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Feature #40 ยป 0038-Update-code-comments-to-Autosettlers-rename-as-Autow.patch

Marko Lindqvist, 12/09/2023 02:26 AM

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ai/default/daidata.c
ai->settler = NULL;
/* Initialise autosettler. */
/* Initialise autoworker. */
dai_auto_settler_init(ai);
}
......
* open/finish cycle */
dai_data_phase_finished(ait, pplayer);
/* Free autosettler. */
/* Free autoworker. */
dai_auto_settler_free(ai);
if (ai->diplomacy.player_intel_slots != NULL) {
ai/default/daisettler.c
/*************************************************************************//**
Return want for city settler. Note that we rely here on the fact that
citymap_turn_init() has been run while doing autosettlers.
citymap_turn_init() has been run while doing autoworkers.
*****************************************************************************/
void contemplate_new_city(struct ai_type *ait, struct city *pcity)
{
ai/difficulty.c
/**********************************************************************//**
Return the value normal_decision (a boolean), except if the AI is fuzzy,
then sometimes flip the value. The intention of this is that instead of
then sometimes flip the value. The intention of this is that instead of
if (condition) { action }
you can use
if (ai_fuzzy(pplayer, condition)) { action }
......
indecisiveness, forgetfulness etc. In practice its often safer to use
if (condition && ai_fuzzy(pplayer, TRUE)) { action }
for an action which only makes sense if condition holds, but which a
fuzzy AI can safely "forget". Note that for a non-fuzzy AI, or for a
human player being helped by the AI (eg, autosettlers), you can ignore
fuzzy AI can safely "forget". Note that for a non-fuzzy AI, or for a
human player being helped by the AI (eg, autoworkers), you can ignore
the "ai_fuzzy(pplayer," part, and read the previous example as:
if (condition && TRUE) { action }
--dwp
common/ai.h
void (*unit_load)(const struct section_file *file, struct unit *punit,
const char *unitstr);
/* Called for player AI type when autosettlers have been handled for the turn. */
/* Called for player AI type when autoworkers have been handled for the turn. */
void (*settler_reset)(struct player *pplayer);
/* Called for player AI type when autosettlers should find new work. */
/* Called for player AI type when autoworkers should find new work. */
void (*settler_run)(struct player *pplayer, struct unit *punit,
struct workermap *state);
/* Called for player AI type for each autosettler still working.
/* Called for player AI type for each autoworker still working.
Cancelling current work there will result in settler_run() call. */
void (*settler_cont)(struct player *pplayer, struct unit *punit,
struct workermap *state);
common/capstr.c
*
* The capability string is a string clients and servers trade to find
* out if they can talk to each other, and using which protocol version,
* and which features and behaviors to expect. The string is a list of
* and which features and behaviors to expect. The string is a list of
* words, separated by whitespace and/or commas, where each word indicates
* a capability that this version of Freeciv understands.
* If a capability word is mandatory, it should start with a "+".
*
* eg, #define CAPABILITY "+1.6, MapScroll, +AutoSettlers"
* eg, #define CAPABILITY "+1.6, MapScroll, +AutoWorkers"
*
* Client and server functions can test these strings for a particular
* capability by calling the functions in capability.c
*
* Each executable has a string our_capability (above), which gives the
* capabilities of the running executable. This is normally initialised
* capabilities of the running executable. This is normally initialised
* with CAPABILITY, but can be changed at run-time by setting the
* FREECIV_CAPS environment variable, though that is probably mainly
* useful for testing purposes.
common/city.h
NB: This doesn't simply check whether pcity->tile == ptile because that
would miss virtual clones made of city center tiles, which are used by
autosettler to judge whether improvements are worthwhile. The upshot is
autoworker to judge whether improvements are worthwhile. The upshot is
that city centers would appear to lose their irrigation/farmland bonuses
as well as their minimum outputs of one food and one shield, and thus
autosettler would rarely transform or mine them.
autoworker would rarely transform or mine them.
**************************************************************************/
static inline bool is_city_center(const struct city *pcity,
const struct tile *ptile)
    (1-1/1)