Freeciv21
Develop your civilization from humble roots to a global empire
daieffects.h
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9 **************************************************************************/
10 #pragma once
11 
12 #include "fc_types.h"
13 
14 adv_want dai_effect_value(struct player *pplayer, struct government *gov,
15  const struct adv_data *adv,
16  const struct city *pcity, const bool capital,
17  int turns, const struct effect *peffect,
18  const int c, const int nplayers);
19 
20 adv_want dai_content_effect_value(const struct player *pplayer,
21  const struct city *pcity, int amount,
22  int num_cities, int happiness_step);
23 
24 bool dai_can_requirement_be_met_in_city(const struct requirement *preq,
25  const struct player *pplayer,
26  const struct city *pcity);
bool dai_can_requirement_be_met_in_city(const struct requirement *preq, const struct player *pplayer, const struct city *pcity)
Does the AI expect to ever be able to meet this requirement.
Definition: daieffects.cpp:723
adv_want dai_content_effect_value(const struct player *pplayer, const struct city *pcity, int amount, int num_cities, int happiness_step)
How desirable particular effect making people content is for a particular city?
Definition: daieffects.cpp:71
adv_want dai_effect_value(struct player *pplayer, struct government *gov, const struct adv_data *adv, const struct city *pcity, const bool capital, int turns, const struct effect *peffect, const int c, const int nplayers)
How desirable is a particular effect for a particular city, given the number of cities in range (c).
Definition: daieffects.cpp:130
float adv_want
Definition: fc_types.h:1144
Definition: city.h:291
Definition: player.h:231