Freeciv21
Develop your civilization from humble roots to a global empire
advdata.h File Reference
#include "bitvector.h"
#include "support.h"
#include "fc_types.h"
#include "improvement.h"
#include "advtools.h"
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Go to the source code of this file.

Classes

struct  adv_dipl
 
struct  adv_data
 

Enumerations

enum  adv_improvement_status { ADV_IMPR_CALCULATE , ADV_IMPR_CALCULATE_FULL , ADV_IMPR_ESTIMATE , ADV_IMPR_LAST }
 

Functions

void adv_data_init (struct player *pplayer)
 Allocate memory for advisor data. More...
 
void adv_data_default (struct player *pplayer)
 Initialize with sane values. More...
 
void adv_data_close (struct player *pplayer)
 Free memory for advisor data. More...
 
bool adv_data_phase_init (struct player *pplayer, bool is_new_phase)
 Make and cache lots of calculations needed for other functions. More...
 
void adv_data_phase_done (struct player *pplayer)
 Clean up our mess. More...
 
void adv_data_analyze_rulesets (struct player *pplayer)
 Analyze rulesets. More...
 
struct adv_dataadv_data_get (struct player *pplayer, bool *close)
 Return a pointer to our data. More...
 
void adv_best_government (struct player *pplayer)
 Find best government to aim for. More...
 
bool adv_wants_science (struct player *pplayer)
 Return whether science would help us at all. More...
 
bool adv_is_player_dangerous (struct player *pplayer, struct player *aplayer)
 There are some signs that a player might be dangerous: We are at war with him, he has done lots of ignoble things to us, he is an ally of one of our enemies (a ticking bomb to be sure), we don't like him, diplomatic state is neutral or we have cease fire. More...
 

Enumeration Type Documentation

◆ adv_improvement_status

Enumerator
ADV_IMPR_CALCULATE 
ADV_IMPR_CALCULATE_FULL 
ADV_IMPR_ESTIMATE 
ADV_IMPR_LAST 

Definition at line 29 of file advdata.h.

Function Documentation

◆ adv_best_government()

void adv_best_government ( struct player pplayer)

Find best government to aim for.

We do it by setting our government to all possible values and calculating our GDP (total ai_eval_calc_city) under this government. If the very best of the governments is not available to us (it is not yet discovered), we record it in the goal.gov structure with the aim of wanting the necessary tech more. The best of the available governments is recorded in goal.revolution. We record the want of each government, and only recalculate this data every ai->govt_reeval_turns turns.

Note: Call this before doing taxes!

Definition at line 816 of file advdata.cpp.

Referenced by adv_data_phase_init().

◆ adv_data_analyze_rulesets()

void adv_data_analyze_rulesets ( struct player pplayer)

Analyze rulesets.

Must be run after rulesets are loaded, unlike _init, which must be run before savegames are loaded, which is usually before rulesets.

Definition at line 194 of file advdata.cpp.

Referenced by srv_ready().

◆ adv_data_close()

void adv_data_close ( struct player pplayer)

Free memory for advisor data.

Definition at line 739 of file advdata.cpp.

Referenced by player_limit_to_max_rates().

◆ adv_data_default()

void adv_data_default ( struct player pplayer)

Initialize with sane values.

Definition at line 720 of file advdata.cpp.

Referenced by adv_data_init(), server_player_init(), and srv_ready().

◆ adv_data_get()

◆ adv_data_init()

void adv_data_init ( struct player pplayer)

Allocate memory for advisor data.

Safe to call multiple times.

Definition at line 685 of file advdata.cpp.

Referenced by server_create_player().

◆ adv_data_phase_done()

void adv_data_phase_done ( struct player pplayer)

◆ adv_data_phase_init()

bool adv_data_phase_init ( struct player pplayer,
bool  is_new_phase 
)

Make and cache lots of calculations needed for other functions.

Returns TRUE if new data was created, FALSE if data existed already.

Note: We use map.num_continents here rather than pplayer->num_continents because we are omniscient and don't care about such trivialities as who can see what.

FIXME: We should try to find the lowest common defence strength of our defending units, and ignore enemy units that are incapable of harming us, instead of just checking attack strength > 1.

Definition at line 250 of file advdata.cpp.

Referenced by adv_data_get(), begin_phase(), init_new_game(), kill_player(), sg_load_sanitycheck(), split_player(), try_summon_barbarians(), and unleash_barbarians().

◆ adv_is_player_dangerous()

bool adv_is_player_dangerous ( struct player pplayer,
struct player aplayer 
)

There are some signs that a player might be dangerous: We are at war with him, he has done lots of ignoble things to us, he is an ally of one of our enemies (a ticking bomb to be sure), we don't like him, diplomatic state is neutral or we have cease fire.

Definition at line 1062 of file advdata.cpp.

Referenced by adv_data_phase_init(), assess_danger(), compute_tech_sell_price(), and dai_hunter_manage().

◆ adv_wants_science()

bool adv_wants_science ( struct player pplayer)

Return whether science would help us at all.

Definition at line 1051 of file advdata.cpp.

Referenced by adv_data_phase_init(), dai_effect_value(), and dai_manage_taxes().