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/**********************************************************************/
446 struct unit *punit,
447 struct tile *ptile)
448{
449 enum gen_action selected;
450
452 punit, ptile))
453 == ACTION_NONE
455 punit, ptile))
456 == ACTION_NONE
458 punit, ptile))
459 == ACTION_NONE
461 punit, ptile))
462 == ACTION_NONE
464 punit, ptile))
465 == ACTION_NONE) {
466 return ACTION_NONE;
467 }
468
469 return selected;
470}
471
472/**********************************************************************/
488static int dai_rampage_want(struct unit *punit, struct tile *ptile)
489{
490 struct player *pplayer = unit_owner(punit);
491 struct unit *pdef;
492 struct civ_map *nmap = &(wld.map);
493
495
496 if (can_unit_attack_tile(punit, NULL, ptile)
497 && (pdef = get_defender(nmap, punit, ptile, NULL))
498 /* Action enablers might prevent attacking */
500 /* See description of kill_desire() about these variables. */
504
505 attack *= attack;
506
507 /* If the victim is in the city/fortress, we correct the benefit
508 * with our health because there could be reprisal attacks. We
509 * shouldn't send already injured units to useless suicide.
510 * Note that we do not specially encourage attacks against
511 * cities: rampage is a hit-n-run operation. */
512 if (!is_stack_vulnerable(ptile)
513 && unit_list_size(ptile->units) > 1) {
515 }
516
517 /* If we have non-zero attack rating... */
518 if (attack > 0 && is_my_turn(punit, pdef)) {
521
522 /* No need to amortize, our operation takes one turn. */
523 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
524 desire,
527
528 return MAX(0, desire);
529 }
530 } else if (0 == unit_list_size(ptile->units)) {
531 /* No defender. */
532 struct city *pcity = tile_city(ptile);
533
534 /* ...and free foreign city waiting for us. Who would resist! */
535 if (NULL != pcity
536 && pplayers_at_war(pplayer, city_owner(pcity))
539 }
540
541 /* ...or tiny pleasant hut here! */
542 /* FIXME: unhardcode and variate the desire to enter a hut. */
543 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
544 && is_native_tile(unit_type_get(punit), ptile)) {
545 return -RAMPAGE_HUT_OR_BETTER;
546 }
547 }
548
549 return 0;
550}
551
552/**********************************************************************/
555static struct pf_path *find_rampage_target(struct unit *punit,
556 int thresh_adj, int thresh_move)
557{
558 struct pf_map *tgt_map;
559 struct pf_path *path = NULL;
560 struct pf_parameter parameter;
561 /* Coordinates of the best target (initialize to silence compiler) */
562 struct tile *ptile = unit_tile(punit);
563 /* Want of the best target */
564 int max_want = 0;
565 struct player *pplayer = unit_owner(punit);
566 const struct civ_map *nmap = &(wld.map);
567
569 parameter.omniscience = !has_handicap(pplayer, H_MAP);
570 /* When trying to find rampage targets we ignore risks such as
571 * enemy units because we are looking for trouble!
572 * Hence no call ai_avoid_risks()
573 */
574
575 tgt_map = pf_map_new(&parameter);
577 int want;
578 bool move_needed;
579 int thresh;
580
581 if (move_cost > punit->moves_left) {
582 /* This is too far */
583 break;
584 }
585
586 if (has_handicap(pplayer, H_TARGETS)
587 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
588 /* The target is under fog of war */
589 continue;
590 }
591
593
594 /* Negative want means move needed even though the tiles are adjacent */
596 || want < 0);
597 /* Select the relevant threshold */
599 want = (want < 0 ? -want : want);
600
601 if (want > max_want && want > thresh) {
602 /* The new want exceeds both the previous maximum
603 * and the relevant threshold, so it's worth recording */
604 max_want = want;
605 ptile = iter_tile;
606 }
608
609 if (max_want > 0) {
610 /* We found something */
611 path = pf_map_path(tgt_map, ptile);
612 fc_assert(path != NULL);
613 }
614
616
617 return path;
618}
619
620/**********************************************************************/
635 int thresh_move)
636{
637 int count = punit->moves_left + 1; /* break any infinite loops */
638 struct pf_path *path = NULL;
639
642
644 /* This teaches the AI about the dangers inherent in occupychance. */
646
647 while (count-- > 0 && punit->moves_left > 0
649 if (!adv_unit_execute_path(punit, path)) {
650 /* Died */
651 count = -1;
652 }
653 pf_path_destroy(path);
654 path = NULL;
655 }
656
657 fc_assert(NULL == path);
658
660 return (count >= 0);
661}
662
663/**********************************************************************/
667static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
668 struct unit *punit)
669{
670 struct unit *aunit = aiguard_charge_unit(ait, punit);
671 struct city *acity = aiguard_charge_city(ait, punit);
672 struct tile *ptile;
673
675 CHECK_GUARD(ait, punit);
676
677 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
678 /* protect a unit */
679 if (aunit->goto_tile != NULL) {
680 /* Our charge is going somewhere: maybe we should meet them there */
681 /* FIXME: This probably isn't the best algorithm for this. */
683 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
684 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
685
686 if (me2goal < me2them
690 ptile = aunit->goto_tile;
691 } else {
692 ptile = unit_tile(aunit);
693 }
694 } else {
695 ptile = unit_tile(aunit);
696 }
697 } else if (acity && city_owner(acity) == unit_owner(punit)) {
698 /* protect a city */
699 ptile = acity->tile;
700 } else {
701 /* should be impossible */
702 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
704 return;
705 }
706
707 if (same_pos(unit_tile(punit), ptile)) {
708 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
709 } else {
710 if (goto_is_sane(punit, ptile)) {
711 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
712 if (!dai_gothere(ait, pplayer, punit, ptile)) {
713 /* We died */
714 return;
715 }
716 } else {
717 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
719 }
720 }
721 /* We might have stopped because of an enemy nearby.
722 * Perhaps we can kill it.*/
725 && same_pos(unit_tile(punit), ptile)) {
726 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
727 }
728}
729
730/**********************************************************************/
733static bool unit_role_defender(const struct unit_type *punittype)
734{
736}
737
738/**********************************************************************/
748adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
749 struct player *pplayer, struct unit *punit,
750 struct unit **aunit, struct city **acity)
751{
752 struct pf_parameter parameter;
753 struct pf_map *pfm;
754 struct city *pcity;
755 struct ai_city *data, *best_data = NULL;
757 int def, best_def = -1;
758 /* Arbitrary: 3 turns. */
759 const int max_move_cost = 3 * unit_move_rate(punit);
760
761 *aunit = NULL;
762 *acity = NULL;
763
764 if (0 == toughness) {
765 /* useless */
766 return 0;
767 }
768
769 pft_fill_unit_parameter(&parameter, nmap, punit);
770 parameter.omniscience = !has_handicap(pplayer, H_MAP);
771 pfm = pf_map_new(&parameter);
772
773 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
774 if (move_cost > max_move_cost) {
775 /* Consider too far. */
776 break;
777 }
778
779 pcity = tile_city(ptile);
780
781 /* Consider unit bodyguard. */
782 unit_list_iterate(ptile->units, buddy) {
783 const struct unit_type *ptype = unit_type_get(punit);
784 const struct unit_type *buddy_type = unit_type_get(buddy);
785
786 /* TODO: allied unit bodyguard? */
788 || unit_owner(buddy) != pplayer
789 || !aiguard_wanted(ait, buddy)
795
796 continue;
797 }
798
800 if (0 >= def) {
801 continue;
802 }
803
805 /* Reduce want based on move cost. We can't do this for
806 * transports since they move around all the time, leading
807 * to hilarious flip-flops. */
808 def >>= move_cost / (2 * unit_move_rate(punit));
809 }
810 if (def > best_def) {
811 *aunit = buddy;
812 *acity = NULL;
813 best_def = def;
814 }
816
817 /* City bodyguard. TODO: allied city bodyguard? */
818 if (ai_fuzzy(pplayer, TRUE)
819 && NULL != pcity
820 && city_owner(pcity) == pplayer
821 && (data = def_ai_city_data(pcity, ait))
822 && 0 < data->urgency) {
823 if (NULL != best_data
824 && (0 < best_data->grave_danger
825 || best_data->urgency > data->urgency
826 || ((best_data->danger > data->danger
827 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
828 && 0 == data->grave_danger))) {
829 /* Chances are we'll be between cities when we are needed the most!
830 * Resuming pf_map_move_costs_iterate()... */
831 continue;
832 }
833 def = (data->danger - assess_defense_quadratic(ait, pcity));
834 if (def <= 0) {
835 continue;
836 }
837 /* Reduce want based on move cost. */
838 def >>= move_cost / (2 * unit_move_rate(punit));
839 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
840 *acity = pcity;
841 *aunit = NULL;
842 best_def = def;
843 best_data = data;
844 }
845 }
847
849
850 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
853 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
855 : (NULL != *aunit ?
858 : (NULL != *aunit ?
860
861 return ((best_def * 100) / toughness);
862}
863
864/**********************************************************************/
868 const struct unit_type *followee,
869 struct ai_type *ait)
870{
871 struct unit_type_ai *utai = utype_ai_data(follower, ait);
872
873 unit_type_list_iterate(utai->potential_charges, pcharge) {
874 if (pcharge == followee) {
875 return TRUE;
876 }
878
879 return FALSE;
880}
881
882/**********************************************************************/
885static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
886 struct player *pplayer, struct unit *punit)
887{
888 const struct unit_type *punittype = unit_type_get(punit);
889 struct unit_ai *unit_data;
890
892
893 /* Keep barbarians aggressive and primitive */
894 if (is_barbarian(pplayer)) {
895 if (is_land_barbarian(pplayer)) {
897
899 /* Land barbarians pillage */
901 }
902 }
904
905 return;
906 }
907
909
910 /* If I am a bodyguard, check whether I can do my job. */
911 if (unit_data->task == AIUNIT_ESCORT
912 || unit_data->task == AIUNIT_DEFEND_HOME) {
914 }
915
916 if (aiguard_has_charge(ait, punit)
917 && unit_data->task == AIUNIT_ESCORT) {
918 struct unit *aunit = aiguard_charge_unit(ait, punit);
919 struct city *acity = aiguard_charge_city(ait, punit);
920 struct ai_city *city_data = NULL;
921
922 if (acity != NULL) {
924 }
925
926 /* Check if the city we are on our way to rescue is still in danger,
927 * or the unit we should protect is still alive... */
928 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
931 && city_data->urgency != 0
932 && city_data->danger > assess_defense_quadratic(ait, acity))) {
933 return; /* Yep! */
934 } else {
935 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
936 }
937 }
938
939 /* Is the unit badly damaged? */
940 if ((unit_data->task == AIUNIT_RECOVER
941 && punit->hp < punittype->hp)
942 || punit->hp < punittype->hp * 0.25) { /* WAG */
943 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
945 return;
946 }
947
950 /* This is a defending unit that doesn't need to stay put.
951 * It needs to defend something, but not necessarily where it's at.
952 * Therefore, it will consider becoming a bodyguard. -- Syela */
953 struct city *acity;
954 struct unit *aunit;
955
956 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
957 if (acity) {
960 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
961 } else if (aunit) {
964 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
965 }
966 }
968}
969
970/**********************************************************************/
979static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
980 struct unit *punit)
981{
982 struct city *pcity = aiguard_charge_city(ait, punit);
983
985
986 if (!pcity || city_owner(pcity) != pplayer) {
988 /* Do not stay defending an allied city forever */
990 }
991
992 if (!pcity) {
993 /* Try to find a place to rest. Sitting duck out in the wilderness
994 * is generally a bad idea, since we protect no cities that way, and
995 * it looks silly. */
999 }
1000
1001 if (!pcity) {
1003 }
1004
1007 /* ... we survived */
1008 if (pcity) {
1009 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1010 if (same_pos(unit_tile(punit), pcity->tile)) {
1011 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1013 } else {
1014 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1015 }
1016 } else {
1017 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1018 }
1019 }
1020}
1021
1022/**********************************************************************/
1026 const struct unit_type *utype,
1027 int which)
1028{
1029 int attacks;
1030
1031 if (utype_action_takes_all_mp(utype,
1033 attacks = 1;
1034 } else {
1035 attacks = utype->move_rate;
1036 }
1037 city_data->invasion.attack += attacks;
1038 if (which == INVASION_OCCUPY) {
1039 city_data->invasion.occupy++;
1040 }
1041}
1042
1043/**********************************************************************/
1053static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1054 bool dest, int radius, int which)
1055{
1056 struct tile *ptile;
1057 struct player *pplayer = unit_owner(punit);
1058
1060
1061 if (dest) {
1063
1064 ptile = punit->goto_tile;
1065 } else {
1066 ptile = unit_tile(punit);
1067 }
1068
1069 square_iterate(&(wld.map), ptile, radius, tile1) {
1070 struct city *pcity = tile_city(tile1);
1071
1072 if (pcity
1074 && (dest || !has_defense(pcity))) {
1075 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1076
1077 /* Unit itself */
1079
1080 /* Cargo */
1081 unit_cargo_iterate(punit, cargo) {
1082 const struct unit_type *utype = unit_type_get(cargo);
1083
1084 if (IS_ATTACKER(utype)) {
1088 }
1090 }
1092
1093 return TRUE;
1094}
1095
1096/**********************************************************************/
1099bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1100 struct tile *dest_tile,
1101 const struct unit_type *cargo_type,
1102 const struct unit_type *ferry_type,
1103 struct tile **ferry_dest, struct tile **beachhead_tile)
1104{
1105 if (NULL == tile_city(dest_tile)
1107 /* Unit can directly go to 'dest_tile'. */
1108 struct tile *best_tile = NULL;
1110
1111 if (NULL != beachhead_tile) {
1112 *beachhead_tile = dest_tile;
1113 }
1114
1115 adjc_iterate(&(wld.map), dest_tile, ptile) {
1117 if (cost != PF_IMPOSSIBLE_MC
1118 && (NULL == best_tile || cost < best_cost)) {
1119 best_tile = ptile;
1120 best_cost = cost;
1121 }
1123
1124 if (NULL != ferry_dest) {
1126 }
1127
1128 return (PF_IMPOSSIBLE_MC != best_cost);
1129 } else {
1130 /* We need to find a beach around 'dest_tile'. */
1131 struct tile *best_tile = NULL, *best_beach = NULL;
1135
1136 tile_list_append(checked_tiles, dest_tile);
1137 adjc_iterate(&(wld.map), dest_tile, beach) {
1139 /* Can land there. */
1140 adjc_iterate(&(wld.map), beach, ptile) {
1141 if (!tile_list_search(checked_tiles, ptile)
1142 && !is_non_allied_unit_tile(ptile, pplayer,
1143 flagless_ferry)) {
1146 if (cost != PF_IMPOSSIBLE_MC
1147 && (NULL == best_tile || cost < best_cost)) {
1148 best_beach = beach;
1149 best_tile = ptile;
1150 best_cost = cost;
1151 }
1152 }
1154 }
1156
1158
1159 if (NULL != beachhead_tile) {
1161 }
1162 if (NULL != ferry_dest) {
1164 }
1165 return (PF_IMPOSSIBLE_MC != best_cost);
1166 }
1167}
1168
1169/**********************************************************************/
1177adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1178 struct unit *punit,
1179 struct tile **pdest_tile, struct pf_path **ppath,
1180 struct pf_map **pferrymap,
1181 struct unit **pferryboat,
1182 const struct unit_type **pboattype, int *pmove_time)
1183{
1184 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1185 struct pf_parameter parameter;
1186 struct pf_map *punit_map, *ferry_map;
1187 struct pf_position pos;
1189 const struct unit_type *punit_type = unit_type_get(punit);
1190 struct tile *punit_tile = unit_tile(punit);
1191 /* Type of our boat (a future one if ferryboat == NULL). */
1192 const struct unit_type *boattype = NULL;
1193 struct unit *ferryboat = NULL;
1194 struct city *pcity;
1195 struct ai_city *acity_data;
1196 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1197 bool handicap = has_handicap(pplayer, H_TARGETS);
1198 bool unhap = FALSE; /* Do we make unhappy citizen. */
1199 bool harbor = FALSE; /* Do we have access to sea? */
1200 bool go_by_boat; /* Whether we need a boat or not. */
1201 int vulnerability; /* Enemy defense rating. */
1202 adv_want benefit; /* Benefit from killing the target. */
1203 struct unit *pdefender; /* Enemy city defender. */
1204 int move_time; /* Turns needed to target. */
1205 int reserves;
1206 int attack; /* Our total attack value with reinforcements. */
1207 int victim_count; /* Number of enemies there. */
1208 int needferry; /* Cost of building a ferry boat. */
1209 /* This is a kluge, because if we don't set x and y with !punit->id,
1210 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1211 * never learning steam engine, even though ironclads would be very
1212 * useful. -- Syela */
1213 adv_want bk = 0;
1214 adv_want want; /* Want (amortized) of the operation. */
1215 adv_want best = 0; /* Best of all wants. */
1216 struct tile *goto_dest_tile = NULL;
1217 bool can_occupy;
1218 struct civ_map *nmap = &(wld.map);
1219
1220 /* Very preliminary checks. */
1222 if (NULL != pferrymap) {
1223 *pferrymap = NULL;
1224 }
1225 if (NULL != pferryboat) {
1226 *pferryboat = NULL;
1227 }
1228 if (NULL != pboattype) {
1229 *pboattype = NULL;
1230 }
1231 if (NULL != pmove_time) {
1232 *pmove_time = 0;
1233 }
1234 if (NULL != ppath) {
1235 *ppath = NULL;
1236 }
1237
1238 if (0 == attack_value) {
1239 /* A very poor attacker... probably low on HP. */
1240 return 0;
1241 }
1242
1244
1245
1246 /*** Part 1: Calculate targets ***/
1247
1248 /* This horrible piece of code attempts to calculate the attractiveness of
1249 * enemy cities as targets for our units, by checking how many units are
1250 * going towards it or are near it already. */
1251
1252 /* Reset enemy cities data. */
1254 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1255 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1256 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1257 continue;
1258 }
1259 city_list_iterate(aplayer->cities, acity) {
1260 struct ai_city *city_data = def_ai_city_data(acity, ait);
1261
1263 &city_data->attack,
1264 &city_data->bcost);
1265 city_data->invasion.attack = 0;
1266 city_data->invasion.occupy = 0;
1269
1270 /* Second, calculate in units on their way there, and mark targets for
1271 * invasion */
1272 unit_list_iterate(pplayer->units, aunit) {
1273 const struct unit_type *atype;
1274
1275 if (aunit == punit) {
1276 continue;
1277 }
1278
1280
1281 /* Dealing with invasion stuff */
1282 if (IS_ATTACKER(atype)) {
1283 if (aunit->activity == ACTIVITY_GOTO) {
1284 if (invasion_funct(ait, aunit, TRUE, 0,
1287 && (pcity = tile_city(aunit->goto_tile))) {
1288 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1289
1292 }
1293 }
1297 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1299 /* It's a transport with reinforcements */
1300 if (aunit->activity == ACTIVITY_GOTO) {
1302 }
1304 }
1306 /* end horrible initialization subroutine */
1307
1308
1309 /*** Part 2: Now pick one target ***/
1310
1311 /* We first iterate through all cities, then all units, looking
1312 * for a viable target. We also try to gang up on the target
1313 * to avoid spreading out attacks too widely to be inefficient.
1314 */
1315
1317 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1318 /* I would have thought unhappiness should be taken into account
1319 * irrespectfully the city in which it will surface... -- GB */
1321 }
1322
1325
1327 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1328 punit_map = pf_map_new(&parameter);
1329
1330 if (MOVE_NONE == punit_class->adv.sea_move) {
1331 /* We need boat to move over sea. */
1332 ferryboat = unit_transport_get(punit);
1333
1334 /* First check if we can use the boat we are currently loaded to. */
1335 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1336 /* No, we cannot control current boat */
1337 ferryboat = NULL;
1338 }
1339
1340 if (NULL == ferryboat) {
1341 /* Try to find new boat */
1342 ferryboat = player_unit_by_number(pplayer,
1343 aiferry_find_boat(ait, punit, 1, NULL));
1344 }
1345
1347 harbor = TRUE;
1348 }
1349 }
1350
1351 if (NULL != ferryboat) {
1352 boattype = unit_type_get(ferryboat);
1353 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1354 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1355 ferry_map = pf_map_new(&parameter);
1356 } else {
1358 if (NULL == boattype) {
1359 /* We pretend that we can have the simplest boat to stimulate tech. */
1361 }
1362 if (NULL != boattype && harbor) {
1363 /* Let's simulate a boat at 'punit' position. */
1365 punit_tile, pplayer);
1366 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1367 ferry_map = pf_map_new(&parameter);
1368 } else {
1369 ferry_map = NULL;
1370 }
1371 }
1372
1374
1376 /* For the virtual unit case, which is when we are called to evaluate
1377 * which units to build, we want to calculate in danger and which
1378 * players we want to make war with in the future. We do _not_ want
1379 * to do this when actually making attacks. */
1380 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1381 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1382 continue; /* Not an enemy. */
1383 }
1384
1385 city_list_iterate(aplayer->cities, acity) {
1386 struct tile *atile = city_tile(acity);
1387
1390 /* Can't attack this city. It is on land. */
1391 continue;
1392 }
1393
1394 if (handicap && !map_is_known(atile, pplayer)) {
1395 /* Can't see it */
1396 continue;
1397 }
1398
1400 go_by_boat = FALSE;
1401 move_time = pos.turn;
1402 } else if (NULL == ferry_map) {
1403 continue; /* Impossible to handle. */
1404 } else {
1405 struct tile *dest, *beach;
1406
1407 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1408 boattype, &dest, &beach)) {
1409 continue; /* Impossible to go by boat. */
1410 }
1411 if (!pf_map_position(ferry_map, dest, &pos)) {
1413 continue;
1414 }
1415 move_time = pos.turn; /* Sailing time. */
1416 if (dest != beach) {
1417 move_time++; /* Land time. */
1418 }
1419 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1420 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1421 move_time += pos.turn; /* Time to reach the boat. */
1422 } else {
1423 continue; /* Cannot reach the boat. */
1424 }
1425 }
1426 go_by_boat = TRUE;
1427 }
1428
1433 } else {
1434 pdefender = NULL;
1435 vulnerability = 0;
1436 benefit = 0;
1437 }
1438
1439 if (1 < move_time) {
1441
1442 if (def_type) {
1446 if (v > vulnerability) {
1447 /* They can build a better defender! */
1448 vulnerability = v;
1450 }
1451 }
1452 }
1453
1455
1456 reserves = (acity_data->invasion.attack
1457 - unit_list_size(acity->tile->units));
1458
1459 if (punit->id == 0) {
1460 /* Real unit would add to reserves once built. */
1463 reserves++;
1464 } else {
1465 reserves += punit_type->move_rate;
1466 }
1467 }
1468
1469 if (0 < reserves && (can_occupy
1470 || 0 < acity_data->invasion.occupy)) {
1471 /* There are units able to occupy the city after all defenders
1472 * are killed! */
1473 benefit += acity_data->worth * reserves / 5;
1474 }
1475
1476 attack = attack_value + acity_data->attack;
1477 attack *= attack;
1478 /* Avoiding handling upkeep aggregation this way -- Syela */
1479
1480 /* AI was not sending enough reinforcements to totally wipe out a city
1481 * and conquer it in one turn.
1482 * This variable enables total carnage. -- Syela */
1484
1485 if (!can_occupy && NULL == pdefender) {
1486 /* Nothing there to bash and we can't occupy!
1487 * Not having this check caused warships yoyoing */
1488 want = 0;
1489 } else if (10 < move_time) {
1490 /* Too far! */
1491 want = 0;
1492 } else if (can_occupy && 0 == acity_data->invasion.occupy
1493 && (0 < acity_data->invasion.attack
1494 || victim_count == 0)) {
1495 /* Units able to occupy really needed there! */
1496 want = bcost * SHIELD_WEIGHTING;
1497 } else {
1498 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1500 }
1503 /* Build_cost of ferry. */
1504 needferry = (go_by_boat && NULL == ferryboat
1506 /* FIXME: add time to build the ferry? */
1508 want, MAX(1, move_time),
1510
1511 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1512 if (0 >= want && 0 == punit->id && 0 >= best) {
1516 MAX(1, move_time),
1518
1519 if (bk_e > bk) {
1520 *pdest_tile = atile;
1521 if (NULL != pferrymap) {
1523 }
1524 if (NULL != pferryboat) {
1525 *pferryboat = go_by_boat ? ferryboat : NULL;
1526 }
1527 if (NULL != pboattype) {
1529 }
1530 if (NULL != pmove_time) {
1532 }
1533 goto_dest_tile = (go_by_boat && NULL != ferryboat
1534 ? unit_tile(ferryboat) : atile);
1535 bk = bk_e;
1536 }
1537 }
1538 /* END STEAM-ENGINES KLUGE */
1539
1540 if (0 != punit->id
1541 && NULL != ferryboat
1542 && punit_class->adv.sea_move == MOVE_NONE) {
1544 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1545 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1546 ", best = " ADV_WANT_PRINTF ")",
1547 __FUNCTION__, unit_rule_name(ferryboat),
1548 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1549 TILE_XY(atile), go_by_boat, move_time, want, best);
1550 }
1551
1552 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1553 /* Yes, we like this target */
1554 best = want;
1555 *pdest_tile = atile;
1556 if (NULL != pferrymap) {
1558 }
1559 if (NULL != pferryboat) {
1560 *pferryboat = go_by_boat ? ferryboat : NULL;
1561 }
1562 if (NULL != pboattype) {
1564 }
1565 if (NULL != pmove_time) {
1567 }
1568 goto_dest_tile = (go_by_boat && NULL != ferryboat
1569 ? unit_tile(ferryboat) : atile);
1570 }
1572
1574 /* I'm not sure the following code is good but it seems to be adequate.
1575 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1576 * -- Syela */
1578 struct tile *atile = unit_tile(aunit);
1579
1580 if (NULL != tile_city(atile)) {
1581 /* already dealt with it. */
1582 continue;
1583 }
1584
1585 if (handicap && !map_is_known(atile, pplayer)) {
1586 /* Can't see the target. */
1587 continue;
1588 }
1589
1591 && 0 == punit->id) {
1592 /* We will not build units just to chase caravans and
1593 * ambassadors. */
1594 continue;
1595 }
1596
1597 /* We have to assume the attack is diplomatically ok.
1598 * We cannot use can_player_attack_tile, because we might not
1599 * be at war with aplayer yet */
1601 || aunit != get_defender(nmap, punit, atile, NULL)) {
1602 /* We cannot attack it, or it is not the main defender. */
1603 continue;
1604 }
1605
1607 /* Cannot reach it. */
1608 continue;
1609 }
1610
1613
1614 move_time = pos.turn;
1615 if (10 < move_time) {
1616 /* Too far. */
1617 want = 0;
1618 } else {
1619 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1620 /* Take into account maintenance of the unit. */
1621 /* FIXME: Depends on the government. */
1622 want -= move_time * SHIELD_WEIGHTING;
1623 /* Take into account unhappiness
1624 * (costs 2 luxuries to compensate). */
1625 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1626 }
1628 want, MAX(1, move_time), bcost_bal);
1629 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1630 best = want;
1631 *pdest_tile = atile;
1632 if (NULL != pferrymap) {
1633 *pferrymap = NULL;
1634 }
1635 if (NULL != pferryboat) {
1636 *pferryboat = NULL;
1637 }
1638 if (NULL != pboattype) {
1639 *pboattype = NULL;
1640 }
1641 if (NULL != pmove_time) {
1643 }
1645 }
1648
1649 if (NULL != ppath) {
1652 }
1653
1655 if (NULL != ferry_map
1656 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1658 }
1659
1661
1662 return best;
1663}
1664
1665/**********************************************************************/
1674{
1675 struct pf_parameter parameter;
1676 struct pf_map *pfm;
1677 struct player *pplayer = unit_owner(punit);
1678 struct city *pcity, *best_city = NULL;
1679 int best = FC_INFINITY, cur;
1680 const struct civ_map *nmap = &(wld.map);
1681
1682 pft_fill_unit_parameter(&parameter, nmap, punit);
1683 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1684 pfm = pf_map_new(&parameter);
1685
1686 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1687 if (move_cost > best) {
1688 /* We already found a better city. No need to continue. */
1689 break;
1690 }
1691
1692 pcity = tile_city(ptile);
1693 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1694 continue;
1695 }
1696
1697 /* Score based on the move cost. */
1698 cur = move_cost;
1699
1700 /* Note the unit owner may be different from the city owner. */
1701 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1703 EFT_HP_REGEN)) {
1704 /* If we cannot regen fast our hit points here, let's make some
1705 * penalty. */
1706 cur *= 3;
1707 }
1708
1709 if (cur < best) {
1710 best_city = pcity;
1711 best = cur;
1712 }
1714
1716 return best_city;
1717}
1718
1719/**********************************************************************/
1725 struct player *pplayer,
1726 struct unit *punit)
1727{
1728 struct city *pc;
1729 bool only_continent = TRUE;
1730
1731 if (unit_transported(punit)) {
1732 /* If we are in transport, we can go to any continent.
1733 * Actually, we are not currently in a continent where to stay. */
1735 }
1736
1737 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1740 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1741 city_name_get(pc));
1742 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1743 } else {
1744 struct unit *ferry = NULL;
1745
1746 if (unit_transported(punit)) {
1747 ferry = unit_transport_get(punit);
1748
1749 /* We already are in a boat so it needs no
1750 * free capacity */
1751 if (!is_boat_free(ait, ferry, punit, 0)) {
1752 /* We cannot control our ferry. */
1753 ferry = NULL;
1754 }
1755 } else {
1756 /* We are not in a boat yet. Search for one. */
1758 if (is_boat_free(ait, aunit, punit, 1)
1760 ferry = aunit;
1761 break;
1762 }
1764 }
1765
1766 if (ferry) {
1767 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1768 city_name_get(pc));
1769 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1770 } else {
1771 /* This is not an error. Somebody else might be in charge
1772 * of the ferry. */
1773 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1774 }
1775 }
1776 } else {
1777 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1778 }
1779}
1780
1781/**********************************************************************/
1787static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1788 struct unit *punit)
1789{
1790 struct tile *dest_tile;
1791 int id = punit->id;
1792 int ct = 10;
1793 struct city *pcity = NULL;
1794
1796
1797 /* Barbarians pillage, and might keep on doing that so they sometimes
1798 * even finish it. */
1799 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1800 && fc_rand(2) == 1) {
1801 return;
1802 }
1803
1804 /* First find easy nearby enemies, anything better than pillage goes.
1805 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1806 * until it runs out of targets. */
1807 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1808 * conquered cities.
1809 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1810 * of moves too.*/
1812 return; /* we died */
1813 }
1814
1815 if (punit->moves_left <= 0) {
1816 return;
1817 }
1818
1819 /* Main attack loop */
1820 do {
1821 struct tile *start_tile = unit_tile(punit);
1822 struct pf_path *path;
1823 struct unit *ferryboat;
1824
1825 /* Then find enemies the hard way */
1826 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1827 NULL, &ferryboat, NULL, NULL);
1828 if (!same_pos(unit_tile(punit), dest_tile)) {
1829 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1830 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1831
1832 /* Adjacent and can't attack usually means we are not marines
1833 * and on a ferry. This fixes the problem (usually). */
1834 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1835 TILE_XY(dest_tile));
1836
1837 /* Set ACTIVITY_GOTO more permanently than just inside
1838 * adv_follow_path(). This way other units will know we're
1839 * on our way even if we don't reach target yet. */
1840 punit->goto_tile = dest_tile;
1842 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1843 /* Died. */
1844 pf_path_destroy(path);
1845 return;
1846 }
1847 if (NULL != ferryboat) {
1848 /* Need a boat. */
1849 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1850 pf_path_destroy(path);
1851 return;
1852 }
1853 if (0 >= punit->moves_left) {
1854 /* No moves left. */
1855 pf_path_destroy(path);
1856 return;
1857 }
1858
1859 /* Either we're adjacent or we sitting on the tile. We might be
1860 * sitting on the tile if the enemy that _was_ sitting there
1861 * attacked us and died _and_ we had enough movement to get there */
1862 if (same_pos(unit_tile(punit), dest_tile)) {
1863 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1864 TILE_XY(dest_tile));
1865 pf_path_destroy(path);
1866 break;
1867 }
1868 }
1869
1870 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1871 /* Close combat. fstk sometimes want us to attack an adjacent
1872 * enemy that rampage wouldn't */
1873 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1874 TILE_XY(dest_tile));
1875 if (!dai_unit_attack(ait, punit, dest_tile)) {
1876 /* Died */
1877 pf_path_destroy(path);
1878 return;
1879 }
1880 } else if (!same_pos(start_tile, unit_tile(punit))) {
1881 /* Got stuck. Possibly because of adjacency to an
1882 * enemy unit. Perhaps we are in luck and are now next to a
1883 * tempting target? Let's find out... */
1886 pf_path_destroy(path);
1887 return;
1888 }
1889
1890 } else {
1891 /* FIXME: This happens a bit too often! */
1892 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1893 /* No worthy enemies found, so abort loop */
1894 ct = 0;
1895 }
1896 pf_path_destroy(path);
1897
1898 ct--; /* infinite loops from railroads must be stopped */
1899 } while (punit->moves_left > 0 && ct > 0);
1900
1901 /* Cleanup phase */
1902 if (punit->moves_left == 0) {
1903 return;
1904 }
1906 if (pcity != NULL
1907 && (dai_is_ferry(punit, ait)
1908 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1909 /* Go somewhere safe */
1910 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1911 (void) dai_unit_goto(ait, punit, pcity->tile);
1912 } else if (!is_barbarian(pplayer)) {
1913 /* Nothing else to do, so try exploring. */
1914 switch (manage_auto_explorer(punit)) {
1915 case MR_DEATH:
1916 /* don't use punit! */
1917 return;
1918 case MR_OK:
1919 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1920 break;
1921 default:
1922 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1923 break;
1924 };
1925 } else {
1926 /* You can still have some moves left here, but barbarians should
1927 not sit helplessly, but advance towards nearest known enemy city */
1928 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1929 dai_military_attack_barbarian(ait, pplayer, punit);
1930 }
1931 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1932 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1933 dai_military_defend(ait, pplayer, punit);
1934 }
1935}
1936
1937/**********************************************************************/
1941static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1942{
1943 bool alive = TRUE;
1944 int ferryboat = 0;
1945 struct pf_path *path_to_ferry = NULL;
1946
1947 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1948 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1949 /* going to meet the boat */
1950 if ((ferryboat <= 0)) {
1952 "in find_boat_for_unit cannot find any boats.");
1953 /* if we are undefended on the country side go to a city */
1955 if (current_city == NULL) {
1957 if (city_near != NULL) {
1959 }
1960 }
1961 } else {
1962 if (path_to_ferry != NULL) {
1964 /* Died. */
1967 alive = FALSE;
1968 } else {
1971 alive = TRUE;
1972 }
1973 }
1974 }
1975 return alive;
1976}
1977
1978/**********************************************************************/
1987 struct tile *ctile, struct tile *ptile)
1988{
1989 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1990 bool lm = MOVE_NONE != pclass->adv.land_move,
1991 sm = MOVE_NONE != pclass->adv.sea_move;
1992 struct civ_map *pmap = &(wld.map);
1993
1994 if (lm && sm) {
1995 return FALSE;
1996 }
1997
1998 /* We could use adjc_iterate() but likely often tiles are on the same
1999 * continent and it will be more time to find where they connect */
2002
2003 if (is_ocean_tile(atile) ? sm : lm) {
2004 iterate_outward(pmap, ptile, 1, btile) {
2005 if (tile_continent(btile) == acont) {
2006 return FALSE;
2007 }
2009 }
2011
2012 if (is_tiles_adjacent(ctile, ptile)) {
2013 return FALSE;
2014 }
2015
2016 return TRUE;
2017}
2018
2019/**********************************************************************/
2025static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2026 struct unit *punit,
2027 const struct city *dest_city,
2028 bool help_wonder,
2029 bool required_boat, bool request_boat)
2030{
2031 bool alive = TRUE;
2032 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2033 const struct civ_map *nmap = &(wld.map);
2034
2036
2037 /* if we're not there yet, and we can move, move... */
2038 if (!same_pos(dest_city->tile, unit_tile(punit))
2039 && punit->moves_left != 0) {
2040 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2044 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2045 required_boat ? "with a boat" : "");
2046 if (required_boat) {
2047 /* to trade with boat */
2048 if (request_boat) {
2049 /* Try to find new boat */
2051 } else {
2052 /* if we are not being transported then ask for a boat again */
2053 alive = TRUE;
2056 unit_tile(punit), dest_city->tile)) {
2058 }
2059 }
2060 if (alive) {
2061 /* FIXME: sometimes we get FALSE here just because
2062 * a trireme that we've boarded can't go over an ocean. */
2063 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2064 }
2065 } else {
2066 /* to trade without boat */
2068 }
2069 }
2070
2071 /* if moving didn't kill us, and we got to the destination, handle it. */
2072 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2073 /* release the boat! */
2074 if (unit_transported(punit)) {
2076 }
2078 punit, dest_city)) {
2079 /*
2080 * We really don't want to just drop all caravans in immediately.
2081 * Instead, we want to aggregate enough caravans to build instantly.
2082 * -AJS, 990704
2083 */
2084 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2087 punit->id,
2090 unit_do_action(pplayer, punit->id, dest_city->id,
2091 0, "", ACTION_HELP_WONDER);
2093 punit, dest_city)) {
2094 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2097 punit->id,
2100 unit_do_action(pplayer, punit->id, dest_city->id,
2101 0, "", ACTION_TRADE_ROUTE);
2103 punit, dest_city)) {
2104 /* Get the one time bonus. */
2105 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2108 punit->id,
2111 unit_do_action(pplayer, punit->id, dest_city->id,
2112 0, "", ACTION_MARKETPLACE);
2113 } else {
2114 enum log_level level = LOG_NORMAL;
2115
2116 if (help_wonder) {
2117 /* A Caravan ordered to help build wonder may arrive after
2118 * enough shields to build the wonder is produced. */
2120 }
2121
2123 "%s %s[%d](%d,%d) unable to trade with %s",
2126 punit->id,
2129 }
2130 }
2131}
2132
2133/**********************************************************************/
2137static void caravan_optimize_callback(const struct caravan_result *result,
2138 void *data)
2139{
2140 const struct unit *caravan = data;
2141
2142 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2144 unit_rule_name(caravan),
2145 caravan->id,
2146 TILE_XY(unit_tile(caravan)),
2147 city_name_get(result->src),
2148 result->help_wonder ? "wonder in" : "trade to",
2149 city_name_get(result->dest),
2150 result->value);
2151}
2152
2153/**********************************************************************/
2157 struct unit *punit)
2158{
2159 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2160 struct city *phome_city = NULL;
2161 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2162
2163 if ((unit_data->task != AIUNIT_NONE)) {
2164 src = unit_tile(punit);
2166 if (phome_city != NULL) {
2168 }
2169 dest = punit->goto_tile;
2170
2171 if (src == NULL || dest == NULL) {
2172 return FALSE;
2173 }
2174
2175 /* If we have a home continent, and are not there.
2176 * (FIXME: well, why?)
2177 * (I guess because home continent is which we were supposed to leave,
2178 * not the target continent) */
2179 if (src_home_city != NULL
2181 return FALSE;
2182 }
2183
2184 if (!goto_is_sane(punit, dest)) {
2185 if (unit_transported(punit)) {
2186 /* If we're being transported */
2187 return FALSE;
2188 }
2189 if ((punit->birth_turn + 15 < game.info.turn)) {
2190 /* We are tired of waiting */
2192
2193 if (ferrys <= 0) {
2194 /* There are no ferrys available... give up */
2195 return TRUE;
2196 } else {
2197 if (punit->birth_turn + 20 < game.info.turn) {
2198 /* We are fed up! */
2199 return TRUE;
2200 }
2201 }
2202 }
2203 }
2204 }
2205
2206 return FALSE;
2207}
2208
2209/**********************************************************************/
2216 struct unit *punit)
2217{
2219 Continent_id continent;
2220
2221 fc_assert(pcity != NULL);
2222
2223 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2224 /* There is just no possible transporters. */
2225 return FALSE;
2226 }
2227 continent = tile_continent(pcity->tile);
2228
2229 /* Look for proper destination city at different continent. */
2230 city_list_iterate(pplayer->cities, acity) {
2232 if (tile_continent(acity->tile) != continent) {
2233 return TRUE;
2234 }
2235 }
2237
2239 if (aplayer == pplayer || !aplayer->is_alive) {
2240 continue;
2241 }
2242 if (pplayers_allied(pplayer, aplayer)) {
2243 city_list_iterate(aplayer->cities, acity) {
2245 if (tile_continent(acity->tile) != continent) {
2246 return TRUE;
2247 }
2248 }
2251 }
2252
2253 return FALSE;
2254}
2255
2256/**********************************************************************/
2260static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2261{
2262 struct city *nearest = NULL;
2263 int min_dist = FC_INFINITY;
2264 struct tile *current_loc = unit_tile(punit);
2266 bool alive = TRUE;
2267
2269 struct tile *ctile = city_tile(pcity);
2270
2271 if (tile_continent(ctile) == continent) {
2273
2274 if (this_dist < min_dist) {
2276 nearest = pcity;
2277 }
2278 }
2280
2281 if (nearest != NULL) {
2283 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2285 }
2286 }
2287
2288 return alive;
2289}
2290
2291/**********************************************************************/
2297static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2298 struct unit *punit)
2299{
2300 struct caravan_parameter parameter;
2301 struct caravan_result result;
2302 const struct city *homecity;
2303 const struct city *dest = NULL;
2304 struct unit_ai *unit_data;
2306 bool expect_boats = pclass->adv.ferry_types > 0;
2307 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2308 bool help_wonder = FALSE;
2309 bool required_boat = FALSE;
2310 bool request_boat = FALSE;
2312 const struct civ_map *nmap = &(wld.map);
2313
2315
2319 /* we only want units that can establish trade, enter marketplace or
2320 * help build wonders */
2321 return;
2322 }
2323
2325
2326 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2331
2332 homecity = game_city_by_number(punit->homecity);
2333 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2335 return;
2336 }
2337 homecity = game_city_by_number(punit->homecity);
2338 if (homecity == NULL) {
2339 return;
2340 }
2341 }
2342
2343 if ((unit_data->task == AIUNIT_TRADE
2344 || unit_data->task == AIUNIT_WONDER)) {
2345 /* We are moving to our destination */
2346 /* We check to see if our current goal is feasible */
2348 struct goods_type *pgood = unit_current_goods(punit, homecity);
2349
2350 if ((city_dest == NULL)
2352 || (unit_data->task == AIUNIT_TRADE
2353 && !(can_cities_trade(homecity, city_dest)
2355 pgood->replace_priority)))
2356 || (unit_data->task == AIUNIT_WONDER
2357 /* Helping the (new) production is illegal. */
2359 || (unit_data->task == AIUNIT_TRADE
2364 punit, city_dest)))
2365 || (unit_data->task == AIUNIT_WONDER
2368 punit, city_dest))) {
2369 /* destination invalid! */
2371 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2374 } else {
2375 /* destination valid, are we tired of waiting for a boat? */
2379 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2383 } else {
2384 dest = city_dest;
2385 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2386 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2388 }
2389 }
2390 }
2391
2392 if (unit_data->task == AIUNIT_NONE) {
2393 if (homecity == NULL) {
2394 /* FIXME: We shouldn't bother in getting homecity for
2395 * caravan that will then be used for wonder building. */
2397 return;
2398 }
2399 homecity = game_city_by_number(punit->homecity);
2400 if (homecity == NULL) {
2401 return;
2402 }
2403 }
2404
2406 /* Make more trade with allies than other peaceful nations
2407 * by considering only allies 50% of the time.
2408 * (the other 50% allies are still considered, but so are other nations) */
2409 if (fc_rand(2)) {
2410 /* Be optimistic about development of relations with no-contact and
2411 * cease-fire nations. */
2412 parameter.allow_foreign_trade = FTL_NONWAR;
2413 } else {
2414 parameter.allow_foreign_trade = FTL_ALLIED;
2415 }
2416
2419 parameter.callback_data = punit;
2420 }
2422 parameter.ignore_transit_time = TRUE;
2423 }
2426 parameter.ignore_transit_time = FALSE;
2427 }
2428 caravan_find_best_destination(nmap, punit, &parameter, &result,
2429 !has_handicap(pplayer, H_MAP));
2430 if (result.dest != NULL) {
2431 /* We did find a new destination for the unit */
2432 dest = result.dest;
2433 help_wonder = result.help_wonder;
2434 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2435 request_boat = required_boat;
2437 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2438 dest->tile);
2439 } else {
2440 dest = NULL;
2441 }
2442 }
2443
2444 if (required_boat && !expect_boats) {
2445 /* Would require boat, but can't have them. Render destination invalid. */
2446 dest = NULL;
2447 }
2448
2449 if (dest != NULL) {
2450 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2451 required_boat, request_boat);
2452 return; /* that may have clobbered the unit */
2453 } else {
2454 /* We have nowhere to go! */
2455 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2459 /* Should we become a defensive unit? */
2460 }
2461}
2462
2463/**********************************************************************/
2468 struct unit *punit)
2469{
2470 struct player *pplayer = unit_owner(punit);
2471 struct city *pcity = tile_city(unit_tile(punit));
2472 struct city *safe = NULL;
2473 const struct unit_type *punittype = unit_type_get(punit);
2474 bool no_recovery;
2475
2477
2478 if (pcity != NULL) {
2479 /* Rest in the city until the hitpoints are recovered, but attempt
2480 * to protect city from attack (and be opportunistic too)*/
2483 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2484 } else {
2485 return; /* We died heroically defending our city */
2486 }
2487 } else {
2488 /* Goto to nearest city to recover hit points */
2489 /* Just before, check to see if we can occupy an undefended enemy city */
2492 return; /* Oops, we died */
2493 }
2494
2495 /* Find a city to stay and go there */
2497 if (safe) {
2498 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2500 if (!dai_unit_goto(ait, punit, safe->tile)) {
2501 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2502 return;
2503 }
2504 } else {
2505 /* Oops */
2506 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2508 dai_military_attack(ait, pplayer, punit);
2509 return;
2510 }
2511 }
2512
2513 /* Is the unit still damaged? If true, and could recover hit points, do so.
2514 * Don't wait if would be losing hitpoints that way! */
2516 if (punit->hp == punittype->hp) {
2517 no_recovery = TRUE;
2518 } else {
2520
2521 if (gain < 0) {
2522 no_recovery = TRUE;
2523 } else if (gain == 0 && !punit->moved) {
2524 /* Isn't gaining even though has not moved. */
2525 no_recovery = TRUE;
2526 }
2527 }
2528 if (no_recovery) {
2529 /* We are ready to go out and kick ass again */
2530 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2532 return;
2533 } else {
2534 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2535 }
2536}
2537
2538/**********************************************************************/
2542void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2543 struct player *pplayer, struct unit *punit)
2544{
2545 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2546 int id = punit->id;
2547
2549
2550 /* "Escorting" aircraft should not do anything. They are activated
2551 * by their transport or charge. We do _NOT_ set them to 'done'
2552 * since they may need be activated once our charge moves. */
2553 if (unit_data->task == AIUNIT_ESCORT
2555 return;
2556 }
2557
2560 && has_handicap(pplayer, H_AWAY)) {
2561 /* Don't move sentried or fortified units controlled by a player
2562 * in away mode. */
2563 unit_data->done = TRUE;
2564 return;
2565 }
2566
2567 /* Since military units re-evaluate their actions every turn,
2568 we must make sure that previously reserved ferry is freed. */
2570
2572 /* Try hunting with this unit */
2573 if (dai_hunter_qualify(pplayer, punit)) {
2574 int result, sanity = punit->id;
2575
2576 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2577 result = dai_hunter_manage(ait, pplayer, punit);
2580 return; /* Died */
2581 }
2582 if (result == -1) {
2583 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2585 return;
2586 } else if (result >= 1) {
2588 return; /* Done moving */
2589 } else if (unit_data->task == AIUNIT_HUNTER) {
2590 /* This should be very rare */
2592 }
2593 } else if (unit_data->task == AIUNIT_HUNTER) {
2595 }
2597
2598 /* Do we have a specific job for this unit? If not, we default
2599 * to attack. */
2600 dai_military_findjob(ait, nmap, pplayer, punit);
2601
2602 switch (unit_data->task) {
2603 case AIUNIT_AUTO_WORKER:
2604 case AIUNIT_BUILD_CITY:
2605 fc_assert(FALSE); /* This is not the place for this role */
2606 break;
2607 case AIUNIT_DEFEND_HOME:
2609 dai_military_defend(ait, pplayer, punit);
2611 break;
2612 case AIUNIT_ATTACK:
2613 case AIUNIT_NONE:
2615 dai_military_attack(ait, pplayer, punit);
2617 break;
2618 case AIUNIT_ESCORT:
2620 dai_military_bodyguard(ait, pplayer, punit);
2622 break;
2623 case AIUNIT_EXPLORE:
2624 switch (manage_auto_explorer(punit)) {
2625 case MR_DEATH:
2626 /* Don't use punit! */
2627 return;
2628 case MR_OK:
2629 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2630 break;
2631 default:
2632 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2633 break;
2634 };
2635 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2636 break;
2637 case AIUNIT_RECOVER:
2641 break;
2642 case AIUNIT_HUNTER:
2643 fc_assert(FALSE); /* Dealt with above */
2644 break;
2645 default:
2647 }
2648
2649 /* If we are still alive, either sentry or fortify. */
2650 if ((punit = game_unit_by_number(id))) {
2652 struct city *pcity = tile_city(unit_tile(punit));
2653
2654 if (unit_list_find(unit_tile(punit)->units,
2655 unit_data->ferryboat)) {
2657 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2658 /* We do not need to fortify in cities - we fortify and sentry
2659 * according to home defense setup, for easy debugging. */
2660 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2665 }
2666 } else {
2668 }
2669 }
2670 }
2671}
2672
2673/**********************************************************************/
2676static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2677 struct unit *punit)
2678{
2679 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2680
2682 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2683 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2684 if (unit_data->task == AIUNIT_NONE) {
2686 }
2687}
2688
2689/**********************************************************************/
2697void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2698 struct unit *punit)
2699{
2700 struct unit_ai *unit_data;
2701 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2702 bool is_ferry = FALSE;
2703 const struct unit_type *ptype;
2704 const struct civ_map *nmap = &(wld.map);
2705
2707
2708 /* Don't manage the unit if it is under human orders. */
2709 if (unit_has_orders(punit)) {
2711
2712 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2714 unit_data->done = TRUE;
2715 return;
2716 }
2717
2718 /* Check if we have lost our bodyguard. If we never had one, all
2719 * fine. If we had one and lost it, ask for a new one. */
2720 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2721 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2723 }
2724
2726
2727 if (punit->moves_left <= 0) {
2728 /* Can do nothing */
2729 unit_data->done = TRUE;
2730 return;
2731 }
2732
2733 is_ferry = dai_is_ferry(punit, ait);
2734
2736
2739 dai_manage_diplomat(ait, pplayer, punit);
2741 return;
2742 } else if (ptype->adv.worker
2744 dai_manage_settler(ait, pplayer, punit);
2745 return;
2750 dai_manage_caravan(ait, pplayer, punit);
2752 return;
2754 dai_manage_barbarian_leader(ait, pplayer, punit);
2755 return;
2758 dai_manage_paratrooper(ait, pplayer, punit);
2759 return;
2760 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2762 dai_manage_ferryboat(ait, pplayer, punit);
2764 return;
2765 } else if (utype_fuel(ptype)
2766 && unit_data->task != AIUNIT_ESCORT) {
2768 dai_manage_airunit(ait, pplayer, punit);
2770 return;
2771 } else if (is_losing_hp(punit)) {
2772 /* This unit is losing hitpoints over time */
2773
2774 /* TODO: We can try using air-unit code for helicopters, just
2775 * pretend they have fuel = HP / 3 or something. */
2776 unit_data->done = TRUE; /* we did our best, which was ...
2777 nothing */
2778 return;
2779 } else if (!is_special_unit(punit)) {
2781 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2782 dai_manage_military(ait, nmap, pplayer, punit);
2784 return;
2785 } else {
2786 /* what else could this be? -- Syela */
2787 switch (manage_auto_explorer(punit)) {
2788 case MR_DEATH:
2789 /* don't use punit! */
2790 break;
2791 case MR_OK:
2792 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2793 break;
2794 default:
2795 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2797 dai_military_defend(ait, pplayer, punit);
2798 break;
2799 };
2800 return;
2801 }
2802}
2803
2804/**********************************************************************/
2810static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2811{
2812 city_list_iterate(pplayer->cities, pcity) {
2813 /* The idea here is that we should never keep more than two
2814 * units in permanent defense. */
2815 int total_defense = 0;
2817 bool emergency = FALSE;
2818 int count = 0;
2823 int entertainers = 0;
2824 bool enough = FALSE;
2825
2828 entertainers += pcity->specialists[sp];
2829 }
2831
2832 martless_unhappy += entertainers; /* We want to use martial law instead
2833 * of entertainers. */
2834
2835 while (!enough
2838 && martless_unhappy > mart_each * count))) {
2839 int best_want = 0;
2840 struct unit *best = NULL;
2841 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2842
2844 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2845
2846 if ((unit_data->task == AIUNIT_NONE || emergency)
2847 && unit_data->task != AIUNIT_DEFEND_HOME
2848 && unit_owner(punit) == pplayer) {
2849 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2850
2851 if (want > best_want) {
2852 best_want = want;
2853 best = punit;
2854 }
2855 }
2857
2858 if (best == NULL) {
2859 if (defense_needed) {
2860 /* Ooops - try to grab any unit as defender! */
2861 if (emergency) {
2862 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2863 break;
2864 }
2865 emergency = TRUE;
2866 } else {
2867 break;
2868 }
2869 } else {
2870 const struct unit_type *btype = unit_type_get(best);
2871
2872 if ((martless_unhappy < mart_each * count
2873 || count >= mart_max || mart_each <= 0)
2874 && ((count >= 2
2875 && btype->attack_strength > btype->defense_strength)
2876 || (count >= 4
2877 && btype->attack_strength == btype->defense_strength))) {
2878 /* In this case attack would be better defense than fortifying
2879 * to city. */
2880 enough = TRUE;
2881 } else {
2882 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2883
2885 UNIT_LOG(loglevel, best, "Defending city");
2887 count++;
2888 }
2889 }
2890 }
2891 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2892 ", %d defenders (out of %d)", total_defense, total_attack, count,
2895}
2896
2897/**********************************************************************/
2905void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2906{
2908 dai_airlift(ait, pplayer);
2910
2911 /* Clear previous orders, if desirable, here. */
2912 unit_list_iterate(pplayer->units, punit) {
2913 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2914
2915 unit_data->done = FALSE;
2916 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2918 }
2920
2921 /* Find and set city defenders first - figure out which units are
2922 * allowed to leave home. */
2923 dai_set_defenders(ait, pplayer);
2924
2927 && !def_ai_unit_data(punit, ait)->done) {
2928 /* Though it is usually the passenger who drives the transport,
2929 * the transporter is responsible for managing its passengers. */
2930 dai_manage_unit(ait, pplayer, punit);
2931 }
2933}
2934
2935/**********************************************************************/
2941 const struct city *pcity)
2942{
2943 const struct impr_type *impr_req = NULL;
2944 const struct req_context context = {
2946 .city = pcity,
2947 .tile = city_tile(pcity),
2948 .unittype = putype,
2949 };
2950
2951 requirement_vector_iterate(&putype->build_reqs, preq) {
2953 /* Already there. */
2954 continue;
2955 }
2957 city_owner(pcity), pcity)) {
2958 /* The unit type can't be built at all. */
2959 return NULL;
2960 }
2961 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2962 /* This is (one of) the building(s) required. */
2963 impr_req = preq->source.value.building;
2964 }
2966
2967 return impr_req;
2968}
2969
2970/**********************************************************************/
2975 const struct unit_type *base)
2976{
2977 /* This is the real function: */
2978 do {
2979 base = base->obsoleted_by;
2980 if (base == test) {
2981 return TRUE;
2982 }
2983 } while (base);
2984 return FALSE;
2985}
2986
2987/**********************************************************************/
2992static void dai_manage_barbarian_leader(struct ai_type *ait,
2993 struct player *pplayer,
2994 struct unit *leader)
2995{
2997 struct pf_parameter parameter;
2998 struct pf_map *pfm;
2999 struct pf_reverse_map *pfrm;
3000 struct unit *worst_danger;
3001 int move_cost, best_move_cost;
3002 int body_guards;
3003 bool alive = TRUE;
3004 const struct civ_map *nmap = &(wld.map);
3005
3007
3008 if (leader->moves_left == 0
3010 && 1 < unit_list_size(leader_tile->units))) {
3012
3013 return;
3014 }
3015
3016 if (is_boss_of_boat(ait, leader)) {
3017 /* We are in charge. Of course, since we are the leader...
3018 * But maybe somebody more militaristic should lead our ship to battle! */
3019
3020 /* First release boat from leaders lead */
3022
3026 && warrior->moves_left > 0) {
3027 /* This seems like a good warrior to lead us in to conquest! */
3028 dai_manage_unit(ait, pplayer, warrior);
3029
3030 /* If we reached our destination, ferryboat already called
3031 * ai_manage_unit() for leader. So no need to continue here.
3032 * Leader might even be dead.
3033 * If this return is removed, surrounding unit_list_iterate()
3034 * has to be replaced with unit_list_iterate_safe()*/
3035 return;
3036 }
3038 }
3039
3040 /* If we are not in charge of the boat, continue as if we
3041 * were not in a boat - we may want to leave the ship now. */
3042
3043 /* Check the total number of units able to protect our leader. */
3044 body_guards = 0;
3045 unit_list_iterate(pplayer->units, punit) {
3048 body_guards++;
3049 }
3051
3052 if (0 < body_guards) {
3053 pft_fill_unit_parameter(&parameter, nmap, leader);
3054 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3055 pfm = pf_map_new(&parameter);
3056
3057 /* Find the closest body guard.
3058 * FIXME: maybe choose the strongest too? */
3059 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3060 unit_list_iterate(ptile->units, punit) {
3061 if (unit_owner(punit) == pplayer
3064 struct pf_path *path = pf_map_path(pfm, ptile);
3065
3066 adv_follow_path(leader, path, ptile);
3067 pf_path_destroy(path);
3069 return;
3070 }
3073
3075 }
3076
3077 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3078
3079 /* Check for units we could fear. */
3080 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3081 !has_handicap(pplayer, H_MAP));
3084
3085 players_iterate(other_player) {
3086 if (other_player == pplayer) {
3087 continue;
3088 }
3089
3090 unit_list_iterate(other_player->units, punit) {
3092 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3093 best_move_cost = move_cost;
3095 }
3098
3100
3101 if (NULL == worst_danger) {
3103 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3104 return;
3105 }
3106
3108 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3109 pfm = pf_map_new(&parameter);
3111
3112 /* Try to escape. */
3113 do {
3115
3116 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3117 leader->moves_left);
3118
3121 continue;
3122 }
3123
3124 move_cost = pf_map_move_cost(pfm, near_tile);
3125 if (PF_IMPOSSIBLE_MC != move_cost
3126 && move_cost > best_move_cost) {
3128 "Barbarian leader: safest is (%d, %d), safeness %d",
3130 best_move_cost = move_cost;
3132 }
3134
3135 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3139 "Barbarian leader: reached the safest position.");
3142 return;
3143 }
3144
3146 if (alive) {
3148 /* Didn't move. No point to retry. */
3150 return;
3151 }
3153 }
3154 } while (alive && 0 < leader->moves_left);
3155
3157}
3158
3159/**********************************************************************/
3165void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3166 struct unit *punit,
3167 enum override_bool *result)
3168{
3169 int a = 0, d, db;
3170 struct player *pplayer = unit_owner(punit);
3171 struct city *pcity = tile_city(ptile);
3172 int extras_bonus = 0;
3173
3174 if (is_human(pplayer)) {
3175 /* Use advisors code for humans. */
3176 return;
3177 }
3178
3179 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3180 && !is_non_allied_unit_tile(ptile, pplayer,
3182 /* We will be safe in a friendly city */
3183 *result = OVERRIDE_FALSE;
3184 return;
3185 }
3186
3187 /* Calculate how well we can defend at (x,y) */
3188 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3190
3191 db += (db * extras_bonus) / 100;
3193
3194 adjc_iterate(&(wld.map), ptile, ptile1) {
3195 if (has_handicap(pplayer, H_FOG)
3196 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3197 /* We cannot see danger at (ptile1) => assume there is none */
3198 continue;
3199 }
3200 unit_list_iterate(ptile1->units, enemy) {
3201 if (pplayers_at_war(unit_owner(enemy), pplayer)
3203 == ATT_OK)
3205 == ATT_OK)) {
3207 if ((a * a * 10) >= d) {
3208 /* The enemies combined strength is too big! */
3209 *result = OVERRIDE_TRUE;
3210 return;
3211 }
3212 }
3215
3216 *result = OVERRIDE_FALSE;
3217}
3218
3219/**********************************************************************/
3222static void update_simple_ai_types(void)
3223{
3224 int i = 0;
3225
3228
3231 && !(pclass->adv.land_move == MOVE_NONE
3234 && punittype->transport_capacity < 8) {
3236 i++;
3237 }
3239
3241}
3242
3243/**********************************************************************/
3247{
3248 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3249 * cache; see the comment to struct unit_type *simple_ai_types at
3250 * the beginning of this file. */
3252
3254 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3255
3256 utai->low_firepower = FALSE;
3257 utai->ferry = FALSE;
3258 utai->missile_platform = FALSE;
3259 utai->carries_occupiers = FALSE;
3260 utai->potential_charges = unit_type_list_new();
3261
3264
3267
3268 /* Confirm firepower */
3270 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3272 if (utype_has_flag(penemy, pbonus->flag)) {
3273 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3274
3275 utai->low_firepower = TRUE;
3276 }
3278 }
3280
3281 /* Consider potential cargo */
3282 if (punittype->transport_capacity > 0) {
3283 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3284
3287
3290 utai->missile_platform = TRUE;
3291 } else if (pclass->adv.sea_move != MOVE_NONE
3292 && pcargo->adv.land_move != MOVE_NONE) {
3293 if (pcargo->adv.sea_move != MOVE_FULL) {
3294 utai->ferry = TRUE;
3295 } else {
3296 if (0 != utype_fuel(pctype)) {
3297 utai->ferry = TRUE;
3298 }
3299 }
3300 }
3301
3303 utai->carries_occupiers = TRUE;
3304 }
3305 }
3307 }
3308
3309 /* Consider potential charges */
3312
3313 if (0 < utype_fuel(punittype)
3314 && (0 == utype_fuel(pcharge)
3316 continue;
3317 }
3318
3319 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3320 if (chgcls == utype_class(pcharge)) {
3322 }
3324
3326 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3327 unit_type_list_append(utai->potential_charges, pcharge);
3328 }
3329
3332}
3333
3334/**********************************************************************/
3338{
3340 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3341
3342 if (utai == NULL) {
3343 continue;
3344 }
3346
3347 unit_type_list_destroy(utai->potential_charges);
3348 free(utai);
3350}
3351
3352/**********************************************************************/
3355void dai_unit_init(struct ai_type *ait, struct unit *punit)
3356{
3357 /* Make sure that contents of unit_ai structure are correctly initialized,
3358 * if you ever allocate it by some other mean than fc_calloc() */
3359 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3360
3361 unit_data->done = FALSE;
3362 unit_data->cur_pos = NULL;
3363 unit_data->prev_pos = NULL;
3364 unit_data->target = 0;
3365 BV_CLR_ALL(unit_data->hunted);
3366 unit_data->ferryboat = 0;
3367 unit_data->passenger = 0;
3368 unit_data->bodyguard = 0;
3369 unit_data->charge = 0;
3370
3372}
3373
3374/**********************************************************************/
3377void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3378{
3379 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3380
3382
3383 BV_CLR_ALL(unit_data->hunted);
3384}
3385
3386/**********************************************************************/
3389void dai_unit_close(struct ai_type *ait, struct unit *punit)
3390{
3391 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3392
3394
3397
3398 if (unit_data != NULL) {
3401 }
3402}
3403
3404/**********************************************************************/
3407void dai_unit_save(struct ai_type *ait, const char *aitstr,
3408 struct section_file *file,
3409 const struct unit *punit, const char *unitstr)
3410{
3411 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3412
3413 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3414 unitstr, aitstr);
3415 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3416 unitstr, aitstr);
3417 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3418 unitstr, aitstr);
3419 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3420 unitstr, aitstr);
3421}
3422
3423/**********************************************************************/
3426void dai_unit_load(struct ai_type *ait, const char *aitstr,
3427 const struct section_file *file,
3428 struct unit *punit, const char *unitstr)
3429{
3430 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3431
3432 unit_data->passenger
3433 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3434 unitstr, aitstr);
3435 unit_data->ferryboat
3436 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3437 unitstr, aitstr);
3438 unit_data->charge
3439 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3440 unitstr, aitstr);
3441 unit_data->bodyguard
3442 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3443 unitstr, aitstr);
3444}
3445
3451
3452/**********************************************************************/
3455static bool role_unit_cb(struct unit_type *ptype, void *data)
3456{
3457 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3459 const struct civ_map *nmap = &(wld.map);
3460
3461 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3462 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3463 return FALSE;
3464 }
3465
3466 if (cb_data->build_city == NULL
3467 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3468 return TRUE;
3469 }
3470
3471 return FALSE;
3472}
3473
3474/**********************************************************************/
3478 enum terrain_class tc)
3479{
3480 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3481
3483}
3484
3485/**********************************************************************/
3488bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3489 const struct unit *defender)
3490{
3491 struct pf_parameter parameter;
3492 struct pf_map *pfm;
3493 const struct tile *ptarget = unit_tile(defender);
3494 int max_move_cost = attacker->moves_left;
3495 bool able_to_strike = FALSE;
3496 const struct civ_map *nmap = &(wld.map);
3497
3498 pft_fill_unit_parameter(&parameter, nmap, attacker);
3499 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3500 pfm = pf_map_new(&parameter);
3501
3502 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3503 if (move_cost > max_move_cost) {
3504 break;
3505 }
3506
3507 if (ptile == ptarget) {
3509 break;
3510 }
3512
3514
3515 return able_to_strike;
3516}
3517
3518/**********************************************************************/
3521void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3522 struct tile *target, enum override_bool *allow)
3523{
3524 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3525
3526 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3528
3529 return;
3530 }
3531}
enum gen_action select_actres_action_unit_on_stack(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:7619
bool is_action_enabled_unit_on_city(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct city *target_city)
Definition actions.c:3079
static struct action * action_by_number(action_id act_id)
Definition actions.h:400
#define ACTION_NONE
Definition actions.h:59
#define TRADE_WEIGHTING
Definition advbuilding.h:21
#define SHIELD_WEIGHTING
Definition advbuilding.h:20
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:47
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:415
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:406
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:385
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:396
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:359
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:86
#define POWER_DIVIDER
Definition advtools.h:32
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aidiplomat.c:723
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition aiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition aiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aiferry.c:1113
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition aiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition aiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition aiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition aiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition aiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition aiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition aiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition aiguard.h:21
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:682
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1860
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:804
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_list_iterate(citylist, pcity)
Definition city.h:505
#define city_tile(_pcity_)
Definition city.h:561
@ CITIZEN_ANGRY
Definition city.h:268
@ CITIZEN_UNHAPPY
Definition city.h:267
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
@ FEELING_NATIONALITY
Definition city.h:279
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:717
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:76
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:492
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:821
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:287
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:435
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:90
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:42
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1306
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition daitools.c:429
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:817
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:605
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition daitools.c:643
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition daitools.c:1441
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition daitools.c:755
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition daitools.c:76
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition daitools.c:117
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition daitools.c:244
void dai_unit_save(struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr)
Definition daiunit.c:3407
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1053
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:885
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:2260
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:2025
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:733
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3246
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile)
Definition daiunit.c:445
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1724
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:1099
static void update_simple_ai_types(void)
Definition daiunit.c:3222
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2940
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3521
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2542
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1941
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:3488
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2974
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:667
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1025
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2905
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2297
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:1177
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2810
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2697
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:748
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3455
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1787
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3377
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2676
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:2156
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:488
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:867
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1673
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2992
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2467
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:555
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:3355
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3165
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1986
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:3426
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2137
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3389
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3337
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3477
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:979
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:634
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2215
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
@ AIUNIT_BUILD_CITY
Definition daiunit.h:27
@ AIUNIT_NONE
Definition daiunit.h:27
@ AIUNIT_ATTACK
Definition daiunit.h:28
@ AIUNIT_EXPLORE
Definition daiunit.h:29
@ AIUNIT_HUNTER
Definition daiunit.h:29
@ AIUNIT_AUTO_WORKER
Definition daiunit.h:27
@ AIUNIT_RECOVER
Definition daiunit.h:29
@ AIUNIT_TRADE
Definition daiunit.h:30
@ AIUNIT_DEFEND_HOME
Definition daiunit.h:28
@ AIUNIT_ESCORT
Definition daiunit.h:28
@ AIUNIT_WONDER
Definition daiunit.h:30
#define RAMPAGE_ANYTHING
Definition daiunit.h:85
#define RAMPAGE_FREE_CITY_OR_BETTER
Definition daiunit.h:87
#define INVASION_ATTACK
Definition daiunit.h:81
#define INVASION_OCCUPY
Definition daiunit.h:80
#define RAMPAGE_HUT_OR_BETTER
Definition daiunit.h:86
#define DEFENSE_POWER(ptype)
Definition daiunit.h:66
#define IS_ATTACKER(ptype)
Definition daiunit.h:70
#define BODYGUARD_RAMPAGE_THRESHOLD
Definition daiunit.h:88
#define ATTACK_POWER(ptype)
Definition daiunit.h:68
static void attack(QVariant data1, QVariant data2)
Definition dialogs.cpp:3054
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2976
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:1031
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1062
@ RPT_CERTAIN
Definition fc_types.h:534
@ AUT_AUTO_WORKER
Definition fc_types.h:230
#define ADV_WANT_PRINTF
Definition fc_types.h:1063
@ O_LUXURY
Definition fc_types.h:102
signed short Continent_id
Definition fc_types.h:232
override_bool
Definition fc_types.h:95
@ OVERRIDE_TRUE
Definition fc_types.h:95
@ OVERRIDE_FALSE
Definition fc_types.h:95
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1076
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1085
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:373
#define iterate_outward_end
Definition map.h:377
#define adjc_iterate_end
Definition map.h:439
static int index_to_map_pos_y(int mindex)
Definition map.h:772
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:397
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:434
#define square_iterate_end
Definition map.h:400
static int index_to_map_pos_x(int mindex)
Definition map.h:759
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:350
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:362
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:522
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:919
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:843
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:952
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:894
void pft_fill_utype_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit_type *punittype, struct tile *pstart_tile, struct player *pplayer)
Definition pf_tools.c:879
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1229
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1388
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_human(plr)
Definition player.h:231
#define fc_rand(_size)
Definition rand.h:56
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
bool is_req_active(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
Definition specialist.c:217
#define specialist_type_iterate_end
Definition specialist.h:79
#define specialist_type_iterate(sp)
Definition specialist.h:73
#define CITY_LOG(loglevel, pcity, msg,...)
Definition srv_log.h:83
#define LOGLEVEL_HUNT
Definition srv_log.h:35
#define UNIT_LOG(loglevel, punit, msg,...)
Definition srv_log.h:98
#define LOG_AI_TEST
Definition srv_log.h:38
@ AIT_RECOVER
Definition srv_log.h:68
@ AIT_FSTK
Definition srv_log.h:54
@ AIT_CARAVAN
Definition srv_log.h:56
@ AIT_RAMPAGE
Definition srv_log.h:71
@ AIT_ATTACK
Definition srv_log.h:66
@ AIT_HUNTER
Definition srv_log.h:57
@ AIT_BODYGUARD
Definition srv_log.h:69
@ AIT_DEFENDERS
Definition srv_log.h:55
@ AIT_AIRUNIT
Definition srv_log.h:60
@ AIT_FERRY
Definition srv_log.h:70
@ AIT_MILITARY
Definition srv_log.h:67
@ AIT_DIPLOMAT
Definition srv_log.h:59
@ AIT_AIRLIFT
Definition srv_log.h:58
@ TIMER_STOP
Definition srv_log.h:76
@ TIMER_START
Definition srv_log.h:76
#define TIMING_LOG(timer, activity)
Definition srv_log.h:125
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
unsigned int danger
Definition daicity.h:47
int bcost
Definition daicity.h:44
Definition ai.h:50
void(* callback)(const struct caravan_result *result, void *data)
Definition caravan.h:124
enum foreign_trade_limit allow_foreign_trade
Definition caravan.h:99
bool ignore_transit_time
Definition caravan.h:108
void * callback_data
Definition caravan.h:125
const struct city * src
Definition caravan.h:52
const struct city * dest
Definition caravan.h:53
bool help_wonder
Definition caravan.h:57
double value
Definition caravan.h:56
Definition city.h:317
struct adv_city * adv
Definition city.h:449
struct tile * tile
Definition city.h:319
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:177
struct civ_game::@32::@36 server
struct city_list * cities
Definition player.h:281
struct unit_list * units
Definition player.h:282
bool is_alive
Definition player.h:268
const struct player * player
enum terrain_class tc
Definition daiunit.c:3448
struct city * build_city
Definition daiunit.c:3449
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Continent_id continent
Definition tile.h:54
bool done
Definition daiunit.h:44
bv_unit_classes cargo
Definition unittype.h:563
struct veteran_system * veteran
Definition unittype.h:549
int move_rate
Definition unittype.h:522
Definition unit.h:140
enum unit_activity activity
Definition unit.h:159
int moves_left
Definition unit.h:152
int id
Definition unit.h:147
bool moved
Definition unit.h:176
bool debug
Definition unit.h:237
int hp
Definition unit.h:153
struct unit::@84::@87 server
struct tile * tile
Definition unit.h:142
struct unit_adv * adv
Definition unit.h:239
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:611
#define is_ocean_tile(ptile)
Definition terrain.h:197
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:233
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
#define tile_terrain(_tile)
Definition tile.h:115
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:93
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
struct goods_type * unit_current_goods(const struct unit *punit, const struct city *homecity)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2, int priority)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2353
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2473
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2291
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:204
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2544
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2246
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2744
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:401
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:411
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2956
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity, enum gen_action action)
Definition unit.c:913
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:315
bool is_special_unit(const struct unit *punit)
Definition unit.c:368
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2528
bool is_guard_unit(const struct unit *punit)
Definition unit.c:358
bool unit_has_orders(const struct unit *punit)
Definition unit.c:220
#define unit_tile(_pu)
Definition unit.h:407
#define unit_cargo_iterate_end
Definition unit.h:588
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:585
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:406
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:443
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6665
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3338
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6563
struct unit * unit_list_find(const struct unit_list *punitlist, int unit_id)
Definition unitlist.c:30
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
bool utype_action_takes_all_mp(const struct unit_type *putype, struct action *paction)
Definition unittype.c:1195
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2240
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2257
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1591
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:203
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1472
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1488
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2302
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2503
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:391
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:212
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:194
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:268
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2743
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:280
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2751
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1442
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:447
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:375
#define utype_class(_t_)
Definition unittype.h:754
#define utype_fuel(ptype)
Definition unittype.h:844
#define combat_bonus_list_iterate_end
Definition unittype.h:487
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:485
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:945
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:622
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:937
#define unit_type_iterate(_p)
Definition unittype.h:860
#define unit_type_list_iterate_end
Definition unittype.h:947
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:867
#define unit_class_list_iterate_end
Definition unittype.h:939