;
2179 }
2180
2181 if (!goto_is_sane(punit, dest)) {
2182 if (unit_transported(punit)) {
2183 /* If we're being transported */
2184 return FALSE;
2185 }
2186 if ((punit->birth_turn + 15 < game.info.turn)) {
2187 /* We are tired of waiting */
2189
2190 if (ferrys <= 0) {
2191 /* There are no ferrys available... give up */
2192 return TRUE;
2193 } else {
2194 if (punit->birth_turn + 20 < game.info.turn) {
2195 /* We are fed up! */
2196 return TRUE;
2197 }
2198 }
2199 }
2200 }
2201 }
2202
2203 return FALSE;
2204}
2205
2206/**********************************************************************/
2213 struct unit *punit)
2214{
2216 Continent_id continent;
2217
2218 fc_assert(pcity != NULL);
2219
2220 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2221 /* There is just no possible transporters. */
2222 return FALSE;
2223 }
2224 continent = tile_continent(pcity->tile);
2225
2226 /* Look for proper destination city at different continent. */
2227 city_list_iterate(pplayer->cities, acity) {
2229 if (tile_continent(acity->tile) != continent) {
2230 return TRUE;
2231 }
2232 }
2234
2236 if (aplayer == pplayer || !aplayer->is_alive) {
2237 continue;
2238 }
2239 if (pplayers_allied(pplayer, aplayer)) {
2240 city_list_iterate(aplayer->cities, acity) {
2242 if (tile_continent(acity->tile) != continent) {
2243 return TRUE;
2244 }
2245 }
2248 }
2249
2250 return FALSE;
2251}
2252
2253/**********************************************************************/
2257static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2258{
2259 struct city *nearest = NULL;
2260 int min_dist = FC_INFINITY;
2261 struct tile *current_loc = unit_tile(punit);
2263 bool alive = TRUE;
2264
2266 struct tile *ctile = city_tile(pcity);
2267
2268 if (tile_continent(ctile) == continent) {
2270
2271 if (this_dist < min_dist) {
2273 nearest = pcity;
2274 }
2275 }
2277
2278 if (nearest != NULL) {
2280 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2282 }
2283 }
2284
2285 return alive;
2286}
2287
2288/**********************************************************************/
2294static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2295 struct unit *punit)
2296{
2297 struct caravan_parameter parameter;
2298 struct caravan_result result;
2299 const struct city *homecity;
2300 const struct city *dest = NULL;
2301 struct unit_ai *unit_data;
2303 bool expect_boats = pclass->adv.ferry_types > 0;
2304 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2305 bool help_wonder = FALSE;
2306 bool required_boat = FALSE;
2307 bool request_boat = FALSE;
2309 const struct civ_map *nmap = &(wld.map);
2310
2312
2316 /* we only want units that can establish trade, enter marketplace or
2317 * help build wonders */
2318 return;
2319 }
2320
2322
2323 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2328
2329 homecity = game_city_by_number(punit->homecity);
2330 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2332 return;
2333 }
2334 homecity = game_city_by_number(punit->homecity);
2335 if (homecity == NULL) {
2336 return;
2337 }
2338 }
2339
2340 if ((unit_data->task == AIUNIT_TRADE
2341 || unit_data->task == AIUNIT_WONDER)) {
2342 /* We are moving to our destination */
2343 /* We check to see if our current goal is feasible */
2345 struct goods_type *pgood = unit_current_goods(punit, homecity);
2346
2347 if ((city_dest == NULL)
2349 || (unit_data->task == AIUNIT_TRADE
2350 && !(can_cities_trade(homecity, city_dest)
2352 pgood->replace_priority)))
2353 || (unit_data->task == AIUNIT_WONDER
2354 /* Helping the (new) production is illegal. */
2356 || (unit_data->task == AIUNIT_TRADE
2361 punit, city_dest)))
2362 || (unit_data->task == AIUNIT_WONDER
2365 punit, city_dest))) {
2366 /* destination invalid! */
2368 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2371 } else {
2372 /* destination valid, are we tired of waiting for a boat? */
2376 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2380 } else {
2381 dest = city_dest;
2382 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2383 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2385 }
2386 }
2387 }
2388
2389 if (unit_data->task == AIUNIT_NONE) {
2390 if (homecity == NULL) {
2391 /* FIXME: We shouldn't bother in getting homecity for
2392 * caravan that will then be used for wonder building. */
2394 return;
2395 }
2396 homecity = game_city_by_number(punit->homecity);
2397 if (homecity == NULL) {
2398 return;
2399 }
2400 }
2401
2403 /* Make more trade with allies than other peaceful nations
2404 * by considering only allies 50% of the time.
2405 * (the other 50% allies are still considered, but so are other nations) */
2406 if (fc_rand(2)) {
2407 /* Be optimistic about development of relations with no-contact and
2408 * cease-fire nations. */
2409 parameter.allow_foreign_trade = FTL_NONWAR;
2410 } else {
2411 parameter.allow_foreign_trade = FTL_ALLIED;
2412 }
2413
2416 parameter.callback_data = punit;
2417 }
2419 parameter.ignore_transit_time = TRUE;
2420 }
2423 parameter.ignore_transit_time = FALSE;
2424 }
2425 caravan_find_best_destination(nmap, punit, &parameter, &result,
2426 !has_handicap(pplayer, H_MAP));
2427 if (result.dest != NULL) {
2428 /* We did find a new destination for the unit */
2429 dest = result.dest;
2430 help_wonder = result.help_wonder;
2431 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2432 request_boat = required_boat;
2434 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2435 dest->tile);
2436 } else {
2437 dest = NULL;
2438 }
2439 }
2440
2441 if (required_boat && !expect_boats) {
2442 /* Would require boat, but can't have them. Render destination invalid. */
2443 dest = NULL;
2444 }
2445
2446 if (dest != NULL) {
2447 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2448 required_boat, request_boat);
2449 return; /* that may have clobbered the unit */
2450 } else {
2451 /* We have nowhere to go! */
2452 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2456 /* Should we become a defensive unit? */
2457 }
2458}
2459
2460/**********************************************************************/
2465 struct unit *punit)
2466{
2467 struct player *pplayer = unit_owner(punit);
2468 struct city *pcity = tile_city(unit_tile(punit));
2469 struct city *safe = NULL;
2470 const struct unit_type *punittype = unit_type_get(punit);
2471 bool no_recovery;
2472
2474
2475 if (pcity != NULL) {
2476 /* Rest in the city until the hitpoints are recovered, but attempt
2477 * to protect city from attack (and be opportunistic too)*/
2480 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2481 } else {
2482 return; /* We died heroically defending our city */
2483 }
2484 } else {
2485 /* Goto to nearest city to recover hit points */
2486 /* Just before, check to see if we can occupy an undefended enemy city */
2489 return; /* Oops, we died */
2490 }
2491
2492 /* Find a city to stay and go there */
2494 if (safe) {
2495 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2497 if (!dai_unit_goto(ait, punit, safe->tile)) {
2498 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2499 return;
2500 }
2501 } else {
2502 /* Oops */
2503 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2505 dai_military_attack(ait, pplayer, punit);
2506 return;
2507 }
2508 }
2509
2510 /* Is the unit still damaged? If true, and could recover hit points, do so.
2511 * Don't wait if would be losing hitpoints that way! */
2513 if (punit->hp == punittype->hp) {
2514 no_recovery = TRUE;
2515 } else {
2517
2518 if (gain < 0) {
2519 no_recovery = TRUE;
2520 } else if (gain == 0 && !punit->moved) {
2521 /* Isn't gaining even though has not moved. */
2522 no_recovery = TRUE;
2523 }
2524 }
2525 if (no_recovery) {
2526 /* We are ready to go out and kick ass again */
2527 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2529 return;
2530 } else {
2531 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2532 }
2533}
2534
2535/**********************************************************************/
2539void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2540 struct player *pplayer, struct unit *punit)
2541{
2542 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2543 int id = punit->id;
2544
2546
2547 /* "Escorting" aircraft should not do anything. They are activated
2548 * by their transport or charge. We do _NOT_ set them to 'done'
2549 * since they may need be activated once our charge moves. */
2550 if (unit_data->task == AIUNIT_ESCORT
2552 return;
2553 }
2554
2557 && has_handicap(pplayer, H_AWAY)) {
2558 /* Don't move sentried or fortified units controlled by a player
2559 * in away mode. */
2560 unit_data->done = TRUE;
2561 return;
2562 }
2563
2564 /* Since military units re-evaluate their actions every turn,
2565 we must make sure that previously reserved ferry is freed. */
2567
2569 /* Try hunting with this unit */
2570 if (dai_hunter_qualify(pplayer, punit)) {
2571 int result, sanity = punit->id;
2572
2573 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2574 result = dai_hunter_manage(ait, pplayer, punit);
2577 return; /* Died */
2578 }
2579 if (result == -1) {
2580 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2582 return;
2583 } else if (result >= 1) {
2585 return; /* Done moving */
2586 } else if (unit_data->task == AIUNIT_HUNTER) {
2587 /* This should be very rare */
2589 }
2590 } else if (unit_data->task == AIUNIT_HUNTER) {
2592 }
2594
2595 /* Do we have a specific job for this unit? If not, we default
2596 * to attack. */
2597 dai_military_findjob(ait, nmap, pplayer, punit);
2598
2599 switch (unit_data->task) {
2600 case AIUNIT_AUTO_WORKER:
2601 case AIUNIT_BUILD_CITY:
2602 fc_assert(FALSE); /* This is not the place for this role */
2603 break;
2604 case AIUNIT_DEFEND_HOME:
2606 dai_military_defend(ait, pplayer, punit);
2608 break;
2609 case AIUNIT_ATTACK:
2610 case AIUNIT_NONE:
2612 dai_military_attack(ait, pplayer, punit);
2614 break;
2615 case AIUNIT_ESCORT:
2617 dai_military_bodyguard(ait, pplayer, punit);
2619 break;
2620 case AIUNIT_EXPLORE:
2621 switch (manage_auto_explorer(punit)) {
2622 case MR_DEATH:
2623 /* Don't use punit! */
2624 return;
2625 case MR_OK:
2626 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2627 break;
2628 default:
2629 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2630 break;
2631 };
2632 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2633 break;
2634 case AIUNIT_RECOVER:
2638 break;
2639 case AIUNIT_HUNTER:
2640 fc_assert(FALSE); /* Dealt with above */
2641 break;
2642 default:
2644 }
2645
2646 /* If we are still alive, either sentry or fortify. */
2647 if ((punit = game_unit_by_number(id))) {
2649 struct city *pcity = tile_city(unit_tile(punit));
2650
2651 if (unit_list_find(unit_tile(punit)->units,
2652 unit_data->ferryboat)) {
2654 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2655 /* We do not need to fortify in cities - we fortify and sentry
2656 * according to home defense setup, for easy debugging. */
2657 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2662 }
2663 } else {
2665 }
2666 }
2667 }
2668}
2669
2670/**********************************************************************/
2673static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2674 struct unit *punit)
2675{
2676 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2677
2679 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2680 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2681 if (unit_data->task == AIUNIT_NONE) {
2683 }
2684}
2685
2686/**********************************************************************/
2694void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2695 struct unit *punit)
2696{
2697 struct unit_ai *unit_data;
2698 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2699 bool is_ferry = FALSE;
2700 const struct unit_type *ptype;
2701 const struct civ_map *nmap = &(wld.map);
2702
2704
2705 /* Don't manage the unit if it is under human orders. */
2706 if (unit_has_orders(punit)) {
2708
2709 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2711 unit_data->done = TRUE;
2712 return;
2713 }
2714
2715 /* Check if we have lost our bodyguard. If we never had one, all
2716 * fine. If we had one and lost it, ask for a new one. */
2717 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2718 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2720 }
2721
2723
2724 if (punit->moves_left <= 0) {
2725 /* Can do nothing */
2726 unit_data->done = TRUE;
2727 return;
2728 }
2729
2730 is_ferry = dai_is_ferry(punit, ait);
2731
2733
2736 dai_manage_diplomat(ait, pplayer, punit);
2738 return;
2739 } else if (ptype->adv.worker
2741 dai_manage_settler(ait, pplayer, punit);
2742 return;
2747 dai_manage_caravan(ait, pplayer, punit);
2749 return;
2751 dai_manage_barbarian_leader(ait, pplayer, punit);
2752 return;
2755 dai_manage_paratrooper(ait, pplayer, punit);
2756 return;
2757 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2759 dai_manage_ferryboat(ait, pplayer, punit);
2761 return;
2762 } else if (utype_fuel(ptype)
2763 && unit_data->task != AIUNIT_ESCORT) {
2765 dai_manage_airunit(ait, pplayer, punit);
2767 return;
2768 } else if (is_losing_hp(punit)) {
2769 /* This unit is losing hitpoints over time */
2770
2771 /* TODO: We can try using air-unit code for helicopters, just
2772 * pretend they have fuel = HP / 3 or something. */
2773 unit_data->done = TRUE; /* we did our best, which was ...
2774 nothing */
2775 return;
2776 } else if (!is_special_unit(punit)) {
2778 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2779 dai_manage_military(ait, nmap, pplayer, punit);
2781 return;
2782 } else {
2783 /* what else could this be? -- Syela */
2784 switch (manage_auto_explorer(punit)) {
2785 case MR_DEATH:
2786 /* don't use punit! */
2787 break;
2788 case MR_OK:
2789 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2790 break;
2791 default:
2792 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2794 dai_military_defend(ait, pplayer, punit);
2795 break;
2796 };
2797 return;
2798 }
2799}
2800
2801/**********************************************************************/
2807static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2808{
2809 city_list_iterate(pplayer->cities, pcity) {
2810 /* The idea here is that we should never keep more than two
2811 * units in permanent defense. */
2812 int total_defense = 0;
2814 bool emergency = FALSE;
2815 int count = 0;
2820 int entertainers = 0;
2821 bool enough = FALSE;
2822
2825 entertainers += pcity->specialists[sp];
2826 }
2828
2829 martless_unhappy += entertainers; /* We want to use martial law instead
2830 * of entertainers. */
2831
2832 while (!enough
2835 && martless_unhappy > mart_each * count))) {
2836 int best_want = 0;
2837 struct unit *best = NULL;
2838 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2839
2841 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2842
2843 if ((unit_data->task == AIUNIT_NONE || emergency)
2844 && unit_data->task != AIUNIT_DEFEND_HOME
2845 && unit_owner(punit) == pplayer) {
2846 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2847
2848 if (want > best_want) {
2849 best_want = want;
2850 best = punit;
2851 }
2852 }
2854
2855 if (best == NULL) {
2856 if (defense_needed) {
2857 /* Ooops - try to grab any unit as defender! */
2858 if (emergency) {
2859 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2860 break;
2861 }
2862 emergency = TRUE;
2863 } else {
2864 break;
2865 }
2866 } else {
2867 const struct unit_type *btype = unit_type_get(best);
2868
2869 if ((martless_unhappy < mart_each * count
2870 || count >= mart_max || mart_each <= 0)
2871 && ((count >= 2
2872 && btype->attack_strength > btype->defense_strength)
2873 || (count >= 4
2874 && btype->attack_strength == btype->defense_strength))) {
2875 /* In this case attack would be better defense than fortifying
2876 * to city. */
2877 enough = TRUE;
2878 } else {
2879 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2880
2882 UNIT_LOG(loglevel, best, "Defending city");
2884 count++;
2885 }
2886 }
2887 }
2888 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2889 ", %d defenders (out of %d)", total_defense, total_attack, count,
2892}
2893
2894/**********************************************************************/
2902void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2903{
2905 dai_airlift(ait, pplayer);
2907
2908 /* Clear previous orders, if desirable, here. */
2909 unit_list_iterate(pplayer->units, punit) {
2910 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2911
2912 unit_data->done = FALSE;
2913 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2915 }
2917
2918 /* Find and set city defenders first - figure out which units are
2919 * allowed to leave home. */
2920 dai_set_defenders(ait, pplayer);
2921
2924 && !def_ai_unit_data(punit, ait)->done) {
2925 /* Though it is usually the passenger who drives the transport,
2926 * the transporter is responsible for managing its passengers. */
2927 dai_manage_unit(ait, pplayer, punit);
2928 }
2930}
2931
2932/**********************************************************************/
2938 const struct city *pcity)
2939{
2940 const struct impr_type *impr_req = NULL;
2941 const struct req_context context = {
2943 .city = pcity,
2944 .tile = city_tile(pcity),
2945 .unittype = putype,
2946 };
2947
2948 requirement_vector_iterate(&putype->build_reqs, preq) {
2950 /* Already there. */
2951 continue;
2952 }
2954 city_owner(pcity), pcity)) {
2955 /* The unit type can't be built at all. */
2956 return NULL;
2957 }
2958 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2959 /* This is (one of) the building(s) required. */
2960 impr_req = preq->source.value.building;
2961 }
2963
2964 return impr_req;
2965}
2966
2967/**********************************************************************/
2972 const struct unit_type *base)
2973{
2974 /* This is the real function: */
2975 do {
2976 base = base->obsoleted_by;
2977 if (base == test) {
2978 return TRUE;
2979 }
2980 } while (base);
2981 return FALSE;
2982}
2983
2984/**********************************************************************/
2989static void dai_manage_barbarian_leader(struct ai_type *ait,
2990 struct player *pplayer,
2991 struct unit *leader)
2992{
2994 struct pf_parameter parameter;
2995 struct pf_map *pfm;
2996 struct pf_reverse_map *pfrm;
2997 struct unit *worst_danger;
2998 int move_cost, best_move_cost;
2999 int body_guards;
3000 bool alive = TRUE;
3001 const struct civ_map *nmap = &(wld.map);
3002
3004
3005 if (leader->moves_left == 0
3007 && 1 < unit_list_size(leader_tile->units))) {
3009
3010 return;
3011 }
3012
3013 if (is_boss_of_boat(ait, leader)) {
3014 /* We are in charge. Of course, since we are the leader...
3015 * But maybe somebody more militaristic should lead our ship to battle! */
3016
3017 /* First release boat from leaders lead */
3019
3023 && warrior->moves_left > 0) {
3024 /* This seems like a good warrior to lead us in to conquest! */
3025 dai_manage_unit(ait, pplayer, warrior);
3026
3027 /* If we reached our destination, ferryboat already called
3028 * ai_manage_unit() for leader. So no need to continue here.
3029 * Leader might even be dead.
3030 * If this return is removed, surrounding unit_list_iterate()
3031 * has to be replaced with unit_list_iterate_safe()*/
3032 return;
3033 }
3035 }
3036
3037 /* If we are not in charge of the boat, continue as if we
3038 * were not in a boat - we may want to leave the ship now. */
3039
3040 /* Check the total number of units able to protect our leader. */
3041 body_guards = 0;
3042 unit_list_iterate(pplayer->units, punit) {
3045 body_guards++;
3046 }
3048
3049 if (0 < body_guards) {
3050 pft_fill_unit_parameter(&parameter, nmap, leader);
3051 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3052 pfm = pf_map_new(&parameter);
3053
3054 /* Find the closest body guard.
3055 * FIXME: maybe choose the strongest too? */
3056 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3057 unit_list_iterate(ptile->units, punit) {
3058 if (unit_owner(punit) == pplayer
3061 struct pf_path *path = pf_map_path(pfm, ptile);
3062
3063 adv_follow_path(leader, path, ptile);
3064 pf_path_destroy(path);
3066 return;
3067 }
3070
3072 }
3073
3074 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3075
3076 /* Check for units we could fear. */
3077 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3078 !has_handicap(pplayer, H_MAP));
3081
3082 players_iterate(other_player) {
3083 if (other_player == pplayer) {
3084 continue;
3085 }
3086
3087 unit_list_iterate(other_player->units, punit) {
3089 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3090 best_move_cost = move_cost;
3092 }
3095
3097
3098 if (NULL == worst_danger) {
3100 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3101 return;
3102 }
3103
3105 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3106 pfm = pf_map_new(&parameter);
3108
3109 /* Try to escape. */
3110 do {
3112
3113 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3114 leader->moves_left);
3115
3118 continue;
3119 }
3120
3121 move_cost = pf_map_move_cost(pfm, near_tile);
3122 if (PF_IMPOSSIBLE_MC != move_cost
3123 && move_cost > best_move_cost) {
3125 "Barbarian leader: safest is (%d, %d), safeness %d",
3127 best_move_cost = move_cost;
3129 }
3131
3132 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3136 "Barbarian leader: reached the safest position.");
3139 return;
3140 }
3141
3143 if (alive) {
3145 /* Didn't move. No point to retry. */
3147 return;
3148 }
3150 }
3151 } while (alive && 0 < leader->moves_left);
3152
3154}
3155
3156/**********************************************************************/
3162void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3163 struct unit *punit,
3164 enum override_bool *result)
3165{
3166 int a = 0, d, db;
3167 struct player *pplayer = unit_owner(punit);
3168 struct city *pcity = tile_city(ptile);
3169 int extras_bonus = 0;
3170
3171 if (is_human(pplayer)) {
3172 /* Use advisors code for humans. */
3173 return;
3174 }
3175
3176 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3177 && !is_non_allied_unit_tile(ptile, pplayer,
3179 /* We will be safe in a friendly city */
3180 *result = OVERRIDE_FALSE;
3181 return;
3182 }
3183
3184 /* Calculate how well we can defend at (x,y) */
3185 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3187
3188 db += (db * extras_bonus) / 100;
3190
3191 adjc_iterate(&(wld.map), ptile, ptile1) {
3192 if (has_handicap(pplayer, H_FOG)
3193 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3194 /* We cannot see danger at (ptile1) => assume there is none */
3195 continue;
3196 }
3197 unit_list_iterate(ptile1->units, enemy) {
3198 if (pplayers_at_war(unit_owner(enemy), pplayer)
3200 == ATT_OK)
3202 == ATT_OK)) {
3204 if ((a * a * 10) >= d) {
3205 /* The enemies combined strength is too big! */
3206 *result = OVERRIDE_TRUE;
3207 return;
3208 }
3209 }
3212
3213 *result = OVERRIDE_FALSE;
3214}
3215
3216/**********************************************************************/
3219static void update_simple_ai_types(void)
3220{
3221 int i = 0;
3222
3225
3228 && !(pclass->adv.land_move == MOVE_NONE
3231 && punittype->transport_capacity < 8) {
3233 i++;
3234 }
3236
3238}
3239
3240/**********************************************************************/
3244{
3245 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3246 * cache; see the comment to struct unit_type *simple_ai_types at
3247 * the beginning of this file. */
3249
3251 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3252
3253 utai->low_firepower = FALSE;
3254 utai->ferry = FALSE;
3255 utai->missile_platform = FALSE;
3256 utai->carries_occupiers = FALSE;
3257 utai->potential_charges = unit_type_list_new();
3258
3261
3264
3265 /* Confirm firepower */
3267 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3269 if (utype_has_flag(penemy, pbonus->flag)) {
3270 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3271
3272 utai->low_firepower = TRUE;
3273 }
3275 }
3277
3278 /* Consider potential cargo */
3279 if (punittype->transport_capacity > 0) {
3280 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3281
3284
3287 utai->missile_platform = TRUE;
3288 } else if (pclass->adv.sea_move != MOVE_NONE
3289 && pcargo->adv.land_move != MOVE_NONE) {
3290 if (pcargo->adv.sea_move != MOVE_FULL) {
3291 utai->ferry = TRUE;
3292 } else {
3293 if (0 != utype_fuel(pctype)) {
3294 utai->ferry = TRUE;
3295 }
3296 }
3297 }
3298
3300 utai->carries_occupiers = TRUE;
3301 }
3302 }
3304 }
3305
3306 /* Consider potential charges */
3309
3310 if (0 < utype_fuel(punittype)
3311 && (0 == utype_fuel(pcharge)
3313 continue;
3314 }
3315
3316 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3317 if (chgcls == utype_class(pcharge)) {
3319 }
3321
3323 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3324 unit_type_list_append(utai->potential_charges, pcharge);
3325 }
3326
3329}
3330
3331/**********************************************************************/
3335{
3337 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3338
3339 if (utai == NULL) {
3340 continue;
3341 }
3343
3344 unit_type_list_destroy(utai->potential_charges);
3345 free(utai);
3347}
3348
3349/**********************************************************************/
3352void dai_unit_init(struct ai_type *ait, struct unit *punit)
3353{
3354 /* Make sure that contents of unit_ai structure are correctly initialized,
3355 * if you ever allocate it by some other mean than fc_calloc() */
3356 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3357
3358 unit_data->done = FALSE;
3359 unit_data->cur_pos = NULL;
3360 unit_data->prev_pos = NULL;
3361 unit_data->target = 0;
3362 BV_CLR_ALL(unit_data->hunted);
3363 unit_data->ferryboat = 0;
3364 unit_data->passenger = 0;
3365 unit_data->bodyguard = 0;
3366 unit_data->charge = 0;
3367
3369}
3370
3371/**********************************************************************/
3374void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3375{
3376 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3377
3379
3380 BV_CLR_ALL(unit_data->hunted);
3381}
3382
3383/**********************************************************************/
3386void dai_unit_close(struct ai_type *ait, struct unit *punit)
3387{
3388 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3389
3391
3394
3395 if (unit_data != NULL) {
3398 }
3399}
3400
3401/**********************************************************************/
3404void dai_unit_save(struct ai_type *ait, const char *aitstr,
3405 struct section_file *file,
3406 const struct unit *punit, const char *unitstr)
3407{
3408 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3409
3410 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3411 unitstr, aitstr);
3412 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3413 unitstr, aitstr);
3414 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3415 unitstr, aitstr);
3416 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3417 unitstr, aitstr);
3418}
3419
3420/**********************************************************************/
3423void dai_unit_load(struct ai_type *ait, const char *aitstr,
3424 const struct section_file *file,
3425 struct unit *punit, const char *unitstr)
3426{
3427 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3428
3429 unit_data->passenger
3430 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3431 unitstr, aitstr);
3432 unit_data->ferryboat
3433 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3434 unitstr, aitstr);
3435 unit_data->charge
3436 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3437 unitstr, aitstr);
3438 unit_data->bodyguard
3439 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3440 unitstr, aitstr);
3441}
3442
3448
3449/**********************************************************************/
3452static bool role_unit_cb(struct unit_type *ptype, void *data)
3453{
3454 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3456 const struct civ_map *nmap = &(wld.map);
3457
3458 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3459 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3460 return FALSE;
3461 }
3462
3463 if (cb_data->build_city == NULL
3464 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3465 return TRUE;
3466 }
3467
3468 return FALSE;
3469}
3470
3471/**********************************************************************/
3475 enum terrain_class tc)
3476{
3477 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3478
3480}
3481
3482/**********************************************************************/
3485bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3486 const struct unit *defender)
3487{
3488 struct pf_parameter parameter;
3489 struct pf_map *pfm;
3490 const struct tile *ptarget = unit_tile(defender);
3491 int max_move_cost = attacker->moves_left;
3492 bool able_to_strike = FALSE;
3493 const struct civ_map *nmap = &(wld.map);
3494
3495 pft_fill_unit_parameter(&parameter, nmap, attacker);
3496 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3497 pfm = pf_map_new(&parameter);
3498
3499 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3500 if (move_cost > max_move_cost) {
3501 break;
3502 }
3503
3504 if (ptile == ptarget) {
3506 break;
3507 }
3509
3511
3512 return able_to_strike;
3513}
3514
3515/**********************************************************************/
3518void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3519 struct tile *target, enum override_bool *allow)
3520{
3521 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3522
3523 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3525
3526 return;
3527 }
3528}
enum gen_action select_actres_action_unit_on_stack(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:7619
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:3404
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1050
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:882
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:2257
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:2022
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:730
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3243
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile)
Definition daiunit.c:445
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1721
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:1096
static void update_simple_ai_types(void)
Definition daiunit.c:3219
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2937
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3518
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2539
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1938
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:3485
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2971
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:664
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1022
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2902
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2294
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:1174
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2807
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2694
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:745
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3452
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1784
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3374
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2673
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:2153
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:485
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:864
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1670
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2989
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2464
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:552
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:3352
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3162
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1983
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:3423
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2134
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3386
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3334
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3474
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:976
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:631
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2212
#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:1076
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1085
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:3445
struct city * build_city
Definition daiunit.c:3446
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