Freeciv21
Develop your civilization from humble roots to a global empire
daidiplomacy.h
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11 
12 #pragma once
13 
14 #include "fc_types.h"
15 
16 #include "ai.h" // incident_type
17 
18 struct Treaty;
19 struct Clause;
20 
21 void dai_diplomacy_begin_new_phase(struct ai_type *ait,
22  struct player *pplayer);
23 void dai_diplomacy_actions(struct ai_type *ait, struct player *pplayer);
24 
25 void dai_treaty_evaluate(struct ai_type *ait, struct player *pplayer,
26  struct player *aplayer, struct Treaty *ptreaty);
27 void dai_treaty_accepted(struct ai_type *ait, struct player *pplayer,
28  struct player *aplayer, struct Treaty *ptreaty);
29 
30 void dai_incident(struct ai_type *ait, enum incident_type type,
31  enum casus_belli_range scope, const struct action *paction,
32  struct player *receiver, struct player *violator,
33  struct player *victim);
34 
35 bool dai_on_war_footing(struct ai_type *ait, struct player *pplayer);
36 
37 void dai_diplomacy_first_contact(struct ai_type *ait, struct player *pplayer,
38  struct player *aplayer);
incident_type
Definition: ai.h:40
void dai_treaty_accepted(struct ai_type *ait, struct player *pplayer, struct player *aplayer, struct Treaty *ptreaty)
This function is called when a treaty has been concluded, to deal with followup issues like comments ...
void dai_incident(struct ai_type *ait, enum incident_type type, enum casus_belli_range scope, const struct action *paction, struct player *receiver, struct player *violator, struct player *victim)
Handle incident caused by violator.
bool dai_on_war_footing(struct ai_type *ait, struct player *pplayer)
Are we going to be declaring war in a few turns time? If so, go on a war footing, and try to buy out ...
void dai_diplomacy_actions(struct ai_type *ait, struct player *pplayer)
Do diplomatic actions.
void dai_diplomacy_begin_new_phase(struct ai_type *ait, struct player *pplayer)
Calculate our diplomatic predispositions here.
void dai_treaty_evaluate(struct ai_type *ait, struct player *pplayer, struct player *aplayer, struct Treaty *ptreaty)
pplayer is AI player, aplayer is the other player involved, treaty is the treaty being considered.
void dai_diplomacy_first_contact(struct ai_type *ait, struct player *pplayer, struct player *aplayer)
What to do when we first meet.
enum clause_type type
Definition: diptreaty.h:64
Definition: ai.h:42
Definition: player.h:231