Feature #1585 ยป 0086-AI-Fix-comment-typos-found-by-codespell.patch
ai/default/daicity.c | ||
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v += v1;
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} else if (v1 > 0) {
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/* If value of the effect is negative, do not hold it against
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* the tech - having the tech wont force one to build the
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* the tech - having the tech won't force one to build the
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* building. */
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/* We might want the technology that will enable this
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ai/default/daidiplomacy.c | ||
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/******************************************************************//**
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Send a diplomatic message. Use this instead of notify directly
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because we may want to highligh/present these messages differently
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because we may want to highlight/present these messages differently
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in the future.
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**********************************************************************/
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static void dai_diplo_notify(struct player *pplayer, const char *text, ...)
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... | ... | |
break;
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}
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/* They were allied with an enemy at the begining of the turn. */
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/* They were allied with an enemy at the beginning of the turn. */
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if (adip->is_allied_with_enemy
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&& pclause->type != CLAUSE_CEASEFIRE) {
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dai_diplo_notify(aplayer, _("*%s (AI)* I would like to see you keep your "
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ai/default/daidiplomat.c | ||
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#define LOG_DIPLOMAT LOG_DEBUG
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#define LOG_DIPLOMAT_BUILD LOG_DEBUG
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/* 3000 is a just a large number, but not hillariously large as the
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/* 3000 is just a large number, but not hilariously large as the
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* previously used one. This is important for diplomacy. - Per */
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#define DIPLO_DEFENSE_WANT 3000
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ai/default/daihand.c | ||
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TODO: Audit the use of pplayer->ai.maxbuycost in the code elsewhere,
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then add support for it here.
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This function first determins the minimum tax rate (rate_tax_min) and a tax
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rate for a balanced treasury (rate_tax_balance). Similarily, the science
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This function first determines the minimum tax rate (rate_tax_min) and a tax
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rate for a balanced treasury (rate_tax_balance). Similarly, the science
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rates are determiend (rate_sci_min and rate_sci_balance). Considering the
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minimum rates for tax and science the chance for celebrations is checked. If
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celebration is possible for more than half of the cities, the needed luxury
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ai/default/daisettler.c | ||
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if (boat_cost == 0 && pclass->adv.sea_move == MOVE_NONE
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&& tile_continent(ptile) != curcont) {
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/* We have an accidential land bridge. Ignore it. It will in all
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/* We have an accidental land bridge. Ignore it. It will in all
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* likelihood go away next turn, or even in a few nanoseconds. */
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continue;
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}
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ai/default/daitools.c | ||
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if (path) {
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for (i = 1; i < path->length; i++) {
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if (path->positions[i].tile == path->positions[i - 1].tile) {
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/* The path-finding code advices us to wait there to refuel. */
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/* The path-finding code advice us to wait there to refuel. */
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struct tile *ptile = path->positions[i].tile;
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pf_path_destroy(path);
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ai/default/daiunit.c | ||
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/**********************************************************************//**
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Returns the city with the most need of an airlift.
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To be considerd, a city must have an air field. All cities with an
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To be considered, a city must have an air field. All cities with an
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urgent need for units are serviced before cities in danger.
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Return value may be nullptr, this means no servicable city found.
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... | ... | |
if (0 == get_transporter_capacity(buddy)) {
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/* Reduce want based on move cost. We can't do this for
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* transports since they move around all the time, leading
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* to hillarious flip-flops. */
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* to hilarious flip-flops. */
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def >>= move_cost / (2 * unit_move_rate(punit));
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}
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if (def > best_def) {
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... | ... | |
* never learning steam engine, even though ironclads would be very
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* useful. -- Syela */
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adv_want bk = 0;
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adv_want want; /* Want (amortized) of the operaton. */
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adv_want want; /* Want (amortized) of the operation. */
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adv_want best = 0; /* Best of all wants. */
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struct tile *goto_dest_tile = nullptr;
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bool can_occupy;
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... | ... | |
want = 0;
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} else {
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want = kill_desire(benefit, attack, bcost, vulnerability, 1);
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/* Take into account maintainance of the unit. */
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/* Take into account maintenance of the unit. */
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/* FIXME: Depends on the government. */
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want -= move_time * SHIELD_WEIGHTING;
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/* Take into account unhappiness
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... | ... | |
/* If we reached our destination, ferryboat already called
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* ai_manage_unit() for leader. So no need to continue here.
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* Leader might even be dead.
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* If this return is removed, surronding unit_list_iterate()
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* If this return is removed, surrounding unit_list_iterate()
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* has to be replaced with unit_list_iterate_safe()*/
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return;
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}
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ai/tex/texaiplayer.c | ||
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initialize_infrastructure_cache(msg->plr);
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/* Use _safe iterate in case the main thread
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* destroyes cities while we are iterating through these. */
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* destroys cities while we are iterating through these. */
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city_list_iterate_safe(msg->plr->cities, pcity) {
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struct adv_choice *choice;
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struct texai_build_choice_req *choice_req
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