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[freeciv-ai] Re: ai_military_attack()

[freeciv-ai] Re: ai_military_attack()

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To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: ai_military_attack()
From: Jordi Negrevernis i Font <jorneg@xxxxxxxxxxx>
Date: Mon, 26 Aug 2002 22:32:22 +0200

Per I. Mathisen wrote:

This is actually an older patch of mine, which I don't think I ever posted
here. It cleans up ai_military_attack(), except for the barb code, and
introduces the function ai_military_rampage(), which blasts anything
adjacent to punit for as many movement points as you have. This saves code



diff -uNrX freeciv/diff_ignore freeciv/ai/aiunit.c freeciv-ai/ai/aiunit.c
--- freeciv/ai/aiunit.c 2002-08-13 03:15:25.000000000 +0200
+++ freeciv-ai/ai/aiunit.c      2002-08-13 03:06:02.000000000 +0200
@@ -56,6 +56,7 @@
static void ai_military_findjob(struct player *pplayer,struct unit *punit);
static void ai_military_gohome(struct player *pplayer,struct unit *punit);
static void ai_military_attack(struct player *pplayer,struct unit *punit);
+static struct unit *ai_military_rampage(struct unit *punit, int threshold);

static int unit_move_turns(struct unit *punit, int x, int y);
static bool unit_can_defend(Unit_Type_id type);
@@ -1075,6 +1076,23 @@

+ Find and kill anything adjacent to us that we don't like with a + given threshold until we have run out of juicy targets or movement. + Wraps ai_military_findvictim().
+static struct unit *ai_military_rampage(struct unit *punit, int threshold)
+  int x, y, id = punit->id;
+  while (punit && punit->moves_left
+         && ai_military_findvictim(punit, &x, &y) >= threshold) {
+    ai_unit_attack(punit, x, y);
+    punit = find_unit_by_id(id);
+  }
+  return punit;

Be aware that this code does not check to see if the coordinates returned by ai_military_findvictim are the same as the unit ones. You should have to check that they are diferent or i'll have an assert in ai_unit_attack...

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