Feature #1226 ยป 0031-AI-Pass-civ_map-to-dai_choose_paratrooper.patch
ai/default/daimilitary.c | ||
---|---|---|
allow_gold_upkeep);
|
||
/* Consider making a paratrooper */
|
||
dai_choose_paratrooper(ait, pplayer, pcity, choice, allow_gold_upkeep);
|
||
dai_choose_paratrooper(ait, nmap, pplayer, pcity, choice, allow_gold_upkeep);
|
||
/* Check if we want a sailing attacker. Have to put sailing first
|
||
before we mung the seamap */
|
ai/default/daiparadrop.c | ||
---|---|---|
/*************************************************************************//**
|
||
Chooses to build a paratroopers if necessary
|
||
*****************************************************************************/
|
||
void dai_choose_paratrooper(struct ai_type *ait,
|
||
void dai_choose_paratrooper(struct ai_type *ait, const struct civ_map *nmap,
|
||
struct player *pplayer, struct city *pcity,
|
||
struct adv_choice *choice, bool allow_gold_upkeep)
|
||
{
|
||
const struct research *presearch = research_get(pplayer);
|
||
int profit;
|
||
struct ai_plr *plr_data = def_ai_player_data(pplayer, ait);
|
||
const struct civ_map *nmap = &(wld.map);
|
||
/* military_advisor_choose_build() does something idiotic,
|
||
* this function should not be called if there is danger... */
|
ai/default/daiparadrop.h | ||
---|---|---|
void dai_manage_paratrooper(struct ai_type *ait, struct player *pplayer,
|
||
struct unit *punit);
|
||
void dai_choose_paratrooper(struct ai_type *ait, struct player *pplayer,
|
||
void dai_choose_paratrooper(struct ai_type *ait, const struct civ_map *nmap,
|
||
struct player *pplayer,
|
||
struct city *pcity, struct adv_choice *choice,
|
||
bool allow_gold_upkeep);
|
||