13#ifndef FC__AUTOWORKERS_H
14#define FC__AUTOWORKERS_H
70 const struct tile *ptile);
74#define aw_transform_action_iterate(_act_) \
76 action_array_iterate(aw_actions_transform, _act_)
78#define aw_transform_action_iterate_end \
79 action_array_iterate_end \
84#define aw_extra_action_iterate(_act_) \
86 action_array_iterate(aw_actions_extra, _act_)
88#define aw_extra_action_iterate_end \
89 action_array_iterate_end \
94#define aw_rmextra_action_iterate(_act_) \
96 action_array_iterate(aw_actions_rmextra, _act_)
98#define aw_rmextra_action_iterate_end \
99 action_array_iterate_end \
void adv_unit_new_task(struct unit *punit, enum adv_unit_task task, struct tile *ptile)
void auto_worker_findwork(const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct workermap *state, int recursion)
bool adv_worker_safe_tile(const struct civ_map *nmap, const struct player *pplayer, struct unit *punit, struct tile *ptile)
void adv_workers_free(void)
action_id aw_actions_rmextra[MAX_NUM_ACTIONS]
adv_want adv_workers_road_bonus(const struct civ_map *nmap, struct tile *ptile, struct road_type *proad)
bool auto_workers_speculate_can_act_at(const struct unit *punit, enum unit_activity activity, bool omniscient_cheat, struct extra_type *target, const struct tile *ptile)
void auto_workers_player(struct player *pplayer)
struct city * worker_evaluate_city_requests(struct unit *punit, struct worker_task **best_task, struct pf_path **path, struct workermap *state)
bool auto_worker_setup_work(const struct civ_map *nmap, struct player *pplayer, struct unit *punit, struct workermap *state, int recursion, struct pf_path *path, struct tile *best_tile, enum unit_activity best_act, struct extra_type **best_target, int completion_time)
action_id aw_actions_extra[MAX_NUM_ACTIONS]
action_id aw_actions_transform[MAX_NUM_ACTIONS]
adv_want worker_evaluate_improvements(const struct civ_map *nmap, struct unit *punit, enum unit_activity *best_act, struct extra_type **best_target, struct tile **best_tile, struct pf_path **path, struct workermap *state)
void auto_workers_ruleset_init(void)
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
static int recursion[AIT_LAST]