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