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Freeciv21
Develop your civilization from humble roots to a global empire
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#include "ai.h"#include "combat.h"#include "game.h"#include "movement.h"#include "tile.h"#include "unit.h"#include "path_finding.h"#include "maphand.h"#include "srv_log.h"#include "unithand.h"#include "unittools.h"#include "advtools.h"#include "advgoto.h"
Include dependency graph for advgoto.cpp:Go to the source code of this file.
Functions | |
| static bool | adv_unit_move (struct unit *punit, struct tile *ptile) |
| Move a unit. More... | |
| bool | adv_follow_path (struct unit *punit, const PFPath &path, struct tile *ptile) |
| Move a unit along a path without disturbing its activity, role or assigned destination Return FALSE iff we died. More... | |
| bool | adv_unit_execute_path (struct unit *punit, const PFPath &path) |
| This is a function to execute paths returned by the path-finding engine, for units controlled by advisors. More... | |
| static bool | adv_could_be_my_zoc (struct unit *myunit, struct tile *ptile) |
| Similar to is_my_zoc(), but with some changes: More... | |
| int | adv_could_unit_move_to_tile (struct unit *punit, struct tile *dest_tile) |
| returns: 0 if can't move 1 if zoc_ok -1 if zoc could be ok? More... | |
| int | adv_unittype_att_rating (const struct unit_type *punittype, int veteran, int moves_left, int hp) |
| Attack rating of this kind of unit. More... | |
| int | adv_unit_att_rating (const struct unit *punit) |
| Attack rating of this particular unit assuming that it has a complete move left. More... | |
| int | adv_unit_def_rating_basic (const struct unit *punit) |
| Basic (i.e. More... | |
| int | adv_unit_def_rating_basic_squared (const struct unit *punit) |
| Square of the previous function - used in actual computations. More... | |
| bool | adv_danger_at (struct unit *punit, struct tile *ptile) |
| Are there dangerous enemies at or adjacent to the tile 'ptile'? More... | |
| static int | stack_value (const struct tile *ptile, const struct player *pplayer) |
| The value of the units belonging to a given player on a given tile. More... | |
| static double | chance_killed_at (const struct tile *ptile, struct adv_risk_cost *risk_cost, const struct pf_parameter *param) |
| How dangerous would it be stop on a particular tile, because of enemy attacks, expressed as the probability of being killed. More... | |
| static int | stack_risk (const struct tile *ptile, struct adv_risk_cost *risk_cost, const struct pf_parameter *param) |
| PF stack risk cost. More... | |
| static int | prefer_short_stacks (const struct tile *ptile, enum known_type known, const struct pf_parameter *param) |
| PF extra cost call back to avoid creating tall stacks or crossing dangerous tiles. More... | |
| void | adv_avoid_risks (struct pf_parameter *parameter, struct adv_risk_cost *risk_cost, struct unit *punit, const double fearfulness) |
| Set PF callbacks to favour paths that do not create tall stacks or cross dangerous tiles. More... | |
| void adv_avoid_risks | ( | struct pf_parameter * | parameter, |
| struct adv_risk_cost * | risk_cost, | ||
| struct unit * | punit, | ||
| const double | fearfulness | ||
| ) |
Set PF callbacks to favour paths that do not create tall stacks or cross dangerous tiles.
Definition at line 490 of file advgoto.cpp.
Referenced by dai_fill_unit_param(), and explorer_goto().
Similar to is_my_zoc(), but with some changes:
Fix to bizarre did-not-find bug. Thanks, Katvrr – Syela
Definition at line 222 of file advgoto.cpp.
Referenced by adv_could_unit_move_to_tile().
returns: 0 if can't move 1 if zoc_ok -1 if zoc could be ok?
see also unithand can_unit_move_to_tile_with_notify()
Definition at line 252 of file advgoto.cpp.
Referenced by dai_manage_barbarian_leader(), and remove_city().
Are there dangerous enemies at or adjacent to the tile 'ptile'?
Definition at line 317 of file advgoto.cpp.
Referenced by adv_unit_move(), city_desirability(), and dai_unit_move().
Move a unit along a path without disturbing its activity, role or assigned destination Return FALSE iff we died.
Definition at line 43 of file advgoto.cpp.
Referenced by auto_settler_setup_work(), dai_manage_airunit(), dai_manage_barbarian_leader(), dai_military_attack(), dai_unit_goto_constrained(), explorer_goto(), and player_restore_units().
| int adv_unit_att_rating | ( | const struct unit * | punit | ) |
Attack rating of this particular unit assuming that it has a complete move left.
Definition at line 288 of file advgoto.cpp.
Referenced by adv_danger_at(), assess_danger_unit(), dai_consider_tile_dangerous(), dai_gothere_bodyguard(), find_something_to_kill(), kill_something_with(), reinforcements_cost_and_value(), and unit_att_rating_squared().
| int adv_unit_def_rating_basic | ( | const struct unit * | punit | ) |
Basic (i.e.
not taking attacker specific corections into account) defense rating of this particular unit.
Definition at line 298 of file advgoto.cpp.
Referenced by adv_unit_def_rating_basic_squared(), and dai_military_findjob().
| int adv_unit_def_rating_basic_squared | ( | const struct unit * | punit | ) |
Square of the previous function - used in actual computations.
Definition at line 307 of file advgoto.cpp.
Referenced by adv_danger_at(), dai_consider_tile_dangerous(), and look_for_charge().
This is a function to execute paths returned by the path-finding engine, for units controlled by advisors.
Brings our bodyguard along. Returns FALSE only if died.
Definition at line 78 of file advgoto.cpp.
Referenced by adv_follow_path(), dai_diplomat_bribe_nearby(), dai_find_boat_for_unit(), dai_hunter_manage(), dai_manage_diplomat(), and dai_military_rampage().
Move a unit.
Do not attack. Do not leave bodyguard. For advisor controlled units.
This function returns only when we have a reply from the server and we can tell the calling function what happened to the move request. (Right now it is not a big problem, since we call the server directly.)
Definition at line 128 of file advgoto.cpp.
Referenced by adv_unit_execute_path().
| int adv_unittype_att_rating | ( | const struct unit_type * | punittype, |
| int | veteran, | ||
| int | moves_left, | ||
| int | hp | ||
| ) |
Attack rating of this kind of unit.
Definition at line 277 of file advgoto.cpp.
Referenced by adv_unit_att_rating(), dai_gothere_bodyguard(), process_attacker_want(), and unit_att_rating_now().
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How dangerous would it be stop on a particular tile, because of enemy attacks, expressed as the probability of being killed.
TODO: This implementation is a kludge until we compute a more accurate probability using the movemap. Also, we should take into account the reduced probability of death if we have a bodyguard travelling with us.
Definition at line 402 of file advgoto.cpp.
Referenced by stack_risk().
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static |
PF extra cost call back to avoid creating tall stacks or crossing dangerous tiles.
By setting this as an extra-cost call-back, paths will avoid tall stacks. Avoiding tall stacks all along a path is useful because a unit following a path might have to stop early because of ZoCs.
Definition at line 478 of file advgoto.cpp.
Referenced by adv_avoid_risks().
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PF stack risk cost.
How undesirable is passing through a tile because of risks? Weight by the cost of destruction, for risks that can kill the unit.
Why use the build cost when assessing the cost of destruction? The reasoning is thus.
Definition at line 443 of file advgoto.cpp.
Referenced by prefer_short_stacks().
The value of the units belonging to a given player on a given tile.
Definition at line 374 of file advgoto.cpp.
Referenced by stack_risk().