Feature #549 » 0024-Unhardcode-wld.map-from-action_prob_vs_unit.patch
ai/default/aidiplomat.c | ||
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pf_path_destroy(path);
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}
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if (action_prob_possible(action_prob_vs_unit(punit,
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if (action_prob_possible(action_prob_vs_unit(nmap, punit,
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ACTION_SPY_BRIBE_UNIT,
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pvictim))) {
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unit_do_action(pplayer, punit->id,
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... | ... | |
} else {
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return FALSE;
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}
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} else if (action_prob_possible(action_prob_vs_unit(punit,
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} else if (action_prob_possible(action_prob_vs_unit(nmap, punit,
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ACTION_SPY_SABOTAGE_UNIT_ESC,
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pvictim))
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&& threat) {
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ai/default/aiferry.c | ||
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}
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action_by_result_iterate(paction, ACTRES_TRANSPORT_BOARD) {
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if (action_prob_possible(action_prob_vs_unit(punit, paction->id,
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if (action_prob_possible(action_prob_vs_unit(nmap, punit, paction->id,
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ferryboat))) {
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if (unit_perform_action(pplayer,
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punit->id, ferryboat->id, 0, "",
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... | ... | |
/* Bodyguard either uses the same boat or none at all. */
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action_by_result_iterate(paction, ACTRES_TRANSPORT_BOARD) {
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if (action_prob_possible(action_prob_vs_unit(bodyguard,
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if (action_prob_possible(action_prob_vs_unit(nmap, bodyguard,
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paction->id,
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ferryboat))) {
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if (unit_perform_action(pplayer,
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client/control.c | ||
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struct client_disband_unit_data *next;
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struct client_disband_unit_data *data = p;
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int act;
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const struct civ_map *nmap = &(wld.map);
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fc_assert_ret(can_client_issue_orders());
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... | ... | |
switch (action_id_get_target_kind(act)) {
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case ATK_CITY:
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if ((pcity = tile_city(unit_tile(punit)))
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&& action_prob_possible(action_prob_vs_city(&(wld.map), punit,
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&& action_prob_possible(action_prob_vs_city(nmap, punit,
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act, pcity))) {
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request_do_action(act, punit->id, pcity->id, 0, "");
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}
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break;
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case ATK_UNIT:
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if (action_prob_possible(action_prob_vs_unit(punit, act, punit))) {
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if (action_prob_possible(action_prob_vs_unit(nmap, punit, act, punit))) {
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request_do_action(act, punit->id, punit->id, 0, "");
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}
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break;
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... | ... | |
same_pos(unit_tile(pcargo), ptile)
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? ACTRES_TRANSPORT_BOARD
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: ACTRES_TRANSPORT_EMBARK) {
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if (action_prob_possible(action_prob_vs_unit(pcargo, paction->id,
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if (action_prob_possible(action_prob_vs_unit(&(wld.map), pcargo, paction->id,
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ptrans))) {
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/* Try the first action that may be legal. */
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/* Implement something like do_disband_alternative() if a ruleset
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common/actions.c | ||
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Get the actor unit's probability of successfully performing the chosen
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action on the target unit.
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**************************************************************************/
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struct act_prob action_prob_vs_unit(const struct unit *actor_unit,
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struct act_prob action_prob_vs_unit(const struct civ_map *nmap,
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const struct unit *actor_unit,
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const action_id act_id,
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const struct unit *target_unit)
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{
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const struct civ_map *nmap = &(wld.map);
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return action_prob_vs_unit_full(nmap, actor_unit,
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unit_home(actor_unit),
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unit_tile(actor_unit),
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... | ... | |
break;
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case ATK_UNIT:
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if (tgt_unit) {
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prob = action_prob_vs_unit(act_unit, paction->id, tgt_unit);
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prob = action_prob_vs_unit(nmap, act_unit, paction->id, tgt_unit);
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}
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break;
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case ATK_SELF:
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common/actions.h | ||
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const action_id act_id,
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const struct city *victim);
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struct act_prob action_prob_vs_unit(const struct unit* actor,
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struct act_prob action_prob_vs_unit(const struct civ_map *nmap,
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const struct unit *actor,
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const action_id act_id,
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const struct unit* victim);
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const struct unit *victim);
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struct act_prob action_prob_vs_units(const struct unit* actor,
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const action_id act_id,
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common/unit.c | ||
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ptrans, pcargo));
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} else {
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return (action_prob_possible(
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action_prob_vs_unit(pcargo, ACTION_TRANSPORT_ALIGHT, ptrans))
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action_prob_vs_unit(nmap, pcargo, ACTION_TRANSPORT_ALIGHT, ptrans))
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|| action_prob_possible(
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action_prob_vs_unit(ptrans, ACTION_TRANSPORT_UNLOAD,
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action_prob_vs_unit(nmap, ptrans, ACTION_TRANSPORT_UNLOAD,
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pcargo)));
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}
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}
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server/actiontools.c | ||
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static bool may_unit_act_vs_unit(struct unit *actor, struct unit *target,
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bool accept_all_actions)
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{
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const struct civ_map *nmap = &(wld.map);
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if (actor == NULL || target == NULL) {
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/* Can't do any actions if actor or target are missing. */
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return FALSE;
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... | ... | |
continue;
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}
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if (action_prob_possible(action_prob_vs_unit(actor, act, target))) {
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if (action_prob_possible(action_prob_vs_unit(nmap, actor, act, target))) {
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/* The actor unit may be able to do this action to the target
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* unit. */
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return TRUE;
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... | ... | |
case ATK_UNIT:
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if (tgt_unit
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&& is_action_enabled_unit_on_unit(nmap, act, actor, tgt_unit)) {
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current = action_prob_vs_unit(actor, act, tgt_unit);
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current = action_prob_vs_unit(nmap, actor, act, tgt_unit);
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}
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break;
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case ATK_SELF:
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server/unithand.c | ||
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case ATK_UNIT:
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if (target_unit) {
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/* Calculate the probabilities. */
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probabilities[act] = action_prob_vs_unit(actor_unit, act,
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probabilities[act] = action_prob_vs_unit(nmap, actor_unit, act,
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target_unit);
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} else {
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/* No target to act against. */
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server/unittools.c | ||
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tgt_id = tgt_city->id;
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break;
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case ATK_UNIT:
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prob = action_prob_vs_unit(punit, order.action,
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prob = action_prob_vs_unit(nmap, punit, order.action,
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tgt_unit);
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tgt_id = tgt_unit->id;
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