Bug #207 » 0002-AI-Stop-attempts-to-recover-Helicopter-HP-in-the-ope.patch
ai/default/daiunit.c | ||
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struct city *pcity = tile_city(unit_tile(punit));
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struct city *safe = NULL;
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const struct unit_type *punittype = unit_type_get(punit);
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bool no_recovery;
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CHECK_UNIT(punit);
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if (pcity) {
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/* rest in city until the hitpoints are recovered, but attempt
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to protect city from attack (and be opportunistic too)*/
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if (pcity != NULL) {
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/* Rest in the city until the hitpoints are recovered, but attempt
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* to protect city from attack (and be opportunistic too)*/
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if (dai_military_rampage(punit, RAMPAGE_ANYTHING,
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RAMPAGE_FREE_CITY_OR_BETTER)) {
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UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.");
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} else {
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return; /* we died heroically defending our city */
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return; /* We died heroically defending our city */
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}
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} else {
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/* goto to nearest city to recover hit points */
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/* just before, check to see if we can occupy an undefended enemy city */
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/* Goto to nearest city to recover hit points */
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/* Just before, check to see if we can occupy an undefended enemy city */
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if (!dai_military_rampage(punit, RAMPAGE_FREE_CITY_OR_BETTER,
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RAMPAGE_FREE_CITY_OR_BETTER)) {
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return; /* oops, we died */
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return; /* Oops, we died */
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}
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/* find city to stay and go there */
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/* Find a city to stay and go there */
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safe = find_nearest_safe_city(punit);
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if (safe) {
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UNIT_LOG(LOGLEVEL_RECOVERY, punit, "going to %s to recover",
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... | ... | |
return;
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}
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} else {
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/* oops */
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/* Oops */
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UNIT_LOG(LOGLEVEL_RECOVERY, punit, "didn't find a city to recover in!");
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dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
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dai_military_attack(ait, pplayer, punit);
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... | ... | |
}
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}
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/* is the unit still damaged? if true recover hit points, if not idle */
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/* Is the unit still damaged? If true, and could recover hit points, do so.
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* Don't wait if would be losing hitpoints that way! */
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no_recovery = FALSE;
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if (punit->hp == punittype->hp) {
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/* we are ready to go out and kick ass again */
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no_recovery = TRUE;
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} else {
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int gain = unit_gain_hitpoints(punit);
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if (gain < 0) {
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no_recovery = TRUE;
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} else if (gain == 0 && !punit->moved) {
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/* Isn't gaining even though has not moved. */
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no_recovery = TRUE;
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}
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}
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if (no_recovery) {
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/* We are ready to go out and kick ass again */
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UNIT_LOG(LOGLEVEL_RECOVERY, punit, "ready to kick ass again!");
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dai_unit_new_task(ait, punit, AIUNIT_NONE, NULL);
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return;
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} else {
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def_ai_unit_data(punit, ait)->done = TRUE; /* sit tight */
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def_ai_unit_data(punit, ait)->done = TRUE; /* Sit tight */
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}
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}
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common/unit.c | ||
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}
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/**********************************************************************//**
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returns how many hp's a unit will gain standing still on current tile
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depends on whether or not it's inside city or fortress.
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barracks will regen landunits completely
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airports will regen airunits completely
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ports will regen navalunits completely
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fortify will add a little extra.
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Returns how many hp's a unit will gain standing still on current tile.
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**************************************************************************/
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int hp_gain_coord(struct unit *punit)
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int hp_gain_coord(const struct unit *punit)
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{
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int hp = 0;
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const int base = unit_type_get(punit)->hp;
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... | ... | |
return MAX(hp, 0);
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}
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/**********************************************************************//**
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How many hitpoints does unit recover?
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**************************************************************************/
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int unit_gain_hitpoints(const struct unit *punit)
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{
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const struct unit_type *utype = unit_type_get(punit);
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struct unit_class *pclass = unit_class_get(punit);
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struct city *pcity = tile_city(unit_tile(punit));
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int gain;
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if (!punit->moved) {
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gain = hp_gain_coord(punit);
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} else {
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gain = 0;
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}
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gain += get_unit_bonus(punit, EFT_UNIT_RECOVER);
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if (!punit->homecity && 0 < game.server.killunhomed
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&& !unit_has_type_flag(punit, UTYF_GAMELOSS)) {
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/* Hit point loss of units without homecity; at least 1 hp! */
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/* Gameloss units are immune to this effect. */
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int hp_loss = MAX(utype->hp * game.server.killunhomed / 100, 1);
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if (gain > hp_loss) {
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gain = -1;
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} else {
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gain -= hp_loss;
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}
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}
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if (pcity == NULL && !tile_has_native_base(unit_tile(punit), utype)
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&& !unit_transported(punit)) {
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gain -= utype->hp * pclass->hp_loss_pct / 100;
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}
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if (punit->hp + gain > utype->hp) {
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gain = utype->hp - punit->hp;
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} else if (punit->hp + gain < 0) {
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gain = -punit->hp;
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}
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return gain;
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}
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/**********************************************************************//**
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Does unit lose hitpoints each turn?
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**************************************************************************/
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common/unit.h | ||
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int unit_pays_mp_for_action(const struct action *paction,
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const struct unit *punit);
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int hp_gain_coord(struct unit *punit);
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int hp_gain_coord(const struct unit *punit);
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int unit_gain_hitpoints(const struct unit *punit);
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bool is_losing_hp(const struct unit *punit);
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bool unit_type_is_losing_hp(const struct player *pplayer,
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const struct unit_type *punittype);
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server/unittools.c | ||
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}
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/**********************************************************************//**
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add hitpoints to the unit, hp_gain_coord returns the amount to add
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Add hitpoints to the unit, hp_gain_coord returns the amount to add
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united nations will speed up the process by 2 hp's / turn, means helicopters
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will actually not lose hp's every turn if player have that wonder.
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Units which have moved don't gain hp, except the United Nations and
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... | ... | |
static void unit_restore_hitpoints(struct unit *punit)
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{
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bool was_lower;
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int save_hp;
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struct unit_class *pclass = unit_class_get(punit);
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struct city *pcity = tile_city(unit_tile(punit));
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was_lower = (punit->hp < unit_type_get(punit)->hp);
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save_hp = punit->hp;
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if (!punit->moved) {
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punit->hp += hp_gain_coord(punit);
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}
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const struct unit_type *utype = unit_type_get(punit);
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/* Bonus recovery HP (traditionally from the United Nations) */
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punit->hp += get_unit_bonus(punit, EFT_UNIT_RECOVER);
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was_lower = (punit->hp < utype->hp);
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if (!punit->homecity && 0 < game.server.killunhomed
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&& !unit_has_type_flag(punit, UTYF_GAMELOSS)) {
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/* Hit point loss of units without homecity; at least 1 hp! */
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/* Gameloss units are immune to this effect. */
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int hp_loss = MAX(unit_type_get(punit)->hp * game.server.killunhomed / 100,
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1);
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punit->hp = MIN(punit->hp - hp_loss, save_hp - 1);
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}
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punit->hp += unit_gain_hitpoints(punit);
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if (!pcity && !tile_has_native_base(unit_tile(punit), unit_type_get(punit))
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&& !unit_transported(punit)) {
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punit->hp -= unit_type_get(punit)->hp * pclass->hp_loss_pct / 100;
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}
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fc_assert(punit->hp >= 0);
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fc_assert(punit->hp <= utype->hp);
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if (punit->hp >= unit_type_get(punit)->hp) {
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punit->hp = unit_type_get(punit)->hp;
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if (punit->hp == utype->hp) {
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if (was_lower && punit->activity == ACTIVITY_SENTRY) {
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set_unit_activity(punit, ACTIVITY_IDLE, ACTION_NONE);
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}
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}
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if (punit->hp < 0) {
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punit->hp = 0;
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}
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punit->moved = FALSE;
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punit->paradropped = FALSE;
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}
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