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Feature #1487 ยป 0089-daiferry.-ch-Improve-coding-style.patch

Marko Lindqvist, 06/05/2025 07:22 PM

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ai/default/daiferry.c
#include "daiferry.h"
/* =================== constants with special meaning =================== */
/*
* This one is used only by ferryboats in ai.passenger field
/*
* This one is used only by ferryboats in ai.passenger field
*/
#define FERRY_AVAILABLE (-1) /* Boat is looking for a passenger */
#define FERRY_ABANDON_BOSS (-2) /* Passenger is assigned for boat, but boat
* might take another passenger. Probably
* passenger already left the boat*/
/*
* The below is used only by passengers in ai.ferryboat field
*/
/*
* The below is used only by passengers in ai.ferryboat field
*/
#define FERRY_WANTED (-1) /* Needs a boat */
#define FERRY_NONE 0 /* Has no boat and doesn't need one */
/* =================== group log levels, debug options ================= */
/* =================== Group log levels, debug options ================= */
/* Logging in ferry management functions */
#define LOGLEVEL_FERRY LOG_DEBUG
......
#endif
/* ========= managing statistics and boat/passenger assignments ======== */
/* ========= Managing statistics and boat/passenger assignments ======== */
/**********************************************************************//**
Call to initialize the ferryboat statistics
......
ai->stats.passengers = 0;
ai->stats.boats = 0;
ai->stats.available_boats = 0;
unit_list_iterate(pplayer->units, punit) {
struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
......
#ifdef LOGLEVEL_FERRY_STATS
static void aiferry_print_stats(struct ai_type *ait, struct player *pplayer)
{
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, NULL);
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, nullptr);
int n = 1;
log_base(LOGLEVEL_FERRY_STATS, "Boat stats for %s[%d]",
......
bool new_f = dai_is_ferry(ferry, ait);
if (old_f && !new_f) {
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(ferry), NULL);
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(ferry), nullptr);
struct unit_ai *unit_data = def_ai_unit_data(ferry, ait);
ai->stats.boats--;
......
} else if (unit_data->passenger > 0) {
struct unit *passenger = game_unit_by_number(unit_data->passenger);
if (passenger != NULL) {
if (passenger != nullptr) {
aiferry_clear_boat(ait, passenger);
}
}
} else if (!old_f && new_f) {
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(ferry), NULL);
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(ferry), nullptr);
ai->stats.boats++;
ai->stats.available_boats++;
......
struct player *pplayer = unit_owner(punit);
if (is_ai_data_phase_open(ait, pplayer)) {
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, NULL);
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, nullptr);
ai->stats.passengers--;
}
......
struct player *pplayer = unit_owner(ferry);
if (is_ai_data_phase_open(ait, pplayer)) {
dai_plr_data_get(ait, pplayer, NULL)->stats.available_boats++;
dai_plr_data_get(ait, pplayer, nullptr)->stats.available_boats++;
}
ferry_data->passenger = FERRY_AVAILABLE;
}
......
}
/**********************************************************************//**
Request a boat for the unit. Should only be used if the unit is on the
Request a boat for the unit. Should only be used if the unit is on the
coast, otherwise ferries will not see it.
**************************************************************************/
static void aiferry_request_boat(struct ai_type *ait, struct unit *punit)
{
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(punit), NULL);
struct ai_plr *ai = dai_plr_data_get(ait, unit_owner(punit), nullptr);
struct unit_ai *unit_data = def_ai_unit_data(punit, ait);
/* First clear the previous assignments (just in case there are).
/* First clear the previous assignments (just in case there are).
* Subtract virtual units or already counted */
if ((punit->id == 0) ||
((ai->stats.passengers > 0) &&
if ((punit->id == 0) ||
((ai->stats.passengers > 0) &&
(unit_data->ferryboat == FERRY_WANTED))) {
aiferry_clear_boat(ait, punit);
}
......
fc_assert_ret(unit_owner(punit) == ferry_owner);
/* First delete the unit from the list of passengers and
/* First delete the unit from the list of passengers and
* release its previous ferry */
aiferry_clear_boat(ait, punit);
/* If ferry was available, update the stats */
if (ferry_data->passenger == FERRY_AVAILABLE) {
dai_plr_data_get(ait, ferry_owner, NULL)->stats.available_boats--;
dai_plr_data_get(ait, ferry_owner, nullptr)->stats.available_boats--;
}
/* Exchange the phone numbers */
......
struct unit_ai *ferry_data = def_ai_unit_data(pferry, ait);
if (ferry_data->passenger != FERRY_AVAILABLE) {
dai_plr_data_get(ait, unit_owner(pferry), NULL)->stats.available_boats++;
dai_plr_data_get(ait, unit_owner(pferry), nullptr)->stats.available_boats++;
ferry_data->passenger = FERRY_AVAILABLE;
}
}
/**********************************************************************//**
Returns the number of available boats. A simple accessor made to perform
Returns the number of available boats. A simple accessor made to perform
debug checks.
**************************************************************************/
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer)
{
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, NULL);
struct ai_plr *ai = dai_plr_data_get(ait, pplayer, nullptr);
/* To developer: Switch this checking on when testing some new
/* To developer: Switch this checking on when testing some new
* ferry code. */
#ifdef LOGLEVEL_FERRY_STATS
int boats = 0;
......
/* ================== functions to find a boat ========================= */
/**********************************************************************//**
Combined cost function for a land unit looking for a ferry. The path
Combined cost function for a land unit looking for a ferry. The path
finding first goes over the continent and then into the ocean where we
actually look for ferry. Thus moves land-to-sea are allowed and moves
sea-to-land are not. A consequence is that we don't get into the cities
on other continent, which might station boats. This defficiency seems to
actually look for ferry. Thus moves land-to-sea are allowed and moves
sea-to-land are not. A consequence is that we don't get into the cities
on other continent, which might station boats. This defficiency seems to
be impossible to fix with the current PF structure, so it has to be
accounted for in the actual ferry search function.
For movements sea-to-sea the cost is collected via the extra cost
call-back. Doesn't care for enemy/neutral tiles, these should be
call-back. Doesn't care for enemy/neutral tiles, these should be
excluded using a TB call-back.
**************************************************************************/
static unsigned combined_land_sea_move(const struct tile *src_tile,
......
}
/**********************************************************************//**
EC callback to account for the cost of sea moves by a ferry hurrying to
EC callback to account for the cost of sea moves by a ferry hurrying to
pick our unit up.
**************************************************************************/
static unsigned sea_move(const struct tile *ptile, enum known_type known,
const struct pf_parameter *param)
{
if (is_ocean_tile(ptile)) {
/* Approximately TURN_FACTOR / average ferry move rate
/* Approximately TURN_FACTOR / average ferry move rate
* we can pass a better guess of the move rate through param->data
* but we don't know which boat we will find out there */
return SINGLE_MOVE * PF_TURN_FACTOR / 12;
......
}
/**********************************************************************//**
Proper and real PF function for finding a boat. If you don't require
the path to the ferry, pass path=NULL.
Proper and real PF function for finding a boat. If you don't require
the path to the ferry, pass path=nullptr.
Return the unit ID of the boat; punit is the passenger.
WARNING: Due to the nature of this function and PF (see the comment of
......
/* currently assigned ferry */
int ferryboat = def_ai_unit_data(punit, ait)->ferryboat;
/* We may end calling pf_destroy_path for *path if it's not NULL.
/* We may end calling pf_destroy_path for *path if it's not nullptr.
* Most likely you are passing garbage or path you don't want
* destroyed if this assertion fails.
* Don't try to be clever and pass 'fallback' path that will be returned
* if no path is found. Instead check for NULL return value and then
* if no path is found. Instead check for nullptr return value and then
* use fallback path in calling function. */
fc_assert_ret_val(path == NULL || *path == NULL, 0);
fc_assert_ret_val(path == nullptr || *path == nullptr, 0);
fc_assert_ret_val(0 < ferryboat
|| FERRY_NONE == ferryboat
|| FERRY_WANTED == ferryboat, 0);
UNIT_LOG(LOGLEVEL_FINDFERRY, punit, "asked aiferry_find_boat for a boat");
if (aiferry_avail_boats(ait, pplayer) <= 0
if (aiferry_avail_boats(ait, pplayer) <= 0
&& ferryboat <= 0) {
/* No boats to be found (the second check is to ensure that we are not
/* No boats to be found (the second check is to ensure that we are not
* the ones keeping the last boat busy) */
return 0;
}
......
/* FIXME: This condition is somewhat dodgy */
break;
}
square_iterate(&(wld.map), pos.tile, radius, ptile) {
unit_list_iterate(ptile->units, aunit) {
if (is_boat_free(ait, aunit, punit, cap)) {
/* Turns for the unit to get to rendezvous pnt */
int u_turns = pos.turn;
/* Turns for the boat to get to the rendezvous pnt */
int f_turns = ((pos.total_EC / PF_TURN_FACTOR * 16
- aunit->moves_left)
int f_turns = ((pos.total_EC / PF_TURN_FACTOR * 16
- aunit->moves_left)
/ unit_type_get(aunit)->move_rate);
int turns = MAX(u_turns, f_turns);
if (turns < best_turns) {
UNIT_LOG(LOGLEVEL_FINDFERRY, punit,
UNIT_LOG(LOGLEVEL_FINDFERRY, punit,
"Found a potential boat %s[%d](%d,%d)(moves left: %d)",
unit_rule_name(aunit), aunit->id,
TILE_XY(unit_tile(aunit)), aunit->moves_left);
......
if (*path) {
pf_path_destroy(*path);
}
*path = pf_map_iter_path(search_map);
}
*path = pf_map_iter_path(search_map);
}
best_turns = turns;
best_id = aunit->id;
}
......
static void dai_activate_passengers(struct ai_type *ait, struct unit *ferry)
{
struct player *ferry_owner = unit_owner(ferry);
unit_list_iterate_safe(unit_tile(ferry)->units, aunit) {
if (unit_transport_get(aunit) == ferry) {
unit_activity_handling(aunit, ACTIVITY_IDLE, ACTION_NONE);
......
if (same_pos(unit_tile(passenger), ptile)) {
/* Not an error; sometimes immediate_destination instructs the unit
* to stay here. For example, to refuel.*/
send_unit_info(NULL, passenger);
send_unit_info(nullptr, passenger);
return TRUE;
} else if (passenger->moves_left == 0 && ferry->moves_left == 0) {
send_unit_info(NULL, passenger);
send_unit_info(nullptr, passenger);
return TRUE;
}
......
if (!is_ocean_tile(next_tile)) {
int ferry_id = ferry->id;
UNIT_LOG(LOG_DEBUG, passenger, "Our boat has arrived "
"[%d](moves left: %d)", ferry->id, ferry->moves_left);
UNIT_LOG(LOG_DEBUG, passenger, "Disembarking to (%d,%d)",
TILE_XY(next_tile));
/* Land leg */
UNIT_LOG(LOG_DEBUG, passenger, "Our boat has arrived "
"[%d](moves left: %d)", ferry->id, ferry->moves_left);
UNIT_LOG(LOG_DEBUG, passenger, "Disembarking to (%d,%d)",
TILE_XY(next_tile));
/* Land leg */
alive = adv_follow_path(passenger, path, ptile);
/* Movement of the passenger outside the ferry can cause also
* ferry to die. That has happened at least when passenger
* destroyed city cutting the civ1-style channel (cities in
* a chain) ferry was in. */
if (unit_is_alive(ferry_id) && 0 < ferry->moves_left
if (unit_is_alive(ferry_id) && 0 < ferry->moves_left
&& (!alive || unit_tile(ferry) != unit_tile(passenger))) {
/* The passenger is no longer on the ferry,
* and the ferry can still act.
* Give a chance for another passenger to take command
* of the ferry.
*/
UNIT_LOG(LOG_DEBUG, ferry, "Activating passengers");
/* The passenger is no longer on the ferry,
* and the ferry can still act.
* Give a chance for another passenger to take command
* of the ferry.
*/
UNIT_LOG(LOG_DEBUG, ferry, "Activating passengers");
dai_activate_passengers(ait, ferry);
/* It is theoretically possible passenger died here due to
......
Return FALSE iff we died.
**************************************************************************/
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry,
struct unit *passenger, struct tile *ptile)
struct unit *passenger, struct tile *ptile)
{
struct pft_amphibious parameter;
struct adv_risk_cost land_risk_cost;
......
/* Move as far along the path to the destination as we can;
* that is, ignore the presence of enemy units when computing the
* path */
parameter.combined.get_zoc = NULL;
parameter.combined.get_zoc = nullptr;
return dai_amphibious_goto_constrained(ait, ferry, passenger, ptile,
&parameter);
}
/**********************************************************************//**
This function is to be called if punit needs to use a boat to get to the
This function is to be called if punit needs to use a boat to get to the
destination.
Return values: TRUE if got to or next to our destination, FALSE otherwise.
Return values: TRUE if got to or next to our destination, FALSE otherwise.
TODO: A big one is rendezvous points between units and boats. When this is
implemented, we won't have to be at the coast to ask for a boat to come
TODO: A big one is rendezvous points between units and boats. When this is
implemented, we won't have to be at the coast to ask for a boat to come
to us.
**************************************************************************/
bool aiferry_gobyboat(struct ai_type *ait, struct player *pplayer,
......
if (!unit_transported(punit)) {
/* We are not on a boat and we cannot walk */
int boatid;
struct unit *ferryboat = NULL;
struct unit *ferryboat = nullptr;
int cap = with_bodyguard ? 2 : 1;
bool board_success = FALSE;
......
TILE_XY(dest_tile));
if (!is_terrain_class_near_tile(nmap, unit_tile(punit), TC_OCEAN)) {
struct pf_path *path_to_ferry = NULL;
struct pf_path *path_to_ferry = nullptr;
boatid = aiferry_find_boat(ait, punit, cap, &path_to_ferry);
if (boatid <= 0) {
......
}
ferryboat = game_unit_by_number(boatid);
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "found boat[%d](%d,%d), going there",
boatid, TILE_XY(unit_tile(ferryboat)));
/* The path can be amphibious so we will stop at the coast.
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "found boat[%d](%d,%d), going there",
boatid, TILE_XY(unit_tile(ferryboat)));
/* The path can be amphibious so we will stop at the coast.
* It might not lead _onto_ the boat. */
if (!adv_unit_execute_path(punit, path_to_ferry)) {
if (!adv_unit_execute_path(punit, path_to_ferry)) {
/* Died. */
pf_path_destroy(path_to_ferry);
pf_path_destroy(path_to_ferry);
return FALSE;
}
pf_path_destroy(path_to_ferry);
......
/* Ok, a boat found, try boarding it */
ferryboat = game_unit_by_number(boatid);
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "found a nearby boat[%d](%d,%d)",
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
/* Setting ferry now in hope it won't run away even
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
/* Setting ferry now in hope it won't run away even
* if we can't board it right now */
aiferry_psngr_meet_boat(ait, punit, ferryboat);
......
/* FIXME: this is probably a serious bug, but we just skip past
* it and continue. */
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "couldn't board boat[%d](%d,%d)",
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
return FALSE;
}
......
* TODO: Try to predict this failure so that the units wouldn't
* waste turns to travel to the rendezvous point. */
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "boarding boat[%d](%d,%d) not enabled",
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
ferryboat->id, TILE_XY(unit_tile(ferryboat)));
return FALSE;
}
......
if (is_boat_free(ait, ferryboat, punit, 0)) {
struct unit *bodyguard = aiguard_guard_of(ait, punit);
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit,
"got boat[%d](moves left: %d), going (%d,%d)",
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit,
"got boat[%d](moves left: %d), going (%d,%d)",
ferryboat->id, ferryboat->moves_left, TILE_XY(dest_tile));
aiferry_psngr_meet_boat(ait, punit, ferryboat);
......
|| !dai_unit_goto(ait, bodyguard, unit_tile(punit))) {
/* Bodyguard can't get there or died en route */
aiguard_request_guard(ait, punit);
bodyguard = NULL;
bodyguard = nullptr;
} else if (bodyguard->moves_left <= 0) {
/* Wait for me, I'm cooooming!! */
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "waiting for bodyguard");
......
/* Crap bodyguard. Got stuck somewhere. Ditch it! */
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "ditching useless bodyguard");
aiguard_request_guard(ait, punit);
dai_unit_new_task(ait, bodyguard, AIUNIT_NONE, NULL);
bodyguard = NULL;
dai_unit_new_task(ait, bodyguard, AIUNIT_NONE, nullptr);
bodyguard = nullptr;
}
}
if (bodyguard) {
......
} else {
/* We are in still transit */
def_ai_unit_data(punit, ait)->done = TRUE;
return FALSE;
}
} else {
/* Waiting for the boss to load and move us */
UNIT_LOG(LOGLEVEL_GOBYBOAT, punit, "Cannot command boat [%d],"
" its boss is [%d]",
" its boss is [%d]",
ferryboat->id, def_ai_unit_data(ferryboat, ait)->passenger);
return FALSE;
}
}
......
struct pf_map *pfm;
struct pf_parameter parameter;
int passengers = dai_plr_data_get(ait, unit_owner(pferry),
NULL)->stats.passengers;
nullptr)->stats.passengers;
struct player *pplayer;
const struct civ_map *nmap = &(wld.map);
......
unit_list_iterate(ptile->units, aunit) {
struct unit_ai *unit_data = def_ai_unit_data(aunit, ait);
if (unit_owner(pferry) == unit_owner(aunit)
if (unit_owner(pferry) == unit_owner(aunit)
&& (unit_data->ferryboat == FERRY_WANTED
|| unit_data->ferryboat == pferry->id)) {
UNIT_LOG(LOGLEVEL_FERRY, pferry,
UNIT_LOG(LOGLEVEL_FERRY, pferry,
"Found a potential cargo %s[%d](%d,%d), going there",
unit_rule_name(aunit),
aunit->id,
TILE_XY(unit_tile(aunit)));
pferry->goto_tile = unit_tile(aunit);
pferry->goto_tile = unit_tile(aunit);
/* Exchange phone numbers */
aiferry_psngr_meet_boat(ait, aunit, pferry);
pf_map_destroy(pfm);
return TRUE;
}
} unit_list_iterate_end;
......
UNIT_LOG(LOGLEVEL_FERRY, pferry,
"AI Passengers counting reported false positive %d", passengers);
pf_map_destroy(pfm);
return FALSE;
}
/**********************************************************************//**
A helper for ai_manage_ferryboat. Finds a city that wants a ferry. It
might signal for the ferry using pcity->server.ai.choice.need_boat field or
it might simply be building a ferry of it's own.
A helper for ai_manage_ferryboat. Finds a city that wants a ferry.
It might signal for the ferry using pcity->server.ai.choice.need_boat field
or it might simply be building a ferry of it's own.
The city found will be set as the goto destination.
TODO: lift the path off the map
TODO (possible): put this and ai_ferry_findcargo into one PF-loop. This
will save some code lines but will be faster in the rare cases when there
passengers that can not be reached ("false positive").
TODO (possible): put this and ai_ferry_findcargo() into one PF-loop.
This will save some code lines but will be faster in the rare cases when
there are passengers that can not be reached ("false positive").
**************************************************************************/
static bool aiferry_find_interested_city(struct ai_type *ait,
struct unit *pferry)
......
}
pcity = tile_city(pos.tile);
if (pcity && city_owner(pcity) == unit_owner(pferry)
&& (def_ai_city_data(pcity, ait)->choice.need_boat
&& (def_ai_city_data(pcity, ait)->choice.need_boat
|| (VUT_UTYPE == pcity->production.kind
&& utype_has_role(pcity->production.value.utype,
L_FERRYBOAT)))) {
&& utype_has_role(pcity->production.value.utype,
L_FERRYBOAT)))) {
bool really_needed = TRUE;
int turns = city_production_turns_to_build(pcity, TRUE);
UNIT_LOG(LOGLEVEL_FERRY, pferry, "%s (%d, %d) looks promising...",
UNIT_LOG(LOGLEVEL_FERRY, pferry, "%s (%d, %d) looks promising...",
city_name_get(pcity), TILE_XY(pcity->tile));
if (pos.turn > turns
......
}
unit_list_iterate(pos.tile->units, aunit) {
if (aunit != pferry && unit_owner(aunit) == unit_owner(pferry)
if (aunit != pferry && unit_owner(aunit) == unit_owner(pferry)
&& unit_has_type_role(aunit, L_FERRYBOAT)) {
UNIT_LOG(LOGLEVEL_FERRY, pferry, "%s is NOT suitable: "
"has another ferry",
city_name_get(pcity));
really_needed = FALSE;
break;
}
really_needed = FALSE;
break;
}
} unit_list_iterate_end;
if (really_needed) {
UNIT_LOG(LOGLEVEL_FERRY, pferry, "will go to %s unless we "
"find something better",
city_name_get(pcity));
pferry->goto_tile = pos.tile;
pferry->goto_tile = pos.tile;
turns_horizon = turns;
needed = TRUE;
}
......
} pf_map_positions_iterate_end;
pf_map_destroy(pfm);
return needed;
}
......
It's about 12 feet square and has a capacity of almost 1000 pounds.
It is well constructed of teak, and looks seaworthy.
Manage ferryboat. If there is a passenger-in-charge, we let it drive the
boat. If there isn't, appoint one from those we have on board.
Manage ferryboat. If there is a passenger-in-charge, we let it drive the
boat. If there isn't, appoint one from those we have on board.
If there is no one aboard, look for potential cargo. If none found,
If there is no one aboard, look for potential cargo. If none found,
explore and then go to the nearest port.
**************************************************************************/
void dai_manage_ferryboat(struct ai_type *ait, struct player *pplayer,
......
/* Try to recover hitpoints if we are in a city, before we do anything */
if (punit->hp < unit_type_get(punit)->hp
&& (pcity = tile_city(unit_tile(punit)))) {
UNIT_LOG(LOGLEVEL_FERRY, punit, "waiting in %s to recover hitpoints",
UNIT_LOG(LOGLEVEL_FERRY, punit, "waiting in %s to recover hitpoints",
city_name_get(pcity));
def_ai_unit_data(punit, ait)->done = TRUE;
return;
......
/* Check if we are an empty barbarian boat and so not needed */
if (is_barbarian(pplayer) && get_transporter_occupancy(punit) == 0) {
wipe_unit(punit, ULR_RETIRED, NULL);
wipe_unit(punit, ULR_RETIRED, nullptr);
return;
}
......
if (unit_data->passenger > 0) {
struct unit *psngr = game_unit_by_number(unit_data->passenger);
/* If the passenger-in-charge is adjacent, we should wait for it to
/* If the passenger-in-charge is adjacent, we should wait for it to
* board. We will pass control to it later. */
if (!psngr
|| real_map_distance(unit_tile(punit), unit_tile(psngr)) > 1) {
UNIT_LOG(LOGLEVEL_FERRY, punit,
UNIT_LOG(LOGLEVEL_FERRY, punit,
"recorded passenger[%d] is not on board, checking for "
"others", unit_data->passenger);
unit_data->passenger = FERRY_ABANDON_BOSS;
......
if (unit_data->passenger == FERRY_AVAILABLE
|| unit_data->passenger == FERRY_ABANDON_BOSS) {
struct unit *candidate = NULL;
struct unit *candidate = nullptr;
/* Try to select passenger-in-charge from among our passengers */
unit_list_iterate(punit->transporting, aunit) {
......
candidate = aunit;
}
} unit_list_iterate_end;
if (candidate) {
UNIT_LOG(LOGLEVEL_FERRY, punit,
UNIT_LOG(LOGLEVEL_FERRY, punit,
"appointed %s[%d] our passenger-in-charge",
unit_rule_name(candidate),
candidate->id);
......
if (unit_data->passenger > 0) {
struct unit *boss = game_unit_by_number(bossid);
fc_assert_ret(NULL != boss);
fc_assert_ret(boss != nullptr);
if (unit_has_type_flag(boss, UTYF_WORKERS)
|| unit_is_cityfounder(boss)) {
......
}
UNIT_LOG(LOGLEVEL_FERRY, punit, "passing control to %s[%d]",
unit_rule_name(boss),
boss->id);
unit_rule_name(boss),
boss->id);
dai_manage_unit(ait, pplayer, boss);
if (!game_unit_by_number(sanity) || punit->moves_left <= 0) {
return;
}
if (game_unit_by_number(bossid)) {
if (same_pos(unit_tile(punit), unit_tile(boss))) {
/* The boss decided to stay put on the ferry. We aren't moving. */
if (same_pos(unit_tile(punit), unit_tile(boss))) {
/* The boss decided to stay put on the ferry. We aren't moving. */
UNIT_LOG(LOG_DEBUG, boss, "drove ferry - done for now");
def_ai_unit_data(boss, ait)->done = TRUE;
return;
......
ptype = unit_type_get(punit);
if (IS_ATTACKER(ptype) && punit->moves_left > 0) {
/* AI used to build frigates to attack and then use them as ferries
/* AI used to build frigates to attack and then use them as ferries
* -- Syela */
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
UNIT_LOG(LOGLEVEL_FERRY, punit, "passing ferry over to attack code");
dai_manage_military(ait, nmap, pplayer, punit);
return;
}
UNIT_LOG(LOGLEVEL_FERRY, punit, "Ferryboat is not carrying anyone "
"(moves left: %d).", punit->moves_left);
"(moves left: %d).", punit->moves_left);
aiferry_make_available(ait, punit);
unit_activity_handling(punit, ACTIVITY_IDLE, ACTION_NONE);
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
CHECK_UNIT(punit);
/* Try to find passengers */
if (aiferry_findcargo(ait, punit)) {
UNIT_LOG(LOGLEVEL_FERRY, punit, "picking up cargo (moves left: %d)",
punit->moves_left);
punit->moves_left);
if (dai_unit_goto(ait, punit, punit->goto_tile)) {
if (is_tiles_adjacent(unit_tile(punit), punit->goto_tile)
|| same_pos(unit_tile(punit), punit->goto_tile)) {
......
dai_manage_unit(ait, pplayer, cargo);
}
}
return;
}
......
if (same_pos(unit_tile(punit), punit->goto_tile)) {
UNIT_LOG(LOGLEVEL_FERRY, punit, "staying in city that needs us");
unit_data->done = TRUE;
return;
} else {
UNIT_LOG(LOGLEVEL_FERRY, punit, "going to city that needs us");
if (dai_unit_goto(ait, punit, punit->goto_tile)
&& same_pos(unit_tile(punit), punit->goto_tile)) {
unit_data->done = TRUE; /* save some CPU */
unit_data->done = TRUE; /* Save some CPU */
}
return;
}
}
......
UNIT_LOG(LOGLEVEL_FERRY, punit, "Passing control of ferry to explorer code");
switch (manage_auto_explorer(punit)) {
case MR_DEATH:
/* don't use punit! */
/* Don't use punit! */
return;
case MR_OK:
/* FIXME: continue moving? */
/* FIXME: Continue moving? */
break;
default:
unit_data->done = TRUE;
......
if (punit->moves_left > 0) {
struct city *safe_city = find_nearest_safe_city(punit);
if (safe_city != NULL) {
if (safe_city != nullptr) {
punit->goto_tile = safe_city->tile;
UNIT_LOG(LOGLEVEL_FERRY, punit, "No work, going home");
unit_data->done = TRUE;
dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
dai_unit_new_task(ait, punit, AIUNIT_NONE, nullptr);
(void) dai_unit_goto(ait, punit, safe_city->tile);
}
}
return;
}
ai/default/daiferry.h
#ifndef FC__DAIFERRY_H
#define FC__DAIFERRY_H
/* utility */
#include "support.h" /* bool type */
/* common */
#include "fc_types.h"
struct pf_path;
......
bool dai_is_ferry_type(const struct unit_type *pferry, struct ai_type *ait);
bool dai_is_ferry(struct unit *pferry, struct ai_type *ait);
/*
/*
* Initialize ferrybaot-related statistics in the ai data.
*/
void aiferry_init_stats(struct ai_type *ait, struct player *pplayer);
/*
* Find the nearest boat. Can be called from inside the continents too
/*
* Find the nearest boat. Can be called from inside the continents too
*/
int aiferry_find_boat(struct ai_type *ait, struct unit *punit,
int cap, struct pf_path **path);
/*
* How many boats are available
* How many boats are available
*/
int aiferry_avail_boats(struct ai_type *ait, struct player *pplayer);
/*
/*
* Initializes aiferry stats for a new unit
*/
void dai_ferry_init_ferry(struct ai_type *ait, struct unit *ferry);
......
void aiferry_clear_boat(struct ai_type *ait, struct unit *punit);
/*
* Go to the destination by hitching a ride on a boat. Will try to find
* Go to the destination by hitching a ride on a boat. Will try to find
* a beachhead but it works better if dst_tile is on the coast.
* Loads a bodyguard too, if necessary.
*/
......
struct unit *punit, struct tile *dst_tile,
bool with_bodyguard);
/*
* Go to the destination on a particular boat. Will try to find
* Go to the destination on a particular boat. Will try to find
* a beachhead but it works better if ptile is on the coast.
*/
bool aiferry_goto_amphibious(struct ai_type *ait, struct unit *ferry,
struct unit *passenger, struct tile *ptile);
struct unit *passenger, struct tile *ptile);
bool dai_amphibious_goto_constrained(struct ai_type *ait,
struct unit *ferry,
......
bool is_boss_of_boat(struct ai_type *ait, struct unit *punit);
/*
* Main boat managing function. Gets units on board to where they want to
* Main boat managing function. Gets units on board to where they want to
* go and then looks for new passengers or (if it fails) for a city which
* will build a passenger soon.
*/
    (1-1/1)