Freeciv-3.4
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daiunit.c
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1/***********************************************************************
2 Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
3 This program is free software; you can redistribute it and/or modify
4 it under the terms of the GNU General Public License as published by
5 the Free Software Foundation; either version 2, or (at your option)
6 any later version.
7
8 This program is distributed in the hope that it will be useful,
9 but WITHOUT ANY WARRANTY; without even the implied warranty of
10 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 GNU General Public License for more details.
12***********************************************************************/
13
14#ifdef HAVE_CONFIG_H
15#include <fc_config.h>
16#endif
17
18#include <math.h>
19
20/* utility */
21#include "bitvector.h"
22#include "log.h"
23#include "mem.h"
24#include "nation.h"
25#include "rand.h"
26#include "registry.h"
27#include "shared.h"
28#include "timing.h"
29
30/* common */
31#include "city.h"
32#include "combat.h"
33#include "game.h"
34#include "government.h"
35#include "map.h"
36#include "movement.h"
37#include "packets.h"
38#include "specialist.h"
39#include "traderoutes.h"
40#include "unit.h"
41#include "unitlist.h"
42
43/* common/aicore */
44#include "caravan.h"
45#include "pf_tools.h"
46
47/* server */
48#include "barbarian.h"
49#include "citytools.h"
50#include "cityturn.h"
51#include "diplomats.h"
52#include "maphand.h"
53#include "srv_log.h"
54#include "unithand.h"
55#include "unittools.h"
56
57/* server/advisors */
58#include "advbuilding.h"
59#include "advgoto.h"
60#include "advtools.h"
61#include "autoexplorer.h"
62#include "autoworkers.h"
63
64/* ai */
65#include "difficulty.h"
66#include "handicaps.h"
67
68/* ai/default */
69#include "daiair.h"
70#include "daicity.h"
71#include "daidata.h"
72#include "daidiplomat.h"
73#include "daieffects.h"
74#include "daiferry.h"
75#include "daiguard.h"
76#include "daihunter.h"
77#include "dailog.h"
78#include "daimilitary.h"
79#include "daiparadrop.h"
80#include "daiplayer.h"
81#include "daitools.h"
82
83#include "daiunit.h"
84
85
86#define LOGLEVEL_RECOVERY LOG_DEBUG
87#define LOG_CARAVAN LOG_DEBUG
88#define LOG_CARAVAN2 LOG_DEBUG
89#define LOG_CARAVAN3 LOG_DEBUG
90
91static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
92static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
93 struct unit *punit);
94static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
95 struct unit *punit);
96static void dai_manage_barbarian_leader(struct ai_type *ait,
97 struct player *pplayer,
98 struct unit *leader);
99
100static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
101 struct player *pplayer, struct unit *punit);
102static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
103 struct unit *punit);
104static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
105 struct unit *punit);
106
107static bool unit_role_defender(const struct unit_type *punittype);
108static int unit_def_rating_squared(const struct unit *punit,
109 const struct unit *pdef);
110
111/*
112 * Cached values. Updated by update_simple_ai_types.
113 *
114 * This a hack to enable emulation of old loops previously hardwired
115 * as
116 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
117 *
118 * (Could probably just adjust the loops themselves fairly simply,
119 * but this is safer for regression testing.)
120 *
121 * Not dealing with planes yet.
122 *
123 * Terminated by nullptr.
124 */
126
127/**********************************************************************/
137static struct city *find_neediest_airlift_city(struct ai_type *ait,
138 const struct player *pplayer)
139{
140 struct city *neediest_city = nullptr;
141 int most_danger = 0;
142 int most_urgent = 0;
143
144 city_list_iterate(pplayer->cities, pcity) {
145 struct ai_city *city_data = def_ai_city_data(pcity, ait);
146
147 if (pcity->airlift) {
148 if (city_data->urgency > most_urgent) {
149 most_urgent = city_data->urgency;
151 } else if (0 == most_urgent /* Urgency trumps danger */
152 && city_data->danger > most_danger) {
153 most_danger = city_data->danger;
155 }
156 }
158
159 return neediest_city;
160}
161
162/**********************************************************************/
168static void dai_airlift(struct ai_type *ait, struct player *pplayer)
169{
170 struct city *most_needed;
171 int comparison;
172 struct unit *transported;
173 const struct civ_map *nmap = &(wld.map);
174
175 do {
177 comparison = 0;
178 transported = nullptr;
179
180 if (!most_needed) {
181 return;
182 }
183
184 unit_list_iterate(pplayer->units, punit) {
185 struct tile *ptile = (unit_tile(punit));
186 struct city *pcity = tile_city(ptile);
187
188 if (pcity) {
189 struct ai_city *city_data = def_ai_city_data(pcity, ait);
190 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
191 const struct unit_type *ptype = unit_type_get(punit);
192
193 if (city_data->urgency == 0
196 && DEFENSE_POWER(ptype) > 2
197 && (unit_data->task == AIUNIT_NONE
198 || unit_data->task == AIUNIT_DEFEND_HOME)
199 && IS_ATTACKER(ptype)) {
200 comparison = city_data->danger;
201 transported = punit;
202 }
203 }
205 if (!transported) {
206 return;
207 }
208 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
210 unit_do_action(pplayer, transported->id, most_needed->id,
211 0, "", ACTION_AIRLIFT);
212 } while (TRUE);
213}
214
215/**********************************************************************/
221static bool has_defense(struct city *pcity)
222{
223 struct tile *ptile = city_tile(pcity);
224
225 unit_list_iterate(ptile->units, punit) {
227 && punit->hp != 0) {
229
230 if (pclass->non_native_def_pct > 0
231 || is_native_tile_to_class(pclass, ptile)) {
232 return TRUE;
233 }
234 }
235 }
237
238 return FALSE;
239}
240
241/**********************************************************************/
250{
251 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
252 (punittype->attack_strength + punittype->defense_strength);
253}
254
255/**********************************************************************/
258static int unit_att_rating_now(const struct unit *punit)
259{
262}
263
264/**********************************************************************/
267static int unit_att_rating_squared(const struct unit *punit)
268{
269 int v = adv_unit_att_rating(punit);
270
271 return v * v;
272}
273
274/**********************************************************************/
277static int unit_def_rating(const struct unit *attacker,
278 const struct unit *defender)
279{
280 const struct unit_type *def_type = unit_type_get(defender);
281
282 return (get_total_defense_power(attacker, defender)
283 * (attacker->id != 0 ? defender->hp : def_type->hp)
284 * def_type->firepower / POWER_DIVIDER);
285}
286
287/**********************************************************************/
290static int unit_def_rating_squared(const struct unit *attacker,
291 const struct unit *defender)
292{
293 int v = unit_def_rating(attacker, defender);
294
295 return v * v;
296}
297
298/**********************************************************************/
304 const struct unit_type *def_type,
305 struct player *def_player,
306 struct tile *ptile, bool fortified,
307 int veteran)
308{
309 struct civ_map *nmap = &(wld.map);
311 ptile, fortified, veteran)
312 * def_type->hp * def_type->firepower / POWER_DIVIDER;
313
314 return v * v;
315}
316
317/**********************************************************************/
342 int victim_count)
343{
345
346 /* attractiveness danger */
349
350 return desire;
351}
352
353/**********************************************************************/
365static int avg_benefit(int benefit, int loss, double chance)
366{
367 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
368}
369
370/**********************************************************************/
375 struct tile *ptile0,
376 int *value, int *cost)
377{
378 *cost = 0;
379 *value = 0;
380 square_iterate(&(wld.map), ptile0, 1, ptile) {
381 unit_list_iterate(ptile->units, aunit) {
382 if (aunit != punit
384 int val = adv_unit_att_rating(aunit);
385
386 if (val != 0) {
387 *value += val;
389 }
390 }
393}
394
395/**********************************************************************/
399static bool is_my_turn(struct unit *punit, struct unit *pdef)
400{
401 int val = unit_att_rating_now(punit);
402 int cur, d;
403 const struct unit_type *def_type = unit_type_get(pdef);
404 struct tile *def_tile = unit_tile(pdef);
405 struct civ_map *nmap = &(wld.map);
406
408
409 square_iterate(nmap, def_tile, 1, ptile) {
410 unit_list_iterate(ptile->units, aunit) {
411 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
412 continue;
413 }
415 != ATT_OK)
417 pdef, def_tile)
418 != ATT_OK)) {
419 continue;
420 }
423 FALSE, 0);
424 if (d == 0) {
425 return TRUE; /* Thanks, Markus -- Syela */
426 }
430 FALSE, 0) / d;
431 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
432 return FALSE;
433 }
436
437 return TRUE;
438}
439
440/**********************************************************************/
445 struct unit *punit,
446 struct tile *ptile)
447{
448 enum gen_action selected;
449
451 punit, ptile))
452 == ACTION_NONE
454 punit, ptile))
455 == ACTION_NONE
457 punit, ptile))
458 == ACTION_NONE
460 punit, ptile))
461 == ACTION_NONE) {
462 return ACTION_NONE;
463 }
464
465 return selected;
466}
467
468/**********************************************************************/
484static int dai_rampage_want(struct unit *punit, struct tile *ptile)
485{
486 struct player *pplayer = unit_owner(punit);
487 struct unit *pdef;
488 struct civ_map *nmap = &(wld.map);
489
491
492 if (can_unit_attack_tile(punit, nullptr, ptile)
493 && (pdef = get_defender(nmap, punit, ptile, nullptr))
494 /* Action enablers might prevent attacking */
496 /* See description of kill_desire() about these variables. */
500
501 attack *= attack;
502
503 /* If the victim is in the city/fortress, we correct the benefit
504 * with our health because there could be reprisal attacks.
505 * We shouldn't send already injured units to useless suicide.
506 * Note that we do not specially encourage attacks against
507 * cities: rampage is a hit-n-run operation. */
508 if (!is_stack_vulnerable(ptile)
509 && unit_list_size(ptile->units) > 1) {
511 }
512
513 /* If we have non-zero attack rating... */
514 if (attack > 0 && is_my_turn(punit, pdef)) {
515 double chance = unit_win_chance(nmap, punit, pdef, nullptr);
517
518 /* No need to amortize, our operation takes one turn. */
519 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
520 desire,
523
524 return MAX(0, desire);
525 }
526 } else if (0 == unit_list_size(ptile->units)) {
527 /* No defender. */
528 struct city *pcity = tile_city(ptile);
529
530 /* ...and free foreign city waiting for us. Who would resist! */
531 if (pcity != nullptr
532 && pplayers_at_war(pplayer, city_owner(pcity))
535 }
536
537 /* ...or tiny pleasant hut here! */
538 /* FIXME: unhardcode and variate the desire to enter a hut. */
539 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
540 && is_native_tile(unit_type_get(punit), ptile)) {
541 return -RAMPAGE_HUT_OR_BETTER;
542 }
543 }
544
545 return 0;
546}
547
548/**********************************************************************/
551static struct pf_path *find_rampage_target(struct unit *punit,
552 int thresh_adj, int thresh_move)
553{
554 struct pf_map *tgt_map;
555 struct pf_path *path = nullptr;
556 struct pf_parameter parameter;
557 /* Coordinates of the best target (initialize to silence compiler) */
558 struct tile *ptile = unit_tile(punit);
559 /* Want of the best target */
560 int max_want = 0;
561 struct player *pplayer = unit_owner(punit);
562 const struct civ_map *nmap = &(wld.map);
563
565 parameter.omniscience = !has_handicap(pplayer, H_MAP);
566 /* When trying to find rampage targets we ignore risks such as
567 * enemy units because we are looking for trouble!
568 * Hence no call ai_avoid_risks()
569 */
570
571 tgt_map = pf_map_new(&parameter);
573 int want;
574 bool move_needed;
575 int thresh;
576
577 if (move_cost > punit->moves_left) {
578 /* This is too far */
579 break;
580 }
581
582 if (has_handicap(pplayer, H_TARGETS)
583 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
584 /* The target is under fog of war */
585 continue;
586 }
587
589
590 /* Negative want means move needed even though the tiles are adjacent */
592 || want < 0);
593 /* Select the relevant threshold */
595 want = (want < 0 ? -want : want);
596
597 if (want > max_want && want > thresh) {
598 /* The new want exceeds both the previous maximum
599 * and the relevant threshold, so it's worth recording */
600 max_want = want;
601 ptile = iter_tile;
602 }
604
605 if (max_want > 0) {
606 /* We found something */
607 path = pf_map_path(tgt_map, ptile);
608 fc_assert(path != nullptr);
609 }
610
612
613 return path;
614}
615
616/**********************************************************************/
631 int thresh_move)
632{
633 int count = punit->moves_left + 1; /* Break any infinite loops */
634 struct pf_path *path = nullptr;
635
638
640 /* This teaches the AI about the dangers inherent in occupychance. */
642
643 while (count-- > 0 && punit->moves_left > 0
645 if (!adv_unit_execute_path(punit, path)) {
646 /* Died */
647 count = -1;
648 }
649 pf_path_destroy(path);
650 path = nullptr;
651 }
652
653 fc_assert(path == nullptr);
654
656 return (count >= 0);
657}
658
659/**********************************************************************/
663static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
664 struct unit *punit)
665{
666 struct unit *aunit = aiguard_charge_unit(ait, punit);
667 struct city *acity = aiguard_charge_city(ait, punit);
668 struct tile *ptile;
669
671 CHECK_GUARD(ait, punit);
672
673 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
674 /* protect a unit */
675 if (aunit->goto_tile != nullptr) {
676 /* Our charge is going somewhere: maybe we should meet them there */
677 /* FIXME: This probably isn't the best algorithm for this. */
679 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
680 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
681
682 if (me2goal < me2them
686 ptile = aunit->goto_tile;
687 } else {
688 ptile = unit_tile(aunit);
689 }
690 } else {
691 ptile = unit_tile(aunit);
692 }
693 } else if (acity && city_owner(acity) == unit_owner(punit)) {
694 /* protect a city */
695 ptile = acity->tile;
696 } else {
697 /* should be impossible */
698 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
699 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
700 return;
701 }
702
703 if (same_pos(unit_tile(punit), ptile)) {
704 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
705 } else {
706 if (goto_is_sane(punit, ptile)) {
707 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
708 if (!dai_gothere(ait, pplayer, punit, ptile)) {
709 /* We died */
710 return;
711 }
712 } else {
713 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
714 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
715 }
716 }
717
718 /* We might have stopped because of an enemy nearby.
719 * Perhaps we can kill it.*/
722 && same_pos(unit_tile(punit), ptile)) {
723 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
724 }
725}
726
727/**********************************************************************/
730static bool unit_role_defender(const struct unit_type *punittype)
731{
733}
734
735/**********************************************************************/
745adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
746 struct player *pplayer, struct unit *punit,
747 struct unit **aunit, struct city **acity)
748{
749 struct pf_parameter parameter;
750 struct pf_map *pfm;
751 struct city *pcity;
752 struct ai_city *data, *best_data = nullptr;
754 int def, best_def = -1;
755 /* Arbitrary: 3 turns. */
756 const int max_move_cost = 3 * unit_move_rate(punit);
757
758 *aunit = nullptr;
759 *acity = nullptr;
760
761 if (toughness == 0) {
762 /* Useless */
763 return 0;
764 }
765
766 pft_fill_unit_parameter(&parameter, nmap, punit);
767 parameter.omniscience = !has_handicap(pplayer, H_MAP);
768 pfm = pf_map_new(&parameter);
769
770 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
771 if (move_cost > max_move_cost) {
772 /* Consider too far. */
773 break;
774 }
775
776 pcity = tile_city(ptile);
777
778 /* Consider unit bodyguard. */
779 unit_list_iterate(ptile->units, buddy) {
780 const struct unit_type *ptype = unit_type_get(punit);
781 const struct unit_type *buddy_type = unit_type_get(buddy);
782
783 /* TODO: allied unit bodyguard? */
785 || unit_owner(buddy) != pplayer
786 || !aiguard_wanted(ait, buddy)
792
793 continue;
794 }
795
797 if (0 >= def) {
798 continue;
799 }
800
802 /* Reduce want based on move cost. We can't do this for
803 * transports since they move around all the time, leading
804 * to hilarious flip-flops. */
805 def >>= move_cost / (2 * unit_move_rate(punit));
806 }
807 if (def > best_def) {
808 *aunit = buddy;
809 *acity = nullptr;
810 best_def = def;
811 }
813
814 /* City bodyguard. TODO: allied city bodyguard? */
815 if (ai_fuzzy(pplayer, TRUE)
816 && pcity != nullptr
817 && city_owner(pcity) == pplayer
818 && (data = def_ai_city_data(pcity, ait))
819 && 0 < data->urgency) {
820 if (best_data != nullptr
821 && (0 < best_data->grave_danger
822 || best_data->urgency > data->urgency
823 || ((best_data->danger > data->danger
824 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
825 && 0 == data->grave_danger))) {
826 /* Chances are we'll be between cities when we are needed the most!
827 * Resuming pf_map_move_costs_iterate()... */
828 continue;
829 }
830 def = (data->danger - assess_defense_quadratic(ait, pcity));
831 if (def <= 0) {
832 continue;
833 }
834 /* Reduce want based on move cost. */
835 def >>= move_cost / (2 * unit_move_rate(punit));
836 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
837 *acity = pcity;
838 *aunit = nullptr;
839 best_def = def;
840 best_data = data;
841 }
842 }
844
846
847 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
849 (*acity != nullptr ? city_name_get(*acity)
850 : (*aunit != nullptr ? unit_rule_name(*aunit) : "")),
852 : (*aunit != nullptr ?
855 : (*aunit != nullptr ?
857
858 return ((best_def * 100) / toughness);
859}
860
861/**********************************************************************/
865 const struct unit_type *followee,
866 struct ai_type *ait)
867{
868 struct unit_type_ai *utai = utype_ai_data(follower, ait);
869
870 unit_type_list_iterate(utai->potential_charges, pcharge) {
871 if (pcharge == followee) {
872 return TRUE;
873 }
875
876 return FALSE;
877}
878
879/**********************************************************************/
882static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
883 struct player *pplayer, struct unit *punit)
884{
885 const struct unit_type *punittype = unit_type_get(punit);
886 struct unit_ai *unit_data;
887
889
890 /* Keep barbarians aggressive and primitive */
891 if (is_barbarian(pplayer)) {
892 if (is_land_barbarian(pplayer)) {
894
896 /* Land barbarians pillage */
898 }
899 }
900 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
901
902 return;
903 }
904
906
907 /* If I am a bodyguard, check whether I can do my job. */
908 if (unit_data->task == AIUNIT_ESCORT
909 || unit_data->task == AIUNIT_DEFEND_HOME) {
911 }
912
913 if (aiguard_has_charge(ait, punit)
914 && unit_data->task == AIUNIT_ESCORT) {
915 struct unit *aunit = aiguard_charge_unit(ait, punit);
916 struct city *acity = aiguard_charge_city(ait, punit);
917 struct ai_city *city_data = nullptr;
918
919 if (acity != nullptr) {
921 }
922
923 /* Check if the city we are on our way to rescue is still in danger,
924 * or the unit we should protect is still alive... */
925 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
928 && city_data->urgency != 0
929 && city_data->danger > assess_defense_quadratic(ait, acity))) {
930 return; /* Yep! */
931 } else {
932 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr); /* Nope! */
933 }
934 }
935
936 /* Is the unit badly damaged? */
937 if ((unit_data->task == AIUNIT_RECOVER
938 && punit->hp < punittype->hp)
939 || punit->hp < punittype->hp * 0.25) { /* WAG */
940 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
941 dai_unit_new_task(ait, punit, AIUNIT_RECOVER, nullptr);
942 return;
943 }
944
947 /* This is a defending unit that doesn't need to stay put.
948 * It needs to defend something, but not necessarily where it's at.
949 * Therefore, it will consider becoming a bodyguard. -- Syela */
950 struct city *acity;
951 struct unit *aunit;
952
953 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
954 if (acity) {
957 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
958 } else if (aunit) {
961 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
962 }
963 }
965}
966
967/**********************************************************************/
976static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
977 struct unit *punit)
978{
979 struct city *pcity = aiguard_charge_city(ait, punit);
980
982
983 if (!pcity || city_owner(pcity) != pplayer) {
985 /* Do not stay defending an allied city forever */
987 }
988
989 if (!pcity) {
990 /* Try to find a place to rest. Sitting duck out in the wilderness
991 * is generally a bad idea, since we protect no cities that way, and
992 * it looks silly. */
993 pcity = find_closest_city(unit_tile(punit), nullptr, pplayer,
996 }
997
998 if (!pcity) {
1000 }
1001
1004 /* ... We survived */
1005 if (pcity) {
1006 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
1007 if (same_pos(unit_tile(punit), pcity->tile)) {
1008 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
1010 } else {
1011 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
1012 }
1013 } else {
1014 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
1015 }
1016 }
1017}
1018
1019/**********************************************************************/
1023 const struct unit_type *utype,
1024 int which)
1025{
1026 int attacks;
1027
1028 if (utype_action_takes_all_mp(utype,
1030 attacks = 1;
1031 } else {
1032 attacks = utype->move_rate;
1033 }
1034 city_data->invasion.attack += attacks;
1035 if (which == INVASION_OCCUPY) {
1036 city_data->invasion.occupy++;
1037 }
1038}
1039
1040/**********************************************************************/
1050static bool invasion_funct(struct ai_type *ait, struct unit *punit,
1051 bool dest, int radius, int which)
1052{
1053 struct tile *ptile;
1054 struct player *pplayer = unit_owner(punit);
1055
1057
1058 if (dest) {
1060
1061 ptile = punit->goto_tile;
1062 } else {
1063 ptile = unit_tile(punit);
1064 }
1065
1066 square_iterate(&(wld.map), ptile, radius, tile1) {
1067 struct city *pcity = tile_city(tile1);
1068
1069 if (pcity
1071 && (dest || !has_defense(pcity))) {
1072 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1073
1074 /* Unit itself */
1076
1077 /* Cargo */
1078 unit_cargo_iterate(punit, cargo) {
1079 const struct unit_type *utype = unit_type_get(cargo);
1080
1081 if (IS_ATTACKER(utype)) {
1085 }
1087 }
1089
1090 return TRUE;
1091}
1092
1093/**********************************************************************/
1096bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1097 struct tile *dest_tile,
1098 const struct unit_type *cargo_type,
1099 const struct unit_type *ferry_type,
1100 struct tile **ferry_dest, struct tile **beachhead_tile)
1101{
1102 if (tile_city(dest_tile) == nullptr
1104 /* Unit can directly go to 'dest_tile'. */
1105 struct tile *best_tile = nullptr;
1107
1108 if (beachhead_tile != nullptr) {
1109 *beachhead_tile = dest_tile;
1110 }
1111
1112 adjc_iterate(&(wld.map), dest_tile, ptile) {
1114 if (cost != PF_IMPOSSIBLE_MC
1115 && (best_tile == nullptr || cost < best_cost)) {
1116 best_tile = ptile;
1117 best_cost = cost;
1118 }
1120
1121 if (ferry_dest != nullptr) {
1123 }
1124
1125 return (PF_IMPOSSIBLE_MC != best_cost);
1126 } else {
1127 /* We need to find a beach around 'dest_tile'. */
1128 struct tile *best_tile = nullptr, *best_beach = nullptr;
1132
1133 tile_list_append(checked_tiles, dest_tile);
1134 adjc_iterate(&(wld.map), dest_tile, beach) {
1136 /* Can land there. */
1137 adjc_iterate(&(wld.map), beach, ptile) {
1138 if (!tile_list_search(checked_tiles, ptile)
1139 && !is_non_allied_unit_tile(ptile, pplayer,
1140 flagless_ferry)) {
1143 if (cost != PF_IMPOSSIBLE_MC
1144 && (best_tile == nullptr || cost < best_cost)) {
1145 best_beach = beach;
1146 best_tile = ptile;
1147 best_cost = cost;
1148 }
1149 }
1151 }
1153
1155
1156 if (beachhead_tile != nullptr) {
1158 }
1159 if (ferry_dest != nullptr) {
1161 }
1162
1163 return (PF_IMPOSSIBLE_MC != best_cost);
1164 }
1165}
1166
1167/**********************************************************************/
1175adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1176 struct unit *punit,
1177 struct tile **pdest_tile, struct pf_path **ppath,
1178 struct pf_map **pferrymap,
1179 struct unit **pferryboat,
1180 const struct unit_type **pboattype, int *pmove_time)
1181{
1182 const int attack_value = adv_unit_att_rating(punit); /* Basic attack. */
1183 struct pf_parameter parameter;
1184 struct pf_map *punit_map, *ferry_map;
1185 struct pf_position pos;
1187 const struct unit_type *punit_type = unit_type_get(punit);
1188 struct tile *punit_tile = unit_tile(punit);
1189 /* Type of our boat (a future one if ferryboat == nullptr). */
1190 const struct unit_type *boattype = nullptr;
1191 struct unit *ferryboat = nullptr;
1192 struct city *pcity;
1193 struct ai_city *acity_data;
1194 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1195 bool handicap = has_handicap(pplayer, H_TARGETS);
1196 bool unhap = FALSE; /* Do we make unhappy citizen. */
1197 bool harbor = FALSE; /* Do we have access to sea? */
1198 bool go_by_boat; /* Whether we need a boat or not. */
1199 int vulnerability; /* Enemy defense rating. */
1200 adv_want benefit; /* Benefit from killing the target. */
1201 struct unit *pdefender; /* Enemy city defender. */
1202 int move_time; /* Turns needed to target. */
1203 int reserves;
1204 int attack; /* Our total attack value with reinforcements. */
1205 int victim_count; /* Number of enemies there. */
1206 int needferry; /* Cost of building a ferry boat. */
1207 /* This is a kluge, because if we don't set x and y with !punit->id,
1208 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1209 * never learning steam engine, even though ironclads would be very
1210 * useful. -- Syela */
1211 adv_want bk = 0;
1212 adv_want want; /* Want (amortized) of the operation. */
1213 adv_want best = 0; /* Best of all wants. */
1214 struct tile *goto_dest_tile = nullptr;
1215 bool can_occupy;
1216 struct civ_map *nmap = &(wld.map);
1217
1218 /* Very preliminary checks. */
1220 if (pferrymap != nullptr) {
1221 *pferrymap = nullptr;
1222 }
1223 if (pferryboat != nullptr) {
1224 *pferryboat = nullptr;
1225 }
1226 if (pboattype != nullptr) {
1227 *pboattype = nullptr;
1228 }
1229 if (pmove_time != nullptr) {
1230 *pmove_time = 0;
1231 }
1232 if (ppath != nullptr) {
1233 *ppath = nullptr;
1234 }
1235
1236 if (attack_value == 0) {
1237 /* A very poor attacker... probably low on HP. */
1238 return 0;
1239 }
1240
1242
1243
1244 /*** Part 1: Calculate targets ***/
1245
1246 /* This horrible piece of code attempts to calculate the attractiveness of
1247 * enemy cities as targets for our units, by checking how many units are
1248 * going towards it or are near it already. */
1249
1250 /* Reset enemy cities data. */
1252 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1253 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1254 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1255 continue;
1256 }
1257 city_list_iterate(aplayer->cities, acity) {
1258 struct ai_city *city_data = def_ai_city_data(acity, ait);
1259
1261 &city_data->attack,
1262 &city_data->bcost);
1263 city_data->invasion.attack = 0;
1264 city_data->invasion.occupy = 0;
1267
1268 /* Second, calculate in units on their way there, and mark targets for
1269 * invasion */
1270 unit_list_iterate(pplayer->units, aunit) {
1271 const struct unit_type *atype;
1272
1273 if (aunit == punit) {
1274 continue;
1275 }
1276
1278
1279 /* Dealing with invasion stuff */
1280 if (IS_ATTACKER(atype)) {
1281 if (aunit->activity == ACTIVITY_GOTO) {
1282 if (invasion_funct(ait, aunit, TRUE, 0,
1285 && (pcity = tile_city(aunit->goto_tile))) {
1286 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1287
1290 }
1291 }
1295 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1297 /* It's a transport with reinforcements */
1298 if (aunit->activity == ACTIVITY_GOTO) {
1300 }
1302 }
1304 /* End horrible initialization subroutine */
1305
1306
1307 /*** Part 2: Now pick one target ***/
1308
1309 /* We first iterate through all cities, then all units, looking
1310 * for a viable target. We also try to gang up on the target
1311 * to avoid spreading out attacks too widely to be inefficient.
1312 */
1313
1315 if (pcity != nullptr && (punit->id == 0 || pcity->id == punit->homecity)) {
1316 /* I would have thought unhappiness should be taken into account
1317 * irrespectfully the city in which it will surface... -- GB */
1319 }
1320
1323
1325 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1326 punit_map = pf_map_new(&parameter);
1327
1328 if (MOVE_NONE == punit_class->adv.sea_move) {
1329 /* We need boat to move over sea. */
1330 ferryboat = unit_transport_get(punit);
1331
1332 /* First check if we can use the boat we are currently loaded to. */
1333 if (ferryboat == nullptr || !is_boat_free(ait, ferryboat, punit, 0)) {
1334 /* No, we cannot control current boat */
1335 ferryboat = nullptr;
1336 }
1337
1338 if (ferryboat == nullptr) {
1339 /* Try to find new boat */
1340 ferryboat = player_unit_by_number(pplayer,
1341 aiferry_find_boat(ait, punit, 1,
1342 nullptr));
1343 }
1344
1346 TC_OCEAN)) {
1347 harbor = TRUE;
1348 }
1349 }
1350
1351 if (ferryboat != nullptr) {
1352 boattype = unit_type_get(ferryboat);
1353 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1354 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1355 ferry_map = pf_map_new(&parameter);
1356 } else {
1358 if (boattype == nullptr) {
1359 /* We pretend that we can have the simplest boat to stimulate tech. */
1361 }
1362 if (boattype != nullptr && harbor) {
1363 /* Let's simulate a boat at 'punit' position. */
1365 punit_tile, pplayer);
1366 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1367 ferry_map = pf_map_new(&parameter);
1368 } else {
1369 ferry_map = nullptr;
1370 }
1371 }
1372
1374
1376 /* For the virtual unit case, which is when we are called to evaluate
1377 * which units to build, we want to calculate in danger and which
1378 * players we want to make war with in the future. We do _not_ want
1379 * to do this when actually making attacks. */
1380 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1381 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1382 continue; /* Not an enemy. */
1383 }
1384
1385 city_list_iterate(aplayer->cities, acity) {
1386 struct tile *atile = city_tile(acity);
1387
1390 /* Can't attack this city. It is on land. */
1391 continue;
1392 }
1393
1394 if (handicap && !map_is_known(atile, pplayer)) {
1395 /* Can't see it */
1396 continue;
1397 }
1398
1400 go_by_boat = FALSE;
1401 move_time = pos.turn;
1402 } else if (ferry_map == nullptr) {
1403 continue; /* Impossible to handle. */
1404 } else {
1405 struct tile *dest, *beach;
1406
1407 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1408 boattype, &dest, &beach)) {
1409 continue; /* Impossible to go by boat. */
1410 }
1411 if (!pf_map_position(ferry_map, dest, &pos)) {
1413 continue;
1414 }
1415 move_time = pos.turn; /* Sailing time. */
1416 if (dest != beach) {
1417 move_time++; /* Land time. */
1418 }
1419 if (ferryboat != nullptr && unit_tile(ferryboat) != punit_tile) {
1420 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1421 move_time += pos.turn; /* Time to reach the boat. */
1422 } else {
1423 continue; /* Cannot reach the boat. */
1424 }
1425 }
1426 go_by_boat = TRUE;
1427 }
1428
1431 nullptr))) {
1434 } else {
1435 pdefender = nullptr;
1436 vulnerability = 0;
1437 benefit = 0;
1438 }
1439
1440 if (1 < move_time) {
1442
1443 if (def_type) {
1447
1448 if (v > vulnerability) {
1449 /* They can build a better defender! */
1450 vulnerability = v;
1452 }
1453 }
1454 }
1455
1457
1458 reserves = (acity_data->invasion.attack
1459 - unit_list_size(acity->tile->units));
1460
1461 if (punit->id == 0) {
1462 /* Real unit would add to reserves once built. */
1465 reserves++;
1466 } else {
1467 reserves += punit_type->move_rate;
1468 }
1469 }
1470
1471 if (0 < reserves && (can_occupy
1472 || 0 < acity_data->invasion.occupy)) {
1473 /* There are units able to occupy the city after all defenders
1474 * are killed! */
1475 benefit += acity_data->worth * reserves / 5;
1476 }
1477
1478 attack = attack_value + acity_data->attack;
1479 attack *= attack;
1480 /* Avoiding handling upkeep aggregation this way -- Syela */
1481
1482 /* AI was not sending enough reinforcements to totally wipe out a city
1483 * and conquer it in one turn.
1484 * This variable enables total carnage. -- Syela */
1486
1487 if (!can_occupy && pdefender == nullptr) {
1488 /* Nothing there to bash and we can't occupy!
1489 * Not having this check caused warships yoyoing */
1490 want = 0;
1491 } else if (10 < move_time) {
1492 /* Too far! */
1493 want = 0;
1494 } else if (can_occupy && 0 == acity_data->invasion.occupy
1495 && (0 < acity_data->invasion.attack
1496 || victim_count == 0)) {
1497 /* Units able to occupy really needed there! */
1498 want = bcost * SHIELD_WEIGHTING;
1499 } else {
1500 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1502 }
1505 /* Build_cost of ferry. */
1506 needferry = (go_by_boat && ferryboat == nullptr
1507 ? utype_build_shield_cost(acity, nullptr, boattype) : 0);
1508 /* FIXME: Add time to build the ferry? */
1510 want, MAX(1, move_time),
1512
1513 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1514 if (0 >= want && 0 == punit->id && 0 >= best) {
1518 MAX(1, move_time),
1520
1521 if (bk_e > bk) {
1522 *pdest_tile = atile;
1523 if (pferrymap != nullptr) {
1524 *pferrymap = go_by_boat ? ferry_map : nullptr;
1525 }
1526 if (pferryboat != nullptr) {
1527 *pferryboat = go_by_boat ? ferryboat : nullptr;
1528 }
1529 if (pboattype != nullptr) {
1530 *pboattype = go_by_boat ? boattype : nullptr;
1531 }
1532 if (pmove_time != nullptr) {
1534 }
1535 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1536 ? unit_tile(ferryboat) : atile);
1537 bk = bk_e;
1538 }
1539 }
1540 /* END STEAM-ENGINES KLUGE */
1541
1542 if (punit->id != 0
1543 && ferryboat != nullptr
1544 && punit_class->adv.sea_move == MOVE_NONE) {
1546 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1547 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1548 ", best = " ADV_WANT_PRINTF ")",
1549 __FUNCTION__, unit_rule_name(ferryboat),
1550 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1551 TILE_XY(atile), go_by_boat, move_time, want, best);
1552 }
1553
1554 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1555 /* Yes, we like this target */
1556 best = want;
1557 *pdest_tile = atile;
1558 if (pferrymap != nullptr) {
1559 *pferrymap = go_by_boat ? ferry_map : nullptr;
1560 }
1561 if (pferryboat != nullptr) {
1562 *pferryboat = go_by_boat ? ferryboat : nullptr;
1563 }
1564 if (pboattype != nullptr) {
1565 *pboattype = go_by_boat ? boattype : nullptr;
1566 }
1567 if (pmove_time != nullptr) {
1569 }
1570 goto_dest_tile = (go_by_boat && ferryboat != nullptr
1571 ? unit_tile(ferryboat) : atile);
1572 }
1574
1576 /* I'm not sure the following code is good but it seems to be adequate.
1577 * I am deliberately not adding ferryboat code to the unit_list_iterate().
1578 * -- Syela */
1580 struct tile *atile = unit_tile(aunit);
1581
1582 if (tile_city(atile) != nullptr) {
1583 /* Already dealt with it. */
1584 continue;
1585 }
1586
1587 if (handicap && !map_is_known(atile, pplayer)) {
1588 /* Can't see the target. */
1589 continue;
1590 }
1591
1593 && 0 == punit->id) {
1594 /* We will not build units just to chase caravans and
1595 * ambassadors. */
1596 continue;
1597 }
1598
1599 /* We have to assume the attack is diplomatically ok.
1600 * We cannot use can_player_attack_tile(), because we might not
1601 * be at war with aplayer yet */
1602 if (!can_unit_attack_tile(punit, nullptr, atile)
1603 || aunit != get_defender(nmap, punit, atile, nullptr)) {
1604 /* We cannot attack it, or it is not the main defender. */
1605 continue;
1606 }
1607
1609 /* Cannot reach it. */
1610 continue;
1611 }
1612
1615
1616 move_time = pos.turn;
1617 if (10 < move_time) {
1618 /* Too far. */
1619 want = 0;
1620 } else {
1621 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1622 /* Take into account maintenance of the unit. */
1623 /* FIXME: Depends on the government. */
1624 want -= move_time * SHIELD_WEIGHTING;
1625 /* Take into account unhappiness
1626 * (costs 2 luxuries to compensate). */
1627 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1628 }
1630 want, MAX(1, move_time), bcost_bal);
1631 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1632 best = want;
1633 *pdest_tile = atile;
1634 if (pferrymap != nullptr) {
1635 *pferrymap = nullptr;
1636 }
1637 if (pferryboat != nullptr) {
1638 *pferryboat = nullptr;
1639 }
1640 if (pboattype != nullptr) {
1641 *pboattype = nullptr;
1642 }
1643 if (pmove_time != nullptr) {
1645 }
1647 }
1650
1651 if (ppath != nullptr) {
1652 *ppath = (goto_dest_tile != nullptr && goto_dest_tile != punit_tile
1653 ? pf_map_path(punit_map, goto_dest_tile) : nullptr);
1654 }
1655
1657 if (ferry_map != nullptr
1658 && (pferrymap == nullptr || *pferrymap != ferry_map)) {
1660 }
1661
1663
1664 return best;
1665}
1666
1667/**********************************************************************/
1676{
1677 struct pf_parameter parameter;
1678 struct pf_map *pfm;
1679 struct player *pplayer = unit_owner(punit);
1680 struct city *pcity, *best_city = nullptr;
1681 int best = FC_INFINITY, cur;
1682 const struct civ_map *nmap = &(wld.map);
1683
1684 pft_fill_unit_parameter(&parameter, nmap, punit);
1685 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1686 pfm = pf_map_new(&parameter);
1687
1688 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1689 if (move_cost > best) {
1690 /* We already found a better city. No need to continue. */
1691 break;
1692 }
1693
1694 pcity = tile_city(ptile);
1695 if (pcity == nullptr || !pplayers_allied(pplayer, city_owner(pcity))) {
1696 continue;
1697 }
1698
1699 /* Score based on the move cost. */
1700 cur = move_cost;
1701
1702 /* Note the unit owner may be different from the city owner. */
1703 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1704 unit_type_get(punit), nullptr,
1705 EFT_HP_REGEN)) {
1706 /* If we cannot regen fast our hit points here, let's make some
1707 * penalty. */
1708 cur *= 3;
1709 }
1710
1711 if (cur < best) {
1712 best_city = pcity;
1713 best = cur;
1714 }
1716
1718 return best_city;
1719}
1720
1721/**********************************************************************/
1727 struct player *pplayer,
1728 struct unit *punit)
1729{
1730 struct city *pc;
1731 bool only_continent = TRUE;
1732
1733 if (unit_transported(punit)) {
1734 /* If we are in transport, we can go to any continent.
1735 * Actually, we are not currently in a continent where to stay. */
1737 }
1738
1739 if ((pc = find_closest_city(unit_tile(punit), nullptr, pplayer, FALSE,
1740 only_continent, FALSE, FALSE, TRUE, nullptr))) {
1742 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1743 city_name_get(pc));
1744 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1745 } else {
1746 struct unit *ferry = nullptr;
1747
1748 if (unit_transported(punit)) {
1749 ferry = unit_transport_get(punit);
1750
1751 /* We already are in a boat so it needs no
1752 * free capacity */
1753 if (!is_boat_free(ait, ferry, punit, 0)) {
1754 /* We cannot control our ferry. */
1755 ferry = nullptr;
1756 }
1757 } else {
1758 /* We are not in a boat yet. Search for one. */
1760 if (is_boat_free(ait, aunit, punit, 1)
1762 ferry = aunit;
1763 break;
1764 }
1766 }
1767
1768 if (ferry) {
1769 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1770 city_name_get(pc));
1771 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1772 } else {
1773 /* This is not an error. Somebody else might be in charge
1774 * of the ferry. */
1775 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1776 }
1777 }
1778 } else {
1779 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1780 }
1781}
1782
1783/**********************************************************************/
1789static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1790 struct unit *punit)
1791{
1792 struct tile *dest_tile;
1793 int id = punit->id;
1794 int ct = 10;
1795 struct city *pcity = nullptr;
1796
1798
1799 /* Barbarians pillage, and might keep on doing that so they sometimes
1800 * even finish it. */
1801 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1802 && fc_rand(2) == 1) {
1803 return;
1804 }
1805
1806 /* First find easy nearby enemies, anything better than pillage goes.
1807 * NB: We do not need to repeat dai_military_rampage(), it is repeats itself
1808 * until it runs out of targets. */
1809 /* FIXME: 1. dai_military_rampage() never checks if it should defend newly
1810 * conquered cities.
1811 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1812 * of moves too.*/
1814 return; /* We died */
1815 }
1816
1817 if (punit->moves_left <= 0) {
1818 return;
1819 }
1820
1821 /* Main attack loop */
1822 do {
1823 struct tile *start_tile = unit_tile(punit);
1824 struct pf_path *path;
1825 struct unit *ferryboat;
1826
1827 /* Then find enemies the hard way */
1828 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1829 nullptr, &ferryboat, nullptr, nullptr);
1830 if (!same_pos(unit_tile(punit), dest_tile)) {
1831 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1832 || !can_unit_attack_tile(punit, nullptr, dest_tile)) {
1833
1834 /* Adjacent and can't attack usually means we are not marines
1835 * and on a ferry. This fixes the problem (usually). */
1836 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1837 TILE_XY(dest_tile));
1838
1839 /* Set ACTIVITY_GOTO more permanently than just inside
1840 * adv_follow_path(). This way other units will know we're
1841 * on our way even if we don't reach target yet. */
1842 punit->goto_tile = dest_tile;
1844 if (path != nullptr && !adv_follow_path(punit, path, dest_tile)) {
1845 /* Died. */
1846 pf_path_destroy(path);
1847 return;
1848 }
1849 if (ferryboat != nullptr) {
1850 /* Need a boat. */
1851 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1852 pf_path_destroy(path);
1853 return;
1854 }
1855 if (punit->moves_left <= 0) {
1856 /* No moves left. */
1857 pf_path_destroy(path);
1858 return;
1859 }
1860
1861 /* Either we're adjacent or we sitting on the tile. We might be
1862 * sitting on the tile if the enemy that _was_ sitting there
1863 * attacked us and died _and_ we had enough movement to get there */
1864 if (same_pos(unit_tile(punit), dest_tile)) {
1865 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1866 TILE_XY(dest_tile));
1867 pf_path_destroy(path);
1868 break;
1869 }
1870 }
1871
1872 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1873 /* Close combat. fstk sometimes want us to attack an adjacent
1874 * enemy that rampage wouldn't */
1875 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1876 TILE_XY(dest_tile));
1877 if (!dai_unit_attack(ait, punit, dest_tile)) {
1878 /* Died */
1879 pf_path_destroy(path);
1880 return;
1881 }
1882 } else if (!same_pos(start_tile, unit_tile(punit))) {
1883 /* Got stuck. Possibly because of adjacency to an
1884 * enemy unit. Perhaps we are in luck and are now next to a
1885 * tempting target? Let's find out... */
1888 pf_path_destroy(path);
1889 return;
1890 }
1891
1892 } else {
1893 /* FIXME: This happens a bit too often! */
1894 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1895 /* No worthy enemies found, so abort loop */
1896 ct = 0;
1897 }
1898 pf_path_destroy(path);
1899
1900 ct--; /* Infinite loops from railroads must be stopped */
1901 } while (punit->moves_left > 0 && ct > 0);
1902
1903 /* Cleanup phase */
1904 if (punit->moves_left == 0) {
1905 return;
1906 }
1908 if (pcity != nullptr
1909 && (dai_is_ferry(punit, ait)
1910 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1911 /* Go somewhere safe */
1912 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1913 (void) dai_unit_goto(ait, punit, pcity->tile);
1914 } else if (!is_barbarian(pplayer)) {
1915 /* Nothing else to do, so try exploring. */
1916 switch (manage_auto_explorer(punit)) {
1917 case MR_DEATH:
1918 /* Don't use punit! */
1919 return;
1920 case MR_OK:
1921 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1922 break;
1923 default:
1924 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1925 break;
1926 };
1927 } else {
1928 /* You can still have some moves left here, but barbarians should
1929 not sit helplessly, but advance towards nearest known enemy city */
1930 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1931 dai_military_attack_barbarian(ait, pplayer, punit);
1932 }
1933
1934 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1935 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1936 dai_military_defend(ait, pplayer, punit);
1937 }
1938}
1939
1940/**********************************************************************/
1944static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1945{
1946 bool alive = TRUE;
1947 int ferryboat = 0;
1948 struct pf_path *path_to_ferry = nullptr;
1949
1950 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1951 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1952 /* Going to meet the boat */
1953 if ((ferryboat <= 0)) {
1955 "in find_boat_for_unit cannot find any boats.");
1956 /* If we are undefended on the country side go to a city */
1958
1959 if (current_city == nullptr) {
1961
1962 if (city_near != nullptr) {
1964 }
1965 }
1966 } else {
1967 if (path_to_ferry != nullptr) {
1969 /* Died. */
1971 path_to_ferry = nullptr;
1972 alive = FALSE;
1973 } else {
1975 path_to_ferry = nullptr;
1976 alive = TRUE;
1977 }
1978 }
1979 }
1980
1981 return alive;
1982}
1983
1984/**********************************************************************/
1993 struct tile *ctile, struct tile *ptile)
1994{
1995 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1996 bool lm = MOVE_NONE != pclass->adv.land_move,
1997 sm = MOVE_NONE != pclass->adv.sea_move;
1998 struct civ_map *pmap = &(wld.map);
1999
2000 if (lm && sm) {
2001 return FALSE;
2002 }
2003
2004 /* We could use adjc_iterate() but likely often tiles are on the same
2005 * continent and it will be more time to find where they connect */
2008
2009 if (is_ocean_tile(atile) ? sm : lm) {
2010 iterate_outward(pmap, ptile, 1, btile) {
2011 if (tile_continent(btile) == acont) {
2012 return FALSE;
2013 }
2015 }
2017
2018 if (is_tiles_adjacent(ctile, ptile)) {
2019 return FALSE;
2020 }
2021
2022 return TRUE;
2023}
2024
2025/**********************************************************************/
2031static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
2032 struct unit *punit,
2033 const struct city *dest_city,
2034 bool help_wonder,
2035 bool required_boat, bool request_boat)
2036{
2037 bool alive = TRUE;
2038 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2039 const struct civ_map *nmap = &(wld.map);
2040
2041 fc_assert_ret(dest_city != nullptr);
2042
2043 /* if we're not there yet, and we can move, move... */
2044 if (!same_pos(dest_city->tile, unit_tile(punit))
2045 && punit->moves_left != 0) {
2046 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2050 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2051 required_boat ? "with a boat" : "");
2052 if (required_boat) {
2053 /* To trade with boat */
2054 if (request_boat) {
2055 /* Try to find new boat */
2057 } else {
2058 /* If we are not being transported then ask for a boat again */
2059 alive = TRUE;
2062 unit_tile(punit), dest_city->tile)) {
2064 }
2065 }
2066 if (alive) {
2067 /* FIXME: Sometimes we get FALSE here just because
2068 * a trireme that we've boarded can't go over an ocean. */
2069 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2070 }
2071 } else {
2072 /* To trade without boat */
2074 }
2075 }
2076
2077 /* If moving didn't kill us, and we got to the destination, handle it. */
2078 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2079 /* Release the boat! */
2080 if (unit_transported(punit)) {
2082 }
2084 punit, dest_city)) {
2085 /*
2086 * We really don't want to just drop all caravans in immediately.
2087 * Instead, we want to aggregate enough caravans to build instantly.
2088 * -AJS, 990704
2089 */
2090 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2093 punit->id,
2096 unit_do_action(pplayer, punit->id, dest_city->id,
2097 0, "", ACTION_HELP_WONDER);
2099 punit, dest_city)) {
2100 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2103 punit->id,
2106 unit_do_action(pplayer, punit->id, dest_city->id,
2107 0, "", ACTION_TRADE_ROUTE);
2109 punit, dest_city)) {
2110 /* Get the one time bonus. */
2111 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2114 punit->id,
2117 unit_do_action(pplayer, punit->id, dest_city->id,
2118 0, "", ACTION_MARKETPLACE);
2119 } else {
2120 enum log_level level = LOG_NORMAL;
2121
2122 if (help_wonder) {
2123 /* A Caravan ordered to help build wonder may arrive after
2124 * enough shields to build the wonder is produced. */
2126 }
2127
2129 "%s %s[%d](%d,%d) unable to trade with %s",
2132 punit->id,
2135 }
2136 }
2137}
2138
2139/**********************************************************************/
2143static void caravan_optimize_callback(const struct caravan_result *result,
2144 void *data)
2145{
2146 const struct unit *caravan = data;
2147
2148 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2150 unit_rule_name(caravan),
2151 caravan->id,
2152 TILE_XY(unit_tile(caravan)),
2153 city_name_get(result->src),
2154 result->help_wonder ? "wonder in" : "trade to",
2155 city_name_get(result->dest),
2156 result->value);
2157}
2158
2159/**********************************************************************/
2163 struct unit *punit)
2164{
2165 struct tile *src = nullptr, *dest = nullptr, *src_home_city = nullptr;
2166 struct city *phome_city = nullptr;
2167 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2168
2169 if ((unit_data->task != AIUNIT_NONE)) {
2170 src = unit_tile(punit);
2172 if (phome_city != nullptr) {
2174 }
2175 dest = punit->goto_tile;
2176
2177 if (src == nullptr || dest == nullptr) {
2178 return FALSE;
2179 }
2180
2181 /* If we have a home continent, and are not there.
2182 * (FIXME: well, why?)
2183 * (I guess because home continent is which we were supposed to leave,
2184 * not the target continent) */
2185 if (src_home_city != nullptr
2187 return FALSE;
2188 }
2189
2190 if (!goto_is_sane(punit, dest)) {
2191 if (unit_transported(punit)) {
2192 /* If we're being transported */
2193 return FALSE;
2194 }
2195 if ((punit->birth_turn + 15 < game.info.turn)) {
2196 /* We are tired of waiting */
2198
2199 if (ferrys <= 0) {
2200 /* There are no ferrys available... give up */
2201 return TRUE;
2202 } else {
2203 if (punit->birth_turn + 20 < game.info.turn) {
2204 /* We are fed up! */
2205 return TRUE;
2206 }
2207 }
2208 }
2209 }
2210 }
2211
2212 return FALSE;
2213}
2214
2215/**********************************************************************/
2222 struct unit *punit)
2223{
2225 Continent_id continent;
2226
2227 fc_assert(pcity != nullptr);
2228
2229 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2230 /* There is just no possible transporters. */
2231 return FALSE;
2232 }
2233 continent = tile_continent(pcity->tile);
2234
2235 /* Look for proper destination city at different continent. */
2236 city_list_iterate(pplayer->cities, acity) {
2238 if (tile_continent(acity->tile) != continent) {
2239 return TRUE;
2240 }
2241 }
2243
2245 if (aplayer == pplayer || !aplayer->is_alive) {
2246 continue;
2247 }
2248 if (pplayers_allied(pplayer, aplayer)) {
2249 city_list_iterate(aplayer->cities, acity) {
2251 if (tile_continent(acity->tile) != continent) {
2252 return TRUE;
2253 }
2254 }
2257 }
2258
2259 return FALSE;
2260}
2261
2262/**********************************************************************/
2266static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2267{
2268 struct city *nearest = nullptr;
2269 int min_dist = FC_INFINITY;
2270 struct tile *current_loc = unit_tile(punit);
2272 bool alive = TRUE;
2273
2275 struct tile *ctile = city_tile(pcity);
2276
2277 if (tile_continent(ctile) == continent) {
2279
2280 if (this_dist < min_dist) {
2282 nearest = pcity;
2283 }
2284 }
2286
2287 if (nearest != nullptr) {
2289 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2291 }
2292 }
2293
2294 return alive;
2295}
2296
2297/**********************************************************************/
2303static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2304 struct unit *punit)
2305{
2306 struct caravan_parameter parameter;
2307 struct caravan_result result;
2308 const struct city *homecity;
2309 const struct city *dest = nullptr;
2310 struct unit_ai *unit_data;
2312 bool expect_boats = pclass->adv.ferry_types > 0;
2313 /* TODO: Will pplayer have a boat for punit in a reasonable time? */
2314 bool help_wonder = FALSE;
2315 bool required_boat = FALSE;
2316 bool request_boat = FALSE;
2318 const struct civ_map *nmap = &(wld.map);
2319
2321
2325 /* We only want units that can establish trade, enter marketplace or
2326 * help build wonders */
2327 return;
2328 }
2329
2331
2332 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2337
2338 homecity = game_city_by_number(punit->homecity);
2339 if (homecity == nullptr && unit_data->task == AIUNIT_TRADE) {
2341 return;
2342 }
2343 homecity = game_city_by_number(punit->homecity);
2344 if (homecity == nullptr) {
2345 return;
2346 }
2347 }
2348
2349 if ((unit_data->task == AIUNIT_TRADE
2350 || unit_data->task == AIUNIT_WONDER)) {
2351 /* We are moving to our destination */
2352 /* We check to see if our current goal is feasible */
2354 struct goods_type *pgood = unit_current_goods(punit, homecity);
2355
2356 if ((city_dest == nullptr)
2358 || (unit_data->task == AIUNIT_TRADE
2359 && !(can_cities_trade(homecity, city_dest)
2361 pgood->replace_priority)))
2362 || (unit_data->task == AIUNIT_WONDER
2363 /* Helping the (new) production is illegal. */
2365 || (unit_data->task == AIUNIT_TRADE
2370 punit, city_dest)))
2371 || (unit_data->task == AIUNIT_WONDER
2374 punit, city_dest))) {
2375 /* Destination invalid! */
2376 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2377 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2380 } else {
2381 /* Destination valid. Are we tired of waiting for a boat? */
2384 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2385 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2389 } else {
2390 dest = city_dest;
2391 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2392 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2394 }
2395 }
2396 }
2397
2398 if (unit_data->task == AIUNIT_NONE) {
2399 if (homecity == nullptr) {
2400 /* FIXME: We shouldn't bother in getting homecity for
2401 * caravan that will then be used for wonder building. */
2403 return;
2404 }
2405 homecity = game_city_by_number(punit->homecity);
2406 if (homecity == nullptr) {
2407 return;
2408 }
2409 }
2410
2412 /* Make more trade with allies than other peaceful nations
2413 * by considering only allies 50% of the time.
2414 * (the other 50% allies are still considered, but so are other nations) */
2415 if (fc_rand(2)) {
2416 /* Be optimistic about development of relations with no-contact and
2417 * cease-fire nations. */
2418 parameter.allow_foreign_trade = FTL_NONWAR;
2419 } else {
2420 parameter.allow_foreign_trade = FTL_ALLIED;
2421 }
2422
2425 parameter.callback_data = punit;
2426 }
2428 parameter.ignore_transit_time = TRUE;
2429 }
2432 parameter.ignore_transit_time = FALSE;
2433 }
2434 caravan_find_best_destination(nmap, punit, &parameter, &result,
2435 !has_handicap(pplayer, H_MAP));
2436 if (result.dest != nullptr) {
2437 /* We did find a new destination for the unit */
2438 dest = result.dest;
2439 help_wonder = result.help_wonder;
2440 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2441 request_boat = required_boat;
2443 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2444 dest->tile);
2445 } else {
2446 dest = nullptr;
2447 }
2448 }
2449
2450 if (required_boat && !expect_boats) {
2451 /* Would require boat, but can't have them. Render destination invalid. */
2452 dest = nullptr;
2453 }
2454
2455 if (dest != nullptr) {
2456 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2457 required_boat, request_boat);
2458 return; /* That may have clobbered the unit */
2459 } else {
2460 /* We have nowhere to go! */
2461 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2465 /* Should we become a defensive unit? */
2466 }
2467}
2468
2469/**********************************************************************/
2474 struct unit *punit)
2475{
2476 struct player *pplayer = unit_owner(punit);
2477 struct city *pcity = tile_city(unit_tile(punit));
2478 struct city *safe = nullptr;
2479 const struct unit_type *punittype = unit_type_get(punit);
2480 bool no_recovery;
2481
2483
2484 if (pcity != nullptr) {
2485 /* Rest in the city until the hitpoints are recovered, but attempt
2486 * to protect city from attack (and be opportunistic too)*/
2489 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2490 } else {
2491 return; /* We died heroically defending our city */
2492 }
2493 } else {
2494 /* Goto to nearest city to recover hit points */
2495 /* Just before, check to see if we can occupy an undefended enemy city */
2498 return; /* Oops, we died */
2499 }
2500
2501 /* Find a city to stay and go there */
2503 if (safe) {
2504 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2506 if (!dai_unit_goto(ait, punit, safe->tile)) {
2507 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2508 return;
2509 }
2510 } else {
2511 /* Oops */
2512 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2513 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2514 dai_military_attack(ait, pplayer, punit);
2515 return;
2516 }
2517 }
2518
2519 /* Is the unit still damaged? If true, and could recover hit points, do so.
2520 * Don't wait if would be losing hitpoints that way! */
2522 if (punit->hp == punittype->hp) {
2523 no_recovery = TRUE;
2524 } else {
2526
2527 if (gain < 0) {
2528 no_recovery = TRUE;
2529 } else if (gain == 0 && !punit->moved) {
2530 /* Isn't gaining even though has not moved. */
2531 no_recovery = TRUE;
2532 }
2533 }
2534 if (no_recovery) {
2535 /* We are ready to go out and kick ass again */
2536 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2537 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2538 return;
2539 } else {
2540 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2541 }
2542}
2543
2544/**********************************************************************/
2548void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2549 struct player *pplayer, struct unit *punit)
2550{
2551 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2552 int id = punit->id;
2553
2555
2556 /* "Escorting" aircraft should not do anything. They are activated
2557 * by their transport or charge. We do _NOT_ set them to 'done'
2558 * since they may need be activated once our charge moves. */
2559 if (unit_data->task == AIUNIT_ESCORT
2561 return;
2562 }
2563
2566 && has_handicap(pplayer, H_AWAY)) {
2567 /* Don't move sentried or fortified units controlled by a player
2568 * in away mode. */
2569 unit_data->done = TRUE;
2570 return;
2571 }
2572
2573 /* Since military units re-evaluate their actions every turn,
2574 we must make sure that previously reserved ferry is freed. */
2576
2578 /* Try hunting with this unit */
2579 if (dai_hunter_qualify(pplayer, punit)) {
2580 int result, sanity = punit->id;
2581
2582 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2583 result = dai_hunter_manage(ait, pplayer, punit);
2584 if (game_unit_by_number(sanity) == nullptr) {
2586 return; /* Died */
2587 }
2588 if (result == -1) {
2589 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2591 return;
2592 } else if (result >= 1) {
2594 return; /* Done moving */
2595 } else if (unit_data->task == AIUNIT_HUNTER) {
2596 /* This should be very rare */
2597 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2598 }
2599 } else if (unit_data->task == AIUNIT_HUNTER) {
2600 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2601 }
2603
2604 /* Do we have a specific job for this unit? If not, we default
2605 * to attack. */
2606 dai_military_findjob(ait, nmap, pplayer, punit);
2607
2608 switch (unit_data->task) {
2609 case AIUNIT_AUTO_WORKER:
2610 case AIUNIT_BUILD_CITY:
2611 fc_assert(FALSE); /* This is not the place for this role */
2612 break;
2613 case AIUNIT_DEFEND_HOME:
2615 dai_military_defend(ait, pplayer, punit);
2617 break;
2618 case AIUNIT_ATTACK:
2619 case AIUNIT_NONE:
2621 dai_military_attack(ait, pplayer, punit);
2623 break;
2624 case AIUNIT_ESCORT:
2626 dai_military_bodyguard(ait, pplayer, punit);
2628 break;
2629 case AIUNIT_EXPLORE:
2630 switch (manage_auto_explorer(punit)) {
2631 case MR_DEATH:
2632 /* Don't use punit! */
2633 return;
2634 case MR_OK:
2635 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2636 break;
2637 default:
2638 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2639 break;
2640 };
2641 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2642 break;
2643 case AIUNIT_RECOVER:
2647 break;
2648 case AIUNIT_HUNTER:
2649 fc_assert(FALSE); /* Dealt with above */
2650 break;
2651 default:
2653 }
2654
2655 /* If we are still alive, either sentry or fortify. */
2656 if ((punit = game_unit_by_number(id))) {
2658 struct city *pcity = tile_city(unit_tile(punit));
2659
2660 if (unit_list_find(unit_tile(punit)->units,
2661 unit_data->ferryboat)) {
2663 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2664 /* We do not need to fortify in cities - we fortify and sentry
2665 * according to home defense setup, for easy debugging. */
2666 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2671 }
2672 } else {
2674 }
2675 }
2676 }
2677}
2678
2679/**********************************************************************/
2682static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2683 struct unit *punit)
2684{
2685 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2686
2688 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2689 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2690 if (unit_data->task == AIUNIT_NONE) {
2692 }
2693}
2694
2695/**********************************************************************/
2703void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2704 struct unit *punit)
2705{
2706 struct unit_ai *unit_data;
2707 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2708 bool is_ferry = FALSE;
2709 const struct unit_type *ptype;
2710 const struct civ_map *nmap = &(wld.map);
2711
2713
2714 /* Don't manage the unit if it is under human orders. */
2715 if (unit_has_orders(punit)) {
2717
2718 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2719 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2720 unit_data->done = TRUE;
2721
2722 return;
2723 }
2724
2725 /* Check if we have lost our bodyguard. If we never had one, all
2726 * fine. If we had one and lost it, ask for a new one. */
2727 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2728 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2730 }
2731
2733
2734 if (punit->moves_left <= 0) {
2735 /* Can do nothing */
2736 unit_data->done = TRUE;
2737
2738 return;
2739 }
2740
2741 is_ferry = dai_is_ferry(punit, ait);
2742
2744
2747 dai_manage_diplomat(ait, pplayer, punit);
2749
2750 return;
2751 } else if (ptype->adv.worker
2753 dai_manage_settler(ait, pplayer, punit);
2754
2755 return;
2760 dai_manage_caravan(ait, pplayer, punit);
2762
2763 return;
2765 dai_manage_barbarian_leader(ait, pplayer, punit);
2766
2767 return;
2770 dai_manage_paratrooper(ait, pplayer, punit);
2771
2772 return;
2773 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2775 dai_manage_ferryboat(ait, pplayer, punit);
2777
2778 return;
2779 } else if (utype_fuel(ptype)
2780 && unit_data->task != AIUNIT_ESCORT) {
2782 dai_manage_airunit(ait, pplayer, punit);
2784
2785 return;
2786 } else if (is_losing_hp(punit)) {
2787 /* This unit is losing hitpoints over time */
2788
2789 /* TODO: We can try using air-unit code for helicopters, just
2790 * pretend they have fuel = HP / 3 or something. */
2791 unit_data->done = TRUE; /* we did our best, which was ...
2792 nothing */
2793 return;
2794 } else if (!is_special_unit(punit)) {
2796 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2797 dai_manage_military(ait, nmap, pplayer, punit);
2799
2800 return;
2801 } else {
2802 /* what else could this be? -- Syela */
2803 switch (manage_auto_explorer(punit)) {
2804 case MR_DEATH:
2805 /* don't use punit! */
2806 break;
2807 case MR_OK:
2808 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2809 break;
2810 default:
2811 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2813 dai_military_defend(ait, pplayer, punit);
2814 break;
2815 };
2816
2817 return;
2818 }
2819}
2820
2821/**********************************************************************/
2827static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2828{
2829 city_list_iterate(pplayer->cities, pcity) {
2830 /* The idea here is that we should never keep more than two
2831 * units in permanent defense. */
2832 int total_defense = 0;
2834 bool emergency = FALSE;
2835 int count = 0;
2840 int entertainers = 0;
2841 bool enough = FALSE;
2842
2845 entertainers += pcity->specialists[sp];
2846 }
2848
2849 martless_unhappy += entertainers; /* We want to use martial law instead
2850 * of entertainers. */
2851
2852 while (!enough
2855 && martless_unhappy > mart_each * count))) {
2856 int best_want = 0;
2857 struct unit *best = nullptr;
2858 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2859
2861 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2862
2863 if ((unit_data->task == AIUNIT_NONE || emergency)
2864 && unit_data->task != AIUNIT_DEFEND_HOME
2865 && unit_owner(punit) == pplayer) {
2866 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2867
2868 if (want > best_want) {
2869 best_want = want;
2870 best = punit;
2871 }
2872 }
2874
2875 if (best == nullptr) {
2876 if (defense_needed) {
2877 /* Ooops - try to grab any unit as defender! */
2878 if (emergency) {
2879 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2880 break;
2881 }
2882 emergency = TRUE;
2883 } else {
2884 break;
2885 }
2886 } else {
2887 const struct unit_type *btype = unit_type_get(best);
2888
2889 if ((martless_unhappy < mart_each * count
2890 || count >= mart_max || mart_each <= 0)
2891 && ((count >= 2
2892 && btype->attack_strength > btype->defense_strength)
2893 || (count >= 4
2894 && btype->attack_strength == btype->defense_strength))) {
2895 /* In this case attack would be better defense than fortifying
2896 * to city. */
2897 enough = TRUE;
2898 } else {
2899 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2900
2902 UNIT_LOG(loglevel, best, "Defending city");
2904 count++;
2905 }
2906 }
2907 }
2908 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2909 ", %d defenders (out of %d)", total_defense, total_attack, count,
2912}
2913
2914/**********************************************************************/
2922void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2923{
2925 dai_airlift(ait, pplayer);
2927
2928 /* Clear previous orders, if desirable, here. */
2929 unit_list_iterate(pplayer->units, punit) {
2930 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2931
2932 unit_data->done = FALSE;
2933 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2934 dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
2935 }
2937
2938 /* Find and set city defenders first - figure out which units are
2939 * allowed to leave home. */
2940 dai_set_defenders(ait, pplayer);
2941
2943 if ((!unit_transported(punit)
2944 || unit_owner(unit_transport_get(punit)) != pplayer)
2945 && !def_ai_unit_data(punit, ait)->done) {
2946 /* Though it is usually the passenger who drives the transport,
2947 * the transporter is responsible for managing its passengers. */
2948 dai_manage_unit(ait, pplayer, punit);
2949 }
2951}
2952
2953/**********************************************************************/
2959 const struct city *pcity)
2960{
2961 const struct impr_type *impr_req = nullptr;
2962 const struct req_context context = {
2964 .city = pcity,
2965 .tile = city_tile(pcity),
2966 .unittype = putype,
2967 };
2968
2969 requirement_vector_iterate(&putype->build_reqs, preq) {
2970 if (is_req_active(&context, nullptr, preq, RPT_CERTAIN)) {
2971 /* Already there. */
2972 continue;
2973 }
2975 city_owner(pcity), pcity)) {
2976 /* The unit type can't be built at all. */
2977 return nullptr;
2978 }
2979 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2980 /* This is (one of) the building(s) required. */
2981 impr_req = preq->source.value.building;
2982 }
2984
2985 return impr_req;
2986}
2987
2988/**********************************************************************/
2993 const struct unit_type *base)
2994{
2995 /* This is the real function: */
2996 do {
2997 base = base->obsoleted_by;
2998 if (base == test) {
2999 return TRUE;
3000 }
3001 } while (base);
3002 return FALSE;
3003}
3004
3005/**********************************************************************/
3009static void dai_manage_barbarian_leader(struct ai_type *ait,
3010 struct player *pplayer,
3011 struct unit *leader)
3012{
3014 struct pf_parameter parameter;
3015 struct pf_map *pfm;
3016 struct pf_reverse_map *pfrm;
3017 struct unit *worst_danger;
3018 int move_cost, best_move_cost;
3019 int body_guards;
3020 bool alive = TRUE;
3021 const struct civ_map *nmap = &(wld.map);
3022
3024
3025 if (leader->moves_left == 0
3027 && 1 < unit_list_size(leader_tile->units))) {
3029
3030 return;
3031 }
3032
3033 if (is_boss_of_boat(ait, leader)) {
3034 /* We are in charge. Of course, since we are the leader...
3035 * But maybe somebody more militaristic should lead our ship to battle! */
3036
3037 /* First release boat from leaders lead */
3039
3043 && warrior->moves_left > 0) {
3044 /* This seems like a good warrior to lead us in to conquest! */
3045 dai_manage_unit(ait, pplayer, warrior);
3046
3047 /* If we reached our destination, ferryboat already called
3048 * ai_manage_unit() for leader. So no need to continue here.
3049 * Leader might even be dead.
3050 * If this return is removed, surrounding unit_list_iterate()
3051 * has to be replaced with unit_list_iterate_safe()*/
3052 return;
3053 }
3055 }
3056
3057 /* If we are not in charge of the boat, continue as if we
3058 * were not in a boat - we may want to leave the ship now. */
3059
3060 /* Check the total number of units able to protect our leader. */
3061 body_guards = 0;
3062 unit_list_iterate(pplayer->units, punit) {
3065 body_guards++;
3066 }
3068
3069 if (0 < body_guards) {
3070 pft_fill_unit_parameter(&parameter, nmap, leader);
3071 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3072 pfm = pf_map_new(&parameter);
3073
3074 /* Find the closest body guard.
3075 * FIXME: Maybe choose the strongest too? */
3076 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3077 unit_list_iterate(ptile->units, punit) {
3078 if (unit_owner(punit) == pplayer
3081 struct pf_path *path = pf_map_path(pfm, ptile);
3082
3083 adv_follow_path(leader, path, ptile);
3084 pf_path_destroy(path);
3086
3087 return;
3088 }
3091
3093 }
3094
3095 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3096
3097 /* Check for units we could fear. */
3098 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3099 !has_handicap(pplayer, H_MAP));
3100 worst_danger = nullptr;
3102
3103 players_iterate(other_player) {
3104 if (other_player == pplayer) {
3105 continue;
3106 }
3107
3108 unit_list_iterate(other_player->units, punit) {
3110 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3111 best_move_cost = move_cost;
3113 }
3116
3118
3119 if (worst_danger == nullptr) {
3121 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3122 return;
3123 }
3124
3126 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3127 pfm = pf_map_new(&parameter);
3129
3130 /* Try to escape. */
3131 do {
3133
3134 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3135 leader->moves_left);
3136
3139 continue;
3140 }
3141
3142 move_cost = pf_map_move_cost(pfm, near_tile);
3143 if (PF_IMPOSSIBLE_MC != move_cost
3144 && move_cost > best_move_cost) {
3146 "Barbarian leader: safest is (%d, %d), safeness %d",
3148 best_move_cost = move_cost;
3150 }
3152
3153 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3157 "Barbarian leader: reached the safest position.");
3160 return;
3161 }
3162
3164 if (alive) {
3166 /* Didn't move. No point to retry. */
3168 return;
3169 }
3171 }
3172 } while (alive && 0 < leader->moves_left);
3173
3175}
3176
3177/**********************************************************************/
3183void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3184 struct unit *punit,
3185 enum override_bool *result)
3186{
3187 int a = 0, d, db;
3188 struct player *pplayer = unit_owner(punit);
3189 struct city *pcity = tile_city(ptile);
3190 int extras_bonus = 0;
3191
3192 if (is_human(pplayer)) {
3193 /* Use advisors code for humans. */
3194 return;
3195 }
3196
3197 if (pcity != nullptr && pplayers_allied(city_owner(pcity), pplayer)
3198 && !is_non_allied_unit_tile(ptile, pplayer,
3200 /* We will be safe in a friendly city */
3201 *result = OVERRIDE_FALSE;
3202 return;
3203 }
3204
3205 /* Calculate how well we can defend at (x,y) */
3206 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3208
3209 db += (db * extras_bonus) / 100;
3211
3212 adjc_iterate(&(wld.map), ptile, ptile1) {
3213 if (has_handicap(pplayer, H_FOG)
3214 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3215 /* We cannot see danger at (ptile1) => assume there is none */
3216 continue;
3217 }
3218 unit_list_iterate(ptile1->units, enemy) {
3219 if (pplayers_at_war(unit_owner(enemy), pplayer)
3220 && (unit_attack_unit_at_tile_result(enemy, nullptr, punit, ptile)
3221 == ATT_OK)
3222 && (unit_attack_units_at_tile_result(enemy, nullptr, ptile)
3223 == ATT_OK)) {
3225 if ((a * a * 10) >= d) {
3226 /* The enemies combined strength is too big! */
3227 *result = OVERRIDE_TRUE;
3228 return;
3229 }
3230 }
3233
3234 *result = OVERRIDE_FALSE;
3235}
3236
3237/**********************************************************************/
3240static void update_simple_ai_types(void)
3241{
3242 int i = 0;
3243
3246
3249 && !(pclass->adv.land_move == MOVE_NONE
3252 && punittype->transport_capacity < 8) {
3254 i++;
3255 }
3257
3258 simple_ai_types[i] = nullptr;
3259}
3260
3261/**********************************************************************/
3265{
3266 /* TODO: Remove the simple_ai_types cache or merge it with a general ai
3267 * cache; see the comment to struct unit_type *simple_ai_types at
3268 * the beginning of this file. */
3270
3272 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3273
3274 utai->low_firepower = FALSE;
3275 utai->ferry = FALSE;
3276 utai->missile_platform = FALSE;
3277 utai->carries_occupiers = FALSE;
3278 utai->potential_charges = unit_type_list_new();
3279
3282
3285
3286 /* Confirm firepower */
3288 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3290 if (utype_has_flag(penemy, pbonus->flag)) {
3291 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3292
3293 utai->low_firepower = TRUE;
3294 }
3296 }
3298
3299 /* Consider potential cargo */
3300 if (punittype->transport_capacity > 0) {
3301 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3302
3305
3308 utai->missile_platform = TRUE;
3309 } else if (pclass->adv.sea_move != MOVE_NONE
3310 && pcargo->adv.land_move != MOVE_NONE) {
3311 if (pcargo->adv.sea_move != MOVE_FULL) {
3312 utai->ferry = TRUE;
3313 } else {
3314 if (0 != utype_fuel(pctype)) {
3315 utai->ferry = TRUE;
3316 }
3317 }
3318 }
3319
3321 utai->carries_occupiers = TRUE;
3322 }
3323 }
3325 }
3326
3327 /* Consider potential charges */
3330
3331 if (0 < utype_fuel(punittype)
3332 && (0 == utype_fuel(pcharge)
3334 continue;
3335 }
3336
3337 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3338 if (chgcls == utype_class(pcharge)) {
3340 }
3342
3344 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3345 unit_type_list_append(utai->potential_charges, pcharge);
3346 }
3347
3350}
3351
3352/**********************************************************************/
3356{
3358 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3359
3360 if (utai == nullptr) {
3361 continue;
3362 }
3363 utype_set_ai_data(ptype, ait, nullptr);
3364
3365 unit_type_list_destroy(utai->potential_charges);
3366 free(utai);
3368}
3369
3370/**********************************************************************/
3373void dai_unit_init(struct ai_type *ait, struct unit *punit)
3374{
3375 /* Make sure that contents of unit_ai structure are correctly initialized,
3376 * if you ever allocate it by some other mean than fc_calloc() */
3377 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3378
3379 unit_data->done = FALSE;
3380 unit_data->cur_pos = nullptr;
3381 unit_data->prev_pos = nullptr;
3382 unit_data->target = 0;
3383 BV_CLR_ALL(unit_data->hunted);
3384 unit_data->ferryboat = 0;
3385 unit_data->passenger = 0;
3386 unit_data->bodyguard = 0;
3387 unit_data->charge = 0;
3388
3390}
3391
3392/**********************************************************************/
3395void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3396{
3397 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3398
3399 fc_assert_ret(unit_data != nullptr);
3400
3401 BV_CLR_ALL(unit_data->hunted);
3402}
3403
3404/**********************************************************************/
3407void dai_unit_close(struct ai_type *ait, struct unit *punit)
3408{
3409 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3410
3411 fc_assert_ret(unit_data != nullptr);
3412
3415
3416 if (unit_data != nullptr) {
3417 unit_set_ai_data(punit, ait, nullptr);
3419 }
3420}
3421
3422/**********************************************************************/
3425void dai_unit_save(struct ai_type *ait, const char *aitstr,
3426 struct section_file *file,
3427 const struct unit *punit, const char *unitstr)
3428{
3429 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3430
3431 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3432 unitstr, aitstr);
3433 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3434 unitstr, aitstr);
3435 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3436 unitstr, aitstr);
3437 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3438 unitstr, aitstr);
3439}
3440
3441/**********************************************************************/
3444void dai_unit_load(struct ai_type *ait, const char *aitstr,
3445 const struct section_file *file,
3446 struct unit *punit, const char *unitstr)
3447{
3448 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3449
3450 unit_data->passenger
3451 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3452 unitstr, aitstr);
3453 unit_data->ferryboat
3454 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3455 unitstr, aitstr);
3456 unit_data->charge
3457 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3458 unitstr, aitstr);
3459 unit_data->bodyguard
3460 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3461 unitstr, aitstr);
3462}
3463
3469
3470/**********************************************************************/
3473static bool role_unit_cb(struct unit_type *ptype, void *data)
3474{
3475 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3477 const struct civ_map *nmap = &(wld.map);
3478
3479 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3480 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3481 return FALSE;
3482 }
3483
3484 if (cb_data->build_city == nullptr
3485 || can_city_build_unit_now(nmap, cb_data->build_city, ptype,
3486 RPT_CERTAIN)) {
3487 return TRUE;
3488 }
3489
3490 return FALSE;
3491}
3492
3493/**********************************************************************/
3497 enum terrain_class tc)
3498{
3499 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3500
3502}
3503
3504/**********************************************************************/
3507bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3508 const struct unit *defender)
3509{
3510 struct pf_parameter parameter;
3511 struct pf_map *pfm;
3512 const struct tile *ptarget = unit_tile(defender);
3513 int max_move_cost = attacker->moves_left;
3514 bool able_to_strike = FALSE;
3515 const struct civ_map *nmap = &(wld.map);
3516
3517 pft_fill_unit_parameter(&parameter, nmap, attacker);
3518 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3519 pfm = pf_map_new(&parameter);
3520
3521 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3522 if (move_cost > max_move_cost) {
3523 break;
3524 }
3525
3526 if (ptile == ptarget) {
3528 break;
3529 }
3531
3533
3534 return able_to_strike;
3535}
3536
3537/**********************************************************************/
3540void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3541 struct tile *target, enum override_bool *allow)
3542{
3543 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3544
3545 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3547
3548 return;
3549 }
3550}
enum gen_action select_actres_action_unit_on_stack(struct civ_map *nmap, enum action_result actres, struct unit *punit, struct tile *ptile)
Definition actions.c:7561
bool is_action_enabled_unit_on_city(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct city *target_city)
Definition actions.c:3103
static struct action * action_by_number(action_id act_id)
Definition actions.h:400
#define ACTION_NONE
Definition actions.h:59
#define TRADE_WEIGHTING
Definition advbuilding.h:21
#define SHIELD_WEIGHTING
Definition advbuilding.h:20
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:49
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:417
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:408
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:387
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:398
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:361
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:88
#define POWER_DIVIDER
Definition advtools.h:32
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:682
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1915
const char * city_name_get(const struct city *pcity)
Definition city.c:1155
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:808
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype, const enum req_problem_type prob_type)
Definition city.c:957
#define city_list_iterate(citylist, pcity)
Definition city.h:508
#define city_tile(_pcity_)
Definition city.h:565
@ CITIZEN_ANGRY
Definition city.h:269
@ CITIZEN_UNHAPPY
Definition city.h:268
#define city_owner(_pcity_)
Definition city.h:564
#define city_list_iterate_end
Definition city.h:510
@ FEELING_NATIONALITY
Definition city.h:280
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:717
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
char * incite_cost
Definition comments.c:77
void dai_manage_airunit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiair.c:490
void dai_manage_diplomat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Definition daieffects.c:821
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition daiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition daiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiferry.c:1119
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition daiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition daiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition daiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition daiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition daiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition daiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition daiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition daiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:279
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition daiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition daiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition daiguard.h:21
bool dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:288
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:436
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:89
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:44
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:50
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1308
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition daitools.c:429
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:817
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:605
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition daitools.c:643
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition daitools.c:1444
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition daitools.c:755
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition daitools.c:76
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition daitools.c:117
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition daitools.c:244
void dai_unit_save(struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr)
Definition daiunit.c:3425
static bool invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1050
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:882
static bool has_defense(struct city *pcity)
Definition daiunit.c:221
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:341
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2266
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:2031
int unittype_def_rating_squared(const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition daiunit.c:303
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:730
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3264
#define LOG_CARAVAN
Definition daiunit.c:87
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:258
enum gen_action dai_select_tile_attack_action(struct civ_map *nmap, struct unit *punit, struct tile *ptile)
Definition daiunit.c:444
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1726
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:1096
static void update_simple_ai_types(void)
Definition daiunit.c:3240
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2958
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3540
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2548
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1944
static void reinforcements_cost_and_value(struct unit *punit, struct tile *ptile0, int *value, int *cost)
Definition daiunit.c:374
struct unit_type * simple_ai_types[U_LAST]
Definition daiunit.c:125
static void dai_airlift(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:168
int build_cost_balanced(const struct unit_type *punittype)
Definition daiunit.c:249
bool dai_unit_can_strike_my_unit(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:3507
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2992
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:663
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:1022
#define LOG_CARAVAN3
Definition daiunit.c:89
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2922
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2303
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:1175
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2827
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2703
adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct unit **aunit, struct city **acity)
Definition daiunit.c:745
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3473
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1789
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3395
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2682
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c:365
#define LOG_CARAVAN2
Definition daiunit.c:88
static struct city * find_neediest_airlift_city(struct ai_type *ait, const struct player *pplayer)
Definition daiunit.c:137
static int unit_def_rating(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:277
static bool dai_is_unit_tired_waiting_boat(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2162
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:484
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:864
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1675
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:3009
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2473
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:267
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:551
static bool is_my_turn(struct unit *punit, struct unit *pdef)
Definition daiunit.c:399
static int unit_def_rating_squared(const struct unit *punit, const struct unit *pdef)
Definition daiunit.c:290
void dai_unit_init(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3373
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3183
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1992
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:3444
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2143
#define LOGLEVEL_RECOVERY
Definition daiunit.c:86
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3407
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3355
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3496
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:976
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:630
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2221
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
@ AIUNIT_BUILD_CITY
Definition daiunit.h:27
@ AIUNIT_NONE
Definition daiunit.h:27
@ AIUNIT_ATTACK
Definition daiunit.h:28
@ AIUNIT_EXPLORE
Definition daiunit.h:29
@ AIUNIT_HUNTER
Definition daiunit.h:29
@ AIUNIT_AUTO_WORKER
Definition daiunit.h:27
@ AIUNIT_RECOVER
Definition daiunit.h:29
@ AIUNIT_TRADE
Definition daiunit.h:30
@ AIUNIT_DEFEND_HOME
Definition daiunit.h:28
@ AIUNIT_ESCORT
Definition daiunit.h:28
@ AIUNIT_WONDER
Definition daiunit.h:30
#define RAMPAGE_ANYTHING
Definition daiunit.h:85
#define RAMPAGE_FREE_CITY_OR_BETTER
Definition daiunit.h:87
#define INVASION_ATTACK
Definition daiunit.h:81
#define INVASION_OCCUPY
Definition daiunit.h:80
#define RAMPAGE_HUT_OR_BETTER
Definition daiunit.h:86
#define DEFENSE_POWER(ptype)
Definition daiunit.h:66
#define IS_ATTACKER(ptype)
Definition daiunit.h:70
#define BODYGUARD_RAMPAGE_THRESHOLD
Definition daiunit.h:88
#define ATTACK_POWER(ptype)
Definition daiunit.h:68
static void attack(QVariant data1, QVariant data2)
Definition dialogs.cpp:3055
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2977
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:1036
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1050
@ RPT_CERTAIN
Definition fc_types.h:516
@ AUT_AUTO_WORKER
Definition fc_types.h:231
#define ADV_WANT_PRINTF
Definition fc_types.h:1051
@ O_LUXURY
Definition fc_types.h:103
signed short Continent_id
Definition fc_types.h:233
override_bool
Definition fc_types.h:96
@ OVERRIDE_TRUE
Definition fc_types.h:96
@ OVERRIDE_FALSE
Definition fc_types.h:96
struct civ_game game
Definition game.c:62
struct world wld
Definition game.c:63
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1076
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1085
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:373
#define iterate_outward_end
Definition map.h:377
#define adjc_iterate_end
Definition map.h:439
static int index_to_map_pos_y(int mindex)
Definition map.h:772
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:397
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:434
#define square_iterate_end
Definition map.h:400
static int index_to_map_pos_x(int mindex)
Definition map.h:759
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:350
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:362
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:522
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:919
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:88
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:461
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:843
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:952
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:894
void pft_fill_utype_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit_type *punittype, struct tile *pstart_tile, struct player *pplayer)
Definition pf_tools.c:879
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1217
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1376
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1397
#define players_iterate_end
Definition player.h:552
#define players_iterate(_pplayer)
Definition player.h:547
static bool is_barbarian(const struct player *pplayer)
Definition player.h:499
#define is_human(plr)
Definition player.h:231
#define fc_rand(_size)
Definition rand.h:56
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
bool is_req_active(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
Definition specialist.c:270
#define normal_specialist_type_iterate(sp)
Definition specialist.h:89
#define normal_specialist_type_iterate_end
Definition specialist.h:95
#define CITY_LOG(loglevel, pcity, msg,...)
Definition srv_log.h:83
#define LOGLEVEL_HUNT
Definition srv_log.h:35
#define UNIT_LOG(loglevel, punit, msg,...)
Definition srv_log.h:98
#define LOG_AI_TEST
Definition srv_log.h:38
@ AIT_RECOVER
Definition srv_log.h:68
@ AIT_FSTK
Definition srv_log.h:54
@ AIT_CARAVAN
Definition srv_log.h:56
@ AIT_RAMPAGE
Definition srv_log.h:71
@ AIT_ATTACK
Definition srv_log.h:66
@ AIT_HUNTER
Definition srv_log.h:57
@ AIT_BODYGUARD
Definition srv_log.h:69
@ AIT_DEFENDERS
Definition srv_log.h:55
@ AIT_AIRUNIT
Definition srv_log.h:60
@ AIT_FERRY
Definition srv_log.h:70
@ AIT_MILITARY
Definition srv_log.h:67
@ AIT_DIPLOMAT
Definition srv_log.h:59
@ AIT_AIRLIFT
Definition srv_log.h:58
@ TIMER_STOP
Definition srv_log.h:76
@ TIMER_START
Definition srv_log.h:76
#define TIMING_LOG(timer, activity)
Definition srv_log.h:125
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
unsigned int danger
Definition daicity.h:47
int bcost
Definition daicity.h:44
Definition ai.h:50
void(* callback)(const struct caravan_result *result, void *data)
Definition caravan.h:124
enum foreign_trade_limit allow_foreign_trade
Definition caravan.h:99
bool ignore_transit_time
Definition caravan.h:108
void * callback_data
Definition caravan.h:125
const struct city * src
Definition caravan.h:52
const struct city * dest
Definition caravan.h:53
bool help_wonder
Definition caravan.h:57
double value
Definition caravan.h:56
Definition city.h:318
struct adv_city * adv
Definition city.h:450
struct tile * tile
Definition city.h:320
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:177
struct civ_game::@32::@36 server
struct city_list * cities
Definition player.h:281
struct unit_list * units
Definition player.h:282
bool is_alive
Definition player.h:268
const struct player * player
enum terrain_class tc
Definition daiunit.c:3466
struct city * build_city
Definition daiunit.c:3467
Definition tile.h:50
struct unit_list * units
Definition tile.h:58
Continent_id continent
Definition tile.h:54
bool done
Definition daiunit.h:44
bv_unit_classes cargo
Definition unittype.h:565
struct veteran_system * veteran
Definition unittype.h:551
int move_rate
Definition unittype.h:524
Definition unit.h:140
enum unit_activity activity
Definition unit.h:159
int moves_left
Definition unit.h:152
int id
Definition unit.h:147
bool moved
Definition unit.h:176
bool debug
Definition unit.h:237
int hp
Definition unit.h:153
struct unit::@84::@87 server
struct tile * tile
Definition unit.h:142
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:615
#define is_ocean_tile(ptile)
Definition terrain.h:197
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:234
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
#define tile_terrain(_tile)
Definition tile.h:115
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:93
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
struct goods_type * unit_current_goods(const struct unit *punit, const struct city *homecity)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2, int priority)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2343
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2461
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2281
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:205
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2525
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2236
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2722
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:402
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:412
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2942
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity, enum gen_action action)
Definition unit.c:912
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:316
bool is_special_unit(const struct unit *punit)
Definition unit.c:369
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2511
bool is_guard_unit(const struct unit *punit)
Definition unit.c:359
bool unit_has_orders(const struct unit *punit)
Definition unit.c:221
#define unit_tile(_pu)
Definition unit.h:408
#define unit_cargo_iterate_end
Definition unit.h:602
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:599
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:407
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:446
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6708
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3350
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6606
struct unit * unit_list_find(const struct unit_list *punitlist, int unit_id)
Definition unitlist.c:30
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
bool utype_action_takes_all_mp(const struct unit_type *putype, struct action *paction)
Definition unittype.c:1216
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:126
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2267
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2284
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1613
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:224
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1493
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1509
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2330
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2535
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:412
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:233
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:215
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:289
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2776
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:301
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2784
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1463
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:468
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:396
#define utype_class(_t_)
Definition unittype.h:756
#define utype_fuel(ptype)
Definition unittype.h:849
#define combat_bonus_list_iterate_end
Definition unittype.h:487
#define combat_bonus_list_iterate(bonuslist, pbonus)
Definition unittype.h:485
@ MOVE_FULL
Definition unittype.h:144
@ MOVE_NONE
Definition unittype.h:144
#define unit_type_list_iterate(utype_list, ptype)
Definition unittype.h:950
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:624
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:942
#define unit_type_iterate(_p)
Definition unittype.h:865
#define unit_type_list_iterate_end
Definition unittype.h:952
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:872
#define unit_class_list_iterate_end
Definition unittype.h:944