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 "aiferry.h"
70#include "aiguard.h"
71#include "aihand.h"
72#include "daiair.h"
73#include "daicity.h"
74#include "daidata.h"
75#include "daidiplomat.h"
76#include "daieffects.h"
77#include "daihunter.h"
78#include "dailog.h"
79#include "daimilitary.h"
80#include "daiparadrop.h"
81#include "daiplayer.h"
82#include "daitools.h"
83
84#include "daiunit.h"
85
86
87#define LOGLEVEL_RECOVERY LOG_DEBUG
88#define LOG_CARAVAN LOG_DEBUG
89#define LOG_CARAVAN2 LOG_DEBUG
90#define LOG_CARAVAN3 LOG_DEBUG
91
92static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit);
93static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer,
94 struct unit *punit);
95static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
96 struct unit *punit);
97static void dai_manage_barbarian_leader(struct ai_type *ait,
98 struct player *pplayer,
99 struct unit *leader);
100
101static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
102 struct player *pplayer, struct unit *punit);
103static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
104 struct unit *punit);
105static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
106 struct unit *punit);
107
108static bool unit_role_defender(const struct unit_type *punittype);
109static int unit_def_rating_squared(const struct unit *punit,
110 const struct unit *pdef);
111
112/*
113 * Cached values. Updated by update_simple_ai_types.
114 *
115 * This a hack to enable emulation of old loops previously hardwired
116 * as
117 * for (i = U_WARRIORS; i <= U_BATTLESHIP; i++)
118 *
119 * (Could probably just adjust the loops themselves fairly simply,
120 * but this is safer for regression testing.)
121 *
122 * Not dealing with planes yet.
123 *
124 * Terminated by NULL.
125 */
127
128/**********************************************************************/
138static struct city *find_neediest_airlift_city(struct ai_type *ait,
139 const struct player *pplayer)
140{
141 struct city *neediest_city = NULL;
142 int most_danger = 0;
143 int most_urgent = 0;
144
145 city_list_iterate(pplayer->cities, pcity) {
146 struct ai_city *city_data = def_ai_city_data(pcity, ait);
147
148 if (pcity->airlift) {
149 if (city_data->urgency > most_urgent) {
150 most_urgent = city_data->urgency;
152 } else if (0 == most_urgent /* urgency trumps danger */
153 && city_data->danger > most_danger) {
154 most_danger = city_data->danger;
156 }
157 }
159
160 return neediest_city;
161}
162
163/**********************************************************************/
169static void dai_airlift(struct ai_type *ait, struct player *pplayer)
170{
171 struct city *most_needed;
172 int comparison;
173 struct unit *transported;
174 const struct civ_map *nmap = &(wld.map);
175
176 do {
178 comparison = 0;
179 transported = NULL;
180
181 if (!most_needed) {
182 return;
183 }
184
185 unit_list_iterate(pplayer->units, punit) {
186 struct tile *ptile = (unit_tile(punit));
187 struct city *pcity = tile_city(ptile);
188
189 if (pcity) {
190 struct ai_city *city_data = def_ai_city_data(pcity, ait);
191 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
192 const struct unit_type *ptype = unit_type_get(punit);
193
194 if (city_data->urgency == 0
197 && DEFENSE_POWER(ptype) > 2
198 && (unit_data->task == AIUNIT_NONE
199 || unit_data->task == AIUNIT_DEFEND_HOME)
200 && IS_ATTACKER(ptype)) {
201 comparison = city_data->danger;
202 transported = punit;
203 }
204 }
206 if (!transported) {
207 return;
208 }
209 UNIT_LOG(LOG_DEBUG, transported, "airlifted to defend %s",
211 unit_do_action(pplayer, transported->id, most_needed->id,
212 0, "", ACTION_AIRLIFT);
213 } while (TRUE);
214}
215
216/**********************************************************************/
222static bool has_defense(struct city *pcity)
223{
224 struct tile *ptile = city_tile(pcity);
225
226 unit_list_iterate(ptile->units, punit) {
228 && punit->hp != 0) {
230
231 if (pclass->non_native_def_pct > 0
232 || is_native_tile_to_class(pclass, ptile)) {
233 return TRUE;
234 }
235 }
236 }
238
239 return FALSE;
240}
241
242/**********************************************************************/
251{
252 return 2 * utype_build_shield_cost_base(punittype) * punittype->attack_strength /
253 (punittype->attack_strength + punittype->defense_strength);
254}
255
256/**********************************************************************/
259static int unit_att_rating_now(const struct unit *punit)
260{
263}
264
265/**********************************************************************/
268static int unit_att_rating_squared(const struct unit *punit)
269{
270 int v = adv_unit_att_rating(punit);
271
272 return v * v;
273}
274
275/**********************************************************************/
278static int unit_def_rating(const struct unit *attacker,
279 const struct unit *defender)
280{
281 const struct unit_type *def_type = unit_type_get(defender);
282
283 return (get_total_defense_power(attacker, defender)
284 * (attacker->id != 0 ? defender->hp : def_type->hp)
285 * def_type->firepower / POWER_DIVIDER);
286}
287
288/**********************************************************************/
291static int unit_def_rating_squared(const struct unit *attacker,
292 const struct unit *defender)
293{
294 int v = unit_def_rating(attacker, defender);
295
296 return v * v;
297}
298
299/**********************************************************************/
305 const struct unit_type *def_type,
306 struct player *def_player,
307 struct tile *ptile, bool fortified,
308 int veteran)
309{
310 struct civ_map *nmap = &(wld.map);
312 ptile, fortified, veteran)
313 * def_type->hp * def_type->firepower / POWER_DIVIDER;
314
315 return v * v;
316}
317
318/**********************************************************************/
343 int victim_count)
344{
346
347 /* attractiveness danger */
350
351 return desire;
352}
353
354/**********************************************************************/
366static int avg_benefit(int benefit, int loss, double chance)
367{
368 return (int)(((benefit + loss) * chance - loss) * SHIELD_WEIGHTING);
369}
370
371/**********************************************************************/
376 struct tile *ptile0,
377 int *value, int *cost)
378{
379 *cost = 0;
380 *value = 0;
381 square_iterate(&(wld.map), ptile0, 1, ptile) {
382 unit_list_iterate(ptile->units, aunit) {
383 if (aunit != punit
385 int val = adv_unit_att_rating(aunit);
386
387 if (val != 0) {
388 *value += val;
390 }
391 }
394}
395
396/**********************************************************************/
400static bool is_my_turn(struct unit *punit, struct unit *pdef)
401{
402 int val = unit_att_rating_now(punit);
403 int cur, d;
404 const struct unit_type *def_type = unit_type_get(pdef);
405 struct tile *def_tile = unit_tile(pdef);
406 struct civ_map *nmap = &(wld.map);
407
409
410 square_iterate(nmap, def_tile, 1, ptile) {
411 unit_list_iterate(ptile->units, aunit) {
412 if (aunit == punit || unit_owner(aunit) != unit_owner(punit)) {
413 continue;
414 }
416 != ATT_OK)
418 pdef, def_tile)
419 != ATT_OK)) {
420 continue;
421 }
424 FALSE, 0);
425 if (d == 0) {
426 return TRUE; /* Thanks, Markus -- Syela */
427 }
431 FALSE, 0) / d;
432 if (cur > val && ai_fuzzy(unit_owner(punit), TRUE)) {
433 return FALSE;
434 }
437
438 return TRUE;
439}
440
441/**********************************************************************/
457static int dai_rampage_want(struct unit *punit, struct tile *ptile)
458{
459 struct player *pplayer = unit_owner(punit);
460 struct unit *pdef;
461 struct civ_map *nmap = &(wld.map);
462
464
465 if (can_unit_attack_tile(punit, NULL, ptile)
466 && (pdef = get_defender(nmap, punit, ptile, NULL))) {
467 /* See description of kill_desire() about these variables. */
471
472 attack *= attack;
473
474 /* If the victim is in the city/fortress, we correct the benefit
475 * with our health because there could be reprisal attacks. We
476 * shouldn't send already injured units to useless suicide.
477 * Note that we do not specially encourage attacks against
478 * cities: rampage is a hit-n-run operation. */
479 if (!is_stack_vulnerable(ptile)
480 && unit_list_size(ptile->units) > 1) {
482 }
483
484 /* If we have non-zero attack rating... */
485 if (attack > 0 && is_my_turn(punit, pdef)) {
488
489 /* No need to amortize, our operation takes one turn. */
490 UNIT_LOG(LOG_DEBUG, punit, "Rampage: Desire %d to kill %s(%d,%d)",
491 desire,
494
495 return MAX(0, desire);
496 }
497 } else if (0 == unit_list_size(ptile->units)) {
498 /* No defender. */
499 struct city *pcity = tile_city(ptile);
500
501 /* ...and free foreign city waiting for us. Who would resist! */
502 if (NULL != pcity
503 && pplayers_at_war(pplayer, city_owner(pcity))
506 }
507
508 /* ...or tiny pleasant hut here! */
509 /* FIXME: unhardcode and variate the desire to enter a hut. */
510 if (unit_can_enter_hut(punit, ptile) && !is_barbarian(pplayer)
511 && is_native_tile(unit_type_get(punit), ptile)) {
512 return -RAMPAGE_HUT_OR_BETTER;
513 }
514 }
515
516 return 0;
517}
518
519/**********************************************************************/
522static struct pf_path *find_rampage_target(struct unit *punit,
523 int thresh_adj, int thresh_move)
524{
525 struct pf_map *tgt_map;
526 struct pf_path *path = NULL;
527 struct pf_parameter parameter;
528 /* Coordinates of the best target (initialize to silence compiler) */
529 struct tile *ptile = unit_tile(punit);
530 /* Want of the best target */
531 int max_want = 0;
532 struct player *pplayer = unit_owner(punit);
533 const struct civ_map *nmap = &(wld.map);
534
536 parameter.omniscience = !has_handicap(pplayer, H_MAP);
537 /* When trying to find rampage targets we ignore risks such as
538 * enemy units because we are looking for trouble!
539 * Hence no call ai_avoid_risks()
540 */
541
542 tgt_map = pf_map_new(&parameter);
544 int want;
545 bool move_needed;
546 int thresh;
547
548 if (move_cost > punit->moves_left) {
549 /* This is too far */
550 break;
551 }
552
553 if (has_handicap(pplayer, H_TARGETS)
554 && !map_is_known_and_seen(iter_tile, pplayer, V_MAIN)) {
555 /* The target is under fog of war */
556 continue;
557 }
558
560
561 /* Negative want means move needed even though the tiles are adjacent */
563 || want < 0);
564 /* Select the relevant threshold */
566 want = (want < 0 ? -want : want);
567
568 if (want > max_want && want > thresh) {
569 /* The new want exceeds both the previous maximum
570 * and the relevant threshold, so it's worth recording */
571 max_want = want;
572 ptile = iter_tile;
573 }
575
576 if (max_want > 0) {
577 /* We found something */
578 path = pf_map_path(tgt_map, ptile);
579 fc_assert(path != NULL);
580 }
581
583
584 return path;
585}
586
587/**********************************************************************/
602 int thresh_move)
603{
604 int count = punit->moves_left + 1; /* break any infinite loops */
605 struct pf_path *path = NULL;
606
609
611 /* This teaches the AI about the dangers inherent in occupychance. */
613
614 while (count-- > 0 && punit->moves_left > 0
616 if (!adv_unit_execute_path(punit, path)) {
617 /* Died */
618 count = -1;
619 }
620 pf_path_destroy(path);
621 path = NULL;
622 }
623
624 fc_assert(NULL == path);
625
627 return (count >= 0);
628}
629
630/**********************************************************************/
634static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer,
635 struct unit *punit)
636{
637 struct unit *aunit = aiguard_charge_unit(ait, punit);
638 struct city *acity = aiguard_charge_city(ait, punit);
639 struct tile *ptile;
640
642 CHECK_GUARD(ait, punit);
643
644 if (aunit && unit_owner(aunit) == unit_owner(punit)) {
645 /* protect a unit */
646 if (aunit->goto_tile != NULL) {
647 /* Our charge is going somewhere: maybe we should meet them there */
648 /* FIXME: This probably isn't the best algorithm for this. */
650 int me2goal = real_map_distance(unit_tile(punit), aunit->goto_tile);
651 int them2goal = real_map_distance(unit_tile(aunit), aunit->goto_tile);
652
653 if (me2goal < me2them
657 ptile = aunit->goto_tile;
658 } else {
659 ptile = unit_tile(aunit);
660 }
661 } else {
662 ptile = unit_tile(aunit);
663 }
664 } else if (acity && city_owner(acity) == unit_owner(punit)) {
665 /* protect a city */
666 ptile = acity->tile;
667 } else {
668 /* should be impossible */
669 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "we lost our charge");
671 return;
672 }
673
674 if (same_pos(unit_tile(punit), ptile)) {
675 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "at RV");
676 } else {
677 if (goto_is_sane(punit, ptile)) {
678 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "meeting charge");
679 if (!dai_gothere(ait, pplayer, punit, ptile)) {
680 /* We died */
681 return;
682 }
683 } else {
684 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "can not meet charge");
686 }
687 }
688 /* We might have stopped because of an enemy nearby.
689 * Perhaps we can kill it.*/
692 && same_pos(unit_tile(punit), ptile)) {
693 def_ai_unit_data(punit, ait)->done = TRUE; /* Stay with charge */
694 }
695}
696
697/**********************************************************************/
700static bool unit_role_defender(const struct unit_type *punittype)
701{
703}
704
705/**********************************************************************/
715adv_want look_for_charge(struct ai_type *ait, const struct civ_map *nmap,
716 struct player *pplayer, struct unit *punit,
717 struct unit **aunit, struct city **acity)
718{
719 struct pf_parameter parameter;
720 struct pf_map *pfm;
721 struct city *pcity;
722 struct ai_city *data, *best_data = NULL;
724 int def, best_def = -1;
725 /* Arbitrary: 3 turns. */
726 const int max_move_cost = 3 * unit_move_rate(punit);
727
728 *aunit = NULL;
729 *acity = NULL;
730
731 if (0 == toughness) {
732 /* useless */
733 return 0;
734 }
735
736 pft_fill_unit_parameter(&parameter, nmap, punit);
737 parameter.omniscience = !has_handicap(pplayer, H_MAP);
738 pfm = pf_map_new(&parameter);
739
740 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
741 if (move_cost > max_move_cost) {
742 /* Consider too far. */
743 break;
744 }
745
746 pcity = tile_city(ptile);
747
748 /* Consider unit bodyguard. */
749 unit_list_iterate(ptile->units, buddy) {
750 const struct unit_type *ptype = unit_type_get(punit);
751 const struct unit_type *buddy_type = unit_type_get(buddy);
752
753 /* TODO: allied unit bodyguard? */
755 || unit_owner(buddy) != pplayer
756 || !aiguard_wanted(ait, buddy)
762
763 continue;
764 }
765
767 if (0 >= def) {
768 continue;
769 }
770
772 /* Reduce want based on move cost. We can't do this for
773 * transports since they move around all the time, leading
774 * to hillarious flip-flops. */
775 def >>= move_cost / (2 * unit_move_rate(punit));
776 }
777 if (def > best_def) {
778 *aunit = buddy;
779 *acity = NULL;
780 best_def = def;
781 }
783
784 /* City bodyguard. TODO: allied city bodyguard? */
785 if (ai_fuzzy(pplayer, TRUE)
786 && NULL != pcity
787 && city_owner(pcity) == pplayer
788 && (data = def_ai_city_data(pcity, ait))
789 && 0 < data->urgency) {
790 if (NULL != best_data
791 && (0 < best_data->grave_danger
792 || best_data->urgency > data->urgency
793 || ((best_data->danger > data->danger
794 || AIUNIT_DEFEND_HOME == def_ai_unit_data(punit, ait)->task)
795 && 0 == data->grave_danger))) {
796 /* Chances are we'll be between cities when we are needed the most!
797 * Resuming pf_map_move_costs_iterate()... */
798 continue;
799 }
800 def = (data->danger - assess_defense_quadratic(ait, pcity));
801 if (def <= 0) {
802 continue;
803 }
804 /* Reduce want based on move cost. */
805 def >>= move_cost / (2 * unit_move_rate(punit));
806 if (def > best_def && ai_fuzzy(pplayer, TRUE)) {
807 *acity = pcity;
808 *aunit = NULL;
809 best_def = def;
810 best_data = data;
811 }
812 }
814
816
817 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "%s(), best_def=%d, type=%s (%d, %d)",
820 : (NULL != *aunit ? unit_rule_name(*aunit) : "")),
822 : (NULL != *aunit ?
825 : (NULL != *aunit ?
827
828 return ((best_def * 100) / toughness);
829}
830
831/**********************************************************************/
835 const struct unit_type *followee,
836 struct ai_type *ait)
837{
838 struct unit_type_ai *utai = utype_ai_data(follower, ait);
839
840 unit_type_list_iterate(utai->potential_charges, pcharge) {
841 if (pcharge == followee) {
842 return TRUE;
843 }
845
846 return FALSE;
847}
848
849/**********************************************************************/
852static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap,
853 struct player *pplayer, struct unit *punit)
854{
855 const struct unit_type *punittype = unit_type_get(punit);
856 struct unit_ai *unit_data;
857
859
860 /* Keep barbarians aggressive and primitive */
861 if (is_barbarian(pplayer)) {
863 && is_land_barbarian(pplayer)) {
864 /* Land barbarians pillage */
867 }
869
870 return;
871 }
872
874
875 /* If I am a bodyguard, check whether I can do my job. */
876 if (unit_data->task == AIUNIT_ESCORT
877 || unit_data->task == AIUNIT_DEFEND_HOME) {
879 }
880
881 if (aiguard_has_charge(ait, punit)
882 && unit_data->task == AIUNIT_ESCORT) {
883 struct unit *aunit = aiguard_charge_unit(ait, punit);
884 struct city *acity = aiguard_charge_city(ait, punit);
885 struct ai_city *city_data = NULL;
886
887 if (acity != NULL) {
889 }
890
891 /* Check if the city we are on our way to rescue is still in danger,
892 * or the unit we should protect is still alive... */
893 if ((aunit && (aiguard_has_guard(ait, aunit) || aiguard_wanted(ait, aunit))
896 && city_data->urgency != 0
897 && city_data->danger > assess_defense_quadratic(ait, acity))) {
898 return; /* Yep! */
899 } else {
900 dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL); /* Nope! */
901 }
902 }
903
904 /* Is the unit badly damaged? */
905 if ((unit_data->task == AIUNIT_RECOVER
906 && punit->hp < punittype->hp)
907 || punit->hp < punittype->hp * 0.25) { /* WAG */
908 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "set to hp recovery");
910 return;
911 }
912
915 /* This is a defending unit that doesn't need to stay put.
916 * It needs to defend something, but not necessarily where it's at.
917 * Therefore, it will consider becoming a bodyguard. -- Syela */
918 struct city *acity;
919 struct unit *aunit;
920
921 look_for_charge(ait, nmap, pplayer, punit, &aunit, &acity);
922 if (acity) {
925 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend city");
926 } else if (aunit) {
929 BODYGUARD_LOG(ait, LOG_DEBUG, punit, "going to defend unit");
930 }
931 }
933}
934
935/**********************************************************************/
944static void dai_military_defend(struct ai_type *ait, struct player *pplayer,
945 struct unit *punit)
946{
947 struct city *pcity = aiguard_charge_city(ait, punit);
948
950
951 if (!pcity || city_owner(pcity) != pplayer) {
953 /* Do not stay defending an allied city forever */
955 }
956
957 if (!pcity) {
958 /* Try to find a place to rest. Sitting duck out in the wilderness
959 * is generally a bad idea, since we protect no cities that way, and
960 * it looks silly. */
964 }
965
966 if (!pcity) {
968 }
969
972 /* ... we survived */
973 if (pcity) {
974 UNIT_LOG(LOG_DEBUG, punit, "go to defend %s", city_name_get(pcity));
976 UNIT_LOG(LOG_DEBUG, punit, "go defend successful");
978 } else {
979 (void) dai_gothere(ait, pplayer, punit, pcity->tile);
980 }
981 } else {
982 UNIT_LOG(LOG_VERBOSE, punit, "defending nothing...?");
983 }
984 }
985}
986
987/**********************************************************************/
990static void single_invader(struct ai_city *city_data,
991 const struct unit_type *utype,
992 int which)
993{
994 int attacks;
995
998 attacks = 1;
999 } else {
1000 attacks = utype->move_rate;
1001 }
1002 city_data->invasion.attack += attacks;
1003 if (which == INVASION_OCCUPY) {
1004 city_data->invasion.occupy++;
1005 }
1006}
1007
1008/**********************************************************************/
1018static void invasion_funct(struct ai_type *ait, struct unit *punit,
1019 bool dest, int radius, int which)
1020{
1021 struct tile *ptile;
1022 struct player *pplayer = unit_owner(punit);
1023
1025
1026 if (dest) {
1027 ptile = punit->goto_tile;
1028 } else {
1029 ptile = unit_tile(punit);
1030 }
1031
1032 square_iterate(&(wld.map), ptile, radius, tile1) {
1033 struct city *pcity = tile_city(tile1);
1034
1035 if (pcity
1037 && (dest || !has_defense(pcity))) {
1038 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1039
1040 /* Unit itself */
1042
1043 /* Cargo */
1044 unit_cargo_iterate(punit, cargo) {
1045 const struct unit_type *utype = unit_type_get(cargo);
1046
1047 if (IS_ATTACKER(utype)) {
1051 }
1053 }
1055}
1056
1057/**********************************************************************/
1060bool find_beachhead(const struct player *pplayer, struct pf_map *ferry_map,
1061 struct tile *dest_tile,
1062 const struct unit_type *cargo_type,
1063 const struct unit_type *ferry_type,
1064 struct tile **ferry_dest, struct tile **beachhead_tile)
1065{
1066 if (NULL == tile_city(dest_tile)
1068 /* Unit can directly go to 'dest_tile'. */
1069 struct tile *best_tile = NULL;
1071
1072 if (NULL != beachhead_tile) {
1073 *beachhead_tile = dest_tile;
1074 }
1075
1076 adjc_iterate(&(wld.map), dest_tile, ptile) {
1078 if (cost != PF_IMPOSSIBLE_MC
1079 && (NULL == best_tile || cost < best_cost)) {
1080 best_tile = ptile;
1081 best_cost = cost;
1082 }
1084
1085 if (NULL != ferry_dest) {
1087 }
1088
1089 return (PF_IMPOSSIBLE_MC != best_cost);
1090 } else {
1091 /* We need to find a beach around 'dest_tile'. */
1092 struct tile *best_tile = NULL, *best_beach = NULL;
1096
1097 tile_list_append(checked_tiles, dest_tile);
1098 adjc_iterate(&(wld.map), dest_tile, beach) {
1100 /* Can land there. */
1101 adjc_iterate(&(wld.map), beach, ptile) {
1102 if (!tile_list_search(checked_tiles, ptile)
1103 && !is_non_allied_unit_tile(ptile, pplayer,
1104 flagless_ferry)) {
1107 if (cost != PF_IMPOSSIBLE_MC
1108 && (NULL == best_tile || cost < best_cost)) {
1109 best_beach = beach;
1110 best_tile = ptile;
1111 best_cost = cost;
1112 }
1113 }
1115 }
1117
1119
1120 if (NULL != beachhead_tile) {
1122 }
1123 if (NULL != ferry_dest) {
1125 }
1126 return (PF_IMPOSSIBLE_MC != best_cost);
1127 }
1128}
1129
1130/**********************************************************************/
1138adv_want find_something_to_kill(struct ai_type *ait, struct player *pplayer,
1139 struct unit *punit,
1140 struct tile **pdest_tile, struct pf_path **ppath,
1141 struct pf_map **pferrymap,
1142 struct unit **pferryboat,
1143 const struct unit_type **pboattype, int *pmove_time)
1144{
1145 const int attack_value = adv_unit_att_rating(punit); /* basic attack. */
1146 struct pf_parameter parameter;
1147 struct pf_map *punit_map, *ferry_map;
1148 struct pf_position pos;
1150 const struct unit_type *punit_type = unit_type_get(punit);
1151 struct tile *punit_tile = unit_tile(punit);
1152 /* Type of our boat (a future one if ferryboat == NULL). */
1153 const struct unit_type *boattype = NULL;
1154 struct unit *ferryboat = NULL;
1155 struct city *pcity;
1156 struct ai_city *acity_data;
1157 int bcost, bcost_bal; /* Build cost of the attacker (+adjustments). */
1158 bool handicap = has_handicap(pplayer, H_TARGETS);
1159 bool unhap = FALSE; /* Do we make unhappy citizen. */
1160 bool harbor = FALSE; /* Do we have access to sea? */
1161 bool go_by_boat; /* Whether we need a boat or not. */
1162 int vulnerability; /* Enemy defense rating. */
1163 adv_want benefit; /* Benefit from killing the target. */
1164 struct unit *pdefender; /* Enemy city defender. */
1165 int move_time; /* Turns needed to target. */
1166 int reserves;
1167 int attack; /* Our total attack value with reinforcements. */
1168 int victim_count; /* Number of enemies there. */
1169 int needferry; /* Cost of building a ferry boat. */
1170 /* This is a kluge, because if we don't set x and y with !punit->id,
1171 * p_a_w isn't called, and we end up not wanting ironclads and therefore
1172 * never learning steam engine, even though ironclads would be very
1173 * useful. -- Syela */
1174 adv_want bk = 0;
1175 adv_want want; /* Want (amortized) of the operaton. */
1176 adv_want best = 0; /* Best of all wants. */
1177 struct tile *goto_dest_tile = NULL;
1178 bool can_occupy;
1179 struct civ_map *nmap = &(wld.map);
1180
1181 /* Very preliminary checks. */
1183 if (NULL != pferrymap) {
1184 *pferrymap = NULL;
1185 }
1186 if (NULL != pferryboat) {
1187 *pferryboat = NULL;
1188 }
1189 if (NULL != pboattype) {
1190 *pboattype = NULL;
1191 }
1192 if (NULL != pmove_time) {
1193 *pmove_time = 0;
1194 }
1195 if (NULL != ppath) {
1196 *ppath = NULL;
1197 }
1198
1199 if (0 == attack_value) {
1200 /* A very poor attacker... probably low on HP. */
1201 return 0;
1202 }
1203
1205
1206
1207 /*** Part 1: Calculate targets ***/
1208
1209 /* This horrible piece of code attempts to calculate the attractiveness of
1210 * enemy cities as targets for our units, by checking how many units are
1211 * going towards it or are near it already. */
1212
1213 /* Reset enemy cities data. */
1215 /* See comment below in next usage of POTENTIALLY_HOSTILE_PLAYER. */
1216 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1217 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1218 continue;
1219 }
1220 city_list_iterate(aplayer->cities, acity) {
1221 struct ai_city *city_data = def_ai_city_data(acity, ait);
1222
1224 &city_data->attack,
1225 &city_data->bcost);
1226 city_data->invasion.attack = 0;
1227 city_data->invasion.occupy = 0;
1230
1231 /* Second, calculate in units on their way there, and mark targets for
1232 * invasion */
1233 unit_list_iterate(pplayer->units, aunit) {
1234 const struct unit_type *atype;
1235
1236 if (aunit == punit) {
1237 continue;
1238 }
1239
1241
1242 /* Dealing with invasion stuff */
1243 if (IS_ATTACKER(atype)) {
1244 if (aunit->activity == ACTIVITY_GOTO) {
1245 invasion_funct(ait, aunit, TRUE, 0,
1248 if ((pcity = tile_city(aunit->goto_tile))) {
1249 struct ai_city *city_data = def_ai_city_data(pcity, ait);
1250
1253 }
1254 }
1258 } else if (def_ai_unit_data(aunit, ait)->passenger != 0
1260 /* It's a transport with reinforcements */
1261 if (aunit->activity == ACTIVITY_GOTO) {
1263 }
1265 }
1267 /* end horrible initialization subroutine */
1268
1269
1270 /*** Part 2: Now pick one target ***/
1271
1272 /* We first iterate through all cities, then all units, looking
1273 * for a viable target. We also try to gang up on the target
1274 * to avoid spreading out attacks too widely to be inefficient.
1275 */
1276
1278 if (NULL != pcity && (0 == punit->id || pcity->id == punit->homecity)) {
1279 /* I would have thought unhappiness should be taken into account
1280 * irrespectfully the city in which it will surface... -- GB */
1282 }
1283
1286
1288 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1289 punit_map = pf_map_new(&parameter);
1290
1291 if (MOVE_NONE == punit_class->adv.sea_move) {
1292 /* We need boat to move over sea. */
1293 ferryboat = unit_transport_get(punit);
1294
1295 /* First check if we can use the boat we are currently loaded to. */
1296 if (ferryboat == NULL || !is_boat_free(ait, ferryboat, punit, 0)) {
1297 /* No, we cannot control current boat */
1298 ferryboat = NULL;
1299 }
1300
1301 if (NULL == ferryboat) {
1302 /* Try to find new boat */
1303 ferryboat = player_unit_by_number(pplayer,
1304 aiferry_find_boat(ait, punit, 1, NULL));
1305 }
1306
1308 harbor = TRUE;
1309 }
1310 }
1311
1312 if (NULL != ferryboat) {
1313 boattype = unit_type_get(ferryboat);
1314 pft_fill_unit_overlap_param(&parameter, nmap, ferryboat);
1315 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1316 ferry_map = pf_map_new(&parameter);
1317 } else {
1319 if (NULL == boattype) {
1320 /* We pretend that we can have the simplest boat to stimulate tech. */
1322 }
1323 if (NULL != boattype && harbor) {
1324 /* Let's simulate a boat at 'punit' position. */
1326 punit_tile, pplayer);
1327 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1328 ferry_map = pf_map_new(&parameter);
1329 } else {
1330 ferry_map = NULL;
1331 }
1332 }
1333
1335
1337 /* For the virtual unit case, which is when we are called to evaluate
1338 * which units to build, we want to calculate in danger and which
1339 * players we want to make war with in the future. We do _not_ want
1340 * to do this when actually making attacks. */
1341 if ((punit->id == 0 && !POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer))
1342 || (punit->id != 0 && !pplayers_at_war(pplayer, aplayer))) {
1343 continue; /* Not an enemy. */
1344 }
1345
1346 city_list_iterate(aplayer->cities, acity) {
1347 struct tile *atile = city_tile(acity);
1348
1351 /* Can't attack this city. It is on land. */
1352 continue;
1353 }
1354
1355 if (handicap && !map_is_known(atile, pplayer)) {
1356 /* Can't see it */
1357 continue;
1358 }
1359
1361 go_by_boat = FALSE;
1362 move_time = pos.turn;
1363 } else if (NULL == ferry_map) {
1364 continue; /* Impossible to handle. */
1365 } else {
1366 struct tile *dest, *beach;
1367
1368 if (!find_beachhead(pplayer, ferry_map, atile, punit_type,
1369 boattype, &dest, &beach)) {
1370 continue; /* Impossible to go by boat. */
1371 }
1372 if (!pf_map_position(ferry_map, dest, &pos)) {
1374 continue;
1375 }
1376 move_time = pos.turn; /* Sailing time. */
1377 if (dest != beach) {
1378 move_time++; /* Land time. */
1379 }
1380 if (NULL != ferryboat && unit_tile(ferryboat) != punit_tile) {
1381 if (pf_map_position(punit_map, unit_tile(ferryboat), &pos)) {
1382 move_time += pos.turn; /* Time to reach the boat. */
1383 } else {
1384 continue; /* Cannot reach the boat. */
1385 }
1386 }
1387 go_by_boat = TRUE;
1388 }
1389
1394 } else {
1395 pdefender = NULL;
1396 vulnerability = 0;
1397 benefit = 0;
1398 }
1399
1400 if (1 < move_time) {
1402
1403 if (def_type) {
1407 if (v > vulnerability) {
1408 /* They can build a better defender! */
1409 vulnerability = v;
1411 }
1412 }
1413 }
1414
1416
1417 reserves = (acity_data->invasion.attack
1418 - unit_list_size(acity->tile->units));
1419
1420 if (punit->id == 0) {
1421 /* Real unit would add to reserves once built. */
1424 reserves++;
1425 } else {
1426 reserves += punit_type->move_rate;
1427 }
1428 }
1429
1430 if (0 < reserves && (can_occupy
1431 || 0 < acity_data->invasion.occupy)) {
1432 /* There are units able to occupy the city after all defenders
1433 * are killed! */
1434 benefit += acity_data->worth * reserves / 5;
1435 }
1436
1437 attack = attack_value + acity_data->attack;
1438 attack *= attack;
1439 /* Avoiding handling upkeep aggregation this way -- Syela */
1440
1441 /* AI was not sending enough reinforcements to totally wipe out a city
1442 * and conquer it in one turn.
1443 * This variable enables total carnage. -- Syela */
1445
1446 if (!can_occupy && NULL == pdefender) {
1447 /* Nothing there to bash and we can't occupy!
1448 * Not having this check caused warships yoyoing */
1449 want = 0;
1450 } else if (10 < move_time) {
1451 /* Too far! */
1452 want = 0;
1453 } else if (can_occupy && 0 == acity_data->invasion.occupy
1454 && (0 < acity_data->invasion.attack
1455 || victim_count == 0)) {
1456 /* Units able to occupy really needed there! */
1457 want = bcost * SHIELD_WEIGHTING;
1458 } else {
1459 want = kill_desire(benefit, attack, bcost + acity_data->bcost,
1461 }
1464 /* Build_cost of ferry. */
1465 needferry = (go_by_boat && NULL == ferryboat
1467 /* FIXME: add time to build the ferry? */
1469 want, MAX(1, move_time),
1471
1472 /* BEGIN STEAM-ENGINES-ARE-OUR-FRIENDS KLUGE. */
1473 if (0 >= want && 0 == punit->id && 0 >= best) {
1477 MAX(1, move_time),
1479
1480 if (bk_e > bk) {
1481 *pdest_tile = atile;
1482 if (NULL != pferrymap) {
1484 }
1485 if (NULL != pferryboat) {
1486 *pferryboat = go_by_boat ? ferryboat : NULL;
1487 }
1488 if (NULL != pboattype) {
1490 }
1491 if (NULL != pmove_time) {
1493 }
1494 goto_dest_tile = (go_by_boat && NULL != ferryboat
1495 ? unit_tile(ferryboat) : atile);
1496 bk = bk_e;
1497 }
1498 }
1499 /* END STEAM-ENGINES KLUGE */
1500
1501 if (0 != punit->id
1502 && NULL != ferryboat
1503 && punit_class->adv.sea_move == MOVE_NONE) {
1505 "%s(): with boat %s@(%d, %d) -> %s@(%d, %d)"
1506 " (go_by_boat = %d, move_time = %d, want = " ADV_WANT_PRINTF
1507 ", best = " ADV_WANT_PRINTF ")",
1508 __FUNCTION__, unit_rule_name(ferryboat),
1509 TILE_XY(unit_tile(ferryboat)), city_name_get(acity),
1510 TILE_XY(atile), go_by_boat, move_time, want, best);
1511 }
1512
1513 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1514 /* Yes, we like this target */
1515 best = want;
1516 *pdest_tile = atile;
1517 if (NULL != pferrymap) {
1519 }
1520 if (NULL != pferryboat) {
1521 *pferryboat = go_by_boat ? ferryboat : NULL;
1522 }
1523 if (NULL != pboattype) {
1525 }
1526 if (NULL != pmove_time) {
1528 }
1529 goto_dest_tile = (go_by_boat && NULL != ferryboat
1530 ? unit_tile(ferryboat) : atile);
1531 }
1533
1535 /* I'm not sure the following code is good but it seems to be adequate.
1536 * I am deliberately not adding ferryboat code to the unit_list_iterate.
1537 * -- Syela */
1539 struct tile *atile = unit_tile(aunit);
1540
1541 if (NULL != tile_city(atile)) {
1542 /* already dealt with it. */
1543 continue;
1544 }
1545
1546 if (handicap && !map_is_known(atile, pplayer)) {
1547 /* Can't see the target. */
1548 continue;
1549 }
1550
1552 && 0 == punit->id) {
1553 /* We will not build units just to chase caravans and
1554 * ambassadors. */
1555 continue;
1556 }
1557
1558 /* We have to assume the attack is diplomatically ok.
1559 * We cannot use can_player_attack_tile, because we might not
1560 * be at war with aplayer yet */
1562 || aunit != get_defender(nmap, punit, atile, NULL)) {
1563 /* We cannot attack it, or it is not the main defender. */
1564 continue;
1565 }
1566
1568 /* Cannot reach it. */
1569 continue;
1570 }
1571
1574
1575 move_time = pos.turn;
1576 if (10 < move_time) {
1577 /* Too far. */
1578 want = 0;
1579 } else {
1580 want = kill_desire(benefit, attack, bcost, vulnerability, 1);
1581 /* Take into account maintainance of the unit. */
1582 /* FIXME: Depends on the government. */
1583 want -= move_time * SHIELD_WEIGHTING;
1584 /* Take into account unhappiness
1585 * (costs 2 luxuries to compensate). */
1586 want -= (unhap ? 2 * move_time * TRADE_WEIGHTING : 0);
1587 }
1589 want, MAX(1, move_time), bcost_bal);
1590 if (want > best && ai_fuzzy(pplayer, TRUE)) {
1591 best = want;
1592 *pdest_tile = atile;
1593 if (NULL != pferrymap) {
1594 *pferrymap = NULL;
1595 }
1596 if (NULL != pferryboat) {
1597 *pferryboat = NULL;
1598 }
1599 if (NULL != pboattype) {
1600 *pboattype = NULL;
1601 }
1602 if (NULL != pmove_time) {
1604 }
1606 }
1609
1610 if (NULL != ppath) {
1613 }
1614
1616 if (NULL != ferry_map
1617 && (NULL == pferrymap || *pferrymap != ferry_map)) {
1619 }
1620
1622
1623 return best;
1624}
1625
1626/**********************************************************************/
1635{
1636 struct pf_parameter parameter;
1637 struct pf_map *pfm;
1638 struct player *pplayer = unit_owner(punit);
1639 struct city *pcity, *best_city = NULL;
1640 int best = FC_INFINITY, cur;
1641 const struct civ_map *nmap = &(wld.map);
1642
1643 pft_fill_unit_parameter(&parameter, nmap, punit);
1644 parameter.omniscience = !has_handicap(pplayer, H_MAP);
1645 pfm = pf_map_new(&parameter);
1646
1647 pf_map_move_costs_iterate(pfm, ptile, move_cost, TRUE) {
1648 if (move_cost > best) {
1649 /* We already found a better city. No need to continue. */
1650 break;
1651 }
1652
1653 pcity = tile_city(ptile);
1654 if (NULL == pcity || !pplayers_allied(pplayer, city_owner(pcity))) {
1655 continue;
1656 }
1657
1658 /* Score based on the move cost. */
1659 cur = move_cost;
1660
1661 /* Note the unit owner may be different from the city owner. */
1662 if (0 == get_unittype_bonus(unit_owner(punit), ptile,
1664 EFT_HP_REGEN)) {
1665 /* If we cannot regen fast our hit points here, let's make some
1666 * penalty. */
1667 cur *= 3;
1668 }
1669
1670 if (cur < best) {
1671 best_city = pcity;
1672 best = cur;
1673 }
1675
1677 return best_city;
1678}
1679
1680/**********************************************************************/
1686 struct player *pplayer,
1687 struct unit *punit)
1688{
1689 struct city *pc;
1690 bool only_continent = TRUE;
1691
1692 if (unit_transported(punit)) {
1693 /* If we are in transport, we can go to any continent.
1694 * Actually, we are not currently in a continent where to stay. */
1696 }
1697
1698 if ((pc = find_closest_city(unit_tile(punit), NULL, pplayer, FALSE,
1701 UNIT_LOG(LOG_DEBUG, punit, "Barbarian heading to conquer %s",
1702 city_name_get(pc));
1703 (void) dai_gothere(ait, pplayer, punit, pc->tile);
1704 } else {
1705 struct unit *ferry = NULL;
1706
1707 if (unit_transported(punit)) {
1708 ferry = unit_transport_get(punit);
1709
1710 /* We already are in a boat so it needs no
1711 * free capacity */
1712 if (!is_boat_free(ait, ferry, punit, 0)) {
1713 /* We cannot control our ferry. */
1714 ferry = NULL;
1715 }
1716 } else {
1717 /* We are not in a boat yet. Search for one. */
1719 if (is_boat_free(ait, aunit, punit, 1)
1721 ferry = aunit;
1722 break;
1723 }
1725 }
1726
1727 if (ferry) {
1728 UNIT_LOG(LOG_DEBUG, punit, "Barbarian sailing to conquer %s",
1729 city_name_get(pc));
1730 (void) aiferry_goto_amphibious(ait, ferry, punit, pc->tile);
1731 } else {
1732 /* This is not an error. Somebody else might be in charge
1733 * of the ferry. */
1734 UNIT_LOG(LOG_DEBUG, punit, "unable to find barbarian ferry");
1735 }
1736 }
1737 } else {
1738 UNIT_LOG(LOG_DEBUG, punit, "Barbarian find no target city");
1739 }
1740}
1741
1742/**********************************************************************/
1748static void dai_military_attack(struct ai_type *ait, struct player *pplayer,
1749 struct unit *punit)
1750{
1751 struct tile *dest_tile;
1752 int id = punit->id;
1753 int ct = 10;
1754 struct city *pcity = NULL;
1755
1757
1758 /* Barbarians pillage, and might keep on doing that so they sometimes
1759 * even finish it. */
1760 if (punit->activity == ACTIVITY_PILLAGE && is_barbarian(pplayer)
1761 && fc_rand(2) == 1) {
1762 return;
1763 }
1764
1765 /* First find easy nearby enemies, anything better than pillage goes.
1766 * NB: We do not need to repeat dai_military_rampage, it is repeats itself
1767 * until it runs out of targets. */
1768 /* FIXME: 1. dai_military_rampage never checks if it should defend newly
1769 * conquered cities.
1770 * FIXME: 2. would be more convenient if it returned FALSE if we run out
1771 * of moves too.*/
1773 return; /* we died */
1774 }
1775
1776 if (punit->moves_left <= 0) {
1777 return;
1778 }
1779
1780 /* Main attack loop */
1781 do {
1782 struct tile *start_tile = unit_tile(punit);
1783 struct pf_path *path;
1784 struct unit *ferryboat;
1785
1786 /* Then find enemies the hard way */
1787 find_something_to_kill(ait, pplayer, punit, &dest_tile, &path,
1788 NULL, &ferryboat, NULL, NULL);
1789 if (!same_pos(unit_tile(punit), dest_tile)) {
1790 if (!is_tiles_adjacent(unit_tile(punit), dest_tile)
1791 || !can_unit_attack_tile(punit, NULL, dest_tile)) {
1792
1793 /* Adjacent and can't attack usually means we are not marines
1794 * and on a ferry. This fixes the problem (usually). */
1795 UNIT_LOG(LOG_DEBUG, punit, "mil att gothere -> (%d, %d)",
1796 TILE_XY(dest_tile));
1797
1798 /* Set ACTIVITY_GOTO more permanently than just inside
1799 * adv_follow_path(). This way other units will know we're
1800 * on our way even if we don't reach target yet. */
1801 punit->goto_tile = dest_tile;
1803 if (NULL != path && !adv_follow_path(punit, path, dest_tile)) {
1804 /* Died. */
1805 pf_path_destroy(path);
1806 return;
1807 }
1808 if (NULL != ferryboat) {
1809 /* Need a boat. */
1810 aiferry_gobyboat(ait, pplayer, punit, dest_tile, FALSE);
1811 pf_path_destroy(path);
1812 return;
1813 }
1814 if (0 >= punit->moves_left) {
1815 /* No moves left. */
1816 pf_path_destroy(path);
1817 return;
1818 }
1819
1820 /* Either we're adjacent or we sitting on the tile. We might be
1821 * sitting on the tile if the enemy that _was_ sitting there
1822 * attacked us and died _and_ we had enough movement to get there */
1823 if (same_pos(unit_tile(punit), dest_tile)) {
1824 UNIT_LOG(LOG_DEBUG, punit, "mil att made it -> (%d, %d)",
1825 TILE_XY(dest_tile));
1826 pf_path_destroy(path);
1827 break;
1828 }
1829 }
1830
1831 if (is_tiles_adjacent(unit_tile(punit), dest_tile)) {
1832 /* Close combat. fstk sometimes want us to attack an adjacent
1833 * enemy that rampage wouldn't */
1834 UNIT_LOG(LOG_DEBUG, punit, "mil att bash -> (%d, %d)",
1835 TILE_XY(dest_tile));
1836 if (!dai_unit_attack(ait, punit, dest_tile)) {
1837 /* Died */
1838 pf_path_destroy(path);
1839 return;
1840 }
1841 } else if (!same_pos(start_tile, unit_tile(punit))) {
1842 /* Got stuck. Possibly because of adjacency to an
1843 * enemy unit. Perhaps we are in luck and are now next to a
1844 * tempting target? Let's find out... */
1847 pf_path_destroy(path);
1848 return;
1849 }
1850
1851 } else {
1852 /* FIXME: This happens a bit too often! */
1853 UNIT_LOG(LOG_DEBUG, punit, "fstk didn't find us a worthy target!");
1854 /* No worthy enemies found, so abort loop */
1855 ct = 0;
1856 }
1857 pf_path_destroy(path);
1858
1859 ct--; /* infinite loops from railroads must be stopped */
1860 } while (punit->moves_left > 0 && ct > 0);
1861
1862 /* Cleanup phase */
1863 if (punit->moves_left == 0) {
1864 return;
1865 }
1867 if (pcity != NULL
1868 && (dai_is_ferry(punit, ait)
1869 || punit->hp < unit_type_get(punit)->hp * 0.50)) { /* WAG */
1870 /* Go somewhere safe */
1871 UNIT_LOG(LOG_DEBUG, punit, "heading to nearest safe house.");
1872 (void) dai_unit_goto(ait, punit, pcity->tile);
1873 } else if (!is_barbarian(pplayer)) {
1874 /* Nothing else to do, so try exploring. */
1875 switch (manage_auto_explorer(punit)) {
1876 case MR_DEATH:
1877 /* don't use punit! */
1878 return;
1879 case MR_OK:
1880 UNIT_LOG(LOG_DEBUG, punit, "nothing else to do, so exploring");
1881 break;
1882 default:
1883 UNIT_LOG(LOG_DEBUG, punit, "nothing to do - no more exploring either");
1884 break;
1885 };
1886 } else {
1887 /* You can still have some moves left here, but barbarians should
1888 not sit helplessly, but advance towards nearest known enemy city */
1889 UNIT_LOG(LOG_DEBUG, punit, "attack: barbarian");
1890 dai_military_attack_barbarian(ait, pplayer, punit);
1891 }
1892 if ((punit = game_unit_by_number(id)) && punit->moves_left > 0) {
1893 UNIT_LOG(LOG_DEBUG, punit, "attack: giving up unit to defense");
1894 dai_military_defend(ait, pplayer, punit);
1895 }
1896}
1897
1898/**********************************************************************/
1902static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
1903{
1904 bool alive = TRUE;
1905 int ferryboat = 0;
1906 struct pf_path *path_to_ferry = NULL;
1907
1908 UNIT_LOG(LOG_CARAVAN, punit, "requesting a boat!");
1909 ferryboat = aiferry_find_boat(ait, punit, 1, &path_to_ferry);
1910 /* going to meet the boat */
1911 if ((ferryboat <= 0)) {
1913 "in find_boat_for_unit cannot find any boats.");
1914 /* if we are undefended on the country side go to a city */
1916 if (current_city == NULL) {
1918 if (city_near != NULL) {
1920 }
1921 }
1922 } else {
1923 if (path_to_ferry != NULL) {
1925 /* Died. */
1928 alive = FALSE;
1929 } else {
1932 alive = TRUE;
1933 }
1934 }
1935 }
1936 return alive;
1937}
1938
1939/**********************************************************************/
1948 struct tile *ctile, struct tile *ptile)
1949{
1950 /* We usually have Inaccessible terrain, so not testing MOVE_FULL == */
1951 bool lm = MOVE_NONE != pclass->adv.land_move,
1952 sm = MOVE_NONE != pclass->adv.sea_move;
1953 struct civ_map *pmap = &(wld.map);
1954
1955 if (lm && sm) {
1956 return FALSE;
1957 }
1958
1959 /* We could use adjc_iterate() but likely often tiles are on the same
1960 * continent and it will be more time to find where they connect */
1963
1964 if (is_ocean_tile(atile) ? sm : lm) {
1965 iterate_outward(pmap, ptile, 1, btile) {
1966 if (tile_continent(btile) == acont) {
1967 return FALSE;
1968 }
1970 }
1972
1973 if (is_tiles_adjacent(ctile, ptile)) {
1974 return FALSE;
1975 }
1976
1977 return TRUE;
1978}
1979
1980/**********************************************************************/
1986static void dai_caravan_goto(struct ai_type *ait, struct player *pplayer,
1987 struct unit *punit,
1988 const struct city *dest_city,
1989 bool help_wonder,
1990 bool required_boat, bool request_boat)
1991{
1992 bool alive = TRUE;
1993 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
1994 const struct civ_map *nmap = &(wld.map);
1995
1997
1998 /* if we're not there yet, and we can move, move... */
1999 if (!same_pos(dest_city->tile, unit_tile(punit))
2000 && punit->moves_left != 0) {
2001 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) task %s going to %s in %s %s",
2005 help_wonder ? "help a wonder" : "trade", city_name_get(dest_city),
2006 required_boat ? "with a boat" : "");
2007 if (required_boat) {
2008 /* to trade with boat */
2009 if (request_boat) {
2010 /* Try to find new boat */
2012 } else {
2013 /* if we are not being transported then ask for a boat again */
2014 alive = TRUE;
2017 unit_tile(punit), dest_city->tile)) {
2019 }
2020 }
2021 if (alive) {
2022 /* FIXME: sometimes we get FALSE here just because
2023 * a trireme that we've boarded can't go over an ocean. */
2024 alive = dai_gothere(ait, pplayer, punit, dest_city->tile);
2025 }
2026 } else {
2027 /* to trade without boat */
2029 }
2030 }
2031
2032 /* if moving didn't kill us, and we got to the destination, handle it. */
2033 if (alive && real_map_distance(dest_city->tile, unit_tile(punit)) <= 1) {
2034 /* release the boat! */
2035 if (unit_transported(punit)) {
2037 }
2039 punit, dest_city)) {
2040 /*
2041 * We really don't want to just drop all caravans in immediately.
2042 * Instead, we want to aggregate enough caravans to build instantly.
2043 * -AJS, 990704
2044 */
2045 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) helps build wonder in %s",
2048 punit->id,
2051 unit_do_action(pplayer, punit->id, dest_city->id,
2052 0, "", ACTION_HELP_WONDER);
2054 punit, dest_city)) {
2055 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) creates trade route in %s",
2058 punit->id,
2061 unit_do_action(pplayer, punit->id, dest_city->id,
2062 0, "", ACTION_TRADE_ROUTE);
2064 punit, dest_city)) {
2065 /* Get the one time bonus. */
2066 log_base(LOG_CARAVAN, "%s %s[%d](%d,%d) enters marketplace of %s",
2069 punit->id,
2072 unit_do_action(pplayer, punit->id, dest_city->id,
2073 0, "", ACTION_MARKETPLACE);
2074 } else {
2075 enum log_level level = LOG_NORMAL;
2076
2077 if (help_wonder) {
2078 /* A Caravan ordered to help build wonder may arrive after
2079 * enough shields to build the wonder is produced. */
2081 }
2082
2084 "%s %s[%d](%d,%d) unable to trade with %s",
2087 punit->id,
2090 }
2091 }
2092}
2093
2094/**********************************************************************/
2098static void caravan_optimize_callback(const struct caravan_result *result,
2099 void *data)
2100{
2101 const struct unit *caravan = data;
2102
2103 log_base(LOG_CARAVAN3, "%s %s[%d](%d,%d) %s: %s %s worth %g",
2105 unit_rule_name(caravan),
2106 caravan->id,
2107 TILE_XY(unit_tile(caravan)),
2108 city_name_get(result->src),
2109 result->help_wonder ? "wonder in" : "trade to",
2110 city_name_get(result->dest),
2111 result->value);
2112}
2113
2114/**********************************************************************/
2118 struct unit *punit)
2119{
2120 struct tile *src = NULL, *dest = NULL, *src_home_city = NULL;
2121 struct city *phome_city = NULL;
2122 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2123
2124 if ((unit_data->task != AIUNIT_NONE)) {
2125 src = unit_tile(punit);
2127 if (phome_city != NULL) {
2129 }
2130 dest = punit->goto_tile;
2131
2132 if (src == NULL || dest == NULL) {
2133 return FALSE;
2134 }
2135
2136 /* If we have a home continent, and are not there.
2137 * (FIXME: well, why?)
2138 * (I guess because home continent is which we were supposed to leave,
2139 * not the target continent) */
2140 if (src_home_city != NULL
2142 return FALSE;
2143 }
2144
2145 if (!goto_is_sane(punit, dest)) {
2146 if (unit_transported(punit)) {
2147 /* If we're being transported */
2148 return FALSE;
2149 }
2150 if ((punit->birth_turn + 15 < game.info.turn)) {
2151 /* We are tired of waiting */
2153
2154 if (ferrys <= 0) {
2155 /* There are no ferrys available... give up */
2156 return TRUE;
2157 } else {
2158 if (punit->birth_turn + 20 < game.info.turn) {
2159 /* We are fed up! */
2160 return TRUE;
2161 }
2162 }
2163 }
2164 }
2165 }
2166
2167 return FALSE;
2168}
2169
2170/**********************************************************************/
2177 struct unit *punit)
2178{
2180 Continent_id continent;
2181
2182 fc_assert(pcity != NULL);
2183
2184 if (unit_class_get(punit)->adv.ferry_types <= 0) {
2185 /* There is just no possible transporters. */
2186 return FALSE;
2187 }
2188 continent = tile_continent(pcity->tile);
2189
2190 /* Look for proper destination city at different continent. */
2191 city_list_iterate(pplayer->cities, acity) {
2193 if (tile_continent(acity->tile) != continent) {
2194 return TRUE;
2195 }
2196 }
2198
2200 if (aplayer == pplayer || !aplayer->is_alive) {
2201 continue;
2202 }
2203 if (pplayers_allied(pplayer, aplayer)) {
2204 city_list_iterate(aplayer->cities, acity) {
2206 if (tile_continent(acity->tile) != continent) {
2207 return TRUE;
2208 }
2209 }
2212 }
2213
2214 return FALSE;
2215}
2216
2217/**********************************************************************/
2221static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
2222{
2223 struct city *nearest = NULL;
2224 int min_dist = FC_INFINITY;
2225 struct tile *current_loc = unit_tile(punit);
2227 bool alive = TRUE;
2228
2230 struct tile *ctile = city_tile(pcity);
2231
2232 if (tile_continent(ctile) == continent) {
2234
2235 if (this_dist < min_dist) {
2237 nearest = pcity;
2238 }
2239 }
2241
2242 if (nearest != NULL) {
2244 if (alive && same_pos(unit_tile(punit), nearest->tile)) {
2246 }
2247 }
2248
2249 return alive;
2250}
2251
2252/**********************************************************************/
2258static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer,
2259 struct unit *punit)
2260{
2261 struct caravan_parameter parameter;
2262 struct caravan_result result;
2263 const struct city *homecity;
2264 const struct city *dest = NULL;
2265 struct unit_ai *unit_data;
2267 bool expect_boats = pclass->adv.ferry_types > 0;
2268 /* TODO: will pplayer have a boat for punit in a reasonable time? */
2269 bool help_wonder = FALSE;
2270 bool required_boat = FALSE;
2271 bool request_boat = FALSE;
2273 const struct civ_map *nmap = &(wld.map);
2274
2276
2280 /* we only want units that can establish trade, enter marketplace or
2281 * help build wonders */
2282 return;
2283 }
2284
2286
2287 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) task %s to (%d,%d)",
2292
2293 homecity = game_city_by_number(punit->homecity);
2294 if (homecity == NULL && unit_data->task == AIUNIT_TRADE) {
2296 return;
2297 }
2298 homecity = game_city_by_number(punit->homecity);
2299 if (homecity == NULL) {
2300 return;
2301 }
2302 }
2303
2304 if ((unit_data->task == AIUNIT_TRADE
2305 || unit_data->task == AIUNIT_WONDER)) {
2306 /* We are moving to our destination */
2307 /* We check to see if our current goal is feasible */
2309 struct goods_type *pgood = unit_current_goods(punit, homecity);
2310
2311 if ((city_dest == NULL)
2313 || (unit_data->task == AIUNIT_TRADE
2314 && !(can_cities_trade(homecity, city_dest)
2316 pgood->replace_priority)))
2317 || (unit_data->task == AIUNIT_WONDER
2318 /* Helping the (new) production is illegal. */
2320 || (unit_data->task == AIUNIT_TRADE
2325 punit, city_dest)))
2326 || (unit_data->task == AIUNIT_WONDER
2329 punit, city_dest))) {
2330 /* destination invalid! */
2332 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) destination invalid!",
2335 } else {
2336 /* destination valid, are we tired of waiting for a boat? */
2340 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d) unit tired of waiting!",
2344 } else {
2345 dest = city_dest;
2346 help_wonder = (unit_data->task == AIUNIT_WONDER) ? TRUE : FALSE;
2347 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2349 }
2350 }
2351 }
2352
2353 if (unit_data->task == AIUNIT_NONE) {
2354 if (homecity == NULL) {
2355 /* FIXME: We shouldn't bother in getting homecity for
2356 * caravan that will then be used for wonder building. */
2358 return;
2359 }
2360 homecity = game_city_by_number(punit->homecity);
2361 if (homecity == NULL) {
2362 return;
2363 }
2364 }
2365
2367 /* Make more trade with allies than other peaceful nations
2368 * by considering only allies 50% of the time.
2369 * (the other 50% allies are still considered, but so are other nations) */
2370 if (fc_rand(2)) {
2371 /* Be optimistic about development of relations with no-contact and
2372 * cease-fire nations. */
2373 parameter.allow_foreign_trade = FTL_NONWAR;
2374 } else {
2375 parameter.allow_foreign_trade = FTL_ALLIED;
2376 }
2377
2380 parameter.callback_data = punit;
2381 }
2383 parameter.ignore_transit_time = TRUE;
2384 }
2387 parameter.ignore_transit_time = FALSE;
2388 }
2389 caravan_find_best_destination(nmap, punit, &parameter, &result,
2390 !has_handicap(pplayer, H_MAP));
2391 if (result.dest != NULL) {
2392 /* We did find a new destination for the unit */
2393 dest = result.dest;
2394 help_wonder = result.help_wonder;
2395 required_boat = uclass_need_trans_between(pclass, unit_tile(punit), dest->tile);
2396 request_boat = required_boat;
2398 (help_wonder) ? AIUNIT_WONDER : AIUNIT_TRADE,
2399 dest->tile);
2400 } else {
2401 dest = NULL;
2402 }
2403 }
2404
2405 if (required_boat && !expect_boats) {
2406 /* Would require boat, but can't have them. Render destination invalid. */
2407 dest = NULL;
2408 }
2409
2410 if (dest != NULL) {
2411 dai_caravan_goto(ait, pplayer, punit, dest, help_wonder,
2412 required_boat, request_boat);
2413 return; /* that may have clobbered the unit */
2414 } else {
2415 /* We have nowhere to go! */
2416 log_base(LOG_CARAVAN2, "%s %s[%d](%d,%d), nothing to do!",
2420 /* Should we become a defensive unit? */
2421 }
2422}
2423
2424/**********************************************************************/
2429 struct unit *punit)
2430{
2431 struct player *pplayer = unit_owner(punit);
2432 struct city *pcity = tile_city(unit_tile(punit));
2433 struct city *safe = NULL;
2434 const struct unit_type *punittype = unit_type_get(punit);
2435 bool no_recovery;
2436
2438
2439 if (pcity != NULL) {
2440 /* Rest in the city until the hitpoints are recovered, but attempt
2441 * to protect city from attack (and be opportunistic too)*/
2444 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
2445 } else {
2446 return; /* We died heroically defending our city */
2447 }
2448 } else {
2449 /* Goto to nearest city to recover hit points */
2450 /* Just before, check to see if we can occupy an undefended enemy city */
2453 return; /* Oops, we died */
2454 }
2455
2456 /* Find a city to stay and go there */
2458 if (safe) {
2459 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
2461 if (!dai_unit_goto(ait, punit, safe->tile)) {
2462 log_base(LOGLEVEL_RECOVERY, "died trying to hide and recover");
2463 return;
2464 }
2465 } else {
2466 /* Oops */
2467 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
2469 dai_military_attack(ait, pplayer, punit);
2470 return;
2471 }
2472 }
2473
2474 /* Is the unit still damaged? If true, and could recover hit points, do so.
2475 * Don't wait if would be losing hitpoints that way! */
2477 if (punit->hp == punittype->hp) {
2478 no_recovery = TRUE;
2479 } else {
2481
2482 if (gain < 0) {
2483 no_recovery = TRUE;
2484 } else if (gain == 0 && !punit->moved) {
2485 /* Isn't gaining even though has not moved. */
2486 no_recovery = TRUE;
2487 }
2488 }
2489 if (no_recovery) {
2490 /* We are ready to go out and kick ass again */
2491 UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
2493 return;
2494 } else {
2495 def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
2496 }
2497}
2498
2499/**********************************************************************/
2503void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap,
2504 struct player *pplayer, struct unit *punit)
2505{
2506 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2507 int id = punit->id;
2508
2510
2511 /* "Escorting" aircraft should not do anything. They are activated
2512 * by their transport or charge. We do _NOT_ set them to 'done'
2513 * since they may need be activated once our charge moves. */
2514 if (unit_data->task == AIUNIT_ESCORT
2516 return;
2517 }
2518
2521 && has_handicap(pplayer, H_AWAY)) {
2522 /* Don't move sentried or fortified units controlled by a player
2523 * in away mode. */
2524 unit_data->done = TRUE;
2525 return;
2526 }
2527
2528 /* Since military units re-evaluate their actions every turn,
2529 we must make sure that previously reserved ferry is freed. */
2531
2533 /* Try hunting with this unit */
2534 if (dai_hunter_qualify(pplayer, punit)) {
2535 int result, sanity = punit->id;
2536
2537 UNIT_LOG(LOGLEVEL_HUNT, punit, "is qualified as hunter");
2538 result = dai_hunter_manage(ait, pplayer, punit);
2541 return; /* Died */
2542 }
2543 if (result == -1) {
2544 (void) dai_hunter_manage(ait, pplayer, punit); /* More carnage */
2546 return;
2547 } else if (result >= 1) {
2549 return; /* Done moving */
2550 } else if (unit_data->task == AIUNIT_HUNTER) {
2551 /* This should be very rare */
2553 }
2554 } else if (unit_data->task == AIUNIT_HUNTER) {
2556 }
2558
2559 /* Do we have a specific job for this unit? If not, we default
2560 * to attack. */
2561 dai_military_findjob(ait, nmap, pplayer, punit);
2562
2563 switch (unit_data->task) {
2564 case AIUNIT_AUTO_WORKER:
2565 case AIUNIT_BUILD_CITY:
2566 fc_assert(FALSE); /* This is not the place for this role */
2567 break;
2568 case AIUNIT_DEFEND_HOME:
2570 dai_military_defend(ait, pplayer, punit);
2572 break;
2573 case AIUNIT_ATTACK:
2574 case AIUNIT_NONE:
2576 dai_military_attack(ait, pplayer, punit);
2578 break;
2579 case AIUNIT_ESCORT:
2581 dai_military_bodyguard(ait, pplayer, punit);
2583 break;
2584 case AIUNIT_EXPLORE:
2585 switch (manage_auto_explorer(punit)) {
2586 case MR_DEATH:
2587 /* Don't use punit! */
2588 return;
2589 case MR_OK:
2590 UNIT_LOG(LOG_DEBUG, punit, "more exploring");
2591 break;
2592 default:
2593 UNIT_LOG(LOG_DEBUG, punit, "no more exploring either");
2594 break;
2595 };
2596 def_ai_unit_data(punit, ait)->done = (punit->moves_left <= 0);
2597 break;
2598 case AIUNIT_RECOVER:
2602 break;
2603 case AIUNIT_HUNTER:
2604 fc_assert(FALSE); /* Dealt with above */
2605 break;
2606 default:
2608 }
2609
2610 /* If we are still alive, either sentry or fortify. */
2611 if ((punit = game_unit_by_number(id))) {
2613 struct city *pcity = tile_city(unit_tile(punit));
2614
2615 if (unit_list_find(unit_tile(punit)->units,
2616 unit_data->ferryboat)) {
2618 } else if (pcity || punit->activity == ACTIVITY_IDLE) {
2619 /* We do not need to fortify in cities - we fortify and sentry
2620 * according to home defense setup, for easy debugging. */
2621 if (!pcity || unit_data->task == AIUNIT_DEFEND_HOME) {
2626 }
2627 } else {
2629 }
2630 }
2631 }
2632}
2633
2634/**********************************************************************/
2637static void dai_manage_settler(struct ai_type *ait, struct player *pplayer,
2638 struct unit *punit)
2639{
2640 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2641
2643 unit_data->done = TRUE; /* We will manage this unit later... ugh */
2644 /* If BUILD_CITY must remain BUILD_CITY, otherwise turn into autoworker */
2645 if (unit_data->task == AIUNIT_NONE) {
2647 }
2648}
2649
2650/**********************************************************************/
2658void dai_manage_unit(struct ai_type *ait, struct player *pplayer,
2659 struct unit *punit)
2660{
2661 struct unit_ai *unit_data;
2662 struct unit *bodyguard = aiguard_guard_of(ait, punit);
2663 bool is_ferry = FALSE;
2664 const struct unit_type *ptype;
2665 const struct civ_map *nmap = &(wld.map);
2666
2668
2669 /* Don't manage the unit if it is under human orders. */
2670 if (unit_has_orders(punit)) {
2672
2673 UNIT_LOG(LOG_VERBOSE, punit, "is under human orders, aborting AI control.");
2675 unit_data->done = TRUE;
2676 return;
2677 }
2678
2679 /* Check if we have lost our bodyguard. If we never had one, all
2680 * fine. If we had one and lost it, ask for a new one. */
2681 if (!bodyguard && aiguard_has_guard(ait, punit)) {
2682 UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "lost bodyguard, asking for new");
2684 }
2685
2687
2688 if (punit->moves_left <= 0) {
2689 /* Can do nothing */
2690 unit_data->done = TRUE;
2691 return;
2692 }
2693
2694 is_ferry = dai_is_ferry(punit, ait);
2695
2697
2700 dai_manage_diplomat(ait, pplayer, punit);
2702 return;
2703 } else if (ptype->adv.worker
2705 dai_manage_settler(ait, pplayer, punit);
2706 return;
2711 dai_manage_caravan(ait, pplayer, punit);
2713 return;
2715 dai_manage_barbarian_leader(ait, pplayer, punit);
2716 return;
2719 dai_manage_paratrooper(ait, pplayer, punit);
2720 return;
2721 } else if (is_ferry && unit_data->task != AIUNIT_HUNTER) {
2723 dai_manage_ferryboat(ait, pplayer, punit);
2725 return;
2726 } else if (utype_fuel(ptype)
2727 && unit_data->task != AIUNIT_ESCORT) {
2729 dai_manage_airunit(ait, pplayer, punit);
2731 return;
2732 } else if (is_losing_hp(punit)) {
2733 /* This unit is losing hitpoints over time */
2734
2735 /* TODO: We can try using air-unit code for helicopters, just
2736 * pretend they have fuel = HP / 3 or something. */
2737 unit_data->done = TRUE; /* we did our best, which was ...
2738 nothing */
2739 return;
2740 } else if (!is_special_unit(punit)) {
2742 UNIT_LOG(LOG_DEBUG, punit, "recruit unit for the military");
2743 dai_manage_military(ait, nmap, pplayer, punit);
2745 return;
2746 } else {
2747 /* what else could this be? -- Syela */
2748 switch (manage_auto_explorer(punit)) {
2749 case MR_DEATH:
2750 /* don't use punit! */
2751 break;
2752 case MR_OK:
2753 UNIT_LOG(LOG_DEBUG, punit, "now exploring");
2754 break;
2755 default:
2756 UNIT_LOG(LOG_DEBUG, punit, "fell through all unit tasks, defending");
2758 dai_military_defend(ait, pplayer, punit);
2759 break;
2760 };
2761 return;
2762 }
2763}
2764
2765/**********************************************************************/
2771static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
2772{
2773 city_list_iterate(pplayer->cities, pcity) {
2774 /* The idea here is that we should never keep more than two
2775 * units in permanent defense. */
2776 int total_defense = 0;
2778 bool emergency = FALSE;
2779 int count = 0;
2784 int entertainers = 0;
2785 bool enough = FALSE;
2786
2789 entertainers += pcity->specialists[sp];
2790 }
2792
2793 martless_unhappy += entertainers; /* We want to use martial law instead
2794 * of entertainers. */
2795
2796 while (!enough
2799 && martless_unhappy > mart_each * count))) {
2800 int best_want = 0;
2801 struct unit *best = NULL;
2802 bool defense_needed = total_defense <= total_attack; /* Defense or martial */
2803
2805 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2806
2807 if ((unit_data->task == AIUNIT_NONE || emergency)
2808 && unit_data->task != AIUNIT_DEFEND_HOME
2809 && unit_owner(punit) == pplayer) {
2810 int want = assess_defense_unit(ait, pcity, punit, FALSE);
2811
2812 if (want > best_want) {
2813 best_want = want;
2814 best = punit;
2815 }
2816 }
2818
2819 if (best == NULL) {
2820 if (defense_needed) {
2821 /* Ooops - try to grab any unit as defender! */
2822 if (emergency) {
2823 CITY_LOG(LOG_DEBUG, pcity, "Not defended properly");
2824 break;
2825 }
2826 emergency = TRUE;
2827 } else {
2828 break;
2829 }
2830 } else {
2831 const struct unit_type *btype = unit_type_get(best);
2832
2833 if ((martless_unhappy < mart_each * count
2834 || count >= mart_max || mart_each <= 0)
2835 && ((count >= 2
2836 && btype->attack_strength > btype->defense_strength)
2837 || (count >= 4
2838 && btype->attack_strength == btype->defense_strength))) {
2839 /* In this case attack would be better defense than fortifying
2840 * to city. */
2841 enough = TRUE;
2842 } else {
2843 int loglevel = pcity->server.debug ? LOG_AI_TEST : LOG_DEBUG;
2844
2846 UNIT_LOG(loglevel, best, "Defending city");
2848 count++;
2849 }
2850 }
2851 }
2852 CITY_LOG(LOG_DEBUG, pcity, "Evaluating defense: %d defense, %d incoming"
2853 ", %d defenders (out of %d)", total_defense, total_attack, count,
2856}
2857
2858/**********************************************************************/
2866void dai_manage_units(struct ai_type *ait, struct player *pplayer)
2867{
2869 dai_airlift(ait, pplayer);
2871
2872 /* Clear previous orders, if desirable, here. */
2873 unit_list_iterate(pplayer->units, punit) {
2874 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
2875
2876 unit_data->done = FALSE;
2877 if (unit_data->task == AIUNIT_DEFEND_HOME) {
2879 }
2881
2882 /* Find and set city defenders first - figure out which units are
2883 * allowed to leave home. */
2884 dai_set_defenders(ait, pplayer);
2885
2888 && !def_ai_unit_data(punit, ait)->done) {
2889 /* Though it is usually the passenger who drives the transport,
2890 * the transporter is responsible for managing its passengers. */
2891 dai_manage_unit(ait, pplayer, punit);
2892 }
2894}
2895
2896/**********************************************************************/
2902 const struct city *pcity)
2903{
2904 const struct impr_type *impr_req = NULL;
2905 const struct req_context context = {
2907 .city = pcity,
2908 .tile = city_tile(pcity),
2909 .unittype = putype,
2910 };
2911
2912 requirement_vector_iterate(&putype->build_reqs, preq) {
2914 /* Already there. */
2915 continue;
2916 }
2918 city_owner(pcity), pcity)) {
2919 /* The unit type can't be built at all. */
2920 return NULL;
2921 }
2922 if (VUT_IMPROVEMENT == preq->source.kind && preq->present) {
2923 /* This is (one of) the building(s) required. */
2924 impr_req = preq->source.value.building;
2925 }
2927
2928 return impr_req;
2929}
2930
2931/**********************************************************************/
2936 const struct unit_type *base)
2937{
2938 /* This is the real function: */
2939 do {
2940 base = base->obsoleted_by;
2941 if (base == test) {
2942 return TRUE;
2943 }
2944 } while (base);
2945 return FALSE;
2946}
2947
2948/**********************************************************************/
2953static void dai_manage_barbarian_leader(struct ai_type *ait,
2954 struct player *pplayer,
2955 struct unit *leader)
2956{
2958 struct pf_parameter parameter;
2959 struct pf_map *pfm;
2960 struct pf_reverse_map *pfrm;
2961 struct unit *worst_danger;
2962 int move_cost, best_move_cost;
2963 int body_guards;
2964 bool alive = TRUE;
2965 const struct civ_map *nmap = &(wld.map);
2966
2968
2969 if (leader->moves_left == 0
2971 && 1 < unit_list_size(leader_tile->units))) {
2973
2974 return;
2975 }
2976
2977 if (is_boss_of_boat(ait, leader)) {
2978 /* We are in charge. Of course, since we are the leader...
2979 * But maybe somebody more militaristic should lead our ship to battle! */
2980
2981 /* First release boat from leaders lead */
2983
2987 && warrior->moves_left > 0) {
2988 /* This seems like a good warrior to lead us in to conquest! */
2989 dai_manage_unit(ait, pplayer, warrior);
2990
2991 /* If we reached our destination, ferryboat already called
2992 * ai_manage_unit() for leader. So no need to continue here.
2993 * Leader might even be dead.
2994 * If this return is removed, surronding unit_list_iterate()
2995 * has to be replaced with unit_list_iterate_safe()*/
2996 return;
2997 }
2999 }
3000
3001 /* If we are not in charge of the boat, continue as if we
3002 * were not in a boat - we may want to leave the ship now. */
3003
3004 /* Check the total number of units able to protect our leader. */
3005 body_guards = 0;
3006 unit_list_iterate(pplayer->units, punit) {
3009 body_guards++;
3010 }
3012
3013 if (0 < body_guards) {
3014 pft_fill_unit_parameter(&parameter, nmap, leader);
3015 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3016 pfm = pf_map_new(&parameter);
3017
3018 /* Find the closest body guard.
3019 * FIXME: maybe choose the strongest too? */
3020 pf_map_tiles_iterate(pfm, ptile, FALSE) {
3021 unit_list_iterate(ptile->units, punit) {
3022 if (unit_owner(punit) == pplayer
3025 struct pf_path *path = pf_map_path(pfm, ptile);
3026
3027 adv_follow_path(leader, path, ptile);
3028 pf_path_destroy(path);
3030 return;
3031 }
3034
3036 }
3037
3038 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
3039
3040 /* Check for units we could fear. */
3041 pfrm = pf_reverse_map_new(nmap, pplayer, leader_tile, 3,
3042 !has_handicap(pplayer, H_MAP));
3045
3046 players_iterate(other_player) {
3047 if (other_player == pplayer) {
3048 continue;
3049 }
3050
3051 unit_list_iterate(other_player->units, punit) {
3053 if (PF_IMPOSSIBLE_MC != move_cost && move_cost < best_move_cost) {
3054 best_move_cost = move_cost;
3056 }
3059
3061
3062 if (NULL == worst_danger) {
3064 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no close enemy.");
3065 return;
3066 }
3067
3069 parameter.omniscience = !has_handicap(pplayer, H_MAP);
3070 pfm = pf_map_new(&parameter);
3072
3073 /* Try to escape. */
3074 do {
3076
3077 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
3078 leader->moves_left);
3079
3082 continue;
3083 }
3084
3085 move_cost = pf_map_move_cost(pfm, near_tile);
3086 if (PF_IMPOSSIBLE_MC != move_cost
3087 && move_cost > best_move_cost) {
3089 "Barbarian leader: safest is (%d, %d), safeness %d",
3091 best_move_cost = move_cost;
3093 }
3095
3096 UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d, %d).",
3100 "Barbarian leader: reached the safest position.");
3103 return;
3104 }
3105
3107 if (alive) {
3109 /* Didn't move. No point to retry. */
3111 return;
3112 }
3114 }
3115 } while (alive && 0 < leader->moves_left);
3116
3118}
3119
3120/**********************************************************************/
3126void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile,
3127 struct unit *punit,
3128 enum override_bool *result)
3129{
3130 int a = 0, d, db;
3131 struct player *pplayer = unit_owner(punit);
3132 struct city *pcity = tile_city(ptile);
3133 int extras_bonus = 0;
3134
3135 if (is_human(pplayer)) {
3136 /* Use advisors code for humans. */
3137 return;
3138 }
3139
3140 if (pcity != NULL && pplayers_allied(city_owner(pcity), pplayer)
3141 && !is_non_allied_unit_tile(ptile, pplayer,
3143 /* We will be safe in a friendly city */
3144 *result = OVERRIDE_FALSE;
3145 return;
3146 }
3147
3148 /* Calculate how well we can defend at (x,y) */
3149 db = 10 + tile_terrain(ptile)->defense_bonus / 10;
3151
3152 db += (db * extras_bonus) / 100;
3154
3155 adjc_iterate(&(wld.map), ptile, ptile1) {
3156 if (has_handicap(pplayer, H_FOG)
3157 && !map_is_known_and_seen(ptile1, pplayer, V_MAIN)) {
3158 /* We cannot see danger at (ptile1) => assume there is none */
3159 continue;
3160 }
3161 unit_list_iterate(ptile1->units, enemy) {
3162 if (pplayers_at_war(unit_owner(enemy), pplayer)
3164 == ATT_OK)
3166 == ATT_OK)) {
3168 if ((a * a * 10) >= d) {
3169 /* The enemies combined strength is too big! */
3170 *result = OVERRIDE_TRUE;
3171 return;
3172 }
3173 }
3176
3177 *result = OVERRIDE_FALSE;
3178}
3179
3180/**********************************************************************/
3183static void update_simple_ai_types(void)
3184{
3185 int i = 0;
3186
3189
3192 && !(pclass->adv.land_move == MOVE_NONE
3195 && punittype->transport_capacity < 8) {
3197 i++;
3198 }
3200
3202}
3203
3204/**********************************************************************/
3208{
3209 /* TODO: remove the simple_ai_types cache or merge it with a general ai
3210 * cache; see the comment to struct unit_type *simple_ai_types at
3211 * the beginning of this file. */
3213
3215 struct unit_type_ai *utai = fc_malloc(sizeof(*utai));
3216
3217 utai->low_firepower = FALSE;
3218 utai->ferry = FALSE;
3219 utai->missile_platform = FALSE;
3220 utai->carries_occupiers = FALSE;
3221 utai->potential_charges = unit_type_list_new();
3222
3225
3228
3229 /* Confirm firepower */
3231 if (pbonus->type == CBONUS_LOW_FIREPOWER) {
3233 if (utype_has_flag(penemy, pbonus->flag)) {
3234 struct unit_type_ai *utai = utype_ai_data(penemy, ait);
3235
3236 utai->low_firepower = TRUE;
3237 }
3239 }
3241
3242 /* Consider potential cargo */
3243 if (punittype->transport_capacity > 0) {
3244 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3245
3248
3251 utai->missile_platform = TRUE;
3252 } else if (pclass->adv.sea_move != MOVE_NONE
3253 && pcargo->adv.land_move != MOVE_NONE) {
3254 if (pcargo->adv.sea_move != MOVE_FULL) {
3255 utai->ferry = TRUE;
3256 } else {
3257 if (0 != utype_fuel(pctype)) {
3258 utai->ferry = TRUE;
3259 }
3260 }
3261 }
3262
3264 utai->carries_occupiers = TRUE;
3265 }
3266 }
3268 }
3269
3270 /* Consider potential charges */
3273
3274 if (0 < utype_fuel(punittype)
3275 && (0 == utype_fuel(pcharge)
3277 continue;
3278 }
3279
3280 unit_class_list_iterate(pclass->cache.subset_movers, chgcls) {
3281 if (chgcls == utype_class(pcharge)) {
3283 }
3285
3287 struct unit_type_ai *utai = utype_ai_data(punittype, ait);
3288 unit_type_list_append(utai->potential_charges, pcharge);
3289 }
3290
3293}
3294
3295/**********************************************************************/
3299{
3301 struct unit_type_ai *utai = utype_ai_data(ptype, ait);
3302
3303 if (utai == NULL) {
3304 continue;
3305 }
3307
3308 unit_type_list_destroy(utai->potential_charges);
3309 free(utai);
3311}
3312
3313/**********************************************************************/
3316void dai_unit_init(struct ai_type *ait, struct unit *punit)
3317{
3318 /* Make sure that contents of unit_ai structure are correctly initialized,
3319 * if you ever allocate it by some other mean than fc_calloc() */
3320 struct unit_ai *unit_data = fc_calloc(1, sizeof(struct unit_ai));
3321
3322 unit_data->done = FALSE;
3323 unit_data->cur_pos = NULL;
3324 unit_data->prev_pos = NULL;
3325 unit_data->target = 0;
3326 BV_CLR_ALL(unit_data->hunted);
3327 unit_data->ferryboat = 0;
3328 unit_data->passenger = 0;
3329 unit_data->bodyguard = 0;
3330 unit_data->charge = 0;
3331
3333}
3334
3335/**********************************************************************/
3338void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
3339{
3340 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3341
3343
3344 BV_CLR_ALL(unit_data->hunted);
3345}
3346
3347/**********************************************************************/
3350void dai_unit_close(struct ai_type *ait, struct unit *punit)
3351{
3352 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3353
3355
3358
3359 if (unit_data != NULL) {
3362 }
3363}
3364
3365/**********************************************************************/
3368void dai_unit_save(struct ai_type *ait, const char *aitstr,
3369 struct section_file *file,
3370 const struct unit *punit, const char *unitstr)
3371{
3372 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3373
3374 secfile_insert_int(file, unit_data->passenger, "%s.%spassenger",
3375 unitstr, aitstr);
3376 secfile_insert_int(file, unit_data->ferryboat, "%s.%sferryboat",
3377 unitstr, aitstr);
3378 secfile_insert_int(file, unit_data->charge, "%s.%scharge",
3379 unitstr, aitstr);
3380 secfile_insert_int(file, unit_data->bodyguard, "%s.%sbodyguard",
3381 unitstr, aitstr);
3382}
3383
3384/**********************************************************************/
3387void dai_unit_load(struct ai_type *ait, const char *aitstr,
3388 const struct section_file *file,
3389 struct unit *punit, const char *unitstr)
3390{
3391 struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
3392
3393 unit_data->passenger
3394 = secfile_lookup_int_default(file, 0, "%s.%spassenger",
3395 unitstr, aitstr);
3396 unit_data->ferryboat
3397 = secfile_lookup_int_default(file, 0, "%s.%sferryboat",
3398 unitstr, aitstr);
3399 unit_data->charge
3400 = secfile_lookup_int_default(file, 0, "%s.%scharge",
3401 unitstr, aitstr);
3402 unit_data->bodyguard
3403 = secfile_lookup_int_default(file, 0, "%s.%sbodyguard",
3404 unitstr, aitstr);
3405}
3406
3412
3413/**********************************************************************/
3416static bool role_unit_cb(struct unit_type *ptype, void *data)
3417{
3418 struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
3420 const struct civ_map *nmap = &(wld.map);
3421
3422 if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
3423 || (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
3424 return FALSE;
3425 }
3426
3427 if (cb_data->build_city == NULL
3428 || can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
3429 return TRUE;
3430 }
3431
3432 return FALSE;
3433}
3434
3435/**********************************************************************/
3439 enum terrain_class tc)
3440{
3441 struct role_unit_cb_data cb_data = { .build_city = pcity, .tc = tc };
3442
3444}
3445
3446/**********************************************************************/
3449bool dai_unit_can_strike_my_unit(const struct unit *attacker,
3450 const struct unit *defender)
3451{
3452 struct pf_parameter parameter;
3453 struct pf_map *pfm;
3454 const struct tile *ptarget = unit_tile(defender);
3455 int max_move_cost = attacker->moves_left;
3456 bool able_to_strike = FALSE;
3457 const struct civ_map *nmap = &(wld.map);
3458
3459 pft_fill_unit_parameter(&parameter, nmap, attacker);
3460 parameter.omniscience = !has_handicap(unit_owner(defender), H_MAP);
3461 pfm = pf_map_new(&parameter);
3462
3463 pf_map_move_costs_iterate(pfm, ptile, move_cost, FALSE) {
3464 if (move_cost > max_move_cost) {
3465 break;
3466 }
3467
3468 if (ptile == ptarget) {
3470 break;
3471 }
3473
3475
3476 return able_to_strike;
3477}
3478
3479/**********************************************************************/
3482void dai_switch_to_explore(struct ai_type *ait, struct unit *punit,
3483 struct tile *target, enum override_bool *allow)
3484{
3485 struct unit_ai *udata = def_ai_unit_data(punit, ait);
3486
3487 if (udata->task != AIUNIT_NONE && udata->task != AIUNIT_EXPLORE) {
3489
3490 return;
3491 }
3492}
bool is_action_enabled_unit_on_city(const struct civ_map *nmap, const action_id wanted_action, const struct unit *actor_unit, const struct city *target_city)
Definition actions.c:3091
static struct action * action_by_number(action_id act_id)
Definition actions.h:396
#define ACTION_NONE
Definition actions.h:55
#define TRADE_WEIGHTING
Definition advbuilding.h:21
#define SHIELD_WEIGHTING
Definition advbuilding.h:20
bool adv_follow_path(struct unit *punit, struct pf_path *path, struct tile *ptile)
Definition advgoto.c:47
int adv_unit_def_rating_basic_squared(const struct unit *punit)
Definition advgoto.c:415
int adv_unit_def_rating_basic(const struct unit *punit)
Definition advgoto.c:406
int adv_unittype_att_rating(const struct unit_type *punittype, int veteran, int moves_left, int hp)
Definition advgoto.c:385
int adv_unit_att_rating(const struct unit *punit)
Definition advgoto.c:396
int adv_could_unit_move_to_tile(struct unit *punit, struct tile *dest_tile)
Definition advgoto.c:359
bool adv_unit_execute_path(struct unit *punit, struct pf_path *path)
Definition advgoto.c:86
#define POWER_DIVIDER
Definition advtools.h:32
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile, bool with_bodyguard)
Definition aiferry.c:764
int aiferry_find_boat(struct ai_type *ait, struct unit *punit, int cap, struct pf_path **path)
Definition aiferry.c:495
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition aiferry.c:1113
bool is_boat_free(struct ai_type *ait, struct unit *boat, struct unit *punit, int cap)
Definition aiferry.c:438
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry, struct unit *passenger, struct tile *ptile)
Definition aiferry.c:730
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:471
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
Definition aiferry.c:353
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait)
Definition aiferry.c:159
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit)
Definition aiferry.c:251
struct city * aiguard_charge_city(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:289
void aiguard_clear_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:117
void aiguard_request_guard(struct ai_type *ait, struct unit *punit)
Definition aiguard.c:227
bool aiguard_has_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:259
void aiguard_assign_guard_unit(struct ai_type *ait, struct unit *charge, struct unit *guard)
Definition aiguard.c:173
bool aiguard_wanted(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:241
void aiguard_assign_guard_city(struct ai_type *ait, struct city *charge, struct unit *guard)
Definition aiguard.c:196
struct unit * aiguard_charge_unit(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:279
@ BODYGUARD_NONE
Definition aiguard.c:37
void aiguard_clear_guard(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:146
struct unit * aiguard_guard_of(struct ai_type *ait, struct unit *charge)
Definition aiguard.c:269
bool aiguard_has_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:250
void aiguard_update_charge(struct ai_type *ait, struct unit *guard)
Definition aiguard.c:299
#define CHECK_GUARD(ait, guard)
Definition aiguard.h:21
enum unit_move_result manage_auto_explorer(struct unit *punit)
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
bool is_land_barbarian(struct player *pplayer)
Definition barbarian.c:75
#define BV_CLR_ALL(bv)
Definition bitvector.h:103
void caravan_find_best_destination(const struct civ_map *nmap, const struct unit *caravan, const struct caravan_parameter *parameter, struct caravan_result *result, bool omniscient)
Definition caravan.c:682
void caravan_parameter_init_from_unit(struct caravan_parameter *parameter, const struct unit *caravan)
Definition caravan.c:53
@ FTL_ALLIED
Definition caravan.h:31
@ FTL_NATIONAL_ONLY
Definition caravan.h:30
@ FTL_NONWAR
Definition caravan.h:33
bool city_production_gets_caravan_shields(const struct universal *tgt)
Definition city.c:1860
const char * city_name_get(const struct city *pcity)
Definition city.c:1137
int city_production_unit_veteran_level(struct city *pcity, const struct unit_type *punittype)
Definition city.c:804
bool can_city_build_unit_now(const struct civ_map *nmap, const struct city *pcity, const struct unit_type *punittype)
Definition city.c:947
#define city_list_iterate(citylist, pcity)
Definition city.h:505
#define city_tile(_pcity_)
Definition city.h:561
@ CITIZEN_ANGRY
Definition city.h:268
@ CITIZEN_UNHAPPY
Definition city.h:267
#define city_owner(_pcity_)
Definition city.h:560
#define city_list_iterate_end
Definition city.h:507
@ FEELING_NATIONALITY
Definition city.h:279
struct city * find_closest_city(const struct tile *ptile, const struct city *pexclcity, const struct player *pplayer, bool only_ocean, bool only_continent, bool only_known, bool only_player, bool only_enemy, const struct unit_class *pclass)
Definition citytools.c:856
double unit_win_chance(const struct civ_map *nmap, const struct unit *attacker, const struct unit *defender, const struct action *paction)
Definition combat.c:480
bool is_stack_vulnerable(const struct tile *ptile)
Definition combat.c:994
int get_virtual_defense_power(const struct civ_map *nmap, const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition combat.c:717
enum unit_attack_result unit_attack_units_at_tile_result(const struct unit *punit, const struct action *paction, const struct tile *ptile)
Definition combat.c:257
int get_total_defense_power(const struct unit *attacker, const struct unit *defender)
Definition combat.c:772
enum unit_attack_result unit_attack_unit_at_tile_result(const struct unit *punit, const struct action *paction, const struct unit *pdefender, const struct tile *dest_tile)
Definition combat.c:123
struct unit * get_defender(const struct civ_map *nmap, const struct unit *attacker, const struct tile *ptile, const struct action *paction)
Definition combat.c:841
bool can_unit_attack_tile(const struct unit *punit, const struct action *paction, const struct tile *dest_tile)
Definition combat.c:312
int base_get_defense_power(const struct unit *punit)
Definition combat.c:574
@ ATT_OK
Definition combat.h:35
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 dai_hunter_qualify(struct player *pplayer, struct unit *punit)
Definition daihunter.c:287
int dai_hunter_manage(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daihunter.c:435
#define BODYGUARD_LOG(ait, loglevel, punit, msg,...)
Definition dailog.h:69
struct unit_type * dai_choose_defender_versus(struct city *pcity, struct unit *attacker)
Definition daimilitary.c:90
int assess_defense_quadratic(struct ai_type *ait, struct city *pcity)
int assess_defense_unit(struct ai_type *ait, struct city *pcity, struct unit *punit, bool igwall)
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer, struct unit *punit)
static struct ai_city * def_ai_city_data(const struct city *pcity, struct ai_type *deftype)
Definition daiplayer.h:42
static struct unit_ai * def_ai_unit_data(const struct unit *punit, struct ai_type *deftype)
Definition daiplayer.h:48
int stack_cost(struct unit *pattacker, struct unit *pdefender)
Definition daitools.c:1281
bool goto_is_sane(struct unit *punit, struct tile *ptile)
Definition daitools.c:429
bool dai_unit_attack(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:817
bool dai_unit_goto(struct ai_type *ait, struct unit *punit, struct tile *ptile)
Definition daitools.c:605
void dai_unit_new_task(struct ai_type *ait, struct unit *punit, enum ai_unit_task task, struct tile *ptile)
Definition daitools.c:643
bool dai_assess_military_unhappiness(const struct civ_map *nmap, struct city *pcity)
Definition daitools.c:1416
bool dai_unit_make_homecity(struct unit *punit, struct city *pcity)
Definition daitools.c:755
const char * dai_unit_task_rule_name(const enum ai_unit_task task)
Definition daitools.c:76
adv_want military_amortize(struct player *pplayer, struct city *pcity, adv_want value, int delay, int build_cost)
Definition daitools.c:117
bool dai_gothere(struct ai_type *ait, struct player *pplayer, struct unit *punit, struct tile *dest_tile)
Definition daitools.c:244
void dai_unit_save(struct ai_type *ait, const char *aitstr, struct section_file *file, const struct unit *punit, const char *unitstr)
Definition daiunit.c:3368
static void dai_military_findjob(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:852
static bool has_defense(struct city *pcity)
Definition daiunit.c:222
adv_want kill_desire(adv_want benefit, int attack, int loss, int vuln, int victim_count)
Definition daiunit.c:342
static bool search_homecity_for_caravan(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2221
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:1986
int unittype_def_rating_squared(const struct unit_type *att_type, const struct unit_type *def_type, struct player *def_player, struct tile *ptile, bool fortified, int veteran)
Definition daiunit.c:304
static bool unit_role_defender(const struct unit_type *punittype)
Definition daiunit.c:700
void dai_units_ruleset_init(struct ai_type *ait)
Definition daiunit.c:3207
#define LOG_CARAVAN
Definition daiunit.c:88
static int unit_att_rating_now(const struct unit *punit)
Definition daiunit.c:259
static void dai_military_attack_barbarian(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1685
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:1060
static void invasion_funct(struct ai_type *ait, struct unit *punit, bool dest, int radius, int which)
Definition daiunit.c:1018
static void update_simple_ai_types(void)
Definition daiunit.c:3183
const struct impr_type * utype_needs_improvement(const struct unit_type *putype, const struct city *pcity)
Definition daiunit.c:2901
void dai_switch_to_explore(struct ai_type *ait, struct unit *punit, struct tile *target, enum override_bool *allow)
Definition daiunit.c:3482
void dai_manage_military(struct ai_type *ait, const struct civ_map *nmap, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2503
static bool dai_find_boat_for_unit(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:1902
static void reinforcements_cost_and_value(struct unit *punit, struct tile *ptile0, int *value, int *cost)
Definition daiunit.c:375
struct unit_type * simple_ai_types[U_LAST]
Definition daiunit.c:126
static void dai_airlift(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:169
int build_cost_balanced(const struct unit_type *punittype)
Definition daiunit.c:250
bool dai_unit_can_strike_my_unit(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:3449
bool is_on_unit_upgrade_path(const struct unit_type *test, const struct unit_type *base)
Definition daiunit.c:2935
static void dai_military_bodyguard(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:634
static void single_invader(struct ai_city *city_data, const struct unit_type *utype, int which)
Definition daiunit.c:990
#define LOG_CARAVAN3
Definition daiunit.c:90
void dai_manage_units(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2866
static void dai_manage_caravan(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2258
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:1138
static void dai_set_defenders(struct ai_type *ait, struct player *pplayer)
Definition daiunit.c:2771
void dai_manage_unit(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2658
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:715
static bool role_unit_cb(struct unit_type *ptype, void *data)
Definition daiunit.c:3416
static void dai_military_attack(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:1748
void dai_unit_turn_end(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3338
static void dai_manage_settler(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:2637
static int avg_benefit(int benefit, int loss, double chance)
Definition daiunit.c:366
#define LOG_CARAVAN2
Definition daiunit.c:89
static struct city * find_neediest_airlift_city(struct ai_type *ait, const struct player *pplayer)
Definition daiunit.c:138
static int unit_def_rating(const struct unit *attacker, const struct unit *defender)
Definition daiunit.c:278
static bool dai_is_unit_tired_waiting_boat(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2117
static int dai_rampage_want(struct unit *punit, struct tile *ptile)
Definition daiunit.c:457
bool dai_can_unit_type_follow_unit_type(const struct unit_type *follower, const struct unit_type *followee, struct ai_type *ait)
Definition daiunit.c:834
struct city * find_nearest_safe_city(struct unit *punit)
Definition daiunit.c:1634
static void dai_manage_barbarian_leader(struct ai_type *ait, struct player *pplayer, struct unit *leader)
Definition daiunit.c:2953
static void dai_manage_hitpoint_recovery(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:2428
static int unit_att_rating_squared(const struct unit *punit)
Definition daiunit.c:268
static struct pf_path * find_rampage_target(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:522
static bool is_my_turn(struct unit *punit, struct unit *pdef)
Definition daiunit.c:400
static int unit_def_rating_squared(const struct unit *punit, const struct unit *pdef)
Definition daiunit.c:291
void dai_unit_init(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3316
void dai_consider_tile_dangerous(struct ai_type *ait, struct tile *ptile, struct unit *punit, enum override_bool *result)
Definition daiunit.c:3126
bool uclass_need_trans_between(struct unit_class *pclass, struct tile *ctile, struct tile *ptile)
Definition daiunit.c:1947
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:3387
static void caravan_optimize_callback(const struct caravan_result *result, void *data)
Definition daiunit.c:2098
#define LOGLEVEL_RECOVERY
Definition daiunit.c:87
void dai_unit_close(struct ai_type *ait, struct unit *punit)
Definition daiunit.c:3350
void dai_units_ruleset_close(struct ai_type *ait)
Definition daiunit.c:3298
struct unit_type * dai_role_utype_for_terrain_class(struct city *pcity, int role, enum terrain_class tc)
Definition daiunit.c:3438
static void dai_military_defend(struct ai_type *ait, struct player *pplayer, struct unit *punit)
Definition daiunit.c:944
bool dai_military_rampage(struct unit *punit, int thresh_adj, int thresh_move)
Definition daiunit.c:601
static bool dai_caravan_can_trade_cities_diff_cont(struct player *pplayer, struct unit *punit)
Definition daiunit.c:2176
#define POTENTIALLY_HOSTILE_PLAYER(ait, pplayer, aplayer)
Definition daiunit.h:72
@ AIUNIT_BUILD_CITY
Definition daiunit.h:27
@ AIUNIT_NONE
Definition daiunit.h:27
@ AIUNIT_ATTACK
Definition daiunit.h:28
@ AIUNIT_EXPLORE
Definition daiunit.h:29
@ AIUNIT_HUNTER
Definition daiunit.h:29
@ AIUNIT_AUTO_WORKER
Definition daiunit.h:27
@ AIUNIT_RECOVER
Definition daiunit.h:29
@ AIUNIT_TRADE
Definition daiunit.h:30
@ AIUNIT_DEFEND_HOME
Definition daiunit.h:28
@ AIUNIT_ESCORT
Definition daiunit.h:28
@ AIUNIT_WONDER
Definition daiunit.h:30
#define RAMPAGE_ANYTHING
Definition daiunit.h:85
#define RAMPAGE_FREE_CITY_OR_BETTER
Definition daiunit.h:87
#define INVASION_ATTACK
Definition daiunit.h:81
#define INVASION_OCCUPY
Definition daiunit.h:80
#define RAMPAGE_HUT_OR_BETTER
Definition daiunit.h:86
#define DEFENSE_POWER(ptype)
Definition daiunit.h:66
#define IS_ATTACKER(ptype)
Definition daiunit.h:70
#define BODYGUARD_RAMPAGE_THRESHOLD
Definition daiunit.h:88
#define ATTACK_POWER(ptype)
Definition daiunit.h:68
static void attack(QVariant data1, QVariant data2)
Definition dialogs.cpp:3034
static void base(QVariant data1, QVariant data2)
Definition dialogs.cpp:2956
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit * punit
Definition dialogs_g.h:74
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int const struct action *paction struct unit struct city * pcity
Definition dialogs_g.h:78
struct unit struct city struct unit struct tile struct extra_type const struct act_prob *act_probs int actor_unit_id struct unit struct unit int cost
Definition dialogs_g.h:74
bool ai_fuzzy(const struct player *pplayer, bool normal_decision)
Definition difficulty.c:339
int get_city_bonus(const struct city *pcity, enum effect_type effect_type)
Definition effects.c:842
int get_unittype_bonus(const struct player *pplayer, const struct tile *ptile, const struct unit_type *punittype, const struct action *paction, enum effect_type effect_type)
Definition effects.c:1031
bool unit_can_enter_hut(const struct unit *punit, const struct tile *ptile)
Definition extras.c:720
float adv_want
Definition fc_types.h:1063
@ RPT_CERTAIN
Definition fc_types.h:533
@ AUT_AUTO_WORKER
Definition fc_types.h:229
#define ADV_WANT_PRINTF
Definition fc_types.h:1064
@ O_LUXURY
Definition fc_types.h:101
signed short Continent_id
Definition fc_types.h:231
override_bool
Definition fc_types.h:94
@ OVERRIDE_TRUE
Definition fc_types.h:94
@ OVERRIDE_FALSE
Definition fc_types.h:94
struct civ_game game
Definition game.c:61
struct world wld
Definition game.c:62
struct unit * game_unit_by_number(int id)
Definition game.c:115
struct city * game_city_by_number(int id)
Definition game.c:106
static struct tile * pos
Definition finddlg.c:53
bool has_handicap(const struct player *pplayer, enum handicap_type htype)
Definition handicaps.c:66
@ H_MAP
Definition handicaps.h:28
@ H_TARGETS
Definition handicaps.h:24
@ H_AWAY
Definition handicaps.h:19
@ H_FOG
Definition handicaps.h:26
#define fc_assert_ret(condition)
Definition log.h:192
#define fc_assert(condition)
Definition log.h:177
#define fc_assert_ret_val(condition, val)
Definition log.h:195
#define log_do_output_for_level(level)
Definition log.h:90
#define log_base(level, message,...)
Definition log.h:95
log_level
Definition log.h:29
@ LOG_DEBUG
Definition log.h:35
@ LOG_NORMAL
Definition log.h:33
@ LOG_VERBOSE
Definition log.h:34
bool is_tiles_adjacent(const struct tile *tile0, const struct tile *tile1)
Definition map.c:1067
bool same_pos(const struct tile *tile1, const struct tile *tile2)
Definition map.c:1076
int real_map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:675
int map_distance(const struct tile *tile0, const struct tile *tile1)
Definition map.c:699
#define iterate_outward(nmap, start_tile, max_dist, itr_tile)
Definition map.h:364
#define iterate_outward_end
Definition map.h:368
#define adjc_iterate_end
Definition map.h:430
static int index_to_map_pos_y(int mindex)
Definition map.h:752
#define square_iterate(nmap, center_tile, radius, tile_itr)
Definition map.h:388
#define adjc_iterate(nmap, center_tile, itr_tile)
Definition map.h:425
#define square_iterate_end
Definition map.h:391
static int index_to_map_pos_x(int mindex)
Definition map.h:743
#define pmap(_tile)
bool map_is_known(const struct tile *ptile, const struct player *pplayer)
Definition maphand.c:899
bool map_is_known_and_seen(const struct tile *ptile, const struct player *pplayer, enum vision_layer vlayer)
Definition maphand.c:925
#define fc_calloc(n, esz)
Definition mem.h:38
#define FC_FREE(ptr)
Definition mem.h:41
#define fc_malloc(sz)
Definition mem.h:34
bool can_unit_exist_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:318
bool is_native_tile(const struct unit_type *punittype, const struct tile *ptile)
Definition movement.c:330
int unit_move_rate(const struct unit *punit)
Definition movement.c:89
bool can_attack_from_non_native(const struct unit_type *utype)
Definition movement.c:226
bool can_unit_survive_at_tile(const struct civ_map *nmap, const struct unit *punit, const struct tile *ptile)
Definition movement.c:490
bool can_unit_type_transport(const struct unit_type *transporter, const struct unit_class *transported)
Definition movement.c:869
bool can_attack_non_native(const struct unit_type *utype)
Definition movement.c:213
#define SINGLE_MOVE
Definition movement.h:26
static bool is_native_tile_to_class(const struct unit_class *punitclass, const struct tile *ptile)
Definition movement.h:84
@ MR_OK
Definition movement.h:35
@ MR_DEATH
Definition movement.h:36
const char * nation_rule_name(const struct nation_type *pnation)
Definition nation.c:138
struct nation_type * nation_of_unit(const struct unit *punit)
Definition nation.c:463
void pf_path_destroy(struct pf_path *path)
struct pf_map * pf_map_new(const struct pf_parameter *parameter)
struct pf_path * pf_map_path(struct pf_map *pfm, struct tile *ptile)
bool pf_map_position(struct pf_map *pfm, struct tile *ptile, struct pf_position *pos)
void pf_reverse_map_destroy(struct pf_reverse_map *pfrm)
int pf_reverse_map_unit_move_cost(struct pf_reverse_map *pfrm, const struct unit *punit)
void pf_map_destroy(struct pf_map *pfm)
struct pf_reverse_map * pf_reverse_map_new(const struct civ_map *nmap, const struct player *pplayer, struct tile *target_tile, int max_turns, bool omniscient)
int pf_map_move_cost(struct pf_map *pfm, struct tile *ptile)
#define PF_IMPOSSIBLE_MC
#define pf_map_move_costs_iterate_end
#define pf_map_move_costs_iterate(ARG_pfm, NAME_tile, NAME_cost, COND_from_start)
#define pf_map_tiles_iterate(ARG_pfm, NAME_tile, COND_from_start)
#define pf_map_tiles_iterate_end
void pft_fill_unit_parameter(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:843
void pft_fill_unit_attack_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:952
void pft_fill_unit_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit *punit)
Definition pf_tools.c:894
void pft_fill_utype_overlap_param(struct pf_parameter *parameter, const struct civ_map *nmap, const struct unit_type *punittype, struct tile *pstart_tile, struct player *pplayer)
Definition pf_tools.c:879
struct unit * player_unit_by_number(const struct player *pplayer, int unit_id)
Definition player.c:1229
bool pplayers_at_war(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1388
bool pplayers_allied(const struct player *pplayer, const struct player *pplayer2)
Definition player.c:1409
#define players_iterate_end
Definition player.h:542
#define players_iterate(_pplayer)
Definition player.h:537
static bool is_barbarian(const struct player *pplayer)
Definition player.h:491
#define is_human(plr)
Definition player.h:231
#define fc_rand(_size)
Definition rand.h:56
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
bool is_req_active(const struct req_context *context, const struct req_context *other_context, const struct requirement *req, const enum req_problem_type prob_type)
#define requirement_vector_iterate_end
#define requirement_vector_iterate(req_vec, preq)
struct setting_list * level[OLEVELS_NUM]
Definition settings.c:190
#define FC_INFINITY
Definition shared.h:36
#define MAX(x, y)
Definition shared.h:54
int get_specialist_output(const struct city *pcity, Specialist_type_id sp, Output_type_id otype)
Definition specialist.c:217
#define specialist_type_iterate_end
Definition specialist.h:79
#define specialist_type_iterate(sp)
Definition specialist.h:73
#define CITY_LOG(loglevel, pcity, msg,...)
Definition srv_log.h:83
#define LOGLEVEL_HUNT
Definition srv_log.h:35
#define UNIT_LOG(loglevel, punit, msg,...)
Definition srv_log.h:98
#define LOG_AI_TEST
Definition srv_log.h:38
@ AIT_RECOVER
Definition srv_log.h:68
@ AIT_FSTK
Definition srv_log.h:54
@ AIT_CARAVAN
Definition srv_log.h:56
@ AIT_RAMPAGE
Definition srv_log.h:71
@ AIT_ATTACK
Definition srv_log.h:66
@ AIT_HUNTER
Definition srv_log.h:57
@ AIT_BODYGUARD
Definition srv_log.h:69
@ AIT_DEFENDERS
Definition srv_log.h:55
@ AIT_AIRUNIT
Definition srv_log.h:60
@ AIT_FERRY
Definition srv_log.h:70
@ AIT_MILITARY
Definition srv_log.h:67
@ AIT_DIPLOMAT
Definition srv_log.h:59
@ AIT_AIRLIFT
Definition srv_log.h:58
@ TIMER_STOP
Definition srv_log.h:76
@ TIMER_START
Definition srv_log.h:76
#define TIMING_LOG(timer, activity)
Definition srv_log.h:125
#define LOGLEVEL_BODYGUARD
Definition srv_log.h:30
unsigned int danger
Definition daicity.h:47
int bcost
Definition daicity.h:44
Definition ai.h:50
void(* callback)(const struct caravan_result *result, void *data)
Definition caravan.h:124
enum foreign_trade_limit allow_foreign_trade
Definition caravan.h:99
bool ignore_transit_time
Definition caravan.h:108
void * callback_data
Definition caravan.h:125
const struct city * src
Definition caravan.h:52
const struct city * dest
Definition caravan.h:53
bool help_wonder
Definition caravan.h:57
double value
Definition caravan.h:56
Definition city.h:317
struct adv_city * adv
Definition city.h:449
struct tile * tile
Definition city.h:319
struct packet_game_info info
Definition game.h:89
int occupychance
Definition game.h:173
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:3409
struct city * build_city
Definition daiunit.c:3410
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:563
struct veteran_system * veteran
Definition unittype.h:549
int move_rate
Definition unittype.h:522
Definition unit.h:140
struct unit::@83::@86 server
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 tile * tile
Definition unit.h:142
struct unit_adv * adv
Definition unit.h:239
int homecity
Definition unit.h:148
int birth_turn
Definition unit.h:210
struct tile * goto_tile
Definition unit.h:157
int veteran
Definition unit.h:154
struct player * owner
Definition unit.h:145
struct civ_map map
#define TRUE
Definition support.h:46
#define FALSE
Definition support.h:47
bool is_terrain_class_near_tile(const struct civ_map *nmap, const struct tile *ptile, enum terrain_class tclass)
Definition terrain.c:612
#define is_ocean_tile(ptile)
Definition terrain.h:196
int tile_extras_defense_bonus(const struct tile *ptile, const struct unit_type *punittype)
Definition tile.c:233
struct city * tile_city(const struct tile *ptile)
Definition tile.c:83
#define tile_index(_pt_)
Definition tile.h:89
#define tile_terrain(_tile)
Definition tile.h:111
#define TILE_XY(ptile)
Definition tile.h:43
#define tile_continent(_tile)
Definition tile.h:93
bool can_cities_trade(const struct city *pc1, const struct city *pc2)
struct goods_type * unit_current_goods(const struct unit *punit, const struct city *homecity)
bool can_establish_trade_route(const struct city *pc1, const struct city *pc2, int priority)
void unit_set_ai_data(struct unit *punit, const struct ai_type *ai, void *data)
Definition unit.c:2327
bool unit_transport_load(struct unit *pcargo, struct unit *ptrans, bool force)
Definition unit.c:2447
bool is_losing_hp(const struct unit *punit)
Definition unit.c:2265
bool unit_can_airlift_to(const struct civ_map *nmap, const struct unit *punit, const struct city *pdest_city)
Definition unit.c:186
struct unit * unit_transport_get(const struct unit *pcargo)
Definition unit.c:2518
int unit_gain_hitpoints(const struct unit *punit)
Definition unit.c:2220
bool unit_is_cityfounder(const struct unit *punit)
Definition unit.c:2718
bool unit_can_do_action(const struct unit *punit, const action_id act_id)
Definition unit.c:383
bool unit_can_do_action_result(const struct unit *punit, enum action_result result)
Definition unit.c:393
enum gen_action activity_default_action(enum unit_activity act)
Definition unit.c:2930
int get_transporter_capacity(const struct unit *punit)
Definition unit.c:297
bool can_unit_do_activity(const struct civ_map *nmap, const struct unit *punit, enum unit_activity activity)
Definition unit.c:892
bool is_special_unit(const struct unit *punit)
Definition unit.c:350
bool unit_transported(const struct unit *pcargo)
Definition unit.c:2502
bool is_guard_unit(const struct unit *punit)
Definition unit.c:340
bool unit_has_orders(const struct unit *punit)
Definition unit.c:202
#define unit_tile(_pu)
Definition unit.h:404
#define unit_cargo_iterate_end
Definition unit.h:585
#define unit_cargo_iterate(_ptrans, _pcargo)
Definition unit.h:582
#define CHECK_UNIT(punit)
Definition unit.h:273
#define unit_owner(_pu)
Definition unit.h:403
static bool is_non_allied_unit_tile(const struct tile *ptile, const struct player *pplayer, bool everyone_non_allied)
Definition unit.h:440
bool unit_activity_handling(struct unit *punit, enum unit_activity new_activity, enum gen_action trigger_action)
Definition unithand.c:6663
void unit_do_action(struct player *pplayer, const int actor_id, const int target_id, const int sub_tgt_id, const char *name, const action_id action_type)
Definition unithand.c:3338
bool unit_server_side_agent_set(struct player *pplayer, struct unit *punit, enum server_side_agent agent)
Definition unithand.c:6562
struct unit * unit_list_find(const struct unit_list *punitlist, int unit_id)
Definition unitlist.c:30
#define unit_list_iterate(unitlist, punit)
Definition unitlist.h:31
#define unit_list_iterate_safe(unitlist, _unit)
Definition unitlist.h:39
#define unit_list_iterate_end
Definition unitlist.h:33
#define unit_list_iterate_safe_end
Definition unitlist.h:61
bool utype_action_takes_all_mp(const struct unit_type *putype, struct action *paction)
Definition unittype.c:1195
const struct unit_type * unit_type_get(const struct unit *punit)
Definition unittype.c:123
struct unit_type * role_units_iterate_backwards(int role, role_unit_callback cb, void *data)
Definition unittype.c:2240
struct unit_type * get_role_unit(int role, int role_index)
Definition unittype.c:2257
const char * unit_rule_name(const struct unit *punit)
Definition unittype.c:1591
bool utype_has_role(const struct unit_type *punittype, int role)
Definition unittype.c:203
int utype_build_shield_cost_base(const struct unit_type *punittype)
Definition unittype.c:1472
int unit_build_shield_cost_base(const struct unit *punit)
Definition unittype.c:1488
struct unit_type * best_role_unit_for_player(const struct player *pplayer, int role)
Definition unittype.c:2302
struct unit_class * unit_class_get(const struct unit *punit)
Definition unittype.c:2503
bool utype_can_do_action_result(const struct unit_type *putype, enum action_result result)
Definition unittype.c:391
bool unit_has_type_role(const struct unit *punit, enum unit_role_id role)
Definition unittype.c:212
bool unit_has_type_flag(const struct unit *punit, enum unit_type_flag_id flag)
Definition unittype.c:194
bool unit_can_take_over(const struct unit *punit)
Definition unittype.c:268
void * utype_ai_data(const struct unit_type *ptype, const struct ai_type *ai)
Definition unittype.c:2743
bool utype_can_take_over(const struct unit_type *punittype)
Definition unittype.c:280
void utype_set_ai_data(struct unit_type *ptype, const struct ai_type *ai, void *data)
Definition unittype.c:2751
int utype_build_shield_cost(const struct city *pcity, const struct player *pplayer, const struct unit_type *punittype)
Definition unittype.c:1442
bool utype_acts_hostile(const struct unit_type *putype)
Definition unittype.c:447
bool utype_can_do_action(const struct unit_type *putype, const action_id act_id)
Definition unittype.c:375
#define utype_class(_t_)
Definition unittype.h:754
#define utype_fuel(ptype)
Definition unittype.h:844
#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:945
static bool utype_has_flag(const struct unit_type *punittype, int flag)
Definition unittype.h:622
#define unit_class_list_iterate(uclass_list, pclass)
Definition unittype.h:937
#define unit_type_iterate(_p)
Definition unittype.h:860
#define unit_type_list_iterate_end
Definition unittype.h:947
#define U_LAST
Definition unittype.h:40
#define unit_type_iterate_end
Definition unittype.h:867
#define unit_class_list_iterate_end
Definition unittype.h:939