Feature #1001 » 0026-Optimize-maybe_become_veteran_real.patch
ai/default/aitools.c | ||
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}
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/**********************************************************************//**
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A helper function for ai_gothere. Estimates the dangers we will
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A helper function for ai_gothere. Estimates the dangers we will
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be facing at our destination and tries to find/request a bodyguard if
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needed.
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**************************************************************************/
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... | ... | |
struct unit *guard = aiguard_guard_of(ait, punit);
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const struct veteran_level *vlevel;
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bool bg_needed = FALSE;
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const struct unit_type *ptype;
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if (is_barbarian(unit_owner(punit))) {
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/* barbarians must have more courage (ie less brains) */
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/* Barbarians must have more courage (ie less brains) */
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aiguard_clear_guard(ait, punit);
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return FALSE;
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}
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... | ... | |
/* If we are fast, there is less danger.
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* FIXME: that assumes that most units have move_rate == SINGLE_MOVE;
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* not true for all rulesets */
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danger /= (unit_type_get(punit)->move_rate / SINGLE_MOVE);
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ptype = unit_type_get(punit);
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danger /= (ptype->move_rate / SINGLE_MOVE);
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if (unit_has_type_flag(punit, UTYF_IGTER)) {
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danger /= 1.5;
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}
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vlevel = utype_veteran_level(unit_type_get(punit), punit->veteran);
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vlevel = utype_veteran_level(ptype, punit->veteran);
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fc_assert_ret_val(vlevel != NULL, FALSE);
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/* We look for the bodyguard where we stand. */
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if (guard == NULL || unit_tile(guard) != unit_tile(punit)) {
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int my_def = (punit->hp * unit_type_get(punit)->defense_strength
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int my_def = (punit->hp * ptype->defense_strength
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* POWER_FACTOR * vlevel->power_fact / 100);
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if (danger >= my_def) {
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common/actions.c | ||
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/* Veteran attack and defense bonus */
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{
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const struct veteran_level *vatt =
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utype_veteran_level(unit_type_get(pattacker), pattacker->veteran);
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const struct veteran_level *vdef =
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utype_veteran_level(unit_type_get(pdefender), pdefender->veteran);
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const struct veteran_level *vatt
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= utype_veteran_level(unit_type_get(pattacker), pattacker->veteran);
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const struct veteran_level *vdef
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= utype_veteran_level(unit_type_get(pdefender), pdefender->veteran);
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chance += vatt->power_fact - vdef->power_fact;
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}
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common/combat.c | ||
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int base_get_defense_power(const struct unit *punit)
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{
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const struct veteran_level *vlevel;
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const struct unit_type *ptype;
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fc_assert_ret_val(punit != NULL, 0);
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vlevel = utype_veteran_level(unit_type_get(punit), punit->veteran);
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ptype = unit_type_get(punit);
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vlevel = utype_veteran_level(ptype, punit->veteran);
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fc_assert_ret_val(vlevel != NULL, 0);
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return unit_type_get(punit)->defense_strength * POWER_FACTOR
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return ptype->defense_strength * POWER_FACTOR
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* vlevel->power_fact / 100;
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}
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common/unit.c | ||
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int get_activity_rate(const struct unit *punit)
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{
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const struct veteran_level *vlevel;
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const struct unit_type *ptype;
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int move_rate;
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fc_assert_ret_val(punit != NULL, 0);
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vlevel = utype_veteran_level(unit_type_get(punit), punit->veteran);
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ptype = unit_type_get(punit);
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vlevel = utype_veteran_level(ptype, punit->veteran);
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fc_assert_ret_val(vlevel != NULL, 0);
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/* The speed of the settler depends on its base move_rate, not on
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* the number of moves actually remaining or the adjusted move rate.
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* This means sea formers won't have their activity rate increased by
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* Magellan's, and it means injured units work just as fast as
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* uninjured ones. Note the value is never less than SINGLE_MOVE. */
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int move_rate = unit_type_get(punit)->move_rate;
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* uninjured ones. Note the value is never less than SINGLE_MOVE. */
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move_rate = unit_type_get(punit)->move_rate;
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/* All settler actions are multiplied by ACTIVITY_FACTOR. */
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return ACTIVITY_FACTOR
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common/unittype.c | ||
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return game.veteran;
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}
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/**********************************************************************//**
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Return veteran level properties of given veterancy system
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in given veterancy level.
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**************************************************************************/
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const struct veteran_level *
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vsystem_veteran_level(const struct veteran_system *vsystem, int level)
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{
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fc_assert_ret_val(vsystem->definitions != NULL, NULL);
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fc_assert_ret_val(vsystem->levels > level, NULL);
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return (vsystem->definitions + level);
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}
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/**********************************************************************//**
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Return veteran level properties of given unit in given veterancy level.
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**************************************************************************/
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... | ... | |
const struct veteran_system *vsystem = utype_veteran_system(punittype);
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fc_assert_ret_val(vsystem != NULL, NULL);
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fc_assert_ret_val(vsystem->definitions != NULL, NULL);
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fc_assert_ret_val(vsystem->levels > level, NULL);
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return (vsystem->definitions + level);
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return vsystem_veteran_level(vsystem, level);
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}
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/**********************************************************************//**
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... | ... | |
bool utype_veteran_has_power_bonus(const struct unit_type *punittype)
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{
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int i, initial_power_fact = utype_veteran_level(punittype, 0)->power_fact;
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for (i = 1; i < utype_veteran_levels(punittype); i++) {
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if (utype_veteran_level(punittype, i)->power_fact > initial_power_fact) {
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return TRUE;
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}
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}
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return FALSE;
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}
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common/unittype.h | ||
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const struct veteran_system *
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utype_veteran_system(const struct unit_type *punittype);
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int utype_veteran_levels(const struct unit_type *punittype);
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const struct veteran_level *
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vsystem_veteran_level(const struct veteran_system *vsystem, int level)
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fc__attribute((nonnull (1)));
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const struct veteran_level *
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utype_veteran_level(const struct unit_type *punittype, int level);
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const char *utype_veteran_name_translation(const struct unit_type *punittype,
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server/diplomats.c | ||
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*vatt = utype_veteran_level(unit_type_get(pattacker), pattacker->veteran);
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const struct veteran_level
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*vdef = utype_veteran_level(unit_type_get(pdefender), pdefender->veteran);
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fc_assert_ret_val(vatt != NULL && vdef != NULL, FALSE);
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chance += vatt->power_fact - vdef->power_fact;
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}
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... | ... | |
{
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int escapechance;
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struct city *spyhome;
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const struct unit_type *dipltype = unit_type_get(pdiplomat);
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fc_assert(paction->actor.is_unit.moves_actor == MAK_ESCAPE);
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... | ... | |
* unpromoted unit's power factor */
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{
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const struct veteran_level
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*vunit = utype_veteran_level(unit_type_get(pdiplomat), pdiplomat->veteran);
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*vunit = utype_veteran_level(dipltype, pdiplomat->veteran);
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const struct veteran_level
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*vbase = utype_veteran_level(unit_type_get(pdiplomat), 0);
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*vbase = utype_veteran_level(dipltype, 0);
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escapechance = game.server.diplchance
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+ (vunit->power_fact - vbase->power_fact);
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... | ... | |
FALSE, FALSE, TRUE, FALSE, NULL);
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if (spyhome
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&& !utype_is_consumed_by_action(paction, unit_type_get(pdiplomat))
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&& !utype_is_consumed_by_action(paction, dipltype)
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&& (unit_has_type_flag(pdiplomat, UTYF_SUPERSPY)
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|| fc_rand (100) < escapechance)) {
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/* Attacking Spy/Diplomat survives. */
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... | ... | |
}
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}
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if (!utype_is_consumed_by_action(paction, unit_type_get(pdiplomat))) {
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if (!utype_is_consumed_by_action(paction, dipltype)) {
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/* The unit was caught, not spent. It must therefore be deleted by
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* hand. */
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wipe_unit(pdiplomat, ULR_CAUGHT, NULL);
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server/edithand.c | ||
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if (packet->veteran != punit->veteran) {
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int v = packet->veteran;
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if (!utype_veteran_level(putype, v)) {
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if (utype_veteran_level(putype, v) == NULL) {
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notify_conn(pc->self, NULL, E_BAD_COMMAND, ftc_editor,
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_("Invalid veteran level %d for unit %d (%s)."),
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v, id, unit_link(punit));
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server/unittools.c | ||
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fc_assert_ret_val(vsystem != NULL, FALSE);
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fc_assert_ret_val(vsystem->levels > punit->veteran, FALSE);
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vlevel = utype_veteran_level(unit_type_get(punit), punit->veteran);
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vlevel = vsystem_veteran_level(vsystem, punit->veteran);
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fc_assert_ret_val(vlevel != NULL, FALSE);
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if (punit->veteran + 1 >= vsystem->levels
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... | ... | |
void notify_unit_experience(struct unit *punit)
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{
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const struct veteran_level *vlevel;
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#ifndef FREECIV_NDEBUG
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const struct veteran_system *vsystem;
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#endif
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if (!punit) {
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return;
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}
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#ifndef FREECIV_NDEBUG
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vsystem = utype_veteran_system(unit_type_get(punit));
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fc_assert_ret(vsystem != NULL);
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fc_assert_ret(vsystem->levels > punit->veteran);
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#endif /* FREECIV_NDEBUG */
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vlevel = utype_veteran_level(unit_type_get(punit), punit->veteran);
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vlevel = vsystem_veteran_level(vsystem, punit->veteran);
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fc_assert_ret(vlevel != NULL);
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notify_player(unit_owner(punit), unit_tile(punit),
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