Freeciv-3.3
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daiunit.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18#include <math.h>
19
20/* utility */
21#include "bitvector.h"
22#include "log.h"
23#include "mem.h"
24#include "nation.h"
25#include "rand.h"
26#include "registry.h"
27#include "shared.h"
28#include "timing.h"
29
30/* common */
31#include "city.h"
32#include "combat.h"
33#include "game.h"
34#include "government.h"
35#include "map.h"
36#include "movement.h"
37#include "packets.h"
38#include "specialist.h"
39#include "traderoutes.h"
40#include "unit.h"
41#include "unitlist.h"
42
43/* common/aicore */
44#include "caravan.h"
45#include "pf_tools.h"
46
47/* server */
48#include "barbarian.h"
49#include "citytools.h"
50#include "cityturn.h"
51#include "diplomats.h"
52#include "maphand.h"
53#include "srv_log.h"
54#include "unithand.h"
55#include "unittools.h"
56
57/* server/advisors */
58#include "advbuilding.h"
59#include "advgoto.h"
60#include "advtools.h"
61#include "autoexplorer.h"
62#include "autoworkers.h"
63
64/* ai */
65#include "difficulty.h"
66#include "handicaps.h"
67
68/* ai/default */
69#include "aidiplomat.h"
70#include "aiferry.h"
71#include "aiguard.h"
72#include "aihand.h"
73#include "daiair.h"
74#include "daicity.h"
75#include "daidata.h"
76#include "daieffects.h"
77#include "daihunter.h"
78#include "dailog.h"
79#include "daimilitary.h"
80#include "daiparadrop.h"
81#include "daiplayer.h"
82#include "daitools.h"
83
84#include "daiunit.h"
85
86
87#define LOGLEVEL_RECOVERY LOG_DEBUG
88#define LOG_CARAVAN LOG_DEBUG
89#define LOG_CARAVAN2 LOG_DEBUG
90#define LOG_CARAVAN3 LOG_DEBUG
91
92static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
93static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
94 struct unit *punit);
95static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
96 struct unit *punit);
97static void dai_manage_barbarian_leader(struct ai_type *ait,
98 struct player *pplayer,
99 struct unit *leader);
100
101static void dai_military_findjob(struct ai_type *ait,
102 struct player *pplayer, struct unit *punit);
103static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
104 struct unit *punit);
105static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
106 struct unit *punit);
107
108static bool unit_role_defender(const struct unit_type *punittype);
109static int unit_def_rating_squared(const struct unit *punit,
110 const struct unit *pdef);
111
112/*
113 * Cached values. Updated by update_simple_ai_types.
114 *
115 * This a hack to enable emulation of old loops previously hardwired
116 * as
117 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
118 *
119 * (Could probably just adjust the loops themselves fairly simply,
120 * but this is safer for regression testing.)
121 *
122 * Not dealing with planes yet.
123 *
124 * Terminated by NULL.
125 */
127
128/**********************************************************************/
138static struct city *find_neediest_airlift_city(struct ai_type *ait,
139 const struct player *pplayer)
140{
141 struct city *neediest_city = NULL;
142 int most_danger = 0;
143 int most_urgent = 0;
144
145 city_list_iterate(pplayer->cities, pcity) {
146 struct ai_city *city_data = def_ai_city_data(pcity, ait);
147
148 if (pcity->airlift) {
149 if (city_data->urgency > most_urgent) {
150 most_urgent = city_data->urgency;
152 } else if (0 == most_urgent /* urgency trumps danger */
153 && city_data->danger > most_danger) {
154 most_danger = city_data->danger;
156 }
157 }
159
160 return neediest_city;
161}
162
163/**********************************************************************/
169static void dai_airlift(struct ai_type *ait, struct player *pplayer)
170{
171 struct city *most_needed;
172 int comparison;
173 struct unit *transported;
174 const struct civ_map *nmap = &(wld.map);
175
176 do {
178 comparison = 0;
179 transported = NULL;
180
181 if (!most_needed) {
182 return;
183 }
184
185 unit_list_iterate(pplayer->units, punit) {
186 struct tile *ptile = (unit_tile(punit));
187 struct city *pcity = tile_city(ptile);
188
189 if (pcity) {
190 struct ai_city *city_data = def_ai_city_data(pcity, ait);
191 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
192 const struct unit_type *ptype = unit_type_get(punit);
193
194 if (city_data->urgency == 0
197 && DEFENSE_POWER(ptype) > 2
198 && (unit_data->task == AIUNIT_NONE
199 || unit_data->task == AIUNIT_DEFEND_HOME)
200 && IS_ATTACKER(ptype)) {
201 comparison = city_data->danger;
202 transported = punit;
203 }
204 }
206 if (!transported) {
207 return;
208 }
209 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
211 unit_do_action(pplayer, transported->id, most_needed->id,
212 0, "", ACTION_AIRLIFT);
213 } while (TRUE);
214}
215
216/**********************************************************************/
222static bool has_defense(struct city *pcity)
223{
224 struct tile *ptile = city_tile(pcity);
225
226 unit_list_iterate(ptile->units, punit) {
228 && punit->hp != 0) {
230
231 if (pclass->non_native_def_pct > 0
232 || is_native_tile_to_class(pclass, ptile)) {
233 return TRUE;
234 }
235 }
236 }
238
239 return FALSE;
240}
241
242/**********************************************************************/
251{
252 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
253 (punittype->attack_strength + punittype->defense_strength);
254}
255
256/**********************************************************************/
259static int unit_att_rating_now(const struct unit *punit)
260{
263}
264
265/**********************************************************************/
268static int unit_att_rating_squared(const struct unit *punit)
269{
270 int v = adv_unit_att_rating(punit);
271
272 return v * v;
273}
274
275/**********************************************************************/
278static int unit_def_rating(const struct unit *attacker,
279 const struct unit *defender)
280{
281 const struct unit_type *def_type = unit_type_get(defender);
282
283 return (get_total_defense_power(attacker, defender)
284 * (attacker->id != 0 ? defender->hp : def_type->hp)
285 * def_type->firepower / POWER_DIVIDER);
286}
287
288/**********************************************************************/
291static int unit_def_rating_squared(const struct unit *attacker,
292 const struct unit *defender)
293{
294 int v = unit_def_rating(attacker, defender);
295
296 return v * v;
297}
298
299/**********************************************************************/
305 const struct unit_type *def_type,
306 struct player *def_player,
307 struct tile *ptile, bool fortified,
308 int veteran)
309{
310 struct civ_map *nmap = &(wld.map);
312 ptile, fortified, veteran)
313 * def_type->hp * def_type->firepower / POWER_DIVIDER;
314
315 return v * v;
316}
317
318/**********************************************************************/
343 int victim_count)
344{
346
347 /* attractiveness danger */
350
351 return desire;
352}
353
354/**********************************************************************/
366static int avg_benefit(int benefit, int loss, double chance)
367{
368 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
369}
370
371/**********************************************************************/
376 struct tile *ptile0,
377 int *value, int *cost)
378{
379 *cost = 0;
380 *value = 0;
381 square_iterate(&(wld.map), ptile0, 1, ptile) {
382 unit_list_iterate(ptile->units, aunit) {
383 if (aunit != punit
385 int val = adv_unit_att_rating(aunit);
386
387 if (val != 0) {
388 *value += val;
390 }
391 }
394}
395
396/**********************************************************************/
400static bool is_my_turn(struct unit *punit, struct unit *pdef)
401{
402 int val = unit_att_rating_now(punit);
403 int cur, d;
404 const struct unit_type *def_type = unit_type_get(pdef);
405 struct tile *def_tile = unit_tile(pdef);
406 struct civ_map *nmap = &(wld.map);
407
409
410 square_iterate(nmap, def_tile, 1, ptile) {
411 unit_list_iterate(ptile->units, aunit) {
412 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
413 continue;
414 }
416 != ATT_OK)
418 pdef, def_tile)
419 != ATT_OK)) {
420 continue;
421 }
424 FALSE, 0);
425 if (d == 0) {
426 return TRUE; /* Thanks, Markus -- Syela */
427 }
431 FALSE, 0) / d;
432 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
433 return FALSE;
434 }
437
438 return TRUE;
439}
440
441/**********************************************************************/
457static int dai_rampage_want(struct unit *punit, struct tile *ptile)
458{
459 struct player *pplayer = unit_owner(punit);
460 struct unit *pdef;
461 struct civ_map *nmap = &(wld.map);
462
464
465 if (can_unit_attack_tile(punit, NULL, ptile)
466 && (pdef = get_defender(nmap, punit, ptile, NULL))) {
467 /* See description of kill_desire() about these variables. */
471
472 attack *= attack;
473
474 /* If the victim is in the city/fortress, we correct the benefit
475 * with our health because there could be reprisal attacks. We
476 * shouldn't send already injured units to useless suicide.
477 * Note that we do not specially encourage attacks against
478 * cities: rampage is a hit-n-run operation. */
479 if (!is_stack_vulnerable(ptile)
480 && unit_list_size(ptile->units) > 1) {
482 }
483
484 /* If we have non-zero attack rating... */
485 if (attack > 0 && is_my_turn(punit, pdef)) {
488
489 /* No need to amortize, our operation takes one turn. */
490 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
491 desire,
494
495 return MAX(0, desire);
496 }
497 } else if (0 == unit_list_size(ptile->units)) {
498 /* No defender. */
499 struct city *pcity = tile_city(ptile);
500
501 /* ...and free foreign city waiting for us. Who would resist! */
502 if (NULL != pcity
503 && pplayers_at_war(pplayer, city_owner(pcity))
506 }
507
508 /* ...or tiny pleasant hut here! */
509 /* FIXME: unhardcode and variate the desire to enter a hut. */
510 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
511 && is_native_tile(unit_type_get(punit), ptile)) {
512 return -RAMPAGE_HUT_OR_BETTER;
513 }
514 }
515
516 return 0;
517}
518
519/**********************************************************************/
522static struct pf_path *find_rampage_target(struct unit *punit,
523 int thresh_adj, int thresh_move)
524{
525 struct pf_map *tgt_map;
526 struct pf_path *path = NULL;
527 struct pf_parameter parameter;
528 /* Coordinates of the best target (initialize to silence compiler) */
529 struct tile *ptile = unit_tile(punit);
530 /* Want of the best target */
531 int max_want = 0;
532 struct player *pplayer = unit_owner(punit);
533 const struct civ_map *nmap = &(wld.map);
534
536 parameter.omniscience = !has_handicap(pplayer, H_MAP);
537 /* When trying to find rampage targets we ignore risks such as
538 * enemy units because we are looking for trouble!
539 * Hence no call ai_avoid_risks()
540 */
541
542 tgt_map = pf_map_new(&parameter);
544 int want;
545 bool move_needed;
546 int thresh;
547
548 if (move_cost > punit->moves_left) {
549 /* This is too far */
550 break;
551 }
552
553 if (has_handicap(pplayer, H_TARGETS)
554 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
555 /* The target is under fog of war */
556 continue;
557 }
558
560
561 /* Negative want means move needed even though the tiles are adjacent */
563 || want < 0);
564 /* Select the relevant threshold */
566 want = (want < 0 ? -want : want);
567
568 if (want > max_want && want > thresh) {
569 /* The new want exceeds both the previous maximum
570 * and the relevant threshold, so it's worth recording */
571 max_want = want;
572 ptile = iter_tile;
573 }
575
576 if (max_want > 0) {
577 /* We found something */
578 path = pf_map_path(tgt_map, ptile);
579 fc_assert(path != NULL);
580 }
581
583
584 return path;
585}
586
587/**********************************************************************/
602 int thresh_move)
603{
604 int count = punit->moves_left + 1; /* break any infinite loops */
605 struct pf_path *path = NULL;
606
609
611 /* This teaches the AI about the dangers inherent in occupychance. */
613
614 while (count-- > 0 && punit->moves_left > 0
616 if (!adv_unit_execute_path(punit, path)) {
617 /* Died */
618 count = -1;
619 }
620 pf_path_destroy(path);
621 path = NULL;
622 }
623
624 fc_assert(NULL == path);
625
627 return (count >= 0);
628}
629
630/**********************************************************************/
634static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
635 struct unit *punit)
636{
637 struct unit *aunit = aiguard_charge_unit(ait, punit);
638 struct city *acity = aiguard_charge_city(ait, punit);
639 struct tile *ptile;
640
642 CHECK_GUARD(ait, punit);
643
644 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
645 /* protect a unit */
646 if (aunit->goto_tile != NULL) {
647 /* Our charge is going somewhere: maybe we should meet them there */
648 /* FIXME: This probably isn't the best algorithm for this. */
650 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
651 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
652
653 if (me2goal < me2them
657 ptile = aunit->goto_tile;
658 } else {
659 ptile = unit_tile(aunit);
660 }
661 } else {
662 ptile = unit_tile(aunit);
663 }
664 } else if (acity && city_owner(acity) == unit_owner(punit)) {
665 /* protect a city */
666 ptile = acity->tile;
667 } else {
668 /* should be impossible */
669 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
671 return;
672 }
673
674 if (same_pos(unit_tile(punit), ptile)) {
675 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
676 } else {
677 if (goto_is_sane(punit, ptile)) {
678 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
679 if (!dai_gothere(ait, pplayer, punit, ptile)) {
680 /* We died */
681 return;
682 }
683 } else {
684 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
686 }
687 }
688 /* We might have stopped because of an enemy nearby.
689 * Perhaps we can kill it.*/
692 && same_pos(unit_tile(punit), ptile)) {
693 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
694 }
695}
696
697/**********************************************************************/
700static bool unit_role_defender(const struct unit_type *punittype)
701{
703}
704
705/**********************************************************************/
715adv_want look_for_charge(struct ai_type *ait, struct player *pplayer,
716 struct unit *punit,
717 struct unit **aunit, struct city **acity)
718{
719 struct pf_parameter parameter;
720 struct pf_map *pfm;
721 struct city *pcity;
722 struct ai_city *data, *best_data = NULL;
724 int def, best_def = -1;
725 /* Arbitrary: 3 turns. */
726 const int max_move_cost = 3 * unit_move_rate(punit);
727 const struct civ_map *nmap = &(wld.map);
728
729 *aunit = NULL;
730 *acity = NULL;
731
732 if (0 == toughness) {
733 /* useless */
734 return 0;
735 }
736
737 pft_fill_unit_parameter(&parameter, nmap, punit);
738 parameter.omniscience = !has_handicap(pplayer, H_MAP);
739 pfm = pf_map_new(&parameter);
740
741 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
742 if (move_cost > max_move_cost) {
743 /* Consider too far. */
744 break;
745 }
746
747 pcity = tile_city(ptile);
748
749 /* Consider unit bodyguard. */
750 unit_list_iterate(ptile->units, buddy) {
751 const struct unit_type *ptype = unit_type_get(punit);
752 const struct unit_type *buddy_type = unit_type_get(buddy);
753
754 /* TODO: allied unit bodyguard? */
756 || unit_owner(buddy) != pplayer
757 || !aiguard_wanted(ait, buddy)
763
764 continue;
765 }
766
768 if (0 >= def) {
769 continue;
770 }
771
773 /* Reduce want based on move cost. We can't do this for
774 * transports since they move around all the time, leading
775 * to hillarious flip-flops. */
776 def >>= move_cost / (2 * unit_move_rate(punit));
777 }
778 if (def > best_def) {
779 *aunit = buddy;
780 *acity = NULL;
781 best_def = def;
782 }
784
785 /* City bodyguard. TODO: allied city bodyguard? */
786 if (ai_fuzzy(pplayer, TRUE)
787 && NULL != pcity
788 && city_owner(pcity) == pplayer
789 && (data = def_ai_city_data(pcity, ait))
790 && 0 < data->urgency) {
791 if (NULL != best_data
792 && (0 < best_data->grave_danger
793 || best_data->urgency > data->urgency
794 || ((best_data->danger > data->danger
795 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
796 && 0 == data->grave_danger))) {
797 /* Chances are we'll be between cities when we are needed the most!
798 * Resuming pf_map_move_costs_iterate()... */
799 continue;
800 }
801 def = (data->danger - assess_defense_quadratic(ait, pcity));
802 if (def <= 0) {
803 continue;
804 }
805 /* Reduce want based on move cost. */
806 def >>= move_cost / (2 * unit_move_rate(punit));
807 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
808 *acity = pcity;
809 *aunit = NULL;
810 best_def = def;
811 best_data = data;
812 }
813 }
815
817
818 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
821 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
823 : (NULL != *aunit ?
826 : (NULL != *aunit ?
828
829 return ((best_def * 100) / toughness);
830}
831
832/**********************************************************************/
836 const struct unit_type *followee,
837 struct ai_type *ait)
838{
839 struct unit_type_ai *utai = utype_ai_data(follower, ait);
840
841 unit_type_list_iterate(utai->potential_charges, pcharge) {
842 if (pcharge == followee) {
843 return TRUE;
844 }
846
847 return FALSE;
848}
849
850/**********************************************************************/
853static void dai_military_findjob(struct ai_type *ait,
854 struct player *pplayer, struct unit *punit)
855{
856 const struct unit_type *punittype = unit_type_get(punit);
857 struct unit_ai *unit_data;
858 const struct civ_map *nmap = &(wld.map);
859
861
862 /* Keep barbarians aggressive and primitive */
863 if (is_barbarian(pplayer)) {
865 && is_land_barbarian(pplayer)) {
866 /* Land barbarians pillage */
869 }
871
872 return;
873 }
874
876
877 /* If I am a bodyguard, check whether I can do my job. */
878 if (unit_data->task == AIUNIT_ESCORT
879 || unit_data->task == AIUNIT_DEFEND_HOME) {
881 }
882
883 if (aiguard_has_charge(ait, punit)
884 && unit_data->task == AIUNIT_ESCORT) {
885 struct unit *aunit = aiguard_charge_unit(ait, punit);
886 struct city *acity = aiguard_charge_city(ait, punit);
887 struct ai_city *city_data = NULL;
888
889 if (acity != NULL) {
891 }
892
893 /* Check if the city we are on our way to rescue is still in danger,
894 * or the unit we should protect is still alive... */
895 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
898 && city_data->urgency != 0
899 && city_data->danger > assess_defense_quadratic(ait, acity))) {
900 return; /* Yep! */
901 } else {
902 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
903 }
904 }
905
906 /* Is the unit badly damaged? */
907 if ((unit_data->task == AIUNIT_RECOVER
908 && punit->hp < punittype->hp)
909 || punit->hp < punittype->hp * 0.25) { /* WAG */
910 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
912 return;
913 }
914
917 /* This is a defending unit that doesn't need to stay put.
918 * It needs to defend something, but not necessarily where it's at.
919 * Therefore, it will consider becoming a bodyguard. -- Syela */
920 struct city *acity;
921 struct unit *aunit;
922
923 look_for_charge(ait, pplayer, punit, &aunit, &acity);
924 if (acity) {
927 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
928 } else if (aunit) {
931 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
932 }
933 }
935}
936
937/**********************************************************************/
946static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
947 struct unit *punit)
948{
949 struct city *pcity = aiguard_charge_city(ait, punit);
950
952
953 if (!pcity || city_owner(pcity) != pplayer) {
955 /* Do not stay defending an allied city forever */
957 }
958
959 if (!pcity) {
960 /* Try to find a place to rest. Sitting duck out in the wilderness
961 * is generally a bad idea, since we protect no cities that way, and
962 * it looks silly. */
966 }
967
968 if (!pcity) {
970 }
971
974 /* ... we survived */
975 if (pcity) {
976 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
978 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
980 } else {
981 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
982 }
983 } else {
984 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
985 }
986 }
987}
988
989/**********************************************************************/
992static void single_invader(struct ai_city *city_data,
993 const struct unit_type *utype,
994 int which)
995{
996 int attacks;
997
1000 attacks = 1;
1001 } else {
1002 attacks = utype->move_rate;
1003 }
1004 city_data->invasion.attack += attacks;
1005 if (which == INVASION_OCCUPY) {
1006 city_data->invasion.occupy++;
1007 }
1008}
1009
1010/**********************************************************************/
1020static void invasion_funct(struct ai_type *ait, struct unit *punit,
1021 bool dest, int radius, int which)
1022{
1023 struct tile *ptile;
1024 struct player *pplayer = unit_owner(punit);
1025
1027
1028 if (dest) {
1029 ptile = punit->goto_tile;
1030 } else {
1031 ptile = unit_tile(punit);
1032 }
1033
1034 square_iterate(&(wld.map), ptile, radius, tile1) {
1035 struct city *pcity = tile_city(tile1);
1036
1037 if (pcity
1039 && (dest || !has_defense(pcity))) {
1040 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1041
1042 /* Unit itself */
1044
1045 /* Cargo */
1046 unit_cargo_iterate(punit, cargo) {
1047 const struct unit_type *utype = unit_type_get(cargo);
1048
1049 if (IS_ATTACKER(utype)) {
1053 }
1055 }
1057}
1058
1059/**********************************************************************/
1062bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1063 struct tile *dest_tile,
1064 const struct unit_type *cargo_type,
1065 const struct unit_type *ferry_type,
1066 struct tile **ferry_dest, struct tile **beachhead_tile)
1067{
1068 if (NULL == tile_city(dest_tile)
1070 /* Unit can directly go to 'dest_tile'. */
1071 struct tile *best_tile = NULL;
1073
1074 if (NULL != beachhead_tile) {
1075 *beachhead_tile = dest_tile;
1076 }
1077
1078 adjc_iterate(&(wld.map), dest_tile, ptile) {
1080 if (cost != PF_IMPOSSIBLE_MC
1081 && (NULL == best_tile || cost < best_cost)) {
1082 best_tile = ptile;
1083 best_cost = cost;
1084 }
1086
1087 if (NULL != ferry_dest) {
1089 }
1090
1091 return (PF_IMPOSSIBLE_MC != best_cost);
1092 } else {
1093 /* We need to find a beach around 'dest_tile'. */
1094 struct tile *best_tile = NULL, *best_beach = NULL;
1098
1099 tile_list_append(checked_tiles, dest_tile);
1100 adjc_iterate(&(wld.map), dest_tile, beach) {
1102 /* Can land there. */
1103 adjc_iterate(&(wld.map), beach, ptile) {
1104 if (!tile_list_search(checked_tiles, ptile)
1105 && !is_non_allied_unit_tile(ptile, pplayer,
1106 flagless_ferry)) {
1109 if (cost != PF_IMPOSSIBLE_MC
1110 && (NULL == best_tile || cost < best_cost)) {
1111 best_beach = beach;
1112 best_tile = ptile;
1113 best_cost = cost;
1114 }
1115 }
1117 }
1119
1121
1122 if (NULL != beachhead_tile) {
1124 }
1125 if (NULL != ferry_dest) {
1127 }
1128 return (PF_IMPOSSIBLE_MC != best_cost);
1129 }
1130}
1131
1132/**********************************************************************/
1140adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1141 struct unit *punit,
1142 struct tile **pdest_tile, struct pf_path **ppath,
1143 struct pf_map **pferrymap,
1144 struct unit **pferryboat,
1145 const struct unit_type **pboattype, int *pmove_time)
1146{
1147 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1148 struct pf_parameter parameter;
1149 struct pf_map *punit_map, *ferry_map;
1150 struct pf_position pos;
1152 const struct unit_type *punit_type = unit_type_get(punit);
1153 struct tile *punit_tile = unit_tile(punit);
1154 /* Type of our boat (a future one if ferryboat == NULL). */
1155 const struct unit_type *boattype = NULL;
1156 struct unit *ferryboat = NULL;
1157 struct city *pcity;
1158 struct ai_city *acity_data;
1159 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1160 bool handicap = has_handicap(pplayer, H_TARGETS);
1161 bool unhap = FALSE; /* Do we make unhappy citizen. */
1162 bool harbor = FALSE; /* Do we have access to sea? */
1163 bool go_by_boat; /* Whether we need a boat or not. */
1164 int vulnerability; /* Enemy defense rating. */
1165 adv_want benefit; /* Benefit from killing the target. */
1166 struct unit *pdefender; /* Enemy city defender. */
1167 int move_time; /* Turns needed to target. */
1168 int reserves;
1169 int attack; /* Our total attack value with reinforcements. */
1170 int victim_count; /* Number of enemies there. */
1171 int needferry; /* Cost of building a ferry boat. */
1172 /* This is a kluge, because if we don't set x and y with !punit->id,
1173 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1174 * never learning steam engine, even though ironclads would be very
1175 * useful. -- Syela */
1176 adv_want bk = 0;
1177 adv_want want; /* Want (amortized) of the operaton. */
1178 adv_want best = 0; /* Best of all wants. */
1179 struct tile *goto_dest_tile = NULL;
1180 bool can_occupy;
1181 struct civ_map *nmap = &(wld.map);
1182
1183 /* Very preliminary checks. */
1185 if (NULL != pferrymap) {
1186 *pferrymap = NULL;
1187 }
1188 if (NULL != pferryboat) {
1189 *pferryboat = NULL;
1190 }
1191 if (NULL != pboattype) {
1192 *pboattype = NULL;
1193 }
1194 if (NULL != pmove_time) {
1195 *pmove_time = 0;
1196 }
1197 if (NULL != ppath) {
1198 *ppath = NULL;
1199 }
1200
1201 if (0 == attack_value) {
1202 /* A very poor attacker... probably low on HP. */
1203 return 0;
1204 }
1205
1207
1208
1209 /*** Part 1: Calculate targets ***/
1210
1211 /* This horrible piece of code attempts to calculate the attractiveness of
1212 * enemy cities as targets for our units, by checking how many units are
1213 * going towards it or are near it already. */
1214
1215 /* Reset enemy cities data. */
1217 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1218 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1219 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1220 continue;
1221 }
1222 city_list_iterate(aplayer->cities, acity) {
1223 struct ai_city *city_data = def_ai_city_data(acity, ait);
1224
1226 &city_data->attack,
1227 &city_data->bcost);
1228 city_data->invasion.attack = 0;
1229 city_data->invasion.occupy = 0;
1232
1233 /* Second, calculate in units on their way there, and mark targets for
1234 * invasion */
1235 unit_list_iterate(pplayer->units, aunit) {
1236 const struct unit_type *atype;
1237
1238 if (aunit == punit) {
1239 continue;
1240 }
1241
1243
1244 /* Dealing with invasion stuff */
1245 if (IS_ATTACKER(atype)) {
1246 if (aunit->activity == ACTIVITY_GOTO) {
1247 invasion_funct(ait, aunit, TRUE, 0,
1250 if ((pcity = tile_city(aunit->goto_tile))) {
1251 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1252
1255 }
1256 }
1260 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1262 /* It's a transport with reinforcements */
1263 if (aunit->activity == ACTIVITY_GOTO) {
1265 }
1267 }
1269 /* end horrible initialization subroutine */
1270
1271
1272 /*** Part 2: Now pick one target ***/
1273
1274 /* We first iterate through all cities, then all units, looking
1275 * for a viable target. We also try to gang up on the target
1276 * to avoid spreading out attacks too widely to be inefficient.
1277 */
1278
1280 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1281 /* I would have thought unhappiness should be taken into account
1282 * irrespectfully the city in which it will surface... -- GB */
1284 }
1285
1288
1290 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1291 punit_map = pf_map_new(&parameter);
1292
1293 if (MOVE_NONE == punit_class->adv.sea_move) {
1294 /* We need boat to move over sea. */
1295 ferryboat = unit_transport_get(punit);
1296
1297 /* First check if we can use the boat we are currently loaded to. */
1298 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1299 /* No, we cannot control current boat */
1300 ferryboat = NULL;
1301 }
1302
1303 if (NULL == ferryboat) {
1304 /* Try to find new boat */
1305 ferryboat = player_unit_by_number(pplayer,
1306 aiferry_find_boat(ait, punit, 1, NULL));
1307 }
1308
1310 harbor = TRUE;
1311 }
1312 }
1313
1314 if (NULL != ferryboat) {
1315 boattype = unit_type_get(ferryboat);
1316 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1317 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1318 ferry_map = pf_map_new(&parameter);
1319 } else {
1321 if (NULL == boattype) {
1322 /* We pretend that we can have the simplest boat to stimulate tech. */
1324 }
1325 if (NULL != boattype && harbor) {
1326 /* Let's simulate a boat at 'punit' position. */
1328 punit_tile, pplayer);
1329 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1330 ferry_map = pf_map_new(&parameter);
1331 } else {
1332 ferry_map = NULL;
1333 }
1334 }
1335
1337
1339 /* For the virtual unit case, which is when we are called to evaluate
1340 * which units to build, we want to calculate in danger and which
1341 * players we want to make war with in the future. We do _not_ want
1342 * to do this when actually making attacks. */
1343 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1344 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1345 continue; /* Not an enemy. */
1346 }
1347
1348 city_list_iterate(aplayer->cities, acity) {
1349 struct tile *atile = city_tile(acity);
1350
1353 /* Can't attack this city. It is on land. */
1354 continue;
1355 }
1356
1357 if (handicap && !map_is_known(atile, pplayer)) {
1358 /* Can't see it */
1359 continue;
1360 }
1361
1363 go_by_boat = FALSE;
1364 move_time = pos.turn;
1365 } else if (NULL == ferry_map) {
1366 continue; /* Impossible to handle. */
1367 } else {
1368 struct tile *dest, *beach;
1369
1370 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1371 boattype, &dest, &beach)) {
1372 continue; /* Impossible to go by boat. */
1373 }
1374 if (!pf_map_position(ferry_map, dest, &pos)) {
1376 continue;
1377 }
1378 move_time = pos.turn; /* Sailing time. */
1379 if (dest != beach) {
1380 move_time++; /* Land time. */
1381 }
1382 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1383 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1384 move_time += pos.turn; /* Time to reach the boat. */
1385 } else {
1386 continue; /* Cannot reach the boat. */
1387 }
1388 }
1389 go_by_boat = TRUE;
1390 }
1391
1396 } else {
1397 pdefender = NULL;
1398 vulnerability = 0;
1399 benefit = 0;
1400 }
1401
1402 if (1 < move_time) {
1404
1405 if (def_type) {
1409 if (v > vulnerability) {
1410 /* They can build a better defender! */
1411 vulnerability = v;
1413 }
1414 }
1415 }
1416
1418
1419 reserves = (acity_data->invasion.attack
1420 - unit_list_size(acity->tile->units));
1421
1422 if (punit->id == 0) {
1423 /* Real unit would add to reserves once built. */
1426 reserves++;
1427 } else {
1428 reserves += punit_type->move_rate;
1429 }
1430 }
1431
1432 if (0 < reserves && (can_occupy
1433 || 0 < acity_data->invasion.occupy)) {
1434 /* There are units able to occupy the city after all defenders
1435 * are killed! */
1436 benefit += acity_data->worth * reserves / 5;
1437 }
1438
1439 attack = attack_value + acity_data->attack;
1440 attack *= attack;
1441 /* Avoiding handling upkeep aggregation this way -- Syela */
1442
1443 /* AI was not sending enough reinforcements to totally wipe out a city
1444 * and conquer it in one turn.
1445 * This variable enables total carnage. -- Syela */
1447
1448 if (!can_occupy && NULL == pdefender) {
1449 /* Nothing there to bash and we can't occupy!
1450 * Not having this check caused warships yoyoing */
1451 want = 0;
1452 } else if (10 < move_time) {
1453 /* Too far! */
1454 want = 0;
1455 } else if (can_occupy && 0 == acity_data->invasion.occupy
1456 && (0 < acity_data->invasion.attack
1457 || victim_count == 0)) {
1458 /* Units able to occupy really needed there! */
1459 want = bcost * SHIELD_WEIGHTING;
1460 } else {
1461 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1463 }
1466 /* Build_cost of ferry. */
1467 needferry = (go_by_boat && NULL == ferryboat
1469 /* FIXME: add time to build the ferry? */
1471 want, MAX(1, move_time),
1473
1474 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1475 if (0 >= want && 0 == punit->id && 0 >= best) {
1479 MAX(1, move_time),
1481
1482 if (bk_e > bk) {
1483 *pdest_tile = atile;
1484 if (NULL != pferrymap) {
1486 }
1487 if (NULL != pferryboat) {
1488 *pferryboat = go_by_boat ? ferryboat : NULL;
1489 }
1490 if (NULL != pboattype) {
1492 }
1493 if (NULL != pmove_time) {
1495 }
1496 goto_dest_tile = (go_by_boat && NULL != ferryboat
1497 ? unit_tile(ferryboat) : atile);
1498 bk = bk_e;
1499 }
1500 }
1501 /* END STEAM-ENGINES KLUGE */
1502
1503 if (0 != punit->id
1504 && NULL != ferryboat
1505 && punit_class->adv.sea_move == MOVE_NONE) {
1507 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1508 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1509 ", best = " ADV_WANT_PRINTF ")",
1510 __FUNCTION__, unit_rule_name(ferryboat),
1511 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1512 TILE_XY(atile), go_by_boat, move_time, want, best);
1513 }
1514
1515 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1516 /* Yes, we like this target */
1517 best = want;
1518 *pdest_tile = atile;
1519 if (NULL != pferrymap) {
1521 }
1522 if (NULL != pferryboat) {
1523 *pferryboat = go_by_boat ? ferryboat : NULL;
1524 }
1525 if (NULL != pboattype) {
1527 }
1528 if (NULL != pmove_time) {
1530 }
1531 goto_dest_tile = (go_by_boat && NULL != ferryboat
1532 ? unit_tile(ferryboat) : atile);
1533 }
1535
1537 /* I'm not sure the following code is good but it seems to be adequate.
1538 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1539 * -- Syela */
1541 struct tile *atile = unit_tile(aunit);
1542
1543 if (NULL != tile_city(atile)) {
1544 /* already dealt with it. */
1545 continue;
1546 }
1547
1548 if (handicap && !map_is_known(atile, pplayer)) {
1549 /* Can't see the target. */
1550 continue;
1551 }
1552
1554 && 0 == punit->id) {
1555 /* We will not build units just to chase caravans and
1556 * ambassadors. */
1557 continue;
1558 }
1559
1560 /* We have to assume the attack is diplomatically ok.
1561 * We cannot use can_player_attack_tile, because we might not
1562 * be at war with aplayer yet */
1564 || aunit != get_defender(nmap, punit, atile, NULL)) {
1565 /* We cannot attack it, or it is not the main defender. */
1566 continue;
1567 }
1568
1570 /* Cannot reach it. */
1571 continue;
1572 }
1573
1576
1577 move_time = pos.turn;
1578 if (10 < move_time) {
1579 /* Too far. */
1580 want = 0;
1581 } else {
1582 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1583 /* Take into account maintainance of the unit. */
1584 /* FIXME: Depends on the government. */
1585 want -= move_time * SHIELD_WEIGHTING;
1586 /* Take into account unhappiness
1587 * (costs 2 luxuries to compensate). */
1588 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1589 }
1591 want, MAX(1, move_time), bcost_bal);
1592 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1593 best = want;
1594 *pdest_tile = atile;
1595 if (NULL != pferrymap) {
1596 *pferrymap = NULL;
1597 }
1598 if (NULL != pferryboat) {
1599 *pferryboat = NULL;
1600 }
1601 if (NULL != pboattype) {
1602 *pboattype = NULL;
1603 }
1604 if (NULL != pmove_time) {
1606 }
1608 }
1611
1612 if (NULL != ppath) {
1615 }
1616
1618 if (NULL != ferry_map
1619 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1621 }
1622
1624
1625 return best;
1626}
1627
1628/**********************************************************************/
1637{
1638 struct pf_parameter parameter;
1639 struct pf_map *pfm;
1640 struct player *pplayer = unit_owner(punit);
1641 struct city *pcity, *best_city = NULL;
1642 int best = FC_INFINITY, cur;
1643 const struct civ_map *nmap = &(wld.map);
1644
1645 pft_fill_unit_parameter(&parameter, nmap, punit);
1646 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1647 pfm = pf_map_new(&parameter);
1648
1649 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1650 if (move_cost > best) {
1651 /* We already found a better city. No need to continue. */
1652 break;
1653 }
1654
1655 pcity = tile_city(ptile);
1656 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1657 continue;
1658 }
1659
1660 /* Score based on the move cost. */
1661 cur = move_cost;
1662
1663 /* Note the unit owner may be different from the city owner. */
1664 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1666 EFT_HP_REGEN)) {
1667 /* If we cannot regen fast our hit points here, let's make some
1668 * penalty. */
1669 cur *= 3;
1670 }
1671
1672 if (cur < best) {
1673 best_city = pcity;
1674 best = cur;
1675 }
1677
1679 return best_city;
1680}
1681
1682/**********************************************************************/
1688 struct player *pplayer,
1689 struct unit *punit)
1690{
1691 struct city *pc;
1692 bool only_continent = TRUE;
1693
1694 if (unit_transported(punit)) {
1695 /* If we are in transport, we can go to any continent.
1696 * Actually, we are not currently in a continent where to stay. */
1698 }
1699
1700 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1703 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1704 city_name_get(pc));
1705 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1706 } else {
1707 struct unit *ferry = NULL;
1708
1709 if (unit_transported(punit)) {
1710 ferry = unit_transport_get(punit);
1711
1712 /* We already are in a boat so it needs no
1713 * free capacity */
1714 if (!is_boat_free(ait, ferry, punit, 0)) {
1715 /* We cannot control our ferry. */
1716 ferry = NULL;
1717 }
1718 } else {
1719 /* We are not in a boat yet. Search for one. */
1721 if (is_boat_free(ait, aunit, punit, 1)
1723 ferry = aunit;
1724 break;
1725 }
1727 }
1728
1729 if (ferry) {
1730 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1731 city_name_get(pc));
1732 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1733 } else {
1734 /* This is not an error. Somebody else might be in charge
1735 * of the ferry. */
1736 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1737 }
1738 }
1739 } else {
1740 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1741 }
1742}
1743
1744/**********************************************************************/
1750static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1751 struct unit *punit)
1752{
1753 struct tile *dest_tile;
1754 int id = punit->id;
1755 int ct = 10;
1756 struct city *pcity = NULL;
1757
1759
1760 /* Barbarians pillage, and might keep on doing that so they sometimes
1761 * even finish it. */
1762 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1763 && fc_rand(2) == 1) {
1764 return;
1765 }
1766
1767 /* First find easy nearby enemies, anything better than pillage goes.
1768 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1769 * until it runs out of targets. */
1770 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1771 * conquered cities.
1772 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1773 * of moves too.*/
1775 return; /* we died */
1776 }
1777
1778 if (punit->moves_left <= 0) {
1779 return;
1780 }
1781
1782 /* Main attack loop */
1783 do {
1784 struct tile *start_tile = unit_tile(punit);
1785 struct pf_path *path;
1786 struct unit *ferryboat;
1787
1788 /* Then find enemies the hard way */
1789 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1790 NULL, &ferryboat, NULL, NULL);
1791 if (!same_pos(unit_tile(punit), dest_tile)) {
1792 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1793 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1794
1795 /* Adjacent and can't attack usually means we are not marines
1796 * and on a ferry. This fixes the problem (usually). */
1797 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1798 TILE_XY(dest_tile));
1799
1800 /* Set ACTIVITY_GOTO more permanently than just inside
1801 * adv_follow_path(). This way other units will know we're
1802 * on our way even if we don't reach target yet. */
1803 punit->goto_tile = dest_tile;
1805 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1806 /* Died. */
1807 pf_path_destroy(path);
1808 return;
1809 }
1810 if (NULL != ferryboat) {
1811 /* Need a boat. */
1812 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1813 pf_path_destroy(path);
1814 return;
1815 }
1816 if (0 >= punit->moves_left) {
1817 /* No moves left. */
1818 pf_path_destroy(path);
1819 return;
1820 }
1821
1822 /* Either we're adjacent or we sitting on the tile. We might be
1823 * sitting on the tile if the enemy that _was_ sitting there
1824 * attacked us and died _and_ we had enough movement to get there */
1825 if (same_pos(unit_tile(punit), dest_tile)) {
1826 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1827 TILE_XY(dest_tile));
1828 pf_path_destroy(path);
1829 break;
1830 }
1831 }
1832
1833 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1834 /* Close combat. fstk sometimes want us to attack an adjacent
1835 * enemy that rampage wouldn't */
1836 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1837 TILE_XY(dest_tile));
1838 if (!dai_unit_attack(ait, punit, dest_tile)) {
1839 /* Died */
1840 pf_path_destroy(path);
1841 return;
1842 }
1843 } else if (!same_pos(start_tile, unit_tile(punit))) {
1844 /* Got stuck. Possibly because of adjacency to an
1845 * enemy unit. Perhaps we are in luck and are now next to a
1846 * tempting target? Let's find out... */
1849 pf_path_destroy(path);
1850 return;
1851 }
1852
1853 } else {
1854 /* FIXME: This happens a bit too often! */
1855 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1856 /* No worthy enemies found, so abort loop */
1857 ct = 0;
1858 }
1859 pf_path_destroy(path);
1860
1861 ct--; /* infinite loops from railroads must be stopped */
1862 } while (punit->moves_left > 0 && ct > 0);
1863
1864 /* Cleanup phase */
1865 if (punit->moves_left == 0) {
1866 return;
1867 }
1869 if (pcity != NULL
1870 && (dai_is_ferry(punit, ait)
1871 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1872 /* Go somewhere safe */
1873 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1874 (void) dai_unit_goto(ait, punit, pcity->tile);
1875 } else if (!is_barbarian(pplayer)) {
1876 /* Nothing else to do, so try exploring. */
1877 switch (manage_auto_explorer(punit)) {
1878 case MR_DEATH:
1879 /* don't use punit! */
1880 return;
1881 case MR_OK:
1882 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1883 break;
1884 default:
1885 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1886 break;
1887 };
1888 } else {
1889 /* You can still have some moves left here, but barbarians should
1890 not sit helplessly, but advance towards nearest known enemy city */
1891 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1892 dai_military_attack_barbarian(ait, pplayer, punit);
1893 }
1894 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1895 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1896 dai_military_defend(ait, pplayer, punit);
1897 }
1898}
1899
1900/**********************************************************************/
1904static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1905{
1906 bool alive = TRUE;
1907 int ferryboat = 0;
1908 struct pf_path *path_to_ferry = NULL;
1909
1910 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1911 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1912 /* going to meet the boat */
1913 if ((ferryboat <= 0)) {
1915 "in find_boat_for_unit cannot find any boats.");
1916 /* if we are undefended on the country side go to a city */
1918 if (current_city == NULL) {
1920 if (city_near != NULL) {
1922 }
1923 }
1924 } else {
1925 if (path_to_ferry != NULL) {
1927 /* Died. */
1930 alive = FALSE;
1931 } else {
1934 alive = TRUE;
1935 }
1936 }
1937 }
1938 return alive;
1939}
1940
1941/**********************************************************************/
1950 struct tile *ctile, struct tile *ptile)
1951{
1952 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1953 bool lm = MOVE_NONE != pclass->adv.land_move,
1954 sm = MOVE_NONE != pclass->adv.sea_move;
1955 struct civ_map *pmap = &(wld.map);
1956
1957 if (lm && sm) {
1958 return FALSE;
1959 }
1960
1961 /* We could use adjc_iterate() but likely often tiles are on the same
1962 * continent and it will be more time to find where they connect */
1965
1966 if (is_ocean_tile(atile) ? sm : lm) {
1967 iterate_outward(pmap, ptile, 1, btile) {
1968 if (tile_continent(btile) == acont) {
1969 return FALSE;
1970 }
1972 }
1974
1975 if (is_tiles_adjacent(ctile, ptile)) {
1976 return FALSE;
1977 }
1978
1979 return TRUE;
1980}
1981
1982/**********************************************************************/
1988static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
1989 struct unit *punit,
1990 const struct city *dest_city,
1991 bool help_wonder,
1992 bool required_boat, bool request_boat)
1993{
1994 bool alive = TRUE;
1995 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
1996 const struct civ_map *nmap = &(wld.map);
1997
1999
2000 /* if we're not there yet, and we can move, move... */
2001 if (!same_pos(dest_city->tile, unit_tile(punit))
2002 && punit->moves_left != 0) {
2003 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2007 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2008 required_boat ? "with a boat" : "");
2009 if (required_boat) {
2010 /* to trade with boat */
2011 if (request_boat) {
2012 /* Try to find new boat */
2014 } else {
2015 /* if we are not being transported then ask for a boat again */
2016 alive = TRUE;
2019 unit_tile(punit), dest_city->tile)) {
2021 }
2022 }
2023 if (alive) {
2024 /* FIXME: sometimes we get FALSE here just because
2025 * a trireme that we've boarded can't go over an ocean. */
2026 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2027 }
2028 } else {
2029 /* to trade without boat */
2031 }
2032 }
2033
2034 /* if moving didn't kill us, and we got to the destination, handle it. */
2035 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2036 /* release the boat! */
2037 if (unit_transported(punit)) {
2039 }
2041 punit, dest_city)) {
2042 /*
2043 * We really don't want to just drop all caravans in immediately.
2044 * Instead, we want to aggregate enough caravans to build instantly.
2045 * -AJS, 990704
2046 */
2047 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2050 punit->id,
2053 unit_do_action(pplayer, punit->id, dest_city->id,
2054 0, "", ACTION_HELP_WONDER);
2056 punit, dest_city)) {
2057 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2060 punit->id,
2063 unit_do_action(pplayer, punit->id, dest_city->id,
2064 0, "", ACTION_TRADE_ROUTE);
2066 punit, dest_city)) {
2067 /* Get the one time bonus. */
2068 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2071 punit->id,
2074 unit_do_action(pplayer, punit->id, dest_city->id,
2075 0, "", ACTION_MARKETPLACE);
2076 } else {
2077 enum log_level level = LOG_NORMAL;
2078
2079 if (help_wonder) {
2080 /* A Caravan ordered to help build wonder may arrive after
2081 * enough shields to build the wonder is produced. */
2083 }
2084
2086 "%s %s[%d](%d,%d) unable to trade with %s",
2089 punit->id,
2092 }
2093 }
2094}
2095
2096/**********************************************************************/
2100static void caravan_optimize_callback(const struct caravan_result *result,
2101 void *data)
2102{
2103 const struct unit *caravan = data;
2104
2105 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2107 unit_rule_name(caravan),
2108 caravan->id,
2109 TILE_XY(unit_tile(caravan)),
2110 city_name_get(result->src),
2111 result->help_wonder ? "wonder in" : "trade to",
2112 city_name_get(result->dest),
2113 result->value);
2114}
2115
2116/**********************************************************************/
2120 struct unit *punit)
2121{
2122 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2123 struct city *phome_city = NULL;
2124 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2125
2126 if ((unit_data->task != AIUNIT_NONE)) {
2127 src = unit_tile(punit);
2129 if (phome_city != NULL) {
2131 }
2132 dest = punit->goto_tile;
2133
2134 if (src == NULL || dest == NULL) {
2135 return FALSE;
2136 }
2137
2138 /* If we have a home continent, and are not there.
2139 * (FIXME: well, why?)
2140 * (I guess because home continent is which we were supposed to leave,
2141 * not the target continent) */
2142 if (src_home_city != NULL
2144 return FALSE;
2145 }
2146
2147 if (!goto_is_sane(punit, dest)) {
2148 if (unit_transported(punit)) {
2149 /* If we're being transported */
2150 return FALSE;
2151 }
2152 if ((punit->birth_turn + 15 < game.info.turn)) {
2153 /* We are tired of waiting */
2155
2156 if (ferrys <= 0) {
2157 /* There are no ferrys available... give up */
2158 return TRUE;
2159 } else {
2160 if (punit->birth_turn + 20 < game.info.turn) {
2161 /* We are fed up! */
2162 return TRUE;
2163 }
2164 }
2165 }
2166 }
2167 }
2168
2169 return FALSE;
2170}
2171
2172/**********************************************************************/
2179 struct unit *punit)
2180{
2182 Continent_id continent;
2183
2184 fc_assert(pcity != NULL);
2185
2186 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2187 /* There is just no possible transporters. */
2188 return FALSE;
2189 }
2190 continent = tile_continent(pcity->tile);
2191
2192 /* Look for proper destination city at different continent. */
2193 city_list_iterate(pplayer->cities, acity) {
2195 if (tile_continent(acity->tile) != continent) {
2196 return TRUE;
2197 }
2198 }
2200
2202 if (aplayer == pplayer || !aplayer->is_alive) {
2203 continue;
2204 }
2205 if (pplayers_allied(pplayer, aplayer)) {
2206 city_list_iterate(aplayer->cities, acity) {
2208 if (tile_continent(acity->tile) != continent) {
2209 return TRUE;
2210 }
2211 }
2214 }
2215
2216 return FALSE;
2217}
2218
2219/**********************************************************************/
2223static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2224{
2225 struct city *nearest = NULL;
2226 int min_dist = FC_INFINITY;
2227 struct tile *current_loc = unit_tile(punit);
2229 bool alive = TRUE;
2230
2232 struct tile *ctile = city_tile(pcity);
2233
2234 if (tile_continent(ctile) == continent) {
2236
2237 if (this_dist < min_dist) {
2239 nearest = pcity;
2240 }
2241 }
2243
2244 if (nearest != NULL) {
2246 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2248 }
2249 }
2250
2251 return alive;
2252}
2253
2254/**********************************************************************/
2260static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2261 struct unit *punit)
2262{
2263 struct caravan_parameter parameter;
2264 struct caravan_result result;
2265 const struct city *homecity;
2266 const struct city *dest = NULL;
2267 struct unit_ai *unit_data;
2269 bool expect_boats = pclass->adv.ferry_types > 0;
2270 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2271 bool help_wonder = FALSE;
2272 bool required_boat = FALSE;
2273 bool request_boat = FALSE;
2275 const struct civ_map *nmap = &(wld.map);
2276
2278
2282 /* we only want units that can establish trade, enter marketplace or
2283 * help build wonders */
2284 return;
2285 }
2286
2288
2289 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2294
2295 homecity = game_city_by_number(punit->homecity);
2296 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2298 return;
2299 }
2300 homecity = game_city_by_number(punit->homecity);
2301 if (homecity == NULL) {
2302 return;
2303 }
2304 }
2305
2306 if ((unit_data->task == AIUNIT_TRADE
2307 || unit_data->task == AIUNIT_WONDER)) {
2308 /* We are moving to our destination */
2309 /* We check to see if our current goal is feasible */
2311 struct goods_type *pgood = unit_current_goods(punit, homecity);
2312
2313 if ((city_dest == NULL)
2315 || (unit_data->task == AIUNIT_TRADE
2316 && !(can_cities_trade(homecity, city_dest)
2318 pgood->replace_priority)))
2319 || (unit_data->task == AIUNIT_WONDER
2320 /* Helping the (new) production is illegal. */
2322 || (unit_data->task == AIUNIT_TRADE
2327 punit, city_dest)))
2328 || (unit_data->task == AIUNIT_WONDER
2331 punit, city_dest))) {
2332 /* destination invalid! */
2334 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2337 } else {
2338 /* destination valid, are we tired of waiting for a boat? */
2342 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2346 } else {
2347 dest = city_dest;
2348 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2349 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2351 }
2352 }
2353 }
2354
2355 if (unit_data->task == AIUNIT_NONE) {
2356 if (homecity == NULL) {
2357 /* FIXME: We shouldn't bother in getting homecity for
2358 * caravan that will then be used for wonder building. */
2360 return;
2361 }
2362 homecity = game_city_by_number(punit->homecity);
2363 if (homecity == NULL) {
2364 return;
2365 }
2366 }
2367
2369 /* Make more trade with allies than other peaceful nations
2370 * by considering only allies 50% of the time.
2371 * (the other 50% allies are still considered, but so are other nations) */
2372 if (fc_rand(2)) {
2373 /* Be optimistic about development of relations with no-contact and
2374 * cease-fire nations. */
2375 parameter.allow_foreign_trade = FTL_NONWAR;
2376 } else {
2377 parameter.allow_foreign_trade = FTL_ALLIED;
2378 }
2379
2382 parameter.callback_data = punit;
2383 }
2385 parameter.ignore_transit_time = TRUE;
2386 }
2389 parameter.ignore_transit_time = FALSE;
2390 }
2391 caravan_find_best_destination(nmap, punit, &parameter, &result,
2392 !has_handicap(pplayer, H_MAP));
2393 if (result.dest != NULL) {
2394 /* We did find a new destination for the unit */
2395 dest = result.dest;
2396 help_wonder = result.help_wonder;
2397 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2398 request_boat = required_boat;
2400 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2401 dest->tile);
2402 } else {
2403 dest = NULL;
2404 }
2405 }
2406
2407 if (required_boat && !expect_boats) {
2408 /* Would require boat, but can't have them. Render destination invalid. */
2409 dest = NULL;
2410 }
2411
2412 if (dest != NULL) {
2413 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2414 required_boat, request_boat);
2415 return; /* that may have clobbered the unit */
2416 } else {
2417 /* We have nowhere to go! */
2418 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2422 /* Should we become a defensive unit? */
2423 }
2424}
2425
2426/**********************************************************************/
2431 struct unit *punit)
2432{
2433 struct player *pplayer = unit_owner(punit);
2434 struct city *pcity = tile_city(unit_tile(punit));
2435 struct city *safe = NULL;
2436 const struct unit_type *punittype = unit_type_get(punit);
2437 bool no_recovery;
2438
2440
2441 if (pcity != NULL) {
2442 /* Rest in the city until the hitpoints are recovered, but attempt
2443 * to protect city from attack (and be opportunistic too)*/
2446 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2447 } else {
2448 return; /* We died heroically defending our city */
2449 }
2450 } else {
2451 /* Goto to nearest city to recover hit points */
2452 /* Just before, check to see if we can occupy an undefended enemy city */
2455 return; /* Oops, we died */
2456 }
2457
2458 /* Find a city to stay and go there */
2460 if (safe) {
2461 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2463 if (!dai_unit_goto(ait, punit, safe->tile)) {
2464 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2465 return;
2466 }
2467 } else {
2468 /* Oops */
2469 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2471 dai_military_attack(ait, pplayer, punit);
2472 return;
2473 }
2474 }
2475
2476 /* Is the unit still damaged? If true, and could recover hit points, do so.
2477 * Don't wait if would be losing hitpoints that way! */
2479 if (punit->hp == punittype->hp) {
2480 no_recovery = TRUE;
2481 } else {
2483
2484 if (gain < 0) {
2485 no_recovery = TRUE;
2486 } else if (gain == 0 && !punit->moved) {
2487 /* Isn't gaining even though has not moved. */
2488 no_recovery = TRUE;
2489 }
2490 }
2491 if (no_recovery) {
2492 /* We are ready to go out and kick ass again */
2493 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2495 return;
2496 } else {
2497 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2498 }
2499}
2500
2501/**********************************************************************/
2505void dai_manage_military(struct ai_type *ait, struct player *pplayer,
2506 struct unit *punit)
2507{
2508 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2509 int id = punit->id;
2510
2512
2513 /* "Escorting" aircraft should not do anything. They are activated
2514 * by their transport or charge. We do _NOT_ set them to 'done'
2515 * since they may need be activated once our charge moves. */
2516 if (unit_data->task == AIUNIT_ESCORT
2518 return;
2519 }
2520
2523 && has_handicap(pplayer, H_AWAY)) {
2524 /* Don't move sentried or fortified units controlled by a player
2525 * in away mode. */
2526 unit_data->done = TRUE;
2527 return;
2528 }
2529
2530 /* Since military units re-evaluate their actions every turn,
2531 we must make sure that previously reserved ferry is freed. */
2533
2535 /* Try hunting with this unit */
2536 if (dai_hunter_qualify(pplayer, punit)) {
2537 int result, sanity = punit->id;
2538
2539 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2540 result = dai_hunter_manage(ait, pplayer, punit);
2543 return; /* Died */
2544 }
2545 if (result == -1) {
2546 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2548 return;
2549 } else if (result >= 1) {
2551 return; /* Done moving */
2552 } else if (unit_data->task == AIUNIT_HUNTER) {
2553 /* This should be very rare */
2555 }
2556 } else if (unit_data->task == AIUNIT_HUNTER) {
2558 }
2560
2561 /* Do we have a specific job for this unit? If not, we default
2562 * to attack. */
2563 dai_military_findjob(ait, pplayer, punit);
2564
2565 switch (unit_data->task) {
2566 case AIUNIT_AUTO_WORKER:
2567 case AIUNIT_BUILD_CITY:
2568 fc_assert(FALSE); /* This is not the place for this role */
2569 break;
2570 case AIUNIT_DEFEND_HOME:
2572 dai_military_defend(ait, pplayer, punit);
2574 break;
2575 case AIUNIT_ATTACK:
2576 case AIUNIT_NONE:
2578 dai_military_attack(ait, pplayer, punit);
2580 break;
2581 case AIUNIT_ESCORT:
2583 dai_military_bodyguard(ait, pplayer, punit);
2585 break;
2586 case AIUNIT_EXPLORE:
2587 switch (manage_auto_explorer(punit)) {
2588 case MR_DEATH:
2589 /* Don't use punit! */
2590 return;
2591 case MR_OK:
2592 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2593 break;
2594 default:
2595 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2596 break;
2597 };
2598 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2599 break;
2600 case AIUNIT_RECOVER:
2604 break;
2605 case AIUNIT_HUNTER:
2606 fc_assert(FALSE); /* Dealt with above */
2607 break;
2608 default:
2610 }
2611
2612 /* If we are still alive, either sentry or fortify. */
2613 if ((punit = game_unit_by_number(id))) {
2615 struct city *pcity = tile_city(unit_tile(punit));
2616
2617 if (unit_list_find(unit_tile(punit)->units,
2618 unit_data->ferryboat)) {
2620 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2621 /* We do not need to fortify in cities - we fortify and sentry
2622 * according to home defense setup, for easy debugging. */
2623 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2628 }
2629 } else {
2631 }
2632 }
2633 }
2634}
2635
2636/**********************************************************************/
2639static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2640 struct unit *punit)
2641{
2642 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2643
2645 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2646 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2647 if (unit_data->task == AIUNIT_NONE) {
2649 }
2650}
2651
2652/**********************************************************************/
2660void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2661 struct unit *punit)
2662{
2663 struct unit_ai *unit_data;
2664 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2665 bool is_ferry = FALSE;
2666 const struct unit_type *ptype;
2667
2669
2670 /* Don't manage the unit if it is under human orders. */
2671 if (unit_has_orders(punit)) {
2673
2674 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2676 unit_data->done = TRUE;
2677 return;
2678 }
2679
2680 /* Check if we have lost our bodyguard. If we never had one, all
2681 * fine. If we had one and lost it, ask for a new one. */
2682 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2683 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2685 }
2686
2688
2689 if (punit->moves_left <= 0) {
2690 /* Can do nothing */
2691 unit_data->done = TRUE;
2692 return;
2693 }
2694
2695 is_ferry = dai_is_ferry(punit, ait);
2696
2698
2701 dai_manage_diplomat(ait, pplayer, punit);
2703 return;
2704 } else if (ptype->adv.worker
2706 dai_manage_settler(ait, pplayer, punit);
2707 return;
2712 dai_manage_caravan(ait, pplayer, punit);
2714 return;
2716 dai_manage_barbarian_leader(ait, pplayer, punit);
2717 return;
2720 dai_manage_paratrooper(ait, pplayer, punit);
2721 return;
2722 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2724 dai_manage_ferryboat(ait, pplayer, punit);
2726 return;
2727 } else if (utype_fuel(ptype)
2728 && unit_data->task != AIUNIT_ESCORT) {
2730 dai_manage_airunit(ait, pplayer, punit);
2732 return;
2733 } else if (is_losing_hp(punit)) {
2734 /* This unit is losing hitpoints over time */
2735
2736 /* TODO: We can try using air-unit code for helicopters, just
2737 * pretend they have fuel = HP / 3 or something. */
2738 unit_data->done = TRUE; /* we did our best, which was ...
2739 nothing */
2740 return;
2741 } else if (!is_special_unit(punit)) {
2743 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2744 dai_manage_military(ait, pplayer, punit);
2746 return;
2747 } else {
2748 /* what else could this be? -- Syela */
2749 switch (manage_auto_explorer(punit)) {
2750 case MR_DEATH:
2751 /* don't use punit! */
2752 break;
2753 case MR_OK:
2754 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2755 break;
2756 default:
2757 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2759 dai_military_defend(ait, pplayer, punit);
2760 break;
2761 };
2762 return;
2763 }
2764}
2765
2766/**********************************************************************/
2772static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2773{
2774 city_list_iterate(pplayer->cities, pcity) {
2775 /* The idea here is that we should never keep more than two
2776 * units in permanent defense. */
2777 int total_defense = 0;
2779 bool emergency = FALSE;
2780 int count = 0;
2785 int entertainers = 0;
2786 bool enough = FALSE;
2787
2790 entertainers += pcity->specialists[sp];
2791 }
2793
2794 martless_unhappy += entertainers; /* We want to use martial law instead
2795 * of entertainers. */
2796
2797 while (!enough
2800 && martless_unhappy > mart_each * count))) {
2801 int best_want = 0;
2802 struct unit *best = NULL;
2803 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2804
2806 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2807
2808 if ((unit_data->task == AIUNIT_NONE || emergency)
2809 && unit_data->task != AIUNIT_DEFEND_HOME
2810 && unit_owner(punit) == pplayer) {
2811 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2812
2813 if (want > best_want) {
2814 best_want = want;
2815 best = punit;
2816 }
2817 }
2819
2820 if (best == NULL) {
2821 if (defense_needed) {
2822 /* Ooops - try to grab any unit as defender! */
2823 if (emergency) {
2824 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2825 break;
2826 }
2827 emergency = TRUE;
2828 } else {
2829 break;
2830 }
2831 } else {
2832 const struct unit_type *btype = unit_type_get(best);
2833
2834 if ((martless_unhappy < mart_each * count
2835 || count >= mart_max || mart_each <= 0)
2836 && ((count >= 2
2837 && btype->attack_strength > btype->defense_strength)
2838 || (count >= 4
2839 && btype->attack_strength == btype->defense_strength))) {
2840 /* In this case attack would be better defense than fortifying
2841 * to city. */
2842 enough = TRUE;
2843 } else {
2844 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2845
2847 UNIT_LOG(loglevel, best, "Defending city");
2849 count++;
2850 }
2851 }
2852 }
2853 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2854 ", %d defenders (out of %d)", total_defense, total_attack, count,
2857}
2858
2859/**********************************************************************/
2867void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2868{
2870 dai_airlift(ait, pplayer);
2872
2873 /* Clear previous orders, if desirable, here. */
2874 unit_list_iterate(pplayer->units, punit) {
2875 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2876
2877 unit_data->done = FALSE;
2878 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2880 }
2882
2883 /* Find and set city defenders first - figure out which units are
2884 * allowed to leave home. */
2885 dai_set_defenders(ait, pplayer);
2886
2889 && !def_ai_unit_data(punit, ait)->done) {
2890 /* Though it is usually the passenger who drives the transport,
2891 * the transporter is responsible for managing its passengers. */
2892 dai_manage_unit(ait, pplayer, punit);
2893 }
2895}
2896
2897/**********************************************************************/
2903 const struct city *pcity)
2904{
2905 const struct impr_type *impr_req = NULL;
2906 const struct req_context context = {
2908 .city = pcity,
2909 .tile = city_tile(pcity),
2910 .unittype = putype,
2911 };
2912
2913 requirement_vector_iterate(&putype->build_reqs, preq) {
2915 /* Already there. */
2916 continue;
2917 }
2919 city_owner(pcity), pcity)) {
2920 /* The unit type can't be built at all. */
2921 return NULL;
2922 }
2923 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2924 /* This is (one of) the building(s) required. */
2925 impr_req = preq->source.value.building;
2926 }
2928
2929 return impr_req;
2930}
2931
2932/**********************************************************************/
2937 const struct unit_type *base)
2938{
2939 /* This is the real function: */
2940 do {
2941 base = base->obsoleted_by;
2942 if (base == test) {
2943 return TRUE;
2944 }
2945 } while (base);
2946 return FALSE;
2947}
2948
2949/**********************************************************************/
2954static void dai_manage_barbarian_leader(struct ai_type *ait,
2955 struct player *pplayer,
2956 struct unit *leader)
2957{
2959 struct pf_parameter parameter;
2960 struct pf_map *pfm;
2961 struct pf_reverse_map *pfrm;
2962 struct unit *worst_danger;
2963 int move_cost, best_move_cost;
2964 int body_guards;
2965 bool alive = TRUE;
2966 const struct civ_map *nmap = &(wld.map);
2967
2969
2970 if (leader->moves_left == 0
2972 && 1 < unit_list_size(leader_tile->units))) {
2974
2975 return;
2976 }
2977
2978 if (is_boss_of_boat(ait, leader)) {
2979 /* We are in charge. Of course, since we are the leader...
2980 * But maybe somebody more militaristic should lead our ship to battle! */
2981
2982 /* First release boat from leaders lead */
2984
2988 && warrior->moves_left > 0) {
2989 /* This seems like a good warrior to lead us in to conquest! */
2990 dai_manage_unit(ait, pplayer, warrior);
2991
2992 /* If we reached our destination, ferryboat already called
2993 * ai_manage_unit() for leader. So no need to continue here.
2994 * Leader might even be dead.
2995 * If this return is removed, surronding unit_list_iterate()
2996 * has to be replaced with unit_list_iterate_safe()*/
2997 return;
2998 }
3000 }
3001
3002 /* If we are not in charge of the boat, continue as if we
3003 * were not in a boat - we may want to leave the ship now. */
3004
3005 /* Check the total number of units able to protect our leader. */
3006 body_guards = 0;
3007 unit_list_iterate(pplayer->units, punit) {
3010 body_guards++;
3011 }
3013
3014 if (0 < body_guards) {
3015 pft_fill_unit_parameter(&parameter, nmap, leader);
3016 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3017 pfm = pf_map_new(&parameter);
3018
3019 /* Find the closest body guard.
3020 * FIXME: maybe choose the strongest too? */
3021 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3022 unit_list_iterate(ptile->units, punit) {
3023 if (unit_owner(punit) == pplayer
3026 struct pf_path *path = pf_map_path(pfm, ptile);
3027
3028 adv_follow_path(leader, path, ptile);
3029 pf_path_destroy(path);
3031 return;
3032 }
3035
3037 }
3038
3039 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3040
3041 /* Check for units we could fear. */
3042 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3043 !has_handicap(pplayer, H_MAP));
3046
3047 players_iterate(other_player) {
3048 if (other_player == pplayer) {
3049 continue;
3050 }
3051
3052 unit_list_iterate(other_player->units, punit) {
3054 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3055 best_move_cost = move_cost;
3057 }
3060
3062
3063 if (NULL == worst_danger) {
3065 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3066 return;
3067 }
3068
3070 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3071 pfm = pf_map_new(&parameter);
3073
3074 /* Try to escape. */
3075 do {
3077
3078 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3079 leader->moves_left);
3080
3083 continue;
3084 }
3085
3086 move_cost = pf_map_move_cost(pfm, near_tile);
3087 if (PF_IMPOSSIBLE_MC != move_cost
3088 && move_cost > best_move_cost) {
3090 "Barbarian leader: safest is (%d, %d), safeness %d",
3092 best_move_cost = move_cost;
3094 }
3096
3097 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3101 "Barbarian leader: reached the safest position.");
3104 return;
3105 }
3106
3108 if (alive) {
3110 /* Didn't move. No point to retry. */
3112 return;
3113 }
3115 }
3116 } while (alive && 0 < leader->moves_left);
3117
3119}
3120
3121/**********************************************************************/
3127void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3128 struct unit *punit,
3129 enum override_bool *result)
3130{
3131 int a = 0, d, db;
3132 struct player *pplayer = unit_owner(punit);
3133 struct city *pcity = tile_city(ptile);
3134 int extras_bonus = 0;
3135
3136 if (is_human(pplayer)) {
3137 /* Use advisors code for humans. */
3138 return;
3139 }
3140
3141 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3142 && !is_non_allied_unit_tile(ptile, pplayer,
3144 /* We will be safe in a friendly city */
3145 *result = OVERRIDE_FALSE;
3146 return;
3147 }
3148
3149 /* Calculate how well we can defend at (x,y) */
3150 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3152
3153 db += (db * extras_bonus) / 100;
3155
3156 adjc_iterate(&(wld.map), ptile, ptile1) {
3157 if (has_handicap(pplayer, H_FOG)
3158 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3159 /* We cannot see danger at (ptile1) => assume there is none */
3160 continue;
3161 }
3162 unit_list_iterate(ptile1->units, enemy) {
3163 if (pplayers_at_war(unit_owner(enemy), pplayer)
3165 == ATT_OK)
3167 == ATT_OK)) {
3169 if ((a * a * 10) >= d) {
3170 /* The enemies combined strength is too big! */
3171 *result = OVERRIDE_TRUE;
3172 return;
3173 }
3174 }
3177
3178 *result = OVERRIDE_FALSE;
3179}
3180
3181/**********************************************************************/
3184static void update_simple_ai_types(void)
3185{
3186 int i = 0;
3187
3190
3193 && !(pclass->adv.land_move == MOVE_NONE
3196 && punittype->transport_capacity < 8) {
3198 i++;
3199 }
3201
3203}
3204
3205/**********************************************************************/
3209{
3210 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3211 * cache; see the comment to struct unit_type *simple_ai_types at
3212 * the beginning of this file. */
3214
3216 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3217
3218 utai->low_firepower = FALSE;
3219 utai->ferry = FALSE;
3220 utai->missile_platform = FALSE;
3221 utai->carries_occupiers = FALSE;
3222 utai->potential_charges = unit_type_list_new();
3223
3226
3229
3230 /* Confirm firepower */
3232 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3234 if (utype_has_flag(penemy, pbonus->flag)) {
3235 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3236
3237 utai->low_firepower = TRUE;
3238 }
3240 }
3242
3243 /* Consider potential cargo */
3244 if (punittype->transport_capacity > 0) {
3245 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3246
3249
3252 utai->missile_platform = TRUE;
3253 } else if (pclass->adv.sea_move != MOVE_NONE
3254 && pcargo->adv.land_move != MOVE_NONE) {
3255 if (pcargo->adv.sea_move != MOVE_FULL) {
3256 utai->ferry = TRUE;
3257 } else {
3258 if (0 != utype_fuel(pctype)) {
3259 utai->ferry = TRUE;
3260 }
3261 }
3262 }
3263
3265 utai->carries_occupiers = TRUE;
3266 }
3267 }
3269 }
3270
3271 /* Consider potential charges */
3274
3275 if (0 < utype_fuel(punittype)
3276 && (0 == utype_fuel(pcharge)
3278 continue;
3279 }
3280
3281 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3282 if (chgcls == utype_class(pcharge)) {
3284 }
3286
3288 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3289 unit_type_list_append(utai->potential_charges, pcharge);
3290 }
3291
3294}
3295
3296/**********************************************************************/
3300{
3302 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3303
3304 if (utai == NULL) {
3305 continue;
3306 }
3308
3309 unit_type_list_destroy(utai->potential_charges);
3310 free(utai);
3312}
3313
3314/**********************************************************************/
3317void dai_unit_init(struct ai_type *ait, struct unit *punit)
3318{
3319 /* Make sure that contents of unit_ai structure are correctly initialized,
3320 * if you ever allocate it by some other mean than fc_calloc() */
3321 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3322
3323 unit_data->done = FALSE;
3324 unit_data->cur_pos = NULL;
3325 unit_data->prev_pos = NULL;
3326 unit_data->target = 0;
3327 BV_CLR_ALL(unit_data->hunted);
3328 unit_data->ferryboat = 0;
3329 unit_data->passenger = 0;
3330 unit_data->bodyguard = 0;
3331 unit_data->charge = 0;
3332
3334}
3335
3336/**********************************************************************/
3339void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3340{
3341 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3342
3344
3345 BV_CLR_ALL(unit_data->hunted);
3346}
3347
3348/**********************************************************************/
3351void dai_unit_close(struct ai_type *ait, struct unit *punit)
3352{
3353 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3354
3356
3359
3360 if (unit_data != NULL) {
3363 }
3364}
3365
3366/**********************************************************************/
3369void dai_unit_save(struct ai_type *ait, const char *aitstr,
3370 struct section_file *file,
3371 const struct unit *punit, const char *unitstr)
3372{
3373 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3374
3375 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3376 unitstr, aitstr);
3377 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3378 unitstr, aitstr);
3379 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3380 unitstr, aitstr);
3381 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3382 unitstr, aitstr);
3383}
3384
3385/**********************************************************************/
3388void dai_unit_load(struct ai_type *ait, const char *aitstr,
3389 const struct section_file *file,
3390 struct unit *punit, const char *unitstr)
3391{
3392 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3393
3394 unit_data->passenger
3395 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3396 unitstr, aitstr);
3397 unit_data->ferryboat
3398 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3399 unitstr, aitstr);
3400 unit_data->charge
3401 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3402 unitstr, aitstr);
3403 unit_data->bodyguard
3404 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3405 unitstr, aitstr);
3406}
3407
3413
3414/**********************************************************************/
3417static bool role_unit_cb(struct unit_type *ptype, void *data)
3418{
3419 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3421 const struct civ_map *nmap = &(wld.map);
3422
3423 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3424 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3425 return FALSE;
3426 }
3427
3428 if (cb_data->build_city == NULL
3429 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3430 return TRUE;
3431 }
3432
3433 return FALSE;
3434}
3435
3436/**********************************************************************/
3440 enum terrain_class tc)
3441{
3442 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3443
3445}
3446
3447/**********************************************************************/
3450bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3451 const struct unit *defender)
3452{
3453 struct pf_parameter parameter;
3454 struct pf_map *pfm;
3455 const struct tile *ptarget = unit_tile(defender);
3456 int max_move_cost = attacker->moves_left;
3457 bool able_to_strike = FALSE;
3458 const struct civ_map *nmap = &(wld.map);
3459
3460 pft_fill_unit_parameter(&parameter, nmap, attacker);
3461 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3462 pfm = pf_map_new(&parameter);
3463
3464 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3465 if (move_cost > max_move_cost) {
3466 break;
3467 }
3468
3469 if (ptile == ptarget) {
3471 break;
3472 }
3474
3476
3477 return able_to_strike;
3478}
3479
3480/**********************************************************************/
3483void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3484 struct tile *target, enum override_bool *allow)
3485{
3486 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3487
3488 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3490
3491 return;
3492 }
3493}
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:3091
static struct action * action_by_number(action_id act_id)
Definition actions.h:396
#define ACTION_NONE
Definition actions.h:55
#define TRADE_WEIGHTING
Definition advbuilding.h:21
#define SHIELD_WEIGHTING
Definition advbuilding.h:20
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:47
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:415
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:406
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:385
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:396
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:359
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:86
#define POWER_DIVIDER
Definition advtools.h:32
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aidiplomat.c:723
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition aiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition aiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aiferry.c:1113
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition aiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition aiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition aiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition aiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition aiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition aiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition aiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition aiguard.h:21
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:682
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1860
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:804
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_list_iterate(citylist, pcity)
Definition city.h:505
#define city_tile(_pcity_)
Definition city.h:561
@ CITIZEN_ANGRY
Definition city.h:268
@ CITIZEN_UNHAPPY
Definition city.h:267
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
@ FEELING_NATIONALITY
Definition city.h:279
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:717
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:76
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:487
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:821
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:287
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:435
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:90
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:42
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1281
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:1416
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:3369
static bool has_defense(struct city *pcity)
Definition daiunit.c:222
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:342
void dai_manage_military(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2505
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2223
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:1988
int unittype_def_rating_squared(const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition daiunit.c:304
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:700
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3208
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1687
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:1062
static void invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1020
static void update_simple_ai_types(void)
Definition daiunit.c:3184
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2902
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3483
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1904
static void reinforcements_cost_and_value(struct unit *punit, struct tile *ptile0, int *value, int *cost)
Definition daiunit.c:375
struct unit_type * simple_ai_types[U_LAST]
Definition daiunit.c:126
static void dai_airlift(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:169
int build_cost_balanced(const struct unit_type *punittype)
Definition daiunit.c:250
bool dai_unit_can_strike_my_unit(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:3450
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2936
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:634
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:992
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2867
adv_want look_for_charge(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:715
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2260
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:1140
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2772
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2660
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3417
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1750
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3339
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2639
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c:366
#define LOG_CARAVAN2
Definition daiunit.c:89
static struct city * find_neediest_airlift_city(struct ai_type *ait, const struct player *pplayer)
Definition daiunit.c:138
static int unit_def_rating(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:278
static bool dai_is_unit_tired_waiting_boat(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2119
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:457
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:835
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1636
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2954
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2430
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:268
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:522
static bool is_my_turn(struct unit *punit, struct unit *pdef)
Definition daiunit.c:400
static int unit_def_rating_squared(const struct unit *punit, const struct unit *pdef)
Definition daiunit.c:291
void dai_unit_init(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3317
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3127
static void dai_military_findjob(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:853
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1949
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:3388
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2100
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3351
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3299
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3439
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:946
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:601
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2178
#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:3034
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2956
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:1031
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1063
@ RPT_CERTAIN
Definition fc_types.h:533
@ AUT_AUTO_WORKER
Definition fc_types.h:229
#define ADV_WANT_PRINTF
Definition fc_types.h:1064
@ O_LUXURY
Definition fc_types.h:101
signed short Continent_id
Definition fc_types.h:231
override_bool
Definition fc_types.h:94
@ OVERRIDE_TRUE
Definition fc_types.h:94
@ OVERRIDE_FALSE
Definition fc_types.h:94
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1067
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1076
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:364
#define iterate_outward_end
Definition map.h:368
#define adjc_iterate_end
Definition map.h:430
static int index_to_map_pos_y(int mindex)
Definition map.h:752
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:388
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:425
#define square_iterate_end
Definition map.h:391
static int index_to_map_pos_x(int mindex)
Definition map.h:743
#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:318
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:330
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:490
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:869
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:84
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:843
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:952
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:894
void pft_fill_utype_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit_type *punittype, struct tile *pstart_tile, struct player *pplayer)
Definition pf_tools.c:879
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1229
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1388
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_human(plr)
Definition player.h:231
#define fc_rand(_size)
Definition rand.h:56
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
bool is_req_active(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
Definition specialist.c:217
#define specialist_type_iterate_end
Definition specialist.h:79
#define specialist_type_iterate(sp)
Definition specialist.h:73
#define CITY_LOG(loglevel, pcity, msg,...)
Definition srv_log.h:83
#define LOGLEVEL_HUNT
Definition srv_log.h:35
#define UNIT_LOG(loglevel, punit, msg,...)
Definition srv_log.h:98
#define LOG_AI_TEST
Definition srv_log.h:38
@ AIT_RECOVER
Definition srv_log.h:68
@ AIT_FSTK
Definition srv_log.h:54
@ AIT_CARAVAN
Definition srv_log.h:56
@ AIT_RAMPAGE
Definition srv_log.h:71
@ AIT_ATTACK
Definition srv_log.h:66
@ AIT_HUNTER
Definition srv_log.h:57
@ AIT_BODYGUARD
Definition srv_log.h:69
@ AIT_DEFENDERS
Definition srv_log.h:55
@ AIT_AIRUNIT
Definition srv_log.h:60
@ AIT_FERRY
Definition srv_log.h:70
@ AIT_MILITARY
Definition srv_log.h:67
@ AIT_DIPLOMAT
Definition srv_log.h:59
@ AIT_AIRLIFT
Definition srv_log.h:58
@ TIMER_STOP
Definition srv_log.h:76
@ TIMER_START
Definition srv_log.h:76
#define TIMING_LOG(timer, activity)
Definition srv_log.h:125
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
unsigned int danger
Definition daicity.h:47
int bcost
Definition daicity.h:44
Definition ai.h:50
void(* callback)(const struct caravan_result *result, void *data)
Definition caravan.h:124
enum foreign_trade_limit allow_foreign_trade
Definition caravan.h:99
bool ignore_transit_time
Definition caravan.h:108
void * callback_data
Definition caravan.h:125
const struct city * src
Definition caravan.h:52
const struct city * dest
Definition caravan.h:53
bool help_wonder
Definition caravan.h:57
double value
Definition caravan.h:56
Definition city.h:317
struct adv_city * adv
Definition city.h:449
struct tile * tile
Definition city.h:319
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:177
struct civ_game::@32::@36 server
struct city_list * cities
Definition player.h:281
struct unit_list * units
Definition player.h:282
bool is_alive
Definition player.h:268
const struct player * player
enum terrain_class tc
Definition daiunit.c:3410
struct city * build_city
Definition daiunit.c:3411
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
struct unit_adv * adv
Definition unit.h:239
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:612
#define is_ocean_tile(ptile)
Definition terrain.h:196
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:233
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
#define tile_terrain(_tile)
Definition tile.h:111
#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:2327
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2447
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2265
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:186
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2518
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2220
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2718
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:383
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:393
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2930
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:297
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity)
Definition unit.c:892
bool is_special_unit(const struct unit *punit)
Definition unit.c:350
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2502
bool is_guard_unit(const struct unit *punit)
Definition unit.c:340
bool unit_has_orders(const struct unit *punit)
Definition unit.c:202
#define unit_tile(_pu)
Definition unit.h:404
#define unit_cargo_iterate_end
Definition unit.h:585
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:582
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:403
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:440
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6663
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3338
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6562
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:1197
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2242
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2259
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1593
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:205
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1474
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1490
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2304
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2505
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:393
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:214
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:196
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:270
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2745
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:282
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2753
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1444
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:449
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:377
#define utype_class(_t_)
Definition unittype.h:756
#define utype_fuel(ptype)
Definition unittype.h:846
#define combat_bonus_list_iterate_end
Definition unittype.h:489
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:487
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:947
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:939
#define unit_type_iterate(_p)
Definition unittype.h:862
#define unit_type_list_iterate_end
Definition unittype.h:949
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:869
#define unit_class_list_iterate_end
Definition unittype.h:941