Feature #646 » 0032-Unhardcode-wld.map-from-can_city_build_unit_now.patch
ai/default/aiparatrooper.c | ||
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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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... | ... | |
} unit_tech_reqs_iterate_end;
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/* we only update choice struct if we can build it! */
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if (!can_city_build_unit_now(pcity, u_type)) {
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if (!can_city_build_unit_now(nmap, pcity, u_type)) {
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continue;
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}
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ai/default/daiair.c | ||
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bool allow_gold_upkeep)
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{
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bool want_something = FALSE;
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const struct civ_map *nmap = &(wld.map);
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/* This AI doesn't know how to build planes */
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if (has_handicap(pplayer, H_NOPLANES)) {
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... | ... | |
continue;
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}
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if (can_city_build_unit_now(pcity, punittype)) {
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if (can_city_build_unit_now(nmap, pcity, punittype)) {
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struct unit *virtual_unit =
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unit_virtual_create(
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pplayer, pcity, punittype,
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ai/default/daicity.c | ||
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{
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struct unit_type *bestunit = NULL;
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int i, bestattack = 0;
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const struct civ_map *nmap = &(wld.map);
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/* Choose the best unit among the basic ones */
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for (i = 0; i < num_role_units(L_BARBARIAN_BUILD); i++) {
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struct unit_type *iunit = get_role_unit(L_BARBARIAN_BUILD, i);
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if (iunit->attack_strength > bestattack
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&& can_city_build_unit_now(pcity, iunit)) {
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&& can_city_build_unit_now(nmap, pcity, iunit)) {
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bestunit = iunit;
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bestattack = iunit->attack_strength;
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}
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... | ... | |
struct unit_type *iunit = get_role_unit(L_BARBARIAN_BUILD_TECH, i);
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if (iunit->attack_strength > bestattack
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&& can_city_build_unit_now(pcity, iunit)) {
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&& can_city_build_unit_now(nmap, pcity, iunit)) {
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bestunit = iunit;
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bestattack = iunit->attack_strength;
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}
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ai/default/daihunter.c | ||
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struct unit_type *bestid = NULL;
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int best = 0;
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struct player *pplayer = city_owner(pcity);
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const struct civ_map *nmap = &(wld.map);
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unit_type_iterate(ut) {
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struct unit_type_ai *utai = utype_ai_data(ut, ait);
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... | ... | |
continue;
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}
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if (!can_city_build_unit_now(pcity, ut)
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if (!can_city_build_unit_now(nmap, pcity, ut)
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|| ut->attack_strength < ut->transport_capacity
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|| (tc == TC_OCEAN && utype_class(ut)->adv.sea_move == MOVE_NONE)
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|| (tc == TC_LAND && utype_class(ut)->adv.land_move == MOVE_NONE)) {
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... | ... | |
adv_want best = -1;
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struct unit_type *best_unit_type = NULL;
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struct unit *hunter = NULL;
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const struct civ_map *nmap = &(wld.map);
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unit_list_iterate(pcity->tile->units, punit) {
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if (dai_hunter_qualify(pplayer, punit)) {
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... | ... | |
int desire;
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if (!utype_can_do_action(ut, ACTION_SUICIDE_ATTACK)
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|| !can_city_build_unit_now(pcity, ut)) {
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|| !can_city_build_unit_now(nmap, pcity, ut)) {
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continue;
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}
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ai/default/daimilitary.c | ||
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struct civ_map *nmap = &(wld.map);
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simple_ai_unit_type_iterate(punittype) {
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if (can_city_build_unit_now(pcity, punittype)) {
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if (can_city_build_unit_now(nmap, pcity, punittype)) {
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int fpatt, fpdef, defense, attack;
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double want, loss, cost = utype_build_shield_cost(pcity, NULL, punittype);
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struct unit *defender;
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... | ... | |
adv_want best = -1;
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adv_want cur;
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struct player *pplayer = city_owner(pcity);
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const struct civ_map *nmap = &(wld.map);
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simple_ai_unit_type_iterate(putype) {
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if (!allow_gold_upkeep && utype_upkeep_cost(putype, pplayer, O_GOLD) > 0) {
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... | ... | |
if ((tc == TC_LAND && utype_class(putype)->adv.land_move != MOVE_NONE)
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|| (tc == TC_OCEAN
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&& utype_class(putype)->adv.sea_move != MOVE_NONE)) {
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if (can_city_build_unit_now(pcity, putype)
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if (can_city_build_unit_now(nmap, pcity, putype)
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&& (cur > best
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|| (ADV_WANTS_EQ(cur, best)
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&& utype_build_shield_cost(pcity, NULL, putype)
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... | ... | |
struct unit_type *bestid = NULL;
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adv_want best = 0;
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struct player *pplayer = city_owner(pcity);
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const struct civ_map *nmap = &(wld.map);
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simple_ai_unit_type_iterate(putype) {
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/* Only consider units of given role, or any if invalid given */
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... | ... | |
}
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/* Now find best */
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if (can_city_build_unit_now(pcity, putype)) {
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if (can_city_build_unit_now(nmap, pcity, putype)) {
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const adv_want desire = dai_unit_defense_desirability(ait, putype);
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if (desire > best
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... | ... | |
struct ai_city *city_data = def_ai_city_data(pcity, ait);
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struct ai_plr *plr_data = def_ai_player_data(pplayer, ait);
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adv_want total_want = danger + extra_want;
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const struct civ_map *nmap = &(wld.map);
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memset(tech_desire, 0, sizeof(tech_desire));
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... | ... | |
desire /= POWER_DIVIDER / 2; /* Good enough, no rounding errors. */
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desire *= desire;
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if (can_city_build_unit_now(pcity, punittype)) {
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if (can_city_build_unit_now(nmap, pcity, punittype)) {
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/* We can build the unit now... */
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int build_cost = utype_build_shield_cost(pcity, NULL, punittype);
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... | ... | |
} else if (want > best_choice->want) {
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const struct impr_type *impr_req;
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if (can_city_build_unit_now(pcity, punittype)) {
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if (can_city_build_unit_now(nmap, pcity, punittype)) {
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/* This is a real unit and we really want it */
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CITY_LOG(LOG_DEBUG, pcity, "overriding %s(" ADV_WANT_PRINTF
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ai/default/daitech.c | ||
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int att_idx = utype_index(att);
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int defbonus = 100
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+ get_unittype_bonus(pplayer, ptile, att, NULL, EFT_DEFEND_BONUS);
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const struct civ_map *nmap = &(wld.map);
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unit_type_iterate(deftype) {
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int mp_pct = deftype->cache.defense_mp_bonuses_pct[att_idx] + 100;
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... | ... | |
def_values[utype_index(deftype)] = def;
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if (can_city_build_unit_now(pcity, deftype)) {
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if (can_city_build_unit_now(nmap, pcity, deftype)) {
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if (def > best_avl_def) {
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best_avl_def = def;
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best_avl = deftype;
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... | ... | |
unit_type_iterate(deftype) {
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if (def_values[utype_index(deftype)] > best_avl_def
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&& !can_city_build_unit_now(pcity, deftype)
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&& !can_city_build_unit_now(nmap, pcity, deftype)
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&& can_city_build_unit_later(pcity, deftype)) {
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/* It would be better than current best. Consider researching tech */
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const struct impr_type *building;
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... | ... | |
struct advance *best_tech = A_NEVER;
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struct unit_type *best_unit = NULL;
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struct unit_type *build_unit = NULL;
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const struct civ_map *nmap = &(wld.map);
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n = num_role_units(role);
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for (i = n - 1; i >= 0; i--) {
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struct unit_type *iunit = get_role_unit(role, i);
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if (can_city_build_unit_now(pcity, iunit)) {
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if (can_city_build_unit_now(nmap, pcity, iunit)) {
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build_unit = iunit;
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break;
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} else if (can_city_build_unit_later(pcity, iunit)) {
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ai/default/daiunit.c | ||
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{
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struct role_unit_cb_data *cb_data = (struct role_unit_cb_data *)data;
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struct unit_class *pclass = utype_class(ptype);
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const struct civ_map *nmap = &(wld.map);
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if ((cb_data->tc == TC_LAND && pclass->adv.land_move == MOVE_NONE)
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|| (cb_data->tc == TC_OCEAN && pclass->adv.sea_move == MOVE_NONE)) {
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... | ... | |
}
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if (cb_data->build_city == NULL
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|| can_city_build_unit_now(cb_data->build_city, ptype)) {
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|| can_city_build_unit_now(nmap, cb_data->build_city, ptype)) {
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return TRUE;
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}
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ai/tex/texaicity.c | ||
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case TWTL_BUILDABLE_UNITS:
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units = unit_list_new();
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unit_type_iterate(ptype) {
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if (can_city_build_unit_now(pcity, ptype)) {
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if (can_city_build_unit_now(nmap, pcity, ptype)) {
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unit_list_append(units, unit_virtual_create(pplayer, pcity, ptype, 0));
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}
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} unit_type_iterate_end;
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client/climisc.c | ||
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if (NULL != pcity) {
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/* Can the city build? */
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can_build = can_city_build_unit_now(pcity, punittype);
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can_build = can_city_build_unit_now(&(wld.map), pcity, punittype);
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can_eventually_build = can_city_build_unit_later(pcity, punittype);
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} else if (NULL != pplayer) {
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/* Can our player build? */
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client/gui-sdl2/wldlg.c | ||
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/* If there's a city, can the city build the unit? */
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if (pcity) {
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can_build = can_build && can_city_build_unit_now(pcity, un);
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can_build = can_build && can_city_build_unit_now(&(wld.map), pcity, un);
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can_eventually_build = can_eventually_build
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&& can_city_build_unit_later(pcity, un);
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}
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client/gui-sdl3/wldlg.c | ||
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/* If there's a city, can the city build the unit? */
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if (pcity) {
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can_build = can_build && can_city_build_unit_now(pcity, un);
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can_build = can_build && can_city_build_unit_now(&(wld.map), pcity, un);
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can_eventually_build = can_eventually_build
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&& can_city_build_unit_later(pcity, un);
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}
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common/city.c | ||
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Return whether given city can build given unit; returns FALSE if unit is
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obsolete.
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**************************************************************************/
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bool can_city_build_unit_now(const struct city *pcity,
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bool can_city_build_unit_now(const struct civ_map *nmap,
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const struct city *pcity,
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const struct unit_type *punittype)
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{
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const struct civ_map *nmap = &(wld.map);
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if (!can_city_build_unit_direct(nmap, pcity, punittype)) {
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return FALSE;
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}
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... | ... | |
bool can_city_build_now(const struct city *pcity,
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const struct universal *target)
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{
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const struct civ_map *nmap = &(wld.map);
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switch (target->kind) {
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case VUT_UTYPE:
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return can_city_build_unit_now(pcity, target->value.utype);
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return can_city_build_unit_now(nmap, pcity, target->value.utype);
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case VUT_IMPROVEMENT:
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return can_city_build_improvement_now(pcity, target->value.building);
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default:
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common/city.h | ||
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const struct unit_type *punittype);
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bool can_city_build_unit_later(const struct city *pcity,
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const struct unit_type *punittype);
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bool can_city_build_unit_now(const struct city *pcity,
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bool can_city_build_unit_now(const struct civ_map *nmap,
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const struct city *pcity,
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const struct unit_type *punittype);
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bool can_city_build_direct(const struct city *pcity,
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common/improvement.c | ||
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static bool impr_provides_buildable_units(const struct city *pcity,
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const struct impr_type *pimprove)
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{
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const struct civ_map *nmap = &(wld.map);
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/* Fast check */
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if (!pimprove->allows_units) {
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return FALSE;
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... | ... | |
unit_type_iterate(ut) {
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if (requirement_needs_improvement(pimprove, &ut->build_reqs)
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&& can_city_build_unit_now(pcity, ut)) {
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&& can_city_build_unit_now(nmap, pcity, ut)) {
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return TRUE;
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}
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} unit_type_iterate_end;
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... | ... | |
static bool impr_allows_actions(const struct city *pcity,
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const struct impr_type *pimprove)
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{
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const struct civ_map *nmap = &(wld.map);
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/* Fast check */
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if (!pimprove->allows_actions) {
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return FALSE;
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... | ... | |
return TRUE;
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}
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if (can_city_build_unit_now(pcity, ut)) {
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if (can_city_build_unit_now(nmap, pcity, ut)) {
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/* This city can build a unit that uses the building */
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return TRUE;
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}
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common/unittype.c | ||
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{
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struct unit_type *u;
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int j;
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const struct civ_map *nmap = &(wld.map);
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fc_assert_ret_val((role >= 0 && role <= UTYF_LAST_USER_FLAG)
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|| (role >= L_FIRST && role < L_LAST)
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... | ... | |
for (j = n_with_role[role] - 1; j >= 0; j--) {
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u = with_role[role][j];
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if (can_city_build_unit_now(pcity, u)) {
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if (can_city_build_unit_now(nmap, pcity, u)) {
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return u;
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}
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}
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server/citytools.c | ||
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} improvement_iterate_end;
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unit_type_iterate(punittype) {
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if (can_city_build_unit_now(pcity, punittype)) {
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if (can_city_build_unit_now(nmap, pcity, punittype)) {
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BV_SET(web_packet->can_build_unit, utype_index(punittype));
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}
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} unit_type_iterate_end;
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server/cityturn.c | ||
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**************************************************************************/
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void choose_build_target(struct player *pplayer, struct city *pcity)
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{
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const struct civ_map *nmap = &(wld.map);
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/* Pick the next thing off the worklist. */
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if (worklist_change_build_target(pplayer, pcity)) {
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return;
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... | ... | |
case VUT_UTYPE:
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/* We can build a unit again unless it's unique or we have lost the tech. */
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if (!utype_has_flag(pcity->production.value.utype, UTYF_UNIQUE)
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&& can_city_build_unit_now(pcity, pcity->production.value.utype)) {
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&& can_city_build_unit_now(nmap, pcity, pcity->production.value.utype)) {
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log_base(LOG_BUILD_TARGET, "%s repeats building %s", city_name_get(pcity),
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utype_rule_name(pcity->production.value.utype));
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return;
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server/techtools.c | ||
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{
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char research_name[MAX_LEN_NAME * 2];
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/* Research members will be notified when new tech is chosen. */
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const struct civ_map *nmap = &(wld.map);
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research_pretty_name(presearch, research_name, sizeof(research_name));
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... | ... | |
bool update = FALSE;
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if (pcity->production.kind == VUT_UTYPE
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&& !can_city_build_unit_now(pcity, pcity->production.value.utype)) {
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&& !can_city_build_unit_now(nmap, pcity, pcity->production.value.utype)) {
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notify_player(pplayer, city_tile(pcity),
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E_CITY_CANTBUILD, ftc_server,
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_("%s can't build %s. The required technology was "
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