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Feature #333 ยป 0034-aicore-Clear-trailing-spaces.patch

Marko Lindqvist, 03/22/2024 02:00 AM

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common/aicore/caravan.c
int turns_before,
int moves_left,
bool omniscient,
struct caravan_result *result)
struct caravan_result *result)
{
struct tile *start_tile;
struct cfbdw_data data;
common/aicore/citymap.c
/* CITYMAP - reserve space for cities
*
* The citymap is a large int double array that corresponds to
* the freeciv main map. For each tile, it stores three different
* the freeciv main map. For each tile, it stores three different
* and exclusive values in a single int: A positive int tells you
* how many cities can use this tile (a crowdedness inidicator). A
* value of zero indicates that the tile is presently unused and
* available. A negative value means that this tile is occupied
* how many cities can use this tile (a crowdedness inidicator).
* A value of zero indicates that the tile is presently unused and
* available. A negative value means that this tile is occupied
* and reserved by some city or unit: in this case the value gives
* the negative of the ID of the city or unit that has reserved the
* tile.
......
/**********************************************************************//**
This function reserves a single tile for a (possibly virtual) city with
a settler's or a city's id. Then it 'crowds' tiles that this city can
a settler's or a city's id. Then it 'crowds' tiles that this city can
use to make them less attractive to other cities we may consider making.
**************************************************************************/
void citymap_reserve_city_spot(struct tile *ptile, int id)
{
#ifdef FREECIV_DEBUG
log_citymap("id %d reserving (%d, %d), was %d",
log_citymap("id %d reserving (%d, %d), was %d",
id, TILE_XY(ptile), citymap[tile_index(ptile)]);
fc_assert_ret(0 <= citymap[tile_index(ptile)]);
#endif /* FREECIV_DEBUG */
common/aicore/path_finding.c
/* Up-cast macro. */
#ifdef PF_DEBUG
static inline struct pf_normal_map *
pf_normal_map_check(struct pf_map *pfm, const char *file,
pf_normal_map_check(struct pf_map *pfm, const char *file,
const char *function, int line)
{
fc_assert_full(file, function, line,
......
Example: be A, B, C and D points safe positions, E a dangerous one.
A B
E
E
C D
We have found dangerous path from A to D, and later one from C to B:
A B A B
\ /
\ /
C D C D
If we didn't save the segment from A to D when a new segment passing by E
is found, then finding the path from A to D will produce an error. (The
......
/************************************************************************//**
Tries to find the best path in the given map to the position ptile.
If NULL is returned no path could be found. The pf_path_last_position()
of such path would be the same (almost) as the result of the call to
of such path would be the same (almost) as the result of the call to
pf_map_position(). If ptile has not been reached yet, iterate the map
until we reach it or run out of map.
****************************************************************************/
common/aicore/pf_tools.c
if (PF_ACTION_ATTACK == action) {
return (PF_MS_NATIVE & src_scope
|| can_attack_from_non_native(param->utype));
} else if (PF_ACTION_DIPLOMAT == action
|| PF_ACTION_TRADE_ROUTE == action) {
/* Don't try to act when inside of a transport over non native terrain
......
/************************************************************************//**
Determines if the move between two tiles is possible.
Do not use this function as part of a test of whether a unit may attack a
tile: many tiles that pass this test may be unsuitable for some units to
Do not use this function as part of a test of whether a unit may attack
a tile: many tiles that pass this test may be unsuitable for some units to
attack to/from.
Does not check if the tile is occupied by non-allied units.
......
/* ===================== Tile Behaviour Callbacks ==================== */
/************************************************************************//**
PF callback to prohibit going into the unknown. Also makes sure we
PF callback to prohibit going into the unknown. Also makes sure we
don't plan to attack anyone.
****************************************************************************/
enum tile_behavior no_fights_or_unknown(const struct tile *ptile,
common/aicore/pf_tools.h
/* common/aicore */
#include "path_finding.h"
/*
/*
* Use to create 'amphibious' paths. An amphibious path starts on a sea tile,
* perhaps goes over some other sea tiles, then perhaps goes over some land
* tiles. This is suitable for a land unit riding on a ferry.
    (1-1/1)