Freeciv-3.3
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daiunit.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18#include <math.h>
19
20/* utility */
21#include "bitvector.h"
22#include "log.h"
23#include "mem.h"
24#include "nation.h"
25#include "rand.h"
26#include "registry.h"
27#include "shared.h"
28#include "timing.h"
29
30/* common */
31#include "city.h"
32#include "combat.h"
33#include "game.h"
34#include "government.h"
35#include "map.h"
36#include "movement.h"
37#include "packets.h"
38#include "specialist.h"
39#include "traderoutes.h"
40#include "unit.h"
41#include "unitlist.h"
42
43/* common/aicore */
44#include "caravan.h"
45#include "pf_tools.h"
46
47/* server */
48#include "barbarian.h"
49#include "citytools.h"
50#include "cityturn.h"
51#include "diplomats.h"
52#include "maphand.h"
53#include "srv_log.h"
54#include "unithand.h"
55#include "unittools.h"
56
57/* server/advisors */
58#include "advbuilding.h"
59#include "advgoto.h"
60#include "advtools.h"
61#include "autoexplorer.h"
62#include "autoworkers.h"
63
64/* ai */
65#include "difficulty.h"
66#include "handicaps.h"
67
68/* ai/default */
69#include "aidiplomat.h"
70#include "aiferry.h"
71#include "aiguard.h"
72#include "aihand.h"
73#include "daiair.h"
74#include "daicity.h"
75#include "daidata.h"
76#include "daieffects.h"
77#include "daihunter.h"
78#include "dailog.h"
79#include "daimilitary.h"
80#include "daiparadrop.h"
81#include "daiplayer.h"
82#include "daitools.h"
83
84#include "daiunit.h"
85
86
87#define LOGLEVEL_RECOVERY LOG_DEBUG
88#define LOG_CARAVAN LOG_DEBUG
89#define LOG_CARAVAN2 LOG_DEBUG
90#define LOG_CARAVAN3 LOG_DEBUG
91
92static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
93static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
94 struct unit *punit);
95static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
96 struct unit *punit);
97static void dai_manage_barbarian_leader(struct ai_type *ait,
98 struct player *pplayer,
99 struct unit *leader);
100
101static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
102 struct player *pplayer, struct unit *punit);
103static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
104 struct unit *punit);
105static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
106 struct unit *punit);
107
108static bool unit_role_defender(const struct unit_type *punittype);
109static int unit_def_rating_squared(const struct unit *punit,
110 const struct unit *pdef);
111
112/*
113 * Cached values. Updated by update_simple_ai_types.
114 *
115 * This a hack to enable emulation of old loops previously hardwired
116 * as
117 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
118 *
119 * (Could probably just adjust the loops themselves fairly simply,
120 * but this is safer for regression testing.)
121 *
122 * Not dealing with planes yet.
123 *
124 * Terminated by NULL.
125 */
127
128/**********************************************************************/
138static struct city *find_neediest_airlift_city(struct ai_type *ait,
139 const struct player *pplayer)
140{
141 struct city *neediest_city = NULL;
142 int most_danger = 0;
143 int most_urgent = 0;
144
145 city_list_iterate(pplayer->cities, pcity) {
146 struct ai_city *city_data = def_ai_city_data(pcity, ait);
147
148 if (pcity->airlift) {
149 if (city_data->urgency > most_urgent) {
150 most_urgent = city_data->urgency;
152 } else if (0 == most_urgent /* urgency trumps danger */
153 && city_data->danger > most_danger) {
154 most_danger = city_data->danger;
156 }
157 }
159
160 return neediest_city;
161}
162
163/**********************************************************************/
169static void dai_airlift(struct ai_type *ait, struct player *pplayer)
170{
171 struct city *most_needed;
172 int comparison;
173 struct unit *transported;
174 const struct civ_map *nmap = &(wld.map);
175
176 do {
178 comparison = 0;
179 transported = NULL;
180
181 if (!most_needed) {
182 return;
183 }
184
185 unit_list_iterate(pplayer->units, punit) {
186 struct tile *ptile = (unit_tile(punit));
187 struct city *pcity = tile_city(ptile);
188
189 if (pcity) {
190 struct ai_city *city_data = def_ai_city_data(pcity, ait);
191 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
192 const struct unit_type *ptype = unit_type_get(punit);
193
194 if (city_data->urgency == 0
197 && DEFENSE_POWER(ptype) > 2
198 && (unit_data->task == AIUNIT_NONE
199 || unit_data->task == AIUNIT_DEFEND_HOME)
200 && IS_ATTACKER(ptype)) {
201 comparison = city_data->danger;
202 transported = punit;
203 }
204 }
206 if (!transported) {
207 return;
208 }
209 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
211 unit_do_action(pplayer, transported->id, most_needed->id,
212 0, "", ACTION_AIRLIFT);
213 } while (TRUE);
214}
215
216/**********************************************************************/
222static bool has_defense(struct city *pcity)
223{
224 struct tile *ptile = city_tile(pcity);
225
226 unit_list_iterate(ptile->units, punit) {
228 && punit->hp != 0) {
230
231 if (pclass->non_native_def_pct > 0
232 || is_native_tile_to_class(pclass, ptile)) {
233 return TRUE;
234 }
235 }
236 }
238
239 return FALSE;
240}
241
242/**********************************************************************/
251{
252 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
253 (punittype->attack_strength + punittype->defense_strength);
254}
255
256/**********************************************************************/
259static int unit_att_rating_now(const struct unit *punit)
260{
263}
264
265/**********************************************************************/
268static int unit_att_rating_squared(const struct unit *punit)
269{
270 int v = adv_unit_att_rating(punit);
271
272 return v * v;
273}
274
275/**********************************************************************/
278static int unit_def_rating(const struct unit *attacker,
279 const struct unit *defender)
280{
281 const struct unit_type *def_type = unit_type_get(defender);
282
283 return (get_total_defense_power(attacker, defender)
284 * (attacker->id != 0 ? defender->hp : def_type->hp)
285 * def_type->firepower / POWER_DIVIDER);
286}
287
288/**********************************************************************/
291static int unit_def_rating_squared(const struct unit *attacker,
292 const struct unit *defender)
293{
294 int v = unit_def_rating(attacker, defender);
295
296 return v * v;
297}
298
299/**********************************************************************/
305 const struct unit_type *def_type,
306 struct player *def_player,
307 struct tile *ptile, bool fortified,
308 int veteran)
309{
310 struct civ_map *nmap = &(wld.map);
312 ptile, fortified, veteran)
313 * def_type->hp * def_type->firepower / POWER_DIVIDER;
314
315 return v * v;
316}
317
318/**********************************************************************/
343 int victim_count)
344{
346
347 /* attractiveness danger */
350
351 return desire;
352}
353
354/**********************************************************************/
366static int avg_benefit(int benefit, int loss, double chance)
367{
368 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
369}
370
371/**********************************************************************/
376 struct tile *ptile0,
377 int *value, int *cost)
378{
379 *cost = 0;
380 *value = 0;
381 square_iterate(&(wld.map), ptile0, 1, ptile) {
382 unit_list_iterate(ptile->units, aunit) {
383 if (aunit != punit
385 int val = adv_unit_att_rating(aunit);
386
387 if (val != 0) {
388 *value += val;
390 }
391 }
394}
395
396/**********************************************************************/
400static bool is_my_turn(struct unit *punit, struct unit *pdef)
401{
402 int val = unit_att_rating_now(punit);
403 int cur, d;
404 const struct unit_type *def_type = unit_type_get(pdef);
405 struct tile *def_tile = unit_tile(pdef);
406 struct civ_map *nmap = &(wld.map);
407
409
410 square_iterate(nmap, def_tile, 1, ptile) {
411 unit_list_iterate(ptile->units, aunit) {
412 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
413 continue;
414 }
416 != ATT_OK)
418 pdef, def_tile)
419 != ATT_OK)) {
420 continue;
421 }
424 FALSE, 0);
425 if (d == 0) {
426 return TRUE; /* Thanks, Markus -- Syela */
427 }
431 FALSE, 0) / d;
432 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
433 return FALSE;
434 }
437
438 return TRUE;
439}
440
441/**********************************************************************/
457static int dai_rampage_want(struct unit *punit, struct tile *ptile)
458{
459 struct player *pplayer = unit_owner(punit);
460 struct unit *pdef;
461 struct civ_map *nmap = &(wld.map);
462
464
465 if (can_unit_attack_tile(punit, NULL, ptile)
466 && (pdef = get_defender(nmap, punit, ptile, NULL))
467 /* Action enablers might prevent attacking */
469 punit, ptile)) {
470 /* See description of kill_desire() about these variables. */
474
475 attack *= attack;
476
477 /* If the victim is in the city/fortress, we correct the benefit
478 * with our health because there could be reprisal attacks. We
479 * shouldn't send already injured units to useless suicide.
480 * Note that we do not specially encourage attacks against
481 * cities: rampage is a hit-n-run operation. */
482 if (!is_stack_vulnerable(ptile)
483 && unit_list_size(ptile->units) > 1) {
485 }
486
487 /* If we have non-zero attack rating... */
488 if (attack > 0 && is_my_turn(punit, pdef)) {
491
492 /* No need to amortize, our operation takes one turn. */
493 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
494 desire,
497
498 return MAX(0, desire);
499 }
500 } else if (0 == unit_list_size(ptile->units)) {
501 /* No defender. */
502 struct city *pcity = tile_city(ptile);
503
504 /* ...and free foreign city waiting for us. Who would resist! */
505 if (NULL != pcity
506 && pplayers_at_war(pplayer, city_owner(pcity))
509 }
510
511 /* ...or tiny pleasant hut here! */
512 /* FIXME: unhardcode and variate the desire to enter a hut. */
513 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
514 && is_native_tile(unit_type_get(punit), ptile)) {
515 return -RAMPAGE_HUT_OR_BETTER;
516 }
517 }
518
519 return 0;
520}
521
522/**********************************************************************/
525static struct pf_path *find_rampage_target(struct unit *punit,
526 int thresh_adj, int thresh_move)
527{
528 struct pf_map *tgt_map;
529 struct pf_path *path = NULL;
530 struct pf_parameter parameter;
531 /* Coordinates of the best target (initialize to silence compiler) */
532 struct tile *ptile = unit_tile(punit);
533 /* Want of the best target */
534 int max_want = 0;
535 struct player *pplayer = unit_owner(punit);
536 const struct civ_map *nmap = &(wld.map);
537
539 parameter.omniscience = !has_handicap(pplayer, H_MAP);
540 /* When trying to find rampage targets we ignore risks such as
541 * enemy units because we are looking for trouble!
542 * Hence no call ai_avoid_risks()
543 */
544
545 tgt_map = pf_map_new(&parameter);
547 int want;
548 bool move_needed;
549 int thresh;
550
551 if (move_cost > punit->moves_left) {
552 /* This is too far */
553 break;
554 }
555
556 if (has_handicap(pplayer, H_TARGETS)
557 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
558 /* The target is under fog of war */
559 continue;
560 }
561
563
564 /* Negative want means move needed even though the tiles are adjacent */
566 || want < 0);
567 /* Select the relevant threshold */
569 want = (want < 0 ? -want : want);
570
571 if (want > max_want && want > thresh) {
572 /* The new want exceeds both the previous maximum
573 * and the relevant threshold, so it's worth recording */
574 max_want = want;
575 ptile = iter_tile;
576 }
578
579 if (max_want > 0) {
580 /* We found something */
581 path = pf_map_path(tgt_map, ptile);
582 fc_assert(path != NULL);
583 }
584
586
587 return path;
588}
589
590/**********************************************************************/
605 int thresh_move)
606{
607 int count = punit->moves_left + 1; /* break any infinite loops */
608 struct pf_path *path = NULL;
609
612
614 /* This teaches the AI about the dangers inherent in occupychance. */
616
617 while (count-- > 0 && punit->moves_left > 0
619 if (!adv_unit_execute_path(punit, path)) {
620 /* Died */
621 count = -1;
622 }
623 pf_path_destroy(path);
624 path = NULL;
625 }
626
627 fc_assert(NULL == path);
628
630 return (count >= 0);
631}
632
633/**********************************************************************/
637static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
638 struct unit *punit)
639{
640 struct unit *aunit = aiguard_charge_unit(ait, punit);
641 struct city *acity = aiguard_charge_city(ait, punit);
642 struct tile *ptile;
643
645 CHECK_GUARD(ait, punit);
646
647 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
648 /* protect a unit */
649 if (aunit->goto_tile != NULL) {
650 /* Our charge is going somewhere: maybe we should meet them there */
651 /* FIXME: This probably isn't the best algorithm for this. */
653 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
654 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
655
656 if (me2goal < me2them
660 ptile = aunit->goto_tile;
661 } else {
662 ptile = unit_tile(aunit);
663 }
664 } else {
665 ptile = unit_tile(aunit);
666 }
667 } else if (acity && city_owner(acity) == unit_owner(punit)) {
668 /* protect a city */
669 ptile = acity->tile;
670 } else {
671 /* should be impossible */
672 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
674 return;
675 }
676
677 if (same_pos(unit_tile(punit), ptile)) {
678 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
679 } else {
680 if (goto_is_sane(punit, ptile)) {
681 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
682 if (!dai_gothere(ait, pplayer, punit, ptile)) {
683 /* We died */
684 return;
685 }
686 } else {
687 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
689 }
690 }
691 /* We might have stopped because of an enemy nearby.
692 * Perhaps we can kill it.*/
695 && same_pos(unit_tile(punit), ptile)) {
696 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
697 }
698}
699
700/**********************************************************************/
703static bool unit_role_defender(const struct unit_type *punittype)
704{
706}
707
708/**********************************************************************/
718adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
719 struct player *pplayer, struct unit *punit,
720 struct unit **aunit, struct city **acity)
721{
722 struct pf_parameter parameter;
723 struct pf_map *pfm;
724 struct city *pcity;
725 struct ai_city *data, *best_data = NULL;
727 int def, best_def = -1;
728 /* Arbitrary: 3 turns. */
729 const int max_move_cost = 3 * unit_move_rate(punit);
730
731 *aunit = NULL;
732 *acity = NULL;
733
734 if (0 == toughness) {
735 /* useless */
736 return 0;
737 }
738
739 pft_fill_unit_parameter(&parameter, nmap, punit);
740 parameter.omniscience = !has_handicap(pplayer, H_MAP);
741 pfm = pf_map_new(&parameter);
742
743 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
744 if (move_cost > max_move_cost) {
745 /* Consider too far. */
746 break;
747 }
748
749 pcity = tile_city(ptile);
750
751 /* Consider unit bodyguard. */
752 unit_list_iterate(ptile->units, buddy) {
753 const struct unit_type *ptype = unit_type_get(punit);
754 const struct unit_type *buddy_type = unit_type_get(buddy);
755
756 /* TODO: allied unit bodyguard? */
758 || unit_owner(buddy) != pplayer
759 || !aiguard_wanted(ait, buddy)
765
766 continue;
767 }
768
770 if (0 >= def) {
771 continue;
772 }
773
775 /* Reduce want based on move cost. We can't do this for
776 * transports since they move around all the time, leading
777 * to hilarious flip-flops. */
778 def >>= move_cost / (2 * unit_move_rate(punit));
779 }
780 if (def > best_def) {
781 *aunit = buddy;
782 *acity = NULL;
783 best_def = def;
784 }
786
787 /* City bodyguard. TODO: allied city bodyguard? */
788 if (ai_fuzzy(pplayer, TRUE)
789 && NULL != pcity
790 && city_owner(pcity) == pplayer
791 && (data = def_ai_city_data(pcity, ait))
792 && 0 < data->urgency) {
793 if (NULL != best_data
794 && (0 < best_data->grave_danger
795 || best_data->urgency > data->urgency
796 || ((best_data->danger > data->danger
797 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
798 && 0 == data->grave_danger))) {
799 /* Chances are we'll be between cities when we are needed the most!
800 * Resuming pf_map_move_costs_iterate()... */
801 continue;
802 }
803 def = (data->danger - assess_defense_quadratic(ait, pcity));
804 if (def <= 0) {
805 continue;
806 }
807 /* Reduce want based on move cost. */
808 def >>= move_cost / (2 * unit_move_rate(punit));
809 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
810 *acity = pcity;
811 *aunit = NULL;
812 best_def = def;
813 best_data = data;
814 }
815 }
817
819
820 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
823 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
825 : (NULL != *aunit ?
828 : (NULL != *aunit ?
830
831 return ((best_def * 100) / toughness);
832}
833
834/**********************************************************************/
838 const struct unit_type *followee,
839 struct ai_type *ait)
840{
841 struct unit_type_ai *utai = utype_ai_data(follower, ait);
842
843 unit_type_list_iterate(utai->potential_charges, pcharge) {
844 if (pcharge == followee) {
845 return TRUE;
846 }
848
849 return FALSE;
850}
851
852/**********************************************************************/
855static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
856 struct player *pplayer, struct unit *punit)
857{
858 const struct unit_type *punittype = unit_type_get(punit);
859 struct unit_ai *unit_data;
860
862
863 /* Keep barbarians aggressive and primitive */
864 if (is_barbarian(pplayer)) {
865 if (is_land_barbarian(pplayer)) {
867
869 /* Land barbarians pillage */
871 }
872 }
874
875 return;
876 }
877
879
880 /* If I am a bodyguard, check whether I can do my job. */
881 if (unit_data->task == AIUNIT_ESCORT
882 || unit_data->task == AIUNIT_DEFEND_HOME) {
884 }
885
886 if (aiguard_has_charge(ait, punit)
887 && unit_data->task == AIUNIT_ESCORT) {
888 struct unit *aunit = aiguard_charge_unit(ait, punit);
889 struct city *acity = aiguard_charge_city(ait, punit);
890 struct ai_city *city_data = NULL;
891
892 if (acity != NULL) {
894 }
895
896 /* Check if the city we are on our way to rescue is still in danger,
897 * or the unit we should protect is still alive... */
898 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
901 && city_data->urgency != 0
902 && city_data->danger > assess_defense_quadratic(ait, acity))) {
903 return; /* Yep! */
904 } else {
905 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
906 }
907 }
908
909 /* Is the unit badly damaged? */
910 if ((unit_data->task == AIUNIT_RECOVER
911 && punit->hp < punittype->hp)
912 || punit->hp < punittype->hp * 0.25) { /* WAG */
913 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
915 return;
916 }
917
920 /* This is a defending unit that doesn't need to stay put.
921 * It needs to defend something, but not necessarily where it's at.
922 * Therefore, it will consider becoming a bodyguard. -- Syela */
923 struct city *acity;
924 struct unit *aunit;
925
926 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
927 if (acity) {
930 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
931 } else if (aunit) {
934 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
935 }
936 }
938}
939
940/**********************************************************************/
949static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
950 struct unit *punit)
951{
952 struct city *pcity = aiguard_charge_city(ait, punit);
953
955
956 if (!pcity || city_owner(pcity) != pplayer) {
958 /* Do not stay defending an allied city forever */
960 }
961
962 if (!pcity) {
963 /* Try to find a place to rest. Sitting duck out in the wilderness
964 * is generally a bad idea, since we protect no cities that way, and
965 * it looks silly. */
969 }
970
971 if (!pcity) {
973 }
974
977 /* ... we survived */
978 if (pcity) {
979 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
981 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
983 } else {
984 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
985 }
986 } else {
987 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
988 }
989 }
990}
991
992/**********************************************************************/
995static void single_invader(struct ai_city *city_data,
996 const struct unit_type *utype,
997 int which)
998{
999 int attacks;
1000
1001 if (utype_action_takes_all_mp(utype,
1003 attacks = 1;
1004 } else {
1005 attacks = utype->move_rate;
1006 }
1007 city_data->invasion.attack += attacks;
1008 if (which == INVASION_OCCUPY) {
1009 city_data->invasion.occupy++;
1010 }
1011}
1012
1013/**********************************************************************/
1023static void invasion_funct(struct ai_type *ait, struct unit *punit,
1024 bool dest, int radius, int which)
1025{
1026 struct tile *ptile;
1027 struct player *pplayer = unit_owner(punit);
1028
1030
1031 if (dest) {
1032 ptile = punit->goto_tile;
1033 } else {
1034 ptile = unit_tile(punit);
1035 }
1036
1037 square_iterate(&(wld.map), ptile, radius, tile1) {
1038 struct city *pcity = tile_city(tile1);
1039
1040 if (pcity
1042 && (dest || !has_defense(pcity))) {
1043 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1044
1045 /* Unit itself */
1047
1048 /* Cargo */
1049 unit_cargo_iterate(punit, cargo) {
1050 const struct unit_type *utype = unit_type_get(cargo);
1051
1052 if (IS_ATTACKER(utype)) {
1056 }
1058 }
1060}
1061
1062/**********************************************************************/
1065bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1066 struct tile *dest_tile,
1067 const struct unit_type *cargo_type,
1068 const struct unit_type *ferry_type,
1069 struct tile **ferry_dest, struct tile **beachhead_tile)
1070{
1071 if (NULL == tile_city(dest_tile)
1073 /* Unit can directly go to 'dest_tile'. */
1074 struct tile *best_tile = NULL;
1076
1077 if (NULL != beachhead_tile) {
1078 *beachhead_tile = dest_tile;
1079 }
1080
1081 adjc_iterate(&(wld.map), dest_tile, ptile) {
1083 if (cost != PF_IMPOSSIBLE_MC
1084 && (NULL == best_tile || cost < best_cost)) {
1085 best_tile = ptile;
1086 best_cost = cost;
1087 }
1089
1090 if (NULL != ferry_dest) {
1092 }
1093
1094 return (PF_IMPOSSIBLE_MC != best_cost);
1095 } else {
1096 /* We need to find a beach around 'dest_tile'. */
1097 struct tile *best_tile = NULL, *best_beach = NULL;
1101
1102 tile_list_append(checked_tiles, dest_tile);
1103 adjc_iterate(&(wld.map), dest_tile, beach) {
1105 /* Can land there. */
1106 adjc_iterate(&(wld.map), beach, ptile) {
1107 if (!tile_list_search(checked_tiles, ptile)
1108 && !is_non_allied_unit_tile(ptile, pplayer,
1109 flagless_ferry)) {
1112 if (cost != PF_IMPOSSIBLE_MC
1113 && (NULL == best_tile || cost < best_cost)) {
1114 best_beach = beach;
1115 best_tile = ptile;
1116 best_cost = cost;
1117 }
1118 }
1120 }
1122
1124
1125 if (NULL != beachhead_tile) {
1127 }
1128 if (NULL != ferry_dest) {
1130 }
1131 return (PF_IMPOSSIBLE_MC != best_cost);
1132 }
1133}
1134
1135/**********************************************************************/
1143adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1144 struct unit *punit,
1145 struct tile **pdest_tile, struct pf_path **ppath,
1146 struct pf_map **pferrymap,
1147 struct unit **pferryboat,
1148 const struct unit_type **pboattype, int *pmove_time)
1149{
1150 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1151 struct pf_parameter parameter;
1152 struct pf_map *punit_map, *ferry_map;
1153 struct pf_position pos;
1155 const struct unit_type *punit_type = unit_type_get(punit);
1156 struct tile *punit_tile = unit_tile(punit);
1157 /* Type of our boat (a future one if ferryboat == NULL). */
1158 const struct unit_type *boattype = NULL;
1159 struct unit *ferryboat = NULL;
1160 struct city *pcity;
1161 struct ai_city *acity_data;
1162 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1163 bool handicap = has_handicap(pplayer, H_TARGETS);
1164 bool unhap = FALSE; /* Do we make unhappy citizen. */
1165 bool harbor = FALSE; /* Do we have access to sea? */
1166 bool go_by_boat; /* Whether we need a boat or not. */
1167 int vulnerability; /* Enemy defense rating. */
1168 adv_want benefit; /* Benefit from killing the target. */
1169 struct unit *pdefender; /* Enemy city defender. */
1170 int move_time; /* Turns needed to target. */
1171 int reserves;
1172 int attack; /* Our total attack value with reinforcements. */
1173 int victim_count; /* Number of enemies there. */
1174 int needferry; /* Cost of building a ferry boat. */
1175 /* This is a kluge, because if we don't set x and y with !punit->id,
1176 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1177 * never learning steam engine, even though ironclads would be very
1178 * useful. -- Syela */
1179 adv_want bk = 0;
1180 adv_want want; /* Want (amortized) of the operation. */
1181 adv_want best = 0; /* Best of all wants. */
1182 struct tile *goto_dest_tile = NULL;
1183 bool can_occupy;
1184 struct civ_map *nmap = &(wld.map);
1185
1186 /* Very preliminary checks. */
1188 if (NULL != pferrymap) {
1189 *pferrymap = NULL;
1190 }
1191 if (NULL != pferryboat) {
1192 *pferryboat = NULL;
1193 }
1194 if (NULL != pboattype) {
1195 *pboattype = NULL;
1196 }
1197 if (NULL != pmove_time) {
1198 *pmove_time = 0;
1199 }
1200 if (NULL != ppath) {
1201 *ppath = NULL;
1202 }
1203
1204 if (0 == attack_value) {
1205 /* A very poor attacker... probably low on HP. */
1206 return 0;
1207 }
1208
1210
1211
1212 /*** Part 1: Calculate targets ***/
1213
1214 /* This horrible piece of code attempts to calculate the attractiveness of
1215 * enemy cities as targets for our units, by checking how many units are
1216 * going towards it or are near it already. */
1217
1218 /* Reset enemy cities data. */
1220 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1221 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1222 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1223 continue;
1224 }
1225 city_list_iterate(aplayer->cities, acity) {
1226 struct ai_city *city_data = def_ai_city_data(acity, ait);
1227
1229 &city_data->attack,
1230 &city_data->bcost);
1231 city_data->invasion.attack = 0;
1232 city_data->invasion.occupy = 0;
1235
1236 /* Second, calculate in units on their way there, and mark targets for
1237 * invasion */
1238 unit_list_iterate(pplayer->units, aunit) {
1239 const struct unit_type *atype;
1240
1241 if (aunit == punit) {
1242 continue;
1243 }
1244
1246
1247 /* Dealing with invasion stuff */
1248 if (IS_ATTACKER(atype)) {
1249 if (aunit->activity == ACTIVITY_GOTO) {
1250 invasion_funct(ait, aunit, TRUE, 0,
1253 if ((pcity = tile_city(aunit->goto_tile))) {
1254 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1255
1258 }
1259 }
1263 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1265 /* It's a transport with reinforcements */
1266 if (aunit->activity == ACTIVITY_GOTO) {
1268 }
1270 }
1272 /* end horrible initialization subroutine */
1273
1274
1275 /*** Part 2: Now pick one target ***/
1276
1277 /* We first iterate through all cities, then all units, looking
1278 * for a viable target. We also try to gang up on the target
1279 * to avoid spreading out attacks too widely to be inefficient.
1280 */
1281
1283 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1284 /* I would have thought unhappiness should be taken into account
1285 * irrespectfully the city in which it will surface... -- GB */
1287 }
1288
1291
1293 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1294 punit_map = pf_map_new(&parameter);
1295
1296 if (MOVE_NONE == punit_class->adv.sea_move) {
1297 /* We need boat to move over sea. */
1298 ferryboat = unit_transport_get(punit);
1299
1300 /* First check if we can use the boat we are currently loaded to. */
1301 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1302 /* No, we cannot control current boat */
1303 ferryboat = NULL;
1304 }
1305
1306 if (NULL == ferryboat) {
1307 /* Try to find new boat */
1308 ferryboat = player_unit_by_number(pplayer,
1309 aiferry_find_boat(ait, punit, 1, NULL));
1310 }
1311
1313 harbor = TRUE;
1314 }
1315 }
1316
1317 if (NULL != ferryboat) {
1318 boattype = unit_type_get(ferryboat);
1319 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1320 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1321 ferry_map = pf_map_new(&parameter);
1322 } else {
1324 if (NULL == boattype) {
1325 /* We pretend that we can have the simplest boat to stimulate tech. */
1327 }
1328 if (NULL != boattype && harbor) {
1329 /* Let's simulate a boat at 'punit' position. */
1331 punit_tile, pplayer);
1332 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1333 ferry_map = pf_map_new(&parameter);
1334 } else {
1335 ferry_map = NULL;
1336 }
1337 }
1338
1340
1342 /* For the virtual unit case, which is when we are called to evaluate
1343 * which units to build, we want to calculate in danger and which
1344 * players we want to make war with in the future. We do _not_ want
1345 * to do this when actually making attacks. */
1346 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1347 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1348 continue; /* Not an enemy. */
1349 }
1350
1351 city_list_iterate(aplayer->cities, acity) {
1352 struct tile *atile = city_tile(acity);
1353
1356 /* Can't attack this city. It is on land. */
1357 continue;
1358 }
1359
1360 if (handicap && !map_is_known(atile, pplayer)) {
1361 /* Can't see it */
1362 continue;
1363 }
1364
1366 go_by_boat = FALSE;
1367 move_time = pos.turn;
1368 } else if (NULL == ferry_map) {
1369 continue; /* Impossible to handle. */
1370 } else {
1371 struct tile *dest, *beach;
1372
1373 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1374 boattype, &dest, &beach)) {
1375 continue; /* Impossible to go by boat. */
1376 }
1377 if (!pf_map_position(ferry_map, dest, &pos)) {
1379 continue;
1380 }
1381 move_time = pos.turn; /* Sailing time. */
1382 if (dest != beach) {
1383 move_time++; /* Land time. */
1384 }
1385 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1386 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1387 move_time += pos.turn; /* Time to reach the boat. */
1388 } else {
1389 continue; /* Cannot reach the boat. */
1390 }
1391 }
1392 go_by_boat = TRUE;
1393 }
1394
1399 } else {
1400 pdefender = NULL;
1401 vulnerability = 0;
1402 benefit = 0;
1403 }
1404
1405 if (1 < move_time) {
1407
1408 if (def_type) {
1412 if (v > vulnerability) {
1413 /* They can build a better defender! */
1414 vulnerability = v;
1416 }
1417 }
1418 }
1419
1421
1422 reserves = (acity_data->invasion.attack
1423 - unit_list_size(acity->tile->units));
1424
1425 if (punit->id == 0) {
1426 /* Real unit would add to reserves once built. */
1429 reserves++;
1430 } else {
1431 reserves += punit_type->move_rate;
1432 }
1433 }
1434
1435 if (0 < reserves && (can_occupy
1436 || 0 < acity_data->invasion.occupy)) {
1437 /* There are units able to occupy the city after all defenders
1438 * are killed! */
1439 benefit += acity_data->worth * reserves / 5;
1440 }
1441
1442 attack = attack_value + acity_data->attack;
1443 attack *= attack;
1444 /* Avoiding handling upkeep aggregation this way -- Syela */
1445
1446 /* AI was not sending enough reinforcements to totally wipe out a city
1447 * and conquer it in one turn.
1448 * This variable enables total carnage. -- Syela */
1450
1451 if (!can_occupy && NULL == pdefender) {
1452 /* Nothing there to bash and we can't occupy!
1453 * Not having this check caused warships yoyoing */
1454 want = 0;
1455 } else if (10 < move_time) {
1456 /* Too far! */
1457 want = 0;
1458 } else if (can_occupy && 0 == acity_data->invasion.occupy
1459 && (0 < acity_data->invasion.attack
1460 || victim_count == 0)) {
1461 /* Units able to occupy really needed there! */
1462 want = bcost * SHIELD_WEIGHTING;
1463 } else {
1464 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1466 }
1469 /* Build_cost of ferry. */
1470 needferry = (go_by_boat && NULL == ferryboat
1472 /* FIXME: add time to build the ferry? */
1474 want, MAX(1, move_time),
1476
1477 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1478 if (0 >= want && 0 == punit->id && 0 >= best) {
1482 MAX(1, move_time),
1484
1485 if (bk_e > bk) {
1486 *pdest_tile = atile;
1487 if (NULL != pferrymap) {
1489 }
1490 if (NULL != pferryboat) {
1491 *pferryboat = go_by_boat ? ferryboat : NULL;
1492 }
1493 if (NULL != pboattype) {
1495 }
1496 if (NULL != pmove_time) {
1498 }
1499 goto_dest_tile = (go_by_boat && NULL != ferryboat
1500 ? unit_tile(ferryboat) : atile);
1501 bk = bk_e;
1502 }
1503 }
1504 /* END STEAM-ENGINES KLUGE */
1505
1506 if (0 != punit->id
1507 && NULL != ferryboat
1508 && punit_class->adv.sea_move == MOVE_NONE) {
1510 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1511 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1512 ", best = " ADV_WANT_PRINTF ")",
1513 __FUNCTION__, unit_rule_name(ferryboat),
1514 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1515 TILE_XY(atile), go_by_boat, move_time, want, best);
1516 }
1517
1518 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1519 /* Yes, we like this target */
1520 best = want;
1521 *pdest_tile = atile;
1522 if (NULL != pferrymap) {
1524 }
1525 if (NULL != pferryboat) {
1526 *pferryboat = go_by_boat ? ferryboat : NULL;
1527 }
1528 if (NULL != pboattype) {
1530 }
1531 if (NULL != pmove_time) {
1533 }
1534 goto_dest_tile = (go_by_boat && NULL != ferryboat
1535 ? unit_tile(ferryboat) : atile);
1536 }
1538
1540 /* I'm not sure the following code is good but it seems to be adequate.
1541 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1542 * -- Syela */
1544 struct tile *atile = unit_tile(aunit);
1545
1546 if (NULL != tile_city(atile)) {
1547 /* already dealt with it. */
1548 continue;
1549 }
1550
1551 if (handicap && !map_is_known(atile, pplayer)) {
1552 /* Can't see the target. */
1553 continue;
1554 }
1555
1557 && 0 == punit->id) {
1558 /* We will not build units just to chase caravans and
1559 * ambassadors. */
1560 continue;
1561 }
1562
1563 /* We have to assume the attack is diplomatically ok.
1564 * We cannot use can_player_attack_tile, because we might not
1565 * be at war with aplayer yet */
1567 || aunit != get_defender(nmap, punit, atile, NULL)) {
1568 /* We cannot attack it, or it is not the main defender. */
1569 continue;
1570 }
1571
1573 /* Cannot reach it. */
1574 continue;
1575 }
1576
1579
1580 move_time = pos.turn;
1581 if (10 < move_time) {
1582 /* Too far. */
1583 want = 0;
1584 } else {
1585 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1586 /* Take into account maintenance of the unit. */
1587 /* FIXME: Depends on the government. */
1588 want -= move_time * SHIELD_WEIGHTING;
1589 /* Take into account unhappiness
1590 * (costs 2 luxuries to compensate). */
1591 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1592 }
1594 want, MAX(1, move_time), bcost_bal);
1595 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1596 best = want;
1597 *pdest_tile = atile;
1598 if (NULL != pferrymap) {
1599 *pferrymap = NULL;
1600 }
1601 if (NULL != pferryboat) {
1602 *pferryboat = NULL;
1603 }
1604 if (NULL != pboattype) {
1605 *pboattype = NULL;
1606 }
1607 if (NULL != pmove_time) {
1609 }
1611 }
1614
1615 if (NULL != ppath) {
1618 }
1619
1621 if (NULL != ferry_map
1622 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1624 }
1625
1627
1628 return best;
1629}
1630
1631/**********************************************************************/
1640{
1641 struct pf_parameter parameter;
1642 struct pf_map *pfm;
1643 struct player *pplayer = unit_owner(punit);
1644 struct city *pcity, *best_city = NULL;
1645 int best = FC_INFINITY, cur;
1646 const struct civ_map *nmap = &(wld.map);
1647
1648 pft_fill_unit_parameter(&parameter, nmap, punit);
1649 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1650 pfm = pf_map_new(&parameter);
1651
1652 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1653 if (move_cost > best) {
1654 /* We already found a better city. No need to continue. */
1655 break;
1656 }
1657
1658 pcity = tile_city(ptile);
1659 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1660 continue;
1661 }
1662
1663 /* Score based on the move cost. */
1664 cur = move_cost;
1665
1666 /* Note the unit owner may be different from the city owner. */
1667 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1669 EFT_HP_REGEN)) {
1670 /* If we cannot regen fast our hit points here, let's make some
1671 * penalty. */
1672 cur *= 3;
1673 }
1674
1675 if (cur < best) {
1676 best_city = pcity;
1677 best = cur;
1678 }
1680
1682 return best_city;
1683}
1684
1685/**********************************************************************/
1691 struct player *pplayer,
1692 struct unit *punit)
1693{
1694 struct city *pc;
1695 bool only_continent = TRUE;
1696
1697 if (unit_transported(punit)) {
1698 /* If we are in transport, we can go to any continent.
1699 * Actually, we are not currently in a continent where to stay. */
1701 }
1702
1703 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1706 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1707 city_name_get(pc));
1708 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1709 } else {
1710 struct unit *ferry = NULL;
1711
1712 if (unit_transported(punit)) {
1713 ferry = unit_transport_get(punit);
1714
1715 /* We already are in a boat so it needs no
1716 * free capacity */
1717 if (!is_boat_free(ait, ferry, punit, 0)) {
1718 /* We cannot control our ferry. */
1719 ferry = NULL;
1720 }
1721 } else {
1722 /* We are not in a boat yet. Search for one. */
1724 if (is_boat_free(ait, aunit, punit, 1)
1726 ferry = aunit;
1727 break;
1728 }
1730 }
1731
1732 if (ferry) {
1733 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1734 city_name_get(pc));
1735 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1736 } else {
1737 /* This is not an error. Somebody else might be in charge
1738 * of the ferry. */
1739 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1740 }
1741 }
1742 } else {
1743 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1744 }
1745}
1746
1747/**********************************************************************/
1753static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1754 struct unit *punit)
1755{
1756 struct tile *dest_tile;
1757 int id = punit->id;
1758 int ct = 10;
1759 struct city *pcity = NULL;
1760
1762
1763 /* Barbarians pillage, and might keep on doing that so they sometimes
1764 * even finish it. */
1765 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1766 && fc_rand(2) == 1) {
1767 return;
1768 }
1769
1770 /* First find easy nearby enemies, anything better than pillage goes.
1771 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1772 * until it runs out of targets. */
1773 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1774 * conquered cities.
1775 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1776 * of moves too.*/
1778 return; /* we died */
1779 }
1780
1781 if (punit->moves_left <= 0) {
1782 return;
1783 }
1784
1785 /* Main attack loop */
1786 do {
1787 struct tile *start_tile = unit_tile(punit);
1788 struct pf_path *path;
1789 struct unit *ferryboat;
1790
1791 /* Then find enemies the hard way */
1792 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1793 NULL, &ferryboat, NULL, NULL);
1794 if (!same_pos(unit_tile(punit), dest_tile)) {
1795 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1796 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1797
1798 /* Adjacent and can't attack usually means we are not marines
1799 * and on a ferry. This fixes the problem (usually). */
1800 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1801 TILE_XY(dest_tile));
1802
1803 /* Set ACTIVITY_GOTO more permanently than just inside
1804 * adv_follow_path(). This way other units will know we're
1805 * on our way even if we don't reach target yet. */
1806 punit->goto_tile = dest_tile;
1808 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1809 /* Died. */
1810 pf_path_destroy(path);
1811 return;
1812 }
1813 if (NULL != ferryboat) {
1814 /* Need a boat. */
1815 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1816 pf_path_destroy(path);
1817 return;
1818 }
1819 if (0 >= punit->moves_left) {
1820 /* No moves left. */
1821 pf_path_destroy(path);
1822 return;
1823 }
1824
1825 /* Either we're adjacent or we sitting on the tile. We might be
1826 * sitting on the tile if the enemy that _was_ sitting there
1827 * attacked us and died _and_ we had enough movement to get there */
1828 if (same_pos(unit_tile(punit), dest_tile)) {
1829 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1830 TILE_XY(dest_tile));
1831 pf_path_destroy(path);
1832 break;
1833 }
1834 }
1835
1836 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1837 /* Close combat. fstk sometimes want us to attack an adjacent
1838 * enemy that rampage wouldn't */
1839 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1840 TILE_XY(dest_tile));
1841 if (!dai_unit_attack(ait, punit, dest_tile)) {
1842 /* Died */
1843 pf_path_destroy(path);
1844 return;
1845 }
1846 } else if (!same_pos(start_tile, unit_tile(punit))) {
1847 /* Got stuck. Possibly because of adjacency to an
1848 * enemy unit. Perhaps we are in luck and are now next to a
1849 * tempting target? Let's find out... */
1852 pf_path_destroy(path);
1853 return;
1854 }
1855
1856 } else {
1857 /* FIXME: This happens a bit too often! */
1858 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1859 /* No worthy enemies found, so abort loop */
1860 ct = 0;
1861 }
1862 pf_path_destroy(path);
1863
1864 ct--; /* infinite loops from railroads must be stopped */
1865 } while (punit->moves_left > 0 && ct > 0);
1866
1867 /* Cleanup phase */
1868 if (punit->moves_left == 0) {
1869 return;
1870 }
1872 if (pcity != NULL
1873 && (dai_is_ferry(punit, ait)
1874 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1875 /* Go somewhere safe */
1876 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1877 (void) dai_unit_goto(ait, punit, pcity->tile);
1878 } else if (!is_barbarian(pplayer)) {
1879 /* Nothing else to do, so try exploring. */
1880 switch (manage_auto_explorer(punit)) {
1881 case MR_DEATH:
1882 /* don't use punit! */
1883 return;
1884 case MR_OK:
1885 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1886 break;
1887 default:
1888 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1889 break;
1890 };
1891 } else {
1892 /* You can still have some moves left here, but barbarians should
1893 not sit helplessly, but advance towards nearest known enemy city */
1894 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1895 dai_military_attack_barbarian(ait, pplayer, punit);
1896 }
1897 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1898 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1899 dai_military_defend(ait, pplayer, punit);
1900 }
1901}
1902
1903/**********************************************************************/
1907static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1908{
1909 bool alive = TRUE;
1910 int ferryboat = 0;
1911 struct pf_path *path_to_ferry = NULL;
1912
1913 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1914 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1915 /* going to meet the boat */
1916 if ((ferryboat <= 0)) {
1918 "in find_boat_for_unit cannot find any boats.");
1919 /* if we are undefended on the country side go to a city */
1921 if (current_city == NULL) {
1923 if (city_near != NULL) {
1925 }
1926 }
1927 } else {
1928 if (path_to_ferry != NULL) {
1930 /* Died. */
1933 alive = FALSE;
1934 } else {
1937 alive = TRUE;
1938 }
1939 }
1940 }
1941 return alive;
1942}
1943
1944/**********************************************************************/
1953 struct tile *ctile, struct tile *ptile)
1954{
1955 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1956 bool lm = MOVE_NONE != pclass->adv.land_move,
1957 sm = MOVE_NONE != pclass->adv.sea_move;
1958 struct civ_map *pmap = &(wld.map);
1959
1960 if (lm && sm) {
1961 return FALSE;
1962 }
1963
1964 /* We could use adjc_iterate() but likely often tiles are on the same
1965 * continent and it will be more time to find where they connect */
1968
1969 if (is_ocean_tile(atile) ? sm : lm) {
1970 iterate_outward(pmap, ptile, 1, btile) {
1971 if (tile_continent(btile) == acont) {
1972 return FALSE;
1973 }
1975 }
1977
1978 if (is_tiles_adjacent(ctile, ptile)) {
1979 return FALSE;
1980 }
1981
1982 return TRUE;
1983}
1984
1985/**********************************************************************/
1991static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
1992 struct unit *punit,
1993 const struct city *dest_city,
1994 bool help_wonder,
1995 bool required_boat, bool request_boat)
1996{
1997 bool alive = TRUE;
1998 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
1999 const struct civ_map *nmap = &(wld.map);
2000
2002
2003 /* if we're not there yet, and we can move, move... */
2004 if (!same_pos(dest_city->tile, unit_tile(punit))
2005 && punit->moves_left != 0) {
2006 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2010 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2011 required_boat ? "with a boat" : "");
2012 if (required_boat) {
2013 /* to trade with boat */
2014 if (request_boat) {
2015 /* Try to find new boat */
2017 } else {
2018 /* if we are not being transported then ask for a boat again */
2019 alive = TRUE;
2022 unit_tile(punit), dest_city->tile)) {
2024 }
2025 }
2026 if (alive) {
2027 /* FIXME: sometimes we get FALSE here just because
2028 * a trireme that we've boarded can't go over an ocean. */
2029 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2030 }
2031 } else {
2032 /* to trade without boat */
2034 }
2035 }
2036
2037 /* if moving didn't kill us, and we got to the destination, handle it. */
2038 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2039 /* release the boat! */
2040 if (unit_transported(punit)) {
2042 }
2044 punit, dest_city)) {
2045 /*
2046 * We really don't want to just drop all caravans in immediately.
2047 * Instead, we want to aggregate enough caravans to build instantly.
2048 * -AJS, 990704
2049 */
2050 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2053 punit->id,
2056 unit_do_action(pplayer, punit->id, dest_city->id,
2057 0, "", ACTION_HELP_WONDER);
2059 punit, dest_city)) {
2060 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2063 punit->id,
2066 unit_do_action(pplayer, punit->id, dest_city->id,
2067 0, "", ACTION_TRADE_ROUTE);
2069 punit, dest_city)) {
2070 /* Get the one time bonus. */
2071 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2074 punit->id,
2077 unit_do_action(pplayer, punit->id, dest_city->id,
2078 0, "", ACTION_MARKETPLACE);
2079 } else {
2080 enum log_level level = LOG_NORMAL;
2081
2082 if (help_wonder) {
2083 /* A Caravan ordered to help build wonder may arrive after
2084 * enough shields to build the wonder is produced. */
2086 }
2087
2089 "%s %s[%d](%d,%d) unable to trade with %s",
2092 punit->id,
2095 }
2096 }
2097}
2098
2099/**********************************************************************/
2103static void caravan_optimize_callback(const struct caravan_result *result,
2104 void *data)
2105{
2106 const struct unit *caravan = data;
2107
2108 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2110 unit_rule_name(caravan),
2111 caravan->id,
2112 TILE_XY(unit_tile(caravan)),
2113 city_name_get(result->src),
2114 result->help_wonder ? "wonder in" : "trade to",
2115 city_name_get(result->dest),
2116 result->value);
2117}
2118
2119/**********************************************************************/
2123 struct unit *punit)
2124{
2125 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2126 struct city *phome_city = NULL;
2127 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2128
2129 if ((unit_data->task != AIUNIT_NONE)) {
2130 src = unit_tile(punit);
2132 if (phome_city != NULL) {
2134 }
2135 dest = punit->goto_tile;
2136
2137 if (src == NULL || dest == NULL) {
2138 return FALSE;
2139 }
2140
2141 /* If we have a home continent, and are not there.
2142 * (FIXME: well, why?)
2143 * (I guess because home continent is which we were supposed to leave,
2144 * not the target continent) */
2145 if (src_home_city != NULL
2147 return FALSE;
2148 }
2149
2150 if (!goto_is_sane(punit, dest)) {
2151 if (unit_transported(punit)) {
2152 /* If we're being transported */
2153 return FALSE;
2154 }
2155 if ((punit->birth_turn + 15 < game.info.turn)) {
2156 /* We are tired of waiting */
2158
2159 if (ferrys <= 0) {
2160 /* There are no ferrys available... give up */
2161 return TRUE;
2162 } else {
2163 if (punit->birth_turn + 20 < game.info.turn) {
2164 /* We are fed up! */
2165 return TRUE;
2166 }
2167 }
2168 }
2169 }
2170 }
2171
2172 return FALSE;
2173}
2174
2175/**********************************************************************/
2182 struct unit *punit)
2183{
2185 Continent_id continent;
2186
2187 fc_assert(pcity != NULL);
2188
2189 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2190 /* There is just no possible transporters. */
2191 return FALSE;
2192 }
2193 continent = tile_continent(pcity->tile);
2194
2195 /* Look for proper destination city at different continent. */
2196 city_list_iterate(pplayer->cities, acity) {
2198 if (tile_continent(acity->tile) != continent) {
2199 return TRUE;
2200 }
2201 }
2203
2205 if (aplayer == pplayer || !aplayer->is_alive) {
2206 continue;
2207 }
2208 if (pplayers_allied(pplayer, aplayer)) {
2209 city_list_iterate(aplayer->cities, acity) {
2211 if (tile_continent(acity->tile) != continent) {
2212 return TRUE;
2213 }
2214 }
2217 }
2218
2219 return FALSE;
2220}
2221
2222/**********************************************************************/
2226static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2227{
2228 struct city *nearest = NULL;
2229 int min_dist = FC_INFINITY;
2230 struct tile *current_loc = unit_tile(punit);
2232 bool alive = TRUE;
2233
2235 struct tile *ctile = city_tile(pcity);
2236
2237 if (tile_continent(ctile) == continent) {
2239
2240 if (this_dist < min_dist) {
2242 nearest = pcity;
2243 }
2244 }
2246
2247 if (nearest != NULL) {
2249 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2251 }
2252 }
2253
2254 return alive;
2255}
2256
2257/**********************************************************************/
2263static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2264 struct unit *punit)
2265{
2266 struct caravan_parameter parameter;
2267 struct caravan_result result;
2268 const struct city *homecity;
2269 const struct city *dest = NULL;
2270 struct unit_ai *unit_data;
2272 bool expect_boats = pclass->adv.ferry_types > 0;
2273 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2274 bool help_wonder = FALSE;
2275 bool required_boat = FALSE;
2276 bool request_boat = FALSE;
2278 const struct civ_map *nmap = &(wld.map);
2279
2281
2285 /* we only want units that can establish trade, enter marketplace or
2286 * help build wonders */
2287 return;
2288 }
2289
2291
2292 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2297
2298 homecity = game_city_by_number(punit->homecity);
2299 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2301 return;
2302 }
2303 homecity = game_city_by_number(punit->homecity);
2304 if (homecity == NULL) {
2305 return;
2306 }
2307 }
2308
2309 if ((unit_data->task == AIUNIT_TRADE
2310 || unit_data->task == AIUNIT_WONDER)) {
2311 /* We are moving to our destination */
2312 /* We check to see if our current goal is feasible */
2314 struct goods_type *pgood = unit_current_goods(punit, homecity);
2315
2316 if ((city_dest == NULL)
2318 || (unit_data->task == AIUNIT_TRADE
2319 && !(can_cities_trade(homecity, city_dest)
2321 pgood->replace_priority)))
2322 || (unit_data->task == AIUNIT_WONDER
2323 /* Helping the (new) production is illegal. */
2325 || (unit_data->task == AIUNIT_TRADE
2330 punit, city_dest)))
2331 || (unit_data->task == AIUNIT_WONDER
2334 punit, city_dest))) {
2335 /* destination invalid! */
2337 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2340 } else {
2341 /* destination valid, are we tired of waiting for a boat? */
2345 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2349 } else {
2350 dest = city_dest;
2351 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2352 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2354 }
2355 }
2356 }
2357
2358 if (unit_data->task == AIUNIT_NONE) {
2359 if (homecity == NULL) {
2360 /* FIXME: We shouldn't bother in getting homecity for
2361 * caravan that will then be used for wonder building. */
2363 return;
2364 }
2365 homecity = game_city_by_number(punit->homecity);
2366 if (homecity == NULL) {
2367 return;
2368 }
2369 }
2370
2372 /* Make more trade with allies than other peaceful nations
2373 * by considering only allies 50% of the time.
2374 * (the other 50% allies are still considered, but so are other nations) */
2375 if (fc_rand(2)) {
2376 /* Be optimistic about development of relations with no-contact and
2377 * cease-fire nations. */
2378 parameter.allow_foreign_trade = FTL_NONWAR;
2379 } else {
2380 parameter.allow_foreign_trade = FTL_ALLIED;
2381 }
2382
2385 parameter.callback_data = punit;
2386 }
2388 parameter.ignore_transit_time = TRUE;
2389 }
2392 parameter.ignore_transit_time = FALSE;
2393 }
2394 caravan_find_best_destination(nmap, punit, &parameter, &result,
2395 !has_handicap(pplayer, H_MAP));
2396 if (result.dest != NULL) {
2397 /* We did find a new destination for the unit */
2398 dest = result.dest;
2399 help_wonder = result.help_wonder;
2400 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2401 request_boat = required_boat;
2403 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2404 dest->tile);
2405 } else {
2406 dest = NULL;
2407 }
2408 }
2409
2410 if (required_boat && !expect_boats) {
2411 /* Would require boat, but can't have them. Render destination invalid. */
2412 dest = NULL;
2413 }
2414
2415 if (dest != NULL) {
2416 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2417 required_boat, request_boat);
2418 return; /* that may have clobbered the unit */
2419 } else {
2420 /* We have nowhere to go! */
2421 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2425 /* Should we become a defensive unit? */
2426 }
2427}
2428
2429/**********************************************************************/
2434 struct unit *punit)
2435{
2436 struct player *pplayer = unit_owner(punit);
2437 struct city *pcity = tile_city(unit_tile(punit));
2438 struct city *safe = NULL;
2439 const struct unit_type *punittype = unit_type_get(punit);
2440 bool no_recovery;
2441
2443
2444 if (pcity != NULL) {
2445 /* Rest in the city until the hitpoints are recovered, but attempt
2446 * to protect city from attack (and be opportunistic too)*/
2449 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2450 } else {
2451 return; /* We died heroically defending our city */
2452 }
2453 } else {
2454 /* Goto to nearest city to recover hit points */
2455 /* Just before, check to see if we can occupy an undefended enemy city */
2458 return; /* Oops, we died */
2459 }
2460
2461 /* Find a city to stay and go there */
2463 if (safe) {
2464 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2466 if (!dai_unit_goto(ait, punit, safe->tile)) {
2467 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2468 return;
2469 }
2470 } else {
2471 /* Oops */
2472 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2474 dai_military_attack(ait, pplayer, punit);
2475 return;
2476 }
2477 }
2478
2479 /* Is the unit still damaged? If true, and could recover hit points, do so.
2480 * Don't wait if would be losing hitpoints that way! */
2482 if (punit->hp == punittype->hp) {
2483 no_recovery = TRUE;
2484 } else {
2486
2487 if (gain < 0) {
2488 no_recovery = TRUE;
2489 } else if (gain == 0 && !punit->moved) {
2490 /* Isn't gaining even though has not moved. */
2491 no_recovery = TRUE;
2492 }
2493 }
2494 if (no_recovery) {
2495 /* We are ready to go out and kick ass again */
2496 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2498 return;
2499 } else {
2500 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2501 }
2502}
2503
2504/**********************************************************************/
2508void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2509 struct player *pplayer, struct unit *punit)
2510{
2511 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2512 int id = punit->id;
2513
2515
2516 /* "Escorting" aircraft should not do anything. They are activated
2517 * by their transport or charge. We do _NOT_ set them to 'done'
2518 * since they may need be activated once our charge moves. */
2519 if (unit_data->task == AIUNIT_ESCORT
2521 return;
2522 }
2523
2526 && has_handicap(pplayer, H_AWAY)) {
2527 /* Don't move sentried or fortified units controlled by a player
2528 * in away mode. */
2529 unit_data->done = TRUE;
2530 return;
2531 }
2532
2533 /* Since military units re-evaluate their actions every turn,
2534 we must make sure that previously reserved ferry is freed. */
2536
2538 /* Try hunting with this unit */
2539 if (dai_hunter_qualify(pplayer, punit)) {
2540 int result, sanity = punit->id;
2541
2542 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2543 result = dai_hunter_manage(ait, pplayer, punit);
2546 return; /* Died */
2547 }
2548 if (result == -1) {
2549 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2551 return;
2552 } else if (result >= 1) {
2554 return; /* Done moving */
2555 } else if (unit_data->task == AIUNIT_HUNTER) {
2556 /* This should be very rare */
2558 }
2559 } else if (unit_data->task == AIUNIT_HUNTER) {
2561 }
2563
2564 /* Do we have a specific job for this unit? If not, we default
2565 * to attack. */
2566 dai_military_findjob(ait, nmap, pplayer, punit);
2567
2568 switch (unit_data->task) {
2569 case AIUNIT_AUTO_WORKER:
2570 case AIUNIT_BUILD_CITY:
2571 fc_assert(FALSE); /* This is not the place for this role */
2572 break;
2573 case AIUNIT_DEFEND_HOME:
2575 dai_military_defend(ait, pplayer, punit);
2577 break;
2578 case AIUNIT_ATTACK:
2579 case AIUNIT_NONE:
2581 dai_military_attack(ait, pplayer, punit);
2583 break;
2584 case AIUNIT_ESCORT:
2586 dai_military_bodyguard(ait, pplayer, punit);
2588 break;
2589 case AIUNIT_EXPLORE:
2590 switch (manage_auto_explorer(punit)) {
2591 case MR_DEATH:
2592 /* Don't use punit! */
2593 return;
2594 case MR_OK:
2595 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2596 break;
2597 default:
2598 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2599 break;
2600 };
2601 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2602 break;
2603 case AIUNIT_RECOVER:
2607 break;
2608 case AIUNIT_HUNTER:
2609 fc_assert(FALSE); /* Dealt with above */
2610 break;
2611 default:
2613 }
2614
2615 /* If we are still alive, either sentry or fortify. */
2616 if ((punit = game_unit_by_number(id))) {
2618 struct city *pcity = tile_city(unit_tile(punit));
2619
2620 if (unit_list_find(unit_tile(punit)->units,
2621 unit_data->ferryboat)) {
2623 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2624 /* We do not need to fortify in cities - we fortify and sentry
2625 * according to home defense setup, for easy debugging. */
2626 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2631 }
2632 } else {
2634 }
2635 }
2636 }
2637}
2638
2639/**********************************************************************/
2642static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2643 struct unit *punit)
2644{
2645 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2646
2648 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2649 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2650 if (unit_data->task == AIUNIT_NONE) {
2652 }
2653}
2654
2655/**********************************************************************/
2663void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2664 struct unit *punit)
2665{
2666 struct unit_ai *unit_data;
2667 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2668 bool is_ferry = FALSE;
2669 const struct unit_type *ptype;
2670 const struct civ_map *nmap = &(wld.map);
2671
2673
2674 /* Don't manage the unit if it is under human orders. */
2675 if (unit_has_orders(punit)) {
2677
2678 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2680 unit_data->done = TRUE;
2681 return;
2682 }
2683
2684 /* Check if we have lost our bodyguard. If we never had one, all
2685 * fine. If we had one and lost it, ask for a new one. */
2686 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2687 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2689 }
2690
2692
2693 if (punit->moves_left <= 0) {
2694 /* Can do nothing */
2695 unit_data->done = TRUE;
2696 return;
2697 }
2698
2699 is_ferry = dai_is_ferry(punit, ait);
2700
2702
2705 dai_manage_diplomat(ait, pplayer, punit);
2707 return;
2708 } else if (ptype->adv.worker
2710 dai_manage_settler(ait, pplayer, punit);
2711 return;
2716 dai_manage_caravan(ait, pplayer, punit);
2718 return;
2720 dai_manage_barbarian_leader(ait, pplayer, punit);
2721 return;
2724 dai_manage_paratrooper(ait, pplayer, punit);
2725 return;
2726 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2728 dai_manage_ferryboat(ait, pplayer, punit);
2730 return;
2731 } else if (utype_fuel(ptype)
2732 && unit_data->task != AIUNIT_ESCORT) {
2734 dai_manage_airunit(ait, pplayer, punit);
2736 return;
2737 } else if (is_losing_hp(punit)) {
2738 /* This unit is losing hitpoints over time */
2739
2740 /* TODO: We can try using air-unit code for helicopters, just
2741 * pretend they have fuel = HP / 3 or something. */
2742 unit_data->done = TRUE; /* we did our best, which was ...
2743 nothing */
2744 return;
2745 } else if (!is_special_unit(punit)) {
2747 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2748 dai_manage_military(ait, nmap, pplayer, punit);
2750 return;
2751 } else {
2752 /* what else could this be? -- Syela */
2753 switch (manage_auto_explorer(punit)) {
2754 case MR_DEATH:
2755 /* don't use punit! */
2756 break;
2757 case MR_OK:
2758 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2759 break;
2760 default:
2761 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2763 dai_military_defend(ait, pplayer, punit);
2764 break;
2765 };
2766 return;
2767 }
2768}
2769
2770/**********************************************************************/
2776static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2777{
2778 city_list_iterate(pplayer->cities, pcity) {
2779 /* The idea here is that we should never keep more than two
2780 * units in permanent defense. */
2781 int total_defense = 0;
2783 bool emergency = FALSE;
2784 int count = 0;
2789 int entertainers = 0;
2790 bool enough = FALSE;
2791
2794 entertainers += pcity->specialists[sp];
2795 }
2797
2798 martless_unhappy += entertainers; /* We want to use martial law instead
2799 * of entertainers. */
2800
2801 while (!enough
2804 && martless_unhappy > mart_each * count))) {
2805 int best_want = 0;
2806 struct unit *best = NULL;
2807 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2808
2810 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2811
2812 if ((unit_data->task == AIUNIT_NONE || emergency)
2813 && unit_data->task != AIUNIT_DEFEND_HOME
2814 && unit_owner(punit) == pplayer) {
2815 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2816
2817 if (want > best_want) {
2818 best_want = want;
2819 best = punit;
2820 }
2821 }
2823
2824 if (best == NULL) {
2825 if (defense_needed) {
2826 /* Ooops - try to grab any unit as defender! */
2827 if (emergency) {
2828 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2829 break;
2830 }
2831 emergency = TRUE;
2832 } else {
2833 break;
2834 }
2835 } else {
2836 const struct unit_type *btype = unit_type_get(best);
2837
2838 if ((martless_unhappy < mart_each * count
2839 || count >= mart_max || mart_each <= 0)
2840 && ((count >= 2
2841 && btype->attack_strength > btype->defense_strength)
2842 || (count >= 4
2843 && btype->attack_strength == btype->defense_strength))) {
2844 /* In this case attack would be better defense than fortifying
2845 * to city. */
2846 enough = TRUE;
2847 } else {
2848 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2849
2851 UNIT_LOG(loglevel, best, "Defending city");
2853 count++;
2854 }
2855 }
2856 }
2857 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2858 ", %d defenders (out of %d)", total_defense, total_attack, count,
2861}
2862
2863/**********************************************************************/
2871void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2872{
2874 dai_airlift(ait, pplayer);
2876
2877 /* Clear previous orders, if desirable, here. */
2878 unit_list_iterate(pplayer->units, punit) {
2879 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2880
2881 unit_data->done = FALSE;
2882 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2884 }
2886
2887 /* Find and set city defenders first - figure out which units are
2888 * allowed to leave home. */
2889 dai_set_defenders(ait, pplayer);
2890
2893 && !def_ai_unit_data(punit, ait)->done) {
2894 /* Though it is usually the passenger who drives the transport,
2895 * the transporter is responsible for managing its passengers. */
2896 dai_manage_unit(ait, pplayer, punit);
2897 }
2899}
2900
2901/**********************************************************************/
2907 const struct city *pcity)
2908{
2909 const struct impr_type *impr_req = NULL;
2910 const struct req_context context = {
2912 .city = pcity,
2913 .tile = city_tile(pcity),
2914 .unittype = putype,
2915 };
2916
2917 requirement_vector_iterate(&putype->build_reqs, preq) {
2919 /* Already there. */
2920 continue;
2921 }
2923 city_owner(pcity), pcity)) {
2924 /* The unit type can't be built at all. */
2925 return NULL;
2926 }
2927 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2928 /* This is (one of) the building(s) required. */
2929 impr_req = preq->source.value.building;
2930 }
2932
2933 return impr_req;
2934}
2935
2936/**********************************************************************/
2941 const struct unit_type *base)
2942{
2943 /* This is the real function: */
2944 do {
2945 base = base->obsoleted_by;
2946 if (base == test) {
2947 return TRUE;
2948 }
2949 } while (base);
2950 return FALSE;
2951}
2952
2953/**********************************************************************/
2958static void dai_manage_barbarian_leader(struct ai_type *ait,
2959 struct player *pplayer,
2960 struct unit *leader)
2961{
2963 struct pf_parameter parameter;
2964 struct pf_map *pfm;
2965 struct pf_reverse_map *pfrm;
2966 struct unit *worst_danger;
2967 int move_cost, best_move_cost;
2968 int body_guards;
2969 bool alive = TRUE;
2970 const struct civ_map *nmap = &(wld.map);
2971
2973
2974 if (leader->moves_left == 0
2976 && 1 < unit_list_size(leader_tile->units))) {
2978
2979 return;
2980 }
2981
2982 if (is_boss_of_boat(ait, leader)) {
2983 /* We are in charge. Of course, since we are the leader...
2984 * But maybe somebody more militaristic should lead our ship to battle! */
2985
2986 /* First release boat from leaders lead */
2988
2992 && warrior->moves_left > 0) {
2993 /* This seems like a good warrior to lead us in to conquest! */
2994 dai_manage_unit(ait, pplayer, warrior);
2995
2996 /* If we reached our destination, ferryboat already called
2997 * ai_manage_unit() for leader. So no need to continue here.
2998 * Leader might even be dead.
2999 * If this return is removed, surrounding unit_list_iterate()
3000 * has to be replaced with unit_list_iterate_safe()*/
3001 return;
3002 }
3004 }
3005
3006 /* If we are not in charge of the boat, continue as if we
3007 * were not in a boat - we may want to leave the ship now. */
3008
3009 /* Check the total number of units able to protect our leader. */
3010 body_guards = 0;
3011 unit_list_iterate(pplayer->units, punit) {
3014 body_guards++;
3015 }
3017
3018 if (0 < body_guards) {
3019 pft_fill_unit_parameter(&parameter, nmap, leader);
3020 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3021 pfm = pf_map_new(&parameter);
3022
3023 /* Find the closest body guard.
3024 * FIXME: maybe choose the strongest too? */
3025 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3026 unit_list_iterate(ptile->units, punit) {
3027 if (unit_owner(punit) == pplayer
3030 struct pf_path *path = pf_map_path(pfm, ptile);
3031
3032 adv_follow_path(leader, path, ptile);
3033 pf_path_destroy(path);
3035 return;
3036 }
3039
3041 }
3042
3043 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3044
3045 /* Check for units we could fear. */
3046 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3047 !has_handicap(pplayer, H_MAP));
3050
3051 players_iterate(other_player) {
3052 if (other_player == pplayer) {
3053 continue;
3054 }
3055
3056 unit_list_iterate(other_player->units, punit) {
3058 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3059 best_move_cost = move_cost;
3061 }
3064
3066
3067 if (NULL == worst_danger) {
3069 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3070 return;
3071 }
3072
3074 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3075 pfm = pf_map_new(&parameter);
3077
3078 /* Try to escape. */
3079 do {
3081
3082 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3083 leader->moves_left);
3084
3087 continue;
3088 }
3089
3090 move_cost = pf_map_move_cost(pfm, near_tile);
3091 if (PF_IMPOSSIBLE_MC != move_cost
3092 && move_cost > best_move_cost) {
3094 "Barbarian leader: safest is (%d, %d), safeness %d",
3096 best_move_cost = move_cost;
3098 }
3100
3101 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3105 "Barbarian leader: reached the safest position.");
3108 return;
3109 }
3110
3112 if (alive) {
3114 /* Didn't move. No point to retry. */
3116 return;
3117 }
3119 }
3120 } while (alive && 0 < leader->moves_left);
3121
3123}
3124
3125/**********************************************************************/
3131void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3132 struct unit *punit,
3133 enum override_bool *result)
3134{
3135 int a = 0, d, db;
3136 struct player *pplayer = unit_owner(punit);
3137 struct city *pcity = tile_city(ptile);
3138 int extras_bonus = 0;
3139
3140 if (is_human(pplayer)) {
3141 /* Use advisors code for humans. */
3142 return;
3143 }
3144
3145 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3146 && !is_non_allied_unit_tile(ptile, pplayer,
3148 /* We will be safe in a friendly city */
3149 *result = OVERRIDE_FALSE;
3150 return;
3151 }
3152
3153 /* Calculate how well we can defend at (x,y) */
3154 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3156
3157 db += (db * extras_bonus) / 100;
3159
3160 adjc_iterate(&(wld.map), ptile, ptile1) {
3161 if (has_handicap(pplayer, H_FOG)
3162 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3163 /* We cannot see danger at (ptile1) => assume there is none */
3164 continue;
3165 }
3166 unit_list_iterate(ptile1->units, enemy) {
3167 if (pplayers_at_war(unit_owner(enemy), pplayer)
3169 == ATT_OK)
3171 == ATT_OK)) {
3173 if ((a * a * 10) >= d) {
3174 /* The enemies combined strength is too big! */
3175 *result = OVERRIDE_TRUE;
3176 return;
3177 }
3178 }
3181
3182 *result = OVERRIDE_FALSE;
3183}
3184
3185/**********************************************************************/
3188static void update_simple_ai_types(void)
3189{
3190 int i = 0;
3191
3194
3197 && !(pclass->adv.land_move == MOVE_NONE
3200 && punittype->transport_capacity < 8) {
3202 i++;
3203 }
3205
3207}
3208
3209/**********************************************************************/
3213{
3214 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3215 * cache; see the comment to struct unit_type *simple_ai_types at
3216 * the beginning of this file. */
3218
3220 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3221
3222 utai->low_firepower = FALSE;
3223 utai->ferry = FALSE;
3224 utai->missile_platform = FALSE;
3225 utai->carries_occupiers = FALSE;
3226 utai->potential_charges = unit_type_list_new();
3227
3230
3233
3234 /* Confirm firepower */
3236 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3238 if (utype_has_flag(penemy, pbonus->flag)) {
3239 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3240
3241 utai->low_firepower = TRUE;
3242 }
3244 }
3246
3247 /* Consider potential cargo */
3248 if (punittype->transport_capacity > 0) {
3249 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3250
3253
3256 utai->missile_platform = TRUE;
3257 } else if (pclass->adv.sea_move != MOVE_NONE
3258 && pcargo->adv.land_move != MOVE_NONE) {
3259 if (pcargo->adv.sea_move != MOVE_FULL) {
3260 utai->ferry = TRUE;
3261 } else {
3262 if (0 != utype_fuel(pctype)) {
3263 utai->ferry = TRUE;
3264 }
3265 }
3266 }
3267
3269 utai->carries_occupiers = TRUE;
3270 }
3271 }
3273 }
3274
3275 /* Consider potential charges */
3278
3279 if (0 < utype_fuel(punittype)
3280 && (0 == utype_fuel(pcharge)
3282 continue;
3283 }
3284
3285 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3286 if (chgcls == utype_class(pcharge)) {
3288 }
3290
3292 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3293 unit_type_list_append(utai->potential_charges, pcharge);
3294 }
3295
3298}
3299
3300/**********************************************************************/
3304{
3306 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3307
3308 if (utai == NULL) {
3309 continue;
3310 }
3312
3313 unit_type_list_destroy(utai->potential_charges);
3314 free(utai);
3316}
3317
3318/**********************************************************************/
3321void dai_unit_init(struct ai_type *ait, struct unit *punit)
3322{
3323 /* Make sure that contents of unit_ai structure are correctly initialized,
3324 * if you ever allocate it by some other mean than fc_calloc() */
3325 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3326
3327 unit_data->done = FALSE;
3328 unit_data->cur_pos = NULL;
3329 unit_data->prev_pos = NULL;
3330 unit_data->target = 0;
3331 BV_CLR_ALL(unit_data->hunted);
3332 unit_data->ferryboat = 0;
3333 unit_data->passenger = 0;
3334 unit_data->bodyguard = 0;
3335 unit_data->charge = 0;
3336
3338}
3339
3340/**********************************************************************/
3343void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3344{
3345 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3346
3348
3349 BV_CLR_ALL(unit_data->hunted);
3350}
3351
3352/**********************************************************************/
3355void dai_unit_close(struct ai_type *ait, struct unit *punit)
3356{
3357 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3358
3360
3363
3364 if (unit_data != NULL) {
3367 }
3368}
3369
3370/**********************************************************************/
3373void dai_unit_save(struct ai_type *ait, const char *aitstr,
3374 struct section_file *file,
3375 const struct unit *punit, const char *unitstr)
3376{
3377 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3378
3379 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3380 unitstr, aitstr);
3381 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3382 unitstr, aitstr);
3383 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3384 unitstr, aitstr);
3385 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3386 unitstr, aitstr);
3387}
3388
3389/**********************************************************************/
3392void dai_unit_load(struct ai_type *ait, const char *aitstr,
3393 const struct section_file *file,
3394 struct unit *punit, const char *unitstr)
3395{
3396 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3397
3398 unit_data->passenger
3399 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3400 unitstr, aitstr);
3401 unit_data->ferryboat
3402 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3403 unitstr, aitstr);
3404 unit_data->charge
3405 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3406 unitstr, aitstr);
3407 unit_data->bodyguard
3408 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3409 unitstr, aitstr);
3410}
3411
3417
3418/**********************************************************************/
3421static bool role_unit_cb(struct unit_type *ptype, void *data)
3422{
3423 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3425 const struct civ_map *nmap = &(wld.map);
3426
3427 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3428 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3429 return FALSE;
3430 }
3431
3432 if (cb_data->build_city == NULL
3433 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3434 return TRUE;
3435 }
3436
3437 return FALSE;
3438}
3439
3440/**********************************************************************/
3444 enum terrain_class tc)
3445{
3446 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3447
3449}
3450
3451/**********************************************************************/
3454bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3455 const struct unit *defender)
3456{
3457 struct pf_parameter parameter;
3458 struct pf_map *pfm;
3459 const struct tile *ptarget = unit_tile(defender);
3460 int max_move_cost = attacker->moves_left;
3461 bool able_to_strike = FALSE;
3462 const struct civ_map *nmap = &(wld.map);
3463
3464 pft_fill_unit_parameter(&parameter, nmap, attacker);
3465 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3466 pfm = pf_map_new(&parameter);
3467
3468 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3469 if (move_cost > max_move_cost) {
3470 break;
3471 }
3472
3473 if (ptile == ptarget) {
3475 break;
3476 }
3478
3480
3481 return able_to_strike;
3482}
3483
3484/**********************************************************************/
3487void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3488 struct tile *target, enum override_bool *allow)
3489{
3490 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3491
3492 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3494
3495 return;
3496 }
3497}
bool is_action_enabled_unit_on_stack(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile)
Definition actions.c:3233
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:3068
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:1281
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:1416
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:3373
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:855
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:2226
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:1991
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:703
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3212
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1690
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:1065
static void invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1023
static void update_simple_ai_types(void)
Definition daiunit.c:3188
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2906
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3487
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2508
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1907
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:3454
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2940
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:637
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:995
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2871
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2263
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:1143
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2776
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2663
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:718
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3421
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1753
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3343
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2642
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:2122
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:457
bool dai_can_unit_type_follow_unit_type(const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait)
Definition daiunit.c:837
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1639
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2958
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2433
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:525
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:3321
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3131
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1952
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:3392
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2103
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3355
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3303
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3443
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:949
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:604
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2181
#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:3043
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2965
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:1063
@ RPT_CERTAIN
Definition fc_types.h:533
@ AUT_AUTO_WORKER
Definition fc_types.h:229
#define ADV_WANT_PRINTF
Definition fc_types.h:1064
@ O_LUXURY
Definition fc_types.h:101
signed short Continent_id
Definition fc_types.h:231
override_bool
Definition fc_types.h:94
@ OVERRIDE_TRUE
Definition fc_types.h:94
@ OVERRIDE_FALSE
Definition fc_types.h:94
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1067
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1076
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:364
#define iterate_outward_end
Definition map.h:368
#define adjc_iterate_end
Definition map.h:430
static int index_to_map_pos_y(int mindex)
Definition map.h:763
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:388
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:425
#define square_iterate_end
Definition map.h:391
static int index_to_map_pos_x(int mindex)
Definition map.h:750
#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:901
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:3414
struct city * build_city
Definition daiunit.c:3415
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:612
#define is_ocean_tile(ptile)
Definition terrain.h:196
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