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) {
456 return ACTION_NONE;
457 }
458
459 return selected;
460}
461
462/**********************************************************************/
478static int dai_rampage_want(struct unit *punit, struct tile *ptile)
479{
480 struct player *pplayer = unit_owner(punit);
481 struct unit *pdef;
482 struct civ_map *nmap = &(wld.map);
483
485
486 if (can_unit_attack_tile(punit, nullptr, ptile)
487 && (pdef = get_defender(nmap, punit, ptile, nullptr))
488 /* Action enablers might prevent attacking */
490 /* See description of kill_desire() about these variables. */
494
495 attack *= attack;
496
497 /* If the victim is in the city/fortress, we correct the benefit
498 * with our health because there could be reprisal attacks.
499 * We shouldn't send already injured units to useless suicide.
500 * Note that we do not specially encourage attacks against
501 * cities: rampage is a hit-n-run operation. */
502 if (!is_stack_vulnerable(ptile)
503 && unit_list_size(ptile->units) > 1) {
505 }
506
507 /* If we have non-zero attack rating... */
508 if (attack > 0 && is_my_turn(punit, pdef)) {
509 double chance = unit_win_chance(nmap, punit, pdef, nullptr);
511
512 /* No need to amortize, our operation takes one turn. */
513 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
514 desire,
517
518 return MAX(0, desire);
519 }
520 } else if (0 == unit_list_size(ptile->units)) {
521 /* No defender. */
522 struct city *pcity = tile_city(ptile);
523
524 /* ...and free foreign city waiting for us. Who would resist! */
525 if (pcity != nullptr
526 && pplayers_at_war(pplayer, city_owner(pcity))
529 }
530
531 /* ...or tiny pleasant hut here! */
532 /* FIXME: unhardcode and variate the desire to enter a hut. */
533 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
534 && is_native_tile(unit_type_get(punit), ptile)) {
535 return -RAMPAGE_HUT_OR_BETTER;
536 }
537 }
538
539 return 0;
540}
541
542/**********************************************************************/
545static struct pf_path *find_rampage_target(struct unit *punit,
546 int thresh_adj, int thresh_move)
547{
548 struct pf_map *tgt_map;
549 struct pf_path *path = nullptr;
550 struct pf_parameter parameter;
551 /* Coordinates of the best target (initialize to silence compiler) */
552 struct tile *ptile = unit_tile(punit);
553 /* Want of the best target */
554 int max_want = 0;
555 struct player *pplayer = unit_owner(punit);
556 const struct civ_map *nmap = &(wld.map);
557
559 parameter.omniscience = !has_handicap(pplayer, H_MAP);
560 /* When trying to find rampage targets we ignore risks such as
561 * enemy units because we are looking for trouble!
562 * Hence no call ai_avoid_risks()
563 */
564
565 tgt_map = pf_map_new(&parameter);
567 int want;
568 bool move_needed;
569 int thresh;
570
571 if (move_cost > punit->moves_left) {
572 /* This is too far */
573 break;
574 }
575
576 if (has_handicap(pplayer, H_TARGETS)
577 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
578 /* The target is under fog of war */
579 continue;
580 }
581
583
584 /* Negative want means move needed even though the tiles are adjacent */
586 || want < 0);
587 /* Select the relevant threshold */
589 want = (want < 0 ? -want : want);
590
591 if (want > max_want && want > thresh) {
592 /* The new want exceeds both the previous maximum
593 * and the relevant threshold, so it's worth recording */
594 max_want = want;
595 ptile = iter_tile;
596 }
598
599 if (max_want > 0) {
600 /* We found something */
601 path = pf_map_path(tgt_map, ptile);
602 fc_assert(path != nullptr);
603 }
604
606
607 return path;
608}
609
610/**********************************************************************/
625 int thresh_move)
626{
627 int count = punit->moves_left + 1; /* Break any infinite loops */
628 struct pf_path *path = nullptr;
629
632
634 /* This teaches the AI about the dangers inherent in occupychance. */
636
637 while (count-- > 0 && punit->moves_left > 0
639 if (!adv_unit_execute_path(punit, path)) {
640 /* Died */
641 count = -1;
642 }
643 pf_path_destroy(path);
644 path = nullptr;
645 }
646
647 fc_assert(path == nullptr);
648
650 return (count >= 0);
651}
652
653/**********************************************************************/
657static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
658 struct unit *punit)
659{
660 struct unit *aunit = aiguard_charge_unit(ait, punit);
661 struct city *acity = aiguard_charge_city(ait, punit);
662 struct tile *ptile;
663
665 CHECK_GUARD(ait, punit);
666
667 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
668 /* protect a unit */
669 if (aunit->goto_tile != nullptr) {
670 /* Our charge is going somewhere: maybe we should meet them there */
671 /* FIXME: This probably isn't the best algorithm for this. */
673 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
674 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
675
676 if (me2goal < me2them
680 ptile = aunit->goto_tile;
681 } else {
682 ptile = unit_tile(aunit);
683 }
684 } else {
685 ptile = unit_tile(aunit);
686 }
687 } else if (acity && city_owner(acity) == unit_owner(punit)) {
688 /* protect a city */
689 ptile = acity->tile;
690 } else {
691 /* should be impossible */
692 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
693 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
694 return;
695 }
696
697 if (same_pos(unit_tile(punit), ptile)) {
698 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
699 } else {
700 if (goto_is_sane(punit, ptile)) {
701 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
702 if (!dai_gothere(ait, pplayer, punit, ptile)) {
703 /* We died */
704 return;
705 }
706 } else {
707 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
708 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
709 }
710 }
711
712 /* We might have stopped because of an enemy nearby.
713 * Perhaps we can kill it.*/
716 && same_pos(unit_tile(punit), ptile)) {
717 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
718 }
719}
720
721/**********************************************************************/
724static bool unit_role_defender(const struct unit_type *punittype)
725{
727}
728
729/**********************************************************************/
739adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
740 struct player *pplayer, struct unit *punit,
741 struct unit **aunit, struct city **acity)
742{
743 struct pf_parameter parameter;
744 struct pf_map *pfm;
745 struct city *pcity;
746 struct ai_city *data, *best_data = nullptr;
748 int def, best_def = -1;
749 /* Arbitrary: 3 turns. */
750 const int max_move_cost = 3 * unit_move_rate(punit);
751
752 *aunit = nullptr;
753 *acity = nullptr;
754
755 if (toughness == 0) {
756 /* Useless */
757 return 0;
758 }
759
760 pft_fill_unit_parameter(&parameter, nmap, punit);
761 parameter.omniscience = !has_handicap(pplayer, H_MAP);
762 pfm = pf_map_new(&parameter);
763
764 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
765 if (move_cost > max_move_cost) {
766 /* Consider too far. */
767 break;
768 }
769
770 pcity = tile_city(ptile);
771
772 /* Consider unit bodyguard. */
773 unit_list_iterate(ptile->units, buddy) {
774 const struct unit_type *ptype = unit_type_get(punit);
775 const struct unit_type *buddy_type = unit_type_get(buddy);
776
777 /* TODO: allied unit bodyguard? */
779 || unit_owner(buddy) != pplayer
780 || !aiguard_wanted(ait, buddy)
786
787 continue;
788 }
789
791 if (0 >= def) {
792 continue;
793 }
794
796 /* Reduce want based on move cost. We can't do this for
797 * transports since they move around all the time, leading
798 * to hilarious flip-flops. */
799 def >>= move_cost / (2 * unit_move_rate(punit));
800 }
801 if (def > best_def) {
802 *aunit = buddy;
803 *acity = nullptr;
804 best_def = def;
805 }
807
808 /* City bodyguard. TODO: allied city bodyguard? */
809 if (ai_fuzzy(pplayer, TRUE)
810 && pcity != nullptr
811 && city_owner(pcity) == pplayer
812 && (data = def_ai_city_data(pcity, ait))
813 && 0 < data->urgency) {
814 if (best_data != nullptr
815 && (0 < best_data->grave_danger
816 || best_data->urgency > data->urgency
817 || ((best_data->danger > data->danger
818 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
819 && 0 == data->grave_danger))) {
820 /* Chances are we'll be between cities when we are needed the most!
821 * Resuming pf_map_move_costs_iterate()... */
822 continue;
823 }
824 def = (data->danger - assess_defense_quadratic(ait, pcity));
825 if (def <= 0) {
826 continue;
827 }
828 /* Reduce want based on move cost. */
829 def >>= move_cost / (2 * unit_move_rate(punit));
830 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
831 *acity = pcity;
832 *aunit = nullptr;
833 best_def = def;
834 best_data = data;
835 }
836 }
838
840
841 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
843 (*acity != nullptr ? city_name_get(*acity)
844 : (*aunit != nullptr ? unit_rule_name(*aunit) : "")),
846 : (*aunit != nullptr ?
849 : (*aunit != nullptr ?
851
852 return ((best_def * 100) / toughness);
853}
854
855/**********************************************************************/
859 const struct unit_type *followee,
860 struct ai_type *ait)
861{
862 struct unit_type_ai *utai = utype_ai_data(follower, ait);
863
864 unit_type_list_iterate(utai->potential_charges, pcharge) {
865 if (pcharge == followee) {
866 return TRUE;
867 }
869
870 return FALSE;
871}
872
873/**********************************************************************/
876static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
877 struct player *pplayer, struct unit *punit)
878{
879 const struct unit_type *punittype = unit_type_get(punit);
880 struct unit_ai *unit_data;
881
883
884 /* Keep barbarians aggressive and primitive */
885 if (is_barbarian(pplayer)) {
886 if (is_land_barbarian(pplayer)) {
888
890 /* Land barbarians pillage */
892 }
893 }
894 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
895
896 return;
897 }
898
900
901 /* If I am a bodyguard, check whether I can do my job. */
902 if (unit_data->task == AIUNIT_ESCORT
903 || unit_data->task == AIUNIT_DEFEND_HOME) {
905 }
906
907 if (aiguard_has_charge(ait, punit)
908 && unit_data->task == AIUNIT_ESCORT) {
909 struct unit *aunit = aiguard_charge_unit(ait, punit);
910 struct city *acity = aiguard_charge_city(ait, punit);
911 struct ai_city *city_data = nullptr;
912
913 if (acity != nullptr) {
915 }
916
917 /* Check if the city we are on our way to rescue is still in danger,
918 * or the unit we should protect is still alive... */
919 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
922 && city_data->urgency != 0
923 && city_data->danger > assess_defense_quadratic(ait, acity))) {
924 return; /* Yep! */
925 } else {
926 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr); /* Nope! */
927 }
928 }
929
930 /* Is the unit badly damaged? */
931 if ((unit_data->task == AIUNIT_RECOVER
932 && punit->hp < punittype->hp)
933 || punit->hp < punittype->hp * 0.25) { /* WAG */
934 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
935 dai_unit_new_task(ait, punit, AIUNIT_RECOVER, nullptr);
936 return;
937 }
938
941 /* This is a defending unit that doesn't need to stay put.
942 * It needs to defend something, but not necessarily where it's at.
943 * Therefore, it will consider becoming a bodyguard. -- Syela */
944 struct city *acity;
945 struct unit *aunit;
946
947 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
948 if (acity) {
951 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
952 } else if (aunit) {
955 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
956 }
957 }
959}
960
961/**********************************************************************/
970static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
971 struct unit *punit)
972{
973 struct city *pcity = aiguard_charge_city(ait, punit);
974
976
977 if (!pcity || city_owner(pcity) != pplayer) {
979 /* Do not stay defending an allied city forever */
981 }
982
983 if (!pcity) {
984 /* Try to find a place to rest. Sitting duck out in the wilderness
985 * is generally a bad idea, since we protect no cities that way, and
986 * it looks silly. */
987 pcity = find_closest_city(unit_tile(punit), nullptr, pplayer,
990 }
991
992 if (!pcity) {
994 }
995
998 /* ... We survived */
999 if (pcity) {
1000 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1001 if (same_pos(unit_tile(punit), pcity->tile)) {
1002 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1004 } else {
1005 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1006 }
1007 } else {
1008 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1009 }
1010 }
1011}
1012
1013/**********************************************************************/
1017 const struct unit_type *utype,
1018 int which)
1019{
1020 int attacks;
1021
1022 if (utype_action_takes_all_mp(utype,
1024 attacks = 1;
1025 } else {
1026 attacks = utype->move_rate;
1027 }
1028 city_data->invasion.attack += attacks;
1029 if (which == INVASION_OCCUPY) {
1030 city_data->invasion.occupy++;
1031 }
1032}
1033
1034/**********************************************************************/
1044static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1045 bool dest, int radius, int which)
1046{
1047 struct tile *ptile;
1048 struct player *pplayer = unit_owner(punit);
1049
1051
1052 if (dest) {
1054
1055 ptile = punit->goto_tile;
1056 } else {
1057 ptile = unit_tile(punit);
1058 }
1059
1060 square_iterate(&(wld.map), ptile, radius, tile1) {
1061 struct city *pcity = tile_city(tile1);
1062
1063 if (pcity
1065 && (dest || !has_defense(pcity))) {
1066 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1067
1068 /* Unit itself */
1070
1071 /* Cargo */
1072 unit_cargo_iterate(punit, cargo) {
1073 const struct unit_type *utype = unit_type_get(cargo);
1074
1075 if (IS_ATTACKER(utype)) {
1079 }
1081 }
1083
1084 return TRUE;
1085}
1086
1087/**********************************************************************/
1090bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1091 struct tile *dest_tile,
1092 const struct unit_type *cargo_type,
1093 const struct unit_type *ferry_type,
1094 struct tile **ferry_dest, struct tile **beachhead_tile)
1095{
1096 if (tile_city(dest_tile) == nullptr
1098 /* Unit can directly go to 'dest_tile'. */
1099 struct tile *best_tile = nullptr;
1101
1102 if (beachhead_tile != nullptr) {
1103 *beachhead_tile = dest_tile;
1104 }
1105
1106 adjc_iterate(&(wld.map), dest_tile, ptile) {
1108 if (cost != PF_IMPOSSIBLE_MC
1109 && (best_tile == nullptr || cost < best_cost)) {
1110 best_tile = ptile;
1111 best_cost = cost;
1112 }
1114
1115 if (ferry_dest != nullptr) {
1117 }
1118
1119 return (PF_IMPOSSIBLE_MC != best_cost);
1120 } else {
1121 /* We need to find a beach around 'dest_tile'. */
1122 struct tile *best_tile = nullptr, *best_beach = nullptr;
1126
1127 tile_list_append(checked_tiles, dest_tile);
1128 adjc_iterate(&(wld.map), dest_tile, beach) {
1130 /* Can land there. */
1131 adjc_iterate(&(wld.map), beach, ptile) {
1132 if (!tile_list_search(checked_tiles, ptile)
1133 && !is_non_allied_unit_tile(ptile, pplayer,
1134 flagless_ferry)) {
1137 if (cost != PF_IMPOSSIBLE_MC
1138 && (best_tile == nullptr || cost < best_cost)) {
1139 best_beach = beach;
1140 best_tile = ptile;
1141 best_cost = cost;
1142 }
1143 }
1145 }
1147
1149
1150 if (beachhead_tile != nullptr) {
1152 }
1153 if (ferry_dest != nullptr) {
1155 }
1156
1157 return (PF_IMPOSSIBLE_MC != best_cost);
1158 }
1159}
1160
1161/**********************************************************************/
1169adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1170 struct unit *punit,
1171 struct tile **pdest_tile, struct pf_path **ppath,
1172 struct pf_map **pferrymap,
1173 struct unit **pferryboat,
1174 const struct unit_type **pboattype, int *pmove_time)
1175{
1176 const int attack_value = adv_unit_att_rating(punit); /* Basic attack. */
1177 struct pf_parameter parameter;
1178 struct pf_map *punit_map, *ferry_map;
1179 struct pf_position pos;
1181 const struct unit_type *punit_type = unit_type_get(punit);
1182 struct tile *punit_tile = unit_tile(punit);
1183 /* Type of our boat (a future one if ferryboat == nullptr). */
1184 const struct unit_type *boattype = nullptr;
1185 struct unit *ferryboat = nullptr;
1186 struct city *pcity;
1187 struct ai_city *acity_data;
1188 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1189 bool handicap = has_handicap(pplayer, H_TARGETS);
1190 bool unhap = FALSE; /* Do we make unhappy citizen. */
1191 bool harbor = FALSE; /* Do we have access to sea? */
1192 bool go_by_boat; /* Whether we need a boat or not. */
1193 int vulnerability; /* Enemy defense rating. */
1194 adv_want benefit; /* Benefit from killing the target. */
1195 struct unit *pdefender; /* Enemy city defender. */
1196 int move_time; /* Turns needed to target. */
1197 int reserves;
1198 int attack; /* Our total attack value with reinforcements. */
1199 int victim_count; /* Number of enemies there. */
1200 int needferry; /* Cost of building a ferry boat. */
1201 /* This is a kluge, because if we don't set x and y with !punit->id,
1202 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1203 * never learning steam engine, even though ironclads would be very
1204 * useful. -- Syela */
1205 adv_want bk = 0;
1206 adv_want want; /* Want (amortized) of the operation. */
1207 adv_want best = 0; /* Best of all wants. */
1208 struct tile *goto_dest_tile = nullptr;
1209 bool can_occupy;
1210 struct civ_map *nmap = &(wld.map);
1211
1212 /* Very preliminary checks. */
1214 if (pferrymap != nullptr) {
1215 *pferrymap = nullptr;
1216 }
1217 if (pferryboat != nullptr) {
1218 *pferryboat = nullptr;
1219 }
1220 if (pboattype != nullptr) {
1221 *pboattype = nullptr;
1222 }
1223 if (pmove_time != nullptr) {
1224 *pmove_time = 0;
1225 }
1226 if (ppath != nullptr) {
1227 *ppath = nullptr;
1228 }
1229
1230 if (attack_value == 0) {
1231 /* A very poor attacker... probably low on HP. */
1232 return 0;
1233 }
1234
1236
1237
1238 /*** Part 1: Calculate targets ***/
1239
1240 /* This horrible piece of code attempts to calculate the attractiveness of
1241 * enemy cities as targets for our units, by checking how many units are
1242 * going towards it or are near it already. */
1243
1244 /* Reset enemy cities data. */
1246 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1247 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1248 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1249 continue;
1250 }
1251 city_list_iterate(aplayer->cities, acity) {
1252 struct ai_city *city_data = def_ai_city_data(acity, ait);
1253
1255 &city_data->attack,
1256 &city_data->bcost);
1257 city_data->invasion.attack = 0;
1258 city_data->invasion.occupy = 0;
1261
1262 /* Second, calculate in units on their way there, and mark targets for
1263 * invasion */
1264 unit_list_iterate(pplayer->units, aunit) {
1265 const struct unit_type *atype;
1266
1267 if (aunit == punit) {
1268 continue;
1269 }
1270
1272
1273 /* Dealing with invasion stuff */
1274 if (IS_ATTACKER(atype)) {
1275 if (aunit->activity == ACTIVITY_GOTO) {
1276 if (invasion_funct(ait, aunit, TRUE, 0,
1279 && (pcity = tile_city(aunit->goto_tile))) {
1280 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1281
1284 }
1285 }
1289 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1291 /* It's a transport with reinforcements */
1292 if (aunit->activity == ACTIVITY_GOTO) {
1294 }
1296 }
1298 /* End horrible initialization subroutine */
1299
1300
1301 /*** Part 2: Now pick one target ***/
1302
1303 /* We first iterate through all cities, then all units, looking
1304 * for a viable target. We also try to gang up on the target
1305 * to avoid spreading out attacks too widely to be inefficient.
1306 */
1307
1309 if (pcity != nullptr && (punit->id == 0 || pcity->id == punit->homecity)) {
1310 /* I would have thought unhappiness should be taken into account
1311 * irrespectfully the city in which it will surface... -- GB */
1313 }
1314
1317
1319 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1320 punit_map = pf_map_new(&parameter);
1321
1322 if (MOVE_NONE == punit_class->adv.sea_move) {
1323 /* We need boat to move over sea. */
1324 ferryboat = unit_transport_get(punit);
1325
1326 /* First check if we can use the boat we are currently loaded to. */
1327 if (ferryboat == nullptr || !is_boat_free(ait, ferryboat, punit, 0)) {
1328 /* No, we cannot control current boat */
1329 ferryboat = nullptr;
1330 }
1331
1332 if (ferryboat == nullptr) {
1333 /* Try to find new boat */
1334 ferryboat = player_unit_by_number(pplayer,
1335 aiferry_find_boat(ait, punit, 1,
1336 nullptr));
1337 }
1338
1340 TC_OCEAN)) {
1341 harbor = TRUE;
1342 }
1343 }
1344
1345 if (ferryboat != nullptr) {
1346 boattype = unit_type_get(ferryboat);
1347 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1348 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1349 ferry_map = pf_map_new(&parameter);
1350 } else {
1352 if (boattype == nullptr) {
1353 /* We pretend that we can have the simplest boat to stimulate tech. */
1355 }
1356 if (boattype != nullptr && harbor) {
1357 /* Let's simulate a boat at 'punit' position. */
1359 punit_tile, pplayer);
1360 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1361 ferry_map = pf_map_new(&parameter);
1362 } else {
1363 ferry_map = nullptr;
1364 }
1365 }
1366
1368
1370 /* For the virtual unit case, which is when we are called to evaluate
1371 * which units to build, we want to calculate in danger and which
1372 * players we want to make war with in the future. We do _not_ want
1373 * to do this when actually making attacks. */
1374 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1375 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1376 continue; /* Not an enemy. */
1377 }
1378
1379 city_list_iterate(aplayer->cities, acity) {
1380 struct tile *atile = city_tile(acity);
1381
1384 /* Can't attack this city. It is on land. */
1385 continue;
1386 }
1387
1388 if (handicap && !map_is_known(atile, pplayer)) {
1389 /* Can't see it */
1390 continue;
1391 }
1392
1394 go_by_boat = FALSE;
1395 move_time = pos.turn;
1396 } else if (ferry_map == nullptr) {
1397 continue; /* Impossible to handle. */
1398 } else {
1399 struct tile *dest, *beach;
1400
1401 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1402 boattype, &dest, &beach)) {
1403 continue; /* Impossible to go by boat. */
1404 }
1405 if (!pf_map_position(ferry_map, dest, &pos)) {
1407 continue;
1408 }
1409 move_time = pos.turn; /* Sailing time. */
1410 if (dest != beach) {
1411 move_time++; /* Land time. */
1412 }
1413 if (ferryboat != nullptr && unit_tile(ferryboat) != punit_tile) {
1414 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1415 move_time += pos.turn; /* Time to reach the boat. */
1416 } else {
1417 continue; /* Cannot reach the boat. */
1418 }
1419 }
1420 go_by_boat = TRUE;
1421 }
1422
1425 nullptr))) {
1428 } else {
1429 pdefender = nullptr;
1430 vulnerability = 0;
1431 benefit = 0;
1432 }
1433
1434 if (1 < move_time) {
1436
1437 if (def_type) {
1441
1442 if (v > vulnerability) {
1443 /* They can build a better defender! */
1444 vulnerability = v;
1446 }
1447 }
1448 }
1449
1451
1452 reserves = (acity_data->invasion.attack
1453 - unit_list_size(acity->tile->units));
1454
1455 if (punit->id == 0) {
1456 /* Real unit would add to reserves once built. */
1459 reserves++;
1460 } else {
1461 reserves += punit_type->move_rate;
1462 }
1463 }
1464
1465 if (0 < reserves && (can_occupy
1466 || 0 < acity_data->invasion.occupy)) {
1467 /* There are units able to occupy the city after all defenders
1468 * are killed! */
1469 benefit += acity_data->worth * reserves / 5;
1470 }
1471
1472 attack = attack_value + acity_data->attack;
1473 attack *= attack;
1474 /* Avoiding handling upkeep aggregation this way -- Syela */
1475
1476 /* AI was not sending enough reinforcements to totally wipe out a city
1477 * and conquer it in one turn.
1478 * This variable enables total carnage. -- Syela */
1480
1481 if (!can_occupy && pdefender == nullptr) {
1482 /* Nothing there to bash and we can't occupy!
1483 * Not having this check caused warships yoyoing */
1484 want = 0;
1485 } else if (10 < move_time) {
1486 /* Too far! */
1487 want = 0;
1488 } else if (can_occupy && 0 == acity_data->invasion.occupy
1489 && (0 < acity_data->invasion.attack
1490 || victim_count == 0)) {
1491 /* Units able to occupy really needed there! */
1492 want = bcost * SHIELD_WEIGHTING;
1493 } else {
1494 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1496 }
1499 /* Build_cost of ferry. */
1500 needferry = (go_by_boat && ferryboat == nullptr
1501 ? utype_build_shield_cost(acity, nullptr, boattype) : 0);
1502 /* FIXME: Add time to build the ferry? */
1504 want, MAX(1, move_time),
1506
1507 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1508 if (0 >= want && 0 == punit->id && 0 >= best) {
1512 MAX(1, move_time),
1514
1515 if (bk_e > bk) {
1516 *pdest_tile = atile;
1517 if (pferrymap != nullptr) {
1518 *pferrymap = go_by_boat ? ferry_map : nullptr;
1519 }
1520 if (pferryboat != nullptr) {
1521 *pferryboat = go_by_boat ? ferryboat : nullptr;
1522 }
1523 if (pboattype != nullptr) {
1524 *pboattype = go_by_boat ? boattype : nullptr;
1525 }
1526 if (pmove_time != nullptr) {
1528 }
1529 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1530 ? unit_tile(ferryboat) : atile);
1531 bk = bk_e;
1532 }
1533 }
1534 /* END STEAM-ENGINES KLUGE */
1535
1536 if (punit->id != 0
1537 && ferryboat != nullptr
1538 && punit_class->adv.sea_move == MOVE_NONE) {
1540 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1541 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1542 ", best = " ADV_WANT_PRINTF ")",
1543 __FUNCTION__, unit_rule_name(ferryboat),
1544 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1545 TILE_XY(atile), go_by_boat, move_time, want, best);
1546 }
1547
1548 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1549 /* Yes, we like this target */
1550 best = want;
1551 *pdest_tile = atile;
1552 if (pferrymap != nullptr) {
1553 *pferrymap = go_by_boat ? ferry_map : nullptr;
1554 }
1555 if (pferryboat != nullptr) {
1556 *pferryboat = go_by_boat ? ferryboat : nullptr;
1557 }
1558 if (pboattype != nullptr) {
1559 *pboattype = go_by_boat ? boattype : nullptr;
1560 }
1561 if (pmove_time != nullptr) {
1563 }
1564 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1565 ? unit_tile(ferryboat) : atile);
1566 }
1568
1570 /* I'm not sure the following code is good but it seems to be adequate.
1571 * I am deliberately not adding ferryboat code to the unit_list_iterate().
1572 * -- Syela */
1574 struct tile *atile = unit_tile(aunit);
1575
1576 if (tile_city(atile) != nullptr) {
1577 /* Already dealt with it. */
1578 continue;
1579 }
1580
1581 if (handicap && !map_is_known(atile, pplayer)) {
1582 /* Can't see the target. */
1583 continue;
1584 }
1585
1587 && 0 == punit->id) {
1588 /* We will not build units just to chase caravans and
1589 * ambassadors. */
1590 continue;
1591 }
1592
1593 /* We have to assume the attack is diplomatically ok.
1594 * We cannot use can_player_attack_tile(), because we might not
1595 * be at war with aplayer yet */
1596 if (!can_unit_attack_tile(punit, nullptr, atile)
1597 || aunit != get_defender(nmap, punit, atile, nullptr)) {
1598 /* We cannot attack it, or it is not the main defender. */
1599 continue;
1600 }
1601
1603 /* Cannot reach it. */
1604 continue;
1605 }
1606
1609
1610 move_time = pos.turn;
1611 if (10 < move_time) {
1612 /* Too far. */
1613 want = 0;
1614 } else {
1615 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1616 /* Take into account maintenance of the unit. */
1617 /* FIXME: Depends on the government. */
1618 want -= move_time * SHIELD_WEIGHTING;
1619 /* Take into account unhappiness
1620 * (costs 2 luxuries to compensate). */
1621 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1622 }
1624 want, MAX(1, move_time), bcost_bal);
1625 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1626 best = want;
1627 *pdest_tile = atile;
1628 if (pferrymap != nullptr) {
1629 *pferrymap = nullptr;
1630 }
1631 if (pferryboat != nullptr) {
1632 *pferryboat = nullptr;
1633 }
1634 if (pboattype != nullptr) {
1635 *pboattype = nullptr;
1636 }
1637 if (pmove_time != nullptr) {
1639 }
1641 }
1644
1645 if (ppath != nullptr) {
1646 *ppath = (goto_dest_tile != nullptr && goto_dest_tile != punit_tile
1647 ? pf_map_path(punit_map, goto_dest_tile) : nullptr);
1648 }
1649
1651 if (ferry_map != nullptr
1652 && (pferrymap == nullptr || *pferrymap != ferry_map)) {
1654 }
1655
1657
1658 return best;
1659}
1660
1661/**********************************************************************/
1670{
1671 struct pf_parameter parameter;
1672 struct pf_map *pfm;
1673 struct player *pplayer = unit_owner(punit);
1674 struct city *pcity, *best_city = nullptr;
1675 int best = FC_INFINITY, cur;
1676 const struct civ_map *nmap = &(wld.map);
1677
1678 pft_fill_unit_parameter(&parameter, nmap, punit);
1679 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1680 pfm = pf_map_new(&parameter);
1681
1682 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1683 if (move_cost > best) {
1684 /* We already found a better city. No need to continue. */
1685 break;
1686 }
1687
1688 pcity = tile_city(ptile);
1689 if (pcity == nullptr || !pplayers_allied(pplayer, city_owner(pcity))) {
1690 continue;
1691 }
1692
1693 /* Score based on the move cost. */
1694 cur = move_cost;
1695
1696 /* Note the unit owner may be different from the city owner. */
1697 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1698 unit_type_get(punit), nullptr,
1699 EFT_HP_REGEN)) {
1700 /* If we cannot regen fast our hit points here, let's make some
1701 * penalty. */
1702 cur *= 3;
1703 }
1704
1705 if (cur < best) {
1706 best_city = pcity;
1707 best = cur;
1708 }
1710
1712 return best_city;
1713}
1714
1715/**********************************************************************/
1721 struct player *pplayer,
1722 struct unit *punit)
1723{
1724 struct city *pc;
1725 bool only_continent = TRUE;
1726
1727 if (unit_transported(punit)) {
1728 /* If we are in transport, we can go to any continent.
1729 * Actually, we are not currently in a continent where to stay. */
1731 }
1732
1733 if ((pc = find_closest_city(unit_tile(punit), nullptr, pplayer, FALSE,
1734 only_continent, FALSE, FALSE, TRUE, nullptr))) {
1736 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1737 city_name_get(pc));
1738 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1739 } else {
1740 struct unit *ferry = nullptr;
1741
1742 if (unit_transported(punit)) {
1743 ferry = unit_transport_get(punit);
1744
1745 /* We already are in a boat so it needs no
1746 * free capacity */
1747 if (!is_boat_free(ait, ferry, punit, 0)) {
1748 /* We cannot control our ferry. */
1749 ferry = nullptr;
1750 }
1751 } else {
1752 /* We are not in a boat yet. Search for one. */
1754 if (is_boat_free(ait, aunit, punit, 1)
1756 ferry = aunit;
1757 break;
1758 }
1760 }
1761
1762 if (ferry) {
1763 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1764 city_name_get(pc));
1765 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1766 } else {
1767 /* This is not an error. Somebody else might be in charge
1768 * of the ferry. */
1769 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1770 }
1771 }
1772 } else {
1773 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1774 }
1775}
1776
1777/**********************************************************************/
1783static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1784 struct unit *punit)
1785{
1786 struct tile *dest_tile;
1787 int id = punit->id;
1788 int ct = 10;
1789 struct city *pcity = nullptr;
1790
1792
1793 /* Barbarians pillage, and might keep on doing that so they sometimes
1794 * even finish it. */
1795 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1796 && fc_rand(2) == 1) {
1797 return;
1798 }
1799
1800 /* First find easy nearby enemies, anything better than pillage goes.
1801 * NB: We do not need to repeat dai_military_rampage(), it is repeats itself
1802 * until it runs out of targets. */
1803 /* FIXME: 1. dai_military_rampage() never checks if it should defend newly
1804 * conquered cities.
1805 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1806 * of moves too.*/
1808 return; /* We died */
1809 }
1810
1811 if (punit->moves_left <= 0) {
1812 return;
1813 }
1814
1815 /* Main attack loop */
1816 do {
1817 struct tile *start_tile = unit_tile(punit);
1818 struct pf_path *path;
1819 struct unit *ferryboat;
1820
1821 /* Then find enemies the hard way */
1822 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1823 nullptr, &ferryboat, nullptr, nullptr);
1824 if (!same_pos(unit_tile(punit), dest_tile)) {
1825 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1826 || !can_unit_attack_tile(punit, nullptr, dest_tile)) {
1827
1828 /* Adjacent and can't attack usually means we are not marines
1829 * and on a ferry. This fixes the problem (usually). */
1830 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1831 TILE_XY(dest_tile));
1832
1833 /* Set ACTIVITY_GOTO more permanently than just inside
1834 * adv_follow_path(). This way other units will know we're
1835 * on our way even if we don't reach target yet. */
1836 punit->goto_tile = dest_tile;
1838 if (path != nullptr && !adv_follow_path(punit, path, dest_tile)) {
1839 /* Died. */
1840 pf_path_destroy(path);
1841 return;
1842 }
1843 if (ferryboat != nullptr) {
1844 /* Need a boat. */
1845 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1846 pf_path_destroy(path);
1847 return;
1848 }
1849 if (punit->moves_left <= 0) {
1850 /* No moves left. */
1851 pf_path_destroy(path);
1852 return;
1853 }
1854
1855 /* Either we're adjacent or we sitting on the tile. We might be
1856 * sitting on the tile if the enemy that _was_ sitting there
1857 * attacked us and died _and_ we had enough movement to get there */
1858 if (same_pos(unit_tile(punit), dest_tile)) {
1859 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1860 TILE_XY(dest_tile));
1861 pf_path_destroy(path);
1862 break;
1863 }
1864 }
1865
1866 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1867 /* Close combat. fstk sometimes want us to attack an adjacent
1868 * enemy that rampage wouldn't */
1869 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1870 TILE_XY(dest_tile));
1871 if (!dai_unit_attack(ait, punit, dest_tile)) {
1872 /* Died */
1873 pf_path_destroy(path);
1874 return;
1875 }
1876 } else if (!same_pos(start_tile, unit_tile(punit))) {
1877 /* Got stuck. Possibly because of adjacency to an
1878 * enemy unit. Perhaps we are in luck and are now next to a
1879 * tempting target? Let's find out... */
1882 pf_path_destroy(path);
1883 return;
1884 }
1885
1886 } else {
1887 /* FIXME: This happens a bit too often! */
1888 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1889 /* No worthy enemies found, so abort loop */
1890 ct = 0;
1891 }
1892 pf_path_destroy(path);
1893
1894 ct--; /* Infinite loops from railroads must be stopped */
1895 } while (punit->moves_left > 0 && ct > 0);
1896
1897 /* Cleanup phase */
1898 if (punit->moves_left == 0) {
1899 return;
1900 }
1902 if (pcity != nullptr
1903 && (dai_is_ferry(punit, ait)
1904 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1905 /* Go somewhere safe */
1906 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1907 (void) dai_unit_goto(ait, punit, pcity->tile);
1908 } else if (!is_barbarian(pplayer)) {
1909 /* Nothing else to do, so try exploring. */
1910 switch (manage_auto_explorer(punit)) {
1911 case MR_DEATH:
1912 /* Don't use punit! */
1913 return;
1914 case MR_OK:
1915 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1916 break;
1917 default:
1918 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1919 break;
1920 };
1921 } else {
1922 /* You can still have some moves left here, but barbarians should
1923 not sit helplessly, but advance towards nearest known enemy city */
1924 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1925 dai_military_attack_barbarian(ait, pplayer, punit);
1926 }
1927
1928 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1929 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1930 dai_military_defend(ait, pplayer, punit);
1931 }
1932}
1933
1934/**********************************************************************/
1938static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1939{
1940 bool alive = TRUE;
1941 int ferryboat = 0;
1942 struct pf_path *path_to_ferry = nullptr;
1943
1944 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1945 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1946 /* Going to meet the boat */
1947 if ((ferryboat <= 0)) {
1949 "in find_boat_for_unit cannot find any boats.");
1950 /* If we are undefended on the country side go to a city */
1952
1953 if (current_city == nullptr) {
1955
1956 if (city_near != nullptr) {
1958 }
1959 }
1960 } else {
1961 if (path_to_ferry != nullptr) {
1963 /* Died. */
1965 path_to_ferry = nullptr;
1966 alive = FALSE;
1967 } else {
1969 path_to_ferry = nullptr;
1970 alive = TRUE;
1971 }
1972 }
1973 }
1974
1975 return alive;
1976}
1977
1978/**********************************************************************/
1987 struct tile *ctile, struct tile *ptile)
1988{
1989 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1990 bool lm = MOVE_NONE != pclass->adv.land_move,
1991 sm = MOVE_NONE != pclass->adv.sea_move;
1992 struct civ_map *pmap = &(wld.map);
1993
1994 if (lm && sm) {
1995 return FALSE;
1996 }
1997
1998 /* We could use adjc_iterate() but likely often tiles are on the same
1999 * continent and it will be more time to find where they connect */
2002
2003 if (is_ocean_tile(atile) ? sm : lm) {
2004 iterate_outward(pmap, ptile, 1, btile) {
2005 if (tile_continent(btile) == acont) {
2006 return FALSE;
2007 }
2009 }
2011
2012 if (is_tiles_adjacent(ctile, ptile)) {
2013 return FALSE;
2014 }
2015
2016 return TRUE;
2017}
2018
2019/**********************************************************************/
2025static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2026 struct unit *punit,
2027 const struct city *dest_city,
2028 bool help_wonder,
2029 bool required_boat, bool request_boat)
2030{
2031 bool alive = TRUE;
2032 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2033 const struct civ_map *nmap = &(wld.map);
2034
2035 fc_assert_ret(dest_city != nullptr);
2036
2037 /* if we're not there yet, and we can move, move... */
2038 if (!same_pos(dest_city->tile, unit_tile(punit))
2039 && punit->moves_left != 0) {
2040 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2044 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2045 required_boat ? "with a boat" : "");
2046 if (required_boat) {
2047 /* To trade with boat */
2048 if (request_boat) {
2049 /* Try to find new boat */
2051 } else {
2052 /* If we are not being transported then ask for a boat again */
2053 alive = TRUE;
2056 unit_tile(punit), dest_city->tile)) {
2058 }
2059 }
2060 if (alive) {
2061 /* FIXME: Sometimes we get FALSE here just because
2062 * a trireme that we've boarded can't go over an ocean. */
2063 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2064 }
2065 } else {
2066 /* To trade without boat */
2068 }
2069 }
2070
2071 /* If moving didn't kill us, and we got to the destination, handle it. */
2072 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2073 /* Release the boat! */
2074 if (unit_transported(punit)) {
2076 }
2078 punit, dest_city)) {
2079 /*
2080 * We really don't want to just drop all caravans in immediately.
2081 * Instead, we want to aggregate enough caravans to build instantly.
2082 * -AJS, 990704
2083 */
2084 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2087 punit->id,
2090 unit_do_action(pplayer, punit->id, dest_city->id,
2091 0, "", ACTION_HELP_WONDER);
2093 punit, dest_city)) {
2094 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2097 punit->id,
2100 unit_do_action(pplayer, punit->id, dest_city->id,
2101 0, "", ACTION_TRADE_ROUTE);
2103 punit, dest_city)) {
2104 /* Get the one time bonus. */
2105 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2108 punit->id,
2111 unit_do_action(pplayer, punit->id, dest_city->id,
2112 0, "", ACTION_MARKETPLACE);
2113 } else {
2114 enum log_level level = LOG_NORMAL;
2115
2116 if (help_wonder) {
2117 /* A Caravan ordered to help build wonder may arrive after
2118 * enough shields to build the wonder is produced. */
2120 }
2121
2123 "%s %s[%d](%d,%d) unable to trade with %s",
2126 punit->id,
2129 }
2130 }
2131}
2132
2133/**********************************************************************/
2137static void caravan_optimize_callback(const struct caravan_result *result,
2138 void *data)
2139{
2140 const struct unit *caravan = data;
2141
2142 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2144 unit_rule_name(caravan),
2145 caravan->id,
2146 TILE_XY(unit_tile(caravan)),
2147 city_name_get(result->src),
2148 result->help_wonder ? "wonder in" : "trade to",
2149 city_name_get(result->dest),
2150 result->value);
2151}
2152
2153/**********************************************************************/
2157 struct unit *punit)
2158{
2159 struct tile *src = nullptr, *dest = nullptr, *src_home_city = nullptr;
2160 struct city *phome_city = nullptr;
2161 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2162
2163 if ((unit_data->task != AIUNIT_NONE)) {
2164 src = unit_tile(punit);
2166 if (phome_city != nullptr) {
2168 }
2169 dest = punit->goto_tile;
2170
2171 if (src == nullptr || dest == nullptr) {
2172 return FALSE;
2173 }
2174
2175 /* If we have a home continent, and are not there.
2176 * (FIXME: well, why?)
2177 * (I guess because home continent is which we were supposed to leave,
2178 * not the target continent) */
2179 if (src_home_city != nullptr
2181 return FALSE;
2182 }
2183
2184 if (!goto_is_sane(punit, dest)) {
2185 if (unit_transported(punit)) {
2186 /* If we're being transported */
2187 return FALSE;
2188 }
2189 if ((punit->birth_turn + 15 < game.info.turn)) {
2190 /* We are tired of waiting */
2192
2193 if (ferrys <= 0) {
2194 /* There are no ferrys available... give up */
2195 return TRUE;
2196 } else {
2197 if (punit->birth_turn + 20 < game.info.turn) {
2198 /* We are fed up! */
2199 return TRUE;
2200 }
2201 }
2202 }
2203 }
2204 }
2205
2206 return FALSE;
2207}
2208
2209/**********************************************************************/
2216 struct unit *punit)
2217{
2219 Continent_id continent;
2220
2221 fc_assert(pcity != nullptr);
2222
2223 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2224 /* There is just no possible transporters. */
2225 return FALSE;
2226 }
2227 continent = tile_continent(pcity->tile);
2228
2229 /* Look for proper destination city at different continent. */
2230 city_list_iterate(pplayer->cities, acity) {
2232 if (tile_continent(acity->tile) != continent) {
2233 return TRUE;
2234 }
2235 }
2237
2239 if (aplayer == pplayer || !aplayer->is_alive) {
2240 continue;
2241 }
2242 if (pplayers_allied(pplayer, aplayer)) {
2243 city_list_iterate(aplayer->cities, acity) {
2245 if (tile_continent(acity->tile) != continent) {
2246 return TRUE;
2247 }
2248 }
2251 }
2252
2253 return FALSE;
2254}
2255
2256/**********************************************************************/
2260static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2261{
2262 struct city *nearest = nullptr;
2263 int min_dist = FC_INFINITY;
2264 struct tile *current_loc = unit_tile(punit);
2266 bool alive = TRUE;
2267
2269 struct tile *ctile = city_tile(pcity);
2270
2271 if (tile_continent(ctile) == continent) {
2273
2274 if (this_dist < min_dist) {
2276 nearest = pcity;
2277 }
2278 }
2280
2281 if (nearest != nullptr) {
2283 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2285 }
2286 }
2287
2288 return alive;
2289}
2290
2291/**********************************************************************/
2297static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2298 struct unit *punit)
2299{
2300 struct caravan_parameter parameter;
2301 struct caravan_result result;
2302 const struct city *homecity;
2303 const struct city *dest = nullptr;
2304 struct unit_ai *unit_data;
2306 bool expect_boats = pclass->adv.ferry_types > 0;
2307 /* TODO: Will pplayer have a boat for punit in a reasonable time? */
2308 bool help_wonder = FALSE;
2309 bool required_boat = FALSE;
2310 bool request_boat = FALSE;
2312 const struct civ_map *nmap = &(wld.map);
2313
2315
2319 /* We only want units that can establish trade, enter marketplace or
2320 * help build wonders */
2321 return;
2322 }
2323
2325
2326 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2331
2332 homecity = game_city_by_number(punit->homecity);
2333 if (homecity == nullptr && unit_data->task == AIUNIT_TRADE) {
2335 return;
2336 }
2337 homecity = game_city_by_number(punit->homecity);
2338 if (homecity == nullptr) {
2339 return;
2340 }
2341 }
2342
2343 if ((unit_data->task == AIUNIT_TRADE
2344 || unit_data->task == AIUNIT_WONDER)) {
2345 /* We are moving to our destination */
2346 /* We check to see if our current goal is feasible */
2348 struct goods_type *pgood = unit_current_goods(punit, homecity);
2349
2350 if ((city_dest == nullptr)
2352 || (unit_data->task == AIUNIT_TRADE
2353 && !(can_cities_trade(homecity, city_dest)
2355 pgood->replace_priority)))
2356 || (unit_data->task == AIUNIT_WONDER
2357 /* Helping the (new) production is illegal. */
2359 || (unit_data->task == AIUNIT_TRADE
2364 punit, city_dest)))
2365 || (unit_data->task == AIUNIT_WONDER
2368 punit, city_dest))) {
2369 /* Destination invalid! */
2370 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2371 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2374 } else {
2375 /* Destination valid. Are we tired of waiting for a boat? */
2378 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2379 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2383 } else {
2384 dest = city_dest;
2385 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2386 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2388 }
2389 }
2390 }
2391
2392 if (unit_data->task == AIUNIT_NONE) {
2393 if (homecity == nullptr) {
2394 /* FIXME: We shouldn't bother in getting homecity for
2395 * caravan that will then be used for wonder building. */
2397 return;
2398 }
2399 homecity = game_city_by_number(punit->homecity);
2400 if (homecity == nullptr) {
2401 return;
2402 }
2403 }
2404
2406 /* Make more trade with allies than other peaceful nations
2407 * by considering only allies 50% of the time.
2408 * (the other 50% allies are still considered, but so are other nations) */
2409 if (fc_rand(2)) {
2410 /* Be optimistic about development of relations with no-contact and
2411 * cease-fire nations. */
2412 parameter.allow_foreign_trade = FTL_NONWAR;
2413 } else {
2414 parameter.allow_foreign_trade = FTL_ALLIED;
2415 }
2416
2419 parameter.callback_data = punit;
2420 }
2422 parameter.ignore_transit_time = TRUE;
2423 }
2426 parameter.ignore_transit_time = FALSE;
2427 }
2428 caravan_find_best_destination(nmap, punit, &parameter, &result,
2429 !has_handicap(pplayer, H_MAP));
2430 if (result.dest != nullptr) {
2431 /* We did find a new destination for the unit */
2432 dest = result.dest;
2433 help_wonder = result.help_wonder;
2434 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2435 request_boat = required_boat;
2437 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2438 dest->tile);
2439 } else {
2440 dest = nullptr;
2441 }
2442 }
2443
2444 if (required_boat && !expect_boats) {
2445 /* Would require boat, but can't have them. Render destination invalid. */
2446 dest = nullptr;
2447 }
2448
2449 if (dest != nullptr) {
2450 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2451 required_boat, request_boat);
2452 return; /* That may have clobbered the unit */
2453 } else {
2454 /* We have nowhere to go! */
2455 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2459 /* Should we become a defensive unit? */
2460 }
2461}
2462
2463/**********************************************************************/
2468 struct unit *punit)
2469{
2470 struct player *pplayer = unit_owner(punit);
2471 struct city *pcity = tile_city(unit_tile(punit));
2472 struct city *safe = nullptr;
2473 const struct unit_type *punittype = unit_type_get(punit);
2474 bool no_recovery;
2475
2477
2478 if (pcity != nullptr) {
2479 /* Rest in the city until the hitpoints are recovered, but attempt
2480 * to protect city from attack (and be opportunistic too)*/
2483 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2484 } else {
2485 return; /* We died heroically defending our city */
2486 }
2487 } else {
2488 /* Goto to nearest city to recover hit points */
2489 /* Just before, check to see if we can occupy an undefended enemy city */
2492 return; /* Oops, we died */
2493 }
2494
2495 /* Find a city to stay and go there */
2497 if (safe) {
2498 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2500 if (!dai_unit_goto(ait, punit, safe->tile)) {
2501 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2502 return;
2503 }
2504 } else {
2505 /* Oops */
2506 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2507 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2508 dai_military_attack(ait, pplayer, punit);
2509 return;
2510 }
2511 }
2512
2513 /* Is the unit still damaged? If true, and could recover hit points, do so.
2514 * Don't wait if would be losing hitpoints that way! */
2516 if (punit->hp == punittype->hp) {
2517 no_recovery = TRUE;
2518 } else {
2520
2521 if (gain < 0) {
2522 no_recovery = TRUE;
2523 } else if (gain == 0 && !punit->moved) {
2524 /* Isn't gaining even though has not moved. */
2525 no_recovery = TRUE;
2526 }
2527 }
2528 if (no_recovery) {
2529 /* We are ready to go out and kick ass again */
2530 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2531 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2532 return;
2533 } else {
2534 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2535 }
2536}
2537
2538/**********************************************************************/
2542void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2543 struct player *pplayer, struct unit *punit)
2544{
2545 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2546 int id = punit->id;
2547
2549
2550 /* "Escorting" aircraft should not do anything. They are activated
2551 * by their transport or charge. We do _NOT_ set them to 'done'
2552 * since they may need be activated once our charge moves. */
2553 if (unit_data->task == AIUNIT_ESCORT
2555 return;
2556 }
2557
2560 && has_handicap(pplayer, H_AWAY)) {
2561 /* Don't move sentried or fortified units controlled by a player
2562 * in away mode. */
2563 unit_data->done = TRUE;
2564 return;
2565 }
2566
2567 /* Since military units re-evaluate their actions every turn,
2568 we must make sure that previously reserved ferry is freed. */
2570
2572 /* Try hunting with this unit */
2573 if (dai_hunter_qualify(pplayer, punit)) {
2574 int result, sanity = punit->id;
2575
2576 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2577 result = dai_hunter_manage(ait, pplayer, punit);
2578 if (game_unit_by_number(sanity) == nullptr) {
2580 return; /* Died */
2581 }
2582 if (result == -1) {
2583 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2585 return;
2586 } else if (result >= 1) {
2588 return; /* Done moving */
2589 } else if (unit_data->task == AIUNIT_HUNTER) {
2590 /* This should be very rare */
2591 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2592 }
2593 } else if (unit_data->task == AIUNIT_HUNTER) {
2594 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2595 }
2597
2598 /* Do we have a specific job for this unit? If not, we default
2599 * to attack. */
2600 dai_military_findjob(ait, nmap, pplayer, punit);
2601
2602 switch (unit_data->task) {
2603 case AIUNIT_AUTO_WORKER:
2604 case AIUNIT_BUILD_CITY:
2605 fc_assert(FALSE); /* This is not the place for this role */
2606 break;
2607 case AIUNIT_DEFEND_HOME:
2609 dai_military_defend(ait, pplayer, punit);
2611 break;
2612 case AIUNIT_ATTACK:
2613 case AIUNIT_NONE:
2615 dai_military_attack(ait, pplayer, punit);
2617 break;
2618 case AIUNIT_ESCORT:
2620 dai_military_bodyguard(ait, pplayer, punit);
2622 break;
2623 case AIUNIT_EXPLORE:
2624 switch (manage_auto_explorer(punit)) {
2625 case MR_DEATH:
2626 /* Don't use punit! */
2627 return;
2628 case MR_OK:
2629 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2630 break;
2631 default:
2632 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2633 break;
2634 };
2635 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2636 break;
2637 case AIUNIT_RECOVER:
2641 break;
2642 case AIUNIT_HUNTER:
2643 fc_assert(FALSE); /* Dealt with above */
2644 break;
2645 default:
2647 }
2648
2649 /* If we are still alive, either sentry or fortify. */
2650 if ((punit = game_unit_by_number(id))) {
2652 struct city *pcity = tile_city(unit_tile(punit));
2653
2654 if (unit_list_find(unit_tile(punit)->units,
2655 unit_data->ferryboat)) {
2657 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2658 /* We do not need to fortify in cities - we fortify and sentry
2659 * according to home defense setup, for easy debugging. */
2660 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2665 }
2666 } else {
2668 }
2669 }
2670 }
2671}
2672
2673/**********************************************************************/
2676static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2677 struct unit *punit)
2678{
2679 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2680
2682 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2683 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2684 if (unit_data->task == AIUNIT_NONE) {
2686 }
2687}
2688
2689/**********************************************************************/
2697void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2698 struct unit *punit)
2699{
2700 struct unit_ai *unit_data;
2701 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2702 bool is_ferry = FALSE;
2703 const struct unit_type *ptype;
2704 const struct civ_map *nmap = &(wld.map);
2705
2707
2708 /* Don't manage the unit if it is under human orders. */
2709 if (unit_has_orders(punit)) {
2711
2712 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2713 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2714 unit_data->done = TRUE;
2715
2716 return;
2717 }
2718
2719 /* Check if we have lost our bodyguard. If we never had one, all
2720 * fine. If we had one and lost it, ask for a new one. */
2721 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2722 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2724 }
2725
2727
2728 if (punit->moves_left <= 0) {
2729 /* Can do nothing */
2730 unit_data->done = TRUE;
2731
2732 return;
2733 }
2734
2735 is_ferry = dai_is_ferry(punit, ait);
2736
2738
2741 dai_manage_diplomat(ait, pplayer, punit);
2743
2744 return;
2745 } else if (ptype->adv.worker
2747 dai_manage_settler(ait, pplayer, punit);
2748
2749 return;
2754 dai_manage_caravan(ait, pplayer, punit);
2756
2757 return;
2759 dai_manage_barbarian_leader(ait, pplayer, punit);
2760
2761 return;
2764 dai_manage_paratrooper(ait, pplayer, punit);
2765
2766 return;
2767 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2769 dai_manage_ferryboat(ait, pplayer, punit);
2771
2772 return;
2773 } else if (utype_fuel(ptype)
2774 && unit_data->task != AIUNIT_ESCORT) {
2776 dai_manage_airunit(ait, pplayer, punit);
2778
2779 return;
2780 } else if (is_losing_hp(punit)) {
2781 /* This unit is losing hitpoints over time */
2782
2783 /* TODO: We can try using air-unit code for helicopters, just
2784 * pretend they have fuel = HP / 3 or something. */
2785 unit_data->done = TRUE; /* we did our best, which was ...
2786 nothing */
2787 return;
2788 } else if (!is_special_unit(punit)) {
2790 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2791 dai_manage_military(ait, nmap, pplayer, punit);
2793
2794 return;
2795 } else {
2796 /* what else could this be? -- Syela */
2797 switch (manage_auto_explorer(punit)) {
2798 case MR_DEATH:
2799 /* don't use punit! */
2800 break;
2801 case MR_OK:
2802 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2803 break;
2804 default:
2805 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2807 dai_military_defend(ait, pplayer, punit);
2808 break;
2809 };
2810
2811 return;
2812 }
2813}
2814
2815/**********************************************************************/
2821static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2822{
2823 city_list_iterate(pplayer->cities, pcity) {
2824 /* The idea here is that we should never keep more than two
2825 * units in permanent defense. */
2826 int total_defense = 0;
2828 bool emergency = FALSE;
2829 int count = 0;
2834 int entertainers = 0;
2835 bool enough = FALSE;
2836
2839 entertainers += pcity->specialists[sp];
2840 }
2842
2843 martless_unhappy += entertainers; /* We want to use martial law instead
2844 * of entertainers. */
2845
2846 while (!enough
2849 && martless_unhappy > mart_each * count))) {
2850 int best_want = 0;
2851 struct unit *best = nullptr;
2852 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2853
2855 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2856
2857 if ((unit_data->task == AIUNIT_NONE || emergency)
2858 && unit_data->task != AIUNIT_DEFEND_HOME
2859 && unit_owner(punit) == pplayer) {
2860 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2861
2862 if (want > best_want) {
2863 best_want = want;
2864 best = punit;
2865 }
2866 }
2868
2869 if (best == nullptr) {
2870 if (defense_needed) {
2871 /* Ooops - try to grab any unit as defender! */
2872 if (emergency) {
2873 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2874 break;
2875 }
2876 emergency = TRUE;
2877 } else {
2878 break;
2879 }
2880 } else {
2881 const struct unit_type *btype = unit_type_get(best);
2882
2883 if ((martless_unhappy < mart_each * count
2884 || count >= mart_max || mart_each <= 0)
2885 && ((count >= 2
2886 && btype->attack_strength > btype->defense_strength)
2887 || (count >= 4
2888 && btype->attack_strength == btype->defense_strength))) {
2889 /* In this case attack would be better defense than fortifying
2890 * to city. */
2891 enough = TRUE;
2892 } else {
2893 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2894
2896 UNIT_LOG(loglevel, best, "Defending city");
2898 count++;
2899 }
2900 }
2901 }
2902 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2903 ", %d defenders (out of %d)", total_defense, total_attack, count,
2906}
2907
2908/**********************************************************************/
2916void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2917{
2919 dai_airlift(ait, pplayer);
2921
2922 /* Clear previous orders, if desirable, here. */
2923 unit_list_iterate(pplayer->units, punit) {
2924 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2925
2926 unit_data->done = FALSE;
2927 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2928 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2929 }
2931
2932 /* Find and set city defenders first - figure out which units are
2933 * allowed to leave home. */
2934 dai_set_defenders(ait, pplayer);
2935
2937 if ((!unit_transported(punit)
2938 || unit_owner(unit_transport_get(punit)) != pplayer)
2939 && !def_ai_unit_data(punit, ait)->done) {
2940 /* Though it is usually the passenger who drives the transport,
2941 * the transporter is responsible for managing its passengers. */
2942 dai_manage_unit(ait, pplayer, punit);
2943 }
2945}
2946
2947/**********************************************************************/
2953 const struct city *pcity)
2954{
2955 const struct impr_type *impr_req = nullptr;
2956 const struct req_context context = {
2958 .city = pcity,
2959 .tile = city_tile(pcity),
2960 .unittype = putype,
2961 };
2962
2963 requirement_vector_iterate(&putype->build_reqs, preq) {
2964 if (is_req_active(&context, nullptr, preq, RPT_CERTAIN)) {
2965 /* Already there. */
2966 continue;
2967 }
2969 city_owner(pcity), pcity)) {
2970 /* The unit type can't be built at all. */
2971 return nullptr;
2972 }
2973 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2974 /* This is (one of) the building(s) required. */
2975 impr_req = preq->source.value.building;
2976 }
2978
2979 return impr_req;
2980}
2981
2982/**********************************************************************/
2987 const struct unit_type *base)
2988{
2989 /* This is the real function: */
2990 do {
2991 base = base->obsoleted_by;
2992 if (base == test) {
2993 return TRUE;
2994 }
2995 } while (base);
2996 return FALSE;
2997}
2998
2999/**********************************************************************/
3003static void dai_manage_barbarian_leader(struct ai_type *ait,
3004 struct player *pplayer,
3005 struct unit *leader)
3006{
3008 struct pf_parameter parameter;
3009 struct pf_map *pfm;
3010 struct pf_reverse_map *pfrm;
3011 struct unit *worst_danger;
3012 int move_cost, best_move_cost;
3013 int body_guards;
3014 bool alive = TRUE;
3015 const struct civ_map *nmap = &(wld.map);
3016
3018
3019 if (leader->moves_left == 0
3021 && 1 < unit_list_size(leader_tile->units))) {
3023
3024 return;
3025 }
3026
3027 if (is_boss_of_boat(ait, leader)) {
3028 /* We are in charge. Of course, since we are the leader...
3029 * But maybe somebody more militaristic should lead our ship to battle! */
3030
3031 /* First release boat from leaders lead */
3033
3037 && warrior->moves_left > 0) {
3038 /* This seems like a good warrior to lead us in to conquest! */
3039 dai_manage_unit(ait, pplayer, warrior);
3040
3041 /* If we reached our destination, ferryboat already called
3042 * ai_manage_unit() for leader. So no need to continue here.
3043 * Leader might even be dead.
3044 * If this return is removed, surrounding unit_list_iterate()
3045 * has to be replaced with unit_list_iterate_safe()*/
3046 return;
3047 }
3049 }
3050
3051 /* If we are not in charge of the boat, continue as if we
3052 * were not in a boat - we may want to leave the ship now. */
3053
3054 /* Check the total number of units able to protect our leader. */
3055 body_guards = 0;
3056 unit_list_iterate(pplayer->units, punit) {
3059 body_guards++;
3060 }
3062
3063 if (0 < body_guards) {
3064 pft_fill_unit_parameter(&parameter, nmap, leader);
3065 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3066 pfm = pf_map_new(&parameter);
3067
3068 /* Find the closest body guard.
3069 * FIXME: Maybe choose the strongest too? */
3070 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3071 unit_list_iterate(ptile->units, punit) {
3072 if (unit_owner(punit) == pplayer
3075 struct pf_path *path = pf_map_path(pfm, ptile);
3076
3077 adv_follow_path(leader, path, ptile);
3078 pf_path_destroy(path);
3080
3081 return;
3082 }
3085
3087 }
3088
3089 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3090
3091 /* Check for units we could fear. */
3092 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3093 !has_handicap(pplayer, H_MAP));
3094 worst_danger = nullptr;
3096
3097 players_iterate(other_player) {
3098 if (other_player == pplayer) {
3099 continue;
3100 }
3101
3102 unit_list_iterate(other_player->units, punit) {
3104 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3105 best_move_cost = move_cost;
3107 }
3110
3112
3113 if (worst_danger == nullptr) {
3115 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3116 return;
3117 }
3118
3120 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3121 pfm = pf_map_new(&parameter);
3123
3124 /* Try to escape. */
3125 do {
3127
3128 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3129 leader->moves_left);
3130
3133 continue;
3134 }
3135
3136 move_cost = pf_map_move_cost(pfm, near_tile);
3137 if (PF_IMPOSSIBLE_MC != move_cost
3138 && move_cost > best_move_cost) {
3140 "Barbarian leader: safest is (%d, %d), safeness %d",
3142 best_move_cost = move_cost;
3144 }
3146
3147 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3151 "Barbarian leader: reached the safest position.");
3154 return;
3155 }
3156
3158 if (alive) {
3160 /* Didn't move. No point to retry. */
3162 return;
3163 }
3165 }
3166 } while (alive && 0 < leader->moves_left);
3167
3169}
3170
3171/**********************************************************************/
3177void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3178 struct unit *punit,
3179 enum override_bool *result)
3180{
3181 int a = 0, d, db;
3182 struct player *pplayer = unit_owner(punit);
3183 struct city *pcity = tile_city(ptile);
3184 int extras_bonus = 0;
3185
3186 if (is_human(pplayer)) {
3187 /* Use advisors code for humans. */
3188 return;
3189 }
3190
3191 if (pcity != nullptr && pplayers_allied(city_owner(pcity), pplayer)
3192 && !is_non_allied_unit_tile(ptile, pplayer,
3194 /* We will be safe in a friendly city */
3195 *result = OVERRIDE_FALSE;
3196 return;
3197 }
3198
3199 /* Calculate how well we can defend at (x,y) */
3200 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3202
3203 db += (db * extras_bonus) / 100;
3205
3206 adjc_iterate(&(wld.map), ptile, ptile1) {
3207 if (has_handicap(pplayer, H_FOG)
3208 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3209 /* We cannot see danger at (ptile1) => assume there is none */
3210 continue;
3211 }
3212 unit_list_iterate(ptile1->units, enemy) {
3213 if (pplayers_at_war(unit_owner(enemy), pplayer)
3214 && (unit_attack_unit_at_tile_result(enemy, nullptr, punit, ptile)
3215 == ATT_OK)
3216 && (unit_attack_units_at_tile_result(enemy, nullptr, ptile)
3217 == ATT_OK)) {
3219 if ((a * a * 10) >= d) {
3220 /* The enemies combined strength is too big! */
3221 *result = OVERRIDE_TRUE;
3222 return;
3223 }
3224 }
3227
3228 *result = OVERRIDE_FALSE;
3229}
3230
3231/**********************************************************************/
3234static void update_simple_ai_types(void)
3235{
3236 int i = 0;
3237
3240
3243 && !(pclass->adv.land_move == MOVE_NONE
3246 && punittype->transport_capacity < 8) {
3248 i++;
3249 }
3251
3252 simple_ai_types[i] = nullptr;
3253}
3254
3255/**********************************************************************/
3259{
3260 /* TODO: Remove the simple_ai_types cache or merge it with a general ai
3261 * cache; see the comment to struct unit_type *simple_ai_types at
3262 * the beginning of this file. */
3264
3266 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3267
3268 utai->low_firepower = FALSE;
3269 utai->ferry = FALSE;
3270 utai->missile_platform = FALSE;
3271 utai->carries_occupiers = FALSE;
3272 utai->potential_charges = unit_type_list_new();
3273
3276
3279
3280 /* Confirm firepower */
3282 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3284 if (utype_has_flag(penemy, pbonus->flag)) {
3285 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3286
3287 utai->low_firepower = TRUE;
3288 }
3290 }
3292
3293 /* Consider potential cargo */
3294 if (punittype->transport_capacity > 0) {
3295 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3296
3299
3302 utai->missile_platform = TRUE;
3303 } else if (pclass->adv.sea_move != MOVE_NONE
3304 && pcargo->adv.land_move != MOVE_NONE) {
3305 if (pcargo->adv.sea_move != MOVE_FULL) {
3306 utai->ferry = TRUE;
3307 } else {
3308 if (0 != utype_fuel(pctype)) {
3309 utai->ferry = TRUE;
3310 }
3311 }
3312 }
3313
3315 utai->carries_occupiers = TRUE;
3316 }
3317 }
3319 }
3320
3321 /* Consider potential charges */
3324
3325 if (0 < utype_fuel(punittype)
3326 && (0 == utype_fuel(pcharge)
3328 continue;
3329 }
3330
3331 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3332 if (chgcls == utype_class(pcharge)) {
3334 }
3336
3338 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3339 unit_type_list_append(utai->potential_charges, pcharge);
3340 }
3341
3344}
3345
3346/**********************************************************************/
3350{
3352 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3353
3354 if (utai == nullptr) {
3355 continue;
3356 }
3357 utype_set_ai_data(ptype, ait, nullptr);
3358
3359 unit_type_list_destroy(utai->potential_charges);
3360 free(utai);
3362}
3363
3364/**********************************************************************/
3367void dai_unit_init(struct ai_type *ait, struct unit *punit)
3368{
3369 /* Make sure that contents of unit_ai structure are correctly initialized,
3370 * if you ever allocate it by some other mean than fc_calloc() */
3371 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3372
3373 unit_data->done = FALSE;
3374 unit_data->cur_pos = nullptr;
3375 unit_data->prev_pos = nullptr;
3376 unit_data->target = 0;
3377 BV_CLR_ALL(unit_data->hunted);
3378 unit_data->ferryboat = 0;
3379 unit_data->passenger = 0;
3380 unit_data->bodyguard = 0;
3381 unit_data->charge = 0;
3382
3384}
3385
3386/**********************************************************************/
3389void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3390{
3391 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3392
3393 fc_assert_ret(unit_data != nullptr);
3394
3395 BV_CLR_ALL(unit_data->hunted);
3396}
3397
3398/**********************************************************************/
3401void dai_unit_close(struct ai_type *ait, struct unit *punit)
3402{
3403 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3404
3405 fc_assert_ret(unit_data != nullptr);
3406
3409
3410 if (unit_data != nullptr) {
3411 unit_set_ai_data(punit, ait, nullptr);
3413 }
3414}
3415
3416/**********************************************************************/
3419void dai_unit_save(struct ai_type *ait, const char *aitstr,
3420 struct section_file *file,
3421 const struct unit *punit, const char *unitstr)
3422{
3423 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3424
3425 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3426 unitstr, aitstr);
3427 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3428 unitstr, aitstr);
3429 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3430 unitstr, aitstr);
3431 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3432 unitstr, aitstr);
3433}
3434
3435/**********************************************************************/
3438void dai_unit_load(struct ai_type *ait, const char *aitstr,
3439 const struct section_file *file,
3440 struct unit *punit, const char *unitstr)
3441{
3442 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3443
3444 unit_data->passenger
3445 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3446 unitstr, aitstr);
3447 unit_data->ferryboat
3448 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3449 unitstr, aitstr);
3450 unit_data->charge
3451 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3452 unitstr, aitstr);
3453 unit_data->bodyguard
3454 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3455 unitstr, aitstr);
3456}
3457
3463
3464/**********************************************************************/
3467static bool role_unit_cb(struct unit_type *ptype, void *data)
3468{
3469 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3471 const struct civ_map *nmap = &(wld.map);
3472
3473 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3474 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3475 return FALSE;
3476 }
3477
3478 if (cb_data->build_city == nullptr
3479 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3480 return TRUE;
3481 }
3482
3483 return FALSE;
3484}
3485
3486/**********************************************************************/
3490 enum terrain_class tc)
3491{
3492 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3493
3495}
3496
3497/**********************************************************************/
3500bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3501 const struct unit *defender)
3502{
3503 struct pf_parameter parameter;
3504 struct pf_map *pfm;
3505 const struct tile *ptarget = unit_tile(defender);
3506 int max_move_cost = attacker->moves_left;
3507 bool able_to_strike = FALSE;
3508 const struct civ_map *nmap = &(wld.map);
3509
3510 pft_fill_unit_parameter(&parameter, nmap, attacker);
3511 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3512 pfm = pf_map_new(&parameter);
3513
3514 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3515 if (move_cost > max_move_cost) {
3516 break;
3517 }
3518
3519 if (ptile == ptarget) {
3521 break;
3522 }
3524
3526
3527 return able_to_strike;
3528}
3529
3530/**********************************************************************/
3533void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3534 struct tile *target, enum override_bool *allow)
3535{
3536 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3537
3538 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3540
3541 return;
3542 }
3543}
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:47
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:415
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:406
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:385
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:396
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:359
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:86
#define POWER_DIVIDER
Definition advtools.h:32
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:682
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1901
const char * city_name_get(const struct city *pcity)
Definition city.c:1141
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:808
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:951
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:565
@ CITIZEN_ANGRY
Definition city.h:269
@ CITIZEN_UNHAPPY
Definition city.h:268
#define city_owner(_pcity_)
Definition city.h:564
#define city_list_iterate_end
Definition city.h:510
@ FEELING_NATIONALITY
Definition city.h:280
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:717
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:77
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:490
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:821
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition daiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition daiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiferry.c:1119
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition daiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition daiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition daiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition daiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition daiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition daiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition daiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition daiguard.h:21
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:288
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:436
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:89
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:44
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:50
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1308
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition daitools.c:429
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:817
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:605
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition daitools.c:643
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition daitools.c:1444
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition daitools.c:755
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition daitools.c:76
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition daitools.c:117
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition daitools.c:244
void dai_unit_save(struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr)
Definition daiunit.c:3419
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1044
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:876
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:2260
static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer, struct unit *punit, const struct city *dest_city, bool help_wonder, bool required_boat, bool request_boat)
Definition daiunit.c:2025
int unittype_def_rating_squared(const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition daiunit.c:303
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:724
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3258
#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:1720
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:1090
static void update_simple_ai_types(void)
Definition daiunit.c:3234
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2952
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3533
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2542
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1938
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:3500
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2986
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:657
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1016
#define LOG_CARAVAN3
Definition daiunit.c:89
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2916
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2297
adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile **pdest_tile, struct pf_path **ppath, struct pf_map **pferrymap, struct unit **pferryboat, const struct unit_type **pboattype, int *pmove_time)
Definition daiunit.c:1169
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2821
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2697
adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:739
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3467
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1783
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3389
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2676
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c: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:2156
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:478
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:858
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1669
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:3003
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2467
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:267
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:545
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:3367
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3177
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1986
void dai_unit_load(struct ai_type *ait, const char *aitstr, const struct section_file *file, struct unit *punit, const char *unitstr)
Definition daiunit.c:3438
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2137
#define LOGLEVEL_RECOVERY
Definition daiunit.c:86
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3401
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3349
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3489
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:970
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:624
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2215
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
@ AIUNIT_BUILD_CITY
Definition daiunit.h:27
@ AIUNIT_NONE
Definition daiunit.h:27
@ AIUNIT_ATTACK
Definition daiunit.h:28
@ AIUNIT_EXPLORE
Definition daiunit.h:29
@ AIUNIT_HUNTER
Definition daiunit.h:29
@ AIUNIT_AUTO_WORKER
Definition daiunit.h:27
@ AIUNIT_RECOVER
Definition daiunit.h:29
@ AIUNIT_TRADE
Definition daiunit.h:30
@ AIUNIT_DEFEND_HOME
Definition daiunit.h:28
@ AIUNIT_ESCORT
Definition daiunit.h:28
@ AIUNIT_WONDER
Definition daiunit.h:30
#define RAMPAGE_ANYTHING
Definition daiunit.h:85
#define RAMPAGE_FREE_CITY_OR_BETTER
Definition daiunit.h:87
#define INVASION_ATTACK
Definition daiunit.h:81
#define INVASION_OCCUPY
Definition daiunit.h:80
#define RAMPAGE_HUT_OR_BETTER
Definition daiunit.h:86
#define DEFENSE_POWER(ptype)
Definition daiunit.h:66
#define IS_ATTACKER(ptype)
Definition daiunit.h:70
#define BODYGUARD_RAMPAGE_THRESHOLD
Definition daiunit.h:88
#define ATTACK_POWER(ptype)
Definition daiunit.h:68
static void attack(QVariant data1, QVariant data2)
Definition dialogs.cpp:3055
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2977
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:1036
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1050
@ RPT_CERTAIN
Definition fc_types.h:516
@ AUT_AUTO_WORKER
Definition fc_types.h:231
#define ADV_WANT_PRINTF
Definition fc_types.h:1051
@ O_LUXURY
Definition fc_types.h:103
signed short Continent_id
Definition fc_types.h:233
override_bool
Definition fc_types.h:96
@ OVERRIDE_TRUE
Definition fc_types.h:96
@ OVERRIDE_FALSE
Definition fc_types.h:96
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:116
struct city * game_city_by_number(int id)
Definition game.c:107
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c: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:3460
struct city * build_city
Definition daiunit.c:3461
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Continent_id continent
Definition tile.h:54
bool done
Definition daiunit.h:44
bv_unit_classes cargo
Definition unittype.h:565
struct veteran_system * veteran
Definition unittype.h:551
int move_rate
Definition unittype.h:524
Definition unit.h:140
enum unit_activity activity
Definition unit.h:159
int moves_left
Definition unit.h:152
int id
Definition unit.h:147
bool moved
Definition unit.h:176
bool debug
Definition unit.h:237
int hp
Definition unit.h:153
struct unit::@84::@87 server
struct tile * tile
Definition unit.h:142
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:615
#define is_ocean_tile(ptile)
Definition terrain.h:197
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:234
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
#define tile_terrain(_tile)
Definition tile.h:115
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:93
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
struct goods_type * unit_current_goods(const struct unit *punit, const struct city *homecity)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2, int priority)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2354
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2474
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2292
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:205
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2545
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2247
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2745
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:402
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:412
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2964
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity, enum gen_action action)
Definition unit.c:914
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:316
bool is_special_unit(const struct unit *punit)
Definition unit.c:369
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2529
bool is_guard_unit(const struct unit *punit)
Definition unit.c:359
bool unit_has_orders(const struct unit *punit)
Definition unit.c:221
#define unit_tile(_pu)
Definition unit.h:407
#define unit_cargo_iterate_end
Definition unit.h:590
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:587
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:406
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:443
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6708
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3350
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6606
struct unit * unit_list_find(const struct unit_list *punitlist, int unit_id)
Definition unitlist.c:30
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
bool utype_action_takes_all_mp(const struct unit_type *putype, struct action *paction)
Definition unittype.c:1216
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:126
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2262
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2279
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1613
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:224
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1493
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1509
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2325
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2530
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:412
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:233
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:215
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:289
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2771
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:301
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2779
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1463
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:468
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:396
#define utype_class(_t_)
Definition unittype.h:756
#define utype_fuel(ptype)
Definition unittype.h:847
#define combat_bonus_list_iterate_end
Definition unittype.h:487
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:485
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:948
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:624
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:940
#define unit_type_iterate(_p)
Definition unittype.h:863
#define unit_type_list_iterate_end
Definition unittype.h:950
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:870
#define unit_class_list_iterate_end
Definition unittype.h:942