Freeciv-3.4
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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 "daiair.h"
70#include "daicity.h"
71#include "daidata.h"
72#include "daidiplomat.h"
73#include "daieffects.h"
74#include "daiferry.h"
75#include "daiguard.h"
76#include "daihunter.h"
77#include "dailog.h"
78#include "daimilitary.h"
79#include "daiparadrop.h"
80#include "daiplayer.h"
81#include "daitools.h"
82
83#include "daiunit.h"
84
85
86#define LOGLEVEL_RECOVERY LOG_DEBUG
87#define LOG_CARAVAN LOG_DEBUG
88#define LOG_CARAVAN2 LOG_DEBUG
89#define LOG_CARAVAN3 LOG_DEBUG
90
91static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
92static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
93 struct unit *punit);
94static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
95 struct unit *punit);
96static void dai_manage_barbarian_leader(struct ai_type *ait,
97 struct player *pplayer,
98 struct unit *leader);
99
100static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
101 struct player *pplayer, struct unit *punit);
102static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
103 struct unit *punit);
104static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
105 struct unit *punit);
106
107static bool unit_role_defender(const struct unit_type *punittype);
108static int unit_def_rating_squared(const struct unit *punit,
109 const struct unit *pdef);
110
111/*
112 * Cached values. Updated by update_simple_ai_types.
113 *
114 * This a hack to enable emulation of old loops previously hardwired
115 * as
116 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
117 *
118 * (Could probably just adjust the loops themselves fairly simply,
119 * but this is safer for regression testing.)
120 *
121 * Not dealing with planes yet.
122 *
123 * Terminated by nullptr.
124 */
126
127/**********************************************************************/
137static struct city *find_neediest_airlift_city(struct ai_type *ait,
138 const struct player *pplayer)
139{
140 struct city *neediest_city = nullptr;
141 int most_danger = 0;
142 int most_urgent = 0;
143
144 city_list_iterate(pplayer->cities, pcity) {
145 struct ai_city *city_data = def_ai_city_data(pcity, ait);
146
147 if (pcity->airlift) {
148 if (city_data->urgency > most_urgent) {
149 most_urgent = city_data->urgency;
151 } else if (0 == most_urgent /* Urgency trumps danger */
152 && city_data->danger > most_danger) {
153 most_danger = city_data->danger;
155 }
156 }
158
159 return neediest_city;
160}
161
162/**********************************************************************/
168static void dai_airlift(struct ai_type *ait, struct player *pplayer)
169{
170 struct city *most_needed;
171 int comparison;
172 struct unit *transported;
173 const struct civ_map *nmap = &(wld.map);
174
175 do {
177 comparison = 0;
178 transported = nullptr;
179
180 if (!most_needed) {
181 return;
182 }
183
184 unit_list_iterate(pplayer->units, punit) {
185 struct tile *ptile = (unit_tile(punit));
186 struct city *pcity = tile_city(ptile);
187
188 if (pcity) {
189 struct ai_city *city_data = def_ai_city_data(pcity, ait);
190 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
191 const struct unit_type *ptype = unit_type_get(punit);
192
193 if (city_data->urgency == 0
196 && DEFENSE_POWER(ptype) > 2
197 && (unit_data->task == AIUNIT_NONE
198 || unit_data->task == AIUNIT_DEFEND_HOME)
199 && IS_ATTACKER(ptype)) {
200 comparison = city_data->danger;
201 transported = punit;
202 }
203 }
205 if (!transported) {
206 return;
207 }
208 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
210 unit_do_action(pplayer, transported->id, most_needed->id,
211 0, "", ACTION_AIRLIFT);
212 } while (TRUE);
213}
214
215/**********************************************************************/
221static bool has_defense(struct city *pcity)
222{
223 struct tile *ptile = city_tile(pcity);
224
225 unit_list_iterate(ptile->units, punit) {
227 && punit->hp != 0) {
229
230 if (pclass->non_native_def_pct > 0
231 || is_native_tile_to_class(pclass, ptile)) {
232 return TRUE;
233 }
234 }
235 }
237
238 return FALSE;
239}
240
241/**********************************************************************/
250{
251 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
252 (punittype->attack_strength + punittype->defense_strength);
253}
254
255/**********************************************************************/
258static int unit_att_rating_now(const struct unit *punit)
259{
262}
263
264/**********************************************************************/
267static int unit_att_rating_squared(const struct unit *punit)
268{
269 int v = adv_unit_att_rating(punit);
270
271 return v * v;
272}
273
274/**********************************************************************/
277static int unit_def_rating(const struct unit *attacker,
278 const struct unit *defender)
279{
280 const struct unit_type *def_type = unit_type_get(defender);
281
282 return (get_total_defense_power(attacker, defender)
283 * (attacker->id != 0 ? defender->hp : def_type->hp)
284 * def_type->firepower / POWER_DIVIDER);
285}
286
287/**********************************************************************/
290static int unit_def_rating_squared(const struct unit *attacker,
291 const struct unit *defender)
292{
293 int v = unit_def_rating(attacker, defender);
294
295 return v * v;
296}
297
298/**********************************************************************/
304 const struct unit_type *def_type,
305 struct player *def_player,
306 struct tile *ptile, bool fortified,
307 int veteran)
308{
309 struct civ_map *nmap = &(wld.map);
311 ptile, fortified, veteran)
312 * def_type->hp * def_type->firepower / POWER_DIVIDER;
313
314 return v * v;
315}
316
317/**********************************************************************/
342 int victim_count)
343{
345
346 /* attractiveness danger */
349
350 return desire;
351}
352
353/**********************************************************************/
365static int avg_benefit(int benefit, int loss, double chance)
366{
367 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
368}
369
370/**********************************************************************/
375 struct tile *ptile0,
376 int *value, int *cost)
377{
378 *cost = 0;
379 *value = 0;
380 square_iterate(&(wld.map), ptile0, 1, ptile) {
381 unit_list_iterate(ptile->units, aunit) {
382 if (aunit != punit
384 int val = adv_unit_att_rating(aunit);
385
386 if (val != 0) {
387 *value += val;
389 }
390 }
393}
394
395/**********************************************************************/
399static bool is_my_turn(struct unit *punit, struct unit *pdef)
400{
401 int val = unit_att_rating_now(punit);
402 int cur, d;
403 const struct unit_type *def_type = unit_type_get(pdef);
404 struct tile *def_tile = unit_tile(pdef);
405 struct civ_map *nmap = &(wld.map);
406
408
409 square_iterate(nmap, def_tile, 1, ptile) {
410 unit_list_iterate(ptile->units, aunit) {
411 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
412 continue;
413 }
415 != ATT_OK)
417 pdef, def_tile)
418 != ATT_OK)) {
419 continue;
420 }
423 FALSE, 0);
424 if (d == 0) {
425 return TRUE; /* Thanks, Markus -- Syela */
426 }
430 FALSE, 0) / d;
431 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
432 return FALSE;
433 }
436
437 return TRUE;
438}
439
440/**********************************************************************/
456static int dai_rampage_want(struct unit *punit, struct tile *ptile)
457{
458 struct player *pplayer = unit_owner(punit);
459 struct unit *pdef;
460 struct civ_map *nmap = &(wld.map);
461
463
464 if (can_unit_attack_tile(punit, nullptr, ptile)
465 && (pdef = get_defender(nmap, punit, ptile, nullptr))
466 /* Action enablers might prevent attacking */
468 punit, ptile)
470 punit, ptile))) {
471 /* See description of kill_desire() about these variables. */
475
476 attack *= attack;
477
478 /* If the victim is in the city/fortress, we correct the benefit
479 * with our health because there could be reprisal attacks.
480 * We shouldn't send already injured units to useless suicide.
481 * Note that we do not specially encourage attacks against
482 * cities: rampage is a hit-n-run operation. */
483 if (!is_stack_vulnerable(ptile)
484 && unit_list_size(ptile->units) > 1) {
486 }
487
488 /* If we have non-zero attack rating... */
489 if (attack > 0 && is_my_turn(punit, pdef)) {
490 double chance = unit_win_chance(nmap, punit, pdef, nullptr);
492
493 /* No need to amortize, our operation takes one turn. */
494 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
495 desire,
498
499 return MAX(0, desire);
500 }
501 } else if (0 == unit_list_size(ptile->units)) {
502 /* No defender. */
503 struct city *pcity = tile_city(ptile);
504
505 /* ...and free foreign city waiting for us. Who would resist! */
506 if (pcity != nullptr
507 && pplayers_at_war(pplayer, city_owner(pcity))
510 }
511
512 /* ...or tiny pleasant hut here! */
513 /* FIXME: unhardcode and variate the desire to enter a hut. */
514 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
515 && is_native_tile(unit_type_get(punit), ptile)) {
516 return -RAMPAGE_HUT_OR_BETTER;
517 }
518 }
519
520 return 0;
521}
522
523/**********************************************************************/
526static struct pf_path *find_rampage_target(struct unit *punit,
527 int thresh_adj, int thresh_move)
528{
529 struct pf_map *tgt_map;
530 struct pf_path *path = nullptr;
531 struct pf_parameter parameter;
532 /* Coordinates of the best target (initialize to silence compiler) */
533 struct tile *ptile = unit_tile(punit);
534 /* Want of the best target */
535 int max_want = 0;
536 struct player *pplayer = unit_owner(punit);
537 const struct civ_map *nmap = &(wld.map);
538
540 parameter.omniscience = !has_handicap(pplayer, H_MAP);
541 /* When trying to find rampage targets we ignore risks such as
542 * enemy units because we are looking for trouble!
543 * Hence no call ai_avoid_risks()
544 */
545
546 tgt_map = pf_map_new(&parameter);
548 int want;
549 bool move_needed;
550 int thresh;
551
552 if (move_cost > punit->moves_left) {
553 /* This is too far */
554 break;
555 }
556
557 if (has_handicap(pplayer, H_TARGETS)
558 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
559 /* The target is under fog of war */
560 continue;
561 }
562
564
565 /* Negative want means move needed even though the tiles are adjacent */
567 || want < 0);
568 /* Select the relevant threshold */
570 want = (want < 0 ? -want : want);
571
572 if (want > max_want && want > thresh) {
573 /* The new want exceeds both the previous maximum
574 * and the relevant threshold, so it's worth recording */
575 max_want = want;
576 ptile = iter_tile;
577 }
579
580 if (max_want > 0) {
581 /* We found something */
582 path = pf_map_path(tgt_map, ptile);
583 fc_assert(path != nullptr);
584 }
585
587
588 return path;
589}
590
591/**********************************************************************/
606 int thresh_move)
607{
608 int count = punit->moves_left + 1; /* Break any infinite loops */
609 struct pf_path *path = nullptr;
610
613
615 /* This teaches the AI about the dangers inherent in occupychance. */
617
618 while (count-- > 0 && punit->moves_left > 0
620 if (!adv_unit_execute_path(punit, path)) {
621 /* Died */
622 count = -1;
623 }
624 pf_path_destroy(path);
625 path = nullptr;
626 }
627
628 fc_assert(path == nullptr);
629
631 return (count >= 0);
632}
633
634/**********************************************************************/
638static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
639 struct unit *punit)
640{
641 struct unit *aunit = aiguard_charge_unit(ait, punit);
642 struct city *acity = aiguard_charge_city(ait, punit);
643 struct tile *ptile;
644
646 CHECK_GUARD(ait, punit);
647
648 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
649 /* protect a unit */
650 if (aunit->goto_tile != nullptr) {
651 /* Our charge is going somewhere: maybe we should meet them there */
652 /* FIXME: This probably isn't the best algorithm for this. */
654 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
655 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
656
657 if (me2goal < me2them
661 ptile = aunit->goto_tile;
662 } else {
663 ptile = unit_tile(aunit);
664 }
665 } else {
666 ptile = unit_tile(aunit);
667 }
668 } else if (acity && city_owner(acity) == unit_owner(punit)) {
669 /* protect a city */
670 ptile = acity->tile;
671 } else {
672 /* should be impossible */
673 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
674 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
675 return;
676 }
677
678 if (same_pos(unit_tile(punit), ptile)) {
679 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
680 } else {
681 if (goto_is_sane(punit, ptile)) {
682 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
683 if (!dai_gothere(ait, pplayer, punit, ptile)) {
684 /* We died */
685 return;
686 }
687 } else {
688 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
689 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
690 }
691 }
692
693 /* We might have stopped because of an enemy nearby.
694 * Perhaps we can kill it.*/
697 && same_pos(unit_tile(punit), ptile)) {
698 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
699 }
700}
701
702/**********************************************************************/
705static bool unit_role_defender(const struct unit_type *punittype)
706{
708}
709
710/**********************************************************************/
720adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
721 struct player *pplayer, struct unit *punit,
722 struct unit **aunit, struct city **acity)
723{
724 struct pf_parameter parameter;
725 struct pf_map *pfm;
726 struct city *pcity;
727 struct ai_city *data, *best_data = nullptr;
729 int def, best_def = -1;
730 /* Arbitrary: 3 turns. */
731 const int max_move_cost = 3 * unit_move_rate(punit);
732
733 *aunit = nullptr;
734 *acity = nullptr;
735
736 if (toughness == 0) {
737 /* Useless */
738 return 0;
739 }
740
741 pft_fill_unit_parameter(&parameter, nmap, punit);
742 parameter.omniscience = !has_handicap(pplayer, H_MAP);
743 pfm = pf_map_new(&parameter);
744
745 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
746 if (move_cost > max_move_cost) {
747 /* Consider too far. */
748 break;
749 }
750
751 pcity = tile_city(ptile);
752
753 /* Consider unit bodyguard. */
754 unit_list_iterate(ptile->units, buddy) {
755 const struct unit_type *ptype = unit_type_get(punit);
756 const struct unit_type *buddy_type = unit_type_get(buddy);
757
758 /* TODO: allied unit bodyguard? */
760 || unit_owner(buddy) != pplayer
761 || !aiguard_wanted(ait, buddy)
767
768 continue;
769 }
770
772 if (0 >= def) {
773 continue;
774 }
775
777 /* Reduce want based on move cost. We can't do this for
778 * transports since they move around all the time, leading
779 * to hilarious flip-flops. */
780 def >>= move_cost / (2 * unit_move_rate(punit));
781 }
782 if (def > best_def) {
783 *aunit = buddy;
784 *acity = nullptr;
785 best_def = def;
786 }
788
789 /* City bodyguard. TODO: allied city bodyguard? */
790 if (ai_fuzzy(pplayer, TRUE)
791 && pcity != nullptr
792 && city_owner(pcity) == pplayer
793 && (data = def_ai_city_data(pcity, ait))
794 && 0 < data->urgency) {
795 if (best_data != nullptr
796 && (0 < best_data->grave_danger
797 || best_data->urgency > data->urgency
798 || ((best_data->danger > data->danger
799 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
800 && 0 == data->grave_danger))) {
801 /* Chances are we'll be between cities when we are needed the most!
802 * Resuming pf_map_move_costs_iterate()... */
803 continue;
804 }
805 def = (data->danger - assess_defense_quadratic(ait, pcity));
806 if (def <= 0) {
807 continue;
808 }
809 /* Reduce want based on move cost. */
810 def >>= move_cost / (2 * unit_move_rate(punit));
811 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
812 *acity = pcity;
813 *aunit = nullptr;
814 best_def = def;
815 best_data = data;
816 }
817 }
819
821
822 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
824 (*acity != nullptr ? city_name_get(*acity)
825 : (*aunit != nullptr ? unit_rule_name(*aunit) : "")),
827 : (*aunit != nullptr ?
830 : (*aunit != nullptr ?
832
833 return ((best_def * 100) / toughness);
834}
835
836/**********************************************************************/
840 const struct unit_type *followee,
841 struct ai_type *ait)
842{
843 struct unit_type_ai *utai = utype_ai_data(follower, ait);
844
845 unit_type_list_iterate(utai->potential_charges, pcharge) {
846 if (pcharge == followee) {
847 return TRUE;
848 }
850
851 return FALSE;
852}
853
854/**********************************************************************/
857static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
858 struct player *pplayer, struct unit *punit)
859{
860 const struct unit_type *punittype = unit_type_get(punit);
861 struct unit_ai *unit_data;
862
864
865 /* Keep barbarians aggressive and primitive */
866 if (is_barbarian(pplayer)) {
867 if (is_land_barbarian(pplayer)) {
869
871 /* Land barbarians pillage */
873 }
874 }
875 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
876
877 return;
878 }
879
881
882 /* If I am a bodyguard, check whether I can do my job. */
883 if (unit_data->task == AIUNIT_ESCORT
884 || unit_data->task == AIUNIT_DEFEND_HOME) {
886 }
887
888 if (aiguard_has_charge(ait, punit)
889 && unit_data->task == AIUNIT_ESCORT) {
890 struct unit *aunit = aiguard_charge_unit(ait, punit);
891 struct city *acity = aiguard_charge_city(ait, punit);
892 struct ai_city *city_data = nullptr;
893
894 if (acity != nullptr) {
896 }
897
898 /* Check if the city we are on our way to rescue is still in danger,
899 * or the unit we should protect is still alive... */
900 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
903 && city_data->urgency != 0
904 && city_data->danger > assess_defense_quadratic(ait, acity))) {
905 return; /* Yep! */
906 } else {
907 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr); /* Nope! */
908 }
909 }
910
911 /* Is the unit badly damaged? */
912 if ((unit_data->task == AIUNIT_RECOVER
913 && punit->hp < punittype->hp)
914 || punit->hp < punittype->hp * 0.25) { /* WAG */
915 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
916 dai_unit_new_task(ait, punit, AIUNIT_RECOVER, nullptr);
917 return;
918 }
919
922 /* This is a defending unit that doesn't need to stay put.
923 * It needs to defend something, but not necessarily where it's at.
924 * Therefore, it will consider becoming a bodyguard. -- Syela */
925 struct city *acity;
926 struct unit *aunit;
927
928 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
929 if (acity) {
932 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
933 } else if (aunit) {
936 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
937 }
938 }
940}
941
942/**********************************************************************/
951static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
952 struct unit *punit)
953{
954 struct city *pcity = aiguard_charge_city(ait, punit);
955
957
958 if (!pcity || city_owner(pcity) != pplayer) {
960 /* Do not stay defending an allied city forever */
962 }
963
964 if (!pcity) {
965 /* Try to find a place to rest. Sitting duck out in the wilderness
966 * is generally a bad idea, since we protect no cities that way, and
967 * it looks silly. */
968 pcity = find_closest_city(unit_tile(punit), nullptr, pplayer,
971 }
972
973 if (!pcity) {
975 }
976
979 /* ... We survived */
980 if (pcity) {
981 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
983 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
985 } else {
986 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
987 }
988 } else {
989 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
990 }
991 }
992}
993
994/**********************************************************************/
997static void single_invader(struct ai_city *city_data,
998 const struct unit_type *utype,
999 int which)
1000{
1001 int attacks;
1002
1003 if (utype_action_takes_all_mp(utype,
1005 attacks = 1;
1006 } else {
1007 attacks = utype->move_rate;
1008 }
1009 city_data->invasion.attack += attacks;
1010 if (which == INVASION_OCCUPY) {
1011 city_data->invasion.occupy++;
1012 }
1013}
1014
1015/**********************************************************************/
1025static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1026 bool dest, int radius, int which)
1027{
1028 struct tile *ptile;
1029 struct player *pplayer = unit_owner(punit);
1030
1032
1033 if (dest) {
1035
1036 ptile = punit->goto_tile;
1037 } else {
1038 ptile = unit_tile(punit);
1039 }
1040
1041 square_iterate(&(wld.map), ptile, radius, tile1) {
1042 struct city *pcity = tile_city(tile1);
1043
1044 if (pcity
1046 && (dest || !has_defense(pcity))) {
1047 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1048
1049 /* Unit itself */
1051
1052 /* Cargo */
1053 unit_cargo_iterate(punit, cargo) {
1054 const struct unit_type *utype = unit_type_get(cargo);
1055
1056 if (IS_ATTACKER(utype)) {
1060 }
1062 }
1064
1065 return TRUE;
1066}
1067
1068/**********************************************************************/
1071bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1072 struct tile *dest_tile,
1073 const struct unit_type *cargo_type,
1074 const struct unit_type *ferry_type,
1075 struct tile **ferry_dest, struct tile **beachhead_tile)
1076{
1077 if (tile_city(dest_tile) == nullptr
1079 /* Unit can directly go to 'dest_tile'. */
1080 struct tile *best_tile = nullptr;
1082
1083 if (beachhead_tile != nullptr) {
1084 *beachhead_tile = dest_tile;
1085 }
1086
1087 adjc_iterate(&(wld.map), dest_tile, ptile) {
1089 if (cost != PF_IMPOSSIBLE_MC
1090 && (best_tile == nullptr || cost < best_cost)) {
1091 best_tile = ptile;
1092 best_cost = cost;
1093 }
1095
1096 if (ferry_dest != nullptr) {
1098 }
1099
1100 return (PF_IMPOSSIBLE_MC != best_cost);
1101 } else {
1102 /* We need to find a beach around 'dest_tile'. */
1103 struct tile *best_tile = nullptr, *best_beach = nullptr;
1107
1108 tile_list_append(checked_tiles, dest_tile);
1109 adjc_iterate(&(wld.map), dest_tile, beach) {
1111 /* Can land there. */
1112 adjc_iterate(&(wld.map), beach, ptile) {
1113 if (!tile_list_search(checked_tiles, ptile)
1114 && !is_non_allied_unit_tile(ptile, pplayer,
1115 flagless_ferry)) {
1118 if (cost != PF_IMPOSSIBLE_MC
1119 && (best_tile == nullptr || cost < best_cost)) {
1120 best_beach = beach;
1121 best_tile = ptile;
1122 best_cost = cost;
1123 }
1124 }
1126 }
1128
1130
1131 if (beachhead_tile != nullptr) {
1133 }
1134 if (ferry_dest != nullptr) {
1136 }
1137
1138 return (PF_IMPOSSIBLE_MC != best_cost);
1139 }
1140}
1141
1142/**********************************************************************/
1150adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1151 struct unit *punit,
1152 struct tile **pdest_tile, struct pf_path **ppath,
1153 struct pf_map **pferrymap,
1154 struct unit **pferryboat,
1155 const struct unit_type **pboattype, int *pmove_time)
1156{
1157 const int attack_value = adv_unit_att_rating(punit); /* Basic attack. */
1158 struct pf_parameter parameter;
1159 struct pf_map *punit_map, *ferry_map;
1160 struct pf_position pos;
1162 const struct unit_type *punit_type = unit_type_get(punit);
1163 struct tile *punit_tile = unit_tile(punit);
1164 /* Type of our boat (a future one if ferryboat == nullptr). */
1165 const struct unit_type *boattype = nullptr;
1166 struct unit *ferryboat = nullptr;
1167 struct city *pcity;
1168 struct ai_city *acity_data;
1169 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1170 bool handicap = has_handicap(pplayer, H_TARGETS);
1171 bool unhap = FALSE; /* Do we make unhappy citizen. */
1172 bool harbor = FALSE; /* Do we have access to sea? */
1173 bool go_by_boat; /* Whether we need a boat or not. */
1174 int vulnerability; /* Enemy defense rating. */
1175 adv_want benefit; /* Benefit from killing the target. */
1176 struct unit *pdefender; /* Enemy city defender. */
1177 int move_time; /* Turns needed to target. */
1178 int reserves;
1179 int attack; /* Our total attack value with reinforcements. */
1180 int victim_count; /* Number of enemies there. */
1181 int needferry; /* Cost of building a ferry boat. */
1182 /* This is a kluge, because if we don't set x and y with !punit->id,
1183 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1184 * never learning steam engine, even though ironclads would be very
1185 * useful. -- Syela */
1186 adv_want bk = 0;
1187 adv_want want; /* Want (amortized) of the operation. */
1188 adv_want best = 0; /* Best of all wants. */
1189 struct tile *goto_dest_tile = nullptr;
1190 bool can_occupy;
1191 struct civ_map *nmap = &(wld.map);
1192
1193 /* Very preliminary checks. */
1195 if (pferrymap != nullptr) {
1196 *pferrymap = nullptr;
1197 }
1198 if (pferryboat != nullptr) {
1199 *pferryboat = nullptr;
1200 }
1201 if (pboattype != nullptr) {
1202 *pboattype = nullptr;
1203 }
1204 if (pmove_time != nullptr) {
1205 *pmove_time = 0;
1206 }
1207 if (ppath != nullptr) {
1208 *ppath = nullptr;
1209 }
1210
1211 if (attack_value == 0) {
1212 /* A very poor attacker... probably low on HP. */
1213 return 0;
1214 }
1215
1217
1218
1219 /*** Part 1: Calculate targets ***/
1220
1221 /* This horrible piece of code attempts to calculate the attractiveness of
1222 * enemy cities as targets for our units, by checking how many units are
1223 * going towards it or are near it already. */
1224
1225 /* Reset enemy cities data. */
1227 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1228 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1229 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1230 continue;
1231 }
1232 city_list_iterate(aplayer->cities, acity) {
1233 struct ai_city *city_data = def_ai_city_data(acity, ait);
1234
1236 &city_data->attack,
1237 &city_data->bcost);
1238 city_data->invasion.attack = 0;
1239 city_data->invasion.occupy = 0;
1242
1243 /* Second, calculate in units on their way there, and mark targets for
1244 * invasion */
1245 unit_list_iterate(pplayer->units, aunit) {
1246 const struct unit_type *atype;
1247
1248 if (aunit == punit) {
1249 continue;
1250 }
1251
1253
1254 /* Dealing with invasion stuff */
1255 if (IS_ATTACKER(atype)) {
1256 if (aunit->activity == ACTIVITY_GOTO) {
1257 if (invasion_funct(ait, aunit, TRUE, 0,
1260 && (pcity = tile_city(aunit->goto_tile))) {
1261 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1262
1265 }
1266 }
1270 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1272 /* It's a transport with reinforcements */
1273 if (aunit->activity == ACTIVITY_GOTO) {
1275 }
1277 }
1279 /* End horrible initialization subroutine */
1280
1281
1282 /*** Part 2: Now pick one target ***/
1283
1284 /* We first iterate through all cities, then all units, looking
1285 * for a viable target. We also try to gang up on the target
1286 * to avoid spreading out attacks too widely to be inefficient.
1287 */
1288
1290 if (pcity != nullptr && (punit->id == 0 || pcity->id == punit->homecity)) {
1291 /* I would have thought unhappiness should be taken into account
1292 * irrespectfully the city in which it will surface... -- GB */
1294 }
1295
1298
1300 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1301 punit_map = pf_map_new(&parameter);
1302
1303 if (MOVE_NONE == punit_class->adv.sea_move) {
1304 /* We need boat to move over sea. */
1305 ferryboat = unit_transport_get(punit);
1306
1307 /* First check if we can use the boat we are currently loaded to. */
1308 if (ferryboat == nullptr || !is_boat_free(ait, ferryboat, punit, 0)) {
1309 /* No, we cannot control current boat */
1310 ferryboat = nullptr;
1311 }
1312
1313 if (ferryboat == nullptr) {
1314 /* Try to find new boat */
1315 ferryboat = player_unit_by_number(pplayer,
1316 aiferry_find_boat(ait, punit, 1,
1317 nullptr));
1318 }
1319
1321 TC_OCEAN)) {
1322 harbor = TRUE;
1323 }
1324 }
1325
1326 if (ferryboat != nullptr) {
1327 boattype = unit_type_get(ferryboat);
1328 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1329 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1330 ferry_map = pf_map_new(&parameter);
1331 } else {
1333 if (boattype == nullptr) {
1334 /* We pretend that we can have the simplest boat to stimulate tech. */
1336 }
1337 if (boattype != nullptr && harbor) {
1338 /* Let's simulate a boat at 'punit' position. */
1340 punit_tile, pplayer);
1341 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1342 ferry_map = pf_map_new(&parameter);
1343 } else {
1344 ferry_map = nullptr;
1345 }
1346 }
1347
1349
1351 /* For the virtual unit case, which is when we are called to evaluate
1352 * which units to build, we want to calculate in danger and which
1353 * players we want to make war with in the future. We do _not_ want
1354 * to do this when actually making attacks. */
1355 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1356 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1357 continue; /* Not an enemy. */
1358 }
1359
1360 city_list_iterate(aplayer->cities, acity) {
1361 struct tile *atile = city_tile(acity);
1362
1365 /* Can't attack this city. It is on land. */
1366 continue;
1367 }
1368
1369 if (handicap && !map_is_known(atile, pplayer)) {
1370 /* Can't see it */
1371 continue;
1372 }
1373
1375 go_by_boat = FALSE;
1376 move_time = pos.turn;
1377 } else if (ferry_map == nullptr) {
1378 continue; /* Impossible to handle. */
1379 } else {
1380 struct tile *dest, *beach;
1381
1382 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1383 boattype, &dest, &beach)) {
1384 continue; /* Impossible to go by boat. */
1385 }
1386 if (!pf_map_position(ferry_map, dest, &pos)) {
1388 continue;
1389 }
1390 move_time = pos.turn; /* Sailing time. */
1391 if (dest != beach) {
1392 move_time++; /* Land time. */
1393 }
1394 if (ferryboat != nullptr && unit_tile(ferryboat) != punit_tile) {
1395 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1396 move_time += pos.turn; /* Time to reach the boat. */
1397 } else {
1398 continue; /* Cannot reach the boat. */
1399 }
1400 }
1401 go_by_boat = TRUE;
1402 }
1403
1406 nullptr))) {
1409 } else {
1410 pdefender = nullptr;
1411 vulnerability = 0;
1412 benefit = 0;
1413 }
1414
1415 if (1 < move_time) {
1417
1418 if (def_type) {
1422
1423 if (v > vulnerability) {
1424 /* They can build a better defender! */
1425 vulnerability = v;
1427 }
1428 }
1429 }
1430
1432
1433 reserves = (acity_data->invasion.attack
1434 - unit_list_size(acity->tile->units));
1435
1436 if (punit->id == 0) {
1437 /* Real unit would add to reserves once built. */
1440 reserves++;
1441 } else {
1442 reserves += punit_type->move_rate;
1443 }
1444 }
1445
1446 if (0 < reserves && (can_occupy
1447 || 0 < acity_data->invasion.occupy)) {
1448 /* There are units able to occupy the city after all defenders
1449 * are killed! */
1450 benefit += acity_data->worth * reserves / 5;
1451 }
1452
1453 attack = attack_value + acity_data->attack;
1454 attack *= attack;
1455 /* Avoiding handling upkeep aggregation this way -- Syela */
1456
1457 /* AI was not sending enough reinforcements to totally wipe out a city
1458 * and conquer it in one turn.
1459 * This variable enables total carnage. -- Syela */
1461
1462 if (!can_occupy && pdefender == nullptr) {
1463 /* Nothing there to bash and we can't occupy!
1464 * Not having this check caused warships yoyoing */
1465 want = 0;
1466 } else if (10 < move_time) {
1467 /* Too far! */
1468 want = 0;
1469 } else if (can_occupy && 0 == acity_data->invasion.occupy
1470 && (0 < acity_data->invasion.attack
1471 || victim_count == 0)) {
1472 /* Units able to occupy really needed there! */
1473 want = bcost * SHIELD_WEIGHTING;
1474 } else {
1475 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1477 }
1480 /* Build_cost of ferry. */
1481 needferry = (go_by_boat && ferryboat == nullptr
1482 ? utype_build_shield_cost(acity, nullptr, boattype) : 0);
1483 /* FIXME: Add time to build the ferry? */
1485 want, MAX(1, move_time),
1487
1488 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1489 if (0 >= want && 0 == punit->id && 0 >= best) {
1493 MAX(1, move_time),
1495
1496 if (bk_e > bk) {
1497 *pdest_tile = atile;
1498 if (pferrymap != nullptr) {
1499 *pferrymap = go_by_boat ? ferry_map : nullptr;
1500 }
1501 if (pferryboat != nullptr) {
1502 *pferryboat = go_by_boat ? ferryboat : nullptr;
1503 }
1504 if (pboattype != nullptr) {
1505 *pboattype = go_by_boat ? boattype : nullptr;
1506 }
1507 if (pmove_time != nullptr) {
1509 }
1510 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1511 ? unit_tile(ferryboat) : atile);
1512 bk = bk_e;
1513 }
1514 }
1515 /* END STEAM-ENGINES KLUGE */
1516
1517 if (punit->id != 0
1518 && ferryboat != nullptr
1519 && punit_class->adv.sea_move == MOVE_NONE) {
1521 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1522 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1523 ", best = " ADV_WANT_PRINTF ")",
1524 __FUNCTION__, unit_rule_name(ferryboat),
1525 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1526 TILE_XY(atile), go_by_boat, move_time, want, best);
1527 }
1528
1529 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1530 /* Yes, we like this target */
1531 best = want;
1532 *pdest_tile = atile;
1533 if (pferrymap != nullptr) {
1534 *pferrymap = go_by_boat ? ferry_map : nullptr;
1535 }
1536 if (pferryboat != nullptr) {
1537 *pferryboat = go_by_boat ? ferryboat : nullptr;
1538 }
1539 if (pboattype != nullptr) {
1540 *pboattype = go_by_boat ? boattype : nullptr;
1541 }
1542 if (pmove_time != nullptr) {
1544 }
1545 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1546 ? unit_tile(ferryboat) : atile);
1547 }
1549
1551 /* I'm not sure the following code is good but it seems to be adequate.
1552 * I am deliberately not adding ferryboat code to the unit_list_iterate().
1553 * -- Syela */
1555 struct tile *atile = unit_tile(aunit);
1556
1557 if (tile_city(atile) != nullptr) {
1558 /* Already dealt with it. */
1559 continue;
1560 }
1561
1562 if (handicap && !map_is_known(atile, pplayer)) {
1563 /* Can't see the target. */
1564 continue;
1565 }
1566
1568 && 0 == punit->id) {
1569 /* We will not build units just to chase caravans and
1570 * ambassadors. */
1571 continue;
1572 }
1573
1574 /* We have to assume the attack is diplomatically ok.
1575 * We cannot use can_player_attack_tile(), because we might not
1576 * be at war with aplayer yet */
1577 if (!can_unit_attack_tile(punit, nullptr, atile)
1578 || aunit != get_defender(nmap, punit, atile, nullptr)) {
1579 /* We cannot attack it, or it is not the main defender. */
1580 continue;
1581 }
1582
1584 /* Cannot reach it. */
1585 continue;
1586 }
1587
1590
1591 move_time = pos.turn;
1592 if (10 < move_time) {
1593 /* Too far. */
1594 want = 0;
1595 } else {
1596 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1597 /* Take into account maintenance of the unit. */
1598 /* FIXME: Depends on the government. */
1599 want -= move_time * SHIELD_WEIGHTING;
1600 /* Take into account unhappiness
1601 * (costs 2 luxuries to compensate). */
1602 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1603 }
1605 want, MAX(1, move_time), bcost_bal);
1606 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1607 best = want;
1608 *pdest_tile = atile;
1609 if (pferrymap != nullptr) {
1610 *pferrymap = nullptr;
1611 }
1612 if (pferryboat != nullptr) {
1613 *pferryboat = nullptr;
1614 }
1615 if (pboattype != nullptr) {
1616 *pboattype = nullptr;
1617 }
1618 if (pmove_time != nullptr) {
1620 }
1622 }
1625
1626 if (ppath != nullptr) {
1627 *ppath = (goto_dest_tile != nullptr && goto_dest_tile != punit_tile
1628 ? pf_map_path(punit_map, goto_dest_tile) : nullptr);
1629 }
1630
1632 if (ferry_map != nullptr
1633 && (pferrymap == nullptr || *pferrymap != ferry_map)) {
1635 }
1636
1638
1639 return best;
1640}
1641
1642/**********************************************************************/
1651{
1652 struct pf_parameter parameter;
1653 struct pf_map *pfm;
1654 struct player *pplayer = unit_owner(punit);
1655 struct city *pcity, *best_city = nullptr;
1656 int best = FC_INFINITY, cur;
1657 const struct civ_map *nmap = &(wld.map);
1658
1659 pft_fill_unit_parameter(&parameter, nmap, punit);
1660 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1661 pfm = pf_map_new(&parameter);
1662
1663 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1664 if (move_cost > best) {
1665 /* We already found a better city. No need to continue. */
1666 break;
1667 }
1668
1669 pcity = tile_city(ptile);
1670 if (pcity == nullptr || !pplayers_allied(pplayer, city_owner(pcity))) {
1671 continue;
1672 }
1673
1674 /* Score based on the move cost. */
1675 cur = move_cost;
1676
1677 /* Note the unit owner may be different from the city owner. */
1678 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1679 unit_type_get(punit), nullptr,
1680 EFT_HP_REGEN)) {
1681 /* If we cannot regen fast our hit points here, let's make some
1682 * penalty. */
1683 cur *= 3;
1684 }
1685
1686 if (cur < best) {
1687 best_city = pcity;
1688 best = cur;
1689 }
1691
1693 return best_city;
1694}
1695
1696/**********************************************************************/
1702 struct player *pplayer,
1703 struct unit *punit)
1704{
1705 struct city *pc;
1706 bool only_continent = TRUE;
1707
1708 if (unit_transported(punit)) {
1709 /* If we are in transport, we can go to any continent.
1710 * Actually, we are not currently in a continent where to stay. */
1712 }
1713
1714 if ((pc = find_closest_city(unit_tile(punit), nullptr, pplayer, FALSE,
1715 only_continent, FALSE, FALSE, TRUE, nullptr))) {
1717 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1718 city_name_get(pc));
1719 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1720 } else {
1721 struct unit *ferry = nullptr;
1722
1723 if (unit_transported(punit)) {
1724 ferry = unit_transport_get(punit);
1725
1726 /* We already are in a boat so it needs no
1727 * free capacity */
1728 if (!is_boat_free(ait, ferry, punit, 0)) {
1729 /* We cannot control our ferry. */
1730 ferry = nullptr;
1731 }
1732 } else {
1733 /* We are not in a boat yet. Search for one. */
1735 if (is_boat_free(ait, aunit, punit, 1)
1737 ferry = aunit;
1738 break;
1739 }
1741 }
1742
1743 if (ferry) {
1744 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1745 city_name_get(pc));
1746 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1747 } else {
1748 /* This is not an error. Somebody else might be in charge
1749 * of the ferry. */
1750 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1751 }
1752 }
1753 } else {
1754 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1755 }
1756}
1757
1758/**********************************************************************/
1764static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1765 struct unit *punit)
1766{
1767 struct tile *dest_tile;
1768 int id = punit->id;
1769 int ct = 10;
1770 struct city *pcity = nullptr;
1771
1773
1774 /* Barbarians pillage, and might keep on doing that so they sometimes
1775 * even finish it. */
1776 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1777 && fc_rand(2) == 1) {
1778 return;
1779 }
1780
1781 /* First find easy nearby enemies, anything better than pillage goes.
1782 * NB: We do not need to repeat dai_military_rampage(), it is repeats itself
1783 * until it runs out of targets. */
1784 /* FIXME: 1. dai_military_rampage() never checks if it should defend newly
1785 * conquered cities.
1786 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1787 * of moves too.*/
1789 return; /* We died */
1790 }
1791
1792 if (punit->moves_left <= 0) {
1793 return;
1794 }
1795
1796 /* Main attack loop */
1797 do {
1798 struct tile *start_tile = unit_tile(punit);
1799 struct pf_path *path;
1800 struct unit *ferryboat;
1801
1802 /* Then find enemies the hard way */
1803 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1804 nullptr, &ferryboat, nullptr, nullptr);
1805 if (!same_pos(unit_tile(punit), dest_tile)) {
1806 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1807 || !can_unit_attack_tile(punit, nullptr, dest_tile)) {
1808
1809 /* Adjacent and can't attack usually means we are not marines
1810 * and on a ferry. This fixes the problem (usually). */
1811 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1812 TILE_XY(dest_tile));
1813
1814 /* Set ACTIVITY_GOTO more permanently than just inside
1815 * adv_follow_path(). This way other units will know we're
1816 * on our way even if we don't reach target yet. */
1817 punit->goto_tile = dest_tile;
1819 if (path != nullptr && !adv_follow_path(punit, path, dest_tile)) {
1820 /* Died. */
1821 pf_path_destroy(path);
1822 return;
1823 }
1824 if (ferryboat != nullptr) {
1825 /* Need a boat. */
1826 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1827 pf_path_destroy(path);
1828 return;
1829 }
1830 if (punit->moves_left <= 0) {
1831 /* No moves left. */
1832 pf_path_destroy(path);
1833 return;
1834 }
1835
1836 /* Either we're adjacent or we sitting on the tile. We might be
1837 * sitting on the tile if the enemy that _was_ sitting there
1838 * attacked us and died _and_ we had enough movement to get there */
1839 if (same_pos(unit_tile(punit), dest_tile)) {
1840 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1841 TILE_XY(dest_tile));
1842 pf_path_destroy(path);
1843 break;
1844 }
1845 }
1846
1847 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1848 /* Close combat. fstk sometimes want us to attack an adjacent
1849 * enemy that rampage wouldn't */
1850 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1851 TILE_XY(dest_tile));
1852 if (!dai_unit_attack(ait, punit, dest_tile)) {
1853 /* Died */
1854 pf_path_destroy(path);
1855 return;
1856 }
1857 } else if (!same_pos(start_tile, unit_tile(punit))) {
1858 /* Got stuck. Possibly because of adjacency to an
1859 * enemy unit. Perhaps we are in luck and are now next to a
1860 * tempting target? Let's find out... */
1863 pf_path_destroy(path);
1864 return;
1865 }
1866
1867 } else {
1868 /* FIXME: This happens a bit too often! */
1869 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1870 /* No worthy enemies found, so abort loop */
1871 ct = 0;
1872 }
1873 pf_path_destroy(path);
1874
1875 ct--; /* Infinite loops from railroads must be stopped */
1876 } while (punit->moves_left > 0 && ct > 0);
1877
1878 /* Cleanup phase */
1879 if (punit->moves_left == 0) {
1880 return;
1881 }
1883 if (pcity != nullptr
1884 && (dai_is_ferry(punit, ait)
1885 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1886 /* Go somewhere safe */
1887 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1888 (void) dai_unit_goto(ait, punit, pcity->tile);
1889 } else if (!is_barbarian(pplayer)) {
1890 /* Nothing else to do, so try exploring. */
1891 switch (manage_auto_explorer(punit)) {
1892 case MR_DEATH:
1893 /* Don't use punit! */
1894 return;
1895 case MR_OK:
1896 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1897 break;
1898 default:
1899 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1900 break;
1901 };
1902 } else {
1903 /* You can still have some moves left here, but barbarians should
1904 not sit helplessly, but advance towards nearest known enemy city */
1905 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1906 dai_military_attack_barbarian(ait, pplayer, punit);
1907 }
1908
1909 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1910 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1911 dai_military_defend(ait, pplayer, punit);
1912 }
1913}
1914
1915/**********************************************************************/
1919static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1920{
1921 bool alive = TRUE;
1922 int ferryboat = 0;
1923 struct pf_path *path_to_ferry = nullptr;
1924
1925 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1926 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1927 /* Going to meet the boat */
1928 if ((ferryboat <= 0)) {
1930 "in find_boat_for_unit cannot find any boats.");
1931 /* If we are undefended on the country side go to a city */
1933
1934 if (current_city == nullptr) {
1936
1937 if (city_near != nullptr) {
1939 }
1940 }
1941 } else {
1942 if (path_to_ferry != nullptr) {
1944 /* Died. */
1946 path_to_ferry = nullptr;
1947 alive = FALSE;
1948 } else {
1950 path_to_ferry = nullptr;
1951 alive = TRUE;
1952 }
1953 }
1954 }
1955
1956 return alive;
1957}
1958
1959/**********************************************************************/
1968 struct tile *ctile, struct tile *ptile)
1969{
1970 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1971 bool lm = MOVE_NONE != pclass->adv.land_move,
1972 sm = MOVE_NONE != pclass->adv.sea_move;
1973 struct civ_map *pmap = &(wld.map);
1974
1975 if (lm && sm) {
1976 return FALSE;
1977 }
1978
1979 /* We could use adjc_iterate() but likely often tiles are on the same
1980 * continent and it will be more time to find where they connect */
1983
1984 if (is_ocean_tile(atile) ? sm : lm) {
1985 iterate_outward(pmap, ptile, 1, btile) {
1986 if (tile_continent(btile) == acont) {
1987 return FALSE;
1988 }
1990 }
1992
1993 if (is_tiles_adjacent(ctile, ptile)) {
1994 return FALSE;
1995 }
1996
1997 return TRUE;
1998}
1999
2000/**********************************************************************/
2006static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2007 struct unit *punit,
2008 const struct city *dest_city,
2009 bool help_wonder,
2010 bool required_boat, bool request_boat)
2011{
2012 bool alive = TRUE;
2013 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2014 const struct civ_map *nmap = &(wld.map);
2015
2016 fc_assert_ret(dest_city != nullptr);
2017
2018 /* if we're not there yet, and we can move, move... */
2019 if (!same_pos(dest_city->tile, unit_tile(punit))
2020 && punit->moves_left != 0) {
2021 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2025 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2026 required_boat ? "with a boat" : "");
2027 if (required_boat) {
2028 /* To trade with boat */
2029 if (request_boat) {
2030 /* Try to find new boat */
2032 } else {
2033 /* If we are not being transported then ask for a boat again */
2034 alive = TRUE;
2037 unit_tile(punit), dest_city->tile)) {
2039 }
2040 }
2041 if (alive) {
2042 /* FIXME: Sometimes we get FALSE here just because
2043 * a trireme that we've boarded can't go over an ocean. */
2044 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2045 }
2046 } else {
2047 /* To trade without boat */
2049 }
2050 }
2051
2052 /* If moving didn't kill us, and we got to the destination, handle it. */
2053 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2054 /* Release the boat! */
2055 if (unit_transported(punit)) {
2057 }
2059 punit, dest_city)) {
2060 /*
2061 * We really don't want to just drop all caravans in immediately.
2062 * Instead, we want to aggregate enough caravans to build instantly.
2063 * -AJS, 990704
2064 */
2065 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2068 punit->id,
2071 unit_do_action(pplayer, punit->id, dest_city->id,
2072 0, "", ACTION_HELP_WONDER);
2074 punit, dest_city)) {
2075 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2078 punit->id,
2081 unit_do_action(pplayer, punit->id, dest_city->id,
2082 0, "", ACTION_TRADE_ROUTE);
2084 punit, dest_city)) {
2085 /* Get the one time bonus. */
2086 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2089 punit->id,
2092 unit_do_action(pplayer, punit->id, dest_city->id,
2093 0, "", ACTION_MARKETPLACE);
2094 } else {
2095 enum log_level level = LOG_NORMAL;
2096
2097 if (help_wonder) {
2098 /* A Caravan ordered to help build wonder may arrive after
2099 * enough shields to build the wonder is produced. */
2101 }
2102
2104 "%s %s[%d](%d,%d) unable to trade with %s",
2107 punit->id,
2110 }
2111 }
2112}
2113
2114/**********************************************************************/
2118static void caravan_optimize_callback(const struct caravan_result *result,
2119 void *data)
2120{
2121 const struct unit *caravan = data;
2122
2123 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2125 unit_rule_name(caravan),
2126 caravan->id,
2127 TILE_XY(unit_tile(caravan)),
2128 city_name_get(result->src),
2129 result->help_wonder ? "wonder in" : "trade to",
2130 city_name_get(result->dest),
2131 result->value);
2132}
2133
2134/**********************************************************************/
2138 struct unit *punit)
2139{
2140 struct tile *src = nullptr, *dest = nullptr, *src_home_city = nullptr;
2141 struct city *phome_city = nullptr;
2142 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2143
2144 if ((unit_data->task != AIUNIT_NONE)) {
2145 src = unit_tile(punit);
2147 if (phome_city != nullptr) {
2149 }
2150 dest = punit->goto_tile;
2151
2152 if (src == nullptr || dest == nullptr) {
2153 return FALSE;
2154 }
2155
2156 /* If we have a home continent, and are not there.
2157 * (FIXME: well, why?)
2158 * (I guess because home continent is which we were supposed to leave,
2159 * not the target continent) */
2160 if (src_home_city != nullptr
2162 return FALSE;
2163 }
2164
2165 if (!goto_is_sane(punit, dest)) {
2166 if (unit_transported(punit)) {
2167 /* If we're being transported */
2168 return FALSE;
2169 }
2170 if ((punit->birth_turn + 15 < game.info.turn)) {
2171 /* We are tired of waiting */
2173
2174 if (ferrys <= 0) {
2175 /* There are no ferrys available... give up */
2176 return TRUE;
2177 } else {
2178 if (punit->birth_turn + 20 < game.info.turn) {
2179 /* We are fed up! */
2180 return TRUE;
2181 }
2182 }
2183 }
2184 }
2185 }
2186
2187 return FALSE;
2188}
2189
2190/**********************************************************************/
2197 struct unit *punit)
2198{
2200 Continent_id continent;
2201
2202 fc_assert(pcity != nullptr);
2203
2204 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2205 /* There is just no possible transporters. */
2206 return FALSE;
2207 }
2208 continent = tile_continent(pcity->tile);
2209
2210 /* Look for proper destination city at different continent. */
2211 city_list_iterate(pplayer->cities, acity) {
2213 if (tile_continent(acity->tile) != continent) {
2214 return TRUE;
2215 }
2216 }
2218
2220 if (aplayer == pplayer || !aplayer->is_alive) {
2221 continue;
2222 }
2223 if (pplayers_allied(pplayer, aplayer)) {
2224 city_list_iterate(aplayer->cities, acity) {
2226 if (tile_continent(acity->tile) != continent) {
2227 return TRUE;
2228 }
2229 }
2232 }
2233
2234 return FALSE;
2235}
2236
2237/**********************************************************************/
2241static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2242{
2243 struct city *nearest = nullptr;
2244 int min_dist = FC_INFINITY;
2245 struct tile *current_loc = unit_tile(punit);
2247 bool alive = TRUE;
2248
2250 struct tile *ctile = city_tile(pcity);
2251
2252 if (tile_continent(ctile) == continent) {
2254
2255 if (this_dist < min_dist) {
2257 nearest = pcity;
2258 }
2259 }
2261
2262 if (nearest != nullptr) {
2264 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2266 }
2267 }
2268
2269 return alive;
2270}
2271
2272/**********************************************************************/
2278static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2279 struct unit *punit)
2280{
2281 struct caravan_parameter parameter;
2282 struct caravan_result result;
2283 const struct city *homecity;
2284 const struct city *dest = nullptr;
2285 struct unit_ai *unit_data;
2287 bool expect_boats = pclass->adv.ferry_types > 0;
2288 /* TODO: Will pplayer have a boat for punit in a reasonable time? */
2289 bool help_wonder = FALSE;
2290 bool required_boat = FALSE;
2291 bool request_boat = FALSE;
2293 const struct civ_map *nmap = &(wld.map);
2294
2296
2300 /* We only want units that can establish trade, enter marketplace or
2301 * help build wonders */
2302 return;
2303 }
2304
2306
2307 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2312
2313 homecity = game_city_by_number(punit->homecity);
2314 if (homecity == nullptr && unit_data->task == AIUNIT_TRADE) {
2316 return;
2317 }
2318 homecity = game_city_by_number(punit->homecity);
2319 if (homecity == nullptr) {
2320 return;
2321 }
2322 }
2323
2324 if ((unit_data->task == AIUNIT_TRADE
2325 || unit_data->task == AIUNIT_WONDER)) {
2326 /* We are moving to our destination */
2327 /* We check to see if our current goal is feasible */
2329 struct goods_type *pgood = unit_current_goods(punit, homecity);
2330
2331 if ((city_dest == nullptr)
2333 || (unit_data->task == AIUNIT_TRADE
2334 && !(can_cities_trade(homecity, city_dest)
2336 pgood->replace_priority)))
2337 || (unit_data->task == AIUNIT_WONDER
2338 /* Helping the (new) production is illegal. */
2340 || (unit_data->task == AIUNIT_TRADE
2345 punit, city_dest)))
2346 || (unit_data->task == AIUNIT_WONDER
2349 punit, city_dest))) {
2350 /* Destination invalid! */
2351 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2352 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2355 } else {
2356 /* Destination valid. Are we tired of waiting for a boat? */
2359 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2360 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2364 } else {
2365 dest = city_dest;
2366 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2367 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2369 }
2370 }
2371 }
2372
2373 if (unit_data->task == AIUNIT_NONE) {
2374 if (homecity == nullptr) {
2375 /* FIXME: We shouldn't bother in getting homecity for
2376 * caravan that will then be used for wonder building. */
2378 return;
2379 }
2380 homecity = game_city_by_number(punit->homecity);
2381 if (homecity == nullptr) {
2382 return;
2383 }
2384 }
2385
2387 /* Make more trade with allies than other peaceful nations
2388 * by considering only allies 50% of the time.
2389 * (the other 50% allies are still considered, but so are other nations) */
2390 if (fc_rand(2)) {
2391 /* Be optimistic about development of relations with no-contact and
2392 * cease-fire nations. */
2393 parameter.allow_foreign_trade = FTL_NONWAR;
2394 } else {
2395 parameter.allow_foreign_trade = FTL_ALLIED;
2396 }
2397
2400 parameter.callback_data = punit;
2401 }
2403 parameter.ignore_transit_time = TRUE;
2404 }
2407 parameter.ignore_transit_time = FALSE;
2408 }
2409 caravan_find_best_destination(nmap, punit, &parameter, &result,
2410 !has_handicap(pplayer, H_MAP));
2411 if (result.dest != nullptr) {
2412 /* We did find a new destination for the unit */
2413 dest = result.dest;
2414 help_wonder = result.help_wonder;
2415 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2416 request_boat = required_boat;
2418 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2419 dest->tile);
2420 } else {
2421 dest = nullptr;
2422 }
2423 }
2424
2425 if (required_boat && !expect_boats) {
2426 /* Would require boat, but can't have them. Render destination invalid. */
2427 dest = nullptr;
2428 }
2429
2430 if (dest != nullptr) {
2431 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2432 required_boat, request_boat);
2433 return; /* That may have clobbered the unit */
2434 } else {
2435 /* We have nowhere to go! */
2436 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2440 /* Should we become a defensive unit? */
2441 }
2442}
2443
2444/**********************************************************************/
2449 struct unit *punit)
2450{
2451 struct player *pplayer = unit_owner(punit);
2452 struct city *pcity = tile_city(unit_tile(punit));
2453 struct city *safe = nullptr;
2454 const struct unit_type *punittype = unit_type_get(punit);
2455 bool no_recovery;
2456
2458
2459 if (pcity != nullptr) {
2460 /* Rest in the city until the hitpoints are recovered, but attempt
2461 * to protect city from attack (and be opportunistic too)*/
2464 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2465 } else {
2466 return; /* We died heroically defending our city */
2467 }
2468 } else {
2469 /* Goto to nearest city to recover hit points */
2470 /* Just before, check to see if we can occupy an undefended enemy city */
2473 return; /* Oops, we died */
2474 }
2475
2476 /* Find a city to stay and go there */
2478 if (safe) {
2479 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2481 if (!dai_unit_goto(ait, punit, safe->tile)) {
2482 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2483 return;
2484 }
2485 } else {
2486 /* Oops */
2487 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2488 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2489 dai_military_attack(ait, pplayer, punit);
2490 return;
2491 }
2492 }
2493
2494 /* Is the unit still damaged? If true, and could recover hit points, do so.
2495 * Don't wait if would be losing hitpoints that way! */
2497 if (punit->hp == punittype->hp) {
2498 no_recovery = TRUE;
2499 } else {
2501
2502 if (gain < 0) {
2503 no_recovery = TRUE;
2504 } else if (gain == 0 && !punit->moved) {
2505 /* Isn't gaining even though has not moved. */
2506 no_recovery = TRUE;
2507 }
2508 }
2509 if (no_recovery) {
2510 /* We are ready to go out and kick ass again */
2511 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2512 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2513 return;
2514 } else {
2515 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2516 }
2517}
2518
2519/**********************************************************************/
2523void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2524 struct player *pplayer, struct unit *punit)
2525{
2526 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2527 int id = punit->id;
2528
2530
2531 /* "Escorting" aircraft should not do anything. They are activated
2532 * by their transport or charge. We do _NOT_ set them to 'done'
2533 * since they may need be activated once our charge moves. */
2534 if (unit_data->task == AIUNIT_ESCORT
2536 return;
2537 }
2538
2541 && has_handicap(pplayer, H_AWAY)) {
2542 /* Don't move sentried or fortified units controlled by a player
2543 * in away mode. */
2544 unit_data->done = TRUE;
2545 return;
2546 }
2547
2548 /* Since military units re-evaluate their actions every turn,
2549 we must make sure that previously reserved ferry is freed. */
2551
2553 /* Try hunting with this unit */
2554 if (dai_hunter_qualify(pplayer, punit)) {
2555 int result, sanity = punit->id;
2556
2557 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2558 result = dai_hunter_manage(ait, pplayer, punit);
2559 if (game_unit_by_number(sanity) == nullptr) {
2561 return; /* Died */
2562 }
2563 if (result == -1) {
2564 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2566 return;
2567 } else if (result >= 1) {
2569 return; /* Done moving */
2570 } else if (unit_data->task == AIUNIT_HUNTER) {
2571 /* This should be very rare */
2572 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2573 }
2574 } else if (unit_data->task == AIUNIT_HUNTER) {
2575 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2576 }
2578
2579 /* Do we have a specific job for this unit? If not, we default
2580 * to attack. */
2581 dai_military_findjob(ait, nmap, pplayer, punit);
2582
2583 switch (unit_data->task) {
2584 case AIUNIT_AUTO_WORKER:
2585 case AIUNIT_BUILD_CITY:
2586 fc_assert(FALSE); /* This is not the place for this role */
2587 break;
2588 case AIUNIT_DEFEND_HOME:
2590 dai_military_defend(ait, pplayer, punit);
2592 break;
2593 case AIUNIT_ATTACK:
2594 case AIUNIT_NONE:
2596 dai_military_attack(ait, pplayer, punit);
2598 break;
2599 case AIUNIT_ESCORT:
2601 dai_military_bodyguard(ait, pplayer, punit);
2603 break;
2604 case AIUNIT_EXPLORE:
2605 switch (manage_auto_explorer(punit)) {
2606 case MR_DEATH:
2607 /* Don't use punit! */
2608 return;
2609 case MR_OK:
2610 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2611 break;
2612 default:
2613 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2614 break;
2615 };
2616 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2617 break;
2618 case AIUNIT_RECOVER:
2622 break;
2623 case AIUNIT_HUNTER:
2624 fc_assert(FALSE); /* Dealt with above */
2625 break;
2626 default:
2628 }
2629
2630 /* If we are still alive, either sentry or fortify. */
2631 if ((punit = game_unit_by_number(id))) {
2633 struct city *pcity = tile_city(unit_tile(punit));
2634
2635 if (unit_list_find(unit_tile(punit)->units,
2636 unit_data->ferryboat)) {
2638 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2639 /* We do not need to fortify in cities - we fortify and sentry
2640 * according to home defense setup, for easy debugging. */
2641 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2646 }
2647 } else {
2649 }
2650 }
2651 }
2652}
2653
2654/**********************************************************************/
2657static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2658 struct unit *punit)
2659{
2660 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2661
2663 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2664 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2665 if (unit_data->task == AIUNIT_NONE) {
2667 }
2668}
2669
2670/**********************************************************************/
2678void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2679 struct unit *punit)
2680{
2681 struct unit_ai *unit_data;
2682 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2683 bool is_ferry = FALSE;
2684 const struct unit_type *ptype;
2685 const struct civ_map *nmap = &(wld.map);
2686
2688
2689 /* Don't manage the unit if it is under human orders. */
2690 if (unit_has_orders(punit)) {
2692
2693 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2694 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2695 unit_data->done = TRUE;
2696
2697 return;
2698 }
2699
2700 /* Check if we have lost our bodyguard. If we never had one, all
2701 * fine. If we had one and lost it, ask for a new one. */
2702 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2703 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2705 }
2706
2708
2709 if (punit->moves_left <= 0) {
2710 /* Can do nothing */
2711 unit_data->done = TRUE;
2712
2713 return;
2714 }
2715
2716 is_ferry = dai_is_ferry(punit, ait);
2717
2719
2722 dai_manage_diplomat(ait, pplayer, punit);
2724
2725 return;
2726 } else if (ptype->adv.worker
2728 dai_manage_settler(ait, pplayer, punit);
2729
2730 return;
2735 dai_manage_caravan(ait, pplayer, punit);
2737
2738 return;
2740 dai_manage_barbarian_leader(ait, pplayer, punit);
2741
2742 return;
2745 dai_manage_paratrooper(ait, pplayer, punit);
2746
2747 return;
2748 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2750 dai_manage_ferryboat(ait, pplayer, punit);
2752
2753 return;
2754 } else if (utype_fuel(ptype)
2755 && unit_data->task != AIUNIT_ESCORT) {
2757 dai_manage_airunit(ait, pplayer, punit);
2759
2760 return;
2761 } else if (is_losing_hp(punit)) {
2762 /* This unit is losing hitpoints over time */
2763
2764 /* TODO: We can try using air-unit code for helicopters, just
2765 * pretend they have fuel = HP / 3 or something. */
2766 unit_data->done = TRUE; /* we did our best, which was ...
2767 nothing */
2768 return;
2769 } else if (!is_special_unit(punit)) {
2771 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2772 dai_manage_military(ait, nmap, pplayer, punit);
2774
2775 return;
2776 } else {
2777 /* what else could this be? -- Syela */
2778 switch (manage_auto_explorer(punit)) {
2779 case MR_DEATH:
2780 /* don't use punit! */
2781 break;
2782 case MR_OK:
2783 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2784 break;
2785 default:
2786 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2788 dai_military_defend(ait, pplayer, punit);
2789 break;
2790 };
2791
2792 return;
2793 }
2794}
2795
2796/**********************************************************************/
2802static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2803{
2804 city_list_iterate(pplayer->cities, pcity) {
2805 /* The idea here is that we should never keep more than two
2806 * units in permanent defense. */
2807 int total_defense = 0;
2809 bool emergency = FALSE;
2810 int count = 0;
2815 int entertainers = 0;
2816 bool enough = FALSE;
2817
2820 entertainers += pcity->specialists[sp];
2821 }
2823
2824 martless_unhappy += entertainers; /* We want to use martial law instead
2825 * of entertainers. */
2826
2827 while (!enough
2830 && martless_unhappy > mart_each * count))) {
2831 int best_want = 0;
2832 struct unit *best = nullptr;
2833 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2834
2836 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2837
2838 if ((unit_data->task == AIUNIT_NONE || emergency)
2839 && unit_data->task != AIUNIT_DEFEND_HOME
2840 && unit_owner(punit) == pplayer) {
2841 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2842
2843 if (want > best_want) {
2844 best_want = want;
2845 best = punit;
2846 }
2847 }
2849
2850 if (best == nullptr) {
2851 if (defense_needed) {
2852 /* Ooops - try to grab any unit as defender! */
2853 if (emergency) {
2854 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2855 break;
2856 }
2857 emergency = TRUE;
2858 } else {
2859 break;
2860 }
2861 } else {
2862 const struct unit_type *btype = unit_type_get(best);
2863
2864 if ((martless_unhappy < mart_each * count
2865 || count >= mart_max || mart_each <= 0)
2866 && ((count >= 2
2867 && btype->attack_strength > btype->defense_strength)
2868 || (count >= 4
2869 && btype->attack_strength == btype->defense_strength))) {
2870 /* In this case attack would be better defense than fortifying
2871 * to city. */
2872 enough = TRUE;
2873 } else {
2874 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2875
2877 UNIT_LOG(loglevel, best, "Defending city");
2879 count++;
2880 }
2881 }
2882 }
2883 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2884 ", %d defenders (out of %d)", total_defense, total_attack, count,
2887}
2888
2889/**********************************************************************/
2897void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2898{
2900 dai_airlift(ait, pplayer);
2902
2903 /* Clear previous orders, if desirable, here. */
2904 unit_list_iterate(pplayer->units, punit) {
2905 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2906
2907 unit_data->done = FALSE;
2908 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2909 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2910 }
2912
2913 /* Find and set city defenders first - figure out which units are
2914 * allowed to leave home. */
2915 dai_set_defenders(ait, pplayer);
2916
2918 if ((!unit_transported(punit)
2919 || unit_owner(unit_transport_get(punit)) != pplayer)
2920 && !def_ai_unit_data(punit, ait)->done) {
2921 /* Though it is usually the passenger who drives the transport,
2922 * the transporter is responsible for managing its passengers. */
2923 dai_manage_unit(ait, pplayer, punit);
2924 }
2926}
2927
2928/**********************************************************************/
2934 const struct city *pcity)
2935{
2936 const struct impr_type *impr_req = nullptr;
2937 const struct req_context context = {
2939 .city = pcity,
2940 .tile = city_tile(pcity),
2941 .unittype = putype,
2942 };
2943
2944 requirement_vector_iterate(&putype->build_reqs, preq) {
2945 if (is_req_active(&context, nullptr, preq, RPT_CERTAIN)) {
2946 /* Already there. */
2947 continue;
2948 }
2950 city_owner(pcity), pcity)) {
2951 /* The unit type can't be built at all. */
2952 return nullptr;
2953 }
2954 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2955 /* This is (one of) the building(s) required. */
2956 impr_req = preq->source.value.building;
2957 }
2959
2960 return impr_req;
2961}
2962
2963/**********************************************************************/
2968 const struct unit_type *base)
2969{
2970 /* This is the real function: */
2971 do {
2972 base = base->obsoleted_by;
2973 if (base == test) {
2974 return TRUE;
2975 }
2976 } while (base);
2977 return FALSE;
2978}
2979
2980/**********************************************************************/
2984static void dai_manage_barbarian_leader(struct ai_type *ait,
2985 struct player *pplayer,
2986 struct unit *leader)
2987{
2989 struct pf_parameter parameter;
2990 struct pf_map *pfm;
2991 struct pf_reverse_map *pfrm;
2992 struct unit *worst_danger;
2993 int move_cost, best_move_cost;
2994 int body_guards;
2995 bool alive = TRUE;
2996 const struct civ_map *nmap = &(wld.map);
2997
2999
3000 if (leader->moves_left == 0
3002 && 1 < unit_list_size(leader_tile->units))) {
3004
3005 return;
3006 }
3007
3008 if (is_boss_of_boat(ait, leader)) {
3009 /* We are in charge. Of course, since we are the leader...
3010 * But maybe somebody more militaristic should lead our ship to battle! */
3011
3012 /* First release boat from leaders lead */
3014
3018 && warrior->moves_left > 0) {
3019 /* This seems like a good warrior to lead us in to conquest! */
3020 dai_manage_unit(ait, pplayer, warrior);
3021
3022 /* If we reached our destination, ferryboat already called
3023 * ai_manage_unit() for leader. So no need to continue here.
3024 * Leader might even be dead.
3025 * If this return is removed, surrounding unit_list_iterate()
3026 * has to be replaced with unit_list_iterate_safe()*/
3027 return;
3028 }
3030 }
3031
3032 /* If we are not in charge of the boat, continue as if we
3033 * were not in a boat - we may want to leave the ship now. */
3034
3035 /* Check the total number of units able to protect our leader. */
3036 body_guards = 0;
3037 unit_list_iterate(pplayer->units, punit) {
3040 body_guards++;
3041 }
3043
3044 if (0 < body_guards) {
3045 pft_fill_unit_parameter(&parameter, nmap, leader);
3046 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3047 pfm = pf_map_new(&parameter);
3048
3049 /* Find the closest body guard.
3050 * FIXME: Maybe choose the strongest too? */
3051 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3052 unit_list_iterate(ptile->units, punit) {
3053 if (unit_owner(punit) == pplayer
3056 struct pf_path *path = pf_map_path(pfm, ptile);
3057
3058 adv_follow_path(leader, path, ptile);
3059 pf_path_destroy(path);
3061
3062 return;
3063 }
3066
3068 }
3069
3070 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3071
3072 /* Check for units we could fear. */
3073 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3074 !has_handicap(pplayer, H_MAP));
3075 worst_danger = nullptr;
3077
3078 players_iterate(other_player) {
3079 if (other_player == pplayer) {
3080 continue;
3081 }
3082
3083 unit_list_iterate(other_player->units, punit) {
3085 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3086 best_move_cost = move_cost;
3088 }
3091
3093
3094 if (worst_danger == nullptr) {
3096 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3097 return;
3098 }
3099
3101 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3102 pfm = pf_map_new(&parameter);
3104
3105 /* Try to escape. */
3106 do {
3108
3109 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3110 leader->moves_left);
3111
3114 continue;
3115 }
3116
3117 move_cost = pf_map_move_cost(pfm, near_tile);
3118 if (PF_IMPOSSIBLE_MC != move_cost
3119 && move_cost > best_move_cost) {
3121 "Barbarian leader: safest is (%d, %d), safeness %d",
3123 best_move_cost = move_cost;
3125 }
3127
3128 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3132 "Barbarian leader: reached the safest position.");
3135 return;
3136 }
3137
3139 if (alive) {
3141 /* Didn't move. No point to retry. */
3143 return;
3144 }
3146 }
3147 } while (alive && 0 < leader->moves_left);
3148
3150}
3151
3152/**********************************************************************/
3158void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3159 struct unit *punit,
3160 enum override_bool *result)
3161{
3162 int a = 0, d, db;
3163 struct player *pplayer = unit_owner(punit);
3164 struct city *pcity = tile_city(ptile);
3165 int extras_bonus = 0;
3166
3167 if (is_human(pplayer)) {
3168 /* Use advisors code for humans. */
3169 return;
3170 }
3171
3172 if (pcity != nullptr && pplayers_allied(city_owner(pcity), pplayer)
3173 && !is_non_allied_unit_tile(ptile, pplayer,
3175 /* We will be safe in a friendly city */
3176 *result = OVERRIDE_FALSE;
3177 return;
3178 }
3179
3180 /* Calculate how well we can defend at (x,y) */
3181 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3183
3184 db += (db * extras_bonus) / 100;
3186
3187 adjc_iterate(&(wld.map), ptile, ptile1) {
3188 if (has_handicap(pplayer, H_FOG)
3189 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3190 /* We cannot see danger at (ptile1) => assume there is none */
3191 continue;
3192 }
3193 unit_list_iterate(ptile1->units, enemy) {
3194 if (pplayers_at_war(unit_owner(enemy), pplayer)
3195 && (unit_attack_unit_at_tile_result(enemy, nullptr, punit, ptile)
3196 == ATT_OK)
3197 && (unit_attack_units_at_tile_result(enemy, nullptr, ptile)
3198 == ATT_OK)) {
3200 if ((a * a * 10) >= d) {
3201 /* The enemies combined strength is too big! */
3202 *result = OVERRIDE_TRUE;
3203 return;
3204 }
3205 }
3208
3209 *result = OVERRIDE_FALSE;
3210}
3211
3212/**********************************************************************/
3215static void update_simple_ai_types(void)
3216{
3217 int i = 0;
3218
3221
3224 && !(pclass->adv.land_move == MOVE_NONE
3227 && punittype->transport_capacity < 8) {
3229 i++;
3230 }
3232
3233 simple_ai_types[i] = nullptr;
3234}
3235
3236/**********************************************************************/
3240{
3241 /* TODO: Remove the simple_ai_types cache or merge it with a general ai
3242 * cache; see the comment to struct unit_type *simple_ai_types at
3243 * the beginning of this file. */
3245
3247 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3248
3249 utai->low_firepower = FALSE;
3250 utai->ferry = FALSE;
3251 utai->missile_platform = FALSE;
3252 utai->carries_occupiers = FALSE;
3253 utai->potential_charges = unit_type_list_new();
3254
3257
3260
3261 /* Confirm firepower */
3263 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3265 if (utype_has_flag(penemy, pbonus->flag)) {
3266 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3267
3268 utai->low_firepower = TRUE;
3269 }
3271 }
3273
3274 /* Consider potential cargo */
3275 if (punittype->transport_capacity > 0) {
3276 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3277
3280
3283 utai->missile_platform = TRUE;
3284 } else if (pclass->adv.sea_move != MOVE_NONE
3285 && pcargo->adv.land_move != MOVE_NONE) {
3286 if (pcargo->adv.sea_move != MOVE_FULL) {
3287 utai->ferry = TRUE;
3288 } else {
3289 if (0 != utype_fuel(pctype)) {
3290 utai->ferry = TRUE;
3291 }
3292 }
3293 }
3294
3296 utai->carries_occupiers = TRUE;
3297 }
3298 }
3300 }
3301
3302 /* Consider potential charges */
3305
3306 if (0 < utype_fuel(punittype)
3307 && (0 == utype_fuel(pcharge)
3309 continue;
3310 }
3311
3312 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3313 if (chgcls == utype_class(pcharge)) {
3315 }
3317
3319 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3320 unit_type_list_append(utai->potential_charges, pcharge);
3321 }
3322
3325}
3326
3327/**********************************************************************/
3331{
3333 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3334
3335 if (utai == nullptr) {
3336 continue;
3337 }
3338 utype_set_ai_data(ptype, ait, nullptr);
3339
3340 unit_type_list_destroy(utai->potential_charges);
3341 free(utai);
3343}
3344
3345/**********************************************************************/
3348void dai_unit_init(struct ai_type *ait, struct unit *punit)
3349{
3350 /* Make sure that contents of unit_ai structure are correctly initialized,
3351 * if you ever allocate it by some other mean than fc_calloc() */
3352 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3353
3354 unit_data->done = FALSE;
3355 unit_data->cur_pos = nullptr;
3356 unit_data->prev_pos = nullptr;
3357 unit_data->target = 0;
3358 BV_CLR_ALL(unit_data->hunted);
3359 unit_data->ferryboat = 0;
3360 unit_data->passenger = 0;
3361 unit_data->bodyguard = 0;
3362 unit_data->charge = 0;
3363
3365}
3366
3367/**********************************************************************/
3370void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3371{
3372 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3373
3374 fc_assert_ret(unit_data != nullptr);
3375
3376 BV_CLR_ALL(unit_data->hunted);
3377}
3378
3379/**********************************************************************/
3382void dai_unit_close(struct ai_type *ait, struct unit *punit)
3383{
3384 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3385
3386 fc_assert_ret(unit_data != nullptr);
3387
3390
3391 if (unit_data != nullptr) {
3392 unit_set_ai_data(punit, ait, nullptr);
3394 }
3395}
3396
3397/**********************************************************************/
3400void dai_unit_save(struct ai_type *ait, const char *aitstr,
3401 struct section_file *file,
3402 const struct unit *punit, const char *unitstr)
3403{
3404 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3405
3406 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3407 unitstr, aitstr);
3408 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3409 unitstr, aitstr);
3410 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3411 unitstr, aitstr);
3412 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3413 unitstr, aitstr);
3414}
3415
3416/**********************************************************************/
3419void dai_unit_load(struct ai_type *ait, const char *aitstr,
3420 const struct section_file *file,
3421 struct unit *punit, const char *unitstr)
3422{
3423 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3424
3425 unit_data->passenger
3426 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3427 unitstr, aitstr);
3428 unit_data->ferryboat
3429 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3430 unitstr, aitstr);
3431 unit_data->charge
3432 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3433 unitstr, aitstr);
3434 unit_data->bodyguard
3435 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3436 unitstr, aitstr);
3437}
3438
3444
3445/**********************************************************************/
3448static bool role_unit_cb(struct unit_type *ptype, void *data)
3449{
3450 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3452 const struct civ_map *nmap = &(wld.map);
3453
3454 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3455 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3456 return FALSE;
3457 }
3458
3459 if (cb_data->build_city == nullptr
3460 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3461 return TRUE;
3462 }
3463
3464 return FALSE;
3465}
3466
3467/**********************************************************************/
3471 enum terrain_class tc)
3472{
3473 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3474
3476}
3477
3478/**********************************************************************/
3481bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3482 const struct unit *defender)
3483{
3484 struct pf_parameter parameter;
3485 struct pf_map *pfm;
3486 const struct tile *ptarget = unit_tile(defender);
3487 int max_move_cost = attacker->moves_left;
3488 bool able_to_strike = FALSE;
3489 const struct civ_map *nmap = &(wld.map);
3490
3491 pft_fill_unit_parameter(&parameter, nmap, attacker);
3492 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3493 pfm = pf_map_new(&parameter);
3494
3495 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3496 if (move_cost > max_move_cost) {
3497 break;
3498 }
3499
3500 if (ptile == ptarget) {
3502 break;
3503 }
3505
3507
3508 return able_to_strike;
3509}
3510
3511/**********************************************************************/
3514void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3515 struct tile *target, enum override_bool *allow)
3516{
3517 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3518
3519 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3521
3522 return;
3523 }
3524}
bool is_action_enabled_unit_on_stack(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct tile *target_tile)
Definition actions.c:3268
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:3103
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
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:1901
const char * city_name_get(const struct city *pcity)
Definition city.c:1141
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:808
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:951
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:565
@ CITIZEN_ANGRY
Definition city.h:269
@ CITIZEN_UNHAPPY
Definition city.h:268
#define city_owner(_pcity_)
Definition city.h:564
#define city_list_iterate_end
Definition city.h:510
@ FEELING_NATIONALITY
Definition city.h:280
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:77
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:490
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
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 aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition daiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition daiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiferry.c:1119
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition daiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition daiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition daiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition daiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition daiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition daiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition daiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition daiguard.h:21
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:288
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:436
#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:89
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:44
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:50
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1308
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:1444
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:3400
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1025
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:857
static bool has_defense(struct city *pcity)
Definition daiunit.c:221
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:341
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2241
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:2006
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:303
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:705
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3239
#define LOG_CARAVAN
Definition daiunit.c:87
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:258
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1701
bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map, struct tile *dest_tile, const struct unit_type *cargo_type, const struct unit_type *ferry_type, struct tile **ferry_dest, struct tile **beachhead_tile)
Definition daiunit.c:1071
static void update_simple_ai_types(void)
Definition daiunit.c:3215
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2933
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3514
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2523
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1919
static void reinforcements_cost_and_value(struct unit *punit, struct tile *ptile0, int *value, int *cost)
Definition daiunit.c:374
struct unit_type * simple_ai_types[U_LAST]
Definition daiunit.c:125
static void dai_airlift(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:168
int build_cost_balanced(const struct unit_type *punittype)
Definition daiunit.c:249
bool dai_unit_can_strike_my_unit(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:3481
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2967
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:638
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:997
#define LOG_CARAVAN3
Definition daiunit.c:89
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2897
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2278
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:1150
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2802
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2678
adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:720
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3448
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1764
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3370
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2657
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c:365
#define LOG_CARAVAN2
Definition daiunit.c:88
static struct city * find_neediest_airlift_city(struct ai_type *ait, const struct player *pplayer)
Definition daiunit.c:137
static int unit_def_rating(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:277
static bool dai_is_unit_tired_waiting_boat(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2137
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:456
bool dai_can_unit_type_follow_unit_type(const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait)
Definition daiunit.c:839
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1650
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2984
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2448
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:267
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:526
static bool is_my_turn(struct unit *punit, struct unit *pdef)
Definition daiunit.c:399
static int unit_def_rating_squared(const struct unit *punit, const struct unit *pdef)
Definition daiunit.c:290
void dai_unit_init(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3348
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3158
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1967
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:3419
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2118
#define LOGLEVEL_RECOVERY
Definition daiunit.c:86
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3382
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3330
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3470
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:951
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:605
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2196
#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:3055
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2977
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:1036
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1050
@ RPT_CERTAIN
Definition fc_types.h:516
@ AUT_AUTO_WORKER
Definition fc_types.h:231
#define ADV_WANT_PRINTF
Definition fc_types.h:1051
@ O_LUXURY
Definition fc_types.h:103
signed short Continent_id
Definition fc_types.h:233
override_bool
Definition fc_types.h:96
@ OVERRIDE_TRUE
Definition fc_types.h:96
@ OVERRIDE_FALSE
Definition fc_types.h:96
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:116
struct city * game_city_by_number(int id)
Definition game.c:107
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1067
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1076
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:373
#define iterate_outward_end
Definition map.h:377
#define adjc_iterate_end
Definition map.h:439
static int index_to_map_pos_y(int mindex)
Definition map.h:772
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:397
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:434
#define square_iterate_end
Definition map.h:400
static int index_to_map_pos_x(int mindex)
Definition map.h:759
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:350
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:362
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:522
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:919
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:461
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:1217
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1376
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1397
#define players_iterate_end
Definition player.h:552
#define players_iterate(_pplayer)
Definition player.h:547
static bool is_barbarian(const struct player *pplayer)
Definition player.h:499
#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:270
#define normal_specialist_type_iterate(sp)
Definition specialist.h:89
#define normal_specialist_type_iterate_end
Definition specialist.h:95
#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:318
struct adv_city * adv
Definition city.h:450
struct tile * tile
Definition city.h:320
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:3441
struct city * build_city
Definition daiunit.c:3442
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:565
struct veteran_system * veteran
Definition unittype.h:551
int move_rate
Definition unittype.h:524
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
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:615
#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:234
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:2354
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2474
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2292
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:205
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2545
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2247
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2745
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:402
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:412
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2964
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:914
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:316
bool is_special_unit(const struct unit *punit)
Definition unit.c:369
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2529
bool is_guard_unit(const struct unit *punit)
Definition unit.c:359
bool unit_has_orders(const struct unit *punit)
Definition unit.c:221
#define unit_tile(_pu)
Definition unit.h:407
#define unit_cargo_iterate_end
Definition unit.h:590
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:587
#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:6708
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:3350
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6606
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:1216
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:126
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2262
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2279
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1613
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:224
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1493
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1509
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2325
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2530
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:412
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:233
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:215
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:289
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2771
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:301
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2779
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1463
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:468
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:396
#define utype_class(_t_)
Definition unittype.h:756
#define utype_fuel(ptype)
Definition unittype.h:847
#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:948
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:624
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:940
#define unit_type_iterate(_p)
Definition unittype.h:863
#define unit_type_list_iterate_end
Definition unittype.h:950
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:870
#define unit_class_list_iterate_end
Definition unittype.h:942