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 enum action_target_kind *kind)
449{
450 enum gen_action selected;
451 struct city *pcity;
452
454 punit, ptile))
455 != ACTION_NONE
457 punit, ptile))
458 != ACTION_NONE
460 punit, ptile))
461 != ACTION_NONE
463 punit, ptile))
464 != ACTION_NONE) {
465 if (kind != nullptr) {
466 *kind = ATK_STACK;
467 }
468
469 return selected;
470 }
471
473 punit, ptile))
474 != ACTION_NONE) {
475 if (kind != nullptr) {
476 *kind = ATK_TILE;
477 }
478
479 return selected;
480 }
481
482 pcity = tile_city(ptile);
483 if (pcity != nullptr) {
485 punit, pcity))
486 != ACTION_NONE) {
487 if (kind != nullptr) {
488 *kind = ATK_CITY;
489 }
490
491 return selected;
492 }
493 }
494
496 punit, ptile))
497 != ACTION_NONE) {
498 if (kind != nullptr) {
499 *kind = ATK_STACK;
500 }
501
502 return selected;
503 }
504
505 return ACTION_NONE;
506}
507
508/**********************************************************************/
524static int dai_rampage_want(struct unit *punit, struct tile *ptile)
525{
526 struct player *pplayer = unit_owner(punit);
527 struct unit *pdef;
528 struct civ_map *nmap = &(wld.map);
529
531
532 if (can_unit_attack_tile(punit, NULL, ptile)
533 && (pdef = get_defender(nmap, punit, ptile, NULL))
534 /* Action enablers might prevent attacking */
535 && dai_select_tile_attack_action(nmap, punit, ptile, nullptr) != ACTION_NONE) {
536 /* See description of kill_desire() about these variables. */
540
541 attack *= attack;
542
543 /* If the victim is in the city/fortress, we correct the benefit
544 * with our health because there could be reprisal attacks. We
545 * shouldn't send already injured units to useless suicide.
546 * Note that we do not specially encourage attacks against
547 * cities: rampage is a hit-n-run operation. */
548 if (!is_stack_vulnerable(ptile)
549 && unit_list_size(ptile->units) > 1) {
551 }
552
553 /* If we have non-zero attack rating... */
554 if (attack > 0 && is_my_turn(punit, pdef)) {
557
558 /* No need to amortize, our operation takes one turn. */
559 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
560 desire,
563
564 return MAX(0, desire);
565 }
566 } else if (0 == unit_list_size(ptile->units)) {
567 /* No defender. */
568 struct city *pcity = tile_city(ptile);
569
570 /* ...and free foreign city waiting for us. Who would resist! */
571 if (NULL != pcity
572 && pplayers_at_war(pplayer, city_owner(pcity))
575 }
576
577 /* ...or tiny pleasant hut here! */
578 /* FIXME: unhardcode and variate the desire to enter a hut. */
579 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
580 && is_native_tile(unit_type_get(punit), ptile)) {
581 return -RAMPAGE_HUT_OR_BETTER;
582 }
583 }
584
585 return 0;
586}
587
588/**********************************************************************/
591static struct pf_path *find_rampage_target(struct unit *punit,
592 int thresh_adj, int thresh_move)
593{
594 struct pf_map *tgt_map;
595 struct pf_path *path = NULL;
596 struct pf_parameter parameter;
597 /* Coordinates of the best target (initialize to silence compiler) */
598 struct tile *ptile = unit_tile(punit);
599 /* Want of the best target */
600 int max_want = 0;
601 struct player *pplayer = unit_owner(punit);
602 const struct civ_map *nmap = &(wld.map);
603
605 parameter.omniscience = !has_handicap(pplayer, H_MAP);
606 /* When trying to find rampage targets we ignore risks such as
607 * enemy units because we are looking for trouble!
608 * Hence no call ai_avoid_risks()
609 */
610
611 tgt_map = pf_map_new(&parameter);
613 int want;
614 bool move_needed;
615 int thresh;
616
617 if (move_cost > punit->moves_left) {
618 /* This is too far */
619 break;
620 }
621
622 if (has_handicap(pplayer, H_TARGETS)
623 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
624 /* The target is under fog of war */
625 continue;
626 }
627
629
630 /* Negative want means move needed even though the tiles are adjacent */
632 || want < 0);
633 /* Select the relevant threshold */
635 want = (want < 0 ? -want : want);
636
637 if (want > max_want && want > thresh) {
638 /* The new want exceeds both the previous maximum
639 * and the relevant threshold, so it's worth recording */
640 max_want = want;
641 ptile = iter_tile;
642 }
644
645 if (max_want > 0) {
646 /* We found something */
647 path = pf_map_path(tgt_map, ptile);
648 fc_assert(path != NULL);
649 }
650
652
653 return path;
654}
655
656/**********************************************************************/
671 int thresh_move)
672{
673 int count = punit->moves_left + 1; /* break any infinite loops */
674 struct pf_path *path = NULL;
675
678
680 /* This teaches the AI about the dangers inherent in occupychance. */
682
683 while (count-- > 0 && punit->moves_left > 0
685 if (!adv_unit_execute_path(punit, path)) {
686 /* Died */
687 count = -1;
688 }
689 pf_path_destroy(path);
690 path = NULL;
691 }
692
693 fc_assert(NULL == path);
694
696 return (count >= 0);
697}
698
699/**********************************************************************/
703static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
704 struct unit *punit)
705{
706 struct unit *aunit = aiguard_charge_unit(ait, punit);
707 struct city *acity = aiguard_charge_city(ait, punit);
708 struct tile *ptile;
709
711 CHECK_GUARD(ait, punit);
712
713 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
714 /* protect a unit */
715 if (aunit->goto_tile != NULL) {
716 /* Our charge is going somewhere: maybe we should meet them there */
717 /* FIXME: This probably isn't the best algorithm for this. */
719 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
720 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
721
722 if (me2goal < me2them
726 ptile = aunit->goto_tile;
727 } else {
728 ptile = unit_tile(aunit);
729 }
730 } else {
731 ptile = unit_tile(aunit);
732 }
733 } else if (acity && city_owner(acity) == unit_owner(punit)) {
734 /* protect a city */
735 ptile = acity->tile;
736 } else {
737 /* should be impossible */
738 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
740 return;
741 }
742
743 if (same_pos(unit_tile(punit), ptile)) {
744 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
745 } else {
746 if (goto_is_sane(punit, ptile)) {
747 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
748 if (!dai_gothere(ait, pplayer, punit, ptile)) {
749 /* We died */
750 return;
751 }
752 } else {
753 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
755 }
756 }
757 /* We might have stopped because of an enemy nearby.
758 * Perhaps we can kill it.*/
761 && same_pos(unit_tile(punit), ptile)) {
762 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
763 }
764}
765
766/**********************************************************************/
769static bool unit_role_defender(const struct unit_type *punittype)
770{
772}
773
774/**********************************************************************/
784adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
785 struct player *pplayer, struct unit *punit,
786 struct unit **aunit, struct city **acity)
787{
788 struct pf_parameter parameter;
789 struct pf_map *pfm;
790 struct city *pcity;
791 struct ai_city *data, *best_data = NULL;
793 int def, best_def = -1;
794 /* Arbitrary: 3 turns. */
795 const int max_move_cost = 3 * unit_move_rate(punit);
796
797 *aunit = NULL;
798 *acity = NULL;
799
800 if (0 == toughness) {
801 /* useless */
802 return 0;
803 }
804
805 pft_fill_unit_parameter(&parameter, nmap, punit);
806 parameter.omniscience = !has_handicap(pplayer, H_MAP);
807 pfm = pf_map_new(&parameter);
808
809 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
810 if (move_cost > max_move_cost) {
811 /* Consider too far. */
812 break;
813 }
814
815 pcity = tile_city(ptile);
816
817 /* Consider unit bodyguard. */
818 unit_list_iterate(ptile->units, buddy) {
819 const struct unit_type *ptype = unit_type_get(punit);
820 const struct unit_type *buddy_type = unit_type_get(buddy);
821
822 /* TODO: allied unit bodyguard? */
824 || unit_owner(buddy) != pplayer
825 || !aiguard_wanted(ait, buddy)
831
832 continue;
833 }
834
836 if (0 >= def) {
837 continue;
838 }
839
841 /* Reduce want based on move cost. We can't do this for
842 * transports since they move around all the time, leading
843 * to hilarious flip-flops. */
844 def >>= move_cost / (2 * unit_move_rate(punit));
845 }
846 if (def > best_def) {
847 *aunit = buddy;
848 *acity = NULL;
849 best_def = def;
850 }
852
853 /* City bodyguard. TODO: allied city bodyguard? */
854 if (ai_fuzzy(pplayer, TRUE)
855 && NULL != pcity
856 && city_owner(pcity) == pplayer
857 && (data = def_ai_city_data(pcity, ait))
858 && 0 < data->urgency) {
859 if (NULL != best_data
860 && (0 < best_data->grave_danger
861 || best_data->urgency > data->urgency
862 || ((best_data->danger > data->danger
863 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
864 && 0 == data->grave_danger))) {
865 /* Chances are we'll be between cities when we are needed the most!
866 * Resuming pf_map_move_costs_iterate()... */
867 continue;
868 }
869 def = (data->danger - assess_defense_quadratic(ait, pcity));
870 if (def <= 0) {
871 continue;
872 }
873 /* Reduce want based on move cost. */
874 def >>= move_cost / (2 * unit_move_rate(punit));
875 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
876 *acity = pcity;
877 *aunit = NULL;
878 best_def = def;
879 best_data = data;
880 }
881 }
883
885
886 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
889 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
891 : (NULL != *aunit ?
894 : (NULL != *aunit ?
896
897 return ((best_def * 100) / toughness);
898}
899
900/**********************************************************************/
904 const struct unit_type *followee,
905 struct ai_type *ait)
906{
907 struct unit_type_ai *utai = utype_ai_data(follower, ait);
908
909 unit_type_list_iterate(utai->potential_charges, pcharge) {
910 if (pcharge == followee) {
911 return TRUE;
912 }
914
915 return FALSE;
916}
917
918/**********************************************************************/
921static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
922 struct player *pplayer, struct unit *punit)
923{
924 const struct unit_type *punittype = unit_type_get(punit);
925 struct unit_ai *unit_data;
926
928
929 /* Keep barbarians aggressive and primitive */
930 if (is_barbarian(pplayer)) {
931 if (is_land_barbarian(pplayer)) {
933
935 /* Land barbarians pillage */
937 }
938 }
940
941 return;
942 }
943
945
946 /* If I am a bodyguard, check whether I can do my job. */
947 if (unit_data->task == AIUNIT_ESCORT
948 || unit_data->task == AIUNIT_DEFEND_HOME) {
950 }
951
952 if (aiguard_has_charge(ait, punit)
953 && unit_data->task == AIUNIT_ESCORT) {
954 struct unit *aunit = aiguard_charge_unit(ait, punit);
955 struct city *acity = aiguard_charge_city(ait, punit);
956 struct ai_city *city_data = NULL;
957
958 if (acity != NULL) {
960 }
961
962 /* Check if the city we are on our way to rescue is still in danger,
963 * or the unit we should protect is still alive... */
964 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
967 && city_data->urgency != 0
968 && city_data->danger > assess_defense_quadratic(ait, acity))) {
969 return; /* Yep! */
970 } else {
971 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
972 }
973 }
974
975 /* Is the unit badly damaged? */
976 if ((unit_data->task == AIUNIT_RECOVER
977 && punit->hp < punittype->hp)
978 || punit->hp < punittype->hp * 0.25) { /* WAG */
979 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
981 return;
982 }
983
986 /* This is a defending unit that doesn't need to stay put.
987 * It needs to defend something, but not necessarily where it's at.
988 * Therefore, it will consider becoming a bodyguard. -- Syela */
989 struct city *acity;
990 struct unit *aunit;
991
992 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
993 if (acity) {
996 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
997 } else if (aunit) {
1000 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
1001 }
1002 }
1004}
1005
1006/**********************************************************************/
1015static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
1016 struct unit *punit)
1017{
1018 struct city *pcity = aiguard_charge_city(ait, punit);
1019
1021
1022 if (!pcity || city_owner(pcity) != pplayer) {
1024 /* Do not stay defending an allied city forever */
1026 }
1027
1028 if (!pcity) {
1029 /* Try to find a place to rest. Sitting duck out in the wilderness
1030 * is generally a bad idea, since we protect no cities that way, and
1031 * it looks silly. */
1035 }
1036
1037 if (!pcity) {
1039 }
1040
1043 /* ... we survived */
1044 if (pcity) {
1045 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1046 if (same_pos(unit_tile(punit), pcity->tile)) {
1047 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1049 } else {
1050 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1051 }
1052 } else {
1053 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1054 }
1055 }
1056}
1057
1058/**********************************************************************/
1062 const struct unit_type *utype,
1063 int which)
1064{
1065 int attacks;
1066
1067 if (utype_action_takes_all_mp(utype,
1069 attacks = 1;
1070 } else {
1071 attacks = utype->move_rate;
1072 }
1073 city_data->invasion.attack += attacks;
1074 if (which == INVASION_OCCUPY) {
1075 city_data->invasion.occupy++;
1076 }
1077}
1078
1079/**********************************************************************/
1089static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1090 bool dest, int radius, int which)
1091{
1092 struct tile *ptile;
1093 struct player *pplayer = unit_owner(punit);
1094
1096
1097 if (dest) {
1099
1100 ptile = punit->goto_tile;
1101 } else {
1102 ptile = unit_tile(punit);
1103 }
1104
1105 square_iterate(&(wld.map), ptile, radius, tile1) {
1106 struct city *pcity = tile_city(tile1);
1107
1108 if (pcity
1110 && (dest || !has_defense(pcity))) {
1111 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1112
1113 /* Unit itself */
1115
1116 /* Cargo */
1117 unit_cargo_iterate(punit, cargo) {
1118 const struct unit_type *utype = unit_type_get(cargo);
1119
1120 if (IS_ATTACKER(utype)) {
1124 }
1126 }
1128
1129 return TRUE;
1130}
1131
1132/**********************************************************************/
1135bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1136 struct tile *dest_tile,
1137 const struct unit_type *cargo_type,
1138 const struct unit_type *ferry_type,
1139 struct tile **ferry_dest, struct tile **beachhead_tile)
1140{
1141 if (NULL == tile_city(dest_tile)
1143 /* Unit can directly go to 'dest_tile'. */
1144 struct tile *best_tile = NULL;
1146
1147 if (NULL != beachhead_tile) {
1148 *beachhead_tile = dest_tile;
1149 }
1150
1151 adjc_iterate(&(wld.map), dest_tile, ptile) {
1153 if (cost != PF_IMPOSSIBLE_MC
1154 && (NULL == best_tile || cost < best_cost)) {
1155 best_tile = ptile;
1156 best_cost = cost;
1157 }
1159
1160 if (NULL != ferry_dest) {
1162 }
1163
1164 return (PF_IMPOSSIBLE_MC != best_cost);
1165 } else {
1166 /* We need to find a beach around 'dest_tile'. */
1167 struct tile *best_tile = NULL, *best_beach = NULL;
1171
1172 tile_list_append(checked_tiles, dest_tile);
1173 adjc_iterate(&(wld.map), dest_tile, beach) {
1175 /* Can land there. */
1176 adjc_iterate(&(wld.map), beach, ptile) {
1177 if (!tile_list_search(checked_tiles, ptile)
1178 && !is_non_allied_unit_tile(ptile, pplayer,
1179 flagless_ferry)) {
1182 if (cost != PF_IMPOSSIBLE_MC
1183 && (NULL == best_tile || cost < best_cost)) {
1184 best_beach = beach;
1185 best_tile = ptile;
1186 best_cost = cost;
1187 }
1188 }
1190 }
1192
1194
1195 if (NULL != beachhead_tile) {
1197 }
1198 if (NULL != ferry_dest) {
1200 }
1201 return (PF_IMPOSSIBLE_MC != best_cost);
1202 }
1203}
1204
1205/**********************************************************************/
1213adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1214 struct unit *punit,
1215 struct tile **pdest_tile, struct pf_path **ppath,
1216 struct pf_map **pferrymap,
1217 struct unit **pferryboat,
1218 const struct unit_type **pboattype, int *pmove_time)
1219{
1220 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1221 struct pf_parameter parameter;
1222 struct pf_map *punit_map, *ferry_map;
1223 struct pf_position pos;
1225 const struct unit_type *punit_type = unit_type_get(punit);
1226 struct tile *punit_tile = unit_tile(punit);
1227 /* Type of our boat (a future one if ferryboat == NULL). */
1228 const struct unit_type *boattype = NULL;
1229 struct unit *ferryboat = NULL;
1230 struct city *pcity;
1231 struct ai_city *acity_data;
1232 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1233 bool handicap = has_handicap(pplayer, H_TARGETS);
1234 bool unhap = FALSE; /* Do we make unhappy citizen. */
1235 bool harbor = FALSE; /* Do we have access to sea? */
1236 bool go_by_boat; /* Whether we need a boat or not. */
1237 int vulnerability; /* Enemy defense rating. */
1238 adv_want benefit; /* Benefit from killing the target. */
1239 struct unit *pdefender; /* Enemy city defender. */
1240 int move_time; /* Turns needed to target. */
1241 int reserves;
1242 int attack; /* Our total attack value with reinforcements. */
1243 int victim_count; /* Number of enemies there. */
1244 int needferry; /* Cost of building a ferry boat. */
1245 /* This is a kluge, because if we don't set x and y with !punit->id,
1246 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1247 * never learning steam engine, even though ironclads would be very
1248 * useful. -- Syela */
1249 adv_want bk = 0;
1250 adv_want want; /* Want (amortized) of the operation. */
1251 adv_want best = 0; /* Best of all wants. */
1252 struct tile *goto_dest_tile = NULL;
1253 bool can_occupy;
1254 struct civ_map *nmap = &(wld.map);
1255
1256 /* Very preliminary checks. */
1258 if (NULL != pferrymap) {
1259 *pferrymap = NULL;
1260 }
1261 if (NULL != pferryboat) {
1262 *pferryboat = NULL;
1263 }
1264 if (NULL != pboattype) {
1265 *pboattype = NULL;
1266 }
1267 if (NULL != pmove_time) {
1268 *pmove_time = 0;
1269 }
1270 if (NULL != ppath) {
1271 *ppath = NULL;
1272 }
1273
1274 if (0 == attack_value) {
1275 /* A very poor attacker... probably low on HP. */
1276 return 0;
1277 }
1278
1280
1281
1282 /*** Part 1: Calculate targets ***/
1283
1284 /* This horrible piece of code attempts to calculate the attractiveness of
1285 * enemy cities as targets for our units, by checking how many units are
1286 * going towards it or are near it already. */
1287
1288 /* Reset enemy cities data. */
1290 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1291 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1292 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1293 continue;
1294 }
1295 city_list_iterate(aplayer->cities, acity) {
1296 struct ai_city *city_data = def_ai_city_data(acity, ait);
1297
1299 &city_data->attack,
1300 &city_data->bcost);
1301 city_data->invasion.attack = 0;
1302 city_data->invasion.occupy = 0;
1305
1306 /* Second, calculate in units on their way there, and mark targets for
1307 * invasion */
1308 unit_list_iterate(pplayer->units, aunit) {
1309 const struct unit_type *atype;
1310
1311 if (aunit == punit) {
1312 continue;
1313 }
1314
1316
1317 /* Dealing with invasion stuff */
1318 if (IS_ATTACKER(atype)) {
1319 if (aunit->activity == ACTIVITY_GOTO) {
1320 if (invasion_funct(ait, aunit, TRUE, 0,
1323 && (pcity = tile_city(aunit->goto_tile))) {
1324 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1325
1328 }
1329 }
1333 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1335 /* It's a transport with reinforcements */
1336 if (aunit->activity == ACTIVITY_GOTO) {
1338 }
1340 }
1342 /* end horrible initialization subroutine */
1343
1344
1345 /*** Part 2: Now pick one target ***/
1346
1347 /* We first iterate through all cities, then all units, looking
1348 * for a viable target. We also try to gang up on the target
1349 * to avoid spreading out attacks too widely to be inefficient.
1350 */
1351
1353 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1354 /* I would have thought unhappiness should be taken into account
1355 * irrespectfully the city in which it will surface... -- GB */
1357 }
1358
1361
1363 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1364 punit_map = pf_map_new(&parameter);
1365
1366 if (MOVE_NONE == punit_class->adv.sea_move) {
1367 /* We need boat to move over sea. */
1368 ferryboat = unit_transport_get(punit);
1369
1370 /* First check if we can use the boat we are currently loaded to. */
1371 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1372 /* No, we cannot control current boat */
1373 ferryboat = NULL;
1374 }
1375
1376 if (NULL == ferryboat) {
1377 /* Try to find new boat */
1378 ferryboat = player_unit_by_number(pplayer,
1379 aiferry_find_boat(ait, punit, 1, NULL));
1380 }
1381
1383 harbor = TRUE;
1384 }
1385 }
1386
1387 if (NULL != ferryboat) {
1388 boattype = unit_type_get(ferryboat);
1389 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1390 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1391 ferry_map = pf_map_new(&parameter);
1392 } else {
1394 if (NULL == boattype) {
1395 /* We pretend that we can have the simplest boat to stimulate tech. */
1397 }
1398 if (NULL != boattype && harbor) {
1399 /* Let's simulate a boat at 'punit' position. */
1401 punit_tile, pplayer);
1402 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1403 ferry_map = pf_map_new(&parameter);
1404 } else {
1405 ferry_map = NULL;
1406 }
1407 }
1408
1410
1412 /* For the virtual unit case, which is when we are called to evaluate
1413 * which units to build, we want to calculate in danger and which
1414 * players we want to make war with in the future. We do _not_ want
1415 * to do this when actually making attacks. */
1416 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1417 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1418 continue; /* Not an enemy. */
1419 }
1420
1421 city_list_iterate(aplayer->cities, acity) {
1422 struct tile *atile = city_tile(acity);
1423
1426 /* Can't attack this city. It is on land. */
1427 continue;
1428 }
1429
1430 if (handicap && !map_is_known(atile, pplayer)) {
1431 /* Can't see it */
1432 continue;
1433 }
1434
1436 go_by_boat = FALSE;
1437 move_time = pos.turn;
1438 } else if (NULL == ferry_map) {
1439 continue; /* Impossible to handle. */
1440 } else {
1441 struct tile *dest, *beach;
1442
1443 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1444 boattype, &dest, &beach)) {
1445 continue; /* Impossible to go by boat. */
1446 }
1447 if (!pf_map_position(ferry_map, dest, &pos)) {
1449 continue;
1450 }
1451 move_time = pos.turn; /* Sailing time. */
1452 if (dest != beach) {
1453 move_time++; /* Land time. */
1454 }
1455 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1456 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1457 move_time += pos.turn; /* Time to reach the boat. */
1458 } else {
1459 continue; /* Cannot reach the boat. */
1460 }
1461 }
1462 go_by_boat = TRUE;
1463 }
1464
1469 } else {
1470 pdefender = NULL;
1471 vulnerability = 0;
1472 benefit = 0;
1473 }
1474
1475 if (1 < move_time) {
1477
1478 if (def_type) {
1482 if (v > vulnerability) {
1483 /* They can build a better defender! */
1484 vulnerability = v;
1486 }
1487 }
1488 }
1489
1491
1492 reserves = (acity_data->invasion.attack
1493 - unit_list_size(acity->tile->units));
1494
1495 if (punit->id == 0) {
1496 /* Real unit would add to reserves once built. */
1499 reserves++;
1500 } else {
1501 reserves += punit_type->move_rate;
1502 }
1503 }
1504
1505 if (0 < reserves && (can_occupy
1506 || 0 < acity_data->invasion.occupy)) {
1507 /* There are units able to occupy the city after all defenders
1508 * are killed! */
1509 benefit += acity_data->worth * reserves / 5;
1510 }
1511
1512 attack = attack_value + acity_data->attack;
1513 attack *= attack;
1514 /* Avoiding handling upkeep aggregation this way -- Syela */
1515
1516 /* AI was not sending enough reinforcements to totally wipe out a city
1517 * and conquer it in one turn.
1518 * This variable enables total carnage. -- Syela */
1520
1521 if (!can_occupy && NULL == pdefender) {
1522 /* Nothing there to bash and we can't occupy!
1523 * Not having this check caused warships yoyoing */
1524 want = 0;
1525 } else if (10 < move_time) {
1526 /* Too far! */
1527 want = 0;
1528 } else if (can_occupy && 0 == acity_data->invasion.occupy
1529 && (0 < acity_data->invasion.attack
1530 || victim_count == 0)) {
1531 /* Units able to occupy really needed there! */
1532 want = bcost * SHIELD_WEIGHTING;
1533 } else {
1534 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1536 }
1539 /* Build_cost of ferry. */
1540 needferry = (go_by_boat && NULL == ferryboat
1542 /* FIXME: add time to build the ferry? */
1544 want, MAX(1, move_time),
1546
1547 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1548 if (0 >= want && 0 == punit->id && 0 >= best) {
1552 MAX(1, move_time),
1554
1555 if (bk_e > bk) {
1556 *pdest_tile = atile;
1557 if (NULL != pferrymap) {
1559 }
1560 if (NULL != pferryboat) {
1561 *pferryboat = go_by_boat ? ferryboat : NULL;
1562 }
1563 if (NULL != pboattype) {
1565 }
1566 if (NULL != pmove_time) {
1568 }
1569 goto_dest_tile = (go_by_boat && NULL != ferryboat
1570 ? unit_tile(ferryboat) : atile);
1571 bk = bk_e;
1572 }
1573 }
1574 /* END STEAM-ENGINES KLUGE */
1575
1576 if (0 != punit->id
1577 && NULL != ferryboat
1578 && punit_class->adv.sea_move == MOVE_NONE) {
1580 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1581 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1582 ", best = " ADV_WANT_PRINTF ")",
1583 __FUNCTION__, unit_rule_name(ferryboat),
1584 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1585 TILE_XY(atile), go_by_boat, move_time, want, best);
1586 }
1587
1588 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1589 /* Yes, we like this target */
1590 best = want;
1591 *pdest_tile = atile;
1592 if (NULL != pferrymap) {
1594 }
1595 if (NULL != pferryboat) {
1596 *pferryboat = go_by_boat ? ferryboat : NULL;
1597 }
1598 if (NULL != pboattype) {
1600 }
1601 if (NULL != pmove_time) {
1603 }
1604 goto_dest_tile = (go_by_boat && NULL != ferryboat
1605 ? unit_tile(ferryboat) : atile);
1606 }
1608
1610 /* I'm not sure the following code is good but it seems to be adequate.
1611 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1612 * -- Syela */
1614 struct tile *atile = unit_tile(aunit);
1615
1616 if (NULL != tile_city(atile)) {
1617 /* already dealt with it. */
1618 continue;
1619 }
1620
1621 if (handicap && !map_is_known(atile, pplayer)) {
1622 /* Can't see the target. */
1623 continue;
1624 }
1625
1627 && 0 == punit->id) {
1628 /* We will not build units just to chase caravans and
1629 * ambassadors. */
1630 continue;
1631 }
1632
1633 /* We have to assume the attack is diplomatically ok.
1634 * We cannot use can_player_attack_tile, because we might not
1635 * be at war with aplayer yet */
1637 || aunit != get_defender(nmap, punit, atile, NULL)) {
1638 /* We cannot attack it, or it is not the main defender. */
1639 continue;
1640 }
1641
1643 /* Cannot reach it. */
1644 continue;
1645 }
1646
1649
1650 move_time = pos.turn;
1651 if (10 < move_time) {
1652 /* Too far. */
1653 want = 0;
1654 } else {
1655 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1656 /* Take into account maintenance of the unit. */
1657 /* FIXME: Depends on the government. */
1658 want -= move_time * SHIELD_WEIGHTING;
1659 /* Take into account unhappiness
1660 * (costs 2 luxuries to compensate). */
1661 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1662 }
1664 want, MAX(1, move_time), bcost_bal);
1665 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1666 best = want;
1667 *pdest_tile = atile;
1668 if (NULL != pferrymap) {
1669 *pferrymap = NULL;
1670 }
1671 if (NULL != pferryboat) {
1672 *pferryboat = NULL;
1673 }
1674 if (NULL != pboattype) {
1675 *pboattype = NULL;
1676 }
1677 if (NULL != pmove_time) {
1679 }
1681 }
1684
1685 if (NULL != ppath) {
1688 }
1689
1691 if (NULL != ferry_map
1692 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1694 }
1695
1697
1698 return best;
1699}
1700
1701/**********************************************************************/
1710{
1711 struct pf_parameter parameter;
1712 struct pf_map *pfm;
1713 struct player *pplayer = unit_owner(punit);
1714 struct city *pcity, *best_city = NULL;
1715 int best = FC_INFINITY, cur;
1716 const struct civ_map *nmap = &(wld.map);
1717
1718 pft_fill_unit_parameter(&parameter, nmap, punit);
1719 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1720 pfm = pf_map_new(&parameter);
1721
1722 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1723 if (move_cost > best) {
1724 /* We already found a better city. No need to continue. */
1725 break;
1726 }
1727
1728 pcity = tile_city(ptile);
1729 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1730 continue;
1731 }
1732
1733 /* Score based on the move cost. */
1734 cur = move_cost;
1735
1736 /* Note the unit owner may be different from the city owner. */
1737 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1739 EFT_HP_REGEN)) {
1740 /* If we cannot regen fast our hit points here, let's make some
1741 * penalty. */
1742 cur *= 3;
1743 }
1744
1745 if (cur < best) {
1746 best_city = pcity;
1747 best = cur;
1748 }
1750
1752 return best_city;
1753}
1754
1755/**********************************************************************/
1761 struct player *pplayer,
1762 struct unit *punit)
1763{
1764 struct city *pc;
1765 bool only_continent = TRUE;
1766
1767 if (unit_transported(punit)) {
1768 /* If we are in transport, we can go to any continent.
1769 * Actually, we are not currently in a continent where to stay. */
1771 }
1772
1773 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1776 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1777 city_name_get(pc));
1778 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1779 } else {
1780 struct unit *ferry = NULL;
1781
1782 if (unit_transported(punit)) {
1783 ferry = unit_transport_get(punit);
1784
1785 /* We already are in a boat so it needs no
1786 * free capacity */
1787 if (!is_boat_free(ait, ferry, punit, 0)) {
1788 /* We cannot control our ferry. */
1789 ferry = NULL;
1790 }
1791 } else {
1792 /* We are not in a boat yet. Search for one. */
1794 if (is_boat_free(ait, aunit, punit, 1)
1796 ferry = aunit;
1797 break;
1798 }
1800 }
1801
1802 if (ferry) {
1803 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1804 city_name_get(pc));
1805 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1806 } else {
1807 /* This is not an error. Somebody else might be in charge
1808 * of the ferry. */
1809 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1810 }
1811 }
1812 } else {
1813 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1814 }
1815}
1816
1817/**********************************************************************/
1823static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1824 struct unit *punit)
1825{
1826 struct tile *dest_tile;
1827 int id = punit->id;
1828 int ct = 10;
1829 struct city *pcity = NULL;
1830
1832
1833 /* Barbarians pillage, and might keep on doing that so they sometimes
1834 * even finish it. */
1835 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1836 && fc_rand(2) == 1) {
1837 return;
1838 }
1839
1840 /* First find easy nearby enemies, anything better than pillage goes.
1841 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1842 * until it runs out of targets. */
1843 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1844 * conquered cities.
1845 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1846 * of moves too.*/
1848 return; /* we died */
1849 }
1850
1851 if (punit->moves_left <= 0) {
1852 return;
1853 }
1854
1855 /* Main attack loop */
1856 do {
1857 struct tile *start_tile = unit_tile(punit);
1858 struct pf_path *path;
1859 struct unit *ferryboat;
1860
1861 /* Then find enemies the hard way */
1862 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1863 NULL, &ferryboat, NULL, NULL);
1864 if (!same_pos(unit_tile(punit), dest_tile)) {
1865 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1866 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1867
1868 /* Adjacent and can't attack usually means we are not marines
1869 * and on a ferry. This fixes the problem (usually). */
1870 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1871 TILE_XY(dest_tile));
1872
1873 /* Set ACTIVITY_GOTO more permanently than just inside
1874 * adv_follow_path(). This way other units will know we're
1875 * on our way even if we don't reach target yet. */
1876 punit->goto_tile = dest_tile;
1878 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1879 /* Died. */
1880 pf_path_destroy(path);
1881 return;
1882 }
1883 if (NULL != ferryboat) {
1884 /* Need a boat. */
1885 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1886 pf_path_destroy(path);
1887 return;
1888 }
1889 if (0 >= punit->moves_left) {
1890 /* No moves left. */
1891 pf_path_destroy(path);
1892 return;
1893 }
1894
1895 /* Either we're adjacent or we sitting on the tile. We might be
1896 * sitting on the tile if the enemy that _was_ sitting there
1897 * attacked us and died _and_ we had enough movement to get there */
1898 if (same_pos(unit_tile(punit), dest_tile)) {
1899 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1900 TILE_XY(dest_tile));
1901 pf_path_destroy(path);
1902 break;
1903 }
1904 }
1905
1906 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1907 /* Close combat. fstk sometimes want us to attack an adjacent
1908 * enemy that rampage wouldn't */
1909 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1910 TILE_XY(dest_tile));
1911 if (!dai_unit_attack(ait, punit, dest_tile)) {
1912 /* Died */
1913 pf_path_destroy(path);
1914 return;
1915 }
1916 } else if (!same_pos(start_tile, unit_tile(punit))) {
1917 /* Got stuck. Possibly because of adjacency to an
1918 * enemy unit. Perhaps we are in luck and are now next to a
1919 * tempting target? Let's find out... */
1922 pf_path_destroy(path);
1923 return;
1924 }
1925
1926 } else {
1927 /* FIXME: This happens a bit too often! */
1928 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1929 /* No worthy enemies found, so abort loop */
1930 ct = 0;
1931 }
1932 pf_path_destroy(path);
1933
1934 ct--; /* infinite loops from railroads must be stopped */
1935 } while (punit->moves_left > 0 && ct > 0);
1936
1937 /* Cleanup phase */
1938 if (punit->moves_left == 0) {
1939 return;
1940 }
1942 if (pcity != NULL
1943 && (dai_is_ferry(punit, ait)
1944 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1945 /* Go somewhere safe */
1946 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1947 (void) dai_unit_goto(ait, punit, pcity->tile);
1948 } else if (!is_barbarian(pplayer)) {
1949 /* Nothing else to do, so try exploring. */
1950 switch (manage_auto_explorer(punit)) {
1951 case MR_DEATH:
1952 /* don't use punit! */
1953 return;
1954 case MR_OK:
1955 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1956 break;
1957 default:
1958 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1959 break;
1960 };
1961 } else {
1962 /* You can still have some moves left here, but barbarians should
1963 not sit helplessly, but advance towards nearest known enemy city */
1964 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1965 dai_military_attack_barbarian(ait, pplayer, punit);
1966 }
1967 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1968 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1969 dai_military_defend(ait, pplayer, punit);
1970 }
1971}
1972
1973/**********************************************************************/
1977static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1978{
1979 bool alive = TRUE;
1980 int ferryboat = 0;
1981 struct pf_path *path_to_ferry = NULL;
1982
1983 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1984 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1985 /* going to meet the boat */
1986 if ((ferryboat <= 0)) {
1988 "in find_boat_for_unit cannot find any boats.");
1989 /* if we are undefended on the country side go to a city */
1991 if (current_city == NULL) {
1993 if (city_near != NULL) {
1995 }
1996 }
1997 } else {
1998 if (path_to_ferry != NULL) {
2000 /* Died. */
2003 alive = FALSE;
2004 } else {
2007 alive = TRUE;
2008 }
2009 }
2010 }
2011 return alive;
2012}
2013
2014/**********************************************************************/
2023 struct tile *ctile, struct tile *ptile)
2024{
2025 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
2026 bool lm = MOVE_NONE != pclass->adv.land_move,
2027 sm = MOVE_NONE != pclass->adv.sea_move;
2028 struct civ_map *pmap = &(wld.map);
2029
2030 if (lm && sm) {
2031 return FALSE;
2032 }
2033
2034 /* We could use adjc_iterate() but likely often tiles are on the same
2035 * continent and it will be more time to find where they connect */
2038
2039 if (is_ocean_tile(atile) ? sm : lm) {
2040 iterate_outward(pmap, ptile, 1, btile) {
2041 if (tile_continent(btile) == acont) {
2042 return FALSE;
2043 }
2045 }
2047
2048 if (is_tiles_adjacent(ctile, ptile)) {
2049 return FALSE;
2050 }
2051
2052 return TRUE;
2053}
2054
2055/**********************************************************************/
2061static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2062 struct unit *punit,
2063 const struct city *dest_city,
2064 bool help_wonder,
2065 bool required_boat, bool request_boat)
2066{
2067 bool alive = TRUE;
2068 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2069 const struct civ_map *nmap = &(wld.map);
2070
2072
2073 /* if we're not there yet, and we can move, move... */
2074 if (!same_pos(dest_city->tile, unit_tile(punit))
2075 && punit->moves_left != 0) {
2076 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2080 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2081 required_boat ? "with a boat" : "");
2082 if (required_boat) {
2083 /* to trade with boat */
2084 if (request_boat) {
2085 /* Try to find new boat */
2087 } else {
2088 /* if we are not being transported then ask for a boat again */
2089 alive = TRUE;
2092 unit_tile(punit), dest_city->tile)) {
2094 }
2095 }
2096 if (alive) {
2097 /* FIXME: sometimes we get FALSE here just because
2098 * a trireme that we've boarded can't go over an ocean. */
2099 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2100 }
2101 } else {
2102 /* to trade without boat */
2104 }
2105 }
2106
2107 /* if moving didn't kill us, and we got to the destination, handle it. */
2108 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2109 /* release the boat! */
2110 if (unit_transported(punit)) {
2112 }
2114 punit, dest_city)) {
2115 /*
2116 * We really don't want to just drop all caravans in immediately.
2117 * Instead, we want to aggregate enough caravans to build instantly.
2118 * -AJS, 990704
2119 */
2120 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2123 punit->id,
2126 unit_do_action(pplayer, punit->id, dest_city->id,
2127 0, "", ACTION_HELP_WONDER);
2129 punit, dest_city)) {
2130 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2133 punit->id,
2136 unit_do_action(pplayer, punit->id, dest_city->id,
2137 0, "", ACTION_TRADE_ROUTE);
2139 punit, dest_city)) {
2140 /* Get the one time bonus. */
2141 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2144 punit->id,
2147 unit_do_action(pplayer, punit->id, dest_city->id,
2148 0, "", ACTION_MARKETPLACE);
2149 } else {
2150 enum log_level level = LOG_NORMAL;
2151
2152 if (help_wonder) {
2153 /* A Caravan ordered to help build wonder may arrive after
2154 * enough shields to build the wonder is produced. */
2156 }
2157
2159 "%s %s[%d](%d,%d) unable to trade with %s",
2162 punit->id,
2165 }
2166 }
2167}
2168
2169/**********************************************************************/
2173static void caravan_optimize_callback(const struct caravan_result *result,
2174 void *data)
2175{
2176 const struct unit *caravan = data;
2177
2178 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2180 unit_rule_name(caravan),
2181 caravan->id,
2182 TILE_XY(unit_tile(caravan)),
2183 city_name_get(result->src),
2184 result->help_wonder ? "wonder in" : "trade to",
2185 city_name_get(result->dest),
2186 result->value);
2187}
2188
2189/**********************************************************************/
2193 struct unit *punit)
2194{
2195 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2196 struct city *phome_city = NULL;
2197 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2198
2199 if ((unit_data->task != AIUNIT_NONE)) {
2200 src = unit_tile(punit);
2202 if (phome_city != NULL) {
2204 }
2205 dest = punit->goto_tile;
2206
2207 if (src == NULL || dest == NULL) {
2208 return FALSE;
2209 }
2210
2211 /* If we have a home continent, and are not there.
2212 * (FIXME: well, why?)
2213 * (I guess because home continent is which we were supposed to leave,
2214 * not the target continent) */
2215 if (src_home_city != NULL
2217 return FALSE;
2218 }
2219
2220 if (!goto_is_sane(punit, dest)) {
2221 if (unit_transported(punit)) {
2222 /* If we're being transported */
2223 return FALSE;
2224 }
2225 if ((punit->birth_turn + 15 < game.info.turn)) {
2226 /* We are tired of waiting */
2228
2229 if (ferrys <= 0) {
2230 /* There are no ferrys available... give up */
2231 return TRUE;
2232 } else {
2233 if (punit->birth_turn + 20 < game.info.turn) {
2234 /* We are fed up! */
2235 return TRUE;
2236 }
2237 }
2238 }
2239 }
2240 }
2241
2242 return FALSE;
2243}
2244
2245/**********************************************************************/
2252 struct unit *punit)
2253{
2255 Continent_id continent;
2256
2257 fc_assert(pcity != NULL);
2258
2259 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2260 /* There is just no possible transporters. */
2261 return FALSE;
2262 }
2263 continent = tile_continent(pcity->tile);
2264
2265 /* Look for proper destination city at different continent. */
2266 city_list_iterate(pplayer->cities, acity) {
2268 if (tile_continent(acity->tile) != continent) {
2269 return TRUE;
2270 }
2271 }
2273
2275 if (aplayer == pplayer || !aplayer->is_alive) {
2276 continue;
2277 }
2278 if (pplayers_allied(pplayer, aplayer)) {
2279 city_list_iterate(aplayer->cities, acity) {
2281 if (tile_continent(acity->tile) != continent) {
2282 return TRUE;
2283 }
2284 }
2287 }
2288
2289 return FALSE;
2290}
2291
2292/**********************************************************************/
2296static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2297{
2298 struct city *nearest = NULL;
2299 int min_dist = FC_INFINITY;
2300 struct tile *current_loc = unit_tile(punit);
2302 bool alive = TRUE;
2303
2305 struct tile *ctile = city_tile(pcity);
2306
2307 if (tile_continent(ctile) == continent) {
2309
2310 if (this_dist < min_dist) {
2312 nearest = pcity;
2313 }
2314 }
2316
2317 if (nearest != NULL) {
2319 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2321 }
2322 }
2323
2324 return alive;
2325}
2326
2327/**********************************************************************/
2333static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2334 struct unit *punit)
2335{
2336 struct caravan_parameter parameter;
2337 struct caravan_result result;
2338 const struct city *homecity;
2339 const struct city *dest = NULL;
2340 struct unit_ai *unit_data;
2342 bool expect_boats = pclass->adv.ferry_types > 0;
2343 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2344 bool help_wonder = FALSE;
2345 bool required_boat = FALSE;
2346 bool request_boat = FALSE;
2348 const struct civ_map *nmap = &(wld.map);
2349
2351
2355 /* we only want units that can establish trade, enter marketplace or
2356 * help build wonders */
2357 return;
2358 }
2359
2361
2362 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2367
2368 homecity = game_city_by_number(punit->homecity);
2369 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2371 return;
2372 }
2373 homecity = game_city_by_number(punit->homecity);
2374 if (homecity == NULL) {
2375 return;
2376 }
2377 }
2378
2379 if ((unit_data->task == AIUNIT_TRADE
2380 || unit_data->task == AIUNIT_WONDER)) {
2381 /* We are moving to our destination */
2382 /* We check to see if our current goal is feasible */
2384 struct goods_type *pgood = unit_current_goods(punit, homecity);
2385
2386 if ((city_dest == NULL)
2388 || (unit_data->task == AIUNIT_TRADE
2389 && !(can_cities_trade(homecity, city_dest)
2391 pgood->replace_priority)))
2392 || (unit_data->task == AIUNIT_WONDER
2393 /* Helping the (new) production is illegal. */
2395 || (unit_data->task == AIUNIT_TRADE
2400 punit, city_dest)))
2401 || (unit_data->task == AIUNIT_WONDER
2404 punit, city_dest))) {
2405 /* destination invalid! */
2407 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2410 } else {
2411 /* destination valid, are we tired of waiting for a boat? */
2415 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2419 } else {
2420 dest = city_dest;
2421 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2422 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2424 }
2425 }
2426 }
2427
2428 if (unit_data->task == AIUNIT_NONE) {
2429 if (homecity == NULL) {
2430 /* FIXME: We shouldn't bother in getting homecity for
2431 * caravan that will then be used for wonder building. */
2433 return;
2434 }
2435 homecity = game_city_by_number(punit->homecity);
2436 if (homecity == NULL) {
2437 return;
2438 }
2439 }
2440
2442 /* Make more trade with allies than other peaceful nations
2443 * by considering only allies 50% of the time.
2444 * (the other 50% allies are still considered, but so are other nations) */
2445 if (fc_rand(2)) {
2446 /* Be optimistic about development of relations with no-contact and
2447 * cease-fire nations. */
2448 parameter.allow_foreign_trade = FTL_NONWAR;
2449 } else {
2450 parameter.allow_foreign_trade = FTL_ALLIED;
2451 }
2452
2455 parameter.callback_data = punit;
2456 }
2458 parameter.ignore_transit_time = TRUE;
2459 }
2462 parameter.ignore_transit_time = FALSE;
2463 }
2464 caravan_find_best_destination(nmap, punit, &parameter, &result,
2465 !has_handicap(pplayer, H_MAP));
2466 if (result.dest != NULL) {
2467 /* We did find a new destination for the unit */
2468 dest = result.dest;
2469 help_wonder = result.help_wonder;
2470 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2471 request_boat = required_boat;
2473 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2474 dest->tile);
2475 } else {
2476 dest = NULL;
2477 }
2478 }
2479
2480 if (required_boat && !expect_boats) {
2481 /* Would require boat, but can't have them. Render destination invalid. */
2482 dest = NULL;
2483 }
2484
2485 if (dest != NULL) {
2486 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2487 required_boat, request_boat);
2488 return; /* that may have clobbered the unit */
2489 } else {
2490 /* We have nowhere to go! */
2491 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2495 /* Should we become a defensive unit? */
2496 }
2497}
2498
2499/**********************************************************************/
2504 struct unit *punit)
2505{
2506 struct player *pplayer = unit_owner(punit);
2507 struct city *pcity = tile_city(unit_tile(punit));
2508 struct city *safe = NULL;
2509 const struct unit_type *punittype = unit_type_get(punit);
2510 bool no_recovery;
2511
2513
2514 if (pcity != NULL) {
2515 /* Rest in the city until the hitpoints are recovered, but attempt
2516 * to protect city from attack (and be opportunistic too)*/
2519 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2520 } else {
2521 return; /* We died heroically defending our city */
2522 }
2523 } else {
2524 /* Goto to nearest city to recover hit points */
2525 /* Just before, check to see if we can occupy an undefended enemy city */
2528 return; /* Oops, we died */
2529 }
2530
2531 /* Find a city to stay and go there */
2533 if (safe) {
2534 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2536 if (!dai_unit_goto(ait, punit, safe->tile)) {
2537 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2538 return;
2539 }
2540 } else {
2541 /* Oops */
2542 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2544 dai_military_attack(ait, pplayer, punit);
2545 return;
2546 }
2547 }
2548
2549 /* Is the unit still damaged? If true, and could recover hit points, do so.
2550 * Don't wait if would be losing hitpoints that way! */
2552 if (punit->hp == punittype->hp) {
2553 no_recovery = TRUE;
2554 } else {
2556
2557 if (gain < 0) {
2558 no_recovery = TRUE;
2559 } else if (gain == 0 && !punit->moved) {
2560 /* Isn't gaining even though has not moved. */
2561 no_recovery = TRUE;
2562 }
2563 }
2564 if (no_recovery) {
2565 /* We are ready to go out and kick ass again */
2566 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2568 return;
2569 } else {
2570 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2571 }
2572}
2573
2574/**********************************************************************/
2578void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2579 struct player *pplayer, struct unit *punit)
2580{
2581 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2582 int id = punit->id;
2583
2585
2586 /* "Escorting" aircraft should not do anything. They are activated
2587 * by their transport or charge. We do _NOT_ set them to 'done'
2588 * since they may need be activated once our charge moves. */
2589 if (unit_data->task == AIUNIT_ESCORT
2591 return;
2592 }
2593
2596 && has_handicap(pplayer, H_AWAY)) {
2597 /* Don't move sentried or fortified units controlled by a player
2598 * in away mode. */
2599 unit_data->done = TRUE;
2600 return;
2601 }
2602
2603 /* Since military units re-evaluate their actions every turn,
2604 we must make sure that previously reserved ferry is freed. */
2606
2608 /* Try hunting with this unit */
2609 if (dai_hunter_qualify(pplayer, punit)) {
2610 int result, sanity = punit->id;
2611
2612 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2613 result = dai_hunter_manage(ait, pplayer, punit);
2616 return; /* Died */
2617 }
2618 if (result == -1) {
2619 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2621 return;
2622 } else if (result >= 1) {
2624 return; /* Done moving */
2625 } else if (unit_data->task == AIUNIT_HUNTER) {
2626 /* This should be very rare */
2628 }
2629 } else if (unit_data->task == AIUNIT_HUNTER) {
2631 }
2633
2634 /* Do we have a specific job for this unit? If not, we default
2635 * to attack. */
2636 dai_military_findjob(ait, nmap, pplayer, punit);
2637
2638 switch (unit_data->task) {
2639 case AIUNIT_AUTO_WORKER:
2640 case AIUNIT_BUILD_CITY:
2641 fc_assert(FALSE); /* This is not the place for this role */
2642 break;
2643 case AIUNIT_DEFEND_HOME:
2645 dai_military_defend(ait, pplayer, punit);
2647 break;
2648 case AIUNIT_ATTACK:
2649 case AIUNIT_NONE:
2651 dai_military_attack(ait, pplayer, punit);
2653 break;
2654 case AIUNIT_ESCORT:
2656 dai_military_bodyguard(ait, pplayer, punit);
2658 break;
2659 case AIUNIT_EXPLORE:
2660 switch (manage_auto_explorer(punit)) {
2661 case MR_DEATH:
2662 /* Don't use punit! */
2663 return;
2664 case MR_OK:
2665 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2666 break;
2667 default:
2668 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2669 break;
2670 };
2671 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2672 break;
2673 case AIUNIT_RECOVER:
2677 break;
2678 case AIUNIT_HUNTER:
2679 fc_assert(FALSE); /* Dealt with above */
2680 break;
2681 default:
2683 }
2684
2685 /* If we are still alive, either sentry or fortify. */
2686 if ((punit = game_unit_by_number(id))) {
2688 struct city *pcity = tile_city(unit_tile(punit));
2689
2690 if (unit_list_find(unit_tile(punit)->units,
2691 unit_data->ferryboat)) {
2693 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2694 /* We do not need to fortify in cities - we fortify and sentry
2695 * according to home defense setup, for easy debugging. */
2696 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2701 }
2702 } else {
2704 }
2705 }
2706 }
2707}
2708
2709/**********************************************************************/
2712static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2713 struct unit *punit)
2714{
2715 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2716
2718 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2719 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2720 if (unit_data->task == AIUNIT_NONE) {
2722 }
2723}
2724
2725/**********************************************************************/
2733void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2734 struct unit *punit)
2735{
2736 struct unit_ai *unit_data;
2737 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2738 bool is_ferry = FALSE;
2739 const struct unit_type *ptype;
2740 const struct civ_map *nmap = &(wld.map);
2741
2743
2744 /* Don't manage the unit if it is under human orders. */
2745 if (unit_has_orders(punit)) {
2747
2748 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2750 unit_data->done = TRUE;
2751 return;
2752 }
2753
2754 /* Check if we have lost our bodyguard. If we never had one, all
2755 * fine. If we had one and lost it, ask for a new one. */
2756 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2757 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2759 }
2760
2762
2763 if (punit->moves_left <= 0) {
2764 /* Can do nothing */
2765 unit_data->done = TRUE;
2766 return;
2767 }
2768
2769 is_ferry = dai_is_ferry(punit, ait);
2770
2772
2775 dai_manage_diplomat(ait, pplayer, punit);
2777 return;
2778 } else if (ptype->adv.worker
2780 dai_manage_settler(ait, pplayer, punit);
2781 return;
2786 dai_manage_caravan(ait, pplayer, punit);
2788 return;
2790 dai_manage_barbarian_leader(ait, pplayer, punit);
2791 return;
2794 dai_manage_paratrooper(ait, pplayer, punit);
2795 return;
2796 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2798 dai_manage_ferryboat(ait, pplayer, punit);
2800 return;
2801 } else if (utype_fuel(ptype)
2802 && unit_data->task != AIUNIT_ESCORT) {
2804 dai_manage_airunit(ait, pplayer, punit);
2806 return;
2807 } else if (is_losing_hp(punit)) {
2808 /* This unit is losing hitpoints over time */
2809
2810 /* TODO: We can try using air-unit code for helicopters, just
2811 * pretend they have fuel = HP / 3 or something. */
2812 unit_data->done = TRUE; /* we did our best, which was ...
2813 nothing */
2814 return;
2815 } else if (!is_special_unit(punit)) {
2817 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2818 dai_manage_military(ait, nmap, pplayer, punit);
2820 return;
2821 } else {
2822 /* what else could this be? -- Syela */
2823 switch (manage_auto_explorer(punit)) {
2824 case MR_DEATH:
2825 /* don't use punit! */
2826 break;
2827 case MR_OK:
2828 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2829 break;
2830 default:
2831 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2833 dai_military_defend(ait, pplayer, punit);
2834 break;
2835 };
2836 return;
2837 }
2838}
2839
2840/**********************************************************************/
2846static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2847{
2848 city_list_iterate(pplayer->cities, pcity) {
2849 /* The idea here is that we should never keep more than two
2850 * units in permanent defense. */
2851 int total_defense = 0;
2853 bool emergency = FALSE;
2854 int count = 0;
2859 int entertainers = 0;
2860 bool enough = FALSE;
2861
2864 entertainers += pcity->specialists[sp];
2865 }
2867
2868 martless_unhappy += entertainers; /* We want to use martial law instead
2869 * of entertainers. */
2870
2871 while (!enough
2874 && martless_unhappy > mart_each * count))) {
2875 int best_want = 0;
2876 struct unit *best = NULL;
2877 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2878
2880 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2881
2882 if ((unit_data->task == AIUNIT_NONE || emergency)
2883 && unit_data->task != AIUNIT_DEFEND_HOME
2884 && unit_owner(punit) == pplayer) {
2885 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2886
2887 if (want > best_want) {
2888 best_want = want;
2889 best = punit;
2890 }
2891 }
2893
2894 if (best == NULL) {
2895 if (defense_needed) {
2896 /* Ooops - try to grab any unit as defender! */
2897 if (emergency) {
2898 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2899 break;
2900 }
2901 emergency = TRUE;
2902 } else {
2903 break;
2904 }
2905 } else {
2906 const struct unit_type *btype = unit_type_get(best);
2907
2908 if ((martless_unhappy < mart_each * count
2909 || count >= mart_max || mart_each <= 0)
2910 && ((count >= 2
2911 && btype->attack_strength > btype->defense_strength)
2912 || (count >= 4
2913 && btype->attack_strength == btype->defense_strength))) {
2914 /* In this case attack would be better defense than fortifying
2915 * to city. */
2916 enough = TRUE;
2917 } else {
2918 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2919
2921 UNIT_LOG(loglevel, best, "Defending city");
2923 count++;
2924 }
2925 }
2926 }
2927 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2928 ", %d defenders (out of %d)", total_defense, total_attack, count,
2931}
2932
2933/**********************************************************************/
2941void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2942{
2944 dai_airlift(ait, pplayer);
2946
2947 /* Clear previous orders, if desirable, here. */
2948 unit_list_iterate(pplayer->units, punit) {
2949 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2950
2951 unit_data->done = FALSE;
2952 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2954 }
2956
2957 /* Find and set city defenders first - figure out which units are
2958 * allowed to leave home. */
2959 dai_set_defenders(ait, pplayer);
2960
2963 && !def_ai_unit_data(punit, ait)->done) {
2964 /* Though it is usually the passenger who drives the transport,
2965 * the transporter is responsible for managing its passengers. */
2966 dai_manage_unit(ait, pplayer, punit);
2967 }
2969}
2970
2971/**********************************************************************/
2977 const struct city *pcity)
2978{
2979 const struct impr_type *impr_req = NULL;
2980 const struct req_context context = {
2982 .city = pcity,
2983 .tile = city_tile(pcity),
2984 .unittype = putype,
2985 };
2986
2987 requirement_vector_iterate(&putype->build_reqs, preq) {
2989 /* Already there. */
2990 continue;
2991 }
2993 city_owner(pcity), pcity)) {
2994 /* The unit type can't be built at all. */
2995 return NULL;
2996 }
2997 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2998 /* This is (one of) the building(s) required. */
2999 impr_req = preq->source.value.building;
3000 }
3002
3003 return impr_req;
3004}
3005
3006/**********************************************************************/
3011 const struct unit_type *base)
3012{
3013 /* This is the real function: */
3014 do {
3015 base = base->obsoleted_by;
3016 if (base == test) {
3017 return TRUE;
3018 }
3019 } while (base);
3020 return FALSE;
3021}
3022
3023/**********************************************************************/
3028static void dai_manage_barbarian_leader(struct ai_type *ait,
3029 struct player *pplayer,
3030 struct unit *leader)
3031{
3033 struct pf_parameter parameter;
3034 struct pf_map *pfm;
3035 struct pf_reverse_map *pfrm;
3036 struct unit *worst_danger;
3037 int move_cost, best_move_cost;
3038 int body_guards;
3039 bool alive = TRUE;
3040 const struct civ_map *nmap = &(wld.map);
3041
3043
3044 if (leader->moves_left == 0
3046 && 1 < unit_list_size(leader_tile->units))) {
3048
3049 return;
3050 }
3051
3052 if (is_boss_of_boat(ait, leader)) {
3053 /* We are in charge. Of course, since we are the leader...
3054 * But maybe somebody more militaristic should lead our ship to battle! */
3055
3056 /* First release boat from leaders lead */
3058
3062 && warrior->moves_left > 0) {
3063 /* This seems like a good warrior to lead us in to conquest! */
3064 dai_manage_unit(ait, pplayer, warrior);
3065
3066 /* If we reached our destination, ferryboat already called
3067 * ai_manage_unit() for leader. So no need to continue here.
3068 * Leader might even be dead.
3069 * If this return is removed, surrounding unit_list_iterate()
3070 * has to be replaced with unit_list_iterate_safe()*/
3071 return;
3072 }
3074 }
3075
3076 /* If we are not in charge of the boat, continue as if we
3077 * were not in a boat - we may want to leave the ship now. */
3078
3079 /* Check the total number of units able to protect our leader. */
3080 body_guards = 0;
3081 unit_list_iterate(pplayer->units, punit) {
3084 body_guards++;
3085 }
3087
3088 if (0 < body_guards) {
3089 pft_fill_unit_parameter(&parameter, nmap, leader);
3090 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3091 pfm = pf_map_new(&parameter);
3092
3093 /* Find the closest body guard.
3094 * FIXME: maybe choose the strongest too? */
3095 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3096 unit_list_iterate(ptile->units, punit) {
3097 if (unit_owner(punit) == pplayer
3100 struct pf_path *path = pf_map_path(pfm, ptile);
3101
3102 adv_follow_path(leader, path, ptile);
3103 pf_path_destroy(path);
3105 return;
3106 }
3109
3111 }
3112
3113 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3114
3115 /* Check for units we could fear. */
3116 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3117 !has_handicap(pplayer, H_MAP));
3120
3121 players_iterate(other_player) {
3122 if (other_player == pplayer) {
3123 continue;
3124 }
3125
3126 unit_list_iterate(other_player->units, punit) {
3128 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3129 best_move_cost = move_cost;
3131 }
3134
3136
3137 if (NULL == worst_danger) {
3139 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3140 return;
3141 }
3142
3144 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3145 pfm = pf_map_new(&parameter);
3147
3148 /* Try to escape. */
3149 do {
3151
3152 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3153 leader->moves_left);
3154
3157 continue;
3158 }
3159
3160 move_cost = pf_map_move_cost(pfm, near_tile);
3161 if (PF_IMPOSSIBLE_MC != move_cost
3162 && move_cost > best_move_cost) {
3164 "Barbarian leader: safest is (%d, %d), safeness %d",
3166 best_move_cost = move_cost;
3168 }
3170
3171 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3175 "Barbarian leader: reached the safest position.");
3178 return;
3179 }
3180
3182 if (alive) {
3184 /* Didn't move. No point to retry. */
3186 return;
3187 }
3189 }
3190 } while (alive && 0 < leader->moves_left);
3191
3193}
3194
3195/**********************************************************************/
3201void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3202 struct unit *punit,
3203 enum override_bool *result)
3204{
3205 int a = 0, d, db;
3206 struct player *pplayer = unit_owner(punit);
3207 struct city *pcity = tile_city(ptile);
3208 int extras_bonus = 0;
3209
3210 if (is_human(pplayer)) {
3211 /* Use advisors code for humans. */
3212 return;
3213 }
3214
3215 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3216 && !is_non_allied_unit_tile(ptile, pplayer,
3218 /* We will be safe in a friendly city */
3219 *result = OVERRIDE_FALSE;
3220 return;
3221 }
3222
3223 /* Calculate how well we can defend at (x,y) */
3224 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3226
3227 db += (db * extras_bonus) / 100;
3229
3230 adjc_iterate(&(wld.map), ptile, ptile1) {
3231 if (has_handicap(pplayer, H_FOG)
3232 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3233 /* We cannot see danger at (ptile1) => assume there is none */
3234 continue;
3235 }
3236 unit_list_iterate(ptile1->units, enemy) {
3237 if (pplayers_at_war(unit_owner(enemy), pplayer)
3239 == ATT_OK)
3241 == ATT_OK)) {
3243 if ((a * a * 10) >= d) {
3244 /* The enemies combined strength is too big! */
3245 *result = OVERRIDE_TRUE;
3246 return;
3247 }
3248 }
3251
3252 *result = OVERRIDE_FALSE;
3253}
3254
3255/**********************************************************************/
3258static void update_simple_ai_types(void)
3259{
3260 int i = 0;
3261
3264
3267 && !(pclass->adv.land_move == MOVE_NONE
3270 && punittype->transport_capacity < 8) {
3272 i++;
3273 }
3275
3277}
3278
3279/**********************************************************************/
3283{
3284 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3285 * cache; see the comment to struct unit_type *simple_ai_types at
3286 * the beginning of this file. */
3288
3290 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3291
3292 utai->low_firepower = FALSE;
3293 utai->ferry = FALSE;
3294 utai->missile_platform = FALSE;
3295 utai->carries_occupiers = FALSE;
3296 utai->potential_charges = unit_type_list_new();
3297
3300
3303
3304 /* Confirm firepower */
3306 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3308 if (utype_has_flag(penemy, pbonus->flag)) {
3309 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3310
3311 utai->low_firepower = TRUE;
3312 }
3314 }
3316
3317 /* Consider potential cargo */
3318 if (punittype->transport_capacity > 0) {
3319 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3320
3323
3326 utai->missile_platform = TRUE;
3327 } else if (pclass->adv.sea_move != MOVE_NONE
3328 && pcargo->adv.land_move != MOVE_NONE) {
3329 if (pcargo->adv.sea_move != MOVE_FULL) {
3330 utai->ferry = TRUE;
3331 } else {
3332 if (0 != utype_fuel(pctype)) {
3333 utai->ferry = TRUE;
3334 }
3335 }
3336 }
3337
3339 utai->carries_occupiers = TRUE;
3340 }
3341 }
3343 }
3344
3345 /* Consider potential charges */
3348
3349 if (0 < utype_fuel(punittype)
3350 && (0 == utype_fuel(pcharge)
3352 continue;
3353 }
3354
3355 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3356 if (chgcls == utype_class(pcharge)) {
3358 }
3360
3362 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3363 unit_type_list_append(utai->potential_charges, pcharge);
3364 }
3365
3368}
3369
3370/**********************************************************************/
3374{
3376 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3377
3378 if (utai == NULL) {
3379 continue;
3380 }
3382
3383 unit_type_list_destroy(utai->potential_charges);
3384 free(utai);
3386}
3387
3388/**********************************************************************/
3391void dai_unit_init(struct ai_type *ait, struct unit *punit)
3392{
3393 /* Make sure that contents of unit_ai structure are correctly initialized,
3394 * if you ever allocate it by some other mean than fc_calloc() */
3395 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3396
3397 unit_data->done = FALSE;
3398 unit_data->cur_pos = NULL;
3399 unit_data->prev_pos = NULL;
3400 unit_data->target = 0;
3401 BV_CLR_ALL(unit_data->hunted);
3402 unit_data->ferryboat = 0;
3403 unit_data->passenger = 0;
3404 unit_data->bodyguard = 0;
3405 unit_data->charge = 0;
3406
3408}
3409
3410/**********************************************************************/
3413void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3414{
3415 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3416
3418
3419 BV_CLR_ALL(unit_data->hunted);
3420}
3421
3422/**********************************************************************/
3425void dai_unit_close(struct ai_type *ait, struct unit *punit)
3426{
3427 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3428
3430
3433
3434 if (unit_data != NULL) {
3437 }
3438}
3439
3440/**********************************************************************/
3443void dai_unit_save(struct ai_type *ait, const char *aitstr,
3444 struct section_file *file,
3445 const struct unit *punit, const char *unitstr)
3446{
3447 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3448
3449 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3450 unitstr, aitstr);
3451 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3452 unitstr, aitstr);
3453 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3454 unitstr, aitstr);
3455 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3456 unitstr, aitstr);
3457}
3458
3459/**********************************************************************/
3462void dai_unit_load(struct ai_type *ait, const char *aitstr,
3463 const struct section_file *file,
3464 struct unit *punit, const char *unitstr)
3465{
3466 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3467
3468 unit_data->passenger
3469 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3470 unitstr, aitstr);
3471 unit_data->ferryboat
3472 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3473 unitstr, aitstr);
3474 unit_data->charge
3475 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3476 unitstr, aitstr);
3477 unit_data->bodyguard
3478 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3479 unitstr, aitstr);
3480}
3481
3487
3488/**********************************************************************/
3491static bool role_unit_cb(struct unit_type *ptype, void *data)
3492{
3493 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3495 const struct civ_map *nmap = &(wld.map);
3496
3497 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3498 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3499 return FALSE;
3500 }
3501
3502 if (cb_data->build_city == NULL
3503 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3504 return TRUE;
3505 }
3506
3507 return FALSE;
3508}
3509
3510/**********************************************************************/
3514 enum terrain_class tc)
3515{
3516 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3517
3519}
3520
3521/**********************************************************************/
3524bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3525 const struct unit *defender)
3526{
3527 struct pf_parameter parameter;
3528 struct pf_map *pfm;
3529 const struct tile *ptarget = unit_tile(defender);
3530 int max_move_cost = attacker->moves_left;
3531 bool able_to_strike = FALSE;
3532 const struct civ_map *nmap = &(wld.map);
3533
3534 pft_fill_unit_parameter(&parameter, nmap, attacker);
3535 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3536 pfm = pf_map_new(&parameter);
3537
3538 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3539 if (move_cost > max_move_cost) {
3540 break;
3541 }
3542
3543 if (ptile == ptarget) {
3545 break;
3546 }
3548
3550
3551 return able_to_strike;
3552}
3553
3554/**********************************************************************/
3557void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3558 struct tile *target, enum override_bool *allow)
3559{
3560 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3561
3562 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3564
3565 return;
3566 }
3567}
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
enum gen_action select_actres_action_unit_on_tile(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:7643
enum gen_action select_actres_action_unit_on_city(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct city *pcity)
Definition actions.c:7668
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:3443
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1089
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:921
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:2296
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:2061
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:769
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3282
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1760
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:1135
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile, enum action_target_kind *kind)
Definition daiunit.c:445
static void update_simple_ai_types(void)
Definition daiunit.c:3258
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2976
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3557
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2578
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1977
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:3524
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:3010
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:703
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1061
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2941
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2333
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:1213
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2846
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2733
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:784
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3491
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1823
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3413
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2712
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:2192
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:524
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:903
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1709
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:3028
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2503
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:591
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:3391
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3201
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:2022
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:3462
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2173
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3425
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3373
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3513
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1015
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:670
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2251
#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:3484
struct city * build_city
Definition daiunit.c:3485
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