Feature #1205 ยป 0016-AI-Pass-civ_map-to-dai_choose_attacker_air.patch
| ai/default/daiair.c | ||
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The interface is somewhat different from other ai_choose, but
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that's what it should be like, I believe -- GB
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**********************************************************************/
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bool dai_choose_attacker_air(struct ai_type *ait, struct player *pplayer,
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bool dai_choose_attacker_air(struct ai_type *ait, const struct civ_map *nmap,
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struct player *pplayer,
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struct city *pcity, struct adv_choice *choice,
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bool allow_gold_upkeep)
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{
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bool want_something = FALSE;
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const struct civ_map *nmap = &(wld.map);
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/* This AI doesn't know how to build planes */
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if (has_handicap(pplayer, H_NOPLANES)) {
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| ai/default/daiair.h | ||
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void dai_manage_airunit(struct ai_type *ait, struct player *pplayer,
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struct unit *punit);
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bool dai_choose_attacker_air(struct ai_type *ait, struct player *pplayer,
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bool dai_choose_attacker_air(struct ai_type *ait, const struct civ_map *nmap,
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struct player *pplayer,
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struct city *pcity, struct adv_choice *choice,
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bool allow_gold_upkeep);
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| ai/default/daimilitary.c | ||
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}
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/* Consider making an airplane */
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(void) dai_choose_attacker_air(ait, pplayer, pcity, choice, allow_gold_upkeep);
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(void) dai_choose_attacker_air(ait, nmap, pplayer, pcity, choice,
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allow_gold_upkeep);
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/* Consider making a paratrooper */
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dai_choose_paratrooper(ait, pplayer, pcity, choice, allow_gold_upkeep);
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