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/**********************************************************************/
445 struct unit *punit,
446 struct tile *ptile)
447{
448 enum gen_action selected;
449
451 punit, ptile))
452 == ACTION_NONE
454 punit, ptile))
455 == ACTION_NONE
457 punit, ptile))
458 == ACTION_NONE
460 punit, ptile))
461 == ACTION_NONE
463 punit, ptile))
464 == ACTION_NONE) {
465 return ACTION_NONE;
466 }
467
468 return selected;
469}
470
471/**********************************************************************/
487static int dai_rampage_want(struct unit *punit, struct tile *ptile)
488{
489 struct player *pplayer = unit_owner(punit);
490 struct unit *pdef;
491 struct civ_map *nmap = &(wld.map);
492
494
495 if (can_unit_attack_tile(punit, nullptr, ptile)
496 && (pdef = get_defender(nmap, punit, ptile, nullptr))
497 /* Action enablers might prevent attacking */
499 /* See description of kill_desire() about these variables. */
503
504 attack *= attack;
505
506 /* If the victim is in the city/fortress, we correct the benefit
507 * with our health because there could be reprisal attacks.
508 * We shouldn't send already injured units to useless suicide.
509 * Note that we do not specially encourage attacks against
510 * cities: rampage is a hit-n-run operation. */
511 if (!is_stack_vulnerable(ptile)
512 && unit_list_size(ptile->units) > 1) {
514 }
515
516 /* If we have non-zero attack rating... */
517 if (attack > 0 && is_my_turn(punit, pdef)) {
518 double chance = unit_win_chance(nmap, punit, pdef, nullptr);
520
521 /* No need to amortize, our operation takes one turn. */
522 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
523 desire,
526
527 return MAX(0, desire);
528 }
529 } else if (0 == unit_list_size(ptile->units)) {
530 /* No defender. */
531 struct city *pcity = tile_city(ptile);
532
533 /* ...and free foreign city waiting for us. Who would resist! */
534 if (pcity != nullptr
535 && pplayers_at_war(pplayer, city_owner(pcity))
538 }
539
540 /* ...or tiny pleasant hut here! */
541 /* FIXME: unhardcode and variate the desire to enter a hut. */
542 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
543 && is_native_tile(unit_type_get(punit), ptile)) {
544 return -RAMPAGE_HUT_OR_BETTER;
545 }
546 }
547
548 return 0;
549}
550
551/**********************************************************************/
554static struct pf_path *find_rampage_target(struct unit *punit,
555 int thresh_adj, int thresh_move)
556{
557 struct pf_map *tgt_map;
558 struct pf_path *path = nullptr;
559 struct pf_parameter parameter;
560 /* Coordinates of the best target (initialize to silence compiler) */
561 struct tile *ptile = unit_tile(punit);
562 /* Want of the best target */
563 int max_want = 0;
564 struct player *pplayer = unit_owner(punit);
565 const struct civ_map *nmap = &(wld.map);
566
568 parameter.omniscience = !has_handicap(pplayer, H_MAP);
569 /* When trying to find rampage targets we ignore risks such as
570 * enemy units because we are looking for trouble!
571 * Hence no call ai_avoid_risks()
572 */
573
574 tgt_map = pf_map_new(&parameter);
576 int want;
577 bool move_needed;
578 int thresh;
579
580 if (move_cost > punit->moves_left) {
581 /* This is too far */
582 break;
583 }
584
585 if (has_handicap(pplayer, H_TARGETS)
586 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
587 /* The target is under fog of war */
588 continue;
589 }
590
592
593 /* Negative want means move needed even though the tiles are adjacent */
595 || want < 0);
596 /* Select the relevant threshold */
598 want = (want < 0 ? -want : want);
599
600 if (want > max_want && want > thresh) {
601 /* The new want exceeds both the previous maximum
602 * and the relevant threshold, so it's worth recording */
603 max_want = want;
604 ptile = iter_tile;
605 }
607
608 if (max_want > 0) {
609 /* We found something */
610 path = pf_map_path(tgt_map, ptile);
611 fc_assert(path != nullptr);
612 }
613
615
616 return path;
617}
618
619/**********************************************************************/
634 int thresh_move)
635{
636 int count = punit->moves_left + 1; /* Break any infinite loops */
637 struct pf_path *path = nullptr;
638
641
643 /* This teaches the AI about the dangers inherent in occupychance. */
645
646 while (count-- > 0 && punit->moves_left > 0
648 if (!adv_unit_execute_path(punit, path)) {
649 /* Died */
650 count = -1;
651 }
652 pf_path_destroy(path);
653 path = nullptr;
654 }
655
656 fc_assert(path == nullptr);
657
659 return (count >= 0);
660}
661
662/**********************************************************************/
666static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
667 struct unit *punit)
668{
669 struct unit *aunit = aiguard_charge_unit(ait, punit);
670 struct city *acity = aiguard_charge_city(ait, punit);
671 struct tile *ptile;
672
674 CHECK_GUARD(ait, punit);
675
676 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
677 /* protect a unit */
678 if (aunit->goto_tile != nullptr) {
679 /* Our charge is going somewhere: maybe we should meet them there */
680 /* FIXME: This probably isn't the best algorithm for this. */
682 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
683 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
684
685 if (me2goal < me2them
689 ptile = aunit->goto_tile;
690 } else {
691 ptile = unit_tile(aunit);
692 }
693 } else {
694 ptile = unit_tile(aunit);
695 }
696 } else if (acity && city_owner(acity) == unit_owner(punit)) {
697 /* protect a city */
698 ptile = acity->tile;
699 } else {
700 /* should be impossible */
701 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
702 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
703 return;
704 }
705
706 if (same_pos(unit_tile(punit), ptile)) {
707 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
708 } else {
709 if (goto_is_sane(punit, ptile)) {
710 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
711 if (!dai_gothere(ait, pplayer, punit, ptile)) {
712 /* We died */
713 return;
714 }
715 } else {
716 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
717 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
718 }
719 }
720
721 /* We might have stopped because of an enemy nearby.
722 * Perhaps we can kill it.*/
725 && same_pos(unit_tile(punit), ptile)) {
726 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
727 }
728}
729
730/**********************************************************************/
733static bool unit_role_defender(const struct unit_type *punittype)
734{
736}
737
738/**********************************************************************/
748adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
749 struct player *pplayer, struct unit *punit,
750 struct unit **aunit, struct city **acity)
751{
752 struct pf_parameter parameter;
753 struct pf_map *pfm;
754 struct city *pcity;
755 struct ai_city *data, *best_data = nullptr;
757 int def, best_def = -1;
758 /* Arbitrary: 3 turns. */
759 const int max_move_cost = 3 * unit_move_rate(punit);
760
761 *aunit = nullptr;
762 *acity = nullptr;
763
764 if (toughness == 0) {
765 /* Useless */
766 return 0;
767 }
768
769 pft_fill_unit_parameter(&parameter, nmap, punit);
770 parameter.omniscience = !has_handicap(pplayer, H_MAP);
771 pfm = pf_map_new(&parameter);
772
773 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
774 if (move_cost > max_move_cost) {
775 /* Consider too far. */
776 break;
777 }
778
779 pcity = tile_city(ptile);
780
781 /* Consider unit bodyguard. */
782 unit_list_iterate(ptile->units, buddy) {
783 const struct unit_type *ptype = unit_type_get(punit);
784 const struct unit_type *buddy_type = unit_type_get(buddy);
785
786 /* TODO: allied unit bodyguard? */
788 || unit_owner(buddy) != pplayer
789 || !aiguard_wanted(ait, buddy)
795
796 continue;
797 }
798
800 if (0 >= def) {
801 continue;
802 }
803
805 /* Reduce want based on move cost. We can't do this for
806 * transports since they move around all the time, leading
807 * to hilarious flip-flops. */
808 def >>= move_cost / (2 * unit_move_rate(punit));
809 }
810 if (def > best_def) {
811 *aunit = buddy;
812 *acity = nullptr;
813 best_def = def;
814 }
816
817 /* City bodyguard. TODO: allied city bodyguard? */
818 if (ai_fuzzy(pplayer, TRUE)
819 && pcity != nullptr
820 && city_owner(pcity) == pplayer
821 && (data = def_ai_city_data(pcity, ait))
822 && 0 < data->urgency) {
823 if (best_data != nullptr
824 && (0 < best_data->grave_danger
825 || best_data->urgency > data->urgency
826 || ((best_data->danger > data->danger
827 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
828 && 0 == data->grave_danger))) {
829 /* Chances are we'll be between cities when we are needed the most!
830 * Resuming pf_map_move_costs_iterate()... */
831 continue;
832 }
833 def = (data->danger - assess_defense_quadratic(ait, pcity));
834 if (def <= 0) {
835 continue;
836 }
837 /* Reduce want based on move cost. */
838 def >>= move_cost / (2 * unit_move_rate(punit));
839 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
840 *acity = pcity;
841 *aunit = nullptr;
842 best_def = def;
843 best_data = data;
844 }
845 }
847
849
850 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
852 (*acity != nullptr ? city_name_get(*acity)
853 : (*aunit != nullptr ? unit_rule_name(*aunit) : "")),
855 : (*aunit != nullptr ?
858 : (*aunit != nullptr ?
860
861 return ((best_def * 100) / toughness);
862}
863
864/**********************************************************************/
868 const struct unit_type *followee,
869 struct ai_type *ait)
870{
871 struct unit_type_ai *utai = utype_ai_data(follower, ait);
872
873 unit_type_list_iterate(utai->potential_charges, pcharge) {
874 if (pcharge == followee) {
875 return TRUE;
876 }
878
879 return FALSE;
880}
881
882/**********************************************************************/
885static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
886 struct player *pplayer, struct unit *punit)
887{
888 const struct unit_type *punittype = unit_type_get(punit);
889 struct unit_ai *unit_data;
890
892
893 /* Keep barbarians aggressive and primitive */
894 if (is_barbarian(pplayer)) {
895 if (is_land_barbarian(pplayer)) {
897
899 /* Land barbarians pillage */
901 }
902 }
903 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
904
905 return;
906 }
907
909
910 /* If I am a bodyguard, check whether I can do my job. */
911 if (unit_data->task == AIUNIT_ESCORT
912 || unit_data->task == AIUNIT_DEFEND_HOME) {
914 }
915
916 if (aiguard_has_charge(ait, punit)
917 && unit_data->task == AIUNIT_ESCORT) {
918 struct unit *aunit = aiguard_charge_unit(ait, punit);
919 struct city *acity = aiguard_charge_city(ait, punit);
920 struct ai_city *city_data = nullptr;
921
922 if (acity != nullptr) {
924 }
925
926 /* Check if the city we are on our way to rescue is still in danger,
927 * or the unit we should protect is still alive... */
928 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
931 && city_data->urgency != 0
932 && city_data->danger > assess_defense_quadratic(ait, acity))) {
933 return; /* Yep! */
934 } else {
935 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr); /* Nope! */
936 }
937 }
938
939 /* Is the unit badly damaged? */
940 if ((unit_data->task == AIUNIT_RECOVER
941 && punit->hp < punittype->hp)
942 || punit->hp < punittype->hp * 0.25) { /* WAG */
943 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
944 dai_unit_new_task(ait, punit, AIUNIT_RECOVER, nullptr);
945 return;
946 }
947
950 /* This is a defending unit that doesn't need to stay put.
951 * It needs to defend something, but not necessarily where it's at.
952 * Therefore, it will consider becoming a bodyguard. -- Syela */
953 struct city *acity;
954 struct unit *aunit;
955
956 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
957 if (acity) {
960 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
961 } else if (aunit) {
964 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
965 }
966 }
968}
969
970/**********************************************************************/
979static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
980 struct unit *punit)
981{
982 struct city *pcity = aiguard_charge_city(ait, punit);
983
985
986 if (!pcity || city_owner(pcity) != pplayer) {
988 /* Do not stay defending an allied city forever */
990 }
991
992 if (!pcity) {
993 /* Try to find a place to rest. Sitting duck out in the wilderness
994 * is generally a bad idea, since we protect no cities that way, and
995 * it looks silly. */
996 pcity = find_closest_city(unit_tile(punit), nullptr, pplayer,
999 }
1000
1001 if (!pcity) {
1003 }
1004
1007 /* ... We survived */
1008 if (pcity) {
1009 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1010 if (same_pos(unit_tile(punit), pcity->tile)) {
1011 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1013 } else {
1014 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1015 }
1016 } else {
1017 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1018 }
1019 }
1020}
1021
1022/**********************************************************************/
1026 const struct unit_type *utype,
1027 int which)
1028{
1029 int attacks;
1030
1031 if (utype_action_takes_all_mp(utype,
1033 attacks = 1;
1034 } else {
1035 attacks = utype->move_rate;
1036 }
1037 city_data->invasion.attack += attacks;
1038 if (which == INVASION_OCCUPY) {
1039 city_data->invasion.occupy++;
1040 }
1041}
1042
1043/**********************************************************************/
1053static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1054 bool dest, int radius, int which)
1055{
1056 struct tile *ptile;
1057 struct player *pplayer = unit_owner(punit);
1058
1060
1061 if (dest) {
1063
1064 ptile = punit->goto_tile;
1065 } else {
1066 ptile = unit_tile(punit);
1067 }
1068
1069 square_iterate(&(wld.map), ptile, radius, tile1) {
1070 struct city *pcity = tile_city(tile1);
1071
1072 if (pcity
1074 && (dest || !has_defense(pcity))) {
1075 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1076
1077 /* Unit itself */
1079
1080 /* Cargo */
1081 unit_cargo_iterate(punit, cargo) {
1082 const struct unit_type *utype = unit_type_get(cargo);
1083
1084 if (IS_ATTACKER(utype)) {
1088 }
1090 }
1092
1093 return TRUE;
1094}
1095
1096/**********************************************************************/
1099bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1100 struct tile *dest_tile,
1101 const struct unit_type *cargo_type,
1102 const struct unit_type *ferry_type,
1103 struct tile **ferry_dest, struct tile **beachhead_tile)
1104{
1105 if (tile_city(dest_tile) == nullptr
1107 /* Unit can directly go to 'dest_tile'. */
1108 struct tile *best_tile = nullptr;
1110
1111 if (beachhead_tile != nullptr) {
1112 *beachhead_tile = dest_tile;
1113 }
1114
1115 adjc_iterate(&(wld.map), dest_tile, ptile) {
1117 if (cost != PF_IMPOSSIBLE_MC
1118 && (best_tile == nullptr || cost < best_cost)) {
1119 best_tile = ptile;
1120 best_cost = cost;
1121 }
1123
1124 if (ferry_dest != nullptr) {
1126 }
1127
1128 return (PF_IMPOSSIBLE_MC != best_cost);
1129 } else {
1130 /* We need to find a beach around 'dest_tile'. */
1131 struct tile *best_tile = nullptr, *best_beach = nullptr;
1135
1136 tile_list_append(checked_tiles, dest_tile);
1137 adjc_iterate(&(wld.map), dest_tile, beach) {
1139 /* Can land there. */
1140 adjc_iterate(&(wld.map), beach, ptile) {
1141 if (!tile_list_search(checked_tiles, ptile)
1142 && !is_non_allied_unit_tile(ptile, pplayer,
1143 flagless_ferry)) {
1146 if (cost != PF_IMPOSSIBLE_MC
1147 && (best_tile == nullptr || cost < best_cost)) {
1148 best_beach = beach;
1149 best_tile = ptile;
1150 best_cost = cost;
1151 }
1152 }
1154 }
1156
1158
1159 if (beachhead_tile != nullptr) {
1161 }
1162 if (ferry_dest != nullptr) {
1164 }
1165
1166 return (PF_IMPOSSIBLE_MC != best_cost);
1167 }
1168}
1169
1170/**********************************************************************/
1178adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1179 struct unit *punit,
1180 struct tile **pdest_tile, struct pf_path **ppath,
1181 struct pf_map **pferrymap,
1182 struct unit **pferryboat,
1183 const struct unit_type **pboattype, int *pmove_time)
1184{
1185 const int attack_value = adv_unit_att_rating(punit); /* Basic attack. */
1186 struct pf_parameter parameter;
1187 struct pf_map *punit_map, *ferry_map;
1188 struct pf_position pos;
1190 const struct unit_type *punit_type = unit_type_get(punit);
1191 struct tile *punit_tile = unit_tile(punit);
1192 /* Type of our boat (a future one if ferryboat == nullptr). */
1193 const struct unit_type *boattype = nullptr;
1194 struct unit *ferryboat = nullptr;
1195 struct city *pcity;
1196 struct ai_city *acity_data;
1197 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1198 bool handicap = has_handicap(pplayer, H_TARGETS);
1199 bool unhap = FALSE; /* Do we make unhappy citizen. */
1200 bool harbor = FALSE; /* Do we have access to sea? */
1201 bool go_by_boat; /* Whether we need a boat or not. */
1202 int vulnerability; /* Enemy defense rating. */
1203 adv_want benefit; /* Benefit from killing the target. */
1204 struct unit *pdefender; /* Enemy city defender. */
1205 int move_time; /* Turns needed to target. */
1206 int reserves;
1207 int attack; /* Our total attack value with reinforcements. */
1208 int victim_count; /* Number of enemies there. */
1209 int needferry; /* Cost of building a ferry boat. */
1210 /* This is a kluge, because if we don't set x and y with !punit->id,
1211 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1212 * never learning steam engine, even though ironclads would be very
1213 * useful. -- Syela */
1214 adv_want bk = 0;
1215 adv_want want; /* Want (amortized) of the operation. */
1216 adv_want best = 0; /* Best of all wants. */
1217 struct tile *goto_dest_tile = nullptr;
1218 bool can_occupy;
1219 struct civ_map *nmap = &(wld.map);
1220
1221 /* Very preliminary checks. */
1223 if (pferrymap != nullptr) {
1224 *pferrymap = nullptr;
1225 }
1226 if (pferryboat != nullptr) {
1227 *pferryboat = nullptr;
1228 }
1229 if (pboattype != nullptr) {
1230 *pboattype = nullptr;
1231 }
1232 if (pmove_time != nullptr) {
1233 *pmove_time = 0;
1234 }
1235 if (ppath != nullptr) {
1236 *ppath = nullptr;
1237 }
1238
1239 if (attack_value == 0) {
1240 /* A very poor attacker... probably low on HP. */
1241 return 0;
1242 }
1243
1245
1246
1247 /*** Part 1: Calculate targets ***/
1248
1249 /* This horrible piece of code attempts to calculate the attractiveness of
1250 * enemy cities as targets for our units, by checking how many units are
1251 * going towards it or are near it already. */
1252
1253 /* Reset enemy cities data. */
1255 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1256 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1257 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1258 continue;
1259 }
1260 city_list_iterate(aplayer->cities, acity) {
1261 struct ai_city *city_data = def_ai_city_data(acity, ait);
1262
1264 &city_data->attack,
1265 &city_data->bcost);
1266 city_data->invasion.attack = 0;
1267 city_data->invasion.occupy = 0;
1270
1271 /* Second, calculate in units on their way there, and mark targets for
1272 * invasion */
1273 unit_list_iterate(pplayer->units, aunit) {
1274 const struct unit_type *atype;
1275
1276 if (aunit == punit) {
1277 continue;
1278 }
1279
1281
1282 /* Dealing with invasion stuff */
1283 if (IS_ATTACKER(atype)) {
1284 if (aunit->activity == ACTIVITY_GOTO) {
1285 if (invasion_funct(ait, aunit, TRUE, 0,
1288 && (pcity = tile_city(aunit->goto_tile))) {
1289 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1290
1293 }
1294 }
1298 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1300 /* It's a transport with reinforcements */
1301 if (aunit->activity == ACTIVITY_GOTO) {
1303 }
1305 }
1307 /* End horrible initialization subroutine */
1308
1309
1310 /*** Part 2: Now pick one target ***/
1311
1312 /* We first iterate through all cities, then all units, looking
1313 * for a viable target. We also try to gang up on the target
1314 * to avoid spreading out attacks too widely to be inefficient.
1315 */
1316
1318 if (pcity != nullptr && (punit->id == 0 || pcity->id == punit->homecity)) {
1319 /* I would have thought unhappiness should be taken into account
1320 * irrespectfully the city in which it will surface... -- GB */
1322 }
1323
1326
1328 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1329 punit_map = pf_map_new(&parameter);
1330
1331 if (MOVE_NONE == punit_class->adv.sea_move) {
1332 /* We need boat to move over sea. */
1333 ferryboat = unit_transport_get(punit);
1334
1335 /* First check if we can use the boat we are currently loaded to. */
1336 if (ferryboat == nullptr || !is_boat_free(ait, ferryboat, punit, 0)) {
1337 /* No, we cannot control current boat */
1338 ferryboat = nullptr;
1339 }
1340
1341 if (ferryboat == nullptr) {
1342 /* Try to find new boat */
1343 ferryboat = player_unit_by_number(pplayer,
1344 aiferry_find_boat(ait, punit, 1,
1345 nullptr));
1346 }
1347
1349 TC_OCEAN)) {
1350 harbor = TRUE;
1351 }
1352 }
1353
1354 if (ferryboat != nullptr) {
1355 boattype = unit_type_get(ferryboat);
1356 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1357 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1358 ferry_map = pf_map_new(&parameter);
1359 } else {
1361 if (boattype == nullptr) {
1362 /* We pretend that we can have the simplest boat to stimulate tech. */
1364 }
1365 if (boattype != nullptr && harbor) {
1366 /* Let's simulate a boat at 'punit' position. */
1368 punit_tile, pplayer);
1369 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1370 ferry_map = pf_map_new(&parameter);
1371 } else {
1372 ferry_map = nullptr;
1373 }
1374 }
1375
1377
1379 /* For the virtual unit case, which is when we are called to evaluate
1380 * which units to build, we want to calculate in danger and which
1381 * players we want to make war with in the future. We do _not_ want
1382 * to do this when actually making attacks. */
1383 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1384 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1385 continue; /* Not an enemy. */
1386 }
1387
1388 city_list_iterate(aplayer->cities, acity) {
1389 struct tile *atile = city_tile(acity);
1390
1393 /* Can't attack this city. It is on land. */
1394 continue;
1395 }
1396
1397 if (handicap && !map_is_known(atile, pplayer)) {
1398 /* Can't see it */
1399 continue;
1400 }
1401
1403 go_by_boat = FALSE;
1404 move_time = pos.turn;
1405 } else if (ferry_map == nullptr) {
1406 continue; /* Impossible to handle. */
1407 } else {
1408 struct tile *dest, *beach;
1409
1410 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1411 boattype, &dest, &beach)) {
1412 continue; /* Impossible to go by boat. */
1413 }
1414 if (!pf_map_position(ferry_map, dest, &pos)) {
1416 continue;
1417 }
1418 move_time = pos.turn; /* Sailing time. */
1419 if (dest != beach) {
1420 move_time++; /* Land time. */
1421 }
1422 if (ferryboat != nullptr && unit_tile(ferryboat) != punit_tile) {
1423 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1424 move_time += pos.turn; /* Time to reach the boat. */
1425 } else {
1426 continue; /* Cannot reach the boat. */
1427 }
1428 }
1429 go_by_boat = TRUE;
1430 }
1431
1434 nullptr))) {
1437 } else {
1438 pdefender = nullptr;
1439 vulnerability = 0;
1440 benefit = 0;
1441 }
1442
1443 if (1 < move_time) {
1445
1446 if (def_type) {
1450
1451 if (v > vulnerability) {
1452 /* They can build a better defender! */
1453 vulnerability = v;
1455 }
1456 }
1457 }
1458
1460
1461 reserves = (acity_data->invasion.attack
1462 - unit_list_size(acity->tile->units));
1463
1464 if (punit->id == 0) {
1465 /* Real unit would add to reserves once built. */
1468 reserves++;
1469 } else {
1470 reserves += punit_type->move_rate;
1471 }
1472 }
1473
1474 if (0 < reserves && (can_occupy
1475 || 0 < acity_data->invasion.occupy)) {
1476 /* There are units able to occupy the city after all defenders
1477 * are killed! */
1478 benefit += acity_data->worth * reserves / 5;
1479 }
1480
1481 attack = attack_value + acity_data->attack;
1482 attack *= attack;
1483 /* Avoiding handling upkeep aggregation this way -- Syela */
1484
1485 /* AI was not sending enough reinforcements to totally wipe out a city
1486 * and conquer it in one turn.
1487 * This variable enables total carnage. -- Syela */
1489
1490 if (!can_occupy && pdefender == nullptr) {
1491 /* Nothing there to bash and we can't occupy!
1492 * Not having this check caused warships yoyoing */
1493 want = 0;
1494 } else if (10 < move_time) {
1495 /* Too far! */
1496 want = 0;
1497 } else if (can_occupy && 0 == acity_data->invasion.occupy
1498 && (0 < acity_data->invasion.attack
1499 || victim_count == 0)) {
1500 /* Units able to occupy really needed there! */
1501 want = bcost * SHIELD_WEIGHTING;
1502 } else {
1503 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1505 }
1508 /* Build_cost of ferry. */
1509 needferry = (go_by_boat && ferryboat == nullptr
1510 ? utype_build_shield_cost(acity, nullptr, boattype) : 0);
1511 /* FIXME: Add time to build the ferry? */
1513 want, MAX(1, move_time),
1515
1516 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1517 if (0 >= want && 0 == punit->id && 0 >= best) {
1521 MAX(1, move_time),
1523
1524 if (bk_e > bk) {
1525 *pdest_tile = atile;
1526 if (pferrymap != nullptr) {
1527 *pferrymap = go_by_boat ? ferry_map : nullptr;
1528 }
1529 if (pferryboat != nullptr) {
1530 *pferryboat = go_by_boat ? ferryboat : nullptr;
1531 }
1532 if (pboattype != nullptr) {
1533 *pboattype = go_by_boat ? boattype : nullptr;
1534 }
1535 if (pmove_time != nullptr) {
1537 }
1538 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1539 ? unit_tile(ferryboat) : atile);
1540 bk = bk_e;
1541 }
1542 }
1543 /* END STEAM-ENGINES KLUGE */
1544
1545 if (punit->id != 0
1546 && ferryboat != nullptr
1547 && punit_class->adv.sea_move == MOVE_NONE) {
1549 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1550 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1551 ", best = " ADV_WANT_PRINTF ")",
1552 __FUNCTION__, unit_rule_name(ferryboat),
1553 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1554 TILE_XY(atile), go_by_boat, move_time, want, best);
1555 }
1556
1557 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1558 /* Yes, we like this target */
1559 best = want;
1560 *pdest_tile = atile;
1561 if (pferrymap != nullptr) {
1562 *pferrymap = go_by_boat ? ferry_map : nullptr;
1563 }
1564 if (pferryboat != nullptr) {
1565 *pferryboat = go_by_boat ? ferryboat : nullptr;
1566 }
1567 if (pboattype != nullptr) {
1568 *pboattype = go_by_boat ? boattype : nullptr;
1569 }
1570 if (pmove_time != nullptr) {
1572 }
1573 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1574 ? unit_tile(ferryboat) : atile);
1575 }
1577
1579 /* I'm not sure the following code is good but it seems to be adequate.
1580 * I am deliberately not adding ferryboat code to the unit_list_iterate().
1581 * -- Syela */
1583 struct tile *atile = unit_tile(aunit);
1584
1585 if (tile_city(atile) != nullptr) {
1586 /* Already dealt with it. */
1587 continue;
1588 }
1589
1590 if (handicap && !map_is_known(atile, pplayer)) {
1591 /* Can't see the target. */
1592 continue;
1593 }
1594
1596 && 0 == punit->id) {
1597 /* We will not build units just to chase caravans and
1598 * ambassadors. */
1599 continue;
1600 }
1601
1602 /* We have to assume the attack is diplomatically ok.
1603 * We cannot use can_player_attack_tile(), because we might not
1604 * be at war with aplayer yet */
1605 if (!can_unit_attack_tile(punit, nullptr, atile)
1606 || aunit != get_defender(nmap, punit, atile, nullptr)) {
1607 /* We cannot attack it, or it is not the main defender. */
1608 continue;
1609 }
1610
1612 /* Cannot reach it. */
1613 continue;
1614 }
1615
1618
1619 move_time = pos.turn;
1620 if (10 < move_time) {
1621 /* Too far. */
1622 want = 0;
1623 } else {
1624 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1625 /* Take into account maintenance of the unit. */
1626 /* FIXME: Depends on the government. */
1627 want -= move_time * SHIELD_WEIGHTING;
1628 /* Take into account unhappiness
1629 * (costs 2 luxuries to compensate). */
1630 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1631 }
1633 want, MAX(1, move_time), bcost_bal);
1634 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1635 best = want;
1636 *pdest_tile = atile;
1637 if (pferrymap != nullptr) {
1638 *pferrymap = nullptr;
1639 }
1640 if (pferryboat != nullptr) {
1641 *pferryboat = nullptr;
1642 }
1643 if (pboattype != nullptr) {
1644 *pboattype = nullptr;
1645 }
1646 if (pmove_time != nullptr) {
1648 }
1650 }
1653
1654 if (ppath != nullptr) {
1655 *ppath = (goto_dest_tile != nullptr && goto_dest_tile != punit_tile
1656 ? pf_map_path(punit_map, goto_dest_tile) : nullptr);
1657 }
1658
1660 if (ferry_map != nullptr
1661 && (pferrymap == nullptr || *pferrymap != ferry_map)) {
1663 }
1664
1666
1667 return best;
1668}
1669
1670/**********************************************************************/
1679{
1680 struct pf_parameter parameter;
1681 struct pf_map *pfm;
1682 struct player *pplayer = unit_owner(punit);
1683 struct city *pcity, *best_city = nullptr;
1684 int best = FC_INFINITY, cur;
1685 const struct civ_map *nmap = &(wld.map);
1686
1687 pft_fill_unit_parameter(&parameter, nmap, punit);
1688 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1689 pfm = pf_map_new(&parameter);
1690
1691 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1692 if (move_cost > best) {
1693 /* We already found a better city. No need to continue. */
1694 break;
1695 }
1696
1697 pcity = tile_city(ptile);
1698 if (pcity == nullptr || !pplayers_allied(pplayer, city_owner(pcity))) {
1699 continue;
1700 }
1701
1702 /* Score based on the move cost. */
1703 cur = move_cost;
1704
1705 /* Note the unit owner may be different from the city owner. */
1706 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1707 unit_type_get(punit), nullptr,
1708 EFT_HP_REGEN)) {
1709 /* If we cannot regen fast our hit points here, let's make some
1710 * penalty. */
1711 cur *= 3;
1712 }
1713
1714 if (cur < best) {
1715 best_city = pcity;
1716 best = cur;
1717 }
1719
1721 return best_city;
1722}
1723
1724/**********************************************************************/
1730 struct player *pplayer,
1731 struct unit *punit)
1732{
1733 struct city *pc;
1734 bool only_continent = TRUE;
1735
1736 if (unit_transported(punit)) {
1737 /* If we are in transport, we can go to any continent.
1738 * Actually, we are not currently in a continent where to stay. */
1740 }
1741
1742 if ((pc = find_closest_city(unit_tile(punit), nullptr, pplayer, FALSE,
1743 only_continent, FALSE, FALSE, TRUE, nullptr))) {
1745 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1746 city_name_get(pc));
1747 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1748 } else {
1749 struct unit *ferry = nullptr;
1750
1751 if (unit_transported(punit)) {
1752 ferry = unit_transport_get(punit);
1753
1754 /* We already are in a boat so it needs no
1755 * free capacity */
1756 if (!is_boat_free(ait, ferry, punit, 0)) {
1757 /* We cannot control our ferry. */
1758 ferry = nullptr;
1759 }
1760 } else {
1761 /* We are not in a boat yet. Search for one. */
1763 if (is_boat_free(ait, aunit, punit, 1)
1765 ferry = aunit;
1766 break;
1767 }
1769 }
1770
1771 if (ferry) {
1772 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1773 city_name_get(pc));
1774 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1775 } else {
1776 /* This is not an error. Somebody else might be in charge
1777 * of the ferry. */
1778 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1779 }
1780 }
1781 } else {
1782 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1783 }
1784}
1785
1786/**********************************************************************/
1792static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1793 struct unit *punit)
1794{
1795 struct tile *dest_tile;
1796 int id = punit->id;
1797 int ct = 10;
1798 struct city *pcity = nullptr;
1799
1801
1802 /* Barbarians pillage, and might keep on doing that so they sometimes
1803 * even finish it. */
1804 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1805 && fc_rand(2) == 1) {
1806 return;
1807 }
1808
1809 /* First find easy nearby enemies, anything better than pillage goes.
1810 * NB: We do not need to repeat dai_military_rampage(), it is repeats itself
1811 * until it runs out of targets. */
1812 /* FIXME: 1. dai_military_rampage() never checks if it should defend newly
1813 * conquered cities.
1814 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1815 * of moves too.*/
1817 return; /* We died */
1818 }
1819
1820 if (punit->moves_left <= 0) {
1821 return;
1822 }
1823
1824 /* Main attack loop */
1825 do {
1826 struct tile *start_tile = unit_tile(punit);
1827 struct pf_path *path;
1828 struct unit *ferryboat;
1829
1830 /* Then find enemies the hard way */
1831 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1832 nullptr, &ferryboat, nullptr, nullptr);
1833 if (!same_pos(unit_tile(punit), dest_tile)) {
1834 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1835 || !can_unit_attack_tile(punit, nullptr, dest_tile)) {
1836
1837 /* Adjacent and can't attack usually means we are not marines
1838 * and on a ferry. This fixes the problem (usually). */
1839 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1840 TILE_XY(dest_tile));
1841
1842 /* Set ACTIVITY_GOTO more permanently than just inside
1843 * adv_follow_path(). This way other units will know we're
1844 * on our way even if we don't reach target yet. */
1845 punit->goto_tile = dest_tile;
1847 if (path != nullptr && !adv_follow_path(punit, path, dest_tile)) {
1848 /* Died. */
1849 pf_path_destroy(path);
1850 return;
1851 }
1852 if (ferryboat != nullptr) {
1853 /* Need a boat. */
1854 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1855 pf_path_destroy(path);
1856 return;
1857 }
1858 if (punit->moves_left <= 0) {
1859 /* No moves left. */
1860 pf_path_destroy(path);
1861 return;
1862 }
1863
1864 /* Either we're adjacent or we sitting on the tile. We might be
1865 * sitting on the tile if the enemy that _was_ sitting there
1866 * attacked us and died _and_ we had enough movement to get there */
1867 if (same_pos(unit_tile(punit), dest_tile)) {
1868 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1869 TILE_XY(dest_tile));
1870 pf_path_destroy(path);
1871 break;
1872 }
1873 }
1874
1875 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1876 /* Close combat. fstk sometimes want us to attack an adjacent
1877 * enemy that rampage wouldn't */
1878 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1879 TILE_XY(dest_tile));
1880 if (!dai_unit_attack(ait, punit, dest_tile)) {
1881 /* Died */
1882 pf_path_destroy(path);
1883 return;
1884 }
1885 } else if (!same_pos(start_tile, unit_tile(punit))) {
1886 /* Got stuck. Possibly because of adjacency to an
1887 * enemy unit. Perhaps we are in luck and are now next to a
1888 * tempting target? Let's find out... */
1891 pf_path_destroy(path);
1892 return;
1893 }
1894
1895 } else {
1896 /* FIXME: This happens a bit too often! */
1897 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1898 /* No worthy enemies found, so abort loop */
1899 ct = 0;
1900 }
1901 pf_path_destroy(path);
1902
1903 ct--; /* Infinite loops from railroads must be stopped */
1904 } while (punit->moves_left > 0 && ct > 0);
1905
1906 /* Cleanup phase */
1907 if (punit->moves_left == 0) {
1908 return;
1909 }
1911 if (pcity != nullptr
1912 && (dai_is_ferry(punit, ait)
1913 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1914 /* Go somewhere safe */
1915 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1916 (void) dai_unit_goto(ait, punit, pcity->tile);
1917 } else if (!is_barbarian(pplayer)) {
1918 /* Nothing else to do, so try exploring. */
1919 switch (manage_auto_explorer(punit)) {
1920 case MR_DEATH:
1921 /* Don't use punit! */
1922 return;
1923 case MR_OK:
1924 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1925 break;
1926 default:
1927 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1928 break;
1929 };
1930 } else {
1931 /* You can still have some moves left here, but barbarians should
1932 not sit helplessly, but advance towards nearest known enemy city */
1933 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1934 dai_military_attack_barbarian(ait, pplayer, punit);
1935 }
1936
1937 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1938 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1939 dai_military_defend(ait, pplayer, punit);
1940 }
1941}
1942
1943/**********************************************************************/
1947static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1948{
1949 bool alive = TRUE;
1950 int ferryboat = 0;
1951 struct pf_path *path_to_ferry = nullptr;
1952
1953 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1954 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1955 /* Going to meet the boat */
1956 if ((ferryboat <= 0)) {
1958 "in find_boat_for_unit cannot find any boats.");
1959 /* If we are undefended on the country side go to a city */
1961
1962 if (current_city == nullptr) {
1964
1965 if (city_near != nullptr) {
1967 }
1968 }
1969 } else {
1970 if (path_to_ferry != nullptr) {
1972 /* Died. */
1974 path_to_ferry = nullptr;
1975 alive = FALSE;
1976 } else {
1978 path_to_ferry = nullptr;
1979 alive = TRUE;
1980 }
1981 }
1982 }
1983
1984 return alive;
1985}
1986
1987/**********************************************************************/
1996 struct tile *ctile, struct tile *ptile)
1997{
1998 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1999 bool lm = MOVE_NONE != pclass->adv.land_move,
2000 sm = MOVE_NONE != pclass->adv.sea_move;
2001 struct civ_map *pmap = &(wld.map);
2002
2003 if (lm && sm) {
2004 return FALSE;
2005 }
2006
2007 /* We could use adjc_iterate() but likely often tiles are on the same
2008 * continent and it will be more time to find where they connect */
2011
2012 if (is_ocean_tile(atile) ? sm : lm) {
2013 iterate_outward(pmap, ptile, 1, btile) {
2014 if (tile_continent(btile) == acont) {
2015 return FALSE;
2016 }
2018 }
2020
2021 if (is_tiles_adjacent(ctile, ptile)) {
2022 return FALSE;
2023 }
2024
2025 return TRUE;
2026}
2027
2028/**********************************************************************/
2034static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2035 struct unit *punit,
2036 const struct city *dest_city,
2037 bool help_wonder,
2038 bool required_boat, bool request_boat)
2039{
2040 bool alive = TRUE;
2041 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2042 const struct civ_map *nmap = &(wld.map);
2043
2044 fc_assert_ret(dest_city != nullptr);
2045
2046 /* if we're not there yet, and we can move, move... */
2047 if (!same_pos(dest_city->tile, unit_tile(punit))
2048 && punit->moves_left != 0) {
2049 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2053 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2054 required_boat ? "with a boat" : "");
2055 if (required_boat) {
2056 /* To trade with boat */
2057 if (request_boat) {
2058 /* Try to find new boat */
2060 } else {
2061 /* If we are not being transported then ask for a boat again */
2062 alive = TRUE;
2065 unit_tile(punit), dest_city->tile)) {
2067 }
2068 }
2069 if (alive) {
2070 /* FIXME: Sometimes we get FALSE here just because
2071 * a trireme that we've boarded can't go over an ocean. */
2072 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2073 }
2074 } else {
2075 /* To trade without boat */
2077 }
2078 }
2079
2080 /* If moving didn't kill us, and we got to the destination, handle it. */
2081 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2082 /* Release the boat! */
2083 if (unit_transported(punit)) {
2085 }
2087 punit, dest_city)) {
2088 /*
2089 * We really don't want to just drop all caravans in immediately.
2090 * Instead, we want to aggregate enough caravans to build instantly.
2091 * -AJS, 990704
2092 */
2093 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2096 punit->id,
2099 unit_do_action(pplayer, punit->id, dest_city->id,
2100 0, "", ACTION_HELP_WONDER);
2102 punit, dest_city)) {
2103 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2106 punit->id,
2109 unit_do_action(pplayer, punit->id, dest_city->id,
2110 0, "", ACTION_TRADE_ROUTE);
2112 punit, dest_city)) {
2113 /* Get the one time bonus. */
2114 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2117 punit->id,
2120 unit_do_action(pplayer, punit->id, dest_city->id,
2121 0, "", ACTION_MARKETPLACE);
2122 } else {
2123 enum log_level level = LOG_NORMAL;
2124
2125 if (help_wonder) {
2126 /* A Caravan ordered to help build wonder may arrive after
2127 * enough shields to build the wonder is produced. */
2129 }
2130
2132 "%s %s[%d](%d,%d) unable to trade with %s",
2135 punit->id,
2138 }
2139 }
2140}
2141
2142/**********************************************************************/
2146static void caravan_optimize_callback(const struct caravan_result *result,
2147 void *data)
2148{
2149 const struct unit *caravan = data;
2150
2151 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2153 unit_rule_name(caravan),
2154 caravan->id,
2155 TILE_XY(unit_tile(caravan)),
2156 city_name_get(result->src),
2157 result->help_wonder ? "wonder in" : "trade to",
2158 city_name_get(result->dest),
2159 result->value);
2160}
2161
2162/**********************************************************************/
2166 struct unit *punit)
2167{
2168 struct tile *src = nullptr, *dest = nullptr, *src_home_city = nullptr;
2169 struct city *phome_city = nullptr;
2170 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2171
2172 if ((unit_data->task != AIUNIT_NONE)) {
2173 src = unit_tile(punit);
2175 if (phome_city != nullptr) {
2177 }
2178 dest = punit->goto_tile;
2179
2180 if (src == nullptr || dest == nullptr) {
2181 return FALSE;
2182 }
2183
2184 /* If we have a home continent, and are not there.
2185 * (FIXME: well, why?)
2186 * (I guess because home continent is which we were supposed to leave,
2187 * not the target continent) */
2188 if (src_home_city != nullptr
2190 return FALSE;
2191 }
2192
2193 if (!goto_is_sane(punit, dest)) {
2194 if (unit_transported(punit)) {
2195 /* If we're being transported */
2196 return FALSE;
2197 }
2198 if ((punit->birth_turn + 15 < game.info.turn)) {
2199 /* We are tired of waiting */
2201
2202 if (ferrys <= 0) {
2203 /* There are no ferrys available... give up */
2204 return TRUE;
2205 } else {
2206 if (punit->birth_turn + 20 < game.info.turn) {
2207 /* We are fed up! */
2208 return TRUE;
2209 }
2210 }
2211 }
2212 }
2213 }
2214
2215 return FALSE;
2216}
2217
2218/**********************************************************************/
2225 struct unit *punit)
2226{
2228 Continent_id continent;
2229
2230 fc_assert(pcity != nullptr);
2231
2232 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2233 /* There is just no possible transporters. */
2234 return FALSE;
2235 }
2236 continent = tile_continent(pcity->tile);
2237
2238 /* Look for proper destination city at different continent. */
2239 city_list_iterate(pplayer->cities, acity) {
2241 if (tile_continent(acity->tile) != continent) {
2242 return TRUE;
2243 }
2244 }
2246
2248 if (aplayer == pplayer || !aplayer->is_alive) {
2249 continue;
2250 }
2251 if (pplayers_allied(pplayer, aplayer)) {
2252 city_list_iterate(aplayer->cities, acity) {
2254 if (tile_continent(acity->tile) != continent) {
2255 return TRUE;
2256 }
2257 }
2260 }
2261
2262 return FALSE;
2263}
2264
2265/**********************************************************************/
2269static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2270{
2271 struct city *nearest = nullptr;
2272 int min_dist = FC_INFINITY;
2273 struct tile *current_loc = unit_tile(punit);
2275 bool alive = TRUE;
2276
2278 struct tile *ctile = city_tile(pcity);
2279
2280 if (tile_continent(ctile) == continent) {
2282
2283 if (this_dist < min_dist) {
2285 nearest = pcity;
2286 }
2287 }
2289
2290 if (nearest != nullptr) {
2292 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2294 }
2295 }
2296
2297 return alive;
2298}
2299
2300/**********************************************************************/
2306static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2307 struct unit *punit)
2308{
2309 struct caravan_parameter parameter;
2310 struct caravan_result result;
2311 const struct city *homecity;
2312 const struct city *dest = nullptr;
2313 struct unit_ai *unit_data;
2315 bool expect_boats = pclass->adv.ferry_types > 0;
2316 /* TODO: Will pplayer have a boat for punit in a reasonable time? */
2317 bool help_wonder = FALSE;
2318 bool required_boat = FALSE;
2319 bool request_boat = FALSE;
2321 const struct civ_map *nmap = &(wld.map);
2322
2324
2328 /* We only want units that can establish trade, enter marketplace or
2329 * help build wonders */
2330 return;
2331 }
2332
2334
2335 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2340
2341 homecity = game_city_by_number(punit->homecity);
2342 if (homecity == nullptr && unit_data->task == AIUNIT_TRADE) {
2344 return;
2345 }
2346 homecity = game_city_by_number(punit->homecity);
2347 if (homecity == nullptr) {
2348 return;
2349 }
2350 }
2351
2352 if ((unit_data->task == AIUNIT_TRADE
2353 || unit_data->task == AIUNIT_WONDER)) {
2354 /* We are moving to our destination */
2355 /* We check to see if our current goal is feasible */
2357 struct goods_type *pgood = unit_current_goods(punit, homecity);
2358
2359 if ((city_dest == nullptr)
2361 || (unit_data->task == AIUNIT_TRADE
2362 && !(can_cities_trade(homecity, city_dest)
2364 pgood->replace_priority)))
2365 || (unit_data->task == AIUNIT_WONDER
2366 /* Helping the (new) production is illegal. */
2368 || (unit_data->task == AIUNIT_TRADE
2373 punit, city_dest)))
2374 || (unit_data->task == AIUNIT_WONDER
2377 punit, city_dest))) {
2378 /* Destination invalid! */
2379 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2380 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2383 } else {
2384 /* Destination valid. Are we tired of waiting for a boat? */
2387 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2388 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2392 } else {
2393 dest = city_dest;
2394 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2395 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2397 }
2398 }
2399 }
2400
2401 if (unit_data->task == AIUNIT_NONE) {
2402 if (homecity == nullptr) {
2403 /* FIXME: We shouldn't bother in getting homecity for
2404 * caravan that will then be used for wonder building. */
2406 return;
2407 }
2408 homecity = game_city_by_number(punit->homecity);
2409 if (homecity == nullptr) {
2410 return;
2411 }
2412 }
2413
2415 /* Make more trade with allies than other peaceful nations
2416 * by considering only allies 50% of the time.
2417 * (the other 50% allies are still considered, but so are other nations) */
2418 if (fc_rand(2)) {
2419 /* Be optimistic about development of relations with no-contact and
2420 * cease-fire nations. */
2421 parameter.allow_foreign_trade = FTL_NONWAR;
2422 } else {
2423 parameter.allow_foreign_trade = FTL_ALLIED;
2424 }
2425
2428 parameter.callback_data = punit;
2429 }
2431 parameter.ignore_transit_time = TRUE;
2432 }
2435 parameter.ignore_transit_time = FALSE;
2436 }
2437 caravan_find_best_destination(nmap, punit, &parameter, &result,
2438 !has_handicap(pplayer, H_MAP));
2439 if (result.dest != nullptr) {
2440 /* We did find a new destination for the unit */
2441 dest = result.dest;
2442 help_wonder = result.help_wonder;
2443 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2444 request_boat = required_boat;
2446 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2447 dest->tile);
2448 } else {
2449 dest = nullptr;
2450 }
2451 }
2452
2453 if (required_boat && !expect_boats) {
2454 /* Would require boat, but can't have them. Render destination invalid. */
2455 dest = nullptr;
2456 }
2457
2458 if (dest != nullptr) {
2459 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2460 required_boat, request_boat);
2461 return; /* That may have clobbered the unit */
2462 } else {
2463 /* We have nowhere to go! */
2464 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2468 /* Should we become a defensive unit? */
2469 }
2470}
2471
2472/**********************************************************************/
2477 struct unit *punit)
2478{
2479 struct player *pplayer = unit_owner(punit);
2480 struct city *pcity = tile_city(unit_tile(punit));
2481 struct city *safe = nullptr;
2482 const struct unit_type *punittype = unit_type_get(punit);
2483 bool no_recovery;
2484
2486
2487 if (pcity != nullptr) {
2488 /* Rest in the city until the hitpoints are recovered, but attempt
2489 * to protect city from attack (and be opportunistic too)*/
2492 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2493 } else {
2494 return; /* We died heroically defending our city */
2495 }
2496 } else {
2497 /* Goto to nearest city to recover hit points */
2498 /* Just before, check to see if we can occupy an undefended enemy city */
2501 return; /* Oops, we died */
2502 }
2503
2504 /* Find a city to stay and go there */
2506 if (safe) {
2507 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2509 if (!dai_unit_goto(ait, punit, safe->tile)) {
2510 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2511 return;
2512 }
2513 } else {
2514 /* Oops */
2515 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2516 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2517 dai_military_attack(ait, pplayer, punit);
2518 return;
2519 }
2520 }
2521
2522 /* Is the unit still damaged? If true, and could recover hit points, do so.
2523 * Don't wait if would be losing hitpoints that way! */
2525 if (punit->hp == punittype->hp) {
2526 no_recovery = TRUE;
2527 } else {
2529
2530 if (gain < 0) {
2531 no_recovery = TRUE;
2532 } else if (gain == 0 && !punit->moved) {
2533 /* Isn't gaining even though has not moved. */
2534 no_recovery = TRUE;
2535 }
2536 }
2537 if (no_recovery) {
2538 /* We are ready to go out and kick ass again */
2539 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2540 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2541 return;
2542 } else {
2543 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2544 }
2545}
2546
2547/**********************************************************************/
2551void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2552 struct player *pplayer, struct unit *punit)
2553{
2554 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2555 int id = punit->id;
2556
2558
2559 /* "Escorting" aircraft should not do anything. They are activated
2560 * by their transport or charge. We do _NOT_ set them to 'done'
2561 * since they may need be activated once our charge moves. */
2562 if (unit_data->task == AIUNIT_ESCORT
2564 return;
2565 }
2566
2569 && has_handicap(pplayer, H_AWAY)) {
2570 /* Don't move sentried or fortified units controlled by a player
2571 * in away mode. */
2572 unit_data->done = TRUE;
2573 return;
2574 }
2575
2576 /* Since military units re-evaluate their actions every turn,
2577 we must make sure that previously reserved ferry is freed. */
2579
2581 /* Try hunting with this unit */
2582 if (dai_hunter_qualify(pplayer, punit)) {
2583 int result, sanity = punit->id;
2584
2585 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2586 result = dai_hunter_manage(ait, pplayer, punit);
2587 if (game_unit_by_number(sanity) == nullptr) {
2589 return; /* Died */
2590 }
2591 if (result == -1) {
2592 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2594 return;
2595 } else if (result >= 1) {
2597 return; /* Done moving */
2598 } else if (unit_data->task == AIUNIT_HUNTER) {
2599 /* This should be very rare */
2600 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2601 }
2602 } else if (unit_data->task == AIUNIT_HUNTER) {
2603 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2604 }
2606
2607 /* Do we have a specific job for this unit? If not, we default
2608 * to attack. */
2609 dai_military_findjob(ait, nmap, pplayer, punit);
2610
2611 switch (unit_data->task) {
2612 case AIUNIT_AUTO_WORKER:
2613 case AIUNIT_BUILD_CITY:
2614 fc_assert(FALSE); /* This is not the place for this role */
2615 break;
2616 case AIUNIT_DEFEND_HOME:
2618 dai_military_defend(ait, pplayer, punit);
2620 break;
2621 case AIUNIT_ATTACK:
2622 case AIUNIT_NONE:
2624 dai_military_attack(ait, pplayer, punit);
2626 break;
2627 case AIUNIT_ESCORT:
2629 dai_military_bodyguard(ait, pplayer, punit);
2631 break;
2632 case AIUNIT_EXPLORE:
2633 switch (manage_auto_explorer(punit)) {
2634 case MR_DEATH:
2635 /* Don't use punit! */
2636 return;
2637 case MR_OK:
2638 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2639 break;
2640 default:
2641 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2642 break;
2643 };
2644 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2645 break;
2646 case AIUNIT_RECOVER:
2650 break;
2651 case AIUNIT_HUNTER:
2652 fc_assert(FALSE); /* Dealt with above */
2653 break;
2654 default:
2656 }
2657
2658 /* If we are still alive, either sentry or fortify. */
2659 if ((punit = game_unit_by_number(id))) {
2661 struct city *pcity = tile_city(unit_tile(punit));
2662
2663 if (unit_list_find(unit_tile(punit)->units,
2664 unit_data->ferryboat)) {
2666 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2667 /* We do not need to fortify in cities - we fortify and sentry
2668 * according to home defense setup, for easy debugging. */
2669 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2674 }
2675 } else {
2677 }
2678 }
2679 }
2680}
2681
2682/**********************************************************************/
2685static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2686 struct unit *punit)
2687{
2688 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2689
2691 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2692 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2693 if (unit_data->task == AIUNIT_NONE) {
2695 }
2696}
2697
2698/**********************************************************************/
2706void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2707 struct unit *punit)
2708{
2709 struct unit_ai *unit_data;
2710 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2711 bool is_ferry = FALSE;
2712 const struct unit_type *ptype;
2713 const struct civ_map *nmap = &(wld.map);
2714
2716
2717 /* Don't manage the unit if it is under human orders. */
2718 if (unit_has_orders(punit)) {
2720
2721 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2722 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2723 unit_data->done = TRUE;
2724
2725 return;
2726 }
2727
2728 /* Check if we have lost our bodyguard. If we never had one, all
2729 * fine. If we had one and lost it, ask for a new one. */
2730 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2731 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2733 }
2734
2736
2737 if (punit->moves_left <= 0) {
2738 /* Can do nothing */
2739 unit_data->done = TRUE;
2740
2741 return;
2742 }
2743
2744 is_ferry = dai_is_ferry(punit, ait);
2745
2747
2750 dai_manage_diplomat(ait, pplayer, punit);
2752
2753 return;
2754 } else if (ptype->adv.worker
2756 dai_manage_settler(ait, pplayer, punit);
2757
2758 return;
2763 dai_manage_caravan(ait, pplayer, punit);
2765
2766 return;
2768 dai_manage_barbarian_leader(ait, pplayer, punit);
2769
2770 return;
2773 dai_manage_paratrooper(ait, pplayer, punit);
2774
2775 return;
2776 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2778 dai_manage_ferryboat(ait, pplayer, punit);
2780
2781 return;
2782 } else if (utype_fuel(ptype)
2783 && unit_data->task != AIUNIT_ESCORT) {
2785 dai_manage_airunit(ait, pplayer, punit);
2787
2788 return;
2789 } else if (is_losing_hp(punit)) {
2790 /* This unit is losing hitpoints over time */
2791
2792 /* TODO: We can try using air-unit code for helicopters, just
2793 * pretend they have fuel = HP / 3 or something. */
2794 unit_data->done = TRUE; /* we did our best, which was ...
2795 nothing */
2796 return;
2797 } else if (!is_special_unit(punit)) {
2799 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2800 dai_manage_military(ait, nmap, pplayer, punit);
2802
2803 return;
2804 } else {
2805 /* what else could this be? -- Syela */
2806 switch (manage_auto_explorer(punit)) {
2807 case MR_DEATH:
2808 /* don't use punit! */
2809 break;
2810 case MR_OK:
2811 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2812 break;
2813 default:
2814 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2816 dai_military_defend(ait, pplayer, punit);
2817 break;
2818 };
2819
2820 return;
2821 }
2822}
2823
2824/**********************************************************************/
2830static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2831{
2832 city_list_iterate(pplayer->cities, pcity) {
2833 /* The idea here is that we should never keep more than two
2834 * units in permanent defense. */
2835 int total_defense = 0;
2837 bool emergency = FALSE;
2838 int count = 0;
2843 int entertainers = 0;
2844 bool enough = FALSE;
2845
2848 entertainers += pcity->specialists[sp];
2849 }
2851
2852 martless_unhappy += entertainers; /* We want to use martial law instead
2853 * of entertainers. */
2854
2855 while (!enough
2858 && martless_unhappy > mart_each * count))) {
2859 int best_want = 0;
2860 struct unit *best = nullptr;
2861 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2862
2864 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2865
2866 if ((unit_data->task == AIUNIT_NONE || emergency)
2867 && unit_data->task != AIUNIT_DEFEND_HOME
2868 && unit_owner(punit) == pplayer) {
2869 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2870
2871 if (want > best_want) {
2872 best_want = want;
2873 best = punit;
2874 }
2875 }
2877
2878 if (best == nullptr) {
2879 if (defense_needed) {
2880 /* Ooops - try to grab any unit as defender! */
2881 if (emergency) {
2882 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2883 break;
2884 }
2885 emergency = TRUE;
2886 } else {
2887 break;
2888 }
2889 } else {
2890 const struct unit_type *btype = unit_type_get(best);
2891
2892 if ((martless_unhappy < mart_each * count
2893 || count >= mart_max || mart_each <= 0)
2894 && ((count >= 2
2895 && btype->attack_strength > btype->defense_strength)
2896 || (count >= 4
2897 && btype->attack_strength == btype->defense_strength))) {
2898 /* In this case attack would be better defense than fortifying
2899 * to city. */
2900 enough = TRUE;
2901 } else {
2902 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2903
2905 UNIT_LOG(loglevel, best, "Defending city");
2907 count++;
2908 }
2909 }
2910 }
2911 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2912 ", %d defenders (out of %d)", total_defense, total_attack, count,
2915}
2916
2917/**********************************************************************/
2925void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2926{
2928 dai_airlift(ait, pplayer);
2930
2931 /* Clear previous orders, if desirable, here. */
2932 unit_list_iterate(pplayer->units, punit) {
2933 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2934
2935 unit_data->done = FALSE;
2936 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2937 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2938 }
2940
2941 /* Find and set city defenders first - figure out which units are
2942 * allowed to leave home. */
2943 dai_set_defenders(ait, pplayer);
2944
2946 if ((!unit_transported(punit)
2947 || unit_owner(unit_transport_get(punit)) != pplayer)
2948 && !def_ai_unit_data(punit, ait)->done) {
2949 /* Though it is usually the passenger who drives the transport,
2950 * the transporter is responsible for managing its passengers. */
2951 dai_manage_unit(ait, pplayer, punit);
2952 }
2954}
2955
2956/**********************************************************************/
2962 const struct city *pcity)
2963{
2964 const struct impr_type *impr_req = nullptr;
2965 const struct req_context context = {
2967 .city = pcity,
2968 .tile = city_tile(pcity),
2969 .unittype = putype,
2970 };
2971
2972 requirement_vector_iterate(&putype->build_reqs, preq) {
2973 if (is_req_active(&context, nullptr, preq, RPT_CERTAIN)) {
2974 /* Already there. */
2975 continue;
2976 }
2978 city_owner(pcity), pcity)) {
2979 /* The unit type can't be built at all. */
2980 return nullptr;
2981 }
2982 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2983 /* This is (one of) the building(s) required. */
2984 impr_req = preq->source.value.building;
2985 }
2987
2988 return impr_req;
2989}
2990
2991/**********************************************************************/
2996 const struct unit_type *base)
2997{
2998 /* This is the real function: */
2999 do {
3000 base = base->obsoleted_by;
3001 if (base == test) {
3002 return TRUE;
3003 }
3004 } while (base);
3005 return FALSE;
3006}
3007
3008/**********************************************************************/
3012static void dai_manage_barbarian_leader(struct ai_type *ait,
3013 struct player *pplayer,
3014 struct unit *leader)
3015{
3017 struct pf_parameter parameter;
3018 struct pf_map *pfm;
3019 struct pf_reverse_map *pfrm;
3020 struct unit *worst_danger;
3021 int move_cost, best_move_cost;
3022 int body_guards;
3023 bool alive = TRUE;
3024 const struct civ_map *nmap = &(wld.map);
3025
3027
3028 if (leader->moves_left == 0
3030 && 1 < unit_list_size(leader_tile->units))) {
3032
3033 return;
3034 }
3035
3036 if (is_boss_of_boat(ait, leader)) {
3037 /* We are in charge. Of course, since we are the leader...
3038 * But maybe somebody more militaristic should lead our ship to battle! */
3039
3040 /* First release boat from leaders lead */
3042
3046 && warrior->moves_left > 0) {
3047 /* This seems like a good warrior to lead us in to conquest! */
3048 dai_manage_unit(ait, pplayer, warrior);
3049
3050 /* If we reached our destination, ferryboat already called
3051 * ai_manage_unit() for leader. So no need to continue here.
3052 * Leader might even be dead.
3053 * If this return is removed, surrounding unit_list_iterate()
3054 * has to be replaced with unit_list_iterate_safe()*/
3055 return;
3056 }
3058 }
3059
3060 /* If we are not in charge of the boat, continue as if we
3061 * were not in a boat - we may want to leave the ship now. */
3062
3063 /* Check the total number of units able to protect our leader. */
3064 body_guards = 0;
3065 unit_list_iterate(pplayer->units, punit) {
3068 body_guards++;
3069 }
3071
3072 if (0 < body_guards) {
3073 pft_fill_unit_parameter(&parameter, nmap, leader);
3074 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3075 pfm = pf_map_new(&parameter);
3076
3077 /* Find the closest body guard.
3078 * FIXME: Maybe choose the strongest too? */
3079 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3080 unit_list_iterate(ptile->units, punit) {
3081 if (unit_owner(punit) == pplayer
3084 struct pf_path *path = pf_map_path(pfm, ptile);
3085
3086 adv_follow_path(leader, path, ptile);
3087 pf_path_destroy(path);
3089
3090 return;
3091 }
3094
3096 }
3097
3098 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3099
3100 /* Check for units we could fear. */
3101 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3102 !has_handicap(pplayer, H_MAP));
3103 worst_danger = nullptr;
3105
3106 players_iterate(other_player) {
3107 if (other_player == pplayer) {
3108 continue;
3109 }
3110
3111 unit_list_iterate(other_player->units, punit) {
3113 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3114 best_move_cost = move_cost;
3116 }
3119
3121
3122 if (worst_danger == nullptr) {
3124 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3125 return;
3126 }
3127
3129 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3130 pfm = pf_map_new(&parameter);
3132
3133 /* Try to escape. */
3134 do {
3136
3137 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3138 leader->moves_left);
3139
3142 continue;
3143 }
3144
3145 move_cost = pf_map_move_cost(pfm, near_tile);
3146 if (PF_IMPOSSIBLE_MC != move_cost
3147 && move_cost > best_move_cost) {
3149 "Barbarian leader: safest is (%d, %d), safeness %d",
3151 best_move_cost = move_cost;
3153 }
3155
3156 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3160 "Barbarian leader: reached the safest position.");
3163 return;
3164 }
3165
3167 if (alive) {
3169 /* Didn't move. No point to retry. */
3171 return;
3172 }
3174 }
3175 } while (alive && 0 < leader->moves_left);
3176
3178}
3179
3180/**********************************************************************/
3186void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3187 struct unit *punit,
3188 enum override_bool *result)
3189{
3190 int a = 0, d, db;
3191 struct player *pplayer = unit_owner(punit);
3192 struct city *pcity = tile_city(ptile);
3193 int extras_bonus = 0;
3194
3195 if (is_human(pplayer)) {
3196 /* Use advisors code for humans. */
3197 return;
3198 }
3199
3200 if (pcity != nullptr && pplayers_allied(city_owner(pcity), pplayer)
3201 && !is_non_allied_unit_tile(ptile, pplayer,
3203 /* We will be safe in a friendly city */
3204 *result = OVERRIDE_FALSE;
3205 return;
3206 }
3207
3208 /* Calculate how well we can defend at (x,y) */
3209 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3211
3212 db += (db * extras_bonus) / 100;
3214
3215 adjc_iterate(&(wld.map), ptile, ptile1) {
3216 if (has_handicap(pplayer, H_FOG)
3217 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3218 /* We cannot see danger at (ptile1) => assume there is none */
3219 continue;
3220 }
3221 unit_list_iterate(ptile1->units, enemy) {
3222 if (pplayers_at_war(unit_owner(enemy), pplayer)
3223 && (unit_attack_unit_at_tile_result(enemy, nullptr, punit, ptile)
3224 == ATT_OK)
3225 && (unit_attack_units_at_tile_result(enemy, nullptr, ptile)
3226 == ATT_OK)) {
3228 if ((a * a * 10) >= d) {
3229 /* The enemies combined strength is too big! */
3230 *result = OVERRIDE_TRUE;
3231 return;
3232 }
3233 }
3236
3237 *result = OVERRIDE_FALSE;
3238}
3239
3240/**********************************************************************/
3243static void update_simple_ai_types(void)
3244{
3245 int i = 0;
3246
3249
3252 && !(pclass->adv.land_move == MOVE_NONE
3255 && punittype->transport_capacity < 8) {
3257 i++;
3258 }
3260
3261 simple_ai_types[i] = nullptr;
3262}
3263
3264/**********************************************************************/
3268{
3269 /* TODO: Remove the simple_ai_types cache or merge it with a general ai
3270 * cache; see the comment to struct unit_type *simple_ai_types at
3271 * the beginning of this file. */
3273
3275 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3276
3277 utai->low_firepower = FALSE;
3278 utai->ferry = FALSE;
3279 utai->missile_platform = FALSE;
3280 utai->carries_occupiers = FALSE;
3281 utai->potential_charges = unit_type_list_new();
3282
3285
3288
3289 /* Confirm firepower */
3291 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3293 if (utype_has_flag(penemy, pbonus->flag)) {
3294 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3295
3296 utai->low_firepower = TRUE;
3297 }
3299 }
3301
3302 /* Consider potential cargo */
3303 if (punittype->transport_capacity > 0) {
3304 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3305
3308
3311 utai->missile_platform = TRUE;
3312 } else if (pclass->adv.sea_move != MOVE_NONE
3313 && pcargo->adv.land_move != MOVE_NONE) {
3314 if (pcargo->adv.sea_move != MOVE_FULL) {
3315 utai->ferry = TRUE;
3316 } else {
3317 if (0 != utype_fuel(pctype)) {
3318 utai->ferry = TRUE;
3319 }
3320 }
3321 }
3322
3324 utai->carries_occupiers = TRUE;
3325 }
3326 }
3328 }
3329
3330 /* Consider potential charges */
3333
3334 if (0 < utype_fuel(punittype)
3335 && (0 == utype_fuel(pcharge)
3337 continue;
3338 }
3339
3340 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3341 if (chgcls == utype_class(pcharge)) {
3343 }
3345
3347 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3348 unit_type_list_append(utai->potential_charges, pcharge);
3349 }
3350
3353}
3354
3355/**********************************************************************/
3359{
3361 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3362
3363 if (utai == nullptr) {
3364 continue;
3365 }
3366 utype_set_ai_data(ptype, ait, nullptr);
3367
3368 unit_type_list_destroy(utai->potential_charges);
3369 free(utai);
3371}
3372
3373/**********************************************************************/
3376void dai_unit_init(struct ai_type *ait, struct unit *punit)
3377{
3378 /* Make sure that contents of unit_ai structure are correctly initialized,
3379 * if you ever allocate it by some other mean than fc_calloc() */
3380 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3381
3382 unit_data->done = FALSE;
3383 unit_data->cur_pos = nullptr;
3384 unit_data->prev_pos = nullptr;
3385 unit_data->target = 0;
3386 BV_CLR_ALL(unit_data->hunted);
3387 unit_data->ferryboat = 0;
3388 unit_data->passenger = 0;
3389 unit_data->bodyguard = 0;
3390 unit_data->charge = 0;
3391
3393}
3394
3395/**********************************************************************/
3398void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3399{
3400 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3401
3402 fc_assert_ret(unit_data != nullptr);
3403
3404 BV_CLR_ALL(unit_data->hunted);
3405}
3406
3407/**********************************************************************/
3410void dai_unit_close(struct ai_type *ait, struct unit *punit)
3411{
3412 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3413
3414 fc_assert_ret(unit_data != nullptr);
3415
3418
3419 if (unit_data != nullptr) {
3420 unit_set_ai_data(punit, ait, nullptr);
3422 }
3423}
3424
3425/**********************************************************************/
3428void dai_unit_save(struct ai_type *ait, const char *aitstr,
3429 struct section_file *file,
3430 const struct unit *punit, const char *unitstr)
3431{
3432 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3433
3434 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3435 unitstr, aitstr);
3436 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3437 unitstr, aitstr);
3438 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3439 unitstr, aitstr);
3440 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3441 unitstr, aitstr);
3442}
3443
3444/**********************************************************************/
3447void dai_unit_load(struct ai_type *ait, const char *aitstr,
3448 const struct section_file *file,
3449 struct unit *punit, const char *unitstr)
3450{
3451 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3452
3453 unit_data->passenger
3454 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3455 unitstr, aitstr);
3456 unit_data->ferryboat
3457 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3458 unitstr, aitstr);
3459 unit_data->charge
3460 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3461 unitstr, aitstr);
3462 unit_data->bodyguard
3463 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3464 unitstr, aitstr);
3465}
3466
3472
3473/**********************************************************************/
3476static bool role_unit_cb(struct unit_type *ptype, void *data)
3477{
3478 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3480 const struct civ_map *nmap = &(wld.map);
3481
3482 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3483 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3484 return FALSE;
3485 }
3486
3487 if (cb_data->build_city == nullptr
3488 || can_city_build_unit_now(nmap, cb_data->build_city, ptype,
3489 RPT_CERTAIN)) {
3490 return TRUE;
3491 }
3492
3493 return FALSE;
3494}
3495
3496/**********************************************************************/
3500 enum terrain_class tc)
3501{
3502 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3503
3505}
3506
3507/**********************************************************************/
3510bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3511 const struct unit *defender)
3512{
3513 struct pf_parameter parameter;
3514 struct pf_map *pfm;
3515 const struct tile *ptarget = unit_tile(defender);
3516 int max_move_cost = attacker->moves_left;
3517 bool able_to_strike = FALSE;
3518 const struct civ_map *nmap = &(wld.map);
3519
3520 pft_fill_unit_parameter(&parameter, nmap, attacker);
3521 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3522 pfm = pf_map_new(&parameter);
3523
3524 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3525 if (move_cost > max_move_cost) {
3526 break;
3527 }
3528
3529 if (ptile == ptarget) {
3531 break;
3532 }
3534
3536
3537 return able_to_strike;
3538}
3539
3540/**********************************************************************/
3543void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3544 struct tile *target, enum override_bool *allow)
3545{
3546 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3547
3548 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3550
3551 return;
3552 }
3553}
enum gen_action select_actres_action_unit_on_stack(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:7561
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:49
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:417
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:408
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:387
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:398
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:361
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:88
#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:1917
const char * city_name_get(const struct city *pcity)
Definition city.c:1157
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, const enum req_problem_type prob_type)
Definition city.c:957
#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:492
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:42
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c: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:3428
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1053
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:885
static bool has_defense(struct city *pcity)
Definition daiunit.c: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:2269
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:2034
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:733
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3267
#define LOG_CARAVAN
Definition daiunit.c:87
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:258
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile)
Definition daiunit.c:444
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1729
bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map, struct tile *dest_tile, const struct unit_type *cargo_type, const struct unit_type *ferry_type, struct tile **ferry_dest, struct tile **beachhead_tile)
Definition daiunit.c:1099
static void update_simple_ai_types(void)
Definition daiunit.c:3243
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2961
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3543
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2551
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1947
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:3510
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2995
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:666
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1025
#define LOG_CARAVAN3
Definition daiunit.c:89
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2925
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2306
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:1178
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2830
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2706
adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:748
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3476
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1792
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3398
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2685
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:2165
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:487
bool dai_can_unit_type_follow_unit_type(const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait)
Definition daiunit.c:867
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1678
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:3012
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2476
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:554
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:3376
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3186
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1995
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:3447
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2146
#define LOGLEVEL_RECOVERY
Definition daiunit.c:86
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3410
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3358
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3499
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:979
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:633
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2224
#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:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1076
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1085
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:373
#define iterate_outward_end
Definition map.h:377
#define adjc_iterate_end
Definition map.h:439
static int index_to_map_pos_y(int mindex)
Definition map.h:772
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:397
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:434
#define square_iterate_end
Definition map.h:400
static int index_to_map_pos_x(int mindex)
Definition map.h:759
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:350
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:362
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:522
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:919
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c: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:3469
struct city * build_city
Definition daiunit.c:3470
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:2343
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2461
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2281
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:2525
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2236
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2722
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:2942
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:912
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:2511
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:408
#define unit_cargo_iterate_end
Definition unit.h:602
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:599
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:407
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:446
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:2267
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2284
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:2330
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2535
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:2776
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:2784
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:849
#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:950
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:942
#define unit_type_iterate(_p)
Definition unittype.h:865
#define unit_type_list_iterate_end
Definition unittype.h:952
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:872
#define unit_class_list_iterate_end
Definition unittype.h:944