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Feature #893 » 0019-Unhardcode-wld.map-from-action_speculate_unit_on_til.patch

S3_1 - Marko Lindqvist, 09/20/2024 08:55 PM

View differences:

ai/tex/texaicity.c
{
int orig_value;
bool potential_worst_worked = FALSE;
const struct civ_map *nmap = &(wld.map);
if (!city_can_work_tile(pcity, ptile)) {
return;
......
}
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
......
if (limit == TWTL_BUILDABLE_UNITS) {
unit_list_iterate(units, punit) {
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit),
ptile,
TRUE,
......
if (limit == TWTL_BUILDABLE_UNITS) {
unit_list_iterate(units, punit) {
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit),
ptile,
TRUE,
......
struct action *taction = action_by_number(try_act);
if (is_extra_removed_by_action(tgt, taction)
&& action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit), ptile,
TRUE,
......
struct action *taction = action_by_number(try_act);
if (is_extra_caused_by_action(tgt, taction)
&& action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit), ptile,
TRUE,
......
fc_assert_action(action_get_target_kind(paction) == ATK_TILE,
break);
if (action_prob_possible(action_speculate_unit_on_tile(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
......
fc_assert_action(action_get_target_kind(paction) == ATK_TILE,
break);
if (action_prob_possible(action_speculate_unit_on_tile(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
ai/threaded/taicity.c
{
int orig_value;
bool potential_worst_worked = FALSE;
const struct civ_map *nmap = &(wld.map);
if (!city_can_work_tile(pcity, ptile)) {
return;
......
}
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
......
if (limit == TWTL_BUILDABLE_UNITS) {
unit_list_iterate(units, punit) {
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit),
ptile,
TRUE,
......
if (limit == TWTL_BUILDABLE_UNITS) {
unit_list_iterate(units, punit) {
if (action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit),
ptile,
TRUE,
......
if (removing) {
as_rmextra_action_iterate(try_act) {
struct action *taction = action_by_number(try_act);
if (is_extra_removed_by_action(tgt, taction)
&& action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit), ptile,
TRUE,
......
} else {
as_extra_action_iterate(try_act) {
struct action *taction = action_by_number(try_act);
if (is_extra_caused_by_action(tgt, taction)
&& action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit), ptile,
TRUE,
......
fc_assert_action(action_get_target_kind(paction) == ATK_TILE,
break);
if (action_prob_possible(action_speculate_unit_on_tile(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
......
fc_assert_action(action_get_target_kind(paction) == ATK_TILE,
break);
if (action_prob_possible(action_speculate_unit_on_tile(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
TRUE,
ptile, tgt))) {
common/actions.c
extra) given the specified game state changes.
**************************************************************************/
struct act_prob
action_speculate_unit_on_tile(action_id act_id,
action_speculate_unit_on_tile(const struct civ_map *nmap,
action_id act_id,
const struct unit *actor,
const struct city *actor_home,
const struct tile *actor_tile,
......
* current position rather than on actor_tile. Maybe this function should
* return ACTPROB_NOT_IMPLEMENTED when one of those is detected and no
* other requirement makes the action ACTPROB_IMPOSSIBLE? */
const struct civ_map *nmap = &(wld.map);
if (omniscient_cheat) {
if (is_action_enabled_unit_on_tile_full(nmap, act_id,
common/actions.h
const struct tile *target);
struct act_prob
action_speculate_unit_on_tile(action_id act_id,
action_speculate_unit_on_tile(const struct civ_map *nmap,
action_id act_id,
const struct unit *actor,
const struct city *actor_home,
const struct tile *actor_tile,
server/advisors/autosettlers.c
if (adv_city_worker_act_get(pcity, cindex,
action_id_get_activity(act)) >= 0
&& action_prob_possible(
action_speculate_unit_on_tile(act,
action_speculate_unit_on_tile(nmap, act,
punit, unit_home(punit),
ptile,
parameter.omniscience,
......
if (removing) {
as_rmextra_action_iterate(try_act) {
struct action *taction = action_by_number(try_act);
if (is_extra_removed_by_action(pextra, taction)) {
/* We do not even evaluate actions we can't do.
* Removal is not considered prerequisite for anything */
if (action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit),
ptile,
......
} else {
as_extra_action_iterate(try_act) {
struct action *taction = action_by_number(try_act);
if (is_extra_caused_by_action(pextra, taction)) {
eval_act = action_id_get_activity(try_act);
if (action_prob_possible(
action_speculate_unit_on_tile(try_act,
action_speculate_unit_on_tile(nmap, try_act,
punit,
unit_home(punit),
ptile,
......
dep_tgt = road_extra_get(pdep);
if (action_prob_possible(
action_speculate_unit_on_tile(ACTION_ROAD,
action_speculate_unit_on_tile(nmap, ACTION_ROAD,
punit, unit_home(punit), ptile,
parameter.omniscience,
ptile, dep_tgt))) {
......
if (eval_dep_act != ACTIVITY_LAST) {
if (action_prob_possible(
action_speculate_unit_on_tile(eval_dep_action,
action_speculate_unit_on_tile(nmap, eval_dep_action,
punit, unit_home(punit), ptile,
parameter.omniscience,
ptile, pdep))) {
......
ptile));
case ATK_TILE:
return action_prob_possible(action_speculate_unit_on_tile(
paction->id,
nmap, paction->id,
punit, unit_home(punit), ptile,
omniscient_cheat,
ptile, target));
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