Changeset 289 for trunk


Ignore:
Timestamp:
Feb 26, 2021, 11:55:05 PM (4 years ago)
Author:
chronos
Message:
  • Modified: Code formatted using JEDI code formatter.
  • Modified: Protocol copied from main game.
  • Modified: Added Barbarina into project tree.
Location:
trunk/AI/StdAI
Files:
9 edited

Legend:

Unmodified
Added
Removed
  • trunk/AI/StdAI/AI.pas

    r160 r289  
    66
    77uses
    8 {$IFDEF DEBUG}SysUtils,Names,{$ENDIF} // necessary for debug exceptions
    9 {$IFDEF PERF}SysUtils,Windows,{$ENDIF} // necessary for performance measurement
    10 Protocol, CustomAI, ToolAI, Barbarina;
    11 
     8{$IFDEF DEBUG}SysUtils, Names,{$ENDIF} // necessary for debug exceptions
     9{$IFDEF PERF}SysUtils, Windows,{$ENDIF} // necessary for performance measurement
     10  Protocol, CustomAI, ToolAI, Barbarina;
    1211
    1312const
    14 WaitAfterReject=20; // don't try to contact this number of turn after contact was rejected
    15 MinCityFood=3;
    16 LeaveDespotism=80; // stay in despotism until this turn
    17 TechReportOutdated=30;
    18 MilProdShare=50; // minimum share of total production to specialize in military production
    19 
    20 FutureTech=[futResearchTechnology,futProductionTechnology,futArmorTechnology,
    21   futMissileTechnology];
    22 
    23 nResearchOrder=46;
    24 ResearchOrder: array[0..1,0..nResearchOrder-1] of integer=
    25 ((adWheel,adWarriorCode,adHorsebackRiding,adCeremonialBurial,adPolytheism,
    26 adMonarchy,adMysticism,adPoetry,adAstronomy,adMonotheism,
    27 adTheology,adChivalry,adPottery,adMedicine,adGunpowder,adChemistry,
    28 adExplosives,adUniversity,adTactics,adSeafaring,adNavigation,adRefining,adCombustionEngine,
    29 adAutomobile,adPhysics,adMagnetism,adElectricity,adRefrigeration,
    30 adRadioCommunication,adTheoryOfGravity,adAtomicTheory,adElectronics,
    31 adMassProduction,adPlastics,adFlight,adEnvironmentalism,
    32 adSanitation,adMin,adComputers,adRecycling,adSyntheticFood,
    33 adSelfContainedEnvironment,adNuclearFission,adNuclearPower,adTheLaser,
    34 adIntelligenArms),
    35 (adWheel,adWarriorCode,adHorsebackRiding,adAlphabet,adMapMaking,adBronzeWorking,adWriting,
    36 adCodeOfLaws,adCurrency,adTrade,adLiterature,adTheRepublic,adMathematics,
    37 adPhilosophy,adScience,adMasonry,adConstruction,adEngineering,adInvention,
    38 adIronWorking,adBridgeBuilding,adSteamEngine,adRailroad,adSteel,
    39 adBanking,adIndustrialization,adConscription,adDemocracy,adEconomics,
    40 adTheCorporation,adMassProduction,adRobotics,adCommunism,adMetallurgy,
    41 adBallistics,adMobileWarfare,adAmphibiousWarfare,adMin,adComputers,adRocketry,adAdvancedRocketry,
    42 adAdvancedFlight,adSpaceFlight,adComposites,adIntelligence,adCombinedArms));
    43 
    44 LeaveOutTechs=[adPolytheism,adMysticism,adInvention,adEconomics,adPottery,
    45 adMedicine,adEnvironmentalism,adRefining,adTrade,adLiterature,adMathematics,
    46 adPhilosophy,adChemistry,adConscription,adCombustionEngine,adPhysics,
    47 adTheoryOfGravity,adAtomicTheory,adSyntheticFood,adNuclearFission];
    48 
    49 TechValue_ForResearch_LeaveOut=$700;
    50 TechValue_ForResearch_Urgent=$600;
    51 TechValue_ForResearch_Next=$400;
    52 TechValue_ForResearch=$FF;
    53 ForceNeeded_NoLeaveOut=20; // advancedness behind to state-of-art
    54 ForceNeeded_LeaveOut=30; // advancedness behind of state-of-art
    55 Compromise=6;
    56 
    57 // basic strategies
    58 bGender=$0001;
    59 bMale=$0000;
    60 bFemale=$0001;
    61 bBarbarina=$0006;
    62 bBarbarina_Hide=$0002;
    63 
    64 // model categories
    65 nModelCat=4;
    66 mctNone=-1; mctGroundDefender=0; mctGroundAttacker=1; mctTransport=2; mctCruiser=3;
    67 
    68 // mil research
    69 BetterQuality: array[0..nModelCat-1] of integer=(50,50,80,80);
    70 MaxBuildWorseThanBestModel=20; MaxExistWorseThanBestModel=50;
    71 
    72 maxCOD=256;
    73 PresenceUnknown=$10000;
    74 
    75 nRequestedTechs=48;
    76 
    77 PlayerHash: array[0..nPl-1] of integer=(7,6,0,2,10,8,12,14,4,1,3,5,9,11,13);
     13  WaitAfterReject = 20;
     14  // don't try to contact this number of turn after contact was rejected
     15  MinCityFood = 3;
     16  LeaveDespotism = 80; // stay in despotism until this turn
     17  TechReportOutdated = 30;
     18  MilProdShare = 50;
     19  // minimum share of total production to specialize in military production
     20
     21  FutureTech = [futResearchTechnology, futProductionTechnology,
     22    futArmorTechnology, futMissileTechnology];
     23
     24  nResearchOrder = 46;
     25  ResearchOrder: array[0..1, 0..nResearchOrder - 1] of integer =
     26    ((adWheel, adWarriorCode, adHorsebackRiding, adCeremonialBurial, adPolytheism,
     27    adMonarchy, adMysticism, adPoetry, adAstronomy, adMonotheism,
     28    adTheology, adChivalry, adPottery, adMedicine, adGunpowder, adChemistry,
     29    adExplosives, adUniversity, adTactics, adSeafaring, adNavigation, adRefining,
     30    adCombustionEngine,
     31    adAutomobile, adPhysics, adMagnetism, adElectricity, adRefrigeration,
     32    adRadioCommunication, adTheoryOfGravity, adAtomicTheory, adElectronics,
     33    adMassProduction, adPlastics, adFlight, adEnvironmentalism,
     34    adSanitation, adMin, adComputers, adRecycling, adSyntheticFood,
     35    adSelfContainedEnvironment, adNuclearFission, adNuclearPower, adTheLaser,
     36    adIntelligenArms),
     37    (adWheel, adWarriorCode, adHorsebackRiding, adAlphabet, adMapMaking,
     38    adBronzeWorking, adWriting,
     39    adCodeOfLaws, adCurrency, adTrade, adLiterature, adTheRepublic, adMathematics,
     40    adPhilosophy, adScience, adMasonry, adConstruction, adEngineering, adInvention,
     41    adIronWorking, adBridgeBuilding, adSteamEngine, adRailroad, adSteel,
     42    adBanking, adIndustrialization, adConscription, adDemocracy, adEconomics,
     43    adTheCorporation, adMassProduction, adRobotics, adCommunism, adMetallurgy,
     44    adBallistics, adMobileWarfare, adAmphibiousWarfare, adMin, adComputers,
     45    adRocketry, adAdvancedRocketry,
     46    adAdvancedFlight, adSpaceFlight, adComposites, adIntelligence, adCombinedArms));
     47
     48  LeaveOutTechs = [adPolytheism, adMysticism, adInvention, adEconomics,
     49    adPottery, adMedicine, adEnvironmentalism, adRefining, adTrade,
     50    adLiterature, adMathematics, adPhilosophy, adChemistry, adConscription,
     51    adCombustionEngine, adPhysics, adTheoryOfGravity, adAtomicTheory,
     52    adSyntheticFood, adNuclearFission];
     53
     54  TechValue_ForResearch_LeaveOut = $700;
     55  TechValue_ForResearch_Urgent = $600;
     56  TechValue_ForResearch_Next = $400;
     57  TechValue_ForResearch = $FF;
     58  ForceNeeded_NoLeaveOut = 20; // advancedness behind to state-of-art
     59  ForceNeeded_LeaveOut = 30; // advancedness behind of state-of-art
     60  Compromise = 6;
     61
     62  // basic strategies
     63  bGender = $0001;
     64  bMale = $0000;
     65  bFemale = $0001;
     66  bBarbarina = $0006;
     67  bBarbarina_Hide = $0002;
     68
     69  // model categories
     70  nModelCat = 4;
     71  mctNone = -1;
     72  mctGroundDefender = 0;
     73  mctGroundAttacker = 1;
     74  mctTransport = 2;
     75  mctCruiser = 3;
     76
     77  // mil research
     78  BetterQuality: array[0..nModelCat - 1] of integer = (50, 50, 80, 80);
     79  MaxBuildWorseThanBestModel = 20;
     80  MaxExistWorseThanBestModel = 50;
     81
     82  maxCOD = 256;
     83  PresenceUnknown = $10000;
     84
     85  nRequestedTechs = 48;
     86
     87  PlayerHash: array[0..nPl - 1] of integer =
     88    (7, 6, 0, 2, 10, 8, 12, 14, 4, 1, 3, 5, 9, 11, 13);
    7889
    7990type
    80 Suggestion=(suContact, suPeace, suFriendly);
    81 
    82 TPersistentData=record
    83   LastResearchTech, BehaviorFlags, TheologyPartner: integer;
    84   RejectTurn: array[Suggestion,0..15] of smallint;
    85   RequestedTechs: array[0..nRequestedTechs-1] of integer;
     91  Suggestion = (suContact, suPeace, suFriendly);
     92
     93  TPersistentData = record
     94    LastResearchTech, BehaviorFlags, TheologyPartner: integer;
     95    RejectTurn: array[Suggestion, 0..15] of smallint;
     96    RequestedTechs: array[0..nRequestedTechs - 1] of integer;
    8697    // ad + p shl 8 + Turn shl 16
    8798  end;
    8899
    89 TAI = class(TBarbarina)
    90   constructor Create(Nation: integer); override;
    91 
    92   procedure SetDataDefaults; override;
    93 
    94 protected
    95   Data: ^TPersistentData;
    96   WarNations, BombardingNations, mixSettlers, mixCaravan, mixTownGuard,
     100  TAI = class(TBarbarina)
     101    constructor Create(Nation: integer); override;
     102
     103    procedure SetDataDefaults; override;
     104
     105  protected
     106    Data: ^TPersistentData;
     107    WarNations, BombardingNations, mixSettlers, mixCaravan, mixTownGuard,
    97108    mixSlaves, mixMilitia, mixCruiser, OceanWithShip: integer;
    98   NegoCause: (Routine,CheckBarbarina);
    99   SettlerSurplus: array[0..maxCOD-1] of integer;
    100   uixPatrol: array[0..maxCOD-1] of integer;
    101 
    102   ContinentPresence: array[0..maxCOD-1] of integer;
    103   OceanPresence: array[0..maxCOD-1] of integer;
    104   UnitLack: array[0..maxCOD-1,mctGroundDefender..mctGroundAttacker] of integer;
    105 
    106   TotalPopulation: array[0..nPl-1] of integer;
    107   ContinentPopulation: array[0..nPl-1,0..maxCOD-1] of integer;
     109    NegoCause: (Routine, CheckBarbarina);
     110    SettlerSurplus: array[0..maxCOD - 1] of integer;
     111    uixPatrol: array[0..maxCOD - 1] of integer;
     112
     113    ContinentPresence: array[0..maxCOD - 1] of integer;
     114    OceanPresence: array[0..maxCOD - 1] of integer;
     115    UnitLack: array[0..maxCOD - 1, mctGroundDefender..mctGroundAttacker] of integer;
     116
     117    TotalPopulation: array[0..nPl - 1] of integer;
     118    ContinentPopulation: array[0..nPl - 1, 0..maxCOD - 1] of integer;
    108119    // 1 means enemy territory spotted but no city
    109   DistrictPopulation: array[0..maxCOD-1] of integer;
    110 
    111   ModelCat: array[0..nMmax-1] of integer;
    112   ModelQuality: array[0..nMmax-1] of integer;
    113   ModelBestQuality: array[0..nModelCat-1] of integer;
    114 
    115   AdvanceValue: array[0..nAdv-1] of integer;
    116   AdvanceValuesSet: boolean;
    117 
    118   procedure DoTurn; override;
    119   procedure DoNegotiation; override;
    120   function ChooseResearchAdvance: integer; override;
    121   function ChooseStealAdvance: integer; override;
    122   function ChooseGovernment: integer; override;
    123   function WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean; override;
    124   function OnNegoRejected_CancelTreaty: boolean; override;
    125 
    126   procedure FindBestTrade(Nation: integer; var adWanted, adGiveAway: integer);
    127   procedure CheckGender;
    128   procedure AnalyzeMap;
    129   procedure CollectModelCatStat;
    130   procedure AttackAndPatrol;
    131   procedure MoveUnitsHome;
    132   procedure CheckAttack(uix: integer);
    133   procedure Patrol(uix: integer);
    134   procedure SetCityProduction;
    135   procedure SetAdvanceValues;
    136   function HavePort: boolean;
     120    DistrictPopulation: array[0..maxCOD - 1] of integer;
     121
     122    ModelCat: array[0..nMmax - 1] of integer;
     123    ModelQuality: array[0..nMmax - 1] of integer;
     124    ModelBestQuality: array[0..nModelCat - 1] of integer;
     125
     126    AdvanceValue: array[0..nAdv - 1] of integer;
     127    AdvanceValuesSet: boolean;
     128
     129    procedure DoTurn; override;
     130    procedure DoNegotiation; override;
     131    function ChooseResearchAdvance: integer; override;
     132    function ChooseStealAdvance: integer; override;
     133    function ChooseGovernment: integer; override;
     134    function WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean; override;
     135    function OnNegoRejected_CancelTreaty: boolean; override;
     136
     137    procedure FindBestTrade(Nation: integer; var adWanted, adGiveAway: integer);
     138    procedure CheckGender;
     139    procedure AnalyzeMap;
     140    procedure CollectModelCatStat;
     141    procedure AttackAndPatrol;
     142    procedure MoveUnitsHome;
     143    procedure CheckAttack(uix: integer);
     144    procedure Patrol(uix: integer);
     145    procedure SetCityProduction;
     146    procedure SetAdvanceValues;
     147    function HavePort: boolean;
    137148  {$IFDEF DEBUG}procedure TraceAdvanceValues(Nation: integer);{$ENDIF}
    138149
    139   // research
    140   procedure RateModel(const mi: TModelInfo; var Category, Quality: integer);
    141   procedure RateMyModel(mix: integer; var Category, Quality: integer);
    142   function IsBetterModel(const mi: TModelInfo): boolean;
    143 
    144   //terraforming
    145   procedure TileWorkPlan(Loc, cix: integer;
    146     var Value, NextJob, TotalWork: integer);
    147   procedure ProcessSettlers;
    148 
    149   // diplomacy
    150   function MostWanted(Nation, adGiveAway: integer): integer;
     150    // research
     151    procedure RateModel(const mi: TModelInfo; var Category, Quality: integer);
     152    procedure RateMyModel(mix: integer; var Category, Quality: integer);
     153    function IsBetterModel(const mi: TModelInfo): boolean;
     154
     155    //terraforming
     156    procedure TileWorkPlan(Loc, cix: integer; var Value, NextJob, TotalWork: integer);
     157    procedure ProcessSettlers;
     158
     159    // diplomacy
     160    function MostWanted(Nation, adGiveAway: integer): integer;
    151161
    152162  end;
     
    156166
    157167uses
    158 Pile;
     168  Pile;
    159169
    160170const
    161 // fine adjustment
    162 Aggressive=40; // 0 = never attacks, 100 = attacks even with heavy losses
    163 DestroyBonus=30; // percent of building cost
     171  // fine adjustment
     172  Aggressive = 40; // 0 = never attacks, 100 = attacks even with heavy losses
     173  DestroyBonus = 30; // percent of building cost
    164174
    165175var
    166 LeaveOutValue: array[0..nAdv-1] of integer;
     176  LeaveOutValue: array[0..nAdv - 1] of integer;
    167177
    168178
    169179constructor TAI.Create(Nation: integer);
    170180begin
    171 inherited;
    172 Data:=pointer(RO.Data);
    173 {$IFDEF DEBUG}if Nation=1 then SetDebugMap(DebugMap);{$ENDIF}
    174 AdvanceValuesSet:=false;
     181  inherited;
     182  Data := pointer(RO.Data);
     183{$IFDEF DEBUG}
     184  if Nation = 1 then
     185    SetDebugMap(DebugMap);
     186{$ENDIF}
     187  AdvanceValuesSet := False;
    175188end;
    176189
    177190procedure TAI.SetDataDefaults;
    178191begin
    179 with Data^ do
    180   begin
    181   LastResearchTech:=-1;
    182   if PlayerHash[me]>7 then BehaviorFlags:=bFemale else BehaviorFlags:=bMale;
    183   DebugMessage(1, 'Gender:='+char(48+BehaviorFlags and bGender));
    184   TheologyPartner:=-1;
    185   fillchar(RejectTurn,sizeof(RejectTurn),$FF);
    186   Fillchar(RequestedTechs, sizeof(RequestedTechs), $FF);
    187   end
     192  with Data^ do
     193  begin
     194    LastResearchTech := -1;
     195    if PlayerHash[me] > 7 then
     196      BehaviorFlags := bFemale
     197    else
     198      BehaviorFlags := bMale;
     199    DebugMessage(1, 'Gender:=' + char(48 + BehaviorFlags and bGender));
     200    TheologyPartner := -1;
     201    fillchar(RejectTurn, sizeof(RejectTurn), $FF);
     202    Fillchar(RequestedTechs, sizeof(RequestedTechs), $FF);
     203  end;
    188204end;
    189205
    190206function TAI.OnNegoRejected_CancelTreaty: boolean;
    191207begin
    192 Data.RejectTurn[suContact,Opponent]:=RO.Turn;
    193 result:= Data.BehaviorFlags and bBarbarina<>0;
     208  Data.RejectTurn[suContact, Opponent] := RO.Turn;
     209  Result := Data.BehaviorFlags and bBarbarina <> 0;
    194210end;
    195211
     
    201217procedure TAI.RateModel(const mi: TModelInfo; var Category, Quality: integer);
    202218var
    203 EffectiveTransport: integer;
     219  EffectiveTransport: integer;
    204220begin
    205 if mi.Kind>=mkScout then
    206   begin Category:=mctNone; exit end;
    207 case mi.Domain of
    208   dGround:
    209     if mi.Speed>=250 then
    210       begin
    211       Category:=mctGroundAttacker;
    212       if mi.Attack=0 then Quality:=0
     221  if mi.Kind >= mkScout then
     222  begin
     223    Category := mctNone;
     224    exit;
     225  end;
     226  case mi.Domain of
     227    dGround:
     228      if mi.Speed >= 250 then
     229      begin
     230        Category := mctGroundAttacker;
     231        if mi.Attack = 0 then
     232          Quality := 0
     233        else
     234        begin
     235          Quality := trunc(100 * (ln(mi.Attack) + ln(mi.Defense) +
     236            ln(mi.Speed / 150) * 1.7 - ln(mi.Cost)));
     237          if mi.Cap and (1 shl (mcFanatic - mcFirstNonCap)) <> 0 then
     238            Inc(Quality, trunc(100 * ln(1.5)));
     239          if mi.Cap and (1 shl (mcLongRange - mcFirstNonCap)) <> 0 then
     240            Inc(Quality, trunc(100 * ln(1.5)));
     241        end;
     242      end
    213243      else
    214         begin
    215         Quality:=trunc(100*(ln(mi.Attack)+ln(mi.Defense)+ln(mi.Speed/150)*1.7-ln(mi.Cost)));
    216         if mi.Cap and (1 shl (mcFanatic-mcFirstNonCap))<>0 then
    217           inc(Quality,trunc(100*ln(1.5)));
    218         if mi.Cap and (1 shl (mcLongRange-mcFirstNonCap))<>0 then
    219           inc(Quality,trunc(100*ln(1.5)));
    220         end
     244      begin
     245        Category := mctGroundDefender;
     246        Quality := trunc(100 * (ln(mi.Defense) - ln(mi.Cost) * 0.6));
     247        if mi.Cap and (1 shl (mcFanatic - mcFirstNonCap)) <> 0 then
     248          Inc(Quality, trunc(100 * ln(1.5)));
     249      end;
     250    dSea:
     251      if mi.Attack = 0 then
     252      begin
     253        Category := mctTransport;
     254        if mi.TTrans = 0 then
     255          Quality := 0
     256        else
     257        begin
     258          EffectiveTransport := mi.TTrans;
     259          if EffectiveTransport > 4 then
     260            EffectiveTransport := 4; // rarely used more
     261          Quality := 100 + trunc(100 * (ln(EffectiveTransport) +
     262            ln(mi.Speed / 150) + ln(mi.Defense) - ln(mi.Cost)));
     263          if mi.Cap and (1 shl (mcNav - mcFirstNonCap)) <> 0 then
     264            Inc(Quality, trunc(100 * ln(1.5)));
     265          if mi.Cap and (1 shl (mcAirDef - mcFirstNonCap)) <> 0 then
     266            Inc(Quality, trunc(100 * ln(1.3)));
     267        end;
    221268      end
    222     else
    223       begin
    224       Category:=mctGroundDefender;
    225       Quality:=trunc(100*(ln(mi.Defense)-ln(mi.Cost)*0.6));
    226       if mi.Cap and (1 shl (mcFanatic-mcFirstNonCap))<>0 then
    227         inc(Quality,trunc(100*ln(1.5)));
    228       end;
    229   dSea:
    230     if mi.Attack=0 then
    231       begin
    232       Category:=mctTransport;
    233       if mi.TTrans=0 then Quality:=0
    234269      else
    235         begin
    236         EffectiveTransport:=mi.TTrans;
    237         if EffectiveTransport>4 then EffectiveTransport:=4; // rarely used more
    238         Quality:=100+trunc(100*(ln(EffectiveTransport)+ln(mi.Speed/150)+ln(mi.Defense)-ln(mi.Cost)));
    239         if mi.Cap and (1 shl (mcNav-mcFirstNonCap))<>0 then
    240           inc(Quality,trunc(100*ln(1.5)));
    241         if mi.Cap and (1 shl (mcAirDef-mcFirstNonCap))<>0 then
    242           inc(Quality,trunc(100*ln(1.3)));
    243         end
    244       end
    245     else
    246       begin
    247       Category:=mctCruiser;
    248       if mi.Attack=0 then Quality:=0
    249       else
    250         begin
    251         Quality:=trunc(100*(ln(mi.Attack)+ln(mi.Defense)*0.6-ln(mi.Cost)));
    252         if mi.Cap and (1 shl (mcNav-mcFirstNonCap))<>0 then
    253           inc(Quality,trunc(100*ln(1.4)));
    254         if mi.Cap and (1 shl (mcAirDef-mcFirstNonCap))<>0 then
    255           inc(Quality,trunc(100*ln(1.3)));
    256         if mi.Cap and (1 shl (mcLongRange-mcFirstNonCap))<>0 then
    257           inc(Quality,trunc(100*ln(2.0)));
    258         if mi.Cap and (1 shl (mcRadar-mcFirstNonCap))<>0 then
    259           inc(Quality,trunc(100*ln(1.5)));
    260         end
    261       end;
    262   dAir:
    263     begin
    264     Category:=mctNone;
    265     Quality:=0
    266     end;
    267   end;
    268 //!!!assert(Quality>0);
     270      begin
     271        Category := mctCruiser;
     272        if mi.Attack = 0 then
     273          Quality := 0
     274        else
     275        begin
     276          Quality := trunc(100 * (ln(mi.Attack) + ln(mi.Defense) * 0.6 - ln(mi.Cost)));
     277          if mi.Cap and (1 shl (mcNav - mcFirstNonCap)) <> 0 then
     278            Inc(Quality, trunc(100 * ln(1.4)));
     279          if mi.Cap and (1 shl (mcAirDef - mcFirstNonCap)) <> 0 then
     280            Inc(Quality, trunc(100 * ln(1.3)));
     281          if mi.Cap and (1 shl (mcLongRange - mcFirstNonCap)) <> 0 then
     282            Inc(Quality, trunc(100 * ln(2.0)));
     283          if mi.Cap and (1 shl (mcRadar - mcFirstNonCap)) <> 0 then
     284            Inc(Quality, trunc(100 * ln(1.5)));
     285        end;
     286      end;
     287    dAir:
     288    begin
     289      Category := mctNone;
     290      Quality := 0;
     291    end;
     292  end;
     293  //!!!assert(Quality>0);
    269294end;
    270295
    271296procedure TAI.RateMyModel(mix: integer; var Category, Quality: integer);
    272297var
    273 mi: TModelInfo;
     298  mi: TModelInfo;
    274299begin
    275 MakeModelInfo(me,mix,MyModel[mix],mi);
    276 RateModel(mi,Category,Quality);
     300  MakeModelInfo(me, mix, MyModel[mix], mi);
     301  RateModel(mi, Category, Quality);
    277302end;
    278303
    279304function TAI.IsBetterModel(const mi: TModelInfo): boolean;
    280305var
    281 mix,Cat,Quality,Cat1,Quality1: integer;
     306  mix, Cat, Quality, Cat1, Quality1: integer;
    282307begin
    283 RateModel(mi,Cat,Quality);
    284 for mix:=0 to RO.nModel-1 do if mi.Domain=MyModel[mix].Domain then
    285   begin
    286   RateMyModel(mix,Cat1,Quality1);
    287   if (Cat=Cat1) and (Quality<Quality1+BetterQuality[Cat])then
    288     begin result:=false; exit end
    289   end;
    290 result:=true;
     308  RateModel(mi, Cat, Quality);
     309  for mix := 0 to RO.nModel - 1 do
     310    if mi.Domain = MyModel[mix].Domain then
     311    begin
     312      RateMyModel(mix, Cat1, Quality1);
     313      if (Cat = Cat1) and (Quality < Quality1 + BetterQuality[Cat]) then
     314      begin
     315        Result := False;
     316        exit;
     317      end;
     318    end;
     319  Result := True;
    291320end;
    292321
    293322function TAI.ChooseResearchAdvance: integer;
    294323var
    295 adNext,iad,i,ad,Count,EarliestNeeded,EarliestNeeded_NoLeaveOut,
    296   NewResearch,StateOfArt,mix: integer;
    297 mi: TModelInfo;
    298 Entry: array[0..nAdv-1] of boolean;
    299 ok: boolean;
     324  adNext, iad, i, ad, Count, EarliestNeeded, EarliestNeeded_NoLeaveOut,
     325  NewResearch, StateOfArt, mix: integer;
     326  mi: TModelInfo;
     327  Entry: array[0..nAdv - 1] of boolean;
     328  ok: boolean;
    300329
    301330  function MarkEntry(ad: integer): boolean;
    302331  begin
    303   if RO.Tech[ad]>=tsApplicable then
    304     result:=false // nothing more to research here
    305   else if RO.Tech[ad]=tsSeen then
    306     begin
    307     Entry[ad]:=true;
    308     result:=true
     332    if RO.Tech[ad] >= tsApplicable then
     333      Result := False // nothing more to research here
     334    else if RO.Tech[ad] = tsSeen then
     335    begin
     336      Entry[ad] := True;
     337      Result := True;
    309338    end
    310   else
    311     begin
    312     Entry[ad]:=true;
    313     if ad=adScience then
    314       begin
    315       if MarkEntry(adTheology) then Entry[ad]:=false;
    316       if MarkEntry(adPhilosophy) then Entry[ad]:=false;
     339    else
     340    begin
     341      Entry[ad] := True;
     342      if ad = adScience then
     343      begin
     344        if MarkEntry(adTheology) then
     345          Entry[ad] := False;
     346        if MarkEntry(adPhilosophy) then
     347          Entry[ad] := False;
    317348      end
    318     else if ad=adMassProduction then
    319       begin
    320       if MarkEntry(adAutomobile) then Entry[ad]:=false;
    321       if Data.BehaviorFlags and bGender=bMale then
    322         begin if MarkEntry(adElectronics) then Entry[ad]:=false; end
    323       else begin if MarkEntry(adTheCorporation) then Entry[ad]:=false; end
     349      else if ad = adMassProduction then
     350      begin
     351        if MarkEntry(adAutomobile) then
     352          Entry[ad] := False;
     353        if Data.BehaviorFlags and bGender = bMale then
     354        begin
     355          if MarkEntry(adElectronics) then
     356            Entry[ad] := False;
     357        end
     358        else
     359        begin
     360          if MarkEntry(adTheCorporation) then
     361            Entry[ad] := False;
     362        end;
    324363      end
    325     else
    326       begin
    327       if AdvPreq[ad,0]>=0 then
    328         if MarkEntry(AdvPreq[ad,0]) then Entry[ad]:=false;
    329       if AdvPreq[ad,1]>=0 then
    330         if MarkEntry(AdvPreq[ad,1]) then Entry[ad]:=false;
    331       end;
    332     result:=true
    333     end
     364      else
     365      begin
     366        if AdvPreq[ad, 0] >= 0 then
     367          if MarkEntry(AdvPreq[ad, 0]) then
     368            Entry[ad] := False;
     369        if AdvPreq[ad, 1] >= 0 then
     370          if MarkEntry(AdvPreq[ad, 1]) then
     371            Entry[ad] := False;
     372      end;
     373      Result := True;
     374    end;
    334375  end;
    335376
    336377  procedure OptimizeDevModel(OptimizeCaps: integer);
    337378  var
    338   f,Cat,OriginalCat,Quality,BestQuality,Best: integer;
    339   mi: TModelInfo;
    340   begin
    341   MakeModelInfo(me,0,RO.DevModel,mi);
    342   RateModel(mi,OriginalCat,BestQuality);
    343   repeat
    344     Best:=-1;
    345     for f:=0 to nFeature-1 do
    346       if (1 shl f and OptimizeCaps<>0)
    347         and ((Feature[f].Preq<0) or IsResearched(Feature[f].Preq)) // check prerequisite
    348         and (RO.DevModel.Weight+Feature[f].Weight<=RO.DevModel.MaxWeight)
    349         and not((f>=mcFirstNonCap) and (RO.DevModel.Cap[f]>0)) then
    350         begin
    351         if SetNewModelFeature(f,RO.DevModel.Cap[f]+1)>=rExecuted then
     379    f, Cat, OriginalCat, Quality, BestQuality, Best: integer;
     380    mi: TModelInfo;
     381  begin
     382    MakeModelInfo(me, 0, RO.DevModel, mi);
     383    RateModel(mi, OriginalCat, BestQuality);
     384    repeat
     385      Best := -1;
     386      for f := 0 to nFeature - 1 do
     387        if (1 shl f and OptimizeCaps <> 0) and
     388          ((Feature[f].Preq < 0) or IsResearched(Feature[f].Preq)) // check prerequisite
     389          and (RO.DevModel.Weight + Feature[f].Weight <= RO.DevModel.MaxWeight) and
     390          not ((f >= mcFirstNonCap) and (RO.DevModel.Cap[f] > 0)) then
     391        begin
     392          if SetNewModelFeature(f, RO.DevModel.Cap[f] + 1) >= rExecuted then
    352393          begin
    353           MakeModelInfo(me,0,RO.DevModel,mi);
    354           RateModel(mi,Cat,Quality);
    355           assert(Cat=OriginalCat);
    356           if Quality>BestQuality then
     394            MakeModelInfo(me, 0, RO.DevModel, mi);
     395            RateModel(mi, Cat, Quality);
     396            assert(Cat = OriginalCat);
     397            if Quality > BestQuality then
    357398            begin
    358             Best:=f;
    359             BestQuality:=Quality;
     399              Best := f;
     400              BestQuality := Quality;
    360401            end;
    361           SetNewModelFeature(f,RO.DevModel.Cap[f]-1)
    362           end
    363         end;
    364     if Best>=0 then
    365       SetNewModelFeature(Best,RO.DevModel.Cap[Best]+1)
    366   until Best<0
     402            SetNewModelFeature(f, RO.DevModel.Cap[f] - 1);
     403          end;
     404        end;
     405      if Best >= 0 then
     406        SetNewModelFeature(Best, RO.DevModel.Cap[Best] + 1)
     407    until Best < 0;
    367408  end;
    368409
    369410  function LeaveOutsMissing(ad: integer): boolean;
    370411  var
    371   i: integer;
    372   begin
    373   result:=false;
    374   if RO.Tech[ad]<tsSeen then
    375     if ad in LeaveOutTechs then result:=true
    376     else if ad=adScience then
    377       begin
    378       result:=result or LeaveOutsMissing(adTheology);
    379       result:=result or LeaveOutsMissing(adPhilosophy);
     412    i: integer;
     413  begin
     414    Result := False;
     415    if RO.Tech[ad] < tsSeen then
     416      if ad in LeaveOutTechs then
     417        Result := True
     418      else if ad = adScience then
     419      begin
     420        Result := Result or LeaveOutsMissing(adTheology);
     421        Result := Result or LeaveOutsMissing(adPhilosophy);
    380422      end
    381     else if ad=adMassProduction then
    382       result:=true
    383     else for i:=0 to 1 do
    384       if AdvPreq[ad,i]>=0 then
    385         result:=result or LeaveOutsMissing(AdvPreq[ad,i]);
     423      else if ad = adMassProduction then
     424        Result := True
     425      else
     426        for i := 0 to 1 do
     427          if AdvPreq[ad, i] >= 0 then
     428            Result := Result or LeaveOutsMissing(AdvPreq[ad, i]);
    386429  end;
    387430
    388431begin
    389 if Data.BehaviorFlags and bBarbarina<>0 then
    390   begin
    391   result:=Barbarina_ChooseResearchAdvance;
    392   if result>=0 then exit
    393   end;
    394 
    395 SetAdvanceValues;
    396 
    397 // always complete traded techs first
    398 result:=-1;
    399 for ad:=0 to nAdv-1 do
    400   if (RO.Tech[ad]=tsSeen)
    401     and ((result<0) or (AdvanceValue[ad]>AdvanceValue[result])) then
    402     result:=ad;
    403 if result>=0 then exit;
    404 
    405 if Data.BehaviorFlags and bBarbarina=0 then
    406   begin
    407   // develop new model?
    408   if IsResearched(adWarriorCode) and IsResearched(adHorsebackRiding)
    409     and not ((Data.BehaviorFlags and bGender=bMale) and (RO.Tech[adIronWorking]>=tsApplicable) // wait for gunpowder
    410       and (RO.Tech[adGunPowder]<tsApplicable)) then
     432  if Data.BehaviorFlags and bBarbarina <> 0 then
     433  begin
     434    Result := Barbarina_ChooseResearchAdvance;
     435    if Result >= 0 then
     436      exit;
     437  end;
     438
     439  SetAdvanceValues;
     440
     441  // always complete traded techs first
     442  Result := -1;
     443  for ad := 0 to nAdv - 1 do
     444    if (RO.Tech[ad] = tsSeen) and ((Result < 0) or
     445      (AdvanceValue[ad] > AdvanceValue[Result])) then
     446      Result := ad;
     447  if Result >= 0 then
     448    exit;
     449
     450  if Data.BehaviorFlags and bBarbarina = 0 then
     451  begin
     452    // develop new model?
     453    if IsResearched(adWarriorCode) and IsResearched(adHorsebackRiding) and
     454      not ((Data.BehaviorFlags and bGender = bMale) and
     455      (RO.Tech[adIronWorking] >= tsApplicable) // wait for gunpowder
     456      and (RO.Tech[adGunPowder] < tsApplicable)) then
    411457    begin // check new ground models
    412     PrepareNewModel(dGround);
    413     SetNewModelFeature(mcDefense,1);
    414     SetNewModelFeature(mcOffense,2);
    415     SetNewModelFeature(mcMob,2);
    416     OptimizeDevModel(1 shl mcOffense+1 shl mcDefense+1 shl mcMob
    417       +1 shl mcLongRange+1 shl mcFanatic);
    418     MakeModelInfo(me,0,RO.DevModel,mi);
    419     if IsBetterModel(mi) then
    420       begin result:=adMilitary; exit end;
    421 
    422     PrepareNewModel(dGround);
    423     SetNewModelFeature(mcDefense,2);
    424     SetNewModelFeature(mcOffense,1);
    425     OptimizeDevModel(1 shl mcOffense+1 shl mcDefense+1 shl mcFanatic);
    426     MakeModelInfo(me,0,RO.DevModel,mi);
    427     if IsBetterModel(mi) then
    428       begin result:=adMilitary; exit end;
    429     end;
    430 
    431   if IsResearched(adMapMaking) and IsResearched(adSeafaring)
    432     and IsResearched(adNavigation) and IsResearched(adSteamEngine) then
    433     begin
    434     result:=adMilitary;
    435     for mix:=0 to RO.nModel-1 do if MyModel[mix].Cap[mcNav]>0 then result:=-1;
    436     if result=adMilitary then
    437       begin
    438       PrepareNewModel(dSea);
    439       SetNewModelFeature(mcWeapons,0);
    440       SetNewModelFeature(mcDefense,3);
    441       exit
    442       end
     458      PrepareNewModel(dGround);
     459      SetNewModelFeature(mcDefense, 1);
     460      SetNewModelFeature(mcOffense, 2);
     461      SetNewModelFeature(mcMob, 2);
     462      OptimizeDevModel(1 shl mcOffense + 1 shl mcDefense + 1 shl
     463        mcMob + 1 shl mcLongRange + 1 shl mcFanatic);
     464      MakeModelInfo(me, 0, RO.DevModel, mi);
     465      if IsBetterModel(mi) then
     466      begin
     467        Result := adMilitary;
     468        exit;
     469      end;
     470
     471      PrepareNewModel(dGround);
     472      SetNewModelFeature(mcDefense, 2);
     473      SetNewModelFeature(mcOffense, 1);
     474      OptimizeDevModel(1 shl mcOffense + 1 shl mcDefense + 1 shl mcFanatic);
     475      MakeModelInfo(me, 0, RO.DevModel, mi);
     476      if IsBetterModel(mi) then
     477      begin
     478        Result := adMilitary;
     479        exit;
     480      end;
     481    end;
     482
     483    if IsResearched(adMapMaking) and IsResearched(adSeafaring) and
     484      IsResearched(adNavigation) and IsResearched(adSteamEngine) then
     485    begin
     486      Result := adMilitary;
     487      for mix := 0 to RO.nModel - 1 do
     488        if MyModel[mix].Cap[mcNav] > 0 then
     489          Result := -1;
     490      if Result = adMilitary then
     491      begin
     492        PrepareNewModel(dSea);
     493        SetNewModelFeature(mcWeapons, 0);
     494        SetNewModelFeature(mcDefense, 3);
     495        exit;
     496      end;
    443497    end;
    444498
     
    475529  end;
    476530
    477 NewResearch:=-1;
    478 
    479 // check if cooperation with other gender doesn't work -- go for old needed techs then
    480 StateOfArt:=-1;
    481 for ad:=0 to nAdv-1 do
    482   if (RO.Tech[ad]>=tsApplicable) and (Advancedness[ad]>StateOfArt) then
    483     StateOfArt:=Advancedness[ad];
    484 EarliestNeeded:=-1;
    485 EarliestNeeded_NoLeaveOut:=-1;
    486 for ad:=0 to nAdv-1 do
    487   if (RO.Tech[ad]<tsSeen) and (AdvanceValue[ad]>=$100)
    488     and ((EarliestNeeded<0)
    489       or (Advancedness[ad]<Advancedness[EarliestNeeded])) then
    490     begin
    491     ok:=false;
    492     for iad:=0 to nResearchOrder-1 do
    493       if ResearchOrder[Data.BehaviorFlags and bGender,iad]=ad then
    494         begin ok:=true; break; end;
    495     if not ok then
    496       begin
    497       EarliestNeeded:=ad;
    498       if not LeaveOutsMissing(ad) then
    499         EarliestNeeded_NoLeaveOut:=ad;
    500       end
    501     end;
    502 if EarliestNeeded>=0 then
    503   begin
    504   if (EarliestNeeded_NoLeaveOut>=0)
    505     and (Advancedness[EarliestNeeded_NoLeaveOut]+ForceNeeded_NoLeaveOut<StateOfArt) then
    506     begin
    507     {$IFDEF DEBUG}DebugMessage(2,'No partner found, go for '
    508       +Name_Advance[EarliestNeeded_NoLeaveOut]);{$ENDIF}
    509     NewResearch:=EarliestNeeded_NoLeaveOut
     531  NewResearch := -1;
     532
     533  // check if cooperation with other gender doesn't work -- go for old needed techs then
     534  StateOfArt := -1;
     535  for ad := 0 to nAdv - 1 do
     536    if (RO.Tech[ad] >= tsApplicable) and (Advancedness[ad] > StateOfArt) then
     537      StateOfArt := Advancedness[ad];
     538  EarliestNeeded := -1;
     539  EarliestNeeded_NoLeaveOut := -1;
     540  for ad := 0 to nAdv - 1 do
     541    if (RO.Tech[ad] < tsSeen) and (AdvanceValue[ad] >= $100) and
     542      ((EarliestNeeded < 0) or (Advancedness[ad] < Advancedness[EarliestNeeded])) then
     543    begin
     544      ok := False;
     545      for iad := 0 to nResearchOrder - 1 do
     546        if ResearchOrder[Data.BehaviorFlags and bGender, iad] = ad then
     547        begin
     548          ok := True;
     549          break;
     550        end;
     551      if not ok then
     552      begin
     553        EarliestNeeded := ad;
     554        if not LeaveOutsMissing(ad) then
     555          EarliestNeeded_NoLeaveOut := ad;
     556      end;
     557    end;
     558  if EarliestNeeded >= 0 then
     559  begin
     560    if (EarliestNeeded_NoLeaveOut >= 0) and
     561      (Advancedness[EarliestNeeded_NoLeaveOut] + ForceNeeded_NoLeaveOut <
     562      StateOfArt) then
     563    begin
     564    {$IFDEF DEBUG}
     565      DebugMessage(2, 'No partner found, go for ' +
     566        Name_Advance[EarliestNeeded_NoLeaveOut]);
     567{$ENDIF}
     568      NewResearch := EarliestNeeded_NoLeaveOut;
    510569    end
    511   else if Advancedness[EarliestNeeded]+ForceNeeded_LeaveOut<StateOfArt then
    512     begin
    513     {$IFDEF DEBUG}DebugMessage(2,'No partner found, go for '
    514       +Name_Advance[EarliestNeeded]);{$ENDIF}
    515     NewResearch:=EarliestNeeded
    516     end
    517   end;
    518 
    519 // choose first directly researchable advance from own branch
    520 adNext:=-1;
    521 if NewResearch<0 then
    522   for iad:=0 to nResearchOrder-1 do
    523     begin
    524     ad:=ResearchOrder[Data.BehaviorFlags and bGender,iad];
    525     if RO.Tech[ad]<tsApplicable then
    526       begin
    527       if adNext<0 then adNext:=ad;
    528       if AdvPreq[ad,2]<>preNone then
     570    else if Advancedness[EarliestNeeded] + ForceNeeded_LeaveOut < StateOfArt then
     571    begin
     572    {$IFDEF DEBUG}
     573      DebugMessage(2, 'No partner found, go for ' + Name_Advance[EarliestNeeded]);
     574{$ENDIF}
     575      NewResearch := EarliestNeeded;
     576    end;
     577  end;
     578
     579  // choose first directly researchable advance from own branch
     580  adNext := -1;
     581  if NewResearch < 0 then
     582    for iad := 0 to nResearchOrder - 1 do
     583    begin
     584      ad := ResearchOrder[Data.BehaviorFlags and bGender, iad];
     585      if RO.Tech[ad] < tsApplicable then
     586      begin
     587        if adNext < 0 then
     588          adNext := ad;
     589        if AdvPreq[ad, 2] <> preNone then
    529590        begin // 2 of 3 required
    530         count:=0;
    531         for i:=0 to 2 do
    532           if RO.Tech[AdvPreq[ad,i]]>=tsApplicable then inc(count);
    533         if count>=2 then
    534           begin result:=ad; exit end
     591          Count := 0;
     592          for i := 0 to 2 do
     593            if RO.Tech[AdvPreq[ad, i]] >= tsApplicable then
     594              Inc(Count);
     595          if Count >= 2 then
     596          begin
     597            Result := ad;
     598            exit;
     599          end;
    535600        end
    536       else if ((AdvPreq[ad,0]=preNone) or (RO.Tech[AdvPreq[ad,0]]>=tsApplicable))
    537         and ((AdvPreq[ad,1]=preNone) or (RO.Tech[AdvPreq[ad,1]]>=tsApplicable)) then
    538         begin result:=ad; exit end
    539       end
    540     end;
    541 
    542 if NewResearch<0 then
    543   if adNext>=0 then
    544     NewResearch:=adNext // need tech from other gender
    545   else if EarliestNeeded_NoLeaveOut>=0 then
    546     NewResearch:=EarliestNeeded_NoLeaveOut // own branch complete, pick tech from other gender
    547   else if EarliestNeeded>=0 then
    548     NewResearch:=EarliestNeeded // own branch complete, pick tech from other gender
    549   else
     601        else if ((AdvPreq[ad, 0] = preNone) or
     602          (RO.Tech[AdvPreq[ad, 0]] >= tsApplicable)) and
     603          ((AdvPreq[ad, 1] = preNone) or (RO.Tech[AdvPreq[ad, 1]] >= tsApplicable)) then
     604        begin
     605          Result := ad;
     606          exit;
     607        end;
     608      end;
     609    end;
     610
     611  if NewResearch < 0 then
     612    if adNext >= 0 then
     613      NewResearch := adNext // need tech from other gender
     614    else if EarliestNeeded_NoLeaveOut >= 0 then
     615      NewResearch := EarliestNeeded_NoLeaveOut
     616    // own branch complete, pick tech from other gender
     617    else if EarliestNeeded >= 0 then
     618      NewResearch := EarliestNeeded // own branch complete, pick tech from other gender
     619    else
    550620    begin // go for future techs
    551     result:=-1;
    552     i:=0;
    553     for ad:=nAdv-4 to nAdv-1 do
    554       if (RO.Tech[ad]<MaxFutureTech) and (RO.Tech[AdvPreq[ad,0]]>=tsApplicable) then
    555         begin
    556         inc(i);
    557         if random(i)=0 then result:=ad
    558         end;
    559     assert((result<0) or AdvanceResearchable(result));
    560     exit;
    561     end;
    562 
    563 assert(NewResearch>=0);
    564 fillchar(Entry, sizeof(Entry), false);
    565 MarkEntry(NewResearch);
    566 result:=-1;
    567 for ad:=0 to nAdv-1 do
    568   if Entry[ad]
    569     and ((result<0) or (Advancedness[ad]>Advancedness[result])) then
    570     result:=ad;
    571 assert(result>=0);
     621      Result := -1;
     622      i := 0;
     623      for ad := nAdv - 4 to nAdv - 1 do
     624        if (RO.Tech[ad] < MaxFutureTech) and (RO.Tech[AdvPreq[ad, 0]] >=
     625          tsApplicable) then
     626        begin
     627          Inc(i);
     628          if random(i) = 0 then
     629            Result := ad;
     630        end;
     631      assert((Result < 0) or AdvanceResearchable(Result));
     632      exit;
     633    end;
     634
     635  assert(NewResearch >= 0);
     636  fillchar(Entry, sizeof(Entry), False);
     637  MarkEntry(NewResearch);
     638  Result := -1;
     639  for ad := 0 to nAdv - 1 do
     640    if Entry[ad] and ((Result < 0) or (Advancedness[ad] > Advancedness[Result])) then
     641      Result := ad;
     642  assert(Result >= 0);
    572643end;
    573644
    574645function TAI.ChooseStealAdvance: integer;
    575646var
    576 ad: integer;
     647  ad: integer;
    577648begin
    578 result:=-1;
    579 for ad:=0 to nAdv-1 do
    580   if AdvanceStealable(ad)
    581     and ((result<0) or (Advancedness[ad]>Advancedness[result])) then
    582     result:=ad
     649  Result := -1;
     650  for ad := 0 to nAdv - 1 do
     651    if AdvanceStealable(ad) and
     652      ((Result < 0) or (Advancedness[ad] > Advancedness[Result])) then
     653      Result := ad;
    583654end;
    584655
     
    589660
    590661const
    591 twpAllowFarmland=$0001;
    592 
    593 procedure TAI.TileWorkPlan(Loc, cix: integer;
    594   var Value, NextJob, TotalWork: integer);
     662  twpAllowFarmland = $0001;
     663
     664procedure TAI.TileWorkPlan(Loc, cix: integer; var Value, NextJob, TotalWork: integer);
    595665var
    596 OldTile,TerrType: Cardinal;
    597 TileInfo: TTileInfo;
     666  OldTile, TerrType: cardinal;
     667  TileInfo: TTileInfo;
    598668begin
    599 TotalWork:=0;
    600 NextJob:=jNone;
    601 if Map[Loc] and (fRare1 or fRare2)<>0 then
    602   begin Value:=3*8-1; exit end; // better than any tile with 2 food
    603 
    604 OldTile:=Map[Loc];
    605 TerrType:=Map[Loc] and fTerrain;
    606 if (TerrType>=fGrass) then
    607   begin
    608   if Map[Loc] and fPoll<>0 then
     669  TotalWork := 0;
     670  NextJob := jNone;
     671  if Map[Loc] and (fRare1 or fRare2) <> 0 then
     672  begin
     673    Value := 3 * 8 - 1;
     674    exit;
     675  end; // better than any tile with 2 food
     676
     677  OldTile := Map[Loc];
     678  TerrType := Map[Loc] and fTerrain;
     679  if (TerrType >= fGrass) then
     680  begin
     681    if Map[Loc] and fPoll <> 0 then
    609682    begin // clean pollution
    610     if NextJob=jNone then NextJob:=jPoll;
    611     inc(TotalWork,PollWork);
    612     Map[Loc]:=Map[Loc] and not fPoll;
    613     end;
    614   if Map[Loc] and (fTerrain or fSpecial)=fSwamp then
     683      if NextJob = jNone then
     684        NextJob := jPoll;
     685      Inc(TotalWork, PollWork);
     686      Map[Loc] := Map[Loc] and not fPoll;
     687    end;
     688    if Map[Loc] and (fTerrain or fSpecial) = fSwamp then
    615689    begin // drain swamp
    616     if NextJob=jNone then NextJob:=jClear;
    617     inc(TotalWork,Terrain[TerrType].IrrClearWork);
    618     Map[Loc]:=Map[Loc] and not fTerrain or fGrass;
    619     TerrType:=fGrass;
    620     Map[Loc]:=Map[Loc] or
    621       Cardinal(SpecialTile(Loc,TerrType,G.lx) shl 5);
     690      if NextJob = jNone then
     691        NextJob := jClear;
     692      Inc(TotalWork, Terrain[TerrType].IrrClearWork);
     693      Map[Loc] := Map[Loc] and not fTerrain or fGrass;
     694      TerrType := fGrass;
     695      Map[Loc] := Map[Loc] or cardinal(SpecialTile(Loc, TerrType, G.lx) shl 5);
    622696    end
    623   else if IsResearched(adExplosives)
    624     and (Map[Loc] and (fTerrain or fSpecial) in [fTundra,fHills])
    625     and (Map[Loc] and fTerImp<>tiMine)
    626     and (SpecialTile(Loc,fHills,G.lx)=0) then
     697    else if IsResearched(adExplosives) and
     698      (Map[Loc] and (fTerrain or fSpecial) in [fTundra, fHills]) and
     699      (Map[Loc] and fTerImp <> tiMine) and (SpecialTile(Loc, fHills, G.lx) = 0) then
    627700    begin // transform
    628     if NextJob=jNone then NextJob:=jTrans;
    629     inc(TotalWork,Terrain[TerrType].TransWork);
    630     Map[Loc]:=Map[Loc] and not fTerrain or fGrass;
    631     TerrType:=fGrass;
    632     Map[Loc]:=Map[Loc] or
    633       Cardinal(SpecialTile(Loc,TerrType,G.lx) shl 5);
    634     end;
    635   if (Terrain[TerrType].MineEff>0) and (RO.Government<>gDespotism) then
    636     begin
    637     if Map[Loc] and fTerImp<>tiMine then
     701      if NextJob = jNone then
     702        NextJob := jTrans;
     703      Inc(TotalWork, Terrain[TerrType].TransWork);
     704      Map[Loc] := Map[Loc] and not fTerrain or fGrass;
     705      TerrType := fGrass;
     706      Map[Loc] := Map[Loc] or cardinal(SpecialTile(Loc, TerrType, G.lx) shl 5);
     707    end;
     708    if (Terrain[TerrType].MineEff > 0) and (RO.Government <> gDespotism) then
     709    begin
     710      if Map[Loc] and fTerImp <> tiMine then
    638711      begin // add mine
    639       if NextJob=jNone then NextJob:=jMine;
    640       inc(TotalWork,Terrain[TerrType].MineAfforestWork);
    641       Map[Loc]:=Map[Loc] and not fTerImp or tiMine;
     712        if NextJob = jNone then
     713          NextJob := jMine;
     714        Inc(TotalWork, Terrain[TerrType].MineAfforestWork);
     715        Map[Loc] := Map[Loc] and not fTerImp or tiMine;
     716      end;
     717    end
     718    else if Terrain[TerrType].IrrEff > 0 then
     719    begin
     720      if Map[Loc] and fTerImp = tiIrrigation then
     721      begin // add farmland
     722        if (MyCity[cix].Built[imSupermarket] > 0) and
     723          IsResearched(adRefrigeration) and (RO.Government <> gDespotism) then
     724        begin
     725          if NextJob = jNone then
     726            NextJob := jFarm;
     727          Inc(TotalWork, Terrain[TerrType].IrrClearWork * FarmWork);
     728          Map[Loc] := Map[Loc] and not fTerImp or tiFarm;
     729        end;
    642730      end
    643     end
    644   else if Terrain[TerrType].IrrEff>0 then
    645     begin
    646     if Map[Loc] and fTerImp=tiIrrigation then
    647       begin // add farmland
    648       if (MyCity[cix].Built[imSupermarket]>0) and IsResearched(adRefrigeration)
    649         and (RO.Government<>gDespotism) then
    650         begin
    651         if NextJob=jNone then NextJob:=jFarm;
    652         inc(TotalWork,Terrain[TerrType].IrrClearWork*FarmWork);
    653         Map[Loc]:=Map[Loc] and not fTerImp or tiFarm;
    654         end
    655       end
    656     else if Map[Loc] and fTerImp<>tiFarm then
     731      else if Map[Loc] and fTerImp <> tiFarm then
    657732      begin // add irrigation
    658       if (RO.Government<>gDespotism)
    659         or (Map[Loc] and (fTerrain or fSpecial)<>fGrass) then
    660         begin
    661         if NextJob=jNone then NextJob:=jIrr;
    662         inc(TotalWork,Terrain[TerrType].IrrClearWork);
    663         Map[Loc]:=Map[Loc] and not fTerImp or tiIrrigation;
    664         end
    665       end
    666     end;
    667   if (Terrain[TerrType].MoveCost=1)
    668     and (Map[Loc] and (fRoad or fRR)=0)
    669     and ((Map[Loc] and fRiver=0) or IsResearched(adBridgeBuilding)) then
     733        if (RO.Government <> gDespotism) or
     734          (Map[Loc] and (fTerrain or fSpecial) <> fGrass) then
     735        begin
     736          if NextJob = jNone then
     737            NextJob := jIrr;
     738          Inc(TotalWork, Terrain[TerrType].IrrClearWork);
     739          Map[Loc] := Map[Loc] and not fTerImp or tiIrrigation;
     740        end;
     741      end;
     742    end;
     743    if (Terrain[TerrType].MoveCost = 1) and (Map[Loc] and (fRoad or fRR) = 0) and
     744      ((Map[Loc] and fRiver = 0) or IsResearched(adBridgeBuilding)) then
    670745    begin // add road
    671     if NextJob=jNone then NextJob:=jRoad;
    672     inc(TotalWork,RoadWork);
    673     Map[Loc]:=Map[Loc] or fRoad;
    674     end;
    675   if ((Map[Loc] and fTerImp=tiMine)
    676       or (Terrain[TerrType].ProdRes[Map[Loc] shr 5 and 3]>=2))
    677     and IsResearched(adRailroad)
    678     and (Map[Loc] and fRR=0)
    679     and ((Map[Loc] and fRiver=0) or IsResearched(adBridgeBuilding))
    680     and (RO.Government<>gDespotism) then
     746      if NextJob = jNone then
     747        NextJob := jRoad;
     748      Inc(TotalWork, RoadWork);
     749      Map[Loc] := Map[Loc] or fRoad;
     750    end;
     751    if ((Map[Loc] and fTerImp = tiMine) or
     752      (Terrain[TerrType].ProdRes[Map[Loc] shr 5 and 3] >= 2)) and
     753      IsResearched(adRailroad) and (Map[Loc] and fRR = 0) and
     754      ((Map[Loc] and fRiver = 0) or IsResearched(adBridgeBuilding)) and
     755      (RO.Government <> gDespotism) then
    681756    begin // add railroad
    682     if Map[Loc] and fRoad=0 then
    683       begin
    684       if NextJob=jNone then NextJob:=jRoad;
    685       inc(TotalWork,RoadWork*Terrain[TerrType].MoveCost);
    686       end;
    687     if NextJob=jNone then NextJob:=jRR;
    688     inc(TotalWork,RRWork*Terrain[TerrType].MoveCost);
    689     Map[Loc]:=Map[Loc] and not fRoad or fRR;
    690     end;
    691   end;
    692 Server(sGetTileInfo,me,Loc,TileInfo);
    693 Value:=TileInfo.Food*8+TileInfo.Prod*2+TileInfo.Trade;
    694 Map[Loc]:=OldTile;
     757      if Map[Loc] and fRoad = 0 then
     758      begin
     759        if NextJob = jNone then
     760          NextJob := jRoad;
     761        Inc(TotalWork, RoadWork * Terrain[TerrType].MoveCost);
     762      end;
     763      if NextJob = jNone then
     764        NextJob := jRR;
     765      Inc(TotalWork, RRWork * Terrain[TerrType].MoveCost);
     766      Map[Loc] := Map[Loc] and not fRoad or fRR;
     767    end;
     768  end;
     769  Server(sGetTileInfo, me, Loc, TileInfo);
     770  Value := TileInfo.Food * 8 + TileInfo.Prod * 2 + TileInfo.Trade;
     771  Map[Loc] := OldTile;
    695772end;
    696773
     
    698775procedure TAI.ProcessSettlers;
    699776var
    700 i,uix,cix,ecix,dtr,Loc,RadiusLoc,Special,Food,Prod,Trade,CityFood,Happy,
    701   TestScore,BestNearCityScore,BestUnusedValue,BestUnusedLoc,
    702   Value,NextJob,TotalWork,V21,part,Loc1: integer;
    703 Tile: Cardinal;
    704 FoodOk,Started: boolean;
    705 Radius: TVicinity21Loc;
    706 CityAreaInfo: TCityAreaInfo;
    707 TileFood, ResourceScore, CityScore: array[0..lxmax*lymax-1] of integer;
    708 
    709   procedure AddJob(Loc,Job,Score: integer);
     777  i, uix, cix, ecix, dtr, Loc, RadiusLoc, Special, Food, Prod, Trade,
     778  CityFood, Happy, TestScore, BestNearCityScore, BestUnusedValue,
     779  BestUnusedLoc, Value, NextJob, TotalWork, V21, part, Loc1: integer;
     780  Tile: cardinal;
     781  FoodOk, Started: boolean;
     782  Radius: TVicinity21Loc;
     783  CityAreaInfo: TCityAreaInfo;
     784  TileFood, ResourceScore, CityScore: array[0..lxmax * lymax - 1] of integer;
     785
     786  procedure AddJob(Loc, Job, Score: integer);
    710787  // set Score=1 for low-priority jobs
    711788  begin
    712   JobAssignment_AddJob(Loc,Job,Score);
    713   if (Score>1) and (District[Loc]>=0) and (District[Loc]<maxCOD) then
    714     dec(SettlerSurplus[District[Loc]]);
     789    JobAssignment_AddJob(Loc, Job, Score);
     790    if (Score > 1) and (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     791      Dec(SettlerSurplus[District[Loc]]);
    715792  end;
    716793
    717794  procedure ReserveCityRadius(Loc: integer);
    718795  var
    719   V21,RadiusLoc: integer;
    720   Radius: TVicinity21Loc;
    721   begin
    722   V21_to_Loc(Loc,Radius);
    723   for V21:=1 to 26 do
    724     begin
    725     RadiusLoc:=Radius[V21];
    726     if (RadiusLoc>=0) then
    727       begin
    728       ResourceScore[RadiusLoc]:=0;
    729       TileFood[RadiusLoc]:=0;
    730       end
    731     end
     796    V21, RadiusLoc: integer;
     797    Radius: TVicinity21Loc;
     798  begin
     799    V21_to_Loc(Loc, Radius);
     800    for V21 := 1 to 26 do
     801    begin
     802      RadiusLoc := Radius[V21];
     803      if (RadiusLoc >= 0) then
     804      begin
     805        ResourceScore[RadiusLoc] := 0;
     806        TileFood[RadiusLoc] := 0;
     807      end;
     808    end;
    732809  end;
    733810
    734811  procedure ScoreRoadConnections;
    735812  var
    736   V8,nFragments,Loc,Loc1,History,RoadScore,a,b,FullyDeveloped,ConnectMask: integer;
    737   BridgeOk: boolean;
    738   Adjacent: TVicinity8Loc;
    739   begin
    740   BridgeOk:= IsResearched(adBridgeBuilding);
    741   if IsResearched(adRailroad) then FullyDeveloped:=fRR or fCity
    742   else FullyDeveloped:=fRoad or fRR or fCity;
    743   for Loc:=G.lx to G.lx*(G.ly-1)-1 do
    744     if ((1 shl (Map[Loc] and fTerrain)) and (1 shl fOcean or 1 shl fShore or 1 shl fDesert or 1 shl fArctic or 1 shl fUNKNOWN)=0)
    745       and (RO.Territory[Loc]=me)
    746       and (Map[Loc] and FullyDeveloped=0)
    747       and (BridgeOk or (Map[Loc] and fRiver=0)) then
    748       begin
    749       nFragments:=0;
    750       History:=0;
    751       if Map[Loc] and fRoad<>0 then ConnectMask:=fRR or fCity // check for railroad
    752       else ConnectMask:=fRoad or fRR or fCity; // check for road
    753       V8_to_Loc(Loc,Adjacent);
    754       for V8:=0 to 9 do
    755         begin
    756         Loc1:=Adjacent[V8 and 7];
    757         History:=History shl 1;
    758         if (Loc1>=0) and (RO.Territory[Loc1]=me)
    759           and (Map[Loc1] and ConnectMask<>0) then
     813    V8, nFragments, Loc, Loc1, History, RoadScore, a, b, FullyDeveloped,
     814    ConnectMask: integer;
     815    BridgeOk: boolean;
     816    Adjacent: TVicinity8Loc;
     817  begin
     818    BridgeOk := IsResearched(adBridgeBuilding);
     819    if IsResearched(adRailroad) then
     820      FullyDeveloped := fRR or fCity
     821    else
     822      FullyDeveloped := fRoad or fRR or fCity;
     823    for Loc := G.lx to G.lx * (G.ly - 1) - 1 do
     824      if ((1 shl (Map[Loc] and fTerrain)) and (1 shl fOcean or 1 shl
     825        fShore or 1 shl fDesert or 1 shl fArctic or 1 shl fUNKNOWN) = 0) and
     826        (RO.Territory[Loc] = me) and (Map[Loc] and FullyDeveloped = 0) and
     827        (BridgeOk or (Map[Loc] and fRiver = 0)) then
     828      begin
     829        nFragments := 0;
     830        History := 0;
     831        if Map[Loc] and fRoad <> 0 then
     832          ConnectMask := fRR or fCity // check for railroad
     833        else
     834          ConnectMask := fRoad or fRR or fCity; // check for road
     835        V8_to_Loc(Loc, Adjacent);
     836        for V8 := 0 to 9 do
     837        begin
     838          Loc1 := Adjacent[V8 and 7];
     839          History := History shl 1;
     840          if (Loc1 >= 0) and (RO.Territory[Loc1] = me) and
     841            (Map[Loc1] and ConnectMask <> 0) then
    760842          begin
    761           inc(History);
    762           if V8>=2 then
     843            Inc(History);
     844            if V8 >= 2 then
    763845            begin
    764             inc(nFragments);
    765             case V8 and 1 of
    766               0:
    767                 if History and 6<>0 then
    768                   dec(nFragments);
    769               1:
    770                 if History and 2<>0 then
    771                   dec(nFragments)
    772                 else if History and 4<>0 then
     846              Inc(nFragments);
     847              case V8 and 1 of
     848                0:
     849                  if History and 6 <> 0 then
     850                    Dec(nFragments);
     851                1:
     852                  if History and 2 <> 0 then
     853                    Dec(nFragments)
     854                  else if History and 4 <> 0 then
    773855                  begin
    774                   V8_to_ab((V8-1) and 7,a,b);
    775                   ab_to_Loc(Loc,a shl 1,b shl 1,Loc1);
    776                   if (Loc1>=0)
    777                     and (Map[Loc1] and ConnectMask<>0) then
    778                     dec(nFragments)
     856                    V8_to_ab((V8 - 1) and 7, a, b);
     857                    ab_to_Loc(Loc, a shl 1, b shl 1, Loc1);
     858                    if (Loc1 >= 0) and (Map[Loc1] and ConnectMask <> 0) then
     859                      Dec(nFragments);
    779860                  end
    780               end
     861              end;
    781862            end;
    782863          end;
    783864        end;
    784       if nFragments>=2 then // road or railroad connection desirable
    785         begin
    786         if Map[Loc] and fRiver<>0 then RoadScore:=44+(nFragments-2)*4
    787         else RoadScore:=56-Terrain[Map[Loc] and fTerrain].MoveCost*4
    788           +(nFragments-2)*4;
    789         if Map[Loc] and fRoad<>0 then
    790           AddJob(Loc, jRR, RoadScore)
    791         else AddJob(Loc, jRoad, RoadScore)
     865        if nFragments >= 2 then // road or railroad connection desirable
     866        begin
     867          if Map[Loc] and fRiver <> 0 then
     868            RoadScore := 44 + (nFragments - 2) * 4
     869          else
     870            RoadScore := 56 - Terrain[Map[Loc] and fTerrain].MoveCost * 4 +
     871              (nFragments - 2) * 4;
     872          if Map[Loc] and fRoad <> 0 then
     873            AddJob(Loc, jRR, RoadScore)
     874          else
     875            AddJob(Loc, jRoad, RoadScore);
    792876        end;
    793877      end;
     
    795879
    796880begin
    797 fillchar(SettlerSurplus, sizeof(SettlerSurplus), 0);
    798 JobAssignment_Initialize;
    799 
    800 if (Data.BehaviorFlags and bBarbarina=0) or (RO.nCity<3) then
    801   begin
    802   fillchar(TileFood,sizeof(TileFood),0);
    803   fillchar(ResourceScore,sizeof(ResourceScore),0);
    804   for Loc:=0 to MapSize-1 do
    805     if Map[Loc] and fTerrain<>fUNKNOWN then
    806       if Map[Loc] and fDeadLands<>0 then
    807         begin
    808         if not IsResearched(adMassProduction) or (Map[Loc] and fModern<>0) then
    809           ResourceScore[Loc]:=20;
     881  fillchar(SettlerSurplus, sizeof(SettlerSurplus), 0);
     882  JobAssignment_Initialize;
     883
     884  if (Data.BehaviorFlags and bBarbarina = 0) or (RO.nCity < 3) then
     885  begin
     886    fillchar(TileFood, sizeof(TileFood), 0);
     887    fillchar(ResourceScore, sizeof(ResourceScore), 0);
     888    for Loc := 0 to MapSize - 1 do
     889      if Map[Loc] and fTerrain <> fUNKNOWN then
     890        if Map[Loc] and fDeadLands <> 0 then
     891        begin
     892          if not IsResearched(adMassProduction) or (Map[Loc] and fModern <> 0) then
     893            ResourceScore[Loc] := 20;
    810894        end
    811       else if Map[Loc] and fTerrain=fGrass then
    812         TileFood[Loc]:=Terrain[fGrass].FoodRes[Map[Loc] shr 5 and 3]-1
    813       else
    814         begin
    815         Special:=SpecialTile(Loc,Map[Loc] and fTerrain,G.lx);
    816         if Special<>0 then with Terrain[Map[Loc] and fTerrain] do
     895        else if Map[Loc] and fTerrain = fGrass then
     896          TileFood[Loc] := Terrain[fGrass].FoodRes[Map[Loc] shr 5 and 3] - 1
     897        else
     898        begin
     899          Special := SpecialTile(Loc, Map[Loc] and fTerrain, G.lx);
     900          if Special <> 0 then
     901            with Terrain[Map[Loc] and fTerrain] do
     902            begin
     903              Food := FoodRes[Special];
     904              if MineEff = 0 then
     905                Inc(Food, IrrEff);
     906              Prod := ProdRes[Special] + MineEff;
     907              Trade := TradeRes[Special];
     908              if MoveCost = 1 then
     909                Inc(Trade);
     910              ResourceScore[Loc] := Food + 2 * Prod + Trade - 7;
     911              if Food > 2 then
     912                TileFood[Loc] := Food - 2;
     913            end;
     914        end;
     915
     916    for cix := 0 to RO.nCity - 1 do
     917      if MyCity[cix].Loc >= 0 then
     918        ReserveCityRadius(MyCity[cix].Loc); // these resources already have a city
     919    for uix := 0 to RO.nUn - 1 do
     920      if (MyUnit[uix].Loc >= 0) and (MyUnit[uix].Job = jCity) then
     921        ReserveCityRadius(MyUnit[uix].Loc); // these resources almost already have a city
     922    for ecix := 0 to RO.nEnemyCity - 1 do
     923      if RO.EnemyCity[ecix].Loc >= 0 then
     924        ReserveCityRadius(RO.EnemyCity[ecix].Loc);
     925    // these resources already have an enemy city
     926
     927    // rate possible new cities
     928    fillchar(CityScore, MapSize * sizeof(integer), 0);
     929    for Loc := 0 to MapSize - 1 do
     930    begin
     931      FoodOk := (TileFood[Loc] > 0) and
     932        ((Map[Loc] and fTerrain = fGrass) and
     933        ((RO.Government <> gDespotism) or (Map[Loc] and fSpecial = fSpecial1)) or
     934        (Map[Loc] and (fTerrain or fSpecial) = fPrairie or fSpecial1));
     935      if FoodOk and ((RO.Territory[Loc] < 0) or (RO.Territory[Loc] = me)) then
     936      begin
     937        TestScore := 0;
     938        CityFood := 0;
     939        BestNearCityScore := 0;
     940        V21_to_Loc(Loc, Radius);
     941        for V21 := 1 to 26 do
     942        begin // sum resource scores in potential city radius
     943          RadiusLoc := Radius[V21];
     944          if (RadiusLoc >= 0) then
    817945          begin
    818           Food:=FoodRes[Special];
    819           if MineEff=0 then inc(Food,IrrEff);
    820           Prod:=ProdRes[Special]+MineEff;
    821           Trade:=TradeRes[Special];
    822           if MoveCost=1 then inc(Trade);
    823           ResourceScore[Loc]:=Food+2*Prod+Trade-7;
    824           if Food>2 then TileFood[Loc]:=Food-2;
    825           end
    826         end;
    827 
    828   for cix:=0 to RO.nCity-1 do
    829     if MyCity[cix].Loc>=0 then
    830       ReserveCityRadius(MyCity[cix].Loc); // these resources already have a city
    831   for uix:=0 to RO.nUn-1 do
    832     if (MyUnit[uix].Loc>=0) and (MyUnit[uix].Job=jCity) then
    833       ReserveCityRadius(MyUnit[uix].Loc); // these resources almost already have a city
    834   for ecix:=0 to RO.nEnemyCity-1 do
    835     if RO.EnemyCity[ecix].Loc>=0 then
    836       ReserveCityRadius(RO.EnemyCity[ecix].Loc); // these resources already have an enemy city
    837 
    838   // rate possible new cities
    839   fillchar(CityScore, MapSize*sizeof(integer), 0);
    840   for Loc:=0 to MapSize-1 do
    841     begin
    842     FoodOk:= (TileFood[Loc]>0)
    843       and ((Map[Loc] and fTerrain=fGrass)
    844           and ((RO.Government<>gDespotism) or (Map[Loc] and fSpecial=fSpecial1))
    845         or (Map[Loc] and (fTerrain or fSpecial)=fPrairie or fSpecial1));
    846     if FoodOk and ((RO.Territory[Loc]<0) or (RO.Territory[Loc]=me)) then
    847       begin
    848       TestScore:=0;
    849       CityFood:=0;
    850       BestNearCityScore:=0;
    851       V21_to_Loc(Loc,Radius);
    852       for V21:=1 to 26 do
    853         begin // sum resource scores in potential city radius
    854         RadiusLoc:=Radius[V21];
    855         if (RadiusLoc>=0) then
    856           begin
    857           inc(CityFood,TileFood[RadiusLoc]);
    858           if ResourceScore[RadiusLoc]>0 then
    859             inc(TestScore,ResourceScore[RadiusLoc]);
    860           if CityScore[RadiusLoc]>BestNearCityScore then
    861             BestNearCityScore:=CityScore[RadiusLoc]
    862           end
    863         end;
    864       if CityFood>=MinCityFood then // city is worth founding
    865         begin
    866         TestScore:=(72+2*TestScore) shl 8 + ((loc xor me)*4567) mod 251;
     946            Inc(CityFood, TileFood[RadiusLoc]);
     947            if ResourceScore[RadiusLoc] > 0 then
     948              Inc(TestScore, ResourceScore[RadiusLoc]);
     949            if CityScore[RadiusLoc] > BestNearCityScore then
     950              BestNearCityScore := CityScore[RadiusLoc];
     951          end;
     952        end;
     953        if CityFood >= MinCityFood then // city is worth founding
     954        begin
     955          TestScore := (72 + 2 * TestScore) shl 8 + ((loc xor me) * 4567) mod 251;
    867956          // some unexactness, random but always the same for this tile
    868         if TestScore>BestNearCityScore then
     957          if TestScore > BestNearCityScore then
    869958          begin // better than all other sites in radius
    870           if BestNearCityScore>0 then // found no other cities in radius
     959            if BestNearCityScore > 0 then // found no other cities in radius
    871960            begin
    872             for V21:=1 to 26 do
     961              for V21 := 1 to 26 do
    873962              begin
    874               RadiusLoc:=Radius[V21];
    875               if (RadiusLoc>=0) then
    876                 CityScore[RadiusLoc]:=0;
     963                RadiusLoc := Radius[V21];
     964                if (RadiusLoc >= 0) then
     965                  CityScore[RadiusLoc] := 0;
    877966              end;
    878967            end;
    879           CityScore[Loc]:=TestScore
     968            CityScore[Loc] := TestScore;
    880969          end;
    881         end
    882       end;
    883     end;
    884   for Loc:=0 to MapSize-1 do
    885     if CityScore[Loc]>0 then
    886       AddJob(Loc, jCity, CityScore[Loc] shr 8);
    887   end;
    888 
    889 // improve terrain
    890 for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    891   begin // order terrain improvements
    892   BestUnusedValue:=0;
    893   City_GetAreaInfo(cix,CityAreaInfo);
    894   V21_to_Loc(Loc,Radius);
    895   for V21:=1 to 26 do if V21<>CityOwnTile then
    896     if 1 shl V21 and Tiles<>0 then
    897       begin // tile is being exploited!
    898       RadiusLoc:=Radius[V21];
    899       if not (Map[RadiusLoc] and fTerrain in [fDesert,fArctic]) then
    900         begin
    901         assert(RadiusLoc>=0);
    902         TileWorkPlan(RadiusLoc,cix,Value,NextJob,TotalWork);
    903         if (NextJob=jRoad)
    904           and (Built[imPalace]+Built[imCourt]+Built[imTownHall]=0) then
    905           AddJob(RadiusLoc, NextJob, 44)
    906         else if NextJob<>jNone then
    907           AddJob(RadiusLoc, NextJob, 84)
    908         end
    909       end
    910     else if CityAreaInfo.Available[V21]=faAvailable then
    911       begin // tile could be exploited
    912       RadiusLoc:=Radius[V21];
    913       assert(RadiusLoc>=0);
    914       if not (Map[RadiusLoc] and fTerrain in [fDesert,fArctic]) then
    915         begin
    916         TileWorkPlan(RadiusLoc,cix,Value,NextJob,TotalWork);
    917         Value:=Value shl 16 +$FFFF-TotalWork;
    918         if Value>BestUnusedValue then
     970        end;
     971      end;
     972    end;
     973    for Loc := 0 to MapSize - 1 do
     974      if CityScore[Loc] > 0 then
     975        AddJob(Loc, jCity, CityScore[Loc] shr 8);
     976  end;
     977
     978  // improve terrain
     979  for cix := 0 to RO.nCity - 1 do
     980    with MyCity[cix] do
     981      if Loc >= 0 then
     982      begin // order terrain improvements
     983        BestUnusedValue := 0;
     984        City_GetAreaInfo(cix, CityAreaInfo);
     985        V21_to_Loc(Loc, Radius);
     986        for V21 := 1 to 26 do
     987          if V21 <> CityOwnTile then
     988            if 1 shl V21 and Tiles <> 0 then
     989            begin // tile is being exploited!
     990              RadiusLoc := Radius[V21];
     991              if not (Map[RadiusLoc] and fTerrain in [fDesert, fArctic]) then
     992              begin
     993                assert(RadiusLoc >= 0);
     994                TileWorkPlan(RadiusLoc, cix, Value, NextJob, TotalWork);
     995                if (NextJob = jRoad) and (Built[imPalace] +
     996                  Built[imCourt] + Built[imTownHall] = 0) then
     997                  AddJob(RadiusLoc, NextJob, 44)
     998                else if NextJob <> jNone then
     999                  AddJob(RadiusLoc, NextJob, 84);
     1000              end;
     1001            end
     1002            else if CityAreaInfo.Available[V21] = faAvailable then
     1003            begin // tile could be exploited
     1004              RadiusLoc := Radius[V21];
     1005              assert(RadiusLoc >= 0);
     1006              if not (Map[RadiusLoc] and fTerrain in [fDesert, fArctic]) then
     1007              begin
     1008                TileWorkPlan(RadiusLoc, cix, Value, NextJob, TotalWork);
     1009                Value := Value shl 16 + $FFFF - TotalWork;
     1010                if Value > BestUnusedValue then
     1011                begin
     1012                  BestUnusedValue := Value;
     1013                  BestUnusedLoc := RadiusLoc;
     1014                end;
     1015              end;
     1016            end;
     1017        if BestUnusedValue > 0 then
     1018        begin
     1019          TileWorkPlan(BestUnusedLoc, cix, Value, NextJob, TotalWork);
     1020          if NextJob <> jNone then
     1021            AddJob(BestUnusedLoc, NextJob, 44);
     1022        end;
     1023      end;
     1024
     1025  ScoreRoadConnections;
     1026
     1027  if Data.BehaviorFlags and bBarbarina = 0 then // low priority jobs
     1028    for Loc := 0 to MapSize - 1 do
     1029      if RO.Territory[Loc] = me then
     1030      begin
     1031        Tile := Map[Loc];
     1032        if Tile and fPoll <> 0 then
     1033          AddJob(Loc, jPoll, 1)
     1034        else
     1035          case Tile and (fTerrain or fSpecial or fCity) of
     1036            fGrass, fGrass + fSpecial1:
     1037              if IsResearched(adExplosives) and (SpecialTile(Loc, fHills, G.lx) > 0) then
     1038                AddJob(Loc, jTrans, 1);
     1039            fSwamp:
     1040              if SpecialTile(Loc, fSwamp, G.lx) = 0 then
     1041                AddJob(Loc, jClear, 1);
     1042            fTundra, fHills:
     1043              if IsResearched(adExplosives) and (Tile and fTerImp <> tiMine) and
     1044                (SpecialTile(Loc, fHills, G.lx) = 0) then
     1045                AddJob(Loc, jTrans, 1);
     1046          end;
     1047      end;
     1048
     1049  // cities for colony ship production
     1050  if Data.BehaviorFlags and bBarbarina = bBarbarina then
     1051  begin
     1052    for part := 0 to nShipPart - 1 do
     1053      for i := 0 to ColonyShipPlan[part].nLocFoundCity - 1 do
     1054      begin
     1055        Loc := ColonyShipPlan[part].LocFoundCity[i];
     1056        Started := False;
     1057        for uix := 0 to RO.nUn - 1 do
     1058          if (MyUnit[uix].Loc = Loc) and (MyUnit[uix].Job = jCity) then
    9191059          begin
    920           BestUnusedValue:=Value;
    921           BestUnusedLoc:=RadiusLoc;
     1060            Started := True;
     1061            break;
     1062          end;
     1063        if not Started then
     1064        begin
     1065          Tile := RO.Map[Loc];
     1066          if (Tile and fTerrain = fForest) or (Tile and fTerrain = fSwamp) then
     1067            AddJob(Loc, jClear, 235)
     1068          else if Tile and fTerrain = fHills then
     1069          begin
     1070            if IsResearched(adExplosives) then
     1071              AddJob(Loc, jTrans, 235);
    9221072          end
    923         end
    924       end;
    925   if BestUnusedValue>0 then
    926     begin
    927     TileWorkPlan(BestUnusedLoc,cix,Value,NextJob,TotalWork);
    928     if NextJob<>jNone then
    929       AddJob(BestUnusedLoc, NextJob, 44)
    930     end
    931   end;
    932 
    933 ScoreRoadConnections;
    934 
    935 if Data.BehaviorFlags and bBarbarina=0 then // low priority jobs
    936   for Loc:=0 to MapSize-1 do if RO.Territory[Loc]=me then
    937     begin
    938     Tile:=Map[Loc];
    939     if Tile and fPoll<>0 then
    940       AddJob(Loc, jPoll, 1)
    941     else case Tile and (fTerrain or fSpecial or fCity) of
    942       fGrass, fGrass+fSpecial1:
    943         if IsResearched(adExplosives) and (SpecialTile(Loc,fHills,G.lx)>0) then
    944           AddJob(Loc, jTrans, 1);
    945       fSwamp:
    946         if SpecialTile(Loc,fSwamp,G.lx)=0 then
    947           AddJob(Loc, jClear, 1);
    948       fTundra,fHills:
    949         if IsResearched(adExplosives) and (Tile and fTerImp<>tiMine)
    950           and (SpecialTile(Loc,fHills,G.lx)=0) then
    951           AddJob(Loc, jTrans, 1);
    952       end
    953     end;
    954 
    955 // cities for colony ship production
    956 if Data.BehaviorFlags and bBarbarina=bBarbarina then
    957   begin
    958   for part:=0 to nShipPart-1 do
    959     for i:=0 to ColonyShipPlan[part].nLocFoundCity-1 do
    960       begin
    961       Loc:=ColonyShipPlan[part].LocFoundCity[i];
    962       Started:=false;
    963       for uix:=0 to RO.nUn-1 do
    964         if (MyUnit[uix].Loc=Loc) and (MyUnit[uix].Job=jCity) then
    965           begin
    966           Started:=true;
    967           break
    968           end;
    969       if not Started then
    970         begin
    971         Tile:=RO.Map[Loc];
    972         if (Tile and fTerrain=fForest) or (Tile and fTerrain=fSwamp) then
    973           AddJob(Loc,jClear,235)
    974         else if Tile and fTerrain=fHills then
    975           begin
    976           if IsResearched(adExplosives) then
    977             AddJob(Loc,jTrans,235)
    978           end
    979         else AddJob(Loc,jCity,235);
    980         end;
    981       V21_to_Loc(Loc, Radius);
    982       for V21:=1 to 26 do
    983         begin
    984         Loc1:=Radius[V21];
    985         if (Loc1>=0) and (RO.Map[Loc1] and (fTerrain or fSpecial)=fSwamp) then
    986           AddJob(Loc1,jClear,255);
    987         end
    988       end
    989   end;
    990 
    991 // choose all settlers to work
    992 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    993   if (Loc>=0) and ((mix=mixSettlers) or (mix=mixSlaves)
    994     or (Data.BehaviorFlags and bBarbarina<>0) and (MyModel[mix].Kind=mkSettler)) then
    995     begin
    996     JobAssignment_AddUnit(uix);
    997     if (District[Loc]>=0) and (District[Loc]<maxCOD) then
    998       inc(SettlerSurplus[District[Loc]]);
    999     end;
    1000 
    1001 JobAssignment_Go;
    1002 
    1003 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1004   if (Loc>=0) and (Map[Loc] and fCity=0) and (Job=jNone)
    1005     and ((mix=mixSettlers) or (mix=mixSlaves))
    1006     and not JobAssignment_GotJob(uix) then
    1007     Unit_MoveEx(uix, maNextCity);
    1008 
    1009 //{$IFDEF DEBUG}DebugMessage(2, Format('Settler surplus in district 0: %d',[SettlerSurplus[0]]));{$ENDIF}
    1010 
    1011 // add settlers to city
    1012 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1013   if (Loc>=0) and (Map[Loc] and fCity<>0)
    1014     and (MyModel[MyUnit[uix].mix].Kind=mkSettler) then
    1015     begin
    1016     dtr:=District[Loc];
    1017     if (mix<>mixSettlers)
    1018       or (dtr>=0) and (dtr<maxCOD)
    1019       and (SettlerSurplus[dtr]>DistrictPopulation[dtr] div 8) then
    1020       begin
    1021       City_FindMyCity(Loc, cix);
    1022       with MyCity[cix] do
    1023         if (Built[imSewer]>0)
    1024           or (Built[imAqueduct]>0) and (Size<=NeedSewerSize-2)
    1025           or (Size<=NeedAqueductSize-2) then
    1026           begin // settlers could be added to this city
    1027           Happy:=BasicHappy;
    1028           for i:=0 to 27 do if Built[i]>0 then inc(Happy);
    1029           if Built[imTemple]>0 then inc(Happy);
    1030           if Built[imCathedral]>0 then
    1031             begin
    1032             inc(Happy,2);
    1033             if RO.Wonder[woBach].EffectiveOwner=me then inc(Happy,1)
     1073          else
     1074            AddJob(Loc, jCity, 235);
     1075        end;
     1076        V21_to_Loc(Loc, Radius);
     1077        for V21 := 1 to 26 do
     1078        begin
     1079          Loc1 := Radius[V21];
     1080          if (Loc1 >= 0) and (RO.Map[Loc1] and (fTerrain or fSpecial) = fSwamp) then
     1081            AddJob(Loc1, jClear, 255);
     1082        end;
     1083      end;
     1084  end;
     1085
     1086  // choose all settlers to work
     1087  for uix := 0 to RO.nUn - 1 do
     1088    with MyUnit[uix] do
     1089      if (Loc >= 0) and ((mix = mixSettlers) or (mix = mixSlaves) or
     1090        (Data.BehaviorFlags and bBarbarina <> 0) and
     1091        (MyModel[mix].Kind = mkSettler)) then
     1092      begin
     1093        JobAssignment_AddUnit(uix);
     1094        if (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     1095          Inc(SettlerSurplus[District[Loc]]);
     1096      end;
     1097
     1098  JobAssignment_Go;
     1099
     1100  for uix := 0 to RO.nUn - 1 do
     1101    with MyUnit[uix] do
     1102      if (Loc >= 0) and (Map[Loc] and fCity = 0) and (Job = jNone) and
     1103        ((mix = mixSettlers) or (mix = mixSlaves)) and not JobAssignment_GotJob(uix) then
     1104        Unit_MoveEx(uix, maNextCity);
     1105
     1106  //{$IFDEF DEBUG}DebugMessage(2, Format('Settler surplus in district 0: %d',[SettlerSurplus[0]]));{$ENDIF}
     1107
     1108  // add settlers to city
     1109  for uix := 0 to RO.nUn - 1 do
     1110    with MyUnit[uix] do
     1111      if (Loc >= 0) and (Map[Loc] and fCity <> 0) and
     1112        (MyModel[MyUnit[uix].mix].Kind = mkSettler) then
     1113      begin
     1114        dtr := District[Loc];
     1115        if (mix <> mixSettlers) or (dtr >= 0) and (dtr < maxCOD) and
     1116          (SettlerSurplus[dtr] > DistrictPopulation[dtr] div 8) then
     1117        begin
     1118          City_FindMyCity(Loc, cix);
     1119          with MyCity[cix] do
     1120            if (Built[imSewer] > 0) or (Built[imAqueduct] > 0) and
     1121              (Size <= NeedSewerSize - 2) or (Size <= NeedAqueductSize - 2) then
     1122            begin // settlers could be added to this city
     1123              Happy := BasicHappy;
     1124              for i := 0 to 27 do
     1125                if Built[i] > 0 then
     1126                  Inc(Happy);
     1127              if Built[imTemple] > 0 then
     1128                Inc(Happy);
     1129              if Built[imCathedral] > 0 then
     1130              begin
     1131                Inc(Happy, 2);
     1132                if RO.Wonder[woBach].EffectiveOwner = me then
     1133                  Inc(Happy, 1);
     1134              end;
     1135              if Built[imTheater] > 0 then
     1136                Inc(Happy, 2);
     1137              if (Built[imColosseum] > 0) or (Happy shl 1 >= Size + 2) then
     1138              begin // bigger city would be happy
     1139                //            {$IFDEF DEBUG}DebugMessage(2, Format('Adding settlers to city at %d',[Loc]));{$ENDIF}
     1140                Unit_AddToCity(uix);
     1141                if (dtr >= 0) and (dtr < maxCOD) then
     1142                  Dec(SettlerSurplus[dtr]);
     1143              end;
    10341144            end;
    1035           if Built[imTheater]>0 then inc(Happy,2);
    1036           if (Built[imColosseum]>0) or (Happy shl 1>=Size+2) then
    1037             begin // bigger city would be happy
    1038 //            {$IFDEF DEBUG}DebugMessage(2, Format('Adding settlers to city at %d',[Loc]));{$ENDIF}
    1039             Unit_AddToCity(uix);
    1040             if (dtr>=0) and (dtr<maxCOD) then dec(SettlerSurplus[dtr])
    1041             end
    1042           end;
    1043       end
    1044     end;
     1145        end;
     1146      end;
    10451147end; // ProcessSettlers
    10461148
     
    10521154procedure TAI.DoTurn;
    10531155var
    1054 emix,i,p1,TaxSum,ScienceSum,NewTaxRate: integer;
    1055 AllHateMe: boolean;
    1056 {$IFDEF PERF}PF,t0,t1,t2,t3,t4,t5,t6,t7,t8,t9: int64;{$ENDIF}
     1156  emix, i, p1, TaxSum, ScienceSum, NewTaxRate: integer;
     1157  AllHateMe: boolean;
     1158{$IFDEF PERF}
     1159  PF, t0, t1, t2, t3, t4, t5, t6, t7, t8, t9: int64;
     1160{$ENDIF}
    10571161begin
    1058 {$IFDEF DEBUG}fillchar(DebugMap, sizeof(DebugMap),0);{$ENDIF}
    1059 
    1060 {$IFDEF PERF}QueryPerformanceFrequency(PF);{$ENDIF}
    1061 {$IFDEF PERF}QueryPerformanceCounter(t0);{$ENDIF}
    1062 
    1063 WarNations:=PresenceUnknown;
    1064 for p1:=0 to nPl-1 do
    1065   if (p1<>me) and (1 shl p1 and RO.Alive<>0) and (RO.Treaty[p1]<trPeace) then
    1066     inc(WarNations,1 shl p1);
    1067 BombardingNations:=0;
    1068 for emix:=0 to RO.nEnemyModel-1 do with RO.EnemyModel[emix] do
    1069   if (Domain=dSea) and (1 shl (mcLongRange-mcFirstNonCap) and Cap<>0) then
    1070     BombardingNations:=BombardingNations or (1 shl Owner);
    1071 BombardingNations:=BombardingNations and WarNations;
    1072 
    1073 AnalyzeMap;
    1074 //for i:=0 to MapSize-1 do DebugMap[i]:=Formation[i];
    1075 
    1076 if (Data.BehaviorFlags and bBarbarina=0)
    1077   and (RO.Tech[ResearchOrder[Data.BehaviorFlags and bGender,8]]<tsApplicable) then
    1078   CheckGender;
    1079 
    1080 if G.Difficulty[me]<MaxDiff then // not on beginner level
    1081   begin
    1082   if  (Data.LastResearchTech=adHorsebackRiding)
    1083     and (RO.ResearchTech<0) and (random(6)=0)
    1084     and (HavePort or (ContinentPresence[0] and not (1 shl me or PresenceUnknown)<>0)) then
    1085     begin
    1086     Data.BehaviorFlags:=Data.BehaviorFlags or bBarbarina_Hide;
    1087     DebugMessage(1, 'Early Barbarina!');
    1088     end;
    1089   if Data.BehaviorFlags and bBarbarina=0 then
    1090     begin
    1091     AllHateMe:=false;
    1092     for p1:=0 to nPl-1 do
    1093       if (1 shl p1 and RO.Alive<>0) and (RO.Treaty[p1]>=trNone) then
    1094         if (RO.Treaty[p1]<trPeace) and
    1095           ((Data.RejectTurn[suContact,p1]>=0)
    1096           or (Data.RejectTurn[suPeace,p1]>=0)) then
    1097           AllHateMe:=true
    1098         else begin AllHateMe:=false; break end;
    1099     if AllHateMe then
    1100       begin
    1101       Data.BehaviorFlags:=Data.BehaviorFlags or bBarbarina_Hide;
    1102       DebugMessage(1, 'All hate me!');
    1103       end
    1104     end;
    1105 
    1106   if Data.BehaviorFlags and bBarbarina=0 then
    1107     if Barbarina_GoHidden then
    1108       begin
    1109       Data.BehaviorFlags:=Data.BehaviorFlags or bBarbarina_Hide;
    1110       DebugMessage(1, 'Barbarina!');
    1111       end;
    1112   if Data.BehaviorFlags and bBarbarina=bBarbarina_Hide then
    1113     if Barbarina_Go then
    1114       begin
    1115       Data.BehaviorFlags:=Data.BehaviorFlags or bBarbarina;
    1116       DebugMessage(1, 'Barbarina - no mercy!');
    1117       end;
    1118   end;
    1119 
    1120 {$IFDEF PERF}QueryPerformanceCounter(t1);{$ENDIF}
     1162{$IFDEF DEBUG}
     1163  fillchar(DebugMap, sizeof(DebugMap), 0);
     1164{$ENDIF}
     1165
     1166{$IFDEF PERF}
     1167  QueryPerformanceFrequency(PF);
     1168{$ENDIF}
     1169{$IFDEF PERF}
     1170  QueryPerformanceCounter(t0);
     1171{$ENDIF}
     1172
     1173  WarNations := PresenceUnknown;
     1174  for p1 := 0 to nPl - 1 do
     1175    if (p1 <> me) and (1 shl p1 and RO.Alive <> 0) and (RO.Treaty[p1] < trPeace) then
     1176      Inc(WarNations, 1 shl p1);
     1177  BombardingNations := 0;
     1178  for emix := 0 to RO.nEnemyModel - 1 do
     1179    with RO.EnemyModel[emix] do
     1180      if (Domain = dSea) and (1 shl (mcLongRange - mcFirstNonCap) and Cap <> 0) then
     1181        BombardingNations := BombardingNations or (1 shl Owner);
     1182  BombardingNations := BombardingNations and WarNations;
     1183
     1184  AnalyzeMap;
     1185  //for i:=0 to MapSize-1 do DebugMap[i]:=Formation[i];
     1186
     1187  if (Data.BehaviorFlags and bBarbarina = 0) and
     1188    (RO.Tech[ResearchOrder[Data.BehaviorFlags and bGender, 8]] < tsApplicable) then
     1189    CheckGender;
     1190
     1191  if G.Difficulty[me] < MaxDiff then // not on beginner level
     1192  begin
     1193    if (Data.LastResearchTech = adHorsebackRiding) and (RO.ResearchTech < 0) and
     1194      (random(6) = 0) and (HavePort or (ContinentPresence[0] and not
     1195      (1 shl me or PresenceUnknown) <> 0)) then
     1196    begin
     1197      Data.BehaviorFlags := Data.BehaviorFlags or bBarbarina_Hide;
     1198      DebugMessage(1, 'Early Barbarina!');
     1199    end;
     1200    if Data.BehaviorFlags and bBarbarina = 0 then
     1201    begin
     1202      AllHateMe := False;
     1203      for p1 := 0 to nPl - 1 do
     1204        if (1 shl p1 and RO.Alive <> 0) and (RO.Treaty[p1] >= trNone) then
     1205          if (RO.Treaty[p1] < trPeace) and
     1206            ((Data.RejectTurn[suContact, p1] >= 0) or
     1207            (Data.RejectTurn[suPeace, p1] >= 0)) then
     1208            AllHateMe := True
     1209          else
     1210          begin
     1211            AllHateMe := False;
     1212            break;
     1213          end;
     1214      if AllHateMe then
     1215      begin
     1216        Data.BehaviorFlags := Data.BehaviorFlags or bBarbarina_Hide;
     1217        DebugMessage(1, 'All hate me!');
     1218      end;
     1219    end;
     1220
     1221    if Data.BehaviorFlags and bBarbarina = 0 then
     1222      if Barbarina_GoHidden then
     1223      begin
     1224        Data.BehaviorFlags := Data.BehaviorFlags or bBarbarina_Hide;
     1225        DebugMessage(1, 'Barbarina!');
     1226      end;
     1227    if Data.BehaviorFlags and bBarbarina = bBarbarina_Hide then
     1228      if Barbarina_Go then
     1229      begin
     1230        Data.BehaviorFlags := Data.BehaviorFlags or bBarbarina;
     1231        DebugMessage(1, 'Barbarina - no mercy!');
     1232      end;
     1233  end;
     1234
     1235{$IFDEF PERF}
     1236  QueryPerformanceCounter(t1);
     1237{$ENDIF}
    11211238
    11221239  // better government form available?
    1123 if (Data.BehaviorFlags and bBarbarina=0) and (RO.Turn>=LeaveDespotism)
    1124   and (RO.Government<>gAnarchy) then
    1125   if IsResearched(adDemocracy) then
    1126     begin
    1127     if RO.Government<>gDemocracy then
    1128       Revolution //!!!
     1240  if (Data.BehaviorFlags and bBarbarina = 0) and (RO.Turn >= LeaveDespotism) and
     1241    (RO.Government <> gAnarchy) then
     1242    if IsResearched(adDemocracy) then
     1243    begin
     1244      if RO.Government <> gDemocracy then
     1245        Revolution; //!!!
    11291246    end
    1130   else if IsResearched(adTheRepublic) then
    1131     begin
    1132     if RO.Government<>gRepublic then
    1133       Revolution
     1247    else if IsResearched(adTheRepublic) then
     1248    begin
     1249      if RO.Government <> gRepublic then
     1250        Revolution;
    11341251    end
    1135   else if IsResearched(adMonarchy) then
    1136     begin
    1137     if RO.Government<>gMonarchy then
    1138       Revolution
    1139     end;
    1140 
    1141 CollectModelCatStat;
    1142 
    1143 if Data.BehaviorFlags and bBarbarina=bBarbarina then
    1144   begin
    1145   MakeColonyShipPlan;
    1146   Barbarina_DoTurn
     1252    else if IsResearched(adMonarchy) then
     1253    begin
     1254      if RO.Government <> gMonarchy then
     1255        Revolution;
     1256    end;
     1257
     1258  CollectModelCatStat;
     1259
     1260  if Data.BehaviorFlags and bBarbarina = bBarbarina then
     1261  begin
     1262    MakeColonyShipPlan;
     1263    Barbarina_DoTurn;
    11471264  end
    1148 else
    1149   begin
    1150   {$IFDEF PERF}QueryPerformanceCounter(t2);{$ENDIF}
    1151 
    1152   {$IFDEF PERF}QueryPerformanceCounter(t3);{$ENDIF}
    1153 
    1154   AttackAndPatrol;
    1155 
    1156   {$IFDEF PERF}QueryPerformanceCounter(t4);{$ENDIF}
    1157 
    1158   MoveUnitsHome;
    1159 
    1160   {$IFDEF PERF}QueryPerformanceCounter(t5);{$ENDIF}
    1161   end;
    1162 
    1163 ProcessSettlers;
    1164 
    1165 {$IFDEF PERF}QueryPerformanceCounter(t6);{$ENDIF}
    1166 
    1167 if Data.BehaviorFlags and bBarbarina<>0 then
    1168   Barbarina_SetCityProduction
    1169 else
    1170   SetCityProduction;
    1171 
    1172 {$IFDEF PERF}QueryPerformanceCounter(t7);{$ENDIF}
    1173 
    1174 // correct tax rate if necessary
    1175 if not IsResearched(adWheel) then
    1176   ChangeRates(0,0)
    1177 else
    1178   begin
    1179   if (RO.TaxRate=0) or (RO.Money<(TotalPopulation[me]-4)*2) then
    1180     NewTaxRate:=RO.TaxRate // don't check decreasing tax
    1181   else NewTaxRate:=RO.TaxRate-10;
    1182   while NewTaxRate<100 do
    1183     begin
    1184     SumCities(NewTaxRate,TaxSum,ScienceSum);
    1185     if RO.Money+TaxSum>=(TotalPopulation[me]-4) then break; // enough
    1186     inc(NewTaxRate,10);
    1187     end;
    1188   if NewTaxRate<>RO.TaxRate then
    1189     begin
    1190   //  {$IFDEF DEBUG}DebugMessage(3,Format('New tax rate: %d',[NewTaxRate]));{$ENDIF}
    1191     ChangeRates(NewTaxRate,0)
    1192     end;
    1193   end;
    1194 
    1195 // clean up RequestedTechs
    1196 if (Data.LastResearchTech>=0)
    1197   and (Data.LastResearchTech<>RO.ResearchTech) then // research completed
    1198   for p1:=0 to nPl-1 do
    1199     if (p1<>me) and (1 shl p1 and RO.Alive<>0)
    1200       and (RO.EnemyReport[p1].TurnOfCivilReport+TechReportOutdated>RO.Turn)
    1201       and (RO.EnemyReport[p1].Tech[Data.LastResearchTech]<tsSeen) then
     1265  else
     1266  begin
     1267  {$IFDEF PERF}
     1268    QueryPerformanceCounter(t2);
     1269{$ENDIF}
     1270
     1271  {$IFDEF PERF}
     1272    QueryPerformanceCounter(t3);
     1273{$ENDIF}
     1274
     1275    AttackAndPatrol;
     1276
     1277  {$IFDEF PERF}
     1278    QueryPerformanceCounter(t4);
     1279{$ENDIF}
     1280
     1281    MoveUnitsHome;
     1282
     1283  {$IFDEF PERF}
     1284    QueryPerformanceCounter(t5);
     1285{$ENDIF}
     1286  end;
     1287
     1288  ProcessSettlers;
     1289
     1290{$IFDEF PERF}
     1291  QueryPerformanceCounter(t6);
     1292{$ENDIF}
     1293
     1294  if Data.BehaviorFlags and bBarbarina <> 0 then
     1295    Barbarina_SetCityProduction
     1296  else
     1297    SetCityProduction;
     1298
     1299{$IFDEF PERF}
     1300  QueryPerformanceCounter(t7);
     1301{$ENDIF}
     1302
     1303  // correct tax rate if necessary
     1304  if not IsResearched(adWheel) then
     1305    ChangeRates(0, 0)
     1306  else
     1307  begin
     1308    if (RO.TaxRate = 0) or (RO.Money < (TotalPopulation[me] - 4) * 2) then
     1309      NewTaxRate := RO.TaxRate // don't check decreasing tax
     1310    else
     1311      NewTaxRate := RO.TaxRate - 10;
     1312    while NewTaxRate < 100 do
     1313    begin
     1314      SumCities(NewTaxRate, TaxSum, ScienceSum);
     1315      if RO.Money + TaxSum >= (TotalPopulation[me] - 4) then
     1316        break; // enough
     1317      Inc(NewTaxRate, 10);
     1318    end;
     1319    if NewTaxRate <> RO.TaxRate then
     1320    begin
     1321      //  {$IFDEF DEBUG}DebugMessage(3,Format('New tax rate: %d',[NewTaxRate]));{$ENDIF}
     1322      ChangeRates(NewTaxRate, 0);
     1323    end;
     1324  end;
     1325
     1326  // clean up RequestedTechs
     1327  if (Data.LastResearchTech >= 0) and (Data.LastResearchTech <> RO.ResearchTech) then
     1328    // research completed
     1329    for p1 := 0 to nPl - 1 do
     1330      if (p1 <> me) and (1 shl p1 and RO.Alive <> 0) and
     1331        (RO.EnemyReport[p1].TurnOfCivilReport + TechReportOutdated > RO.Turn) and
     1332        (RO.EnemyReport[p1].Tech[Data.LastResearchTech] < tsSeen) then
    12021333      begin // latest researched advance might be of interest to this nation
    1203       for i:=0 to nRequestedTechs-1 do
    1204         if (Data.RequestedTechs[i]>=0)
    1205           and (Data.RequestedTechs[i] shr 8 and $F=p1) then
    1206           Data.RequestedTechs[i]:=-1;
    1207       end;
    1208 if RO.ResearchTech=adMilitary then Data.LastResearchTech:=-1
    1209 else Data.LastResearchTech:=RO.ResearchTech;
    1210 for i:=0 to nRequestedTechs-1 do
    1211   if (Data.RequestedTechs[i]>=0)
    1212     and (RO.Tech[Data.RequestedTechs[i] and $FF]>=tsSeen) then
    1213     Data.RequestedTechs[i]:=-1;
    1214 
    1215 // prepare negotiation
    1216 AdvanceValuesSet:=false;
    1217 SetAdvanceValues;
     1334        for i := 0 to nRequestedTechs - 1 do
     1335          if (Data.RequestedTechs[i] >= 0) and
     1336            (Data.RequestedTechs[i] shr 8 and $F = p1) then
     1337            Data.RequestedTechs[i] := -1;
     1338      end;
     1339  if RO.ResearchTech = adMilitary then
     1340    Data.LastResearchTech := -1
     1341  else
     1342    Data.LastResearchTech := RO.ResearchTech;
     1343  for i := 0 to nRequestedTechs - 1 do
     1344    if (Data.RequestedTechs[i] >= 0) and
     1345      (RO.Tech[Data.RequestedTechs[i] and $FF] >= tsSeen) then
     1346      Data.RequestedTechs[i] := -1;
     1347
     1348  // prepare negotiation
     1349  AdvanceValuesSet := False;
     1350  SetAdvanceValues;
    12181351
    12191352
     
    12251358{$ENDIF}
    12261359
    1227 {$IFDEF PERF}DebugMessage(2,Format('t1=%d t2=%d t3=%d t4=%d t5=%d t6=%d t7=%d t8=%d t9=%d (ns)',[(t1-t0)*1000000 div PF,(t2-t1)*1000000 div PF,(t3-t2)*1000000 div PF,(t4-t3)*1000000 div PF,(t5-t4)*1000000 div PF,(t6-t5)*1000000 div PF,(t7-t6)*1000000 div PF,(t8-t7)*1000000 div PF,(t9-t8)*1000000 div PF]));{$ENDIF}
     1360{$IFDEF PERF}
     1361  DebugMessage(2, Format('t1=%d t2=%d t3=%d t4=%d t5=%d t6=%d t7=%d t8=%d t9=%d (ns)',
     1362    [(t1 - t0) * 1000000 div PF, (t2 - t1) * 1000000 div PF, (t3 - t2) *
     1363    1000000 div PF, (t4 - t3) * 1000000 div PF, (t5 - t4) * 1000000 div PF,
     1364    (t6 - t5) * 1000000 div PF, (t7 - t6) * 1000000 div PF, (t8 - t7) *
     1365    1000000 div PF, (t9 - t8) * 1000000 div PF]));
     1366{$ENDIF}
    12281367end;
    12291368
     
    12311370procedure TAI.TraceAdvanceValues(Nation: integer);
    12321371var
    1233 ad: integer;
     1372  ad: integer;
    12341373begin
    1235 for ad:=0 to nAdv-1 do
    1236   if (RO.Tech[ad]<tsSeen) and (RO.EnemyReport[Nation].Tech[ad]>=tsApplicable)
    1237     and (AdvanceValue[ad]>0) then
    1238     begin
    1239     DebugMessage(2,Format('%s (%d): +%x',
    1240       [Name_Advance[ad], Advancedness[ad], AdvanceValue[ad]]))
    1241     end
     1374  for ad := 0 to nAdv - 1 do
     1375    if (RO.Tech[ad] < tsSeen) and (RO.EnemyReport[Nation].Tech[ad] >= tsApplicable) and
     1376      (AdvanceValue[ad] > 0) then
     1377    begin
     1378      DebugMessage(2, Format('%s (%d): +%x', [Name_Advance[ad],
     1379        Advancedness[ad], AdvanceValue[ad]]));
     1380    end;
    12421381end;
     1382
    12431383{$ENDIF}
    12441384
     
    12461386procedure TAI.CheckGender;
    12471387var
    1248 p1,NewGender: integer;
     1388  p1, NewGender: integer;
    12491389begin
    1250 NewGender:=-1;
    1251 for p1:=0 to nPl-1 do
    1252   if (p1<>me) and (1 shl p1 and RO.Alive<>0)
    1253     and (RO.Treaty[p1]>=trFriendlyContact) then
    1254     if PlayerHash[me]>PlayerHash[p1] then
    1255       begin
    1256       if NewGender=bMale then
    1257         begin NewGender:=-2; break end; // ambiguous, don't change gender
    1258       NewGender:=bFemale;
     1390  NewGender := -1;
     1391  for p1 := 0 to nPl - 1 do
     1392    if (p1 <> me) and (1 shl p1 and RO.Alive <> 0) and
     1393      (RO.Treaty[p1] >= trFriendlyContact) then
     1394      if PlayerHash[me] > PlayerHash[p1] then
     1395      begin
     1396        if NewGender = bMale then
     1397        begin
     1398          NewGender := -2;
     1399          break;
     1400        end; // ambiguous, don't change gender
     1401        NewGender := bFemale;
    12591402      end
    1260     else
    1261       begin
    1262       if NewGender=bFemale then
    1263         begin NewGender:=-2; break end; // ambiguous, don't change gender
    1264       NewGender:=bMale;
    1265       end;
    1266 if (NewGender>=0) and (NewGender<>Data.BehaviorFlags and bGender) then
    1267   begin
    1268   Data.BehaviorFlags:=Data.BehaviorFlags and not bGender or NewGender;
    1269   DebugMessage(1, 'Gender:='+char(48+NewGender));
    1270   end
     1403      else
     1404      begin
     1405        if NewGender = bFemale then
     1406        begin
     1407          NewGender := -2;
     1408          break;
     1409        end; // ambiguous, don't change gender
     1410        NewGender := bMale;
     1411      end;
     1412  if (NewGender >= 0) and (NewGender <> Data.BehaviorFlags and bGender) then
     1413  begin
     1414    Data.BehaviorFlags := Data.BehaviorFlags and not bGender or NewGender;
     1415    DebugMessage(1, 'Gender:=' + char(48 + NewGender));
     1416  end;
    12711417end;
    12721418
     
    12761422  procedure RateResearchAdv(ad, Time: integer);
    12771423  var
    1278   Value: integer;
    1279   begin
    1280   if Time=0 then Value:=TechValue_ForResearch_Next
    1281   else Value:=TechValue_ForResearch-Time;
    1282   if AdvanceValue[ad]<Value then
    1283     AdvanceValue[ad]:=Value;
     1424    Value: integer;
     1425  begin
     1426    if Time = 0 then
     1427      Value := TechValue_ForResearch_Next
     1428    else
     1429      Value := TechValue_ForResearch - Time;
     1430    if AdvanceValue[ad] < Value then
     1431      AdvanceValue[ad] := Value;
    12841432  end;
    12851433
    12861434  procedure SetPreqValues(ad, Value: integer);
    12871435  begin
    1288   if (RO.Tech[ad]<tsSeen) and (ad<>RO.ResearchTech) then
    1289     begin
    1290     if AdvanceValue[ad]<Value then
    1291       AdvanceValue[ad]:=Value;
    1292     if ad=adScience then
    1293       begin
    1294       SetPreqValues(adTheology,Value-1);
    1295       SetPreqValues(adPhilosophy,Value-1);
     1436    if (RO.Tech[ad] < tsSeen) and (ad <> RO.ResearchTech) then
     1437    begin
     1438      if AdvanceValue[ad] < Value then
     1439        AdvanceValue[ad] := Value;
     1440      if ad = adScience then
     1441      begin
     1442        SetPreqValues(adTheology, Value - 1);
     1443        SetPreqValues(adPhilosophy, Value - 1);
    12961444      end
    1297     else if ad=adMassProduction then
     1445      else if ad = adMassProduction then
    12981446      // preqs should be researched now
    1299     else
    1300       begin
    1301       if AdvPreq[ad,0]>=0 then
    1302         SetPreqValues(AdvPreq[ad,0],Value-1);
    1303       if AdvPreq[ad,1]>=0 then
    1304         SetPreqValues(AdvPreq[ad,1],Value-1);
    1305       end;
    1306     end
     1447      else
     1448      begin
     1449        if AdvPreq[ad, 0] >= 0 then
     1450          SetPreqValues(AdvPreq[ad, 0], Value - 1);
     1451        if AdvPreq[ad, 1] >= 0 then
     1452          SetPreqValues(AdvPreq[ad, 1], Value - 1);
     1453      end;
     1454    end;
    13071455  end;
    13081456
    13091457  procedure RateImpPreq(iix, Value: integer);
    13101458  begin
    1311   if (Value>0) and (Imp[iix].Preq>=0) then
    1312     inc(AdvanceValue[Imp[iix].Preq],Value);
     1459    if (Value > 0) and (Imp[iix].Preq >= 0) then
     1460      Inc(AdvanceValue[Imp[iix].Preq], Value);
    13131461  end;
    13141462
    13151463var
    1316 emix,cix,adMissing,iad,ad,count,i,Time,d,CurrentCost,CurrentStrength,
    1317   MaxSize, MaxTrade: integer;
    1318 PreView,Emergency,Bombarded: boolean;
     1464  emix, cix, adMissing, iad, ad, Count, i, Time, d, CurrentCost,
     1465  CurrentStrength, MaxSize, MaxTrade: integer;
     1466  PreView, Emergency, Bombarded: boolean;
    13191467begin
    1320 if AdvanceValuesSet then exit;
    1321 AdvanceValuesSet:=true;
    1322 
    1323 fillchar(AdvanceValue,sizeof(AdvanceValue),0);
    1324 
    1325 // rate techs to ensure research progress
    1326 Time:=0;
    1327 for ad:=0 to nAdv-1 do if RO.Tech[ad]=tsSeen then inc(Time);
    1328 adMissing:=-1;
    1329 Emergency:=true;
    1330 for iad:=0 to nResearchOrder-1 do
    1331   begin
    1332   ad:=ResearchOrder[Data.BehaviorFlags and bGender,iad];
    1333   if (ad<>RO.ResearchTech) and (RO.Tech[ad]<tsSeen) then
    1334     begin
    1335     if adMissing<0 then adMissing:=ad;
    1336     RateResearchAdv(ad,Time); // unseen tech of own gender
    1337     if AdvPreq[ad,2]<>preNone then
     1468  if AdvanceValuesSet then
     1469    exit;
     1470  AdvanceValuesSet := True;
     1471
     1472  fillchar(AdvanceValue, sizeof(AdvanceValue), 0);
     1473
     1474  // rate techs to ensure research progress
     1475  Time := 0;
     1476  for ad := 0 to nAdv - 1 do
     1477    if RO.Tech[ad] = tsSeen then
     1478      Inc(Time);
     1479  adMissing := -1;
     1480  Emergency := True;
     1481  for iad := 0 to nResearchOrder - 1 do
     1482  begin
     1483    ad := ResearchOrder[Data.BehaviorFlags and bGender, iad];
     1484    if (ad <> RO.ResearchTech) and (RO.Tech[ad] < tsSeen) then
     1485    begin
     1486      if adMissing < 0 then
     1487        adMissing := ad;
     1488      RateResearchAdv(ad, Time); // unseen tech of own gender
     1489      if AdvPreq[ad, 2] <> preNone then
    13381490      begin // 2 of 3 required
    1339       count:=0;
    1340       for i:=0 to 2 do
    1341         if (AdvPreq[ad,i]=RO.ResearchTech)
    1342           or (RO.Tech[AdvPreq[ad,i]]>=tsSeen) then
    1343           inc(count);
    1344       if count>=2 then Emergency:=false
     1491        Count := 0;
     1492        for i := 0 to 2 do
     1493          if (AdvPreq[ad, i] = RO.ResearchTech) or
     1494            (RO.Tech[AdvPreq[ad, i]] >= tsSeen) then
     1495            Inc(Count);
     1496        if Count >= 2 then
     1497          Emergency := False
     1498        else
     1499        begin
     1500          if ad <> adMassProduction then // don't score third preq for MP
     1501          begin
     1502            for i := 0 to 2 do
     1503              if (AdvPreq[ad, i] <> RO.ResearchTech) and
     1504                (RO.Tech[AdvPreq[ad, i]] < tsSeen) then
     1505                RateResearchAdv(AdvPreq[ad, i], Time);
     1506          end;
     1507          Inc(Time, 2 - Count);
     1508        end;
     1509      end
    13451510      else
    1346         begin
    1347         if ad<>adMassProduction then // don't score third preq for MP
     1511      begin
     1512        Count := 0;
     1513        for i := 0 to 1 do
     1514          if (AdvPreq[ad, i] <> preNone) and (AdvPreq[ad, i] <> RO.ResearchTech) and
     1515            (RO.Tech[AdvPreq[ad, i]] < tsSeen) then
    13481516          begin
    1349           for i:=0 to 2 do
    1350             if (AdvPreq[ad,i]<>RO.ResearchTech)
    1351               and (RO.Tech[AdvPreq[ad,i]]<tsSeen) then
    1352               RateResearchAdv(AdvPreq[ad,i],Time);
     1517            RateResearchAdv(AdvPreq[ad, i], Time);
     1518            Inc(Count);
    13531519          end;
    1354         inc(Time,2-count)
    1355         end
    1356       end
    1357     else
    1358       begin
    1359       count:=0;
    1360       for i:=0 to 1 do
    1361         if (AdvPreq[ad,i]<>preNone) and (AdvPreq[ad,i]<>RO.ResearchTech)
    1362           and (RO.Tech[AdvPreq[ad,i]]<tsSeen) then
    1363           begin
    1364           RateResearchAdv(AdvPreq[ad,i],Time);
    1365           inc(count)
    1366           end;
    1367       if count=0 then Emergency:=false;
    1368       inc(Time,count);
    1369       end;
    1370     inc(Time,2);
    1371     end
    1372   end;
    1373 if Emergency and (adMissing>=0) then
    1374   begin
    1375   {$IFDEF DEBUG}DebugMessage(2, 'Research emergency: Go for'
    1376     +Name_Advance[adMissing]+' now!');{$ENDIF}
    1377   SetPreqValues(adMissing, TechValue_ForResearch_Urgent);
    1378   end;
    1379 for iad:=0 to nResearchOrder-1 do
    1380   begin
    1381   ad:=ResearchOrder[Data.BehaviorFlags and bGender xor 1,iad];
    1382   if ad=adScience then
    1383     inc(AdvanceValue[ad], 5*TechValue_ForResearch_LeaveOut)
    1384   else if LeaveOutValue[ad]>0 then
    1385     if AdvanceValue[ad]>0 then
    1386       inc(AdvanceValue[ad], LeaveOutValue[ad]*TechValue_ForResearch_LeaveOut)
    1387 //    else AdvanceValue[ad]:=1;
    1388   end;
    1389 
    1390 // rate military techs
    1391 for d:=0 to nDomains-1 do
    1392   begin
    1393   CurrentCost:=0;
    1394   CurrentStrength:=0;
    1395   for PreView:=true downto false do
    1396     for i:=0 to nUpgrade-1 do with Upgrade[d,i] do
    1397       if (Preq>=0) and not (Preq in FutureTech) then
    1398         if ((Ro.ResearchTech=Preq) or (RO.Tech[Preq]>=tsSeen)) = PreView then
    1399           if PreView then
    1400             begin
    1401             if Cost>CurrentCost then CurrentCost:=Cost;
    1402             inc(CurrentStrength, Strength);
    1403             end
    1404           else
    1405             begin // rate
    1406             if (i>0) and (Trans>0) then inc(AdvanceValue[Preq],$400);
    1407             if Cost<=CurrentCost then
    1408               inc(AdvanceValue[Preq], (4-d)*Strength*$400 div (CurrentStrength+Upgrade[d,0].Strength))
    1409             else inc(AdvanceValue[Preq], (4-d)*Strength*$200 div (CurrentStrength+Upgrade[d,0].Strength))
    1410             end;
    1411   end;
    1412 // speed
    1413 inc(AdvanceValue[adSteamEngine],$400);
    1414 inc(AdvanceValue[adNuclearPower],$400);
    1415 inc(AdvanceValue[adRocketry],$400);
    1416 // features
    1417 inc(AdvanceValue[adBallistics],$800);
    1418 inc(AdvanceValue[adCommunism],$800);
    1419 // weight
    1420 inc(AdvanceValue[adAutomobile],$800);
    1421 inc(AdvanceValue[adSteel],$800);
    1422 inc(AdvanceValue[adAdvancedFlight],$400);
    1423 
    1424 // civil non-improvement
    1425 if RO.Turn>=LeaveDespotism then
    1426   begin
    1427   inc(AdvanceValue[adDemocracy],$80*RO.nCity);
    1428   inc(AdvanceValue[adTheRepublic],$800);
    1429   end;
    1430 inc(AdvanceValue[adRailroad],$800);
    1431 // inc(AdvanceValue[adExplosives],$800); // no, has enough
    1432 inc(AdvanceValue[adBridgeBuilding],$200);
    1433 inc(AdvanceValue[adSpaceFlight],$200);
    1434 inc(AdvanceValue[adSelfContainedEnvironment],$200);
    1435 inc(AdvanceValue[adImpulseDrive],$200);
    1436 inc(AdvanceValue[adTransstellarColonization],$200);
    1437 
    1438 // city improvements
    1439 MaxSize:=0;
    1440 for cix:=0 to RO.nCity-1 do
    1441   if MyCity[cix].Size>MaxSize then
    1442     MaxSize:=MyCity[cix].Size;
    1443 if RO.Government in [gRepublic,gDemocracy,gLybertarianism] then
    1444   MaxTrade:=(MaxSize-1)*3
    1445 else MaxTrade:=(MaxSize-1)*2;
    1446 
    1447 RateImpPreq(imCourt,(RO.nCity-1)*$100);
    1448 RateImpPreq(imLibrary,(MaxTrade-10)*$180);
    1449 RateImpPreq(imMarket,(MaxTrade-10)*$140);
    1450 RateImpPreq(imUniversity,(MaxTrade-10)*$140);
    1451 RateImpPreq(imBank,(MaxTrade-10)*$100);
    1452 RateImpPreq(imObservatory,(MaxTrade-10)*$100);
    1453 RateImpPreq(imResLab,(MaxTrade-14)*$140);
    1454 RateImpPreq(imStockEx,(MaxTrade-10)*$10*(RO.nCity-1));
    1455 RateImpPreq(imHighways,(MaxSize-5)*$200);
    1456 RateImpPreq(imFactory,(MaxSize-8)*$200);
    1457 RateImpPreq(imMfgPlant,(MaxSize-8)*$1C0);
    1458 RateImpPreq(imRecycling,(MaxSize-8)*$180);
    1459 RateImpPreq(imHarbor,(MaxSize-7)*$200);
    1460 RateImpPreq(imSuperMarket,$300);
    1461 if RO.Turn>=40 then RateImpPreq(imTemple,$400);
    1462 if RO.Government<>gDespotism then
    1463   begin
    1464   RateImpPreq(imCathedral,$400);
    1465   RateImpPreq(imTheater,$400);
    1466   end;
    1467 if MaxSize>=NeedAqueductSize-1 then
    1468   begin
    1469   RateImpPreq(imAqueduct,$600);
    1470   RateImpPreq(imGrWall,$300);
    1471   end;
    1472 if cixStateImp[imPalace]>=0 then
    1473   with MyCity[cixStateImp[imPalace]] do
    1474     if (Built[imColosseum]+Built[imObservatory]>0) and (Size>=NeedSewerSize-1) then
    1475       RateImpPreq(imSewer,$400);
    1476 Bombarded:=false;
    1477 for emix:=0 to RO.nEnemyModel-1 do
    1478   if 1 shl (mcLongRange-mcFirstNonCap) and RO.EnemyModel[emix].Cap<>0 then
    1479     Bombarded:=true;
    1480 if Bombarded then
    1481   RateImpPreq(imCoastalFort,$400);
     1520        if Count = 0 then
     1521          Emergency := False;
     1522        Inc(Time, Count);
     1523      end;
     1524      Inc(Time, 2);
     1525    end;
     1526  end;
     1527  if Emergency and (adMissing >= 0) then
     1528  begin
     1529  {$IFDEF DEBUG}
     1530    DebugMessage(2, 'Research emergency: Go for' + Name_Advance[adMissing] + ' now!');
     1531{$ENDIF}
     1532    SetPreqValues(adMissing, TechValue_ForResearch_Urgent);
     1533  end;
     1534  for iad := 0 to nResearchOrder - 1 do
     1535  begin
     1536    ad := ResearchOrder[Data.BehaviorFlags and bGender xor 1, iad];
     1537    if ad = adScience then
     1538      Inc(AdvanceValue[ad], 5 * TechValue_ForResearch_LeaveOut)
     1539    else if LeaveOutValue[ad] > 0 then
     1540      if AdvanceValue[ad] > 0 then
     1541        Inc(AdvanceValue[ad], LeaveOutValue[ad] * TechValue_ForResearch_LeaveOut);
     1542    //    else AdvanceValue[ad]:=1;
     1543  end;
     1544
     1545  // rate military techs
     1546  for d := 0 to nDomains - 1 do
     1547  begin
     1548    CurrentCost := 0;
     1549    CurrentStrength := 0;
     1550    for PreView := True downto False do
     1551      for i := 0 to nUpgrade - 1 do
     1552        with Upgrade[d, i] do
     1553          if (Preq >= 0) and not (Preq in FutureTech) then
     1554            if ((Ro.ResearchTech = Preq) or (RO.Tech[Preq] >= tsSeen)) = PreView then
     1555              if PreView then
     1556              begin
     1557                if Cost > CurrentCost then
     1558                  CurrentCost := Cost;
     1559                Inc(CurrentStrength, Strength);
     1560              end
     1561              else
     1562              begin // rate
     1563                if (i > 0) and (Trans > 0) then
     1564                  Inc(AdvanceValue[Preq], $400);
     1565                if Cost <= CurrentCost then
     1566                  Inc(AdvanceValue[Preq], (4 - d) * Strength * $400 div
     1567                    (CurrentStrength + Upgrade[d, 0].Strength))
     1568                else
     1569                  Inc(AdvanceValue[Preq], (4 - d) * Strength * $200 div
     1570                    (CurrentStrength + Upgrade[d, 0].Strength));
     1571              end;
     1572  end;
     1573  // speed
     1574  Inc(AdvanceValue[adSteamEngine], $400);
     1575  Inc(AdvanceValue[adNuclearPower], $400);
     1576  Inc(AdvanceValue[adRocketry], $400);
     1577  // features
     1578  Inc(AdvanceValue[adBallistics], $800);
     1579  Inc(AdvanceValue[adCommunism], $800);
     1580  // weight
     1581  Inc(AdvanceValue[adAutomobile], $800);
     1582  Inc(AdvanceValue[adSteel], $800);
     1583  Inc(AdvanceValue[adAdvancedFlight], $400);
     1584
     1585  // civil non-improvement
     1586  if RO.Turn >= LeaveDespotism then
     1587  begin
     1588    Inc(AdvanceValue[adDemocracy], $80 * RO.nCity);
     1589    Inc(AdvanceValue[adTheRepublic], $800);
     1590  end;
     1591  Inc(AdvanceValue[adRailroad], $800);
     1592  // inc(AdvanceValue[adExplosives],$800); // no, has enough
     1593  Inc(AdvanceValue[adBridgeBuilding], $200);
     1594  Inc(AdvanceValue[adSpaceFlight], $200);
     1595  Inc(AdvanceValue[adSelfContainedEnvironment], $200);
     1596  Inc(AdvanceValue[adImpulseDrive], $200);
     1597  Inc(AdvanceValue[adTransstellarColonization], $200);
     1598
     1599  // city improvements
     1600  MaxSize := 0;
     1601  for cix := 0 to RO.nCity - 1 do
     1602    if MyCity[cix].Size > MaxSize then
     1603      MaxSize := MyCity[cix].Size;
     1604  if RO.Government in [gRepublic, gDemocracy, gLybertarianism] then
     1605    MaxTrade := (MaxSize - 1) * 3
     1606  else
     1607    MaxTrade := (MaxSize - 1) * 2;
     1608
     1609  RateImpPreq(imCourt, (RO.nCity - 1) * $100);
     1610  RateImpPreq(imLibrary, (MaxTrade - 10) * $180);
     1611  RateImpPreq(imMarket, (MaxTrade - 10) * $140);
     1612  RateImpPreq(imUniversity, (MaxTrade - 10) * $140);
     1613  RateImpPreq(imBank, (MaxTrade - 10) * $100);
     1614  RateImpPreq(imObservatory, (MaxTrade - 10) * $100);
     1615  RateImpPreq(imResLab, (MaxTrade - 14) * $140);
     1616  RateImpPreq(imStockEx, (MaxTrade - 10) * $10 * (RO.nCity - 1));
     1617  RateImpPreq(imHighways, (MaxSize - 5) * $200);
     1618  RateImpPreq(imFactory, (MaxSize - 8) * $200);
     1619  RateImpPreq(imMfgPlant, (MaxSize - 8) * $1C0);
     1620  RateImpPreq(imRecycling, (MaxSize - 8) * $180);
     1621  RateImpPreq(imHarbor, (MaxSize - 7) * $200);
     1622  RateImpPreq(imSuperMarket, $300);
     1623  if RO.Turn >= 40 then
     1624    RateImpPreq(imTemple, $400);
     1625  if RO.Government <> gDespotism then
     1626  begin
     1627    RateImpPreq(imCathedral, $400);
     1628    RateImpPreq(imTheater, $400);
     1629  end;
     1630  if MaxSize >= NeedAqueductSize - 1 then
     1631  begin
     1632    RateImpPreq(imAqueduct, $600);
     1633    RateImpPreq(imGrWall, $300);
     1634  end;
     1635  if cixStateImp[imPalace] >= 0 then
     1636    with MyCity[cixStateImp[imPalace]] do
     1637      if (Built[imColosseum] + Built[imObservatory] > 0) and
     1638        (Size >= NeedSewerSize - 1) then
     1639        RateImpPreq(imSewer, $400);
     1640  Bombarded := False;
     1641  for emix := 0 to RO.nEnemyModel - 1 do
     1642    if 1 shl (mcLongRange - mcFirstNonCap) and RO.EnemyModel[emix].Cap <> 0 then
     1643      Bombarded := True;
     1644  if Bombarded then
     1645    RateImpPreq(imCoastalFort, $400);
    14821646end;
    14831647
    14841648procedure TAI.AnalyzeMap;
    14851649var
    1486 cix,Loc,Loc1,V8,f1,p1: integer;
    1487 Adjacent: TVicinity8Loc;
     1650  cix, Loc, Loc1, V8, f1, p1: integer;
     1651  Adjacent: TVicinity8Loc;
    14881652begin
    1489 inherited AnalyzeMap;
    1490 
    1491 // collect nation presence information for continents and oceans
    1492 fillchar(ContinentPresence, sizeof(ContinentPresence), 0);
    1493 fillchar(OceanPresence, sizeof(OceanPresence), 0);
    1494 for Loc:=0 to MapSize-1 do
    1495   begin
    1496   f1:=Formation[Loc];
    1497   case f1 of
    1498     0..maxCOD-1:
    1499       begin
    1500       p1:=RO.Territory[Loc];
    1501       if p1>=0 then
    1502         if Map[Loc] and fTerrain>=fGrass then
    1503           ContinentPresence[f1]:=ContinentPresence[f1] or (1 shl p1)
    1504         else OceanPresence[f1]:=OceanPresence[f1] or (1 shl p1);
    1505       end;
    1506     nfUndiscovered:
     1653  inherited;
     1654
     1655  // collect nation presence information for continents and oceans
     1656  fillchar(ContinentPresence, sizeof(ContinentPresence), 0);
     1657  fillchar(OceanPresence, sizeof(OceanPresence), 0);
     1658  for Loc := 0 to MapSize - 1 do
     1659  begin
     1660    f1 := Formation[Loc];
     1661    case f1 of
     1662      0..maxCOD - 1:
     1663      begin
     1664        p1 := RO.Territory[Loc];
     1665        if p1 >= 0 then
     1666          if Map[Loc] and fTerrain >= fGrass then
     1667            ContinentPresence[f1] := ContinentPresence[f1] or (1 shl p1)
     1668          else
     1669            OceanPresence[f1] := OceanPresence[f1] or (1 shl p1);
     1670      end;
     1671      nfUndiscovered:
    15071672      begin // adjacent formations are not completely discovered
    1508       V8_to_Loc(Loc,Adjacent);
    1509       for V8:=0 to 7 do
    1510         begin
    1511         Loc1:=Adjacent[V8];
    1512         if Loc1>=0 then
     1673        V8_to_Loc(Loc, Adjacent);
     1674        for V8 := 0 to 7 do
     1675        begin
     1676          Loc1 := Adjacent[V8];
     1677          if Loc1 >= 0 then
    15131678          begin
    1514           f1:=Formation[Loc1];
    1515           if (f1>=0) and (f1<maxCOD) then
    1516             if Map[Loc1] and fTerrain>=fGrass then
    1517               ContinentPresence[f1]:=ContinentPresence[f1] or PresenceUnknown
    1518             else OceanPresence[f1]:=OceanPresence[f1] or PresenceUnknown
    1519           end
    1520         end
    1521       end;
    1522     nfPeace:
     1679            f1 := Formation[Loc1];
     1680            if (f1 >= 0) and (f1 < maxCOD) then
     1681              if Map[Loc1] and fTerrain >= fGrass then
     1682                ContinentPresence[f1] := ContinentPresence[f1] or PresenceUnknown
     1683              else
     1684                OceanPresence[f1] := OceanPresence[f1] or PresenceUnknown;
     1685          end;
     1686        end;
     1687      end;
     1688      nfPeace:
    15231689      begin // nation present in adjacent formations
    1524       V8_to_Loc(Loc,Adjacent);
    1525       for V8:=0 to 7 do
    1526         begin
    1527         Loc1:=Adjacent[V8];
    1528         if Loc1>=0 then
     1690        V8_to_Loc(Loc, Adjacent);
     1691        for V8 := 0 to 7 do
     1692        begin
     1693          Loc1 := Adjacent[V8];
     1694          if Loc1 >= 0 then
    15291695          begin
    1530           f1:=Formation[Loc1];
    1531           if (f1>=0) and (f1<maxCOD) then
    1532             if Map[Loc1] and fTerrain>=fGrass then
    1533               ContinentPresence[f1]:=ContinentPresence[f1]
    1534                 or (1 shl RO.Territory[Loc])
    1535             else OceanPresence[f1]:=OceanPresence[f1]
    1536               or (1 shl RO.Territory[Loc])
    1537           end
    1538         end
    1539       end;
    1540     end;
    1541   end;
    1542 
    1543 fillchar(TotalPopulation, sizeof(TotalPopulation), 0);
    1544 fillchar(ContinentPopulation, sizeof(ContinentPopulation), 0);
    1545 fillchar(DistrictPopulation, 4*nDistrict, 0);
    1546 
    1547 // count population
    1548 for cix:=0 to RO.nEnemyCity-1 do with RO.EnemyCity[cix] do if Loc>=0 then
    1549   begin
    1550   inc(TotalPopulation[Owner],Size);
    1551   if (Formation[Loc]>=0) and (Formation[Loc]<maxCOD) then
    1552     inc(ContinentPopulation[Owner,Formation[Loc]],Size);
    1553   end;
    1554 for cix:=0 to RO.nCity-1 do with RO.City[cix] do if Loc>=0 then
    1555   begin
    1556   inc(TotalPopulation[me],Size);
    1557   assert(District[Loc]>=0);
    1558   if District[Loc]<maxCOD then
    1559     inc(DistrictPopulation[District[Loc]],Size);
    1560   end;
     1696            f1 := Formation[Loc1];
     1697            if (f1 >= 0) and (f1 < maxCOD) then
     1698              if Map[Loc1] and fTerrain >= fGrass then
     1699                ContinentPresence[f1] :=
     1700                  ContinentPresence[f1] or (1 shl RO.Territory[Loc])
     1701              else
     1702                OceanPresence[f1] := OceanPresence[f1] or (1 shl RO.Territory[Loc]);
     1703          end;
     1704        end;
     1705      end;
     1706    end;
     1707  end;
     1708
     1709  fillchar(TotalPopulation, sizeof(TotalPopulation), 0);
     1710  fillchar(ContinentPopulation, sizeof(ContinentPopulation), 0);
     1711  fillchar(DistrictPopulation, 4 * nDistrict, 0);
     1712
     1713  // count population
     1714  for cix := 0 to RO.nEnemyCity - 1 do
     1715    with RO.EnemyCity[cix] do
     1716      if Loc >= 0 then
     1717      begin
     1718        Inc(TotalPopulation[Owner], Size);
     1719        if (Formation[Loc] >= 0) and (Formation[Loc] < maxCOD) then
     1720          Inc(ContinentPopulation[Owner, Formation[Loc]], Size);
     1721      end;
     1722  for cix := 0 to RO.nCity - 1 do
     1723    with RO.City[cix] do
     1724      if Loc >= 0 then
     1725      begin
     1726        Inc(TotalPopulation[me], Size);
     1727        assert(District[Loc] >= 0);
     1728        if District[Loc] < maxCOD then
     1729          Inc(DistrictPopulation[District[Loc]], Size);
     1730      end;
    15611731end;
    15621732
    15631733procedure TAI.CollectModelCatStat;
    15641734var
    1565 i,uix,Cat,mix,Quality: integer;
     1735  i, uix, Cat, mix, Quality: integer;
    15661736begin
    1567 // categorize models
    1568 for Cat:=0 to nModelCat-1 do
    1569   ModelBestQuality[Cat]:=0;
    1570 mixCaravan:=-1;
    1571 mixSlaves:=-1;
    1572 mixCruiser:=-1;
    1573 for mix:=0 to RO.nModel-1 do
    1574   begin
    1575   ModelCat[mix]:=mctNone;
    1576   if mix=1 then mixMilitia:=mix
    1577   else
    1578     case MyModel[mix].Kind of
    1579       $00..$0F: // common units
    1580         if MyModel[mix].Cap[mcNav]>0 then mixCruiser:=mix // temporary!!!
    1581         else
     1737  // categorize models
     1738  for Cat := 0 to nModelCat - 1 do
     1739    ModelBestQuality[Cat] := 0;
     1740  mixCaravan := -1;
     1741  mixSlaves := -1;
     1742  mixCruiser := -1;
     1743  for mix := 0 to RO.nModel - 1 do
     1744  begin
     1745    ModelCat[mix] := mctNone;
     1746    if mix = 1 then
     1747      mixMilitia := mix
     1748    else
     1749      case MyModel[mix].Kind of
     1750        $00..$0F: // common units
     1751          if MyModel[mix].Cap[mcNav] > 0 then
     1752            mixCruiser := mix // temporary!!!
     1753          else
    15821754          begin
    1583           RateMyModel(mix,Cat,Quality);
    1584           ModelCat[mix]:=Cat;
    1585           ModelQuality[mix]:=Quality;
    1586           if (Cat>=0) and (Quality>ModelBestQuality[Cat]) then
    1587             ModelBestQuality[Cat]:=Quality;
     1755            RateMyModel(mix, Cat, Quality);
     1756            ModelCat[mix] := Cat;
     1757            ModelQuality[mix] := Quality;
     1758            if (Cat >= 0) and (Quality > ModelBestQuality[Cat]) then
     1759              ModelBestQuality[Cat] := Quality;
    15881760          end;
    1589       mkSpecial_TownGuard: mixTownGuard:=mix;
    1590       mkSettler: mixSettlers:=mix; // engineers always have higher mix
    1591       mkCaravan: mixCaravan:=mix;
    1592       mkSlaves: mixSlaves:=mix
    1593       end
    1594   end;
    1595 
    1596 // mark obsolete models with quality=0
    1597 for mix:=0 to RO.nModel-1 do
    1598   if (MyModel[mix].Kind<$10) and (ModelCat[mix]>=0)
    1599     and (ModelQuality[mix]+MaxExistWorseThanBestModel
    1600       < ModelBestQuality[ModelCat[mix]]) then
    1601     ModelQuality[mix]:=ModelQuality[mix]-$40000000;
    1602 
    1603 OceanWithShip:=0;
    1604 if mixCruiser>=0 then
    1605   for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1606     if (Loc>=0) and (mix=mixCruiser) and (Map[Loc] and fTerrain<fGrass) then
    1607       begin
    1608       i:=Formation[Loc];
    1609       if (i>=0) and (i<maxCOD) then OceanWithShip:=OceanWithShip or (1 shl i)
    1610       end;
     1761        mkSpecial_TownGuard: mixTownGuard := mix;
     1762        mkSettler: mixSettlers := mix; // engineers always have higher mix
     1763        mkCaravan: mixCaravan := mix;
     1764        mkSlaves: mixSlaves := mix
     1765      end;
     1766  end;
     1767
     1768  // mark obsolete models with quality=0
     1769  for mix := 0 to RO.nModel - 1 do
     1770    if (MyModel[mix].Kind < $10) and (ModelCat[mix] >= 0) and
     1771      (ModelQuality[mix] + MaxExistWorseThanBestModel <
     1772      ModelBestQuality[ModelCat[mix]]) then
     1773      ModelQuality[mix] := ModelQuality[mix] - $40000000;
     1774
     1775  OceanWithShip := 0;
     1776  if mixCruiser >= 0 then
     1777    for uix := 0 to RO.nUn - 1 do
     1778      with MyUnit[uix] do
     1779        if (Loc >= 0) and (mix = mixCruiser) and (Map[Loc] and fTerrain < fGrass) then
     1780        begin
     1781          i := Formation[Loc];
     1782          if (i >= 0) and (i < maxCOD) then
     1783            OceanWithShip := OceanWithShip or (1 shl i);
     1784        end;
    16111785end;
    16121786
     
    16141788procedure TAI.MoveUnitsHome;
    16151789const
    1616 PatrolDestination=lxmax*lymax;
    1617 FirstSurplusLoop: array[mctGroundDefender..mctGroundAttacker] of integer= (2,1);
     1790  PatrolDestination = lxmax * lymax;
     1791  FirstSurplusLoop: array[mctGroundDefender..mctGroundAttacker] of integer = (2, 1);
    16181792var
    1619 Cat,i,mix,cix,uix,Loop,nModelOrder: integer;
    1620 Adjacent: TVicinity8Loc;
    1621 LocNeed: array[0..lxmax*lymax-1] of shortint;
    1622 Destination: array[0..nUmax-1] of integer;
    1623 DistrictNeed,DistrictNeed0: array[0..maxCOD-1] of integer;
    1624 ModelOrder: array[0..nMmax-1] of integer;
    1625 complete,Fortified: boolean;
     1793  Cat, i, mix, cix, uix, Loop, nModelOrder: integer;
     1794  Adjacent: TVicinity8Loc;
     1795  LocNeed: array[0..lxmax * lymax - 1] of shortint;
     1796  Destination: array[0..nUmax - 1] of integer;
     1797  DistrictNeed, DistrictNeed0: array[0..maxCOD - 1] of integer;
     1798  ModelOrder: array[0..nMmax - 1] of integer;
     1799  complete, Fortified: boolean;
    16261800
    16271801  function IsBombarded(cix: integer): boolean;
    16281802  var
    1629   Loc1,V8: integer;
    1630   Adjacent: TVicinity8Loc;
    1631   begin
    1632   result:=false;
    1633   if BombardingNations<>0 then with MyCity[cix] do
    1634     begin
    1635     V8_to_Loc(Loc,Adjacent);
    1636     for V8:=0 to 7 do
    1637       begin
    1638       Loc1:=Adjacent[V8];
    1639       if (Loc1>=0) and (Map[Loc1] and fTerrain<fGrass)
    1640         and (Formation[Loc1]>=0) and (Formation[Loc1]<maxCOD)
    1641         and (OceanPresence[Formation[Loc1]] and (BombardingNations or PresenceUnknown)<>0) then
    1642         begin result:=true; exit end
    1643       end;
    1644     end;
     1803    Loc1, V8: integer;
     1804    Adjacent: TVicinity8Loc;
     1805  begin
     1806    Result := False;
     1807    if BombardingNations <> 0 then
     1808      with MyCity[cix] do
     1809      begin
     1810        V8_to_Loc(Loc, Adjacent);
     1811        for V8 := 0 to 7 do
     1812        begin
     1813          Loc1 := Adjacent[V8];
     1814          if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) and
     1815            (Formation[Loc1] >= 0) and (Formation[Loc1] < maxCOD) and
     1816            (OceanPresence[Formation[Loc1]] and (BombardingNations or
     1817            PresenceUnknown) <> 0) then
     1818          begin
     1819            Result := True;
     1820            exit;
     1821          end;
     1822        end;
     1823      end;
    16451824  end;
    16461825
    16471826  procedure TryUtilize(uix: integer);
    16481827  var
    1649   cix, ProdCost, UtilizeCost: integer;
    1650   begin
    1651   if (MyUnit[uix].Health=100)
    1652     and (Map[MyUnit[uix].Loc] and (fCity or fOwned)=fCity or fOwned) then
    1653     begin
    1654     City_FindMyCity(MyUnit[uix].Loc,cix);
    1655     with MyCity[cix] do if Project and cpImp=0 then
    1656       begin
    1657       ProdCost:=MyModel[Project and cpIndex].Cost;
    1658       UtilizeCost:=MyModel[MyUnit[uix].mix].Cost;
    1659       if Prod<(ProdCost-UtilizeCost*2 div 3)*BuildCostMod[G.Difficulty[me]] div 12 then
    1660         Unit_Disband(uix);
    1661       end
    1662     end
     1828    cix, ProdCost, UtilizeCost: integer;
     1829  begin
     1830    if (MyUnit[uix].Health = 100) and (Map[MyUnit[uix].Loc] and
     1831      (fCity or fOwned) = fCity or fOwned) then
     1832    begin
     1833      City_FindMyCity(MyUnit[uix].Loc, cix);
     1834      with MyCity[cix] do
     1835        if Project and cpImp = 0 then
     1836        begin
     1837          ProdCost := MyModel[Project and cpIndex].Cost;
     1838          UtilizeCost := MyModel[MyUnit[uix].mix].Cost;
     1839          if Prod < (ProdCost - UtilizeCost * 2 div 3) *
     1840            BuildCostMod[G.Difficulty[me]] div 12 then
     1841            Unit_Disband(uix);
     1842        end;
     1843    end;
    16631844  end;
    16641845
    16651846  procedure FindDestination(uix: integer);
    16661847  var
    1667   MoveStyle,V8,Loc1,Time,NextLoc,NextTime,RecoverTurns: integer;
    1668   Reached: array[0..lxmax*lymax-1] of boolean;
    1669   begin
    1670   fillchar(Reached, MapSize, false);
    1671   Pile.Create(MapSize);
    1672   with MyUnit[uix] do
    1673     begin
    1674     Pile.Put(Loc, $800-Movement);
    1675     MoveStyle:=GetMyMoveStyle(mix, 100);
    1676     end;
    1677   while Pile.Get(Loc1, Time) do
    1678     begin
    1679     if LocNeed[Loc1]>0 then
    1680       begin
    1681       LocNeed[Loc1]:=0;
    1682       if (District[Loc1]>=0) and (District[Loc1]<maxCOD) then
    1683         begin
    1684         assert(DistrictNeed[District[Loc1]]>0);
    1685         dec(DistrictNeed[District[Loc1]]);
    1686         end;
    1687       Destination[uix]:=Loc1;
    1688       break;
    1689       end;
    1690     Reached[Loc1]:=true;
    1691     V8_to_Loc(Loc1, Adjacent);
    1692     for V8:=0 to 7 do
    1693       begin
    1694       NextLoc:=Adjacent[V8];
    1695       if (NextLoc>=0) and not Reached[NextLoc] and (RO.Territory[NextLoc]=me) then
    1696         case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns, Map[Loc1], Map[NextLoc], false) of
    1697           csOk:
    1698             Pile.Put(NextLoc, NextTime);
    1699           csForbiddenTile:
    1700             Reached[NextLoc]:=true; // don't check moving there again
    1701           csCheckTerritory:
    1702             assert(false);
    1703           end
    1704       end;
    1705     end;
    1706   Pile.Free;
     1848    MoveStyle, V8, Loc1, Time, NextLoc, NextTime, RecoverTurns: integer;
     1849    Reached: array[0..lxmax * lymax - 1] of boolean;
     1850  begin
     1851    fillchar(Reached, MapSize, False);
     1852    Pile.Create(MapSize);
     1853    with MyUnit[uix] do
     1854    begin
     1855      Pile.Put(Loc, $800 - Movement);
     1856      MoveStyle := GetMyMoveStyle(mix, 100);
     1857    end;
     1858    while Pile.Get(Loc1, Time) do
     1859    begin
     1860      if LocNeed[Loc1] > 0 then
     1861      begin
     1862        LocNeed[Loc1] := 0;
     1863        if (District[Loc1] >= 0) and (District[Loc1] < maxCOD) then
     1864        begin
     1865          assert(DistrictNeed[District[Loc1]] > 0);
     1866          Dec(DistrictNeed[District[Loc1]]);
     1867        end;
     1868        Destination[uix] := Loc1;
     1869        break;
     1870      end;
     1871      Reached[Loc1] := True;
     1872      V8_to_Loc(Loc1, Adjacent);
     1873      for V8 := 0 to 7 do
     1874      begin
     1875        NextLoc := Adjacent[V8];
     1876        if (NextLoc >= 0) and not Reached[NextLoc] and (RO.Territory[NextLoc] = me) then
     1877          case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns,
     1878              Map[Loc1], Map[NextLoc], False) of
     1879            csOk:
     1880              Pile.Put(NextLoc, NextTime);
     1881            csForbiddenTile:
     1882              Reached[NextLoc] := True; // don't check moving there again
     1883            csCheckTerritory:
     1884              assert(False);
     1885          end;
     1886      end;
     1887    end;
     1888    Pile.Free;
    17071889  end;
    17081890
    17091891begin
    1710 if not (RO.Government in [gAnarchy, gDespotism]) then // utilize townguards
    1711   for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1712     if (Loc>=0) and (Master<0) and (mix=mixTownGuard) then
    1713     Unit_Disband(uix);
    1714 
    1715 fillchar(UnitLack,sizeof(UnitLack),0);
    1716 fillchar(Destination, 4*RO.nUn, $FF);
    1717 for i:=0 to maxCOD-1 do
    1718   if uixPatrol[i]>=0 then
    1719     Destination[uixPatrol[i]]:=PatrolDestination;
    1720 for uix:=0 to RO.nUn-1 do
    1721   if (MyUnit[uix].mix=mixMilitia) or (MyUnit[uix].mix=mixCruiser) then
    1722     Destination[uix]:=PatrolDestination;
    1723 
    1724 // distribute attackers and defenders
    1725 for Cat:=mctGroundDefender to mctGroundAttacker do
    1726   begin
    1727   nModelOrder:=0;
    1728   for mix:=0 to Ro.nModel-1 do
    1729     if ModelCat[mix]=Cat then
    1730       begin
    1731       i:=nModelOrder;
    1732       while (i>0) and (ModelQuality[mix]<ModelQuality[ModelOrder[i-1]]) do
    1733         begin ModelOrder[i]:=ModelOrder[i-1]; dec(i) end;
    1734       ModelOrder[i]:=mix;
    1735       inc(nModelOrder);
    1736       end;
    1737 
    1738   Loop:=0;
     1892  if not (RO.Government in [gAnarchy, gDespotism]) then // utilize townguards
     1893    for uix := 0 to RO.nUn - 1 do
     1894      with MyUnit[uix] do
     1895        if (Loc >= 0) and (Master < 0) and (mix = mixTownGuard) then
     1896          Unit_Disband(uix);
     1897
     1898  fillchar(UnitLack, sizeof(UnitLack), 0);
     1899  fillchar(Destination, 4 * RO.nUn, $FF);
     1900  for i := 0 to maxCOD - 1 do
     1901    if uixPatrol[i] >= 0 then
     1902      Destination[uixPatrol[i]] := PatrolDestination;
     1903  for uix := 0 to RO.nUn - 1 do
     1904    if (MyUnit[uix].mix = mixMilitia) or (MyUnit[uix].mix = mixCruiser) then
     1905      Destination[uix] := PatrolDestination;
     1906
     1907  // distribute attackers and defenders
     1908  for Cat := mctGroundDefender to mctGroundAttacker do
     1909  begin
     1910    nModelOrder := 0;
     1911    for mix := 0 to Ro.nModel - 1 do
     1912      if ModelCat[mix] = Cat then
     1913      begin
     1914        i := nModelOrder;
     1915        while (i > 0) and (ModelQuality[mix] < ModelQuality[ModelOrder[i - 1]]) do
     1916        begin
     1917          ModelOrder[i] := ModelOrder[i - 1];
     1918          Dec(i);
     1919        end;
     1920        ModelOrder[i] := mix;
     1921        Inc(nModelOrder);
     1922      end;
     1923
     1924    Loop := 0;
     1925    repeat
     1926      if Loop = FirstSurplusLoop[Cat] then
     1927        for uix := 0 to RO.nUn - 1 do
     1928          with MyUnit[uix] do
     1929            if (Loc >= 0) and (Destination[uix] < 0) and (Master < 0) and
     1930              (ModelCat[mix] = Cat) and (ModelQuality[mix] < 0) then
     1931              TryUtilize(uix);
     1932
     1933      fillchar(LocNeed, MapSize, 0);
     1934      fillchar(DistrictNeed, sizeof(DistrictNeed), 0);
     1935
     1936      for cix := 0 to RO.nCity - 1 do
     1937        with MyCity[cix] do
     1938          if Loc >= 0 then
     1939            if ((Cat <> mctGroundDefender) or (Loop <> 0) or IsBombarded(cix)) and
     1940              ((Loop <> FirstSurplusLoop[Cat]) or
     1941              (Built[imBarracks] + Built[imMilAcademy] > 0)) and
     1942              ((Loop <> FirstSurplusLoop[Cat] + 1) or
     1943              (Built[imBarracks] + Built[imMilAcademy] = 0)) then
     1944            begin
     1945              LocNeed[Loc] := 1;
     1946              if (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     1947              begin
     1948                Inc(DistrictNeed[District[Loc]]);
     1949                if Loop < FirstSurplusLoop[Cat] then
     1950                  Inc(UnitLack[District[Loc], Cat]);
     1951              end;
     1952            end;
     1953
     1954      if Loop = 0 then // protect city building sites
     1955        for uix := 0 to RO.nUn - 1 do
     1956          with MyUnit[uix] do
     1957            if (Loc >= 0) and (Job = jCity) and (RO.Territory[Loc] = me) then
     1958            begin
     1959              LocNeed[Loc] := 1;
     1960              if (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     1961                Inc(DistrictNeed[District[Loc]]);
     1962            end;
     1963
     1964      complete := Loop >= FirstSurplusLoop[Cat];
     1965      for i := nModelOrder - 1 downto 0 do
     1966      begin
     1967        for Fortified := True downto False do
     1968          for uix := 0 to RO.nUn - 1 do
     1969            with MyUnit[uix] do
     1970              if (mix = ModelOrder[i]) and (Loc >= 0) and
     1971                (Destination[uix] < 0) and (Master < 0) and
     1972                ((Flags and unFortified <> 0) = Fortified) and (LocNeed[Loc] > 0) then
     1973              begin
     1974                LocNeed[Loc] := 0;
     1975                if (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     1976                  Dec(DistrictNeed[District[Loc]]);
     1977                Destination[uix] := Loc;
     1978                complete := False;
     1979              end;
     1980
     1981        for uix := 0 to RO.nUn - 1 do
     1982          with MyUnit[uix] do
     1983            if (mix = ModelOrder[i]) and (Loc >= 0) and (Destination[uix] < 0) and
     1984              (Master < 0) then
     1985              if (District[Loc] >= 0) and (District[Loc] < maxCOD) and
     1986                (DistrictNeed[District[Loc]] = 0) then
     1987              else
     1988              begin // unassigned unit
     1989                FindDestination(uix);
     1990                if Destination[uix] >= 0 then
     1991                  complete := False;
     1992              end;
     1993      end;
     1994      Inc(Loop)
     1995    until complete;
     1996  end;
     1997
     1998  // distribute obsolete settlers
    17391999  repeat
    1740     if Loop=FirstSurplusLoop[Cat] then
    1741       for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1742         if (Loc>=0) and (Destination[uix]<0) and (Master<0)
    1743           and (ModelCat[mix]=Cat)
    1744           and (ModelQuality[mix]<0) then
    1745           TryUtilize(uix);
    1746 
    17472000    fillchar(LocNeed, MapSize, 0);
    17482001    fillchar(DistrictNeed, sizeof(DistrictNeed), 0);
    17492002
    1750     for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    1751       if ((Cat<>mctGroundDefender) or (Loop<>0) or IsBombarded(cix))
    1752         and ((Loop<>FirstSurplusLoop[Cat]) or (Built[imBarracks]+Built[imMilAcademy]>0))
    1753         and ((Loop<>FirstSurplusLoop[Cat]+1) or (Built[imBarracks]+Built[imMilAcademy]=0)) then
    1754         begin
    1755         LocNeed[Loc]:=1;
    1756         if (District[Loc]>=0) and (District[Loc]<maxCOD) then
     2003    for cix := 0 to RO.nCity - 1 do
     2004      with MyCity[cix] do
     2005        if Loc >= 0 then
     2006          if (Built[imSewer] > 0) or (Built[imAqueduct] > 0) and
     2007            (Size <= NeedSewerSize - 2) or (Size <= NeedAqueductSize - 2) or
     2008            (Project = mixSettlers) then
    17572009          begin
    1758           inc(DistrictNeed[District[Loc]]);
    1759           if Loop<FirstSurplusLoop[Cat] then
    1760             inc(UnitLack[District[Loc],Cat])
    1761           end
    1762         end;
    1763 
    1764     if Loop=0 then // protect city building sites
    1765       for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1766         if (Loc>=0) and (Job=jCity) and (RO.Territory[Loc]=me) then
    1767           begin
    1768           LocNeed[Loc]:=1;
    1769           if (District[Loc]>=0) and (District[Loc]<maxCOD) then
    1770             inc(DistrictNeed[District[Loc]]);
     2010            LocNeed[Loc] := 1;
     2011            if (District[Loc] >= 0) and (District[Loc] < maxCOD) then
     2012              Inc(DistrictNeed[District[Loc]]);
    17712013          end;
    1772 
    1773     complete:= Loop>=FirstSurplusLoop[Cat];
    1774     for i:=nModelOrder-1 downto 0 do
    1775       begin
    1776       for Fortified:=true downto false do
    1777         for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1778           if (mix=ModelOrder[i])
    1779             and (Loc>=0) and (Destination[uix]<0) and (Master<0)
    1780             and ((Flags and unFortified<>0) = Fortified)
    1781             and (LocNeed[Loc]>0) then
     2014    DistrictNeed0 := DistrictNeed;
     2015
     2016    complete := True;
     2017    for uix := 0 to RO.nUn - 1 do
     2018      with MyUnit[uix] do
     2019        if (Loc >= 0) and (Destination[uix] < 0) and (Master < 0) then
     2020          if (MyModel[mix].Kind = mkSettler) and (mix <> mixSettlers) and
     2021            (Job = jNone) then
     2022            if (District[Loc] >= 0) and (District[Loc] < maxCOD) and
     2023              (DistrictNeed[District[Loc]] = 0) then
    17822024            begin
    1783             LocNeed[Loc]:=0;
    1784             if (District[Loc]>=0) and (District[Loc]<maxCOD) then
    1785               dec(DistrictNeed[District[Loc]]);
    1786             Destination[uix]:=Loc;
    1787             complete:=false;
     2025              if DistrictNeed0[District[Loc]] > 0 then
     2026                complete := False;
     2027            end
     2028            else
     2029            begin // unassigned unit
     2030              FindDestination(uix);
     2031              //          if (Destination[uix]<0) and (RO.Territory[Loc]=me) then
     2032              //            complete:=false; // causes hangup when unit can't move due to zoc
    17882033            end;
    1789 
    1790       for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1791         if (mix=ModelOrder[i])
    1792           and (Loc>=0) and (Destination[uix]<0) and (Master<0) then
    1793           if (District[Loc]>=0) and (District[Loc]<maxCOD)
    1794             and (DistrictNeed[District[Loc]]=0) then
    1795           else
    1796             begin // unassigned unit
    1797             FindDestination(uix);
    1798             if Destination[uix]>=0 then complete:=false;
    1799             end;
    1800       end;
    1801     inc(Loop)
    18022034  until complete;
    1803   end;
    1804 
    1805 // distribute obsolete settlers
    1806 repeat
    1807   fillchar(LocNeed, MapSize, 0);
    1808   fillchar(DistrictNeed, sizeof(DistrictNeed), 0);
    1809 
    1810   for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    1811     if (Built[imSewer]>0)
    1812       or (Built[imAqueduct]>0) and (Size<=NeedSewerSize-2)
    1813       or (Size<=NeedAqueductSize-2)
    1814       or (Project=mixSettlers) then
    1815       begin
    1816       LocNeed[Loc]:=1;
    1817       if (District[Loc]>=0) and (District[Loc]<maxCOD) then
    1818         inc(DistrictNeed[District[Loc]]);
    1819       end;
    1820   DistrictNeed0:=DistrictNeed;
    1821 
    1822   complete:=true;
    1823   for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1824     if (Loc>=0) and (Destination[uix]<0) and (Master<0) then
    1825       if (MyModel[mix].Kind=mkSettler) and (mix<>mixSettlers)
    1826         and (Job=jNone) then
    1827         if (District[Loc]>=0) and (District[Loc]<maxCOD)
    1828           and (DistrictNeed[District[Loc]]=0) then
    1829           begin
    1830           if DistrictNeed0[District[Loc]]>0 then
    1831             complete:=false
    1832           end
    1833         else
    1834           begin // unassigned unit
    1835           FindDestination(uix);
    1836 //          if (Destination[uix]<0) and (RO.Territory[Loc]=me) then
    1837 //            complete:=false; // causes hangup when unit can't move due to zoc
    1838           end;
    1839 until complete;
    1840 
    1841 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do if Loc>=0 then
    1842   if Destination[uix]<0 then
    1843     begin
    1844     if (MyModel[mix].Kind<>mkSettler) and (MyModel[mix].Kind<>mkSlaves)
    1845       and (Master<0) and (Map[Loc] and fCity=0) then
    1846       Unit_MoveEx(uix, maNextCity);
    1847     end
    1848   else if (Destination[uix]<>PatrolDestination) and (Loc<>Destination[uix]) then
    1849     Unit_MoveEx(uix, Destination[uix]);
    1850 
    1851 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1852   if (Loc>=0) and (RO.Territory[Loc]=me)
    1853     and (District[Loc]>=0) and (District[Loc]<maxCOD)
    1854     and (ModelQuality[mix]>0) then
    1855     case ModelCat[mix] of
    1856       mctGroundDefender,mctGroundAttacker:
    1857         dec(UnitLack[District[Loc],ModelCat[mix]])
    1858       end;
     2035
     2036  for uix := 0 to RO.nUn - 1 do
     2037    with MyUnit[uix] do
     2038      if Loc >= 0 then
     2039        if Destination[uix] < 0 then
     2040        begin
     2041          if (MyModel[mix].Kind <> mkSettler) and (MyModel[mix].Kind <> mkSlaves) and
     2042            (Master < 0) and (Map[Loc] and fCity = 0) then
     2043            Unit_MoveEx(uix, maNextCity);
     2044        end
     2045        else if (Destination[uix] <> PatrolDestination) and
     2046          (Loc <> Destination[uix]) then
     2047          Unit_MoveEx(uix, Destination[uix]);
     2048
     2049  for uix := 0 to RO.nUn - 1 do
     2050    with MyUnit[uix] do
     2051      if (Loc >= 0) and (RO.Territory[Loc] = me) and (District[Loc] >= 0) and
     2052        (District[Loc] < maxCOD) and (ModelQuality[mix] > 0) then
     2053        case ModelCat[mix] of
     2054          mctGroundDefender, mctGroundAttacker:
     2055            Dec(UnitLack[District[Loc], ModelCat[mix]])
     2056        end;
    18592057end; // MoveUnitsHome
    18602058
     
    18622060procedure TAI.CheckAttack(uix: integer);
    18632061var
    1864 AttackScore,BestCount,AttackLoc,TestLoc,NextLoc,TestTime,V8,
    1865   TestScore,euix,MyDamage,EnemyDamage,OldLoc,
    1866   AttackForecast,MoveResult,AttackResult,MoveStyle,NextTime,RecoverTurns: integer;
    1867 Tile: Cardinal;
    1868 Exhausted: boolean;
    1869 Adjacent: TVicinity8Loc;
    1870 Reached: array[0..lxmax*lymax-1] of boolean;
     2062  AttackScore, BestCount, AttackLoc, TestLoc, NextLoc, TestTime, V8,
     2063  TestScore, euix, MyDamage, EnemyDamage, OldLoc, AttackForecast,
     2064  MoveResult, AttackResult, MoveStyle, NextTime, RecoverTurns: integer;
     2065  Tile: cardinal;
     2066  Exhausted: boolean;
     2067  Adjacent: TVicinity8Loc;
     2068  Reached: array[0..lxmax * lymax - 1] of boolean;
    18712069
    18722070begin
    1873 with MyUnit[uix] do
    1874   begin
    1875   MoveStyle:=GetMyMoveStyle(mix,Health);
    1876   repeat
    1877     AttackScore:=-999999;
    1878     AttackLoc:=-1;
    1879     fillchar(Reached, MapSize, false);
    1880     Pile.Create(MapSize);
    1881     Pile.Put(Loc, $800-Movement); // start search for something to do at current location
    1882     while Pile.Get(TestLoc,TestTime) do
    1883       begin
    1884       TestScore:=0;
    1885       Tile:=Map[TestLoc];
    1886       Reached[TestLoc]:=true;
    1887 
    1888       if ((Tile and fUnit)<>0) and ((Tile and fOwned)=0) then
     2071  with MyUnit[uix] do
     2072  begin
     2073    MoveStyle := GetMyMoveStyle(mix, Health);
     2074    repeat
     2075      AttackScore := -999999;
     2076      AttackLoc := -1;
     2077      fillchar(Reached, MapSize, False);
     2078      Pile.Create(MapSize);
     2079      Pile.Put(Loc, $800 - Movement);
     2080      // start search for something to do at current location
     2081      while Pile.Get(TestLoc, TestTime) do
     2082      begin
     2083        TestScore := 0;
     2084        Tile := Map[TestLoc];
     2085        Reached[TestLoc] := True;
     2086
     2087        if ((Tile and fUnit) <> 0) and ((Tile and fOwned) = 0) then
    18892088        begin // enemy unit
    1890         assert(TestTime<$1000);
    1891         Unit_FindEnemyDefender(TestLoc,euix);
    1892         if RO.Treaty[RO.EnemyUn[euix].Owner]<trPeace then
    1893           if Unit_AttackForecast(uix,TestLoc,$800-TestTime,AttackForecast) then
     2089          assert(TestTime < $1000);
     2090          Unit_FindEnemyDefender(TestLoc, euix);
     2091          if RO.Treaty[RO.EnemyUn[euix].Owner] < trPeace then
     2092            if Unit_AttackForecast(uix, TestLoc, $800 - TestTime, AttackForecast) then
    18942093            begin // attack possible, but advantageous?
    1895             if AttackForecast=0 then
     2094              if AttackForecast = 0 then
    18962095              begin // enemy unit would be destroyed
    1897               MyDamage:=Health+DestroyBonus;
    1898               EnemyDamage:=RO.EnemyUn[euix].Health+DestroyBonus;
     2096                MyDamage := Health + DestroyBonus;
     2097                EnemyDamage := RO.EnemyUn[euix].Health + DestroyBonus;
    18992098              end
    1900             else if AttackForecast>0 then
     2099              else if AttackForecast > 0 then
    19012100              begin // enemy unit would be destroyed
    1902               MyDamage:=Health-AttackForecast;
    1903               EnemyDamage:=RO.EnemyUn[euix].Health+DestroyBonus;
     2101                MyDamage := Health - AttackForecast;
     2102                EnemyDamage := RO.EnemyUn[euix].Health + DestroyBonus;
    19042103              end
    1905             else // own unit would be destroyed
     2104              else // own unit would be destroyed
    19062105              begin
    1907               MyDamage:=Health+DestroyBonus;
    1908               EnemyDamage:=RO.EnemyUn[euix].Health+AttackForecast;
     2106                MyDamage := Health + DestroyBonus;
     2107                EnemyDamage := RO.EnemyUn[euix].Health + AttackForecast;
    19092108              end;
    1910             TestScore:=Aggressive*2
    1911               *(EnemyDamage*RO.EnemyModel[RO.EnemyUn[euix].emix].Cost)
    1912               div (MyDamage*MyModel[mix].Cost);
    1913             if TestScore<=100 then TestScore:=0 // own losses exceed enemy losses, no good
    1914             else
     2109              TestScore := Aggressive * 2 *
     2110                (EnemyDamage * RO.EnemyModel[RO.EnemyUn[euix].emix].Cost) div
     2111                (MyDamage * MyModel[mix].Cost);
     2112              if TestScore <= 100 then
     2113                TestScore := 0 // own losses exceed enemy losses, no good
     2114              else
    19152115              begin
    1916               if TestScore>AttackScore then
    1917                 BestCount:=0;
    1918               if TestScore>=AttackScore then
     2116                if TestScore > AttackScore then
     2117                  BestCount := 0;
     2118                if TestScore >= AttackScore then
    19192119                begin
    1920                 inc(BestCount);
    1921                 if random(BestCount)=0 then
     2120                  Inc(BestCount);
     2121                  if random(BestCount) = 0 then
    19222122                  begin
    1923                   AttackScore:=TestScore;
    1924                   AttackLoc:=TestLoc;
    1925                   end
     2123                    AttackScore := TestScore;
     2124                    AttackLoc := TestLoc;
     2125                  end;
    19262126                end;
    1927               end
     2127              end;
    19282128            end;
    19292129        end // enemy unit
    19302130
    1931       else if ((Tile and fCity)<>0) and ((Tile and fOwned)=0) then
     2131        else if ((Tile and fCity) <> 0) and ((Tile and fOwned) = 0) then
    19322132        // enemy city
    19332133
    1934       else
     2134        else
    19352135        begin // no enemy city or unit here
    1936         V8_to_Loc(TestLoc,Adjacent);
    1937         for V8:=0 to 7 do
     2136          V8_to_Loc(TestLoc, Adjacent);
     2137          for V8 := 0 to 7 do
    19382138          begin
    1939           NextLoc:=Adjacent[V8];
    1940           if (NextLoc>=0) and not Reached[NextLoc]
    1941             and (Map[NextLoc] and fTerrain<>fUNKNOWN) then
    1942             if Map[NextLoc] and (fUnit or fOwned)=fUnit then
    1943               Pile.Put(NextLoc, TestTime) // foreign unit!
    1944             else case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
    1945               RecoverTurns, Map[Loc], Map[NextLoc], true) of
    1946               csOk,csCheckTerritory:
    1947                 if NextTime<$1000 then Pile.Put(NextLoc, NextTime);
    1948               csForbiddenTile:
    1949                 Reached[NextLoc]:=true; // don't check moving there again
    1950               end
     2139            NextLoc := Adjacent[V8];
     2140            if (NextLoc >= 0) and not Reached[NextLoc] and
     2141              (Map[NextLoc] and fTerrain <> fUNKNOWN) then
     2142              if Map[NextLoc] and (fUnit or fOwned) = fUnit then
     2143                Pile.Put(NextLoc, TestTime) // foreign unit!
     2144              else
     2145                case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     2146                    RecoverTurns, Map[Loc], Map[NextLoc], True) of
     2147                  csOk, csCheckTerritory:
     2148                    if NextTime < $1000 then
     2149                      Pile.Put(NextLoc, NextTime);
     2150                  csForbiddenTile:
     2151                    Reached[NextLoc] := True; // don't check moving there again
     2152                end;
    19512153          end;
    19522154        end; // no enemy city or unit here
    19532155      end; // while Pile.Get
    1954     Pile.Free;
    1955 
    1956     if AttackLoc>=0 then
    1957       begin
    1958       OldLoc:=Loc;
    1959       MoveResult:=Unit_Move(uix,AttackLoc);
    1960       Exhausted:= (Loc=OldLoc)
    1961         or ((MoveResult and (rMoreTurns or rUnitRemoved))<>0);
    1962       if MoveResult and rLocationReached<>0 then
    1963         if Movement<100 then
    1964           Exhausted:=true
    1965         else
     2156      Pile.Free;
     2157
     2158      if AttackLoc >= 0 then
     2159      begin
     2160        OldLoc := Loc;
     2161        MoveResult := Unit_Move(uix, AttackLoc);
     2162        Exhausted := (Loc = OldLoc) or
     2163          ((MoveResult and (rMoreTurns or rUnitRemoved)) <> 0);
     2164        if MoveResult and rLocationReached <> 0 then
     2165          if Movement < 100 then
     2166            Exhausted := True
     2167          else
    19662168          begin
    1967           AttackResult:=Unit_Attack(uix,AttackLoc);
    1968           Exhausted:= ((AttackResult and rExecuted)=0)
    1969             or ((AttackResult and rUnitRemoved)<>0);
     2169            AttackResult := Unit_Attack(uix, AttackLoc);
     2170            Exhausted := ((AttackResult and rExecuted) = 0) or
     2171              ((AttackResult and rUnitRemoved) <> 0);
    19702172          end;
    19712173      end
    1972     else Exhausted:=true;
    1973   until Exhausted;
     2174      else
     2175        Exhausted := True;
     2176    until Exhausted;
    19742177  end;
    19752178end; // CheckAttack
     
    19782181procedure TAI.Patrol(uix: integer);
    19792182const
    1980 DistanceScore=4;
     2183  DistanceScore = 4;
    19812184var
    1982 PatrolScore,BestCount,PatrolLoc,TestLoc,NextLoc,TestTime,V8,
    1983   TestScore,OldLoc,MoveResult,MoveStyle,NextTime,RecoverTurns: integer;
    1984 Tile: Cardinal;
    1985 Exhausted,CaptureOnly: boolean;
    1986 Adjacent: TVicinity8Loc;
    1987 AdjacentUnknown: array[0..lxmax*lymax-1] of shortint;
     2185  PatrolScore, BestCount, PatrolLoc, TestLoc, NextLoc, TestTime, V8,
     2186  TestScore, OldLoc, MoveResult, MoveStyle, NextTime, RecoverTurns: integer;
     2187  Tile: cardinal;
     2188  Exhausted, CaptureOnly: boolean;
     2189  Adjacent: TVicinity8Loc;
     2190  AdjacentUnknown: array[0..lxmax * lymax - 1] of shortint;
    19882191
    19892192begin
    1990 with MyUnit[uix] do
    1991   begin
    1992   CaptureOnly:= ((100-Health)*Terrain[Map[Loc] and fTerrain].Defense>60)
    1993     and not (Map[Loc] and fTerrain in [fOcean, fShore, fArctic, fDesert]);
    1994   MoveStyle:=GetMyMoveStyle(mix, Health);
    1995   repeat
    1996     PatrolScore:=-999999;
    1997     PatrolLoc:=-1;
    1998     FillChar(AdjacentUnknown,MapSize,$FF); // -1, indicates tiles not checked yet
    1999     Pile.Create(MapSize);
    2000     Pile.Put(Loc, $800-Movement);
    2001     while Pile.Get(TestLoc,TestTime) do
    2002       begin
    2003       if (50*$1000-DistanceScore*TestTime<=PatrolScore) // assume a score of 50 is the best achievable
    2004         or CaptureOnly and (TestTime>=$1000) then
    2005         break;
    2006 
    2007       TestScore:=0;
    2008       Tile:=Map[TestLoc];
    2009       AdjacentUnknown[TestLoc]:=0;
    2010 
    2011       if ((Tile and fUnit)<>0) and ((Tile and fOwned)=0) then
     2193  with MyUnit[uix] do
     2194  begin
     2195    CaptureOnly := ((100 - Health) * Terrain[Map[Loc] and fTerrain].Defense > 60) and
     2196      not (Map[Loc] and fTerrain in [fOcean, fShore, fArctic, fDesert]);
     2197    MoveStyle := GetMyMoveStyle(mix, Health);
     2198    repeat
     2199      PatrolScore := -999999;
     2200      PatrolLoc := -1;
     2201      FillChar(AdjacentUnknown, MapSize, $FF); // -1, indicates tiles not checked yet
     2202      Pile.Create(MapSize);
     2203      Pile.Put(Loc, $800 - Movement);
     2204      while Pile.Get(TestLoc, TestTime) do
     2205      begin
     2206        if (50 * $1000 - DistanceScore * TestTime <= PatrolScore)
     2207          // assume a score of 50 is the best achievable
     2208          or CaptureOnly and (TestTime >= $1000) then
     2209          break;
     2210
     2211        TestScore := 0;
     2212        Tile := Map[TestLoc];
     2213        AdjacentUnknown[TestLoc] := 0;
     2214
     2215        if ((Tile and fUnit) <> 0) and ((Tile and fOwned) = 0) then
    20122216        // enemy unit
    20132217
    2014       else if ((Tile and fCity)<>0) and ((Tile and fOwned)=0) then
    2015         begin
    2016         if ((Tile and fObserved)<>0)
    2017           and (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0)
    2018           and ((RO.Territory[TestLoc]<0) // happens only for unobserved cities of extinct tribes, new owner unknown
    2019             or (RO.Treaty[RO.Territory[TestLoc]]<trPeace)) then
    2020           TestScore:=40 // unfriendly undefended city -- capture!
     2218        else if ((Tile and fCity) <> 0) and ((Tile and fOwned) = 0) then
     2219        begin
     2220          if ((Tile and fObserved) <> 0) and (MyModel[mix].Domain = dGround) and
     2221            (MyModel[mix].Attack > 0) and ((RO.Territory[TestLoc] < 0)
     2222            // happens only for unobserved cities of extinct tribes, new owner unknown
     2223            or (RO.Treaty[RO.Territory[TestLoc]] < trPeace)) then
     2224            TestScore := 40; // unfriendly undefended city -- capture!
    20212225        end
    20222226
     2227        else
     2228        begin // no enemy city or unit here
     2229          V8_to_Loc(TestLoc, Adjacent);
     2230          for V8 := 0 to 7 do
     2231          begin
     2232            NextLoc := Adjacent[V8];
     2233            if (NextLoc >= 0) and (AdjacentUnknown[NextLoc] < 0) then
     2234              if Map[NextLoc] and fTerrain = fUNKNOWN then
     2235                Inc(AdjacentUnknown[TestLoc])
     2236              else if Formation[NextLoc] = Formation[TestLoc] then
     2237                case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     2238                    RecoverTurns, Map[TestLoc], Map[NextLoc], True) of
     2239                  csOk:
     2240                    Pile.Put(NextLoc, NextTime);
     2241                  csForbiddenTile:
     2242                    AdjacentUnknown[NextLoc] := 0; // don't check moving there again
     2243                  csCheckTerritory:
     2244                    if RO.Territory[NextLoc] = RO.Territory[TestLoc] then
     2245                      Pile.Put(NextLoc, NextTime);
     2246                end;
     2247          end;
     2248          if not CaptureOnly then
     2249            if AdjacentUnknown[TestLoc] > 0 then
     2250              TestScore := 20 + AdjacentUnknown[TestLoc]
     2251            else
     2252              TestScore := (RO.Turn - RO.MapObservedLast[TestLoc]) div 16;
     2253        end; // no enemy city or unit here
     2254
     2255        if TestScore > 0 then
     2256        begin
     2257          TestScore := TestScore * $1000 - DistanceScore * TestTime;
     2258          if TestScore > PatrolScore then
     2259            BestCount := 0;
     2260          if TestScore >= PatrolScore then
     2261          begin
     2262            Inc(BestCount);
     2263            if random(BestCount) = 0 then
     2264            begin
     2265              PatrolScore := TestScore;
     2266              PatrolLoc := TestLoc;
     2267            end;
     2268          end;
     2269        end;
     2270      end; // while Pile.Get
     2271      Pile.Free;
     2272
     2273      if PatrolLoc >= 0 then
     2274      begin // attack/capture/discover/patrol task found, execute it
     2275        OldLoc := Loc;
     2276        MoveResult := Unit_Move(uix, PatrolLoc);
     2277        Exhausted := (Loc = OldLoc) or
     2278          ((MoveResult and (rMoreTurns or rUnitRemoved)) <> 0);
     2279      end
    20232280      else
    2024         begin // no enemy city or unit here
    2025         V8_to_Loc(TestLoc,Adjacent);
    2026         for V8:=0 to 7 do
    2027           begin
    2028           NextLoc:=Adjacent[V8];
    2029           if (NextLoc>=0) and (AdjacentUnknown[NextLoc]<0) then
    2030             if Map[NextLoc] and fTerrain=fUNKNOWN then
    2031               inc(AdjacentUnknown[TestLoc])
    2032             else if Formation[NextLoc]=Formation[TestLoc] then
    2033               case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime, RecoverTurns, Map[TestLoc], Map[NextLoc], true) of
    2034                 csOk:
    2035                   Pile.Put(NextLoc, NextTime);
    2036                 csForbiddenTile:
    2037                   AdjacentUnknown[NextLoc]:=0; // don't check moving there again
    2038                 csCheckTerritory:
    2039                   if RO.Territory[NextLoc]=RO.Territory[TestLoc] then
    2040                     Pile.Put(NextLoc, NextTime);
    2041                 end
    2042           end;
    2043         if not CaptureOnly then
    2044           if AdjacentUnknown[TestLoc]>0 then
    2045             TestScore:=20+AdjacentUnknown[TestLoc]
    2046           else TestScore:=(RO.Turn-RO.MapObservedLast[TestLoc]) div 16;
    2047         end; // no enemy city or unit here
    2048 
    2049       if TestScore>0 then
    2050         begin
    2051         TestScore:=TestScore*$1000-DistanceScore*TestTime;
    2052         if TestScore>PatrolScore then
    2053           BestCount:=0;
    2054         if TestScore>=PatrolScore then
    2055           begin
    2056           inc(BestCount);
    2057           if random(BestCount)=0 then
    2058             begin
    2059             PatrolScore:=TestScore;
    2060             PatrolLoc:=TestLoc;
    2061             end
    2062           end;
    2063         end
    2064       end; // while Pile.Get
    2065     Pile.Free;
    2066 
    2067     if PatrolLoc>=0 then
    2068       begin // attack/capture/discover/patrol task found, execute it
    2069       OldLoc:=Loc;
    2070       MoveResult:=Unit_Move(uix,PatrolLoc);
    2071       Exhausted:= (Loc=OldLoc)
    2072         or ((MoveResult and (rMoreTurns or rUnitRemoved))<>0);
    2073       end
    2074     else Exhausted:=true;
    2075   until Exhausted;
     2281        Exhausted := True;
     2282    until Exhausted;
    20762283  end;
    20772284end; // Patrol
     
    20792286procedure TAI.AttackAndPatrol;
    20802287const
    2081 nAttackCatOrder=3;
    2082 AttackCatOrder: array[0..nAttackCatOrder-1] of integer=
    2083 (mctGroundAttacker, mctCruiser, mctGroundDefender);
     2288  nAttackCatOrder = 3;
     2289  AttackCatOrder: array[0..nAttackCatOrder - 1] of integer =
     2290    (mctGroundAttacker, mctCruiser, mctGroundDefender);
    20842291var
    2085 iCat,uix,uix1: integer;
    2086 IsPatrolUnit,Fortified: boolean;
     2292  iCat, uix, uix1: integer;
     2293  IsPatrolUnit, Fortified: boolean;
    20872294begin
    2088 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do // utilize militia
    2089   if (Loc>=0) and (mix=mixMilitia)
    2090     and ((Formation[Loc]<0) or (Formation[Loc]>=maxCOD)
    2091       or (ContinentPresence[Formation[Loc]] and PresenceUnknown=0)) then
    2092     Unit_Disband(uix);
    2093 
    2094 if RO.nEnemyUn>0 then
    2095   for iCat:=0 to nAttackCatOrder-1 do
    2096     for Fortified:=false to true do
    2097       for uix:=RO.nUn-1 downto 0 do with MyUnit[uix] do
    2098         if (Loc>=0) and (ModelCat[mix]=AttackCatOrder[iCat])
    2099           and (MyModel[mix].Attack>0)
    2100           and ((Flags and unFortified<>0) = Fortified) then
    2101           CheckAttack(uix);
    2102 
    2103 fillchar(uixPatrol, sizeof(uixPatrol), $FF);
    2104 for uix:=0 to RO.nUn-1 do with MyUnit[uix],MyModel[mix] do
    2105   if (Loc>=0) and (Domain=dGround) and (Attack>0) and (Speed>=250)
    2106     and (Map[Loc] and fTerrain>=fGrass)
    2107     and (Formation[Loc]>=0) and (Formation[Loc]<maxCOD)
    2108     and ((uixPatrol[Formation[Loc]]<0)
    2109       or (MyUnit[uix].ID<MyUnit[uixPatrol[Formation[Loc]]].ID)) then
    2110       uixPatrol[Formation[Loc]]:=uix;
    2111 
    2112 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do if Loc>=0 then
    2113   begin
    2114   if mix=mixMilitia then
    2115     if (RO.nUn<3) and (RO.nCity=1) or (Map[Loc] and fCity=0) then
    2116       IsPatrolUnit:=true
    2117     else
    2118       begin // militia
    2119       IsPatrolUnit:=false;
    2120       for uix1:=0 to RO.nUn-1 do
    2121         if (uix1<>uix) and (MyUnit[uix1].Loc=Loc)
    2122           and (MyUnit[uix1].mix<>mixSettlers) then
    2123           IsPatrolUnit:=true
    2124       end
    2125   else IsPatrolUnit:=(mix=mixCruiser)
    2126     or (Map[Loc] and fTerrain>=fGrass)
    2127     and (Formation[Loc]>=0) and (Formation[Loc]<maxCOD)
    2128     and (uix=uixPatrol[Formation[Loc]]);
    2129   if IsPatrolUnit then Patrol(uix);
    2130   end
     2295  for uix := 0 to RO.nUn - 1 do
     2296    with MyUnit[uix] do // utilize militia
     2297      if (Loc >= 0) and (mix = mixMilitia) and
     2298        ((Formation[Loc] < 0) or (Formation[Loc] >= maxCOD) or
     2299        (ContinentPresence[Formation[Loc]] and PresenceUnknown = 0)) then
     2300        Unit_Disband(uix);
     2301
     2302  if RO.nEnemyUn > 0 then
     2303    for iCat := 0 to nAttackCatOrder - 1 do
     2304      for Fortified := False to True do
     2305        for uix := RO.nUn - 1 downto 0 do
     2306          with MyUnit[uix] do
     2307            if (Loc >= 0) and (ModelCat[mix] = AttackCatOrder[iCat]) and
     2308              (MyModel[mix].Attack > 0) and ((Flags and unFortified <> 0) =
     2309              Fortified) then
     2310              CheckAttack(uix);
     2311
     2312  fillchar(uixPatrol, sizeof(uixPatrol), $FF);
     2313  for uix := 0 to RO.nUn - 1 do
     2314    with MyUnit[uix], MyModel[mix] do
     2315      if (Loc >= 0) and (Domain = dGround) and (Attack > 0) and
     2316        (Speed >= 250) and (Map[Loc] and fTerrain >= fGrass) and
     2317        (Formation[Loc] >= 0) and (Formation[Loc] < maxCOD) and
     2318        ((uixPatrol[Formation[Loc]] < 0) or (MyUnit[uix].ID <
     2319        MyUnit[uixPatrol[Formation[Loc]]].ID)) then
     2320        uixPatrol[Formation[Loc]] := uix;
     2321
     2322  for uix := 0 to RO.nUn - 1 do
     2323    with MyUnit[uix] do
     2324      if Loc >= 0 then
     2325      begin
     2326        if mix = mixMilitia then
     2327          if (RO.nUn < 3) and (RO.nCity = 1) or (Map[Loc] and fCity = 0) then
     2328            IsPatrolUnit := True
     2329          else
     2330          begin // militia
     2331            IsPatrolUnit := False;
     2332            for uix1 := 0 to RO.nUn - 1 do
     2333              if (uix1 <> uix) and (MyUnit[uix1].Loc = Loc) and
     2334                (MyUnit[uix1].mix <> mixSettlers) then
     2335                IsPatrolUnit := True;
     2336          end
     2337        else
     2338          IsPatrolUnit := (mix = mixCruiser) or (Map[Loc] and fTerrain >= fGrass) and
     2339            (Formation[Loc] >= 0) and (Formation[Loc] < maxCOD) and
     2340            (uix = uixPatrol[Formation[Loc]]);
     2341        if IsPatrolUnit then
     2342          Patrol(uix);
     2343      end;
    21312344end; // AttackAndPatrol
    21322345
     
    21342347function TAI.HavePort: boolean;
    21352348var
    2136 V8, cix,AdjacentLoc,f: integer;
    2137 Adjacent: TVicinity8Loc;
     2349  V8, cix, AdjacentLoc, f: integer;
     2350  Adjacent: TVicinity8Loc;
    21382351begin
    2139 result:=false;
    2140 for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    2141   begin
    2142   V8_to_Loc(Loc,Adjacent);
    2143   for V8:=0 to 7 do
    2144     begin
    2145     AdjacentLoc:=Adjacent[V8];
    2146     if (AdjacentLoc>=0) and ((Map[AdjacentLoc] and fTerrain)<fGrass) then
    2147       begin
    2148       f:=Formation[AdjacentLoc];
    2149       if (f>=0) and (f<maxCOD) and (OceanPresence[f] and not (1 shl me)<>0) then
    2150         result:=true;
    2151       end
    2152     end;
    2153   end
     2352  Result := False;
     2353  for cix := 0 to RO.nCity - 1 do
     2354    with MyCity[cix] do
     2355      if Loc >= 0 then
     2356      begin
     2357        V8_to_Loc(Loc, Adjacent);
     2358        for V8 := 0 to 7 do
     2359        begin
     2360          AdjacentLoc := Adjacent[V8];
     2361          if (AdjacentLoc >= 0) and ((Map[AdjacentLoc] and fTerrain) < fGrass) then
     2362          begin
     2363            f := Formation[AdjacentLoc];
     2364            if (f >= 0) and (f < maxCOD) and (OceanPresence[f] and
     2365              not (1 shl me) <> 0) then
     2366              Result := True;
     2367          end;
     2368        end;
     2369      end;
    21542370end;
    21552371
     
    21572373procedure TAI.SetCityProduction;
    21582374var
    2159 uix,cix,iix,dtr,V8,V21,NewImprovement,AdjacentLoc,MaxSettlers,
    2160   maxcount,cixMilAcademy: integer;
    2161 TerrType: cardinal;
    2162 IsPort,IsNavalBase,NeedCruiser,CheckProd,Destructed,ProduceSettlers,ProduceMil: boolean;
    2163 Adjacent: TVicinity8Loc;
    2164 Radius: TVicinity21Loc;
    2165 Report: TCityReport;
    2166 HomeCount, CityProdRep: array[0..nCmax-1] of integer;
    2167 MilProdCity: array[0..nCmax-1] of boolean;
     2375  uix, cix, iix, dtr, V8, V21, NewImprovement, AdjacentLoc, MaxSettlers,
     2376  maxcount, cixMilAcademy: integer;
     2377  TerrType: cardinal;
     2378  IsPort, IsNavalBase, NeedCruiser, CheckProd, Destructed, ProduceSettlers,
     2379  ProduceMil: boolean;
     2380  Adjacent: TVicinity8Loc;
     2381  Radius: TVicinity21Loc;
     2382  Report: TCityReport;
     2383  HomeCount, CityProdRep: array[0..nCmax - 1] of integer;
     2384  MilProdCity: array[0..nCmax - 1] of boolean;
    21682385
    21692386  procedure TryBuild(Improvement: integer);
    21702387  begin
    2171   if (NewImprovement=imTrGoods) // not already improvement of higher priority found
    2172     and (MyCity[cix].Built[Improvement]=0) // not built yet
    2173     and ((Imp[Improvement].Preq=preNone)
    2174       or (RO.Tech[Imp[Improvement].Preq]>=tsApplicable))
    2175     and City_Improvable(cix, Improvement) then
    2176     NewImprovement:=Improvement;
     2388    if (NewImprovement = imTrGoods) // not already improvement of higher priority found
     2389      and (MyCity[cix].Built[Improvement] = 0) // not built yet
     2390      and ((Imp[Improvement].Preq = preNone) or
     2391      (RO.Tech[Imp[Improvement].Preq] >= tsApplicable)) and
     2392      City_Improvable(cix, Improvement) then
     2393      NewImprovement := Improvement;
    21772394  end;
    21782395
    21792396  procedure TryDestruct(Improvement: integer);
    21802397  begin
    2181   if Destructed or (MyCity[cix].Built[Improvement]=0) then exit;
    2182   if City_CurrentImprovementProject(cix)>=0 then
    2183     City_RebuildImprovement(cix,Improvement)
    2184   else City_SellImprovement(cix, Improvement);
     2398    if Destructed or (MyCity[cix].Built[Improvement] = 0) then
     2399      exit;
     2400    if City_CurrentImprovementProject(cix) >= 0 then
     2401      City_RebuildImprovement(cix, Improvement)
     2402    else
     2403      City_SellImprovement(cix, Improvement);
    21852404{    if (CurrentImprovementProject>=0)
    21862405      and (Imp[CurrentImprovementProject].Kind in [ikCommon,ikNatGlobal,ikNatLocal])
    21872406      and ((Imp[CurrentImprovementProject].Cost*3-Imp[Improvement].Cost*2)
    21882407      *BuildCostMod[G.Difficulty[me]]>MyCity[cix].Prod*(12*3)) then}
    2189   Destructed:=true
     2408    Destructed := True;
    21902409  end;
    21912410
    21922411  function ChooseBuildModel(Cat: integer): integer;
    21932412  var
    2194   count, mix: integer;
    2195   begin
    2196   count:=0;
    2197   for mix:=0 to RO.nModel-1 do
    2198     if (ModelCat[mix]=Cat)
    2199       and (ModelQuality[mix]>=ModelBestQuality[Cat]-MaxBuildWorseThanBestModel) then
    2200       begin inc(count); if random(count)=0 then result:=mix end;
    2201   assert(count>0);
     2413    Count, mix: integer;
     2414  begin
     2415    Count := 0;
     2416    for mix := 0 to RO.nModel - 1 do
     2417      if (ModelCat[mix] = Cat) and (ModelQuality[mix] >=
     2418        ModelBestQuality[Cat] - MaxBuildWorseThanBestModel) then
     2419      begin
     2420        Inc(Count);
     2421        if random(Count) = 0 then
     2422          Result := mix;
     2423      end;
     2424    assert(Count > 0);
    22022425  end;
    22032426
     
    22052428  // find military production cities
    22062429  var
    2207   cix, Total, d, Threshold, NewThreshold, Share, SharePlus, cixWorst: integer;
    2208   begin
    2209   fillchar(MilProdCity, RO.nCity, 0);
    2210   GetCityProdPotential;
    2211   for d:=0 to maxCOD-1 do
    2212     begin
    2213     Total:=0;
    2214     for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2215       if (Loc>=0) and (District[Loc]=d) then
    2216         Total:=Total+CityResult[cix];
    2217     if Total=0 then continue; // district does not exist
    2218 
    2219     Share:=0;
    2220     cixWorst:=-1;
    2221     for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2222       if (Loc>=0) and (District[Loc]=d)
    2223         and (Built[imBarracks]+Built[imMilAcademy]>0) then
    2224         begin
    2225         MilProdCity[cix]:=true;
    2226         inc(Share,CityResult[cix]);
    2227         if (cixWorst<0) or (CityResult[cix]<CityResult[cixWorst]) then
    2228           cixWorst:=cix
    2229         end;
    2230 
    2231     Threshold:=$FFFF;
    2232     while (Threshold>0) and (Share<Total*MilProdShare div 100) do
    2233       begin
    2234       NewThreshold:=-1;
    2235       for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2236         if (Loc>=0) and (District[Loc]=d)
    2237           and (Built[imBarracks]+Built[imMilAcademy]=0) and (Built[imObservatory]=0)
    2238           and (CityResult[cix]<Threshold)
    2239           and (CityResult[cix]>=NewThreshold) then
    2240           if CityResult[cix]>NewThreshold then
    2241             begin
    2242             NewThreshold:=CityResult[cix];
    2243             SharePlus:=CityResult[cix]
    2244             end
    2245           else inc(SharePlus,CityResult[cix]);
    2246       Threshold:=NewThreshold;
    2247       inc(Share,SharePlus);
    2248       end;
    2249 
    2250     for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2251       if (Loc>=0) and (District[Loc]=d)
    2252         and (Built[imBarracks]+Built[imMilAcademy]=0)
    2253         and (CityResult[cix]>=Threshold) then
    2254         MilProdCity[cix]:=true;
     2430    cix, Total, d, Threshold, NewThreshold, Share, SharePlus, cixWorst: integer;
     2431  begin
     2432    fillchar(MilProdCity, RO.nCity, 0);
     2433    GetCityProdPotential;
     2434    for d := 0 to maxCOD - 1 do
     2435    begin
     2436      Total := 0;
     2437      for cix := 0 to RO.nCity - 1 do
     2438        with MyCity[cix] do
     2439          if (Loc >= 0) and (District[Loc] = d) then
     2440            Total := Total + CityResult[cix];
     2441      if Total = 0 then
     2442        continue; // district does not exist
     2443
     2444      Share := 0;
     2445      cixWorst := -1;
     2446      for cix := 0 to RO.nCity - 1 do
     2447        with MyCity[cix] do
     2448          if (Loc >= 0) and (District[Loc] = d) and
     2449            (Built[imBarracks] + Built[imMilAcademy] > 0) then
     2450          begin
     2451            MilProdCity[cix] := True;
     2452            Inc(Share, CityResult[cix]);
     2453            if (cixWorst < 0) or (CityResult[cix] < CityResult[cixWorst]) then
     2454              cixWorst := cix;
     2455          end;
     2456
     2457      Threshold := $FFFF;
     2458      while (Threshold > 0) and (Share < Total * MilProdShare div 100) do
     2459      begin
     2460        NewThreshold := -1;
     2461        for cix := 0 to RO.nCity - 1 do
     2462          with MyCity[cix] do
     2463            if (Loc >= 0) and (District[Loc] = d) and
     2464              (Built[imBarracks] + Built[imMilAcademy] = 0) and
     2465              (Built[imObservatory] = 0) and (CityResult[cix] < Threshold) and
     2466              (CityResult[cix] >= NewThreshold) then
     2467              if CityResult[cix] > NewThreshold then
     2468              begin
     2469                NewThreshold := CityResult[cix];
     2470                SharePlus := CityResult[cix];
     2471              end
     2472              else
     2473                Inc(SharePlus, CityResult[cix]);
     2474        Threshold := NewThreshold;
     2475        Inc(Share, SharePlus);
     2476      end;
     2477
     2478      for cix := 0 to RO.nCity - 1 do
     2479        with MyCity[cix] do
     2480          if (Loc >= 0) and (District[Loc] = d) and
     2481            (Built[imBarracks] + Built[imMilAcademy] = 0) and
     2482            (CityResult[cix] >= Threshold) then
     2483            MilProdCity[cix] := True;
    22552484{    if (cixWorst>=0)
    22562485      and (Share-CityResult[cixWorst]*2>=Total*MilProdShare div 100) then
     
    22582487    end;
    22592488
    2260   // check best city for military academy
    2261   cixMilAcademy:=cixStateImp[imMilAcademy];
    2262   if cixStateImp[imPalace]>=0 then
    2263     begin
    2264     d:=District[MyCity[cixStateImp[imPalace]].Loc];
    2265     if (d>=0) and (d<maxCOD) then
    2266       begin
    2267       cixMilAcademy:=-1;
    2268       for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2269         if (Loc>=0) and (District[Loc]=d)
    2270           and (Built[imObservatory]+Built[imPalace]=0)
    2271           and ((cixMilAcademy<0) or (CityResult[cix]>CityResult[cixMilAcademy])) then
    2272           cixMilAcademy:=cix;
    2273       end;
    2274     if (cixMilAcademy>=0) and (cixStateImp[imMilAcademy]>=0)
    2275       and (cixMilAcademy<>cixStateImp[imMilAcademy])
    2276       and (MyCity[cixStateImp[imMilAcademy]].Built[imObservatory]=0)
    2277       and (CityResult[cixMilAcademy]<=CityResult[cixStateImp[imMilAcademy]]*3 div 2) then
    2278       cixMilAcademy:=cixStateImp[imMilAcademy] // because not so much better
    2279     end
     2489    // check best city for military academy
     2490    cixMilAcademy := cixStateImp[imMilAcademy];
     2491    if cixStateImp[imPalace] >= 0 then
     2492    begin
     2493      d := District[MyCity[cixStateImp[imPalace]].Loc];
     2494      if (d >= 0) and (d < maxCOD) then
     2495      begin
     2496        cixMilAcademy := -1;
     2497        for cix := 0 to RO.nCity - 1 do
     2498          with MyCity[cix] do
     2499            if (Loc >= 0) and (District[Loc] = d) and
     2500              (Built[imObservatory] + Built[imPalace] = 0) and
     2501              ((cixMilAcademy < 0) or (CityResult[cix] > CityResult[cixMilAcademy])) then
     2502              cixMilAcademy := cix;
     2503      end;
     2504      if (cixMilAcademy >= 0) and (cixStateImp[imMilAcademy] >= 0) and
     2505        (cixMilAcademy <> cixStateImp[imMilAcademy]) and
     2506        (MyCity[cixStateImp[imMilAcademy]].Built[imObservatory] = 0) and
     2507        (CityResult[cixMilAcademy] <= CityResult[cixStateImp[imMilAcademy]] *
     2508        3 div 2) then
     2509        cixMilAcademy := cixStateImp[imMilAcademy]; // because not so much better
     2510    end;
    22802511  end;
    22812512
    22822513  procedure ChangeHomeCities;
    22832514  var
    2284   uix,NewHome,HomeSupport,NewHomeSupport,SingleSupport: integer;
    2285   begin
    2286   if RO.Government in [gAnarchy, gFundamentalism] then exit;
    2287   for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    2288     if (Loc>=0) and (Home>=0) and (Map[Loc] and fCity<>0)
    2289       and (MyCity[Home].Loc<>Loc) and (MyModel[mix].Kind<>mkSettler) then
    2290       begin
    2291       City_FindMyCity(Loc, NewHome);
    2292       case RO.Government of
    2293         gDespotism:
     2515    uix, NewHome, HomeSupport, NewHomeSupport, SingleSupport: integer;
     2516  begin
     2517    if RO.Government in [gAnarchy, gFundamentalism] then
     2518      exit;
     2519    for uix := 0 to RO.nUn - 1 do
     2520      with MyUnit[uix] do
     2521        if (Loc >= 0) and (Home >= 0) and (Map[Loc] and fCity <> 0) and
     2522          (MyCity[Home].Loc <> Loc) and (MyModel[mix].Kind <> mkSettler) then
     2523        begin
     2524          City_FindMyCity(Loc, NewHome);
     2525          case RO.Government of
     2526            gDespotism:
     2527            begin
     2528              HomeSupport := HomeCount[Home] - MyCity[Home].Size;
     2529              NewHomeSupport := HomeCount[NewHome] - MyCity[NewHome].Size;
     2530            end;
     2531            gMonarchy, gCommunism:
     2532            begin
     2533              HomeSupport := HomeCount[Home] - MyCity[Home].Size div 2;
     2534              NewHomeSupport := HomeCount[NewHome] - MyCity[NewHome].Size div 2;
     2535            end;
     2536            else
     2537            begin
     2538              HomeSupport := HomeCount[Home];
     2539              NewHomeSupport := HomeCount[NewHome];
     2540            end;
     2541          end;
     2542          if HomeSupport > 0 then
    22942543          begin
    2295           HomeSupport:=HomeCount[Home]-MyCity[Home].Size;
    2296           NewHomeSupport:=HomeCount[NewHome]-MyCity[NewHome].Size;
     2544            if MyModel[mix].Flags and mdDoubleSupport = 0 then
     2545              SingleSupport := 1
     2546            else
     2547              SingleSupport := 2;
     2548            HomeSupport := HomeSupport - SingleSupport;
     2549            NewHomeSupport := NewHomeSupport + SingleSupport;
     2550            if HomeSupport < 0 then
     2551              HomeSupport := 0;
     2552            if NewHomeSupport < 0 then
     2553              NewHomeSupport := 0;
     2554            if (NewHomeSupport <= 0) or (CityProdRep[Home] -
     2555              HomeSupport <= CityProdRep[NewHome] - NewHomeSupport) then
     2556            begin
     2557              Dec(HomeCount[Home], SingleSupport);
     2558              Inc(HomeCount[NewHome], SingleSupport);
     2559              Unit_SetHomeHere(uix);
     2560            end;
    22972561          end;
    2298         gMonarchy, gCommunism:
     2562        end;
     2563  end;
     2564
     2565begin
     2566  fillchar(HomeCount, 4 * RO.nCity, 0);
     2567  for uix := 0 to RO.nUn - 1 do
     2568    with MyUnit[uix] do
     2569      if (Loc >= 0) and (Home >= 0) then
     2570        if MyModel[mix].Flags and mdDoubleSupport = 0 then
     2571          Inc(HomeCount[Home])
     2572        else
     2573          Inc(HomeCount[Home], 2);
     2574
     2575  NominateMilProdCities;
     2576
     2577  for cix := 0 to RO.nCity - 1 do
     2578    with MyCity[cix] do
     2579      if (Loc >= 0) and (Flags and chCaptured = 0) and (District[Loc] >= 0) then
     2580      begin
     2581        if size < 4 then
     2582          City_OptimizeTiles(cix, rwMaxGrowth)
     2583        else
     2584          City_OptimizeTiles(cix, rwForceProd);
     2585
     2586        City_GetReport(cix, Report);
     2587        CityProdRep[cix] := Report.ProdRep;
     2588
     2589        Destructed := False;
     2590        CheckProd := (RO.Turn = 0) or ((Flags and chProduction) <>
     2591          0) // city production complete
     2592          or not City_HasProject(cix);
     2593        if not CheckProd then
     2594        begin // check whether producing double state improvement or wonder
     2595          iix := City_CurrentImprovementProject(cix);
     2596          if (iix >= 0) and (((Imp[iix].Kind in [ikNatLocal, ikNatGlobal]) and
     2597            (RO.NatBuilt[iix] > 0)) or ((Imp[iix].Kind = ikWonder) and
     2598            (RO.Wonder[iix].CityID <> -1))) then
     2599            CheckProd := True;
     2600        end;
     2601        if CheckProd then
     2602        begin // check production
     2603          IsPort := False;
     2604          IsNavalBase := False;
     2605          NeedCruiser := False;
     2606          V8_to_Loc(Loc, Adjacent);
     2607          for V8 := 0 to 7 do
    22992608          begin
    2300           HomeSupport:=HomeCount[Home]-MyCity[Home].Size div 2;
    2301           NewHomeSupport:=HomeCount[NewHome]-MyCity[NewHome].Size div 2;
     2609            AdjacentLoc := Adjacent[V8];
     2610            if (AdjacentLoc >= 0) and ((Map[AdjacentLoc] and fTerrain) < fGrass) then
     2611            begin
     2612              IsPort := True; // shore tile at adjacent location -- city is port!
     2613              if (Formation[AdjacentLoc] >= 0) and
     2614                (Formation[AdjacentLoc] < maxCOD) and
     2615                (OceanPresence[Formation[AdjacentLoc]] and WarNations <> 0) then
     2616              begin
     2617                IsNavalBase := True;
     2618                if (1 shl Formation[AdjacentLoc]) and OceanWithShip = 0 then
     2619                  NeedCruiser := True;
     2620              end;
     2621            end;
    23022622          end;
    2303         else
     2623
     2624          if RO.Turn = 0 then
    23042625          begin
    2305           HomeSupport:=HomeCount[Home];
    2306           NewHomeSupport:=HomeCount[NewHome];
     2626            NewImprovement := -1;
     2627            City_StartUnitProduction(cix, mixMilitia); // militia
     2628          end
     2629          else
     2630            NewImprovement := imTrGoods;
     2631
     2632          dtr := District[Loc]; // formation of city
     2633
     2634          if NewImprovement = imTrGoods then
     2635          begin
     2636            if (Built[imPalace] + Built[imCourt] + Built[imTownHall] = 0) then
     2637              TryBuild(imTownHall);
    23072638          end;
    2308         end;
    2309       if HomeSupport>0 then
    2310         begin
    2311         if MyModel[mix].Flags and mdDoubleSupport=0 then SingleSupport:=1
    2312         else SingleSupport:=2;
    2313         HomeSupport:=HomeSupport-SingleSupport;
    2314         NewHomeSupport:=NewHomeSupport+SingleSupport;
    2315         if HomeSupport<0 then HomeSupport:=0;
    2316         if NewHomeSupport<0 then NewHomeSupport:=0;
    2317         if (NewHomeSupport<=0)
    2318           or (CityProdRep[Home]-HomeSupport<=CityProdRep[NewHome]-NewHomeSupport) then
     2639
     2640          if (NewImprovement = imTrGoods) and (RO.Government = gDespotism) and
     2641            (Report.Support = 0) then
     2642          begin // produce town guard
     2643            NewImprovement := -1;
     2644            City_StartUnitProduction(cix, mixTownGuard);
     2645          end;
     2646
     2647          if NewImprovement = imTrGoods then
    23192648          begin
    2320           dec(HomeCount[Home],SingleSupport);
    2321           inc(HomeCount[NewHome],SingleSupport);
    2322           Unit_SetHomeHere(uix)
    2323           end
    2324         end
    2325       end
    2326   end;
    2327 
    2328 begin
    2329 fillchar(HomeCount, 4*RO.nCity, 0);
    2330 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    2331   if (Loc>=0) and (Home>=0) then
    2332     if MyModel[mix].Flags and mdDoubleSupport=0 then
    2333       inc(HomeCount[Home])
    2334     else inc(HomeCount[Home],2);
    2335 
    2336 NominateMilProdCities;
    2337 
    2338 for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    2339   if (Loc>=0) and (Flags and chCaptured=0) and (District[Loc]>=0) then
    2340     begin
    2341     if size<4 then
    2342       City_OptimizeTiles(cix,rwMaxGrowth)
    2343     else City_OptimizeTiles(cix,rwForceProd);
    2344 
    2345     City_GetReport(cix, Report);
    2346     CityProdRep[cix]:=Report.ProdRep;
    2347 
    2348     Destructed:=false;
    2349     CheckProd:= (RO.Turn=0) or ((Flags and chProduction)<>0) // city production complete
    2350       or not City_HasProject(cix);
    2351     if not CheckProd then
    2352       begin // check whether producing double state improvement or wonder
    2353       iix:=City_CurrentImprovementProject(cix);
    2354       if (iix>=0)
    2355         and (((Imp[iix].Kind in [ikNatLocal,ikNatGlobal]) and (RO.NatBuilt[iix]>0))
    2356           or ((Imp[iix].Kind=ikWonder) and (RO.Wonder[iix].CityID<>-1))) then
    2357         CheckProd:=true;
    2358       end;
    2359     if CheckProd then
    2360       begin // check production
    2361       IsPort:=false;
    2362       IsNavalBase:=false;
    2363       NeedCruiser:=false;
    2364       V8_to_Loc(Loc,Adjacent);
    2365       for V8:=0 to 7 do
    2366         begin
    2367         AdjacentLoc:=Adjacent[V8];
    2368         if (AdjacentLoc>=0) and ((Map[AdjacentLoc] and fTerrain)<fGrass) then
     2649            if RO.Government = gDespotism then
     2650              maxcount := Size
     2651            else
     2652              maxcount := Size div 2;
     2653
     2654            if IsResearched(adRailroad) and (mixSettlers =
     2655              0) // better wait for engineers
     2656              or (Built[imColosseum] + Built[imObservatory] > 0) then
     2657              MaxSettlers := 1
     2658            else
     2659              MaxSettlers := (Size + 2) div 6;
     2660            ProduceSettlers :=
     2661              (HomeCount[cix] < maxcount + Size div 2) and
     2662              ((Report.Eaten - Size * 2) div SettlerFood[RO.Government] <
     2663              MaxSettlers) and ((dtr < 0) or (dtr >= maxCOD) or
     2664              (SettlerSurplus[dtr] <= 0));
     2665
     2666            ProduceMil := (HomeCount[cix] < maxcount + Size div 2) and
     2667              (Built[imBarracks] + Built[imMilAcademy] > 0) and
     2668              ((ModelBestQuality[mctGroundDefender] > 0) or
     2669              (ModelBestQuality[mctGroundAttacker] > 0)) and
     2670              ((dtr < maxCOD) and ((UnitLack[dtr, mctGroundAttacker] > 0) or
     2671              (UnitLack[dtr, mctGroundDefender] > 0)) or (HomeCount[cix] < maxcount));
     2672
     2673            if ProduceMil or not ProduceSettlers and (HomeCount[cix] < maxcount) then
     2674            begin
     2675              NewImprovement := -1;
     2676              if (dtr >= maxCOD) or
     2677                (ModelBestQuality[mctGroundDefender] = 0) or
     2678                (UnitLack[dtr, mctGroundAttacker] >=
     2679                UnitLack[dtr, mctGroundDefender]) then
     2680                City_StartUnitProduction(cix, ChooseBuildModel(mctGroundAttacker))
     2681              else
     2682                City_StartUnitProduction(cix, ChooseBuildModel(mctGroundDefender));
     2683            end
     2684            else if ProduceSettlers then
     2685            begin
     2686              NewImprovement := -1;
     2687              City_StartUnitProduction(cix, mixSettlers);
     2688            end;
     2689          end;
     2690
     2691          if NewImprovement >= 0 then
     2692          begin // produce improvement
     2693            if (RO.Turn >= 40) and (Report.Happy * 2 <= Size) and
     2694              (Built[imColosseum] = 0) then
     2695              TryBuild(imTemple);
     2696            if cix = cixMilAcademy then
     2697              TryBuild(imMilAcademy)
     2698            else if ((Built[imPalace] > 0) or MilProdCity[cix] and
     2699              (Built[imTemple] > 0)) and (Built[imObservatory] = 0) then
     2700              TryBuild(imBarracks);
     2701            if Report.Trade - Report.Corruption >= 11 then
     2702              TryBuild(imLibrary);
     2703            if Report.Trade - Report.Corruption >= 11 then
     2704              TryBuild(imMarket);
     2705            if (Report.Trade - Report.Corruption >= 11) and (Report.Happy >= 4) then
     2706              TryBuild(imUniversity);
     2707            if (Built[imPalace] > 0) and (Report.Trade - Report.Corruption >= 11) and
     2708              (Report.Happy >= 4) and (RO.NatBuilt[imObservatory] = 0) then
     2709              TryBuild(imObservatory); // always build observatory in capital
     2710            if (Report.Trade - Report.Corruption >= 15) and (Report.Happy >= 4) then
     2711              TryBuild(imResLab);
     2712            if (Size >= 9) and (Built[imPalace] + Built[imCourt] > 0) then
     2713              TryBuild(imHighways);
     2714            if (RO.Government <> gDespotism) and (Report.Happy * 2 <= Size) and
     2715              (Built[imCathedral] + Built[imTheater] + Built[imColosseum] = 0) then
     2716            begin
     2717              TryBuild(imCathedral);
     2718              TryBuild(imTheater);
     2719            end;
     2720            if (RO.Government <> gDespotism) and (Size >= NeedAqueductSize) then
     2721              TryBuild(imAqueduct);
     2722            if (Built[imColosseum] + Built[imObservatory] > 0) and
     2723              (Size >= NeedSewerSize) then
     2724              TryBuild(imSewer);
     2725            if (RO.NatBuilt[imGrWall] = 0) and
     2726              (Built[imObservatory] + Built[imMilAcademy] = 0) and
     2727              (RO.nCity >= 6) and (cixStateImp[imPalace] >= 0) and
     2728              (Formation[Loc] = Formation[MyCity[cixStateImp[imPalace]].Loc]) and
     2729              (Report.ProdRep - Report.Support >= 6) then
     2730              TryBuild(imGrWall);
     2731            //        if Map[Loc] and fGrWall=0 then
     2732            //          TryBuild(imWalls);
     2733            //        if IsNavalBase then
     2734            //          TryBuild(imCoastalFort);
     2735            if (RO.NatBuilt[imSpacePort] = 0) and
     2736              (Built[imObservatory] + Built[imMilAcademy] = 0) and
     2737              (Report.ProdRep - Report.Support >= 10) then
     2738              TryBuild(imSpacePort);
     2739            if Report.ProdRep >= 8 then
     2740              TryBuild(imFactory);
     2741            if Report.ProdRep >= 12 then
     2742              TryBuild(imMfgPlant);
     2743            if IsPort then
     2744              if Size > 8 then
     2745                TryBuild(imHarbor)
     2746              else if (Built[imHarbor] = 0) and (Size > 4) and
     2747                ((Size and 1 <> 0) and (Report.Happy * 2 > Size) or
     2748                (Built[imColosseum] > 0)) then
     2749              begin // check building harbor
     2750                V21_to_Loc(Loc, Radius);
     2751                for V21 := 1 to 26 do // city is in growth mode - using any 1-food tile?
     2752                  if Tiles and (1 shl V21) <> 0 then
     2753                  begin
     2754                    TerrType := Map[Radius[V21]] and (fTerrain or fSpecial);
     2755                    if TerrType in [fDesert, fTundra, fSwamp, fForest,
     2756                      fHills, fMountains] then
     2757                    begin
     2758                      TryBuild(imHarbor);
     2759                      break;
     2760                    end;
     2761                  end;
     2762              end;
     2763            if (Size <= 10) and (Report.FoodRep - Report.Eaten < 2) and
     2764              (Report.Happy * 2 >= Size + 2) then
     2765              TryBuild(imSuperMarket);
     2766
     2767            // less important
     2768            if (Built[imPalace] > 0) and (RO.NatBuilt[imColosseum] = 0) and
     2769              (Size >= 10) then
     2770              TryBuild(imColosseum); // always build colosseum in capital
     2771            if (Built[imPalace] + Built[imCourt] = 0) and
     2772              ((Report.Corruption > 2) or IsResearched(Imp[imHighways].Preq)) then
     2773              TryBuild(imCourt); // replace courthouse
     2774            if Report.PollRep >= 15 then
     2775              TryBuild(imRecycling);
     2776            if (Report.Trade - Report.Corruption >= 11) and
     2777              (RO.Money < TotalPopulation[me] * 2) then
     2778              TryBuild(imBank);
     2779            if (RO.NatBuilt[imStockEx] = 0) and
     2780              (Built[imObservatory] + Built[imMilAcademy] = 0) and
     2781              (Report.ProdRep - Report.Support >= 8) then
     2782              TryBuild(imStockEx);
     2783
     2784            // every improvement checked -- start production now
     2785            if NewImprovement <> imTrGoods then
     2786            begin
     2787              if City_StartImprovement(cix, NewImprovement) < rExecuted then
     2788                NewImprovement := imTrGoods;
     2789            end;
     2790            if (NewImprovement = imTrGoods) and (RO.Turn and $F = 0) then
     2791            begin // try colony ship parts
     2792              NewImprovement := imShipComp;
     2793              while (NewImprovement <= imShipHab) and
     2794                ((RO.Tech[Imp[NewImprovement].Preq] < 0) or
     2795                  (City_StartImprovement(cix, NewImprovement) < rExecuted)) do
     2796                Inc(NewImprovement);
     2797              if NewImprovement > imShipHab then
     2798                NewImprovement := imTrGoods;
     2799            end;
     2800          end;
     2801
     2802          if (NewImprovement = imTrGoods) and NeedCruiser and
     2803            (mixCruiser >= 0) and (Project and (cpImp or cpIndex) <> mixCruiser) and
     2804            (Report.ProdRep - Report.Support >= 6) then
    23692805          begin
    2370           IsPort:=true; // shore tile at adjacent location -- city is port!
    2371           if (Formation[AdjacentLoc]>=0) and (Formation[AdjacentLoc]<maxCOD)
    2372             and (OceanPresence[Formation[AdjacentLoc]] and WarNations<>0) then
    2373             begin
    2374             IsNavalBase:=true;
    2375             if (1 shl Formation[AdjacentLoc]) and OceanWithShip=0 then
    2376               NeedCruiser:=true
    2377             end
    2378           end
    2379         end;
    2380 
    2381       if RO.Turn=0 then
    2382         begin
    2383         NewImprovement:=-1;
    2384         City_StartUnitProduction(cix,mixMilitia); // militia
    2385         end
    2386       else NewImprovement:=imTrGoods;
    2387 
    2388       dtr:=District[Loc]; // formation of city
    2389 
    2390       if NewImprovement=imTrGoods then
    2391         begin
    2392         if (Built[imPalace]+Built[imCourt]+Built[imTownHall]=0) then
    2393           TryBuild(imTownHall);
    2394         end;
    2395 
    2396       if (NewImprovement=imTrGoods)
    2397         and (RO.Government=gDespotism) and (Report.Support=0) then
    2398         begin // produce town guard
    2399         NewImprovement:=-1;
    2400         City_StartUnitProduction(cix,mixTownGuard);
    2401         end;
    2402 
    2403       if NewImprovement=imTrGoods then
    2404         begin
    2405         if RO.Government=gDespotism then maxcount:=Size
    2406         else maxcount:=Size div 2;
    2407 
    2408         if IsResearched(adRailroad) and (mixSettlers=0) // better wait for engineers
    2409           or (Built[imColosseum]+Built[imObservatory]>0) then
    2410           MaxSettlers:=1
    2411         else MaxSettlers:=(Size+2) div 6;
    2412         ProduceSettlers:=(HomeCount[cix]<maxcount+Size div 2)
    2413           and ((Report.Eaten-Size*2) div SettlerFood[RO.Government]<MaxSettlers)
    2414           and ((dtr<0) or (dtr>=maxCOD) or (SettlerSurplus[dtr]<=0));
    2415 
    2416         ProduceMil:=(HomeCount[cix]<maxcount+Size div 2)
    2417           and (Built[imBarracks]+Built[imMilAcademy]>0)
    2418           and ((ModelBestQuality[mctGroundDefender]>0)
    2419             or (ModelBestQuality[mctGroundAttacker]>0))
    2420           and ((dtr<maxCOD)
    2421             and ((UnitLack[dtr,mctGroundAttacker]>0)
    2422               or (UnitLack[dtr,mctGroundDefender]>0))
    2423             or (HomeCount[cix]<maxcount));
    2424 
    2425         if ProduceMil or not ProduceSettlers and (HomeCount[cix]<maxcount) then
    2426           begin
    2427           NewImprovement:=-1;
    2428           if (dtr>=maxCOD)
    2429             or (ModelBestQuality[mctGroundDefender]=0)
    2430             or (UnitLack[dtr,mctGroundAttacker]
    2431               >=UnitLack[dtr,mctGroundDefender]) then
    2432             City_StartUnitProduction(cix,ChooseBuildModel(mctGroundAttacker))
    2433           else City_StartUnitProduction(cix,ChooseBuildModel(mctGroundDefender))
    2434           end
    2435         else if ProduceSettlers then
    2436           begin
    2437           NewImprovement:=-1;
    2438           City_StartUnitProduction(cix,mixSettlers);
    2439           end
    2440         end;
    2441 
    2442       if NewImprovement>=0 then
    2443         begin // produce improvement
    2444         if (RO.Turn>=40) and (Report.Happy*2<=Size)
    2445           and (Built[imColosseum]=0) then
    2446           TryBuild(imTemple);
    2447         if cix=cixMilAcademy then
    2448           TryBuild(imMilAcademy)
    2449         else if ((Built[imPalace]>0) or MilProdCity[cix] and (Built[imTemple]>0))
    2450           and (Built[imObservatory]=0) then
    2451           TryBuild(imBarracks);
    2452         if Report.Trade-Report.Corruption>=11 then
    2453           TryBuild(imLibrary);
    2454         if Report.Trade-Report.Corruption>=11 then
    2455           TryBuild(imMarket);
    2456         if (Report.Trade-Report.Corruption>=11) and (Report.Happy>=4) then
    2457           TryBuild(imUniversity);
    2458         if (Built[imPalace]>0) and (Report.Trade-Report.Corruption>=11)
    2459           and (Report.Happy>=4) and (RO.NatBuilt[imObservatory]=0) then
    2460           TryBuild(imObservatory); // always build observatory in capital
    2461         if (Report.Trade-Report.Corruption>=15) and (Report.Happy>=4) then
    2462           TryBuild(imResLab);
    2463         if (Size>=9) and (Built[imPalace]+Built[imCourt]>0) then
    2464           TryBuild(imHighways);
    2465         if (RO.Government<>gDespotism) and (Report.Happy*2<=Size)
    2466           and (Built[imCathedral]+Built[imTheater]+Built[imColosseum]=0) then
    2467           begin
    2468           TryBuild(imCathedral);
    2469           TryBuild(imTheater);
     2806            NewImprovement := -1;
     2807            City_StartUnitProduction(cix, mixCruiser);
    24702808          end;
    2471         if (RO.Government<>gDespotism) and (Size>=NeedAqueductSize) then
    2472           TryBuild(imAqueduct);
    2473         if (Built[imColosseum]+Built[imObservatory]>0) and (Size>=NeedSewerSize) then
    2474           TryBuild(imSewer);
    2475         if (RO.NatBuilt[imGrWall]=0) and (Built[imObservatory]+Built[imMilAcademy]=0)
    2476           and (RO.nCity>=6) and (cixStateImp[imPalace]>=0)
    2477           and (Formation[Loc]=Formation[MyCity[cixStateImp[imPalace]].Loc])
    2478           and (Report.ProdRep-Report.Support>=6) then
    2479           TryBuild(imGrWall);
    2480   //        if Map[Loc] and fGrWall=0 then
    2481   //          TryBuild(imWalls);
    2482   //        if IsNavalBase then
    2483   //          TryBuild(imCoastalFort);
    2484         if (RO.NatBuilt[imSpacePort]=0) and (Built[imObservatory]+Built[imMilAcademy]=0)
    2485           and (Report.ProdRep-Report.Support>=10) then
    2486           TryBuild(imSpacePort);
    2487         if Report.ProdRep>=8 then
    2488           TryBuild(imFactory);
    2489         if Report.ProdRep>=12 then
    2490           TryBuild(imMfgPlant);
    2491         if IsPort then
    2492           if Size>8 then
    2493             TryBuild(imHarbor)
    2494           else if (Built[imHarbor]=0) and (Size>4)
    2495             and ((Size and 1<>0) and (Report.Happy*2>Size)
    2496               or (Built[imColosseum]>0)) then
    2497             begin // check building harbor
    2498             V21_to_Loc(Loc,Radius);
    2499             for V21:=1 to 26 do // city is in growth mode - using any 1-food tile?
    2500               if Tiles and (1 shl V21)<>0 then
    2501                 begin
    2502                 TerrType:=Map[Radius[V21]] and (fTerrain or fSpecial);
    2503                 if TerrType in [fDesert,fTundra,fSwamp,fForest,fHills,fMountains] then
    2504                   begin TryBuild(imHarbor); break end
    2505                 end
    2506             end;
    2507         if (Size<=10) and (Report.FoodRep-Report.Eaten<2) and
    2508           (Report.Happy*2>=Size+2) then
    2509           TryBuild(imSuperMarket);
    2510 
    2511         // less important
    2512         if (Built[imPalace]>0) and (RO.NatBuilt[imColosseum]=0)
    2513           and (Size>=10) then
    2514           TryBuild(imColosseum); // always build colosseum in capital
    2515         if (Built[imPalace]+Built[imCourt]=0)
    2516           and ((Report.Corruption>2) or IsResearched(Imp[imHighways].Preq)) then
    2517           TryBuild(imCourt); // replace courthouse
    2518         if Report.PollRep>=15 then
    2519           TryBuild(imRecycling);
    2520         if (Report.Trade-Report.Corruption>=11)
    2521           and (RO.Money<TotalPopulation[me]*2) then
    2522           TryBuild(imBank);
    2523         if (RO.NatBuilt[imStockEx]=0) and (Built[imObservatory]+Built[imMilAcademy]=0)
    2524           and (Report.ProdRep-Report.Support>=8) then
    2525           TryBuild(imStockEx);
    2526 
    2527         // every improvement checked -- start production now
    2528         if NewImprovement<>imTrGoods then
    2529           begin
    2530           if City_StartImprovement(cix, NewImprovement)<rExecuted then
    2531             NewImprovement:=imTrGoods
    2532           end;
    2533         if (NewImprovement=imTrGoods) and (RO.Turn and $F=0) then
    2534           begin // try colony ship parts
    2535           NewImprovement:=imShipComp;
    2536           while (NewImprovement<=imShipHab)
    2537             and ((RO.Tech[Imp[NewImprovement].Preq]<0)
    2538             or (City_StartImprovement(cix, NewImprovement)<rExecuted)) do
    2539             inc(NewImprovement);
    2540           if NewImprovement>imShipHab then NewImprovement:=imTrGoods
    2541           end
    2542         end;
    2543 
    2544       if (NewImprovement=imTrGoods) and NeedCruiser and (mixCruiser>=0)
    2545         and (Project and (cpImp or cpIndex)<>mixCruiser)
    2546         and (Report.ProdRep-Report.Support>=6) then
    2547         begin
    2548         NewImprovement:=-1;
    2549         City_StartUnitProduction(cix,mixCruiser);
    2550         end;
    2551 
    2552       if (NewImprovement=imTrGoods) and City_HasProject(cix) then
    2553         City_StopProduction(cix);
    2554 
    2555       // rebuild imps no longer needed
    2556       if (RO.TaxRate=0) and (RO.Money>=TotalPopulation[me]*4) then
    2557         TryDestruct(imBank)
    2558       else if Report.Happy*2>=Size+6 then
    2559         TryDestruct(imTheater)
    2560       else if Report.Happy*2>=Size+4 then
    2561         TryDestruct(imTemple)
    2562       end;
    2563 
    2564     // rebuild imps no longer needed, no report needed
    2565     if (Built[imObservatory]>0)
    2566       or (Project and (cpImp or cpIndex)=cpImp or imObservatory)
    2567       {or not MilProdCity[cix]} then
    2568       TryDestruct(imBarracks);
    2569     if Map[Loc] and fGrWall<>0 then
    2570       TryDestruct(imWalls);
    2571     if Built[imColosseum]>0 then
    2572       begin
    2573       TryDestruct(imTheater);
    2574       TryDestruct(imCathedral);
    2575       TryDestruct(imTemple);
    2576       end;
    2577     end;
    2578 
    2579 ChangeHomeCities;
     2809
     2810          if (NewImprovement = imTrGoods) and City_HasProject(cix) then
     2811            City_StopProduction(cix);
     2812
     2813          // rebuild imps no longer needed
     2814          if (RO.TaxRate = 0) and (RO.Money >= TotalPopulation[me] * 4) then
     2815            TryDestruct(imBank)
     2816          else if Report.Happy * 2 >= Size + 6 then
     2817            TryDestruct(imTheater)
     2818          else if Report.Happy * 2 >= Size + 4 then
     2819            TryDestruct(imTemple);
     2820        end;
     2821
     2822        // rebuild imps no longer needed, no report needed
     2823        if (Built[imObservatory] > 0) or (Project and (cpImp or cpIndex) =
     2824          cpImp or imObservatory)
     2825        {or not MilProdCity[cix]} then
     2826          TryDestruct(imBarracks);
     2827        if Map[Loc] and fGrWall <> 0 then
     2828          TryDestruct(imWalls);
     2829        if Built[imColosseum] > 0 then
     2830        begin
     2831          TryDestruct(imTheater);
     2832          TryDestruct(imCathedral);
     2833          TryDestruct(imTemple);
     2834        end;
     2835      end;
     2836
     2837  ChangeHomeCities;
    25802838end; // SetCityProduction
    25812839
     
    25832841function TAI.ChooseGovernment: integer;
    25842842begin
    2585 if Data.BehaviorFlags and bBarbarina<>0 then
    2586   if IsResearched(adTheology) then result:=gFundamentalism
    2587   else result:=gDespotism
    2588 else if IsResearched(adDemocracy) then
    2589   result:=gDemocracy //!!!
    2590 else if IsResearched(adTheRepublic) then
    2591   result:=gRepublic
    2592 else if IsResearched(adMonarchy) then
    2593   result:=gMonarchy
    2594 else result:=gDespotism
     2843  if Data.BehaviorFlags and bBarbarina <> 0 then
     2844    if IsResearched(adTheology) then
     2845      Result := gFundamentalism
     2846    else
     2847      Result := gDespotism
     2848  else if IsResearched(adDemocracy) then
     2849    Result := gDemocracy //!!!
     2850  else if IsResearched(adTheRepublic) then
     2851    Result := gRepublic
     2852  else if IsResearched(adMonarchy) then
     2853    Result := gMonarchy
     2854  else
     2855    Result := gDespotism;
    25952856end;
    25962857
     
    26022863function TAI.MostWanted(Nation, adGiveAway: integer): integer;
    26032864var
    2604 ad: integer;
     2865  ad: integer;
    26052866begin
    2606 result:=-1;
    2607 if RO.Tech[adGiveAway]>=tsApplicable then
    2608   if (adGiveAway=adTheRepublic) and (Data.BehaviorFlags and bGender=bFemale)
    2609     and (RO.Tech[adTheology]<tsSeen) then
    2610     begin
    2611     if RO.EnemyReport[Nation].Tech[adTheology]>=tsApplicable then
    2612       result:=adTheology
     2867  Result := -1;
     2868  if RO.Tech[adGiveAway] >= tsApplicable then
     2869    if (adGiveAway = adTheRepublic) and (Data.BehaviorFlags and bGender = bFemale) and
     2870      (RO.Tech[adTheology] < tsSeen) then
     2871    begin
     2872      if RO.EnemyReport[Nation].Tech[adTheology] >= tsApplicable then
     2873        Result := adTheology;
    26132874    end
    2614   else for ad:=0 to nAdv-5 do // no future techs
    2615       if (AdvanceValue[ad]>0)
    2616         and (RO.Tech[ad]<tsSeen) and (ad<>RO.ResearchTech)
    2617         and (RO.EnemyReport[Nation].Tech[ad]>=tsApplicable)
    2618         and ((Advancedness[adGiveAway]<=Advancedness[ad]+AdvanceValue[ad] shr 8+Compromise)
    2619           or (adGiveAway=adScience) and (Nation=Data.TheologyPartner))
    2620         and ((result<0)
    2621           or ((Advancedness[adGiveAway]+Compromise>=Advancedness[ad]) // acceptable for opponent
    2622             or (ad=adScience))
    2623           and (AdvanceValue[ad]>AdvanceValue[result])
    2624           or (result<>adScience)
    2625           and (Advancedness[adGiveAway]+Compromise<Advancedness[result])
    2626           and (Advancedness[ad]<Advancedness[result]))
    2627         and ((ad<>adTheRepublic) or (Data.BehaviorFlags and bGender=bFemale)
    2628           or (RO.EnemyReport[Nation].Tech[adTheology]>=tsSeen)) then
    2629         result:=ad
     2875    else
     2876      for ad := 0 to nAdv - 5 do // no future techs
     2877        if (AdvanceValue[ad] > 0) and (RO.Tech[ad] < tsSeen) and
     2878          (ad <> RO.ResearchTech) and (RO.EnemyReport[Nation].Tech[ad] >=
     2879          tsApplicable) and ((Advancedness[adGiveAway] <= Advancedness[ad] +
     2880          AdvanceValue[ad] shr 8 + Compromise) or (adGiveAway = adScience) and
     2881          (Nation = Data.TheologyPartner)) and
     2882          ((Result < 0) or ((Advancedness[adGiveAway] + Compromise >=
     2883          Advancedness[ad]) // acceptable for opponent
     2884          or (ad = adScience)) and (AdvanceValue[ad] > AdvanceValue[Result]) or
     2885          (Result <> adScience) and (Advancedness[adGiveAway] +
     2886          Compromise < Advancedness[Result]) and (Advancedness[ad] <
     2887          Advancedness[Result])) and ((ad <> adTheRepublic) or
     2888          (Data.BehaviorFlags and bGender = bFemale) or
     2889          (RO.EnemyReport[Nation].Tech[adTheology] >= tsSeen)) then
     2890          Result := ad;
    26302891end;
    26312892
    26322893procedure TAI.FindBestTrade(Nation: integer; var adWanted, adGiveAway: integer);
    26332894var
    2634 i,ad,ead,adTestGiveAway: integer;
     2895  i, ad, ead, adTestGiveAway: integer;
    26352896begin
    2636 adWanted:=-1;
    2637 adGiveAway:=-1;
    2638 for ead:=0 to nAdv-5 do // no future techs
    2639   if (AdvanceValue[ead]>=$100)
    2640     and (RO.Tech[ead]<tsSeen) and (ead<>RO.ResearchTech)
    2641     and (RO.EnemyReport[Nation].Tech[ead]>=tsApplicable)
    2642     and ((adWanted<0) or (AdvanceValue[ead]>AdvanceValue[adWanted])) then
    2643     begin
    2644     adTestGiveAway:=-1;
    2645     for i:=0 to nRequestedTechs-1 do
    2646       if (Data.RequestedTechs[i]>=0)
    2647         and (Data.RequestedTechs[i] and $FFFF=Nation shl 8+ead) then
    2648         adTestGiveAway:=-2; // already requested before
    2649     if adTestGiveAway=-1 then
    2650       begin
    2651       for ad:=0 to nAdv-5 do // no future techs
    2652         if (RO.Tech[ad]>=tsApplicable)
    2653           and (ad<>RO.EnemyReport[Nation].ResearchTech)
    2654           and (RO.EnemyReport[Nation].Tech[ad]<tsSeen)
    2655           and ((Advancedness[ad]+Compromise>=Advancedness[ead]) or (ead=adScience))
    2656           and (Advancedness[ad]<=Advancedness[ead]+AdvanceValue[ead] shr 8+Compromise)
    2657           and ((adTestGiveAway<0) or (Advancedness[ad]<Advancedness[adTestGiveAway])) then
    2658           adTestGiveAway:=ad;
    2659       if adTestGiveAway>=0 then
    2660         begin
    2661         adWanted:=ead;
    2662         adGiveAway:=adTestGiveAway
    2663         end
    2664       end
     2897  adWanted := -1;
     2898  adGiveAway := -1;
     2899  for ead := 0 to nAdv - 5 do // no future techs
     2900    if (AdvanceValue[ead] >= $100) and (RO.Tech[ead] < tsSeen) and
     2901      (ead <> RO.ResearchTech) and (RO.EnemyReport[Nation].Tech[ead] >= tsApplicable) and
     2902      ((adWanted < 0) or (AdvanceValue[ead] > AdvanceValue[adWanted])) then
     2903    begin
     2904      adTestGiveAway := -1;
     2905      for i := 0 to nRequestedTechs - 1 do
     2906        if (Data.RequestedTechs[i] >= 0) and
     2907          (Data.RequestedTechs[i] and $FFFF = Nation shl 8 + ead) then
     2908          adTestGiveAway := -2; // already requested before
     2909      if adTestGiveAway = -1 then
     2910      begin
     2911        for ad := 0 to nAdv - 5 do // no future techs
     2912          if (RO.Tech[ad] >= tsApplicable) and
     2913            (ad <> RO.EnemyReport[Nation].ResearchTech) and
     2914            (RO.EnemyReport[Nation].Tech[ad] < tsSeen) and
     2915            ((Advancedness[ad] + Compromise >= Advancedness[ead]) or
     2916            (ead = adScience)) and (Advancedness[ad] <= Advancedness[ead] +
     2917            AdvanceValue[ead] shr 8 + Compromise) and
     2918            ((adTestGiveAway < 0) or (Advancedness[ad] <
     2919            Advancedness[adTestGiveAway])) then
     2920            adTestGiveAway := ad;
     2921        if adTestGiveAway >= 0 then
     2922        begin
     2923          adWanted := ead;
     2924          adGiveAway := adTestGiveAway;
     2925        end;
     2926      end;
    26652927    end;
    26662928end;
     
    26692931function TAI.WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
    26702932var
    2671 p1,count,adWanted,adGiveAway: integer;
     2933  p1, Count, adWanted, adGiveAway: integer;
    26722934begin
    2673 if Data.BehaviorFlags and bBarbarina=bBarbarina then
    2674   begin result:=Barbarina_WantNegotiation(Nation,NegoTime); exit end;
    2675 
    2676 if RO.Treaty[Nation]<trPeace then
    2677   begin
    2678   if Data.BehaviorFlags and bBarbarina<>0 then
    2679     begin result:=false; exit end;
    2680   count:=0;
    2681   for p1:=0 to nPl-1 do
    2682     if (p1<>me) and (1 shl p1 and RO.Alive<>0) and (RO.Treaty[p1]>=trPeace) then
    2683       inc(count);
    2684   if count>=3 then // enough peace made
    2685     begin result:=false; exit; end
    2686   end;
    2687 
    2688 NegoCause:=Routine;
    2689 case NegoTime of
    2690   EnemyCalled:
    2691     result:=true;
    2692   EndOfTurn:
    2693     if (Data.RejectTurn[suContact,Nation]>=0)
    2694       and (Data.RejectTurn[suContact,Nation]+WaitAfterReject>=RO.Turn) then
    2695       result:=false
    2696     else if RO.Treaty[Nation]<trPeace then
    2697       result:=(Data.RejectTurn[suPeace,Nation]<0)
    2698         or (Data.RejectTurn[suPeace,Nation]+WaitAfterReject<RO.Turn)
    2699     else if RO.Treaty[Nation]=trPeace then
    2700       result:= (Data.BehaviorFlags and bBarbarina=0)
    2701         and ((Data.RejectTurn[suFriendly,Nation]<0)
    2702           or (Data.RejectTurn[suFriendly,Nation]+WaitAfterReject<RO.Turn))
    2703     else
    2704       begin
    2705       FindBestTrade(Nation,adWanted,adGiveAway);
    2706       result:= adWanted>=0;
    2707       end;
    2708   BeginOfTurn:
    2709     if (Data.RejectTurn[suContact,Nation]>=0)
    2710       and (Data.RejectTurn[suContact,Nation]+WaitAfterReject>=RO.Turn) then
    2711       result:=false
    2712     else if (Data.BehaviorFlags and bGender=bMale) and Barbarina_WantCheckNegotiation(Nation) then
    2713       begin NegoCause:=CheckBarbarina; result:=true; end
    2714     else result:=false;
     2935  if Data.BehaviorFlags and bBarbarina = bBarbarina then
     2936  begin
     2937    Result := Barbarina_WantNegotiation(Nation, NegoTime);
     2938    exit;
     2939  end;
     2940
     2941  if RO.Treaty[Nation] < trPeace then
     2942  begin
     2943    if Data.BehaviorFlags and bBarbarina <> 0 then
     2944    begin
     2945      Result := False;
     2946      exit;
     2947    end;
     2948    Count := 0;
     2949    for p1 := 0 to nPl - 1 do
     2950      if (p1 <> me) and (1 shl p1 and RO.Alive <> 0) and (RO.Treaty[p1] >= trPeace) then
     2951        Inc(Count);
     2952    if Count >= 3 then // enough peace made
     2953    begin
     2954      Result := False;
     2955      exit;
     2956    end;
     2957  end;
     2958
     2959  NegoCause := Routine;
     2960  case NegoTime of
     2961    EnemyCalled:
     2962      Result := True;
     2963    EndOfTurn:
     2964      if (Data.RejectTurn[suContact, Nation] >= 0) and
     2965        (Data.RejectTurn[suContact, Nation] + WaitAfterReject >= RO.Turn) then
     2966        Result := False
     2967      else if RO.Treaty[Nation] < trPeace then
     2968        Result := (Data.RejectTurn[suPeace, Nation] < 0) or
     2969          (Data.RejectTurn[suPeace, Nation] + WaitAfterReject < RO.Turn)
     2970      else if RO.Treaty[Nation] = trPeace then
     2971        Result := (Data.BehaviorFlags and bBarbarina = 0) and
     2972          ((Data.RejectTurn[suFriendly, Nation] < 0) or
     2973          (Data.RejectTurn[suFriendly, Nation] + WaitAfterReject < RO.Turn))
     2974      else
     2975      begin
     2976        FindBestTrade(Nation, adWanted, adGiveAway);
     2977        Result := adWanted >= 0;
     2978      end;
     2979    BeginOfTurn:
     2980      if (Data.RejectTurn[suContact, Nation] >= 0) and
     2981        (Data.RejectTurn[suContact, Nation] + WaitAfterReject >= RO.Turn) then
     2982        Result := False
     2983      else if (Data.BehaviorFlags and bGender = bMale) and
     2984        Barbarina_WantCheckNegotiation(Nation) then
     2985      begin
     2986        NegoCause := CheckBarbarina;
     2987        Result := True;
     2988      end
     2989      else
     2990        Result := False;
    27152991  end;
    27162992end;
     
    27182994procedure TAI.DoNegotiation;
    27192995var
    2720 i, adWanted, adGiveAway, adToGet, Slot: integer;
    2721 BuildFreeOffer: boolean;
     2996  i, adWanted, adGiveAway, adToGet, Slot: integer;
     2997  BuildFreeOffer: boolean;
    27222998begin
    2723 if MyLastAction=scDipOffer then
    2724   if OppoAction=scDipAccept then
     2999  if MyLastAction = scDipOffer then
     3000    if OppoAction = scDipAccept then
    27253001    begin // evaluate accepted offers
    2726     AdvanceValuesSet:=false;
    2727     if (MyLastOffer.nDeliver=1) and (MyLastOffer.nCost>0)
    2728       and (MyLastOffer.Price[1]=opTech+adTheology) then
    2729       Data.TheologyPartner:=Opponent;
     3002      AdvanceValuesSet := False;
     3003      if (MyLastOffer.nDeliver = 1) and (MyLastOffer.nCost > 0) and
     3004        (MyLastOffer.Price[1] = opTech + adTheology) then
     3005        Data.TheologyPartner := Opponent;
    27303006    end
    2731   else
     3007    else
    27323008    begin // evaluate rejected offers
    2733     if MyLastOffer.nDeliver+MyLastOffer.nCost=1 then
    2734       if MyLastOffer.Price[0]=opTreaty+trPeace then
    2735         Data.RejectTurn[suPeace,Opponent]:=RO.Turn
    2736       else if MyLastOffer.Price[0]=opTreaty+trFriendlyContact then
    2737         Data.RejectTurn[suFriendly,Opponent]:=RO.Turn;
    2738     end;
    2739 if OppoAction=scDipBreak then
    2740   Data.RejectTurn[suContact,Opponent]:=RO.Turn
    2741 else if OppoAction=scDipCancelTreaty then
    2742   begin
    2743   case RO.Treaty[Opponent] of
    2744     trNone: Data.RejectTurn[suPeace,Opponent]:=RO.Turn;
    2745     trPeace: Data.RejectTurn[suFriendly,Opponent]:=RO.Turn;
    2746     end;
    2747   end;
    2748 
    2749 if Data.BehaviorFlags and bBarbarina=bBarbarina then
    2750   begin Barbarina_DoNegotiation; exit end;
    2751 
    2752 if NegoCause=CheckBarbarina then
    2753   begin Barbarina_DoCheckNegotiation; exit end;
    2754 
    2755 SetAdvanceValues; // in case no turn played after loading this game
    2756 
    2757 BuildFreeOffer:=false;
    2758 if (OppoAction=scDipStart) or (OppoAction=scDipAccept) then
    2759   BuildFreeOffer:=true
    2760 else if (OppoAction=scDipOffer) and (OppoOffer.nDeliver+OppoOffer.nCost=0) then
    2761   BuildFreeOffer:=true
    2762 else if OppoAction=scDipOffer then
    2763   begin
    2764   if (Data.BehaviorFlags and bBarbarina=0)
    2765     and (OppoOffer.nDeliver+OppoOffer.nCost=1)
    2766     and (OppoOffer.Price[0] and opMask=opTreaty)
    2767     and (integer(OppoOffer.Price[0]-opTreaty)>RO.Treaty[Opponent])
    2768     and ((OppoOffer.Price[0]-opTreaty<trAlliance) or (RO.Tech[adScience]>=tsSeen)) then
    2769     MyAction:=scDipAccept // accept all treaties
    2770   else if (RO.Treaty[Opponent]>=trPeace)
    2771     and (OppoOffer.nDeliver=1)
    2772     and (OppoOffer.Price[0] and $FFFF0000=opCivilReport+cardinal(Opponent) shl 16)
    2773     and (OppoOffer.nCost=1)
    2774     and (OppoOffer.Price[1] and $FFFF0000=opCivilReport+cardinal(me) shl 16) then
    2775     MyAction:=scDipAccept // accept exchange of civil reports
    2776   else if (OppoOffer.nDeliver=1) and (OppoOffer.nCost=1)
    2777     and (OppoOffer.Price[1] and opMask=opTech) then
     3009      if MyLastOffer.nDeliver + MyLastOffer.nCost = 1 then
     3010        if MyLastOffer.Price[0] = opTreaty + trPeace then
     3011          Data.RejectTurn[suPeace, Opponent] := RO.Turn
     3012        else if MyLastOffer.Price[0] = opTreaty + trFriendlyContact then
     3013          Data.RejectTurn[suFriendly, Opponent] := RO.Turn;
     3014    end;
     3015  if OppoAction = scDipBreak then
     3016    Data.RejectTurn[suContact, Opponent] := RO.Turn
     3017  else if OppoAction = scDipCancelTreaty then
     3018  begin
     3019    case RO.Treaty[Opponent] of
     3020      trNone: Data.RejectTurn[suPeace, Opponent] := RO.Turn;
     3021      trPeace: Data.RejectTurn[suFriendly, Opponent] := RO.Turn;
     3022    end;
     3023  end;
     3024
     3025  if Data.BehaviorFlags and bBarbarina = bBarbarina then
     3026  begin
     3027    Barbarina_DoNegotiation;
     3028    exit;
     3029  end;
     3030
     3031  if NegoCause = CheckBarbarina then
     3032  begin
     3033    Barbarina_DoCheckNegotiation;
     3034    exit;
     3035  end;
     3036
     3037  SetAdvanceValues; // in case no turn played after loading this game
     3038
     3039  BuildFreeOffer := False;
     3040  if (OppoAction = scDipStart) or (OppoAction = scDipAccept) then
     3041    BuildFreeOffer := True
     3042  else if (OppoAction = scDipOffer) and (OppoOffer.nDeliver + OppoOffer.nCost = 0) then
     3043    BuildFreeOffer := True
     3044  else if OppoAction = scDipOffer then
     3045  begin
     3046    if (Data.BehaviorFlags and bBarbarina = 0) and
     3047      (OppoOffer.nDeliver + OppoOffer.nCost = 1) and
     3048      (OppoOffer.Price[0] and opMask = opTreaty) and
     3049      (integer(OppoOffer.Price[0] - opTreaty) > RO.Treaty[Opponent]) and
     3050      ((OppoOffer.Price[0] - opTreaty < trAlliance) or
     3051      (RO.Tech[adScience] >= tsSeen)) then
     3052      MyAction := scDipAccept // accept all treaties
     3053    else if (RO.Treaty[Opponent] >= trPeace) and (OppoOffer.nDeliver = 1) and
     3054      (OppoOffer.Price[0] and $FFFF0000 = opCivilReport + cardinal(Opponent) shl 16) and
     3055      (OppoOffer.nCost = 1) and (OppoOffer.Price[1] and $FFFF0000 =
     3056      opCivilReport + cardinal(me) shl 16) then
     3057      MyAction := scDipAccept // accept exchange of civil reports
     3058    else if (OppoOffer.nDeliver = 1) and (OppoOffer.nCost = 1) and
     3059      (OppoOffer.Price[1] and opMask = opTech) then
    27783060    begin // opponent wants tech
    2779     BuildFreeOffer:=true;
    2780     adGiveAway:=OppoOffer.Price[1]-opTech;
    2781     if (OppoOffer.Price[0] and opMask=opTech)
    2782       and (MyLastAction=scDipOffer)
    2783       and (MyLastOffer.nDeliver=1) and (MyLastOffer.nCost=1)
    2784       and (OppoOffer.Price[0]=MyLastOffer.Price[1]) then
     3061      BuildFreeOffer := True;
     3062      adGiveAway := OppoOffer.Price[1] - opTech;
     3063      if (OppoOffer.Price[0] and opMask = opTech) and
     3064        (MyLastAction = scDipOffer) and (MyLastOffer.nDeliver = 1) and
     3065        (MyLastOffer.nCost = 1) and (OppoOffer.Price[0] = MyLastOffer.Price[1]) then
    27853066      begin // opponent makes counter offer, check whether to accept
    2786       adToGet:=OppoOffer.Price[0]-opTech;
    2787       if (adGiveAway=adTheRepublic) and (Data.BehaviorFlags and bGender=bFemale)
    2788         and (RO.Tech[adTheology]<tsSeen) then
    2789         begin
    2790         if adToGet=adTheology then MyAction:=scDipAccept;
     3067        adToGet := OppoOffer.Price[0] - opTech;
     3068        if (adGiveAway = adTheRepublic) and (Data.BehaviorFlags and
     3069          bGender = bFemale) and (RO.Tech[adTheology] < tsSeen) then
     3070        begin
     3071          if adToGet = adTheology then
     3072            MyAction := scDipAccept;
    27913073        end
    2792       else if (RO.Tech[adGiveAway]>=tsApplicable) and (RO.Tech[adToGet]<tsSeen)
    2793         and (AdvanceValue[adToGet]>0)
    2794         and ((Advancedness[adGiveAway]<=Advancedness[adToGet]
    2795           +AdvanceValue[adToGet] shr 8+Compromise)
    2796           or (adGiveAway=adScience) and (Opponent=Data.TheologyPartner)) then
    2797         MyAction:=scDipAccept
     3074        else if (RO.Tech[adGiveAway] >= tsApplicable) and
     3075          (RO.Tech[adToGet] < tsSeen) and (AdvanceValue[adToGet] > 0) and
     3076          ((Advancedness[adGiveAway] <= Advancedness[adToGet] +
     3077          AdvanceValue[adToGet] shr 8 + Compromise) or (adGiveAway = adScience) and
     3078          (Opponent = Data.TheologyPartner)) then
     3079          MyAction := scDipAccept;
    27983080      end
    2799     else if (OppoOffer.Price[0] and opMask=opChoose)
    2800       or (OppoOffer.Price[0] and opMask=opTech) then
     3081      else if (OppoOffer.Price[0] and opMask = opChoose) or
     3082        (OppoOffer.Price[0] and opMask = opTech) then
    28013083      begin // choose price
    2802       adWanted:=MostWanted(Opponent,OppoOffer.Price[1]-opTech);
    2803       if (OppoOffer.Price[0] and opMask=opTech)
    2804         and (Cardinal(adWanted)=OppoOffer.Price[0]-opTech) then
    2805         MyAction:=scDipAccept // opponent's offer is already perfect
    2806       else if adWanted>=0 then
     3084        adWanted := MostWanted(Opponent, OppoOffer.Price[1] - opTech);
     3085        if (OppoOffer.Price[0] and opMask = opTech) and
     3086          (cardinal(adWanted) = OppoOffer.Price[0] - opTech) then
     3087          MyAction := scDipAccept // opponent's offer is already perfect
     3088        else if adWanted >= 0 then
    28073089        begin // make improved counter offer
    2808         MyOffer.nDeliver:=1;
    2809         MyOffer.nCost:=1;
    2810         MyOffer.Price[0]:=OppoOffer.Price[1];
    2811         MyOffer.Price[1]:=opTech+adWanted;
    2812         MyAction:=scDipOffer;
    2813         BuildFreeOffer:=false
    2814         end
    2815       end;
    2816     if MyAction=scDipAccept then BuildFreeOffer:=false
     3090          MyOffer.nDeliver := 1;
     3091          MyOffer.nCost := 1;
     3092          MyOffer.Price[0] := OppoOffer.Price[1];
     3093          MyOffer.Price[1] := opTech + adWanted;
     3094          MyAction := scDipOffer;
     3095          BuildFreeOffer := False;
     3096        end;
     3097      end;
     3098      if MyAction = scDipAccept then
     3099        BuildFreeOffer := False;
    28173100    end
    2818   else BuildFreeOffer:=true
    2819   end;
    2820 if (MyAction=scDipAccept) and (OppoAction=scDipOffer) then
    2821   begin
    2822   AdvanceValuesSet:=false;
    2823   if (OppoOffer.nDeliver>0) and (OppoOffer.Price[0]=opTech+adTheology) then
    2824     Data.TheologyPartner:=Opponent
    2825   end;
    2826 
    2827 if BuildFreeOffer then
    2828   begin
    2829   if (Data.BehaviorFlags and bBarbarina=0)
    2830     and (RO.Treaty[Opponent]<trPeace)
    2831     and ((Data.RejectTurn[suPeace,Opponent]<0)
    2832       or (Data.RejectTurn[suPeace,Opponent]+WaitAfterReject<RO.Turn)) then
    2833     begin
    2834     MyOffer.nDeliver:=1;
    2835     MyOffer.nCost:=0;
    2836     MyOffer.Price[0]:=opTreaty+trPeace;
    2837     MyAction:=scDipOffer
     3101    else
     3102      BuildFreeOffer := True;
     3103  end;
     3104  if (MyAction = scDipAccept) and (OppoAction = scDipOffer) then
     3105  begin
     3106    AdvanceValuesSet := False;
     3107    if (OppoOffer.nDeliver > 0) and (OppoOffer.Price[0] = opTech + adTheology) then
     3108      Data.TheologyPartner := Opponent;
     3109  end;
     3110
     3111  if BuildFreeOffer then
     3112  begin
     3113    if (Data.BehaviorFlags and bBarbarina = 0) and (RO.Treaty[Opponent] < trPeace) and
     3114      ((Data.RejectTurn[suPeace, Opponent] < 0) or
     3115      (Data.RejectTurn[suPeace, Opponent] + WaitAfterReject < RO.Turn)) then
     3116    begin
     3117      MyOffer.nDeliver := 1;
     3118      MyOffer.nCost := 0;
     3119      MyOffer.Price[0] := opTreaty + trPeace;
     3120      MyAction := scDipOffer;
    28383121    end
    2839   else if (Data.BehaviorFlags and bBarbarina=0)
    2840     and (RO.Treaty[Opponent]=trPeace)
    2841     and ((Data.RejectTurn[suFriendly,Opponent]<0)
    2842       or (Data.RejectTurn[suFriendly,Opponent]+WaitAfterReject<RO.Turn)) then
    2843     begin
    2844     MyOffer.nDeliver:=1;
    2845     MyOffer.nCost:=0;
    2846     MyOffer.Price[0]:=opTreaty+trFriendlyContact;
    2847     MyAction:=scDipOffer
     3122    else if (Data.BehaviorFlags and bBarbarina = 0) and
     3123      (RO.Treaty[Opponent] = trPeace) and
     3124      ((Data.RejectTurn[suFriendly, Opponent] < 0) or
     3125      (Data.RejectTurn[suFriendly, Opponent] + WaitAfterReject < RO.Turn)) then
     3126    begin
     3127      MyOffer.nDeliver := 1;
     3128      MyOffer.nCost := 0;
     3129      MyOffer.Price[0] := opTreaty + trFriendlyContact;
     3130      MyAction := scDipOffer;
    28483131    end
    2849   else
    2850     begin
    2851     FindBestTrade(Opponent, adWanted, adGiveAway);
    2852     if adWanted>=0 then
    2853       begin
    2854       MyOffer.nDeliver:=1;
    2855       MyOffer.nCost:=1;
    2856       MyOffer.Price[0]:=opTech+adGiveAway;
    2857       MyOffer.Price[1]:=opTech+adWanted;
    2858       MyAction:=scDipOffer;
    2859       for i:=0 to nRequestedTechs-1 do
    2860         if Data.RequestedTechs[i]<0 then
    2861           begin Slot:=i; break end
    2862         else if (i=0) or (Data.RequestedTechs[i] shr 16
    2863           <Data.RequestedTechs[Slot] shr 16) then // find most outdated entry
    2864           Slot:=i;
    2865       Data.RequestedTechs[Slot]:=RO.Turn shl 16+Opponent shl 8+adWanted
    2866       end
    2867     end
     3132    else
     3133    begin
     3134      FindBestTrade(Opponent, adWanted, adGiveAway);
     3135      if adWanted >= 0 then
     3136      begin
     3137        MyOffer.nDeliver := 1;
     3138        MyOffer.nCost := 1;
     3139        MyOffer.Price[0] := opTech + adGiveAway;
     3140        MyOffer.Price[1] := opTech + adWanted;
     3141        MyAction := scDipOffer;
     3142        for i := 0 to nRequestedTechs - 1 do
     3143          if Data.RequestedTechs[i] < 0 then
     3144          begin
     3145            Slot := i;
     3146            break;
     3147          end
     3148          else if (i = 0) or (Data.RequestedTechs[i] shr 16 <
     3149            Data.RequestedTechs[Slot] shr 16) then // find most outdated entry
     3150            Slot := i;
     3151        Data.RequestedTechs[Slot] := RO.Turn shl 16 + Opponent shl 8 + adWanted;
     3152      end;
     3153    end;
    28683154  end;
    28693155end; // Negotiation
     
    28713157
    28723158procedure SetLeaveOutValue;
     3159
    28733160  procedure Process(ad: integer);
    28743161  var
    2875   i: integer;
    2876   begin
    2877   if LeaveOutValue[ad]<0 then
    2878     begin
    2879     LeaveOutValue[ad]:=0;
    2880     for i:=0 to 1 do if AdvPreq[ad,i]>=0 then
    2881       begin
    2882       Process(AdvPreq[ad,i]);
    2883       if AdvPreq[ad,i] in LeaveOutTechs then
    2884         inc(LeaveOutValue[ad], LeaveOutValue[AdvPreq[ad,i]]+1)
    2885       end
    2886     end
    2887   end;
     3162    i: integer;
     3163  begin
     3164    if LeaveOutValue[ad] < 0 then
     3165    begin
     3166      LeaveOutValue[ad] := 0;
     3167      for i := 0 to 1 do
     3168        if AdvPreq[ad, i] >= 0 then
     3169        begin
     3170          Process(AdvPreq[ad, i]);
     3171          if AdvPreq[ad, i] in LeaveOutTechs then
     3172            Inc(LeaveOutValue[ad], LeaveOutValue[AdvPreq[ad, i]] + 1);
     3173        end;
     3174    end;
     3175  end;
     3176
    28883177var
    2889 ad: integer;
     3178  ad: integer;
    28903179begin
    2891 FillChar(LeaveOutValue,SizeOf(LeaveOutValue),$FF);
    2892 for ad:=0 to nAdv-5 do Process(ad);
     3180  FillChar(LeaveOutValue, SizeOf(LeaveOutValue), $FF);
     3181  for ad := 0 to nAdv - 5 do
     3182    Process(ad);
    28933183end;
    28943184
    28953185
    28963186initialization
    2897 RWDataSize:=sizeof(TPersistentData);
    2898 SetLeaveOutValue;
     3187  RWDataSize := sizeof(TPersistentData);
     3188  SetLeaveOutValue;
    28993189
    29003190end.
    2901 
  • trunk/AI/StdAI/Barbarina.pas

    r274 r289  
    77{$IFDEF DEBUG}SysUtils,{$ENDIF} // necessary for debug exceptions
    88{$IFDEF DEBUG}Names,{$ENDIF}
    9 Protocol, ToolAI, CustomAI;
    10 
     9  Protocol, ToolAI, CustomAI;
    1110
    1211const
    13 nModelCategory=4;
    14 ctGroundSlow=0; ctGroundFast=1; ctSeaTrans=2; ctSeaArt=3;
    15 
    16 maxCOD=256;
    17 
    18 maxModern=16;
    19   // maximum number of modern resources of one type being managed
    20   // (for designed maps only, number is 2 in standard game)
     12  nModelCategory = 4;
     13  ctGroundSlow = 0;
     14  ctGroundFast = 1;
     15  ctSeaTrans = 2;
     16  ctSeaArt = 3;
     17
     18  maxCOD = 256;
     19
     20  maxModern = 16;
     21// maximum number of modern resources of one type being managed
     22// (for designed maps only, number is 2 in standard game)
    2123
    2224
    2325type
    24 TColonyShipPlan = array[0..nShipPart-1] of record
    25   cixProducing: integer;
    26   LocResource: array[0..maxModern-1] of integer;
    27   nLocResource: integer;
    28   LocFoundCity: array[0..maxModern-1] of integer;
    29   nLocFoundCity: integer;
     26  TColonyShipPlan = array[0..nShipPart - 1] of record
     27    cixProducing: integer;
     28    LocResource: array[0..maxModern - 1] of integer;
     29    nLocResource: integer;
     30    LocFoundCity: array[0..maxModern - 1] of integer;
     31    nLocFoundCity: integer;
    3032  end;
    3133
    32 TBarbarina = class(TToolAI)
    33   constructor Create(Nation: integer); override;
    34 
    35 protected
    36   ColonyShipPlan: TColonyShipPlan;
    37   function Barbarina_GoHidden: boolean; // whether we should prepare for barbarina mode
    38   function Barbarina_Go: boolean; // whether we should switch to barbarina mode now
    39   procedure Barbarina_DoTurn;
    40   procedure Barbarina_SetCityProduction;
    41   function Barbarina_ChooseResearchAdvance: integer;
    42   function Barbarina_WantCheckNegotiation(Nation: integer): boolean;
    43   procedure Barbarina_DoCheckNegotiation;
    44   function Barbarina_WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
    45   procedure Barbarina_DoNegotiation;
    46   procedure MakeColonyShipPlan;
    47 
    48 private
    49   TurnOfMapAnalysis, Neighbours: integer;
    50   ContinentPresence: array[0..maxCOD-1] of integer;
    51   OceanPresence: array[0..maxCOD-1] of integer;
    52   ContinentSize: array[0..maxCOD-1] of integer;
    53   OceanSize: array[0..maxCOD-1] of integer;
    54   mixBest: array[0..nModelCategory-1] of integer;
    55   NegoCause: (CancelTreaty);
    56   function IsModelAvailable(rmix: integer): boolean;
    57   procedure FindBestModels;
    58   procedure AnalyzeMap;
    59   procedure RateAttack(uix: integer);
    60   function DoAttack(uix,AttackLoc: integer): boolean;
    61   function ProcessMove(uix: integer): boolean;
    62   procedure AttackAndPatrol;
     34  TBarbarina = class(TToolAI)
     35    constructor Create(Nation: integer); override;
     36
     37  protected
     38    ColonyShipPlan: TColonyShipPlan;
     39    function Barbarina_GoHidden: boolean; // whether we should prepare for barbarina mode
     40    function Barbarina_Go: boolean; // whether we should switch to barbarina mode now
     41    procedure Barbarina_DoTurn;
     42    procedure Barbarina_SetCityProduction;
     43    function Barbarina_ChooseResearchAdvance: integer;
     44    function Barbarina_WantCheckNegotiation(Nation: integer): boolean;
     45    procedure Barbarina_DoCheckNegotiation;
     46    function Barbarina_WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
     47    procedure Barbarina_DoNegotiation;
     48    procedure MakeColonyShipPlan;
     49
     50  private
     51    TurnOfMapAnalysis, Neighbours: integer;
     52    ContinentPresence: array[0..maxCOD - 1] of integer;
     53    OceanPresence: array[0..maxCOD - 1] of integer;
     54    ContinentSize: array[0..maxCOD - 1] of integer;
     55    OceanSize: array[0..maxCOD - 1] of integer;
     56    mixBest: array[0..nModelCategory - 1] of integer;
     57    NegoCause: (CancelTreaty);
     58    function IsModelAvailable(rmix: integer): boolean;
     59    procedure FindBestModels;
     60    procedure AnalyzeMap;
     61    procedure RateAttack(uix: integer);
     62    function DoAttack(uix, AttackLoc: integer): boolean;
     63    function ProcessMove(uix: integer): boolean;
     64    procedure AttackAndPatrol;
    6365  end;
    6466
     
    6769
    6870uses
    69 Pile;
     71  Pile;
    7072
    7173type
    72 TResearchModel=record
    73   Category,Domain,Weight,adStop,FutMStrength: integer;
    74   Upgrades: cardinal;
    75   Cap: array [0..nFeature-1] of integer;
     74  TResearchModel = record
     75    Category, Domain, Weight, adStop, FutMStrength: integer;
     76    Upgrades: cardinal;
     77    Cap: array [0..nFeature - 1] of integer;
    7678  end;
    7779
    7880const
    79 //UnitKind
    80 ukSlow=$01; ukFast=$02;
    81 
    82 neumax=4096;
    83 mixTownGuard=2;
    84 
    85 PresenceUnknown=$10000;
    86 
    87 WonderProductionThreshold=15;
    88 WonderInclination=24.0; // higher value means lower probability of building wonder
    89 ReduceDefense=16; // if this is x, 1/x of all units is used to defend cities
    90 
    91 nResearchOrder=40;
    92 ResearchOrder: array[0..nResearchOrder-1] of integer=
    93 (adBronzeWorking,-adMapMaking,adChivalry,adMonotheism,adIronWorking,
    94 adGunPowder,adTheology,adConstruction,adCodeOfLaws,-adEngineering,-adSeafaring,
    95 -adNavigation,adMetallurgy,adBallistics,adScience,adExplosives,
    96 adTactics,adSteel,-adSteamEngine,-adAmphibiousWarfare,-adMagnetism,adRadio,
    97 adAutomobile,adMobileWarfare,adRailroad,adCommunism,adDemocracy,
    98 adTheCorporation,adMassProduction,adIndustrialization,adRobotics,adComposites,
    99 adTheLaser,adFlight,adAdvancedFlight,adSpaceFlight,
    100 adSyntheticFood,adTransstellarColonization,adElectronics,adSmartWeapons);
    101 
    102 nResearchModel=16;
    103 ResearchModel: array[0..nResearchModel-1] of TResearchModel=
    104 //       Wea Arm Mob Sea Car Tur Bom Fue Air Nav Rad Sub Art Alp Sup Ove Air Spy SE  NP  Jet Ste Fan Fir Wil Aca Lin
    105 ((Category:ctGroundSlow; Domain:dGround;Weight: 7;adStop:adIronWorking;Upgrades:$0003;
    106     Cap:(  3,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    107  (Category:ctGroundFast; Domain:dGround;Weight: 7;adStop:adIronWorking;Upgrades:$0003;
    108     Cap:(  3,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    109  (Category:ctGroundSlow; Domain:dGround;Weight: 7;adStop:adExplosives;Upgrades:$003F;
    110     Cap:(  3,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    111  (Category:ctGroundFast; Domain:dGround;Weight: 7;adStop:adExplosives;Upgrades:$003F;
    112     Cap:(  3,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    113  (Category:ctSeaTrans;   Domain:dSea;   Weight: 7;adStop:adExplosives;Upgrades:$000F;
    114     Cap:(  0,  3,  0,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    115  (Category:ctSeaArt;     Domain:dSea;   Weight: 7;adStop:adExplosives;Upgrades:$000F;
    116     Cap:(  4,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    117  (Category:ctGroundSlow; Domain:dGround;Weight: 7;adStop:adAutomobile;Upgrades:$00FF;
    118     Cap:(  1,  3,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    119  (Category:ctGroundFast; Domain:dGround;Weight: 7;adStop:adAutomobile;Upgrades:$00FF;
    120     Cap:(  3,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    121  (Category:ctSeaTrans;   Domain:dSea;   Weight: 9;adStop:-1;Upgrades:$00FF;
    122     Cap:(  0,  4,  0,  2,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    123  (Category:ctSeaArt;     Domain:dSea;   Weight: 9;adStop:-1;Upgrades:$00FF;
    124     Cap:(  5,  3,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    125  (Category:ctGroundSlow; Domain:dGround;Weight: 10;adStop:adCommunism;Upgrades:$05FF;
    126     Cap:(  3,  3,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    127  (Category:ctGroundFast; Domain:dGround;Weight: 10;adStop:adCommunism;Upgrades:$05FF;
    128     Cap:(  5,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0)),
    129  (Category:ctGroundSlow; Domain:dGround;Weight: 10;adStop:adComposites;Upgrades:$07FF;
    130     Cap:(  3,  3,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  1)),
    131  (Category:ctGroundFast; Domain:dGround;Weight: 10;adStop:adComposites;Upgrades:$07FF;
    132     Cap:(  5,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  1)),
    133  (Category:ctGroundSlow; Domain:dGround;Weight: 10;adStop:-1;Upgrades:$3FFF;
    134     Cap:(  3,  3,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  1)),
    135  (Category:ctGroundFast; Domain:dGround;Weight: 10;adStop:-1;Upgrades:$3FFF;
    136     Cap:(  5,  1,  2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  0,  0,  1)));
    137 EntryModel_Base=1;
    138 EntryModel_GunPowder=3;
    139 EntryModel_MassProduction=13;
     81  //UnitKind
     82  ukSlow = $01;
     83  ukFast = $02;
     84
     85  neumax = 4096;
     86  mixTownGuard = 2;
     87
     88  PresenceUnknown = $10000;
     89
     90  WonderProductionThreshold = 15;
     91  WonderInclination = 24.0; // higher value means lower probability of building wonder
     92  ReduceDefense = 16; // if this is x, 1/x of all units is used to defend cities
     93
     94  nResearchOrder = 40;
     95  ResearchOrder: array[0..nResearchOrder - 1] of integer =
     96    (adBronzeWorking, -adMapMaking, adChivalry, adMonotheism, adIronWorking,
     97    adGunPowder, adTheology, adConstruction, adCodeOfLaws, -adEngineering,
     98    -adSeafaring, -adNavigation, adMetallurgy, adBallistics, adScience, adExplosives,
     99    adTactics, adSteel, -adSteamEngine, -adAmphibiousWarfare, -adMagnetism, adRadio,
     100    adAutomobile, adMobileWarfare, adRailroad, adCommunism, adDemocracy,
     101    adTheCorporation, adMassProduction, adIndustrialization, adRobotics, adComposites,
     102    adTheLaser, adFlight, adAdvancedFlight, adSpaceFlight,
     103    adSyntheticFood, adTransstellarColonization, adElectronics, adSmartWeapons);
     104
     105  nResearchModel = 16;
     106  ResearchModel: array[0..nResearchModel - 1] of TResearchModel =
     107    //       Wea Arm Mob Sea Car Tur Bom Fue Air Nav Rad Sub Art Alp Sup Ove Air Spy SE  NP  Jet Ste Fan Fir Wil Aca Lin
     108    ((Category: ctGroundSlow; Domain: dGround; Weight: 7; adStop: adIronWorking;
     109    Upgrades: $0003;
     110    Cap: (3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     111    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     112    (Category: ctGroundFast; Domain: dGround; Weight: 7; adStop: adIronWorking;
     113    Upgrades: $0003;
     114    Cap: (3, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     115    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     116    (Category: ctGroundSlow; Domain: dGround; Weight: 7; adStop: adExplosives;
     117    Upgrades: $003F;
     118    Cap: (3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     119    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     120    (Category: ctGroundFast; Domain: dGround; Weight: 7; adStop: adExplosives;
     121    Upgrades: $003F;
     122    Cap: (3, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     123    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     124    (Category: ctSeaTrans; Domain: dSea; Weight: 7; adStop: adExplosives;
     125    Upgrades: $000F;
     126    Cap: (0, 3, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     127    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     128    (Category: ctSeaArt; Domain: dSea; Weight: 7; adStop: adExplosives; Upgrades: $000F;
     129    Cap: (4, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     130    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     131    (Category: ctGroundSlow; Domain: dGround; Weight: 7; adStop: adAutomobile;
     132    Upgrades: $00FF;
     133    Cap: (1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     134    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     135    (Category: ctGroundFast; Domain: dGround; Weight: 7; adStop: adAutomobile;
     136    Upgrades: $00FF;
     137    Cap: (3, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
     138    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     139    (Category: ctSeaTrans; Domain: dSea; Weight: 9; adStop: -1; Upgrades: $00FF;
     140    Cap: (0, 4, 0, 2, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
     141    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     142    (Category: ctSeaArt; Domain: dSea; Weight: 9; adStop: -1; Upgrades: $00FF;
     143    Cap: (5, 3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0,
     144    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     145    (Category: ctGroundSlow; Domain: dGround; Weight: 10; adStop: adCommunism;
     146    Upgrades: $05FF;
     147    Cap: (3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     148    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     149    (Category: ctGroundFast; Domain: dGround; Weight: 10; adStop: adCommunism;
     150    Upgrades: $05FF;
     151    Cap: (5, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     152    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)),
     153    (Category: ctGroundSlow; Domain: dGround; Weight: 10; adStop: adComposites;
     154    Upgrades: $07FF;
     155    Cap: (3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     156    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1)),
     157    (Category: ctGroundFast; Domain: dGround; Weight: 10; adStop: adComposites;
     158    Upgrades: $07FF;
     159    Cap: (5, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     160    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1)),
     161    (Category: ctGroundSlow; Domain: dGround; Weight: 10; adStop: -1; Upgrades: $3FFF;
     162    Cap: (3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     163    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1)),
     164    (Category: ctGroundFast; Domain: dGround; Weight: 10; adStop: -1; Upgrades: $3FFF;
     165    Cap: (5, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
     166    0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1)));
     167  EntryModel_Base = 1;
     168  EntryModel_GunPowder = 3;
     169  EntryModel_MassProduction = 13;
    140170
    141171
    142172var
    143 Moved: array[0..numax-1] of boolean;
    144 UnitPresence: array[0..lxmax*lymax-1] of byte;
    145 euixMap: array[0..lxmax*lymax-1] of smallint;
    146 uixAttack: array[0..neumax-1] of smallint;
    147 AttackScore: array[0..neumax-1] of integer;
     173  Moved: array[0..numax - 1] of boolean;
     174  UnitPresence: array[0..lxmax * lymax - 1] of byte;
     175  euixMap: array[0..lxmax * lymax - 1] of smallint;
     176  uixAttack: array[0..neumax - 1] of smallint;
     177  AttackScore: array[0..neumax - 1] of integer;
    148178
    149179constructor TBarbarina.Create(Nation: integer);
    150180begin
    151 inherited;
    152 TurnOfMapAnalysis:=-1;
     181  inherited;
     182  TurnOfMapAnalysis := -1;
    153183end;
    154184
     
    156186function TBarbarina.IsModelAvailable(rmix: integer): boolean;
    157187var
    158 i,mix,MStrength: integer;
     188  i, mix, MStrength: integer;
    159189begin
    160 result:=false;
    161 with ResearchModel[rmix] do
     190  Result := False;
     191  with ResearchModel[rmix] do
    162192  begin
    163   MStrength:=CurrentMStrength(Domain);
    164   for mix:=3 to RO.nModel-1 do
    165     if ((MyModel[mix].kind=mkSelfDeveloped) or (MyModel[mix].kind=mkEnemyDeveloped))
    166       and (MyModel[mix].Domain=Domain)
    167       and (Upgrades and not MyModel[mix].Upgrades=0) then
    168       begin
    169       result:= MStrength<(MyModel[mix].MStrength*3) div 2; // for future techs: don't count model available if 50% stronger possible
    170       for i:=0 to nFeature-1 do if MyModel[mix].Cap[i]<Cap[i] then
    171         begin result:=false; break end;
    172       if result then break;
    173       end;
    174   end
     193    MStrength := CurrentMStrength(Domain);
     194    for mix := 3 to RO.nModel - 1 do
     195      if ((MyModel[mix].kind = mkSelfDeveloped) or
     196        (MyModel[mix].kind = mkEnemyDeveloped)) and (MyModel[mix].Domain = Domain) and
     197        (Upgrades and not MyModel[mix].Upgrades = 0) then
     198      begin
     199        Result := MStrength < (MyModel[mix].MStrength * 3) div 2;
     200        // for future techs: don't count model available if 50% stronger possible
     201        for i := 0 to nFeature - 1 do
     202          if MyModel[mix].Cap[i] < Cap[i] then
     203          begin
     204            Result := False;
     205            break;
     206          end;
     207        if Result then
     208          break;
     209      end;
     210  end;
    175211end;
    176212
    177213function TBarbarina.Barbarina_GoHidden: boolean;
    178214var
    179 V21,Loc1,cix: integer;
    180 Radius: TVicinity21Loc;
     215  V21, Loc1, cix: integer;
     216  Radius: TVicinity21Loc;
    181217begin
    182 if IsResearched(adMassProduction) then
     218  if IsResearched(adMassProduction) then
    183219  begin
    184   result:=true;
    185   for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    186     begin // search for modern resource
    187     V21_to_Loc(Loc, Radius);
    188     for V21:=1 to 26 do
    189       begin
    190       Loc1:=Radius[V21];
    191       if (Loc1>=0) and (RO.Map[Loc1] and fModern<>0) then
    192         result:=false;
    193       end
    194     end
     220    Result := True;
     221    for cix := 0 to RO.nCity - 1 do
     222      with MyCity[cix] do
     223        if Loc >= 0 then
     224        begin // search for modern resource
     225          V21_to_Loc(Loc, Radius);
     226          for V21 := 1 to 26 do
     227          begin
     228            Loc1 := Radius[V21];
     229            if (Loc1 >= 0) and (RO.Map[Loc1] and fModern <> 0) then
     230              Result := False;
     231          end;
     232        end;
    195233  end
    196 else if IsResearched(adGunPowder) then
    197   result:=(RO.Tech[adTheRepublic]<tsSeen) and IsResearched(adTheology)
    198 else result:=false;
     234  else if IsResearched(adGunPowder) then
     235    Result := (RO.Tech[adTheRepublic] < tsSeen) and IsResearched(adTheology)
     236  else
     237    Result := False;
    199238end;
    200239
    201240function TBarbarina.Barbarina_Go: boolean;
    202241begin
    203 if IsResearched(adMassProduction) then
    204   result:= IsResearched(adTheology)
    205     and IsModelAvailable(EntryModel_MassProduction)
    206 else if IsResearched(adGunPowder) then
    207   result:= IsResearched(adTheology) and IsResearched(adMapMaking)
    208     and IsModelAvailable(EntryModel_GunPowder)
    209 else
     242  if IsResearched(adMassProduction) then
     243    Result := IsResearched(adTheology) and IsModelAvailable(EntryModel_MassProduction)
     244  else if IsResearched(adGunPowder) then
     245    Result := IsResearched(adTheology) and IsResearched(adMapMaking) and
     246      IsModelAvailable(EntryModel_GunPowder)
     247  else
    210248  begin
    211   result:=(RO.nCity>=3) and IsResearched(adMapMaking)
    212     and IsModelAvailable(EntryModel_Base);
    213   exit
    214   end; 
    215 result:=result and ((RO.nUn>=RO.nCity*3) or (RO.Wonder[woZeus].EffectiveOwner=me));
     249    Result := (RO.nCity >= 3) and IsResearched(adMapMaking) and
     250      IsModelAvailable(EntryModel_Base);
     251    exit;
     252  end;
     253  Result := Result and ((RO.nUn >= RO.nCity * 3) or
     254    (RO.Wonder[woZeus].EffectiveOwner = me));
    216255end;
    217256
    218257procedure TBarbarina.AnalyzeMap;
    219258var
    220 Loc,Loc1,V8,f1,p1,cix: integer;
    221 Adjacent: TVicinity8Loc;
     259  Loc, Loc1, V8, f1, p1, cix: integer;
     260  Adjacent: TVicinity8Loc;
    222261begin
    223 if TurnOfMapAnalysis=RO.Turn then exit;
    224 
    225 // inherited AnalyzeMap;
    226 
    227 // collect nation presence information for continents and oceans
    228 fillchar(ContinentPresence, sizeof(ContinentPresence), 0);
    229 fillchar(OceanPresence, sizeof(OceanPresence), 0);
    230 fillchar(ContinentSize, sizeof(ContinentSize), 0);
    231 fillchar(OceanSize, sizeof(OceanSize), 0);
    232 for Loc:=0 to MapSize-1 do
     262  if TurnOfMapAnalysis = RO.Turn then
     263    exit;
     264
     265  // inherited;
     266
     267  // collect nation presence information for continents and oceans
     268  fillchar(ContinentPresence, sizeof(ContinentPresence), 0);
     269  fillchar(OceanPresence, sizeof(OceanPresence), 0);
     270  fillchar(ContinentSize, sizeof(ContinentSize), 0);
     271  fillchar(OceanSize, sizeof(OceanSize), 0);
     272  for Loc := 0 to MapSize - 1 do
    233273  begin
    234   f1:=Formation[Loc];
    235   case f1 of
    236     0..maxCOD-1:
    237       begin
    238       p1:=RO.Territory[Loc];
    239       if p1>=0 then
    240         if Map[Loc] and fTerrain>=fGrass then
    241           begin
    242           inc(ContinentSize[f1]);
    243           ContinentPresence[f1]:=ContinentPresence[f1] or (1 shl p1)
     274    f1 := Formation[Loc];
     275    case f1 of
     276      0..maxCOD - 1:
     277      begin
     278        p1 := RO.Territory[Loc];
     279        if p1 >= 0 then
     280          if Map[Loc] and fTerrain >= fGrass then
     281          begin
     282            Inc(ContinentSize[f1]);
     283            ContinentPresence[f1] := ContinentPresence[f1] or (1 shl p1);
    244284          end
    245         else
    246           begin
    247           inc(OceanSize[f1]);
    248           OceanPresence[f1]:=OceanPresence[f1] or (1 shl p1);
    249           end
    250       end;
    251     nfUndiscovered:
     285          else
     286          begin
     287            Inc(OceanSize[f1]);
     288            OceanPresence[f1] := OceanPresence[f1] or (1 shl p1);
     289          end;
     290      end;
     291      nfUndiscovered:
    252292      begin // adjacent formations are not completely discovered
    253       V8_to_Loc(Loc,Adjacent);
    254       for V8:=0 to 7 do
    255         begin
    256         Loc1:=Adjacent[V8];
    257         if Loc1>=0 then
    258           begin
    259           f1:=Formation[Loc1];
    260           if (f1>=0) and (f1<maxCOD) then
    261             if Map[Loc1] and fTerrain>=fGrass then
    262               ContinentPresence[f1]:=ContinentPresence[f1] or PresenceUnknown
    263             else OceanPresence[f1]:=OceanPresence[f1] or PresenceUnknown
    264           end
    265         end
    266       end;
    267     nfPeace:
     293        V8_to_Loc(Loc, Adjacent);
     294        for V8 := 0 to 7 do
     295        begin
     296          Loc1 := Adjacent[V8];
     297          if Loc1 >= 0 then
     298          begin
     299            f1 := Formation[Loc1];
     300            if (f1 >= 0) and (f1 < maxCOD) then
     301              if Map[Loc1] and fTerrain >= fGrass then
     302                ContinentPresence[f1] := ContinentPresence[f1] or PresenceUnknown
     303              else
     304                OceanPresence[f1] := OceanPresence[f1] or PresenceUnknown;
     305          end;
     306        end;
     307      end;
     308      nfPeace:
    268309      begin // nation present in adjacent formations
    269       V8_to_Loc(Loc,Adjacent);
    270       for V8:=0 to 7 do
    271         begin
    272         Loc1:=Adjacent[V8];
    273         if Loc1>=0 then
    274           begin
    275           f1:=Formation[Loc1];
    276           if (f1>=0) and (f1<maxCOD) then
    277             if Map[Loc1] and fTerrain>=fGrass then
    278               ContinentPresence[f1]:=ContinentPresence[f1]
    279                 or (1 shl RO.Territory[Loc])
    280             else OceanPresence[f1]:=OceanPresence[f1]
    281               or (1 shl RO.Territory[Loc])
    282           end
    283         end
     310        V8_to_Loc(Loc, Adjacent);
     311        for V8 := 0 to 7 do
     312        begin
     313          Loc1 := Adjacent[V8];
     314          if Loc1 >= 0 then
     315          begin
     316            f1 := Formation[Loc1];
     317            if (f1 >= 0) and (f1 < maxCOD) then
     318              if Map[Loc1] and fTerrain >= fGrass then
     319                ContinentPresence[f1] :=
     320                  ContinentPresence[f1] or (1 shl RO.Territory[Loc])
     321              else
     322                OceanPresence[f1] := OceanPresence[f1] or (1 shl RO.Territory[Loc]);
     323          end;
     324        end;
    284325      end;
    285326    end;
    286327  end;
    287328
    288 Neighbours:=0;
    289 for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    290   if (Loc>=0) and (Formation[Loc]>=0) and (Formation[Loc]<maxCOD) then
    291     Neighbours:=Neighbours or ContinentPresence[Formation[Loc]];
    292 Neighbours:= Neighbours and not PresenceUnknown;
    293 
    294 TurnOfMapAnalysis:=RO.Turn;
     329  Neighbours := 0;
     330  for cix := 0 to RO.nCity - 1 do
     331    with MyCity[cix] do
     332      if (Loc >= 0) and (Formation[Loc] >= 0) and (Formation[Loc] < maxCOD) then
     333        Neighbours := Neighbours or ContinentPresence[Formation[Loc]];
     334  Neighbours := Neighbours and not PresenceUnknown;
     335
     336  TurnOfMapAnalysis := RO.Turn;
    295337end;
    296338
    297339procedure TBarbarina.FindBestModels;
    298340var
    299 i,mix,rmix,cat: integer;
     341  i, mix, rmix, cat: integer;
    300342begin
    301 for i:=0 to nModelCategory-1 do mixBest[i]:=-1;
    302 for rmix:=nResearchModel-1 downto 0 do with ResearchModel[rmix] do
    303   if mixBest[Category]<0 then
    304       for mix:=3 to RO.nModel-1 do
    305         if (MyModel[mix].Domain=Domain)
    306           and (Upgrades and not MyModel[mix].Upgrades=0) then
    307           begin
    308           mixBest[Category]:=mix;
    309           for i:=0 to nFeature-1 do if MyModel[mix].Cap[i]<Cap[i] then
    310             begin mixBest[Category]:=-1; break end;
    311           if mixBest[Category]>=0 then break;
    312           end;
    313 for mix:=3 to RO.nModel-1 do with MyModel[mix] do if Kind<=mkEnemyDeveloped then
    314   begin
    315   cat:=-1;
    316   case Domain of
    317     dGround:
    318       if Speed>=250 then cat:=ctGroundFast
    319       else cat:=ctGroundSlow;
    320     dSea:
    321       if Cap[mcSeaTrans]>0 then cat:=ctSeaTrans
    322       else if Cap[mcArtillery]>0 then cat:=ctSeaArt;
    323     end;
    324   if (cat>=0) and (mix<>mixBest[cat])
    325     and ((mixBest[cat]<0) or (Weight*MStrength
    326     >MyModel[mixBest[cat]].Weight+MyModel[mixBest[cat]].MStrength)) then
    327     mixBest[cat]:=mix;
    328   end;
    329 if (mixBest[ctSeaTrans]<0) and not IsResearched(adExplosives) then // longboat?
    330   for mix:=3 to RO.nModel-1 do if MyModel[mix].Cap[mcSeaTrans]>0 then
    331     begin mixBest[ctSeaTrans]:=mix; break end;
     343  for i := 0 to nModelCategory - 1 do
     344    mixBest[i] := -1;
     345  for rmix := nResearchModel - 1 downto 0 do
     346    with ResearchModel[rmix] do
     347      if mixBest[Category] < 0 then
     348        for mix := 3 to RO.nModel - 1 do
     349          if (MyModel[mix].Domain = Domain) and
     350            (Upgrades and not MyModel[mix].Upgrades = 0) then
     351          begin
     352            mixBest[Category] := mix;
     353            for i := 0 to nFeature - 1 do
     354              if MyModel[mix].Cap[i] < Cap[i] then
     355              begin
     356                mixBest[Category] := -1;
     357                break;
     358              end;
     359            if mixBest[Category] >= 0 then
     360              break;
     361          end;
     362  for mix := 3 to RO.nModel - 1 do
     363    with MyModel[mix] do
     364      if Kind <= mkEnemyDeveloped then
     365      begin
     366        cat := -1;
     367        case Domain of
     368          dGround:
     369            if Speed >= 250 then
     370              cat := ctGroundFast
     371            else
     372              cat := ctGroundSlow;
     373          dSea:
     374            if Cap[mcSeaTrans] > 0 then
     375              cat := ctSeaTrans
     376            else if Cap[mcArtillery] > 0 then
     377              cat := ctSeaArt;
     378        end;
     379        if (cat >= 0) and (mix <> mixBest[cat]) and
     380          ((mixBest[cat] < 0) or (Weight * MStrength > MyModel[mixBest[cat]].Weight +
     381          MyModel[mixBest[cat]].MStrength)) then
     382          mixBest[cat] := mix;
     383      end;
     384  if (mixBest[ctSeaTrans] < 0) and not IsResearched(adExplosives) then // longboat?
     385    for mix := 3 to RO.nModel - 1 do
     386      if MyModel[mix].Cap[mcSeaTrans] > 0 then
     387      begin
     388        mixBest[ctSeaTrans] := mix;
     389        break;
     390      end;
    332391end;
    333392
    334393procedure TBarbarina.Barbarina_DoTurn;
    335394begin
    336 if (RO.Government in [gRepublic,gDemocracy,gFuture])
    337   or (RO.Government<>gFundamentalism) and (RO.Government<>gAnarchy)
    338   and IsResearched(adTheology) then
    339   Revolution;
    340 
    341 AnalyzeMap;
    342 
    343 FindBestModels;
    344 
    345 AttackAndPatrol;
     395  if (RO.Government in [gRepublic, gDemocracy, gFuture]) or
     396    (RO.Government <> gFundamentalism) and (RO.Government <> gAnarchy) and
     397    IsResearched(adTheology) then
     398    Revolution;
     399
     400  AnalyzeMap;
     401
     402  FindBestModels;
     403
     404  AttackAndPatrol;
    346405end;
    347406
     
    349408procedure TBarbarina.RateAttack(uix: integer);
    350409var
    351 MoveStyle,TestLoc,TestTime,NextLoc,NextTime,V8,RemHealth,RecoverTurns,
    352   Score,BestScore,euixBest,uixOld: integer;
    353 NextTile: cardinal;
    354 Adjacent: TVicinity8Loc;
    355 Defense: ^TUnitInfo;
    356 Reached: array[0..lxmax*lymax-1] of boolean;
     410  MoveStyle, TestLoc, TestTime, NextLoc, NextTime, V8, RemHealth,
     411  RecoverTurns, Score, BestScore, euixBest, uixOld: integer;
     412  NextTile: cardinal;
     413  Adjacent: TVicinity8Loc;
     414  Defense: ^TUnitInfo;
     415  Reached: array[0..lxmax * lymax - 1] of boolean;
    357416begin
    358 with MyUnit[uix] do if Movement>0 then
     417  with MyUnit[uix] do
     418    if Movement > 0 then
     419    begin
     420      BestScore := 0;
     421      fillchar(Reached, MapSize, False);
     422      MoveStyle := GetMyMoveStyle(mix, Health);
     423      Pile.Create(MapSize);
     424      Pile.Put(Loc, $800 - Movement);
     425      while Pile.Get(TestLoc, TestTime) do
     426      begin
     427        Reached[TestLoc] := True;
     428        V8_to_Loc(TestLoc, Adjacent);
     429        for V8 := 0 to 7 do
     430        begin
     431          NextLoc := Adjacent[V8];
     432          if (NextLoc >= 0) and not Reached[NextLoc] then
     433          begin
     434            NextTile := Map[NextLoc];
     435            if euixMap[NextLoc] >= 0 then
     436            begin // check attack
     437              Defense := @RO.EnemyUn[euixMap[NextLoc]];
     438              if Unit_AttackForecast(uix, NextLoc, $800 - TestTime, RemHealth) then
     439              begin
     440                if RemHealth <= 0 then // send unit into death?
     441                begin
     442                  Score := 0;
     443                  if ($800 - TestTime >= 100) and
     444                    ((MyModel[mix].Domain = dGround) and
     445                    (NextTile and fTerrain >= fGrass) or
     446                    (MyModel[mix].Domain = dSea) and (NextTile and
     447                    fTerrain < fGrass)) and
     448                    (MyModel[mix].Attack > MyModel[mix].Defense) then
     449                  begin
     450                    Score := (Defense.Health + RemHealth) *
     451                      RO.EnemyModel[Defense.emix].Cost * 2 div MyModel[mix].Cost;
     452                    if NextTile and fCity <> 0 then
     453                      Score := Score * 4;
     454                  end;
     455                end
     456                else
     457                  Score := RO.EnemyModel[Defense.emix].Cost * 25 -
     458                    (Health - RemHealth) * MyModel[mix].Cost shr 4;
     459                if (Score > BestScore) and (Score > AttackScore[euixMap[NextLoc]]) then
     460                begin
     461                  BestScore := Score;
     462                  euixBest := euixMap[NextLoc];
     463                end;
     464              end;
     465            end
     466            else if (NextTile and (fUnit or fCity) = 0) or
     467              (NextTile and fOwned <> 0) then
     468              case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     469                  RecoverTurns, Map[TestLoc], NextTile, True) of
     470                csOk:
     471                  if NextTime < $800 then
     472                    Pile.Put(NextLoc, NextTime);
     473                csForbiddenTile:
     474                  Reached[NextLoc] := True; // don't check moving there again
     475                csCheckTerritory:
     476                  if (NextTime < $800) and (RO.Territory[NextLoc] =
     477                    RO.Territory[TestLoc]) then
     478                    Pile.Put(NextLoc, NextTime);
     479              end;
     480          end;
     481        end;
     482      end;
     483      Pile.Free;
     484
     485      if BestScore > 0 then
     486      begin
     487        uixOld := uixAttack[euixBest];
     488        AttackScore[euixBest] := BestScore;
     489        uixAttack[euixBest] := uix;
     490        if uixOld >= 0 then
     491          RateAttack(uixOld);
     492      end;
     493    end;
     494end;
     495
     496function TBarbarina.DoAttack(uix, AttackLoc: integer): boolean;
     497  // AttackLoc=maNextCity means bombard only
     498var
     499  MoveResult, Kind, Temp, MoveStyle, TestLoc, TestTime, NextLoc,
     500  NextTime, V8, RecoverTurns, ecix: integer;
     501  NextTile: cardinal;
     502  AttackPositionReached, IsBombardment: boolean;
     503  Adjacent: TVicinity8Loc;
     504  PreLoc: array[0..lxmax * lymax - 1] of word;
     505  Reached: array[0..lxmax * lymax - 1] of boolean;
     506begin
     507  Result := False;
     508  IsBombardment := AttackLoc = maNextCity;
     509  with MyUnit[uix] do
    359510  begin
    360   BestScore:=0;
    361   fillchar(Reached, MapSize, false);
    362   MoveStyle:=GetMyMoveStyle(mix, Health);
    363   Pile.Create(MapSize);
    364   Pile.Put(Loc, $800-Movement);
    365   while Pile.Get(TestLoc, TestTime) do
     511    if (MyModel[mix].Domain = dGround) and (MyModel[mix].Attack > 0) then
     512      if MyModel[mix].Speed >= 250 then
     513        Kind := ukFast
     514      else
     515        Kind := ukSlow
     516    else
     517      Kind := 0;
     518    fillchar(Reached, MapSize, False);
     519    AttackPositionReached := False;
     520    MoveStyle := GetMyMoveStyle(mix, Health);
     521    Pile.Create(MapSize);
     522    Pile.Put(Loc, $800 - Movement);
     523    while Pile.Get(TestLoc, TestTime) do
    366524    begin
    367     Reached[TestLoc]:=true;
    368     V8_to_Loc(TestLoc, Adjacent);
    369     for V8:=0 to 7 do
    370       begin
    371       NextLoc:=Adjacent[V8];
    372       if (NextLoc>=0) and not Reached[NextLoc] then
    373         begin
    374         NextTile:=Map[NextLoc];
    375         if euixMap[NextLoc]>=0 then
    376           begin // check attack
    377           Defense:=@RO.EnemyUn[euixMap[NextLoc]];
    378           if Unit_AttackForecast(uix, NextLoc, $800-TestTime, RemHealth) then
     525      if (TestTime >= $800) or (AttackLoc = maNextCity) and (TestTime > $800 - 100) then
     526        break;
     527      Reached[TestLoc] := True;
     528      V8_to_Loc(TestLoc, Adjacent);
     529      for V8 := 0 to 7 do
     530      begin
     531        NextLoc := Adjacent[V8];
     532        if NextLoc >= 0 then
     533        begin
     534          if IsBombardment and (Map[NextLoc] and (fCity or
     535            fUnit or fOwned or fObserved) = fCity or fObserved) and
     536            (RO.Treaty[RO.Territory[NextLoc]] < trPeace) then
     537          begin
     538            City_FindEnemyCity(NextLoc, ecix);
     539            assert(ecix >= 0);
     540            with RO.EnemyCity[ecix] do
     541              if (Size > 2) and (Flags and ciCoastalFort = 0) then
     542                AttackLoc := NextLoc;
     543          end;
     544          if (NextLoc = AttackLoc) and ((MyModel[mix].Domain <> dSea) or
     545            (Map[TestLoc] and fTerrain < fGrass)) then
     546            // ships can only attack from water
     547          begin
     548            AttackPositionReached := True;
     549            break;
     550          end
     551          else if not Reached[NextLoc] then
     552          begin
     553            NextTile := Map[NextLoc];
     554            if (NextTile and (fUnit or fCity) = 0) or
     555              (NextTile and fOwned <> 0) then
     556              case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     557                  RecoverTurns, Map[TestLoc], NextTile, True) of
     558                csOk:
     559                  if Pile.Put(NextLoc, NextTime) then
     560                    PreLoc[NextLoc] := TestLoc;
     561                csForbiddenTile:
     562                  Reached[NextLoc] := True; // don't check moving there again
     563                csCheckTerritory:
     564                  if RO.Territory[NextLoc] = RO.Territory[TestLoc] then
     565                    if Pile.Put(NextLoc, NextTime) then
     566                      PreLoc[NextLoc] := TestLoc;
     567              end;
     568          end;
     569        end;
     570      end;
     571      if AttackPositionReached then
     572      begin
     573        PreLoc[NextLoc] := TestLoc;
     574        break;
     575      end;
     576    end;
     577    Pile.Free;
     578    if not AttackPositionReached then
     579      exit;
     580
     581    TestLoc := AttackLoc;
     582    NextLoc := PreLoc[TestLoc];
     583    while TestLoc <> Loc do
     584    begin
     585      Temp := TestLoc;
     586      TestLoc := NextLoc;
     587      NextLoc := PreLoc[TestLoc];
     588      PreLoc[TestLoc] := Temp;
     589    end;
     590
     591    UnitPresence[Loc] := UnitPresence[Loc] and not Kind;
     592    // assume unit was only one of kind here
     593    repeat
     594      NextLoc := PreLoc[Loc];
     595      MoveResult := Unit_Step(uix, NextLoc);
     596    until (NextLoc = AttackLoc) or (MoveResult and rExecuted = 0) or
     597      (MoveResult and rUnitRemoved <> 0);
     598    Result := (NextLoc = AttackLoc) and (MoveResult and rExecuted <> 0);
     599
     600    if IsBombardment and Result then
     601    begin
     602      City_FindEnemyCity(AttackLoc, ecix);
     603      assert(ecix >= 0);
     604      while (Movement >= 100) and (RO.EnemyCity[ecix].Size > 2) do
     605        Unit_Step(uix, AttackLoc);
     606    end;
     607
     608    if Loc >= 0 then
     609      UnitPresence[Loc] := UnitPresence[Loc] or Kind;
     610  end;
     611end;
     612
     613function TBarbarina.ProcessMove(uix: integer): boolean;
     614  // return true if no new enemy spotted
     615const
     616  DistanceScore = 4;
     617var
     618  PatrolScore, BestCount, PatrolLoc, TestLoc, NextLoc, TestTime, V8,
     619  TestScore, MoveResult, MoveStyle, NextTime, TerrOwner, Kind, Temp,
     620  RecoverTurns, MaxScore: integer;
     621  Tile, NextTile: cardinal;
     622  CaptureOnly, PeaceBorder, done, NextToEnemyCity: boolean;
     623  Adjacent: TVicinity8Loc;
     624  AdjacentUnknown: array[0..lxmax * lymax - 1] of shortint;
     625  PreLoc: array[0..lxmax * lymax - 1] of word;
     626  MoreTurn: array[0..lxmax * lymax - 1] of byte;
     627
     628begin
     629  Result := True;
     630  done := False;
     631  while not done do
     632    with MyUnit[uix] do
     633    begin
     634      if (MyModel[mix].Domain = dSea) and (Health < 100) and
     635        ((Health < 34) or (MyModel[mix].Cap[mcSeaTrans] > 0)) then
     636      begin
     637        if Map[Loc] and fCity = 0 then
     638          Unit_MoveEx(uix, maNextCity);
     639        exit;
     640      end;
     641
     642      if (MyModel[mix].Domain = dGround) and (MyModel[mix].Attack > 0) then
     643        if MyModel[mix].Speed >= 250 then
     644          Kind := ukFast
     645        else
     646          Kind := ukSlow
     647      else
     648        Kind := 0;
     649      CaptureOnly := (Health < 100) and ((Map[Loc] and fCity <> 0) or
     650        ((100 - Health) * Terrain[Map[Loc] and fTerrain].Defense > 60) and
     651        not (Map[Loc] and fTerrain in [fOcean, fShore, fArctic, fDesert]));
     652      MoveStyle := GetMyMoveStyle(mix, Health);
     653
     654      if MyModel[mix].Attack > 0 then
     655        MaxScore := $400
     656      else
     657        MaxScore := $400 - 32 + 5;
     658      PatrolScore := -999999;
     659      PatrolLoc := -1;
     660      FillChar(AdjacentUnknown, MapSize, $FF); // -1, indicates tiles not checked yet
     661      Pile.Create(MapSize);
     662      Pile.Put(Loc, $800 - Movement);
     663      while Pile.Get(TestLoc, TestTime) do
     664      begin
     665        if (MaxScore * $1000 - DistanceScore * TestTime <= PatrolScore)
     666          // assume a score of $400 is the best achievable
     667          or CaptureOnly and (TestTime >= $1000) then
     668          break;
     669
     670        TestScore := 0;
     671        Tile := Map[TestLoc];
     672        assert(Tile and (fUnit or fOwned) <> fUnit);
     673        TerrOwner := RO.Territory[TestLoc];
     674        AdjacentUnknown[TestLoc] := 0;
     675        PeaceBorder := False;
     676        NextToEnemyCity := False;
     677
     678        if ((Tile and fCity) <> 0) and ((Tile and fOwned) = 0) then
     679        begin
     680          if (MyModel[mix].Domain = dGround) and (MyModel[mix].Attack > 0) and
     681            ((TerrOwner < 0)
     682            // happens only for unobserved cities of extinct tribes, new owner unknown
     683            or (RO.Treaty[TerrOwner] < trPeace)) then
     684            if (Tile and fObserved <> 0) and (Tile and fUnit = 0) then
     685              TestScore := $400 // unfriendly undefended city -- capture!
     686            else
     687              TestScore := $400 - 14; // unfriendly city, not observed or defended
     688        end
     689
     690        else
     691        begin // no enemy city or unit here
     692          V8_to_Loc(TestLoc, Adjacent);
     693          for V8 := 0 to 7 do
     694          begin
     695            NextLoc := Adjacent[V8];
     696            if (NextLoc >= 0) and (AdjacentUnknown[NextLoc] < 0) then
    379697            begin
    380             if RemHealth<=0 then // send unit into death?
    381               begin
    382               Score:=0;
    383               if ($800-TestTime>=100)
    384                 and ((MyModel[mix].Domain=dGround) and (NextTile and fTerrain>=fGrass)
    385                   or (MyModel[mix].Domain=dSea) and (NextTile and fTerrain<fGrass))
    386                 and (MyModel[mix].Attack>MyModel[mix].Defense) then
    387                 begin
    388                 Score:=(Defense.Health+RemHealth)
    389                   *RO.EnemyModel[Defense.emix].Cost*2 div MyModel[mix].Cost;
    390                 if NextTile and fCity<>0 then
    391                   Score:=Score*4;
    392                 end
    393               end
    394             else Score:=RO.EnemyModel[Defense.emix].Cost*25-(Health-RemHealth)*MyModel[mix].Cost shr 4;
    395             if (Score>BestScore) and (Score>AttackScore[euixMap[NextLoc]]) then
    396               begin
    397               BestScore:=Score;
    398               euixBest:=euixMap[NextLoc]
    399               end
    400             end
    401           end
    402         else if (NextTile and (fUnit or fCity)=0)
    403           or (NextTile and fOwned<>0) then
    404           case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
    405             RecoverTurns, Map[TestLoc], NextTile, true) of
    406             csOk:
    407               if NextTime<$800 then
    408                 Pile.Put(NextLoc, NextTime);
    409             csForbiddenTile:
    410               Reached[NextLoc]:=true; // don't check moving there again
    411             csCheckTerritory:
    412               if (NextTime<$800) and (RO.Territory[NextLoc]=RO.Territory[TestLoc]) then
    413                 Pile.Put(NextLoc, NextTime);
    414             end
    415         end
    416       end;
    417     end;
    418   Pile.Free;
    419 
    420   if BestScore>0 then
    421     begin
    422     uixOld:=uixAttack[euixBest];
    423     AttackScore[euixBest]:=BestScore;
    424     uixAttack[euixBest]:=uix;
    425     if uixOld>=0 then
    426       RateAttack(uixOld);
    427     end
    428   end
    429 end;
    430 
    431 function TBarbarina.DoAttack(uix,AttackLoc: integer): boolean;
    432 // AttackLoc=maNextCity means bombard only
    433 var
    434 MoveResult,Kind,Temp,MoveStyle,TestLoc,TestTime,NextLoc,NextTime,V8,
    435   RecoverTurns,ecix: integer;
    436 NextTile: cardinal;
    437 AttackPositionReached, IsBombardment: boolean;
    438 Adjacent: TVicinity8Loc;
    439 PreLoc: array[0..lxmax*lymax-1] of word;
    440 Reached: array[0..lxmax*lymax-1] of boolean;
    441 begin
    442 result:=false;
    443 IsBombardment:= AttackLoc=maNextCity;
    444 with MyUnit[uix] do
    445   begin
    446   if (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0) then
    447     if MyModel[mix].Speed>=250 then Kind:=ukFast
    448     else Kind:=ukSlow
    449   else Kind:=0;
    450   fillchar(Reached, MapSize, false);
    451   AttackPositionReached:=false;
    452   MoveStyle:=GetMyMoveStyle(mix, Health);
    453   Pile.Create(MapSize);
    454   Pile.Put(Loc, $800-Movement);
    455   while Pile.Get(TestLoc, TestTime) do
    456     begin
    457     if (TestTime>=$800) or (AttackLoc=maNextCity) and (TestTime>$800-100) then
    458       break;
    459     Reached[TestLoc]:=true;
    460     V8_to_Loc(TestLoc, Adjacent);
    461     for V8:=0 to 7 do
    462       begin
    463       NextLoc:=Adjacent[V8];
    464       if NextLoc>=0 then
    465         begin
    466         if IsBombardment and (Map[NextLoc] and
    467           (fCity or fUnit or fOwned or fObserved)=fCity or fObserved)
    468           and (RO.Treaty[RO.Territory[NextLoc]]<trPeace) then
    469           begin
    470           City_FindEnemyCity(NextLoc, ecix);
    471           assert(ecix>=0);
    472           with RO.EnemyCity[ecix] do
    473             if (Size>2) and (Flags and ciCoastalFort=0) then
    474               AttackLoc:=NextLoc
    475           end;
    476         if (NextLoc=AttackLoc)
    477           and ((MyModel[mix].Domain<>dSea) or (Map[TestLoc] and fTerrain<fGrass)) then
    478             // ships can only attack from water
    479           begin AttackPositionReached:=true; break end
    480         else if not Reached[NextLoc] then
    481           begin
    482           NextTile:=Map[NextLoc];
    483           if (NextTile and (fUnit or fCity)=0)
    484             or (NextTile and fOwned<>0) then
    485             case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
    486               RecoverTurns, Map[TestLoc], NextTile, true) of
    487               csOk:
    488                 if Pile.Put(NextLoc, NextTime) then
    489                   PreLoc[NextLoc]:=TestLoc;
    490               csForbiddenTile:
    491                 Reached[NextLoc]:=true; // don't check moving there again
    492               csCheckTerritory:
    493                 if RO.Territory[NextLoc]=RO.Territory[TestLoc] then
    494                   if Pile.Put(NextLoc, NextTime) then
    495                     PreLoc[NextLoc]:=TestLoc;
    496               end
    497           end
    498         end
    499       end;
    500     if AttackPositionReached then
    501       begin
    502       PreLoc[NextLoc]:=TestLoc;
    503       break
    504       end
    505     end;
    506   Pile.Free;
    507   if not AttackPositionReached then exit;
    508 
    509   TestLoc:=AttackLoc;
    510   NextLoc:=PreLoc[TestLoc];
    511   while TestLoc<>Loc do
    512     begin
    513     Temp:=TestLoc;
    514     TestLoc:=NextLoc;
    515     NextLoc:=PreLoc[TestLoc];
    516     PreLoc[TestLoc]:=Temp;
    517     end;
    518 
    519   UnitPresence[Loc]:=UnitPresence[Loc] and not Kind; // assume unit was only one of kind here
    520   repeat
    521     NextLoc:=PreLoc[Loc];
    522     MoveResult:=Unit_Step(uix, NextLoc);
    523   until (NextLoc=AttackLoc) or (MoveResult and rExecuted=0)
    524     or (MoveResult and rUnitRemoved<>0);
    525   result:= (NextLoc=AttackLoc) and (MoveResult and rExecuted<>0);
    526 
    527   if IsBombardment and result then
    528     begin
    529     City_FindEnemyCity(AttackLoc, ecix);
    530     assert(ecix>=0);
    531     while (Movement>=100) and (RO.EnemyCity[ecix].Size>2) do
    532       Unit_Step(uix, AttackLoc);
    533     end;
    534 
    535   if Loc>=0 then
    536     UnitPresence[Loc]:=UnitPresence[Loc] or Kind;
    537   end
    538 end;
    539 
    540 function TBarbarina.ProcessMove(uix: integer): boolean;
    541 // return true if no new enemy spotted
    542 const
    543 DistanceScore=4;
    544 var
    545 PatrolScore,BestCount,PatrolLoc,TestLoc,NextLoc,TestTime,V8,
    546   TestScore,MoveResult,MoveStyle,NextTime,TerrOwner,Kind,Temp,RecoverTurns,
    547   MaxScore: integer;
    548 Tile,NextTile: cardinal;
    549 CaptureOnly,PeaceBorder, done, NextToEnemyCity: boolean;
    550 Adjacent: TVicinity8Loc;
    551 AdjacentUnknown: array[0..lxmax*lymax-1] of shortint;
    552 PreLoc: array[0..lxmax*lymax-1] of word;
    553 MoreTurn: array[0..lxmax*lymax-1] of byte;
    554 
    555 begin
    556 result:=true;
    557 done:=false;
    558 while not done do with MyUnit[uix] do
    559   begin
    560   if (MyModel[mix].Domain=dSea) and (Health<100)
    561     and ((Health<34) or (MyModel[mix].Cap[mcSeaTrans]>0)) then
    562     begin
    563     if Map[Loc] and fCity=0 then
    564       Unit_MoveEx(uix,maNextCity);
    565     exit;
    566     end;
    567 
    568   if (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0) then
    569     if MyModel[mix].Speed>=250 then Kind:=ukFast
    570     else Kind:=ukSlow
    571   else Kind:=0;
    572   CaptureOnly:=(Health<100)
    573     and ((Map[Loc] and fCity<>0)
    574     or ((100-Health)*Terrain[Map[Loc] and fTerrain].Defense>60)
    575       and not (Map[Loc] and fTerrain in [fOcean, fShore, fArctic, fDesert]));
    576   MoveStyle:=GetMyMoveStyle(mix, Health);
    577 
    578   if MyModel[mix].Attack>0 then MaxScore:=$400
    579   else MaxScore:=$400-32+5;
    580   PatrolScore:=-999999;
    581   PatrolLoc:=-1;
    582   FillChar(AdjacentUnknown,MapSize,$FF); // -1, indicates tiles not checked yet
    583   Pile.Create(MapSize);
    584   Pile.Put(Loc, $800-Movement);
    585   while Pile.Get(TestLoc,TestTime) do
    586     begin
    587     if (MaxScore*$1000-DistanceScore*TestTime<=PatrolScore) // assume a score of $400 is the best achievable
    588       or CaptureOnly and (TestTime>=$1000) then
    589       break;
    590 
    591     TestScore:=0;
    592     Tile:=Map[TestLoc];
    593     assert(Tile and (fUnit or fOwned)<>fUnit);
    594     TerrOwner:=RO.Territory[TestLoc];
    595     AdjacentUnknown[TestLoc]:=0;
    596     PeaceBorder:=false;
    597     NextToEnemyCity:=false;
    598 
    599     if ((Tile and fCity)<>0) and ((Tile and fOwned)=0) then
    600       begin
    601       if (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0)
    602         and ((TerrOwner<0) // happens only for unobserved cities of extinct tribes, new owner unknown
    603           or (RO.Treaty[TerrOwner]<trPeace)) then
    604         if (Tile and fObserved<>0) and (Tile and fUnit=0) then
    605           TestScore:=$400 // unfriendly undefended city -- capture!
    606         else TestScore:=$400-14 // unfriendly city, not observed or defended
    607       end
    608 
    609     else
    610       begin // no enemy city or unit here
    611       V8_to_Loc(TestLoc,Adjacent);
    612       for V8:=0 to 7 do
    613         begin
    614         NextLoc:=Adjacent[V8];
    615         if (NextLoc>=0) and (AdjacentUnknown[NextLoc]<0) then
    616           begin
    617           NextTile:=Map[NextLoc];
    618           if NextTile and fTerrain=fUNKNOWN then
    619             inc(AdjacentUnknown[TestLoc])
    620           else if NextTile and fTerrain=fArctic then
    621           else if NextTile and (fCity or fUnit or fOwned or fObserved)=
    622             fCity or fUnit or fObserved then
    623             NextToEnemyCity:=true
    624           else case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime, RecoverTurns, Tile, NextTile, true) of
    625             csOk:
     698              NextTile := Map[NextLoc];
     699              if NextTile and fTerrain = fUNKNOWN then
     700                Inc(AdjacentUnknown[TestLoc])
     701              else if NextTile and fTerrain = fArctic then
     702              else if NextTile and (fCity or fUnit or fOwned or fObserved) =
     703                fCity or fUnit or fObserved then
     704                NextToEnemyCity := True
     705              else
     706                case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     707                    RecoverTurns, Tile, NextTile, True) of
     708                  csOk:
    626709{              if (NextTime and $7FFFF000=TestTime and $7FFFF000)
    627710                or (UnitPresence[TestLoc] and Kind=0)
    628711                or (Tile and fCity<>0)
    629712                or (Tile and fTerImp=tiFort) or (Tile and fTerImp=tiBase) then}
    630                 begin
    631                 if Pile.Put(NextLoc, NextTime+RecoverTurns*$1000) then
    632713                  begin
    633                   PreLoc[NextLoc]:=TestLoc;
    634                   MoreTurn[NextLoc]:=NextTime shr 12 and $FFF;
    635                   end
     714                    if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
     715                    begin
     716                      PreLoc[NextLoc] := TestLoc;
     717                      MoreTurn[NextLoc] := NextTime shr 12 and $FFF;
     718                    end;
     719                  end;
     720                  csForbiddenTile:
     721                  begin
     722                    AdjacentUnknown[NextLoc] := 0; // don't check moving there again
     723                    if NextTile and fPeace <> 0 then
     724                      PeaceBorder := True;
     725                  end;
     726                  csCheckTerritory:
     727                    if RO.Territory[NextLoc] = TerrOwner then
     728                    begin
     729                      if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
     730                      begin
     731                        PreLoc[NextLoc] := TestLoc;
     732                        MoreTurn[NextLoc] := NextTime shr 12 and $FFF;
     733                      end;
     734                    end
     735                    else
     736                      PeaceBorder := True;
    636737                end;
    637             csForbiddenTile:
    638               begin
    639               AdjacentUnknown[NextLoc]:=0; // don't check moving there again
    640               if NextTile and fPeace<>0 then PeaceBorder:=true;
    641               end;
    642             csCheckTerritory:
    643               if RO.Territory[NextLoc]=TerrOwner then
    644                 begin
    645                 if Pile.Put(NextLoc, NextTime+RecoverTurns*$1000) then
    646                   begin
    647                   PreLoc[NextLoc]:=TestLoc;
    648                   MoreTurn[NextLoc]:=NextTime shr 12 and $FFF;
    649                   end
    650                 end
    651               else PeaceBorder:=true;
    652             end
    653           end
    654         end;
    655       if not CaptureOnly then
    656         if NextToEnemyCity and (MyModel[mix].Attack>0)
    657           and (MyModel[mix].Domain=dGround) then
    658           TestScore:=$400-14
    659         else if AdjacentUnknown[TestLoc]>0 then
    660           if PeaceBorder or (TerrOwner>=0) and (TerrOwner<>me)
    661             and (RO.Treaty[TerrOwner]<trPeace) then
    662             TestScore:=$400-32+AdjacentUnknown[TestLoc]
    663           else TestScore:=$400-64+AdjacentUnknown[TestLoc]
    664         else if PeaceBorder then TestScore:=$400-32
    665         else TestScore:=(RO.Turn-RO.MapObservedLast[TestLoc]) div 16;
    666       end; // no enemy city or unit here
    667 
    668     if TestScore>0 then
    669       begin
    670       TestScore:=TestScore*$1000-DistanceScore*TestTime;
    671       if TestScore>PatrolScore then
    672         BestCount:=0;
    673       if TestScore>=PatrolScore then
    674         begin
    675         inc(BestCount);
    676         if random(BestCount)=0 then
    677           begin
    678           PatrolScore:=TestScore;
    679           PatrolLoc:=TestLoc;
    680           end
     738            end;
     739          end;
     740          if not CaptureOnly then
     741            if NextToEnemyCity and (MyModel[mix].Attack > 0) and
     742              (MyModel[mix].Domain = dGround) then
     743              TestScore := $400 - 14
     744            else if AdjacentUnknown[TestLoc] > 0 then
     745              if PeaceBorder or (TerrOwner >= 0) and (TerrOwner <> me) and
     746                (RO.Treaty[TerrOwner] < trPeace) then
     747                TestScore := $400 - 32 + AdjacentUnknown[TestLoc]
     748              else
     749                TestScore := $400 - 64 + AdjacentUnknown[TestLoc]
     750            else if PeaceBorder then
     751              TestScore := $400 - 32
     752            else
     753              TestScore := (RO.Turn - RO.MapObservedLast[TestLoc]) div 16;
     754        end; // no enemy city or unit here
     755
     756        if TestScore > 0 then
     757        begin
     758          TestScore := TestScore * $1000 - DistanceScore * TestTime;
     759          if TestScore > PatrolScore then
     760            BestCount := 0;
     761          if TestScore >= PatrolScore then
     762          begin
     763            Inc(BestCount);
     764            if random(BestCount) = 0 then
     765            begin
     766              PatrolScore := TestScore;
     767              PatrolLoc := TestLoc;
     768            end;
     769          end;
     770        end;
     771      end; // while Pile.Get
     772      Pile.Free;
     773
     774      if (PatrolLoc >= 0) and (PatrolLoc <> Loc) then
     775      begin // capture/discover/patrol task found, execute it
     776        while (PatrolLoc <> Loc) and (MoreTurn[PatrolLoc] > 0) and
     777          ((MoreTurn[PatrolLoc] > 1) or not (Map[PatrolLoc] and fTerrain in
     778            [fMountains, fDesert, fArctic])) do
     779        begin
     780          PatrolLoc := PreLoc[PatrolLoc];
     781          done := True; // no effect if enemy spotted
     782        end;
     783        while (PatrolLoc <> Loc) and (UnitPresence[PatrolLoc] and Kind <> 0) and
     784          (Map[PatrolLoc] and fCity = 0) and (Map[PatrolLoc] and fTerImp <> tiFort) and
     785          (Map[PatrolLoc] and fTerImp <> tiBase) and not
     786          (Map[PreLoc[PatrolLoc]] and fTerrain in [fDesert, fArctic]) do
     787        begin
     788          PatrolLoc := PreLoc[PatrolLoc];
     789          done := True; // no effect if enemy spotted
     790        end;
     791        if PatrolLoc = Loc then
     792          exit;
     793        TestLoc := PatrolLoc;
     794        NextLoc := PreLoc[TestLoc];
     795        while TestLoc <> Loc do
     796        begin
     797          Temp := TestLoc;
     798          TestLoc := NextLoc;
     799          NextLoc := PreLoc[TestLoc];
     800          PreLoc[TestLoc] := Temp;
     801        end;
     802
     803        UnitPresence[Loc] := UnitPresence[Loc] and not Kind;
     804        // assume unit was only one of kind here
     805        while Loc <> PatrolLoc do
     806        begin
     807          NextLoc := PreLoc[Loc];
     808          MoveResult := Unit_Step(uix, NextLoc);
     809          if (MoveResult and (rUnitRemoved or rEnemySpotted) <> 0) or
     810            (MoveResult and rExecuted = 0) then
     811          begin
     812            if MoveResult and rExecuted = 0 then
     813              Moved[uix] := True;
     814            Result := MoveResult and rEnemySpotted = 0;
     815            done := True;
     816            break;
     817          end;
     818          assert(Loc = NextLoc);
     819        end;
     820        if Loc >= 0 then
     821        begin
     822          UnitPresence[Loc] := UnitPresence[Loc] or Kind;
     823          if Map[Loc] and fCity <> 0 then
     824          begin
     825            Moved[uix] := True;
     826            done := True; // stay in captured city as defender
     827          end;
    681828        end;
    682829      end
    683     end; // while Pile.Get
    684   Pile.Free;
    685 
    686   if (PatrolLoc>=0) and (PatrolLoc<>Loc) then
    687     begin // capture/discover/patrol task found, execute it
    688     while (PatrolLoc<>Loc) and (MoreTurn[PatrolLoc]>0)
    689       and ((MoreTurn[PatrolLoc]>1)
    690         or not (Map[PatrolLoc] and fTerrain in [fMountains,fDesert,fArctic])) do
    691       begin
    692       PatrolLoc:=PreLoc[PatrolLoc];
    693       done:=true // no effect if enemy spotted
    694       end;
    695     while (PatrolLoc<>Loc) and (UnitPresence[PatrolLoc] and Kind<>0)
    696       and (Map[PatrolLoc] and fCity=0)
    697       and (Map[PatrolLoc] and fTerImp<>tiFort)
    698       and (Map[PatrolLoc] and fTerImp<>tiBase)
    699       and not (Map[PreLoc[PatrolLoc]] and fTerrain in [fDesert,fArctic]) do
    700       begin
    701       PatrolLoc:=PreLoc[PatrolLoc];
    702       done:=true // no effect if enemy spotted
    703       end;
    704     if PatrolLoc=Loc then exit;
    705     TestLoc:=PatrolLoc;
    706     NextLoc:=PreLoc[TestLoc];
    707     while TestLoc<>Loc do
    708       begin
    709       Temp:=TestLoc;
    710       TestLoc:=NextLoc;
    711       NextLoc:=PreLoc[TestLoc];
    712       PreLoc[TestLoc]:=Temp;
    713       end;
    714 
    715     UnitPresence[Loc]:=UnitPresence[Loc] and not Kind; // assume unit was only one of kind here
    716     while Loc<>PatrolLoc do
    717       begin
    718       NextLoc:=PreLoc[Loc];
    719       MoveResult:=Unit_Step(uix, NextLoc);
    720       if (MoveResult and (rUnitRemoved or rEnemySpotted)<>0)
    721         or (MoveResult and rExecuted=0) then
    722         begin
    723         if MoveResult and rExecuted=0 then Moved[uix]:=true;
    724         result:= MoveResult and rEnemySpotted=0;
    725         done:=true;
    726         break
    727         end;
    728       assert(Loc=NextLoc);
    729       end;
    730     if Loc>=0 then
    731       begin
    732       UnitPresence[Loc]:=UnitPresence[Loc] or Kind;
    733       if Map[Loc] and fCity<>0 then
    734         begin
    735         Moved[uix]:=true;
    736         done:=true; // stay in captured city as defender
    737         end
    738       end 
    739     end
    740   else done:=true;
    741   end; // while not done
    742 if result then Moved[uix]:=true;
     830      else
     831        done := True;
     832    end; // while not done
     833  if Result then
     834    Moved[uix] := True;
    743835end; // ProcessMove
    744836
     
    747839  procedure SetCityDefenders;
    748840  var
    749   uix,cix,V8,Loc1,Best,uixBest,det: integer;
    750   Adjacent: TVicinity8Loc;
    751   IsPort: boolean;
     841    uix, cix, V8, Loc1, Best, uixBest, det: integer;
     842    Adjacent: TVicinity8Loc;
     843    IsPort: boolean;
    752844  begin
    753   for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
     845    for cix := 0 to RO.nCity - 1 do
     846      with MyCity[cix] do
     847        if Loc >= 0 then
     848        begin
     849          IsPort := False;
     850          V8_to_Loc(Loc, Adjacent);
     851          for V8 := 0 to 7 do
     852          begin
     853            Loc1 := Adjacent[V8];
     854            if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) and
     855              (Formation[Loc1] >= 0) and (Formation[Loc1] < maxCOD) and
     856              (OceanPresence[Formation[Loc1]] and not Neighbours <> 0) then
     857              IsPort := True;
     858          end;
     859          Best := -1;
     860          for uix := 0 to RO.nUn - 1 do
     861            if MyUnit[uix].Loc = Loc then
     862              with MyUnit[uix] do
     863                if (MyModel[mix].Domain = dGround) and (MyModel[mix].Attack > 0) then
     864                begin
     865                  if (mix = 2) and (RO.Government = gDespotism) then
     866                  begin
     867                    det := 1 shl 16;
     868                    Moved[uix] := True;
     869                  end // town guard
     870                  else if IsPort then
     871                    det := MyModel[mix].Defense shl 8 + Flags and
     872                      unFortified shl 7 - health
     873                  else
     874                    det := MyModel[mix].Speed shl 8 + Flags and
     875                      unFortified shl 7 - health;
     876                  if det > Best then
     877                  begin
     878                    Best := det;
     879                    uixBest := uix;
     880                  end;
     881                end;
     882          if Best >= 0 then
     883            Moved[uixBest] := True;
     884        end;
     885  end;
     886
     887  procedure ProcessSeaTransport;
     888  var
     889    i, f, uix, Loc1, a, b: integer;
     890    ready, go: boolean;
     891    TransportPlan: TGroupTransportPlan;
     892  begin
     893    go := False;
     894    for f := 0 to maxCOD - 1 do
     895      if (f < nContinent) and (ContinentPresence[f] and not
     896        (1 shl me or PresenceUnknown) <> 0) then
     897        go := True; // any enemy island known?
     898    if not go then
     899      exit;
     900
     901    SeaTransport_BeginInitialize;
     902    go := False;
     903    for uix := 0 to RO.nUn - 1 do
     904      if not Moved[uix] then
     905        with MyUnit[uix] do
     906          if (Loc >= 0) and (MyModel[mix].Domain = dGround) and
     907            (MyModel[mix].Attack > 0) and (Map[Loc] and fTerrain >= fGrass) then
     908          begin
     909            f := Formation[Loc];
     910            if (f >= 0) and (f < maxCOD) and (ContinentPresence[f] and
     911              not (1 shl me) = 0) then
     912            begin
     913              go := True;
     914              SeaTransport_AddLoad(uix);
     915            end;
     916          end;
     917    if go then
    754918    begin
    755     IsPort:=false;
    756     V8_to_Loc(Loc,Adjacent);
    757     for V8:=0 to 7 do
    758       begin
    759       Loc1:=Adjacent[V8];
    760       if (Loc1>=0) and (Map[Loc1] and fTerrain<fGrass)
    761         and (Formation[Loc1]>=0) and (Formation[Loc1]<maxCOD)
    762         and (OceanPresence[Formation[Loc1]] and not Neighbours<>0) then
    763         IsPort:=true
    764       end;
    765     Best:=-1;
    766     for uix:=0 to RO.nUn-1 do if MyUnit[uix].Loc=Loc then
    767       with MyUnit[uix] do
    768         if (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0) then
    769           begin
    770           if (mix=2) and (RO.Government=gDespotism) then
    771             begin det:=1 shl 16; Moved[uix]:=true end // town guard
    772           else if IsPort then det:=MyModel[mix].Defense shl 8+Flags and unFortified shl 7-health
    773           else det:=MyModel[mix].Speed shl 8+Flags and unFortified shl 7-health;
    774           if det>Best then
    775             begin Best:=det; uixBest:=uix end
    776           end;
    777     if Best>=0 then Moved[uixBest]:=true
     919      go := False;
     920      for uix := 0 to RO.nUn - 1 do
     921        if not Moved[uix] then
     922          with MyUnit[uix] do
     923            if (Loc >= 0) and (mix = mixBest[ctSeaTrans]) and
     924              (TroopLoad = 0) and (Health = 100) then
     925            begin
     926              go := True;
     927              SeaTransport_AddTransport(uix);
     928            end;
     929    end;
     930    if go then
     931      for Loc1 := 0 to MapSize - 1 do
     932        if Map[Loc1] and fTerrain >= fGrass then
     933        begin
     934          f := Formation[Loc1];
     935          if (f >= 0) and (f < maxCOD) and (ContinentPresence[f] and
     936            not (1 shl me or PresenceUnknown) <> 0) then
     937            SeaTransport_AddDestination(Loc1);
     938        end;
     939    SeaTransport_EndInitialize;
     940    while SeaTransport_MakeGroupPlan(TransportPlan) do
     941    begin
     942      Moved[TransportPlan.uixTransport] := True;
     943      ready := MyUnit[TransportPlan.uixTransport].Loc = TransportPlan.LoadLoc;
     944      if not ready then
     945      begin
     946        Unit_MoveEx(TransportPlan.uixTransport, TransportPlan.LoadLoc);
     947        ready := MyUnit[TransportPlan.uixTransport].Loc = TransportPlan.LoadLoc;
     948      end;
     949      if ready then
     950        for i := 0 to TransportPlan.nLoad - 1 do
     951        begin
     952          Loc_to_ab(TransportPlan.LoadLoc,
     953            MyUnit[TransportPlan.uixLoad[i]].Loc, a, b);
     954          ready := ready and (abs(a) <= 1) and (abs(b) <= 1);
     955        end;
     956      if ready then
     957      begin
     958        for i := 0 to TransportPlan.nLoad - 1 do
     959        begin
     960          Unit_Step(TransportPlan.uixLoad[i], TransportPlan.LoadLoc);
     961          Moved[TransportPlan.uixLoad[i]] := True;
     962        end;
     963      end
     964      else
     965      begin
     966        for i := 0 to TransportPlan.nLoad - 1 do
     967        begin
     968          Unit_MoveEx(TransportPlan.uixLoad[i], TransportPlan.LoadLoc, mxAdjacent);
     969          Moved[TransportPlan.uixLoad[i]] := True;
     970        end;
     971      end;
    778972    end;
    779973  end;
    780974
    781   procedure ProcessSeaTransport;
    782   var
    783   i,f,uix,Loc1,a,b: integer;
    784   ready,go: boolean;
    785   TransportPlan: TGroupTransportPlan;
    786   begin
    787   go:=false;
    788   for f:=0 to maxCOD-1 do
    789     if (f<nContinent) and (ContinentPresence[f] and not (1 shl me or PresenceUnknown)<>0) then
    790       go:=true; // any enemy island known?
    791   if not go then exit;
    792 
    793   SeaTransport_BeginInitialize;
    794   go:=false;
    795   for uix:=0 to RO.nUn-1 do if not Moved[uix] then with MyUnit[uix] do
    796     if (Loc>=0) and (MyModel[mix].Domain=dGround)
    797       and (MyModel[mix].Attack>0) and (Map[Loc] and fTerrain>=fGrass) then
    798       begin
    799       f:=Formation[Loc];
    800       if (f>=0) and (f<maxCOD) and (ContinentPresence[f] and not (1 shl me)=0) then
    801         begin go:=true; SeaTransport_AddLoad(uix); end;
    802       end;
    803   if go then
    804     begin
    805     go:=false;
    806     for uix:=0 to RO.nUn-1 do if not Moved[uix] then with MyUnit[uix] do
    807       if (Loc>=0) and (mix=mixBest[ctSeaTrans]) and (TroopLoad=0)
    808         and (Health=100) then
    809         begin go:=true; SeaTransport_AddTransport(uix) end;
    810     end;
    811   if go then
    812     for Loc1:=0 to MapSize-1 do if Map[Loc1] and fTerrain>=fGrass then
    813       begin
    814       f:=Formation[Loc1];
    815       if (f>=0) and (f<maxCOD)
    816         and (ContinentPresence[f] and not (1 shl me or PresenceUnknown)<>0) then
    817         SeaTransport_AddDestination(Loc1);
    818       end;
    819   SeaTransport_EndInitialize;
    820   while SeaTransport_MakeGroupPlan(TransportPlan) do
    821     begin
    822     Moved[TransportPlan.uixTransport]:=true;
    823     ready:=MyUnit[TransportPlan.uixTransport].Loc=TransportPlan.LoadLoc;
    824     if not ready then
    825       begin
    826       Unit_MoveEx(TransportPlan.uixTransport, TransportPlan.LoadLoc);
    827       ready:=MyUnit[TransportPlan.uixTransport].Loc=TransportPlan.LoadLoc;
    828       end;
    829     if ready then
    830       for i:=0 to TransportPlan.nLoad-1 do
    831         begin
    832         Loc_to_ab(TransportPlan.LoadLoc,
    833           MyUnit[TransportPlan.uixLoad[i]].Loc, a, b);
    834         ready:=ready and (abs(a)<=1) and (abs(b)<=1);
    835         end;
    836     if ready then
    837       begin
    838       for i:=0 to TransportPlan.nLoad-1 do
    839         begin
    840         Unit_Step(TransportPlan.uixLoad[i], TransportPlan.LoadLoc);
    841         Moved[TransportPlan.uixLoad[i]]:=true;
    842         end
    843       end
    844     else
    845       begin
    846       for i:=0 to TransportPlan.nLoad-1 do
    847         begin
    848         Unit_MoveEx(TransportPlan.uixLoad[i], TransportPlan.LoadLoc, mxAdjacent);
    849         Moved[TransportPlan.uixLoad[i]]:=true;
    850         end
    851       end;
    852     end
    853   end;
    854 
    855975  procedure ProcessUnload(uix: integer);
    856976
    857977    procedure Unload(Kind, ToLoc: integer);
    858978    var
    859     uix1: integer;
     979      uix1: integer;
    860980    begin
    861     for uix1:=0 to RO.nUn-1 do with MyUnit[uix1] do
    862       if (Loc>=0) and (Master=uix)
    863         and (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0)
    864         and (Movement=MyModel[mix].Speed)
    865         and ((MyModel[mix].Speed>=250)=(Kind=ukFast)) then
    866         begin
    867         Unit_Step(uix1,ToLoc);
    868         UnitPresence[ToLoc]:=UnitPresence[ToLoc] or Kind;
    869         break
     981      for uix1 := 0 to RO.nUn - 1 do
     982        with MyUnit[uix1] do
     983          if (Loc >= 0) and (Master = uix) and (MyModel[mix].Domain = dGround) and
     984            (MyModel[mix].Attack > 0) and (Movement = MyModel[mix].Speed) and
     985            ((MyModel[mix].Speed >= 250) = (Kind = ukFast)) then
     986          begin
     987            Unit_Step(uix1, ToLoc);
     988            UnitPresence[ToLoc] := UnitPresence[ToLoc] or Kind;
     989            break;
     990          end;
     991    end;
     992
     993  var
     994    uix1, MoveStyle, TestLoc, TestTime, NextLoc, NextTime, V8,
     995    RecoverTurns, nSlow, nFast, SlowUnloadLoc, FastUnloadLoc, EndLoc, f: integer;
     996    NextTile: cardinal;
     997    Adjacent: TVicinity8Loc;
     998    Reached: array[0..lxmax * lymax - 1] of boolean;
     999  begin
     1000    // inventory
     1001    nSlow := 0;
     1002    nFast := 0;
     1003    for uix1 := 0 to RO.nUn - 1 do
     1004      with MyUnit[uix1] do
     1005        if (Loc >= 0) and (Master = uix) and (MyModel[mix].Domain = dGround) and
     1006          (MyModel[mix].Attack > 0) then
     1007          if MyModel[mix].Speed >= 250 then
     1008            Inc(nFast)
     1009          else
     1010            Inc(nSlow);
     1011
     1012    with MyUnit[uix] do
     1013    begin
     1014      MoveStyle := GetMyMoveStyle(mix, Health);
     1015      repeat
     1016        SlowUnloadLoc := -1;
     1017        FastUnloadLoc := -1;
     1018        EndLoc := -1;
     1019        fillchar(Reached, MapSize, False);
     1020        Pile.Create(MapSize);
     1021        Pile.Put(Loc, $800 - Movement);
     1022        while (SlowUnloadLoc < 0) and (FastUnloadLoc < 0) and
     1023          Pile.Get(TestLoc, TestTime) do
     1024        begin
     1025          Reached[TestLoc] := True;
     1026          V8_to_Loc(TestLoc, Adjacent);
     1027          for V8 := 0 to 7 do
     1028          begin
     1029            NextLoc := Adjacent[V8];
     1030            if (NextLoc >= 0) and not Reached[NextLoc] then
     1031            begin
     1032              NextTile := Map[NextLoc];
     1033              if NextTile and fTerrain = fUnknown then
     1034              else if NextTile and fTerrain >= fGrass then
     1035              begin
     1036                f := Formation[NextLoc];
     1037                if (f >= 0) and (f < maxCOD) and
     1038                  (ContinentPresence[f] and not (1 shl me or PresenceUnknown) <> 0) and
     1039                  (NextTile and (fUnit or fOwned) <> fUnit) then
     1040                begin
     1041                  if (nSlow > 0) and (UnitPresence[NextLoc] and
     1042                    ukSlow = 0) and ((SlowUnloadLoc < 0) or
     1043                    (Terrain[Map[NextLoc] and fTerrain].Defense >
     1044                    Terrain[Map[SlowUnloadLoc] and fTerrain].Defense)) then
     1045                  begin
     1046                    EndLoc := TestLoc;
     1047                    SlowUnloadLoc := NextLoc;
     1048                  end;
     1049                  if (nFast > 0) and (UnitPresence[NextLoc] and
     1050                    ukFast = 0) and ((FastUnloadLoc < 0) or
     1051                    (Terrain[Map[NextLoc] and fTerrain].Defense >
     1052                    Terrain[Map[FastUnloadLoc] and fTerrain].Defense)) then
     1053                  begin
     1054                    EndLoc := TestLoc;
     1055                    FastUnloadLoc := NextLoc;
     1056                  end;
     1057                end;
     1058              end
     1059              else if EndLoc < 0 then
     1060                case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
     1061                    RecoverTurns, Map[TestLoc], NextTile, True) of
     1062                  csOk:
     1063                    Pile.Put(NextLoc, NextTime);
     1064                  csForbiddenTile:
     1065                    Reached[NextLoc] := True; // don't check moving there again
     1066                  csCheckTerritory:
     1067                    if RO.Territory[NextLoc] = RO.Territory[TestLoc] then
     1068                      Pile.Put(NextLoc, NextTime);
     1069                end;
     1070            end;
     1071          end;
     1072        end;
     1073        Pile.Free;
     1074
     1075        if EndLoc < 0 then
     1076          exit;
     1077        if Loc <> EndLoc then
     1078          Unit_MoveEx(uix, EndLoc);
     1079        if Loc <> EndLoc then
     1080          exit;
     1081        if SlowUnloadLoc >= 0 then
     1082        begin
     1083          Unload(ukSlow, SlowUnloadLoc);
     1084          Dec(nSlow);
     1085        end;
     1086        if FastUnloadLoc >= 0 then
     1087        begin
     1088          Unload(ukFast, FastUnloadLoc);
     1089          Dec(nFast);
     1090        end;
     1091        if TroopLoad = 0 then
     1092        begin
     1093          Moved[uix] := False;
     1094          exit;
    8701095        end
     1096      until False;
    8711097    end;
    872 
    873   var
    874   uix1,MoveStyle,TestLoc,TestTime,NextLoc,NextTime,V8,
    875     RecoverTurns,nSlow,nFast,SlowUnloadLoc,FastUnloadLoc,EndLoc,f: integer;
    876   NextTile: cardinal;
    877   Adjacent: TVicinity8Loc;
    878   Reached: array[0..lxmax*lymax-1] of boolean;
    879   begin
    880   // inventory
    881   nSlow:=0;
    882   nFast:=0;
    883   for uix1:=0 to RO.nUn-1 do with MyUnit[uix1] do
    884     if (Loc>=0) and (Master=uix)
    885       and (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0) then
    886       if MyModel[mix].Speed>=250 then inc(nFast)
    887       else inc(nSlow);
    888 
    889   with MyUnit[uix] do
     1098  end;
     1099
     1100var
     1101  uix, euix, Kind, euixBest, AttackLoc: integer;
     1102  OldTile: cardinal;
     1103  BackToStart, FirstLoop: boolean;
     1104begin
     1105  fillchar(UnitPresence, MapSize, 0);
     1106  for uix := 0 to RO.nUn - 1 do
     1107    with MyUnit[uix] do
     1108      if (Loc >= 0) and (MyModel[mix].Domain = dGround) and
     1109        (MyModel[mix].Attack > 0) then
     1110      begin
     1111        if MyModel[mix].Speed >= 250 then
     1112          Kind := ukFast
     1113        else
     1114          Kind := ukSlow;
     1115        UnitPresence[Loc] := UnitPresence[Loc] or Kind;
     1116      end;
     1117
     1118  fillchar(Moved, RO.nUn, False);
     1119  for uix := 0 to RO.nUn - 1 do
     1120    if (MyUnit[uix].Master >= 0) or (MyUnit[uix].TroopLoad > 0) then
     1121      Moved[uix] := True;
     1122
     1123  FirstLoop := True;
     1124  repeat
     1125    // ATTACK
     1126    repeat
     1127      BackToStart := False;
     1128      if RO.nEnemyUn > 0 then
     1129      begin
     1130        fillchar(euixMap, MapSize * 2, $FF);
     1131        fillchar(AttackScore, RO.nEnemyUn * 4, 0);
     1132        for euix := 0 to RO.nEnemyUn - 1 do
     1133          with RO.EnemyUn[euix] do
     1134            if (Loc >= 0) and (RO.Treaty[Owner] < trPeace) then
     1135            begin
     1136              BackToStart := True;
     1137              euixMap[Loc] := euix;
     1138              uixAttack[euix] := -1;
     1139            end;
     1140      end;
     1141      if not BackToStart then
     1142        break;
     1143
     1144      for uix := 0 to RO.nUn - 1 do
     1145        with MyUnit[uix] do
     1146          if (Loc >= 0) and (Master < 0) and (MyModel[mix].Attack > 0) then
     1147            RateAttack(uix);
     1148
     1149      BackToStart := False;
     1150      repeat
     1151        euixBest := -1;
     1152        for euix := 0 to RO.nEnemyUn - 1 do
     1153          if (AttackScore[euix] > 0) and ((euixBest < 0) or
     1154            (AttackScore[euix] > AttackScore[euixBest])) then
     1155            euixBest := euix;
     1156        if euixBest < 0 then
     1157          break;
     1158        uix := uixAttack[euixBest];
     1159        AttackLoc := RO.EnemyUn[euixBest].Loc;
     1160        OldTile := Map[AttackLoc];
     1161        if (AttackLoc < 0)
     1162          // only happens when city was destroyd with attack and enemy units have disappeared
     1163          or (DoAttack(uix, AttackLoc) and
     1164          ((Map[AttackLoc] and fUnit <> 0) or (OldTile and fCity <> 0) and
     1165          (Map[AttackLoc] and fCity = 0))) then
     1166          BackToStart := True // new situation, rethink
     1167        else
     1168        begin
     1169          euixMap[AttackLoc] := -1;
     1170          AttackScore[euixBest] := 0;
     1171          uixAttack[euixBest] := -1;
     1172          if MyUnit[uix].Loc >= 0 then
     1173            RateAttack(uix);
     1174        end
     1175      until BackToStart
     1176    until not BackToStart;
     1177
     1178    if FirstLoop then
    8901179    begin
    891     MoveStyle:=GetMyMoveStyle(mix, Health);
    892     repeat
    893       SlowUnloadLoc:=-1;
    894       FastUnloadLoc:=-1;
    895       EndLoc:=-1;
    896       fillchar(Reached, MapSize, false);
    897       Pile.Create(MapSize);
    898       Pile.Put(Loc, $800-Movement);
    899       while (SlowUnloadLoc<0) and (FastUnloadLoc<0)
    900         and Pile.Get(TestLoc, TestTime) do
    901         begin
    902         Reached[TestLoc]:=true;
    903         V8_to_Loc(TestLoc, Adjacent);
    904         for V8:=0 to 7 do
    905           begin
    906           NextLoc:=Adjacent[V8];
    907           if (NextLoc>=0) and not Reached[NextLoc] then
     1180      SetCityDefenders;
     1181      ProcessSeaTransport;
     1182      for uix := 0 to RO.nUn - 1 do
     1183        with MyUnit[uix] do
     1184          if (Loc >= 0) and (TroopLoad > 0) then
     1185            ProcessUnload(uix);
     1186    end;
     1187    FirstLoop := False;
     1188
     1189    for uix := 0 to RO.nUn - 1 do
     1190      with MyUnit[uix], MyModel[mix] do
     1191        if not Moved[uix] and (Loc >= 0) and (Domain = dSea) and
     1192          (Attack > 0) and (Cap[mcArtillery] > 0) then
     1193          DoAttack(uix, maNextCity); // check bombardments
     1194
     1195    // MOVE
     1196    for uix := 0 to RO.nUn - 1 do
     1197      if not Moved[uix] then
     1198        with MyUnit[uix] do
     1199          if (Loc >= 0) and ((MyModel[mix].Attack > 0) or
     1200            (MyModel[mix].Domain = dSea)) then
     1201            if not ProcessMove(uix) then
    9081202            begin
    909             NextTile:=Map[NextLoc];
    910             if NextTile and fTerrain=fUnknown then
    911             else if NextTile and fTerrain>=fGrass then
    912               begin
    913               f:=Formation[NextLoc];
    914               if (f>=0) and (f<maxCOD)
    915                 and (ContinentPresence[f] and not (1 shl me or PresenceUnknown)<>0)
    916                 and (NextTile and (fUnit or fOwned)<>fUnit) then
    917                 begin
    918                 if (nSlow>0) and (UnitPresence[NextLoc] and ukSlow=0)
    919                   and ((SlowUnloadLoc<0) or (Terrain[Map[NextLoc] and fTerrain].Defense
    920                     >Terrain[Map[SlowUnloadLoc] and fTerrain].Defense)) then
    921                   begin EndLoc:=TestLoc; SlowUnloadLoc:=NextLoc end;
    922                 if (nFast>0) and (UnitPresence[NextLoc] and ukFast=0)
    923                   and ((FastUnloadLoc<0) or (Terrain[Map[NextLoc] and fTerrain].Defense
    924                     >Terrain[Map[FastUnloadLoc] and fTerrain].Defense)) then
    925                   begin EndLoc:=TestLoc; FastUnloadLoc:=NextLoc end;
    926                 end
    927               end
    928             else if EndLoc<0 then
    929               case CheckStep(MoveStyle, TestTime, V8 and 1, NextTime,
    930                 RecoverTurns, Map[TestLoc], NextTile, true) of
    931                 csOk:
    932                   Pile.Put(NextLoc, NextTime);
    933                 csForbiddenTile:
    934                   Reached[NextLoc]:=true; // don't check moving there again
    935                 csCheckTerritory:
    936                   if RO.Territory[NextLoc]=RO.Territory[TestLoc] then
    937                     Pile.Put(NextLoc, NextTime);
    938                 end
     1203              BackToStart := True;
     1204              break;
    9391205            end
    940           end;
    941         end;
    942       Pile.Free;
    943 
    944       if EndLoc<0 then exit;
    945       if Loc<>EndLoc then
    946         Unit_MoveEx(uix,EndLoc);
    947       if Loc<>EndLoc then exit;
    948       if SlowUnloadLoc>=0 then
    949         begin Unload(ukSlow,SlowUnloadLoc); dec(nSlow) end;
    950       if FastUnloadLoc>=0 then
    951         begin Unload(ukFast,FastUnloadLoc); dec(nFast) end;
    952       if TroopLoad=0 then
    953         begin Moved[uix]:=false; exit end
    954     until false
    955     end
    956   end;
    957 
    958 var
    959 uix,euix,Kind,euixBest,AttackLoc: integer;
    960 OldTile: cardinal;
    961 BackToStart,FirstLoop: boolean;
    962 begin
    963 fillchar(UnitPresence, MapSize, 0);
    964 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    965   if (Loc>=0) and (MyModel[mix].Domain=dGround) and (MyModel[mix].Attack>0) then
    966     begin
    967     if MyModel[mix].Speed>=250 then Kind:=ukFast
    968     else Kind:=ukSlow;
    969     UnitPresence[Loc]:=UnitPresence[Loc] or Kind
    970     end;
    971 
    972 fillchar(Moved, RO.nUn, false);
    973 for uix:=0 to RO.nUn-1 do
    974   if (MyUnit[uix].Master>=0) or (MyUnit[uix].TroopLoad>0) then
    975     Moved[uix]:=true;
    976 
    977 FirstLoop:=true;
    978 repeat
    979   // ATTACK
    980   repeat
    981     BackToStart:=false;
    982     if RO.nEnemyUn>0 then
    983       begin
    984       fillchar(euixMap, MapSize*2, $FF);
    985       fillchar(AttackScore,RO.nEnemyUn*4,0);
    986       for euix:=0 to RO.nEnemyUn-1 do with RO.EnemyUn[euix] do
    987         if (Loc>=0) and (RO.Treaty[Owner]<trPeace) then
    988           begin
    989           BackToStart:=true;
    990           euixMap[Loc]:=euix;
    991           uixAttack[euix]:=-1;
    992           end;
    993       end;
    994     if not BackToStart then break;
    995 
    996     for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    997       if (Loc>=0) and (Master<0) and (MyModel[mix].Attack>0) then
    998         RateAttack(uix);
    999 
    1000     BackToStart:=false;
    1001     repeat
    1002       euixBest:=-1;
    1003       for euix:=0 to RO.nEnemyUn-1 do
    1004         if (AttackScore[euix]>0)
    1005           and ((euixBest<0) or (AttackScore[euix]>AttackScore[euixBest])) then
    1006           euixBest:=euix;
    1007       if euixBest<0 then break;
    1008       uix:=uixAttack[euixBest];
    1009       AttackLoc:=RO.EnemyUn[euixBest].Loc;
    1010       OldTile:=Map[AttackLoc];
    1011       if (AttackLoc<0) // only happens when city was destroyd with attack and enemy units have disappeared
    1012         or (DoAttack(uix,AttackLoc)
    1013           and ((Map[AttackLoc] and fUnit<>0)
    1014             or (OldTile and fCity<>0) and (Map[AttackLoc] and fCity=0))) then
    1015         BackToStart:=true // new situation, rethink
    1016       else
    1017         begin
    1018         euixMap[AttackLoc]:=-1;
    1019         AttackScore[euixBest]:=0;
    1020         uixAttack[euixBest]:=-1;
    1021         if MyUnit[uix].Loc>=0 then
    1022           RateAttack(uix);
    1023         end
    1024     until BackToStart
    10251206  until not BackToStart;
    1026 
    1027   if FirstLoop then
    1028     begin
    1029     SetCityDefenders;
    1030     ProcessSeaTransport;
    1031     for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1032       if (Loc>=0) and (TroopLoad>0) then
    1033         ProcessUnload(uix);
    1034     end;
    1035   FirstLoop:=false;
    1036 
    1037   for uix:=0 to RO.nUn-1 do with MyUnit[uix],MyModel[mix] do
    1038     if not Moved[uix] and (Loc>=0) and (Domain=dSea) and (Attack>0)
    1039       and (Cap[mcArtillery]>0) then
    1040       DoAttack(uix,maNextCity); // check bombardments
    1041 
    1042   // MOVE
    1043   for uix:=0 to RO.nUn-1 do if not Moved[uix] then with MyUnit[uix] do
    1044     if (Loc>=0) and ((MyModel[mix].Attack>0) or (MyModel[mix].Domain=dSea)) then
    1045       if not ProcessMove(uix) then
    1046         begin BackToStart:=true; break end
    1047 until not BackToStart;
    10481207end; // AttackAndPatrol
    10491208
     
    10511210
    10521211const
    1053 CoastalWonder=1 shl woLighthouse + 1 shl woMagellan;
    1054 PrimeWonder=1 shl woColossus + 1 shl woGrLibrary + 1 shl woSun
    1055   + 1 shl woMagellan + 1 shl woEiffel + 1 shl woLiberty + 1 shl woShinkansen;
     1212  CoastalWonder = 1 shl woLighthouse + 1 shl woMagellan;
     1213  PrimeWonder = 1 shl woColossus + 1 shl woGrLibrary + 1 shl woSun +
     1214    1 shl woMagellan + 1 shl woEiffel + 1 shl woLiberty + 1 shl woShinkansen;
    10561215
    10571216  function LowPriority(cix: integer): boolean;
    10581217  var
    1059   part,cixHighPriority,TestDistance: integer;
     1218    part, cixHighPriority, TestDistance: integer;
    10601219  begin
    1061   result:=false;
    1062   for part:=0 to nShipPart-1 do
     1220    Result := False;
     1221    for part := 0 to nShipPart - 1 do
    10631222    begin
    1064     cixHighPriority:=ColonyShipPlan[part].cixProducing;
    1065     if (cixHighPriority>=0) and (cixHighPriority<>cix) then
    1066       begin
    1067       TestDistance:=Distance(MyCity[cix].Loc,MyCity[cixHighPriority].Loc);
    1068       if TestDistance<11 then
    1069         begin result:=true; exit end
    1070       end
    1071     end
     1223      cixHighPriority := ColonyShipPlan[part].cixProducing;
     1224      if (cixHighPriority >= 0) and (cixHighPriority <> cix) then
     1225      begin
     1226        TestDistance := Distance(MyCity[cix].Loc, MyCity[cixHighPriority].Loc);
     1227        if TestDistance < 11 then
     1228        begin
     1229          Result := True;
     1230          exit;
     1231        end;
     1232      end;
     1233    end;
    10721234  end;
    10731235
    10741236  function ChooseWonderToBuild(WonderAvailable: integer; AllowCoastal: boolean): integer;
    10751237  var
    1076   Count,iix: integer;
     1238    Count, iix: integer;
    10771239  begin
    1078   if (WonderAvailable and PrimeWonder>0)
    1079     and (AllowCoastal or (WonderAvailable and PrimeWonder and not CoastalWonder>0)) then
    1080     WonderAvailable:=WonderAvailable and PrimeWonder; // alway prefer prime wonders
    1081   Count:=0;
    1082   for iix:=0 to 27 do
     1240    if (WonderAvailable and PrimeWonder > 0) and (AllowCoastal or
     1241      (WonderAvailable and PrimeWonder and not CoastalWonder > 0)) then
     1242      WonderAvailable := WonderAvailable and PrimeWonder; // alway prefer prime wonders
     1243    Count := 0;
     1244    for iix := 0 to 27 do
    10831245    begin
    1084     if (1 shl iix) and WonderAvailable<>0 then
    1085       if (1 shl iix) and CoastalWonder<>0 then
    1086         begin
    1087         if AllowCoastal then inc(Count,2)
     1246      if (1 shl iix) and WonderAvailable <> 0 then
     1247        if (1 shl iix) and CoastalWonder <> 0 then
     1248        begin
     1249          if AllowCoastal then
     1250            Inc(Count, 2);
    10881251        end
    1089       else inc(Count);
     1252        else
     1253          Inc(Count);
    10901254    end;
    1091   Count:=Random(Count);
    1092   for iix:=0 to 27 do
     1255    Count := Random(Count);
     1256    for iix := 0 to 27 do
    10931257    begin
    1094     if (1 shl iix) and WonderAvailable<>0 then
    1095       if (1 shl iix) and CoastalWonder<>0 then
    1096         begin
    1097         if AllowCoastal then dec(Count,2)
     1258      if (1 shl iix) and WonderAvailable <> 0 then
     1259        if (1 shl iix) and CoastalWonder <> 0 then
     1260        begin
     1261          if AllowCoastal then
     1262            Dec(Count, 2);
    10981263        end
    1099       else dec(Count);
    1100     if Count<0 then
    1101       begin
    1102       result:=iix;
    1103       exit
    1104       end
    1105     end
     1264        else
     1265          Dec(Count);
     1266      if Count < 0 then
     1267      begin
     1268        Result := iix;
     1269        exit;
     1270      end;
     1271    end;
    11061272  end;
    11071273
    11081274var
    1109 i,iix,cix,mix,uix,mixProduce,mixShip,V8,V21,Loc1,TotalPop,AlonePop,f,f1,
    1110   nTownGuard,ShipPart,ProduceShipPart,TestDistance,part,WonderAvailable,
    1111   WonderInWork,cixNewCapital,Center,Score,BestScore: integer;
    1112 mixCount: array[0..nmmax-1] of integer;
    1113 //RareLoc: array[0..5] of integer;
    1114 Adjacent: TVicinity8Loc;
    1115 IsCoastal,IsPort,IsUnitProjectObsolete,HasSettler,SpezializeShipProduction,
    1116   AlgaeAvailable,ProjectComplete,DoLowPriority,WillProduceColonyShip,
     1275  i, iix, cix, mix, uix, mixProduce, mixShip, V8, V21, Loc1, TotalPop,
     1276  AlonePop, f, f1, nTownGuard, ShipPart, ProduceShipPart, TestDistance,
     1277  part, WonderAvailable, WonderInWork, cixNewCapital, Center, Score, BestScore: integer;
     1278  mixCount: array[0..nmmax - 1] of integer;
     1279  //RareLoc: array[0..5] of integer;
     1280  Adjacent: TVicinity8Loc;
     1281  IsCoastal, IsPort, IsUnitProjectObsolete, HasSettler, SpezializeShipProduction,
     1282  AlgaeAvailable, ProjectComplete, DoLowPriority, WillProduceColonyShip,
    11171283  ImportantCity: boolean;
    1118 Radius: TVicinity21Loc;
    1119 Report: TCityReportNew;
     1284  Radius: TVicinity21Loc;
     1285  Report: TCityReportNew;
    11201286begin
    1121 AnalyzeMap;
    1122 
    1123 FindBestModels;
    1124 
    1125 fillchar(mixCount, RO.nModel*4, 0);
    1126 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1127   if Loc>=0 then inc(mixCount[mix]);
    1128 if (mixBest[ctGroundSlow]>=0)
    1129   and ((mixBest[ctGroundFast]<0)
    1130   or (mixCount[mixBest[ctGroundSlow]]<mixCount[mixBest[ctGroundFast]])) then
    1131   mixProduce:=mixBest[ctGroundSlow]
    1132 else mixProduce:=mixBest[ctGroundFast];
    1133 if (mixBest[ctSeaTrans]>=0)
    1134   and ((mixBest[ctSeaArt]<0)
    1135   or (mixCount[mixBest[ctSeaTrans]]<mixCount[mixBest[ctSeaArt]])) then
    1136   mixShip:=mixBest[ctSeaTrans]
    1137 else mixShip:=mixBest[ctSeaArt];
    1138 if (mixProduce>=0) and (mixBest[ctSeaTrans]>=0) 
    1139   and (mixCount[mixShip]*RO.Model[mixBest[ctSeaTrans]].Cap[mcSeaTrans]
    1140     *RO.Model[mixBest[ctSeaTrans]].MTrans div 2>=mixCount[mixProduce]) then
    1141   mixShip:=-1;
    1142 
    1143 // produce ships only on certain continents?
    1144 TotalPop:=0;
    1145 AlonePop:=0;
    1146 for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    1147   if (Loc>=0) and (Flags and chCaptured=0) then
     1287  AnalyzeMap;
     1288
     1289  FindBestModels;
     1290
     1291  fillchar(mixCount, RO.nModel * 4, 0);
     1292  for uix := 0 to RO.nUn - 1 do
     1293    with MyUnit[uix] do
     1294      if Loc >= 0 then
     1295        Inc(mixCount[mix]);
     1296  if (mixBest[ctGroundSlow] >= 0) and ((mixBest[ctGroundFast] < 0) or
     1297    (mixCount[mixBest[ctGroundSlow]] < mixCount[mixBest[ctGroundFast]])) then
     1298    mixProduce := mixBest[ctGroundSlow]
     1299  else
     1300    mixProduce := mixBest[ctGroundFast];
     1301  if (mixBest[ctSeaTrans] >= 0) and ((mixBest[ctSeaArt] < 0) or
     1302    (mixCount[mixBest[ctSeaTrans]] < mixCount[mixBest[ctSeaArt]])) then
     1303    mixShip := mixBest[ctSeaTrans]
     1304  else
     1305    mixShip := mixBest[ctSeaArt];
     1306  if (mixProduce >= 0) and (mixBest[ctSeaTrans] >= 0) and
     1307    (mixCount[mixShip] * RO.Model[mixBest[ctSeaTrans]].Cap[mcSeaTrans] *
     1308    RO.Model[mixBest[ctSeaTrans]].MTrans div 2 >= mixCount[mixProduce]) then
     1309    mixShip := -1;
     1310
     1311  // produce ships only on certain continents?
     1312  TotalPop := 0;
     1313  AlonePop := 0;
     1314  for cix := 0 to RO.nCity - 1 do
     1315    with MyCity[cix] do
     1316      if (Loc >= 0) and (Flags and chCaptured = 0) then
     1317      begin
     1318        Inc(TotalPop, Size);
     1319        f := Formation[Loc];
     1320        if (f < 0) or (f >= maxCOD) or (ContinentPresence[f] = 1 shl me) then
     1321          Inc(AlonePop, Size);
     1322      end;
     1323  SpezializeShipProduction := AlonePop * 2 >= TotalPop;
     1324
     1325  cixNewCapital := -1;
     1326  WonderAvailable := 0;
     1327  WonderInWork := 0;
     1328  for iix := 0 to 27 do
     1329    if (Imp[iix].Preq <> preNA) and ((Imp[iix].Preq = preNone) or
     1330      IsResearched(Imp[iix].Preq)) and (RO.Wonder[iix].CityID = -1) then
     1331      Inc(WonderAvailable, 1 shl iix);
     1332  for cix := 0 to RO.nCity - 1 do
     1333    if MyCity[cix].Loc >= 0 then
    11481334    begin
    1149     inc(TotalPop, Size);
    1150     f:=Formation[Loc];
    1151     if (f<0) or (f>=maxCOD) or (ContinentPresence[f]=1 shl me) then
    1152       inc(AlonePop, Size);
     1335      iix := City_CurrentImprovementProject(cix);
     1336      if (iix >= 0) and (iix < 28) then
     1337        Inc(WonderInWork, 1 shl iix)
     1338      else if iix = imPalace then
     1339        cixNewCapital := cix;
    11531340    end;
    1154 SpezializeShipProduction:= AlonePop*2>=TotalPop;
    1155 
    1156 cixNewCapital:=-1;
    1157 WonderAvailable:=0;
    1158 WonderInWork:=0;
    1159 for iix:=0 to 27 do
    1160   if (Imp[iix].Preq<>preNA)
    1161     and ((Imp[iix].Preq=preNone) or IsResearched(Imp[iix].Preq))
    1162     and (RO.Wonder[iix].CityID=-1) then
    1163     inc(WonderAvailable,1 shl iix);
    1164 for cix:=0 to RO.nCity-1 do if MyCity[cix].Loc>=0 then
    1165   begin
    1166   iix:=City_CurrentImprovementProject(cix);
    1167   if (iix>=0) and (iix<28) then
    1168     inc(WonderInWork,1 shl iix)
    1169   else if iix=imPalace then
    1170     cixNewCapital:=cix;
     1341
     1342  if (RO.NatBuilt[imPalace] = 0) and (cixNewCapital < 0) then
     1343  begin // palace was destroyed, build new one
     1344    Center := CenterOfEmpire;
     1345    BestScore := 0;
     1346    for cix := 0 to RO.nCity - 1 do
     1347      with MyCity[cix] do
     1348        if (Loc >= 0) and (Flags and chCaptured = 0) then
     1349        begin // evaluate city as new capital
     1350          Score := Size * 12 + 512 - Distance(Loc, Center);
     1351          V8_to_Loc(Loc, Adjacent);
     1352          for V8 := 0 to 7 do
     1353          begin
     1354            Loc1 := Adjacent[V8];
     1355            if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) then
     1356            begin
     1357              f1 := Formation[Loc1];
     1358              if (f1 >= 0) and (f1 < maxCOD) and
     1359                ((OceanSize[f1] >= 8) or (OceanPresence[f1] and not
     1360                (1 shl me) <> 0)) then
     1361              begin // prefer non-coastal cities
     1362                Dec(Score, 18);
     1363                break;
     1364              end;
     1365            end;
     1366          end;
     1367          if Score > BestScore then
     1368          begin
     1369            BestScore := Score;
     1370            cixNewCapital := cix;
     1371          end;
     1372        end;
    11711373  end;
    11721374
    1173 if (RO.NatBuilt[imPalace]=0) and (cixNewCapital<0) then
    1174   begin // palace was destroyed, build new one
    1175   Center:=CenterOfEmpire;
    1176   BestScore:=0;
    1177   for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    1178     if (Loc>=0) and (Flags and chCaptured=0) then
    1179       begin // evaluate city as new capital
    1180       Score:=Size*12 + 512-Distance(Loc,Center);
    1181       V8_to_Loc(Loc,Adjacent);
    1182       for V8:=0 to 7 do
    1183         begin
    1184         Loc1:=Adjacent[V8];
    1185         if (Loc1>=0) and (Map[Loc1] and fTerrain<fGrass) then
    1186           begin
    1187           f1:=Formation[Loc1];
    1188           if (f1>=0) and (f1<maxCOD)
    1189             and ((OceanSize[f1]>=8) or (OceanPresence[f1] and not (1 shl me)<>0)) then
    1190             begin // prefer non-coastal cities
    1191             dec(Score,18);
    1192             break
    1193             end
     1375  AlgaeAvailable := (RO.NatBuilt[imAlgae] = 0) and
     1376    (RO.Tech[Imp[imAlgae].Preq] >= tsApplicable);
     1377  for cix := 0 to RO.nCity - 1 do
     1378    with MyCity[cix] do
     1379      if (Loc >= 0) and (Project and (cpImp + cpIndex) = cpImp + imAlgae) then
     1380        AlgaeAvailable := False;
     1381
     1382  for cix := 0 to RO.nCity - 1 do
     1383    with MyCity[cix] do
     1384      if (Loc >= 0) and (Flags and chCaptured = 0) and LowPriority(cix) then
     1385        City_SetTiles(cix, 1 shl CityOwnTile); // free all tiles of low-prio cities
     1386  for DoLowPriority := False to True do
     1387    for cix := 0 to RO.nCity - 1 do
     1388      with MyCity[cix] do
     1389        if (Loc >= 0) and (Flags and chCaptured = 0) and
     1390          (LowPriority(cix) = DoLowPriority) then
     1391        begin
     1392          f := Formation[Loc];
     1393          IsCoastal := False;
     1394          IsPort := False;
     1395          V8_to_Loc(Loc, Adjacent);
     1396          for V8 := 0 to 7 do
     1397          begin
     1398            Loc1 := Adjacent[V8];
     1399            if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) then
     1400            begin
     1401              IsCoastal := True;
     1402              f1 := Formation[Loc1];
     1403              if (f1 >= 0) and (f1 < maxCOD) and (OceanSize[f1] >= 8) and
     1404                (OceanPresence[f1] and not (1 shl me) <> 0) then
     1405              begin
     1406                IsPort := True;
     1407                break;
     1408              end;
     1409            end;
     1410          end;
     1411          if (City_CurrentUnitProject(cix) >= 0) and
     1412            (RO.Model[City_CurrentUnitProject(cix)].Kind <> mkSettler) then
     1413          begin
     1414            i := nModelCategory - 1;
     1415            while (i >= 0) and (City_CurrentUnitProject(cix) <> mixBest[i]) do
     1416              Dec(i);
     1417            IsUnitProjectObsolete := i < 0;
    11941418          end
    1195         end;
    1196       if Score>BestScore then
    1197         begin
    1198         BestScore:=Score;
    1199         cixNewCapital:=cix
    1200         end
    1201       end
    1202   end;
    1203 
    1204 AlgaeAvailable:= (RO.NatBuilt[imAlgae]=0) and (RO.Tech[Imp[imAlgae].Preq]>=tsApplicable);
    1205 for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    1206   if (Loc>=0) and (Project and (cpImp+cpIndex)=cpImp+imAlgae) then
    1207     AlgaeAvailable:=false;
    1208 
    1209 for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    1210   if (Loc>=0) and (Flags and chCaptured=0) and LowPriority(cix) then
    1211     City_SetTiles(cix,1 shl CityOwnTile); // free all tiles of low-prio cities
    1212 for DoLowPriority:=false to true do
    1213   for cix:=0 to RO.nCity-1 do with MyCity[cix] do
    1214     if (Loc>=0) and (Flags and chCaptured=0) and (LowPriority(cix)=DoLowPriority) then
    1215       begin
    1216       f:=Formation[Loc];
    1217       IsCoastal:=false;
    1218       IsPort:=false;
    1219       V8_to_Loc(Loc,Adjacent);
    1220       for V8:=0 to 7 do
    1221         begin
    1222         Loc1:=Adjacent[V8];
    1223         if (Loc1>=0) and (Map[Loc1] and fTerrain<fGrass) then
    1224           begin
    1225           IsCoastal:=true;
    1226           f1:=Formation[Loc1];
    1227           if (f1>=0) and (f1<maxCOD) and (OceanSize[f1]>=8)
    1228             and (OceanPresence[f1] and not (1 shl me)<>0) then
     1419          else
     1420            IsUnitProjectObsolete := False;
     1421          if RO.Government = gDespotism then
     1422          begin
     1423            nTownGuard := 0;
     1424            for uix := 0 to RO.nUn - 1 do
     1425              if (MyUnit[uix].mix = mixTownGuard) and (MyUnit[uix].Loc = Loc) then
     1426                Inc(nTownGuard);
     1427          end;
     1428
     1429          iix := City_CurrentImprovementProject(cix);
     1430          if (iix >= 0) and (iix < 28) or (iix = imPalace) or
     1431            (iix = imShipComp) or (iix = imShipPow) or (iix = imShipHab) then
     1432            City_OptimizeTiles(cix, rwMaxProd)
     1433          else if size < 8 then
     1434            City_OptimizeTiles(cix, rwMaxGrowth)
     1435          else
     1436            City_OptimizeTiles(cix, rwForceProd);
     1437
     1438          WillProduceColonyShip := False;
     1439          ProduceShipPart := -1;
     1440          for part := 0 to nShipPart - 1 do
     1441            if ColonyShipPlan[part].cixProducing = cix then
    12291442            begin
    1230             IsPort:=true;
    1231             break;
    1232             end
    1233           end
    1234         end;
    1235       if (City_CurrentUnitProject(cix)>=0)
    1236         and (RO.Model[City_CurrentUnitProject(cix)].Kind<>mkSettler) then
    1237         begin
    1238         i:=nModelCategory-1;
    1239         while (i>=0) and (City_CurrentUnitProject(cix)<>mixBest[i]) do
    1240           dec(i);
    1241         IsUnitProjectObsolete:= i<0;
    1242         end
    1243       else IsUnitProjectObsolete:=false;
    1244       if RO.Government=gDespotism then
    1245         begin
    1246         nTownGuard:=0;
    1247         for uix:=0 to RO.nUn-1 do
    1248           if (MyUnit[uix].mix=mixTownGuard) and (MyUnit[uix].Loc=Loc) then
    1249             inc(nTownGuard);
    1250         end;
    1251 
    1252       iix:=City_CurrentImprovementProject(cix);
    1253       if (iix>=0) and (iix<28)
    1254         or (iix=imPalace) or (iix=imShipComp) or (iix=imShipPow) or (iix=imShipHab) then
    1255         City_OptimizeTiles(cix,rwMaxProd)
    1256       else if size<8 then
    1257         City_OptimizeTiles(cix,rwMaxGrowth)
    1258       else City_OptimizeTiles(cix,rwForceProd);
    1259 
    1260       WillProduceColonyShip:=false;
    1261       ProduceShipPart:=-1;
    1262       for part:=0 to nShipPart-1 do
    1263         if ColonyShipPlan[part].cixProducing=cix then
    1264           begin
    1265           WillProduceColonyShip:=true;
    1266           ProduceShipPart:=ShipImpIndex[part];
    1267           end;
    1268 
    1269       if cix=cixNewCapital then
    1270         City_StartImprovement(cix,imPalace)
    1271       else if (iix>=0) and (iix<28) and ((1 shl iix) and WonderAvailable<>0) then
    1272         // complete wonder production first
    1273       else if (mixProduce>=0) and (City_CurrentUnitProject(cix)>=0)
    1274         and not IsUnitProjectObsolete
    1275         and ((Flags and chProduction=0)
    1276           or (RO.Model[City_CurrentUnitProject(cix)].Cap[mcLine]>0)
    1277           and (mixCount[City_CurrentUnitProject(cix)]<RO.nCity*(2+cix and 3))) then
    1278         // complete unit production first
    1279       else
    1280         begin
    1281         if ProduceShipPart>=0 then
    1282           begin
    1283           if (Built[imGranary]=0) and (Size<10) and City_Improvable(cix,imGranary) then
    1284             City_StartImprovement(cix,imGranary)
    1285           else if (Built[imAqueduct]=0) and City_Improvable(cix,imAqueduct) then
    1286             City_StartImprovement(cix,imAqueduct)
    1287           else if (Built[imAqueduct]>0) and (Size<12)
    1288             and (AlgaeAvailable or (Project and (cpImp+cpIndex)=cpImp+imAlgae)) then
    1289             City_StartImprovement(cix,imAlgae)
    1290           else if (Built[imFactory]=0) and City_Improvable(cix,imFactory) then
    1291             City_StartImprovement(cix,imFactory)
    1292           else if (Built[imPower]+Built[imHydro]+Built[imNuclear]=0)
    1293             and (City_Improvable(cix,imPower)
    1294               or City_Improvable(cix,imHydro)
    1295               or City_Improvable(cix,imNuclear)) then
     1443              WillProduceColonyShip := True;
     1444              ProduceShipPart := ShipImpIndex[part];
     1445            end;
     1446
     1447          if cix = cixNewCapital then
     1448            City_StartImprovement(cix, imPalace)
     1449          else if (iix >= 0) and (iix < 28) and ((1 shl iix) and
     1450            WonderAvailable <> 0) then
     1451          // complete wonder production first
     1452          else if (mixProduce >= 0) and (City_CurrentUnitProject(cix) >= 0) and
     1453            not IsUnitProjectObsolete and ((Flags and chProduction = 0) or
     1454            (RO.Model[City_CurrentUnitProject(cix)].Cap[mcLine] > 0) and
     1455            (mixCount[City_CurrentUnitProject(cix)] < RO.nCity * (2 + cix and 3))) then
     1456          // complete unit production first
     1457          else
     1458          begin
     1459            if ProduceShipPart >= 0 then
    12961460            begin
    1297             if City_Improvable(cix,imHydro) then
    1298               City_StartImprovement(cix,imHydro)
    1299             else if City_Improvable(cix,imPower) then
    1300               City_StartImprovement(cix,imPower)
    1301             else City_StartImprovement(cix,imNuclear)
    1302             end
    1303           else if (Built[imMfgPlant]=0) and City_Improvable(cix,imMfgPlant) then
    1304             City_StartImprovement(cix,imMfgPlant)
    1305           else if City_Improvable(cix, ProduceShipPart) then
    1306             City_StartImprovement(cix,ProduceShipPart)
    1307           else ProduceShipPart:=-1;
    1308           end;
    1309         if ProduceShipPart<0 then
    1310           begin
    1311           ProjectComplete:= not City_HasProject(cix) or (Flags and chProduction<>0);
    1312           HasSettler:=false;
    1313           for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1314             if (Loc>=0) and (Home=cix)
    1315               and (MyModel[mix].Kind=mkSettler) then
    1316               HasSettler:=true;
    1317           if ((RO.Government<>gDespotism) or (RO.nUn>=RO.nCity*4))
    1318             and not IsResearched(adMassProduction)
    1319             and (Built[imPalace]>0) and (RO.Wonder[woZeus].CityID=-1)
    1320             and City_Improvable(cix,woZeus) then
    1321             City_StartImprovement(cix,woZeus)
    1322           else if (City_CurrentImprovementProject(cix)>=0)
    1323             and (City_CurrentImprovementProject(cix)<28) then
    1324             begin// wonder already built, try to switch to different one
    1325             if (WonderAvailable and not WonderInWork>0)
    1326               and (IsCoastal or (WonderAvailable and not WonderInWork and not CoastalWonder>0)) then
     1461              if (Built[imGranary] = 0) and (Size < 10) and
     1462                City_Improvable(cix, imGranary) then
     1463                City_StartImprovement(cix, imGranary)
     1464              else if (Built[imAqueduct] = 0) and City_Improvable(cix, imAqueduct) then
     1465                City_StartImprovement(cix, imAqueduct)
     1466              else if (Built[imAqueduct] > 0) and (Size < 12) and
     1467                (AlgaeAvailable or (Project and (cpImp + cpIndex) =
     1468                cpImp + imAlgae)) then
     1469                City_StartImprovement(cix, imAlgae)
     1470              else if (Built[imFactory] = 0) and City_Improvable(cix, imFactory) then
     1471                City_StartImprovement(cix, imFactory)
     1472              else if (Built[imPower] + Built[imHydro] + Built[imNuclear] = 0) and
     1473                (City_Improvable(cix, imPower) or
     1474                City_Improvable(cix, imHydro) or City_Improvable(cix, imNuclear)) then
    13271475              begin
    1328               iix:=ChooseWonderToBuild(WonderAvailable and not WonderInWork,IsCoastal);
    1329               City_StartImprovement(cix,iix);
    1330               WonderInWork:=WonderInWork or (1 shl iix);
     1476                if City_Improvable(cix, imHydro) then
     1477                  City_StartImprovement(cix, imHydro)
     1478                else if City_Improvable(cix, imPower) then
     1479                  City_StartImprovement(cix, imPower)
     1480                else
     1481                  City_StartImprovement(cix, imNuclear);
    13311482              end
    1332             else City_StopProduction(cix); 
    1333             end
    1334           else if (Built[imPalace]>0) and (RO.NatBuilt[imSpacePort]=0)
    1335             and City_Improvable(cix,imSpacePort) then
    1336             City_StartImprovement(cix,imSpacePort)
    1337           else if Built[imPalace]+Built[imCourt]+Built[imTownHall]=0 then
     1483              else if (Built[imMfgPlant] = 0) and City_Improvable(cix, imMfgPlant) then
     1484                City_StartImprovement(cix, imMfgPlant)
     1485              else if City_Improvable(cix, ProduceShipPart) then
     1486                City_StartImprovement(cix, ProduceShipPart)
     1487              else
     1488                ProduceShipPart := -1;
     1489            end;
     1490            if ProduceShipPart < 0 then
    13381491            begin
    1339             if City_Improvable(cix,imCourt) then
    1340               City_StartImprovement(cix,imCourt)
    1341             else City_StartImprovement(cix,imTownHall);
    1342             end
    1343           else if not HasSettler and (RO.nUn>=RO.nCity*4) then
    1344             begin
    1345             if ProjectComplete and (City_CurrentUnitProject(cix)<>0) then
     1492              ProjectComplete :=
     1493                not City_HasProject(cix) or (Flags and chProduction <> 0);
     1494              HasSettler := False;
     1495              for uix := 0 to RO.nUn - 1 do
     1496                with MyUnit[uix] do
     1497                  if (Loc >= 0) and (Home = cix) and
     1498                    (MyModel[mix].Kind = mkSettler) then
     1499                    HasSettler := True;
     1500              if ((RO.Government <> gDespotism) or (RO.nUn >= RO.nCity * 4)) and
     1501                not IsResearched(adMassProduction) and (Built[imPalace] > 0) and
     1502                (RO.Wonder[woZeus].CityID = -1) and City_Improvable(cix, woZeus) then
     1503                City_StartImprovement(cix, woZeus)
     1504              else if (City_CurrentImprovementProject(cix) >= 0) and
     1505                (City_CurrentImprovementProject(cix) < 28) then
     1506              begin// wonder already built, try to switch to different one
     1507                if (WonderAvailable and not WonderInWork > 0) and
     1508                  (IsCoastal or (WonderAvailable and not WonderInWork and
     1509                  not CoastalWonder > 0)) then
     1510                begin
     1511                  iix := ChooseWonderToBuild(WonderAvailable and not
     1512                    WonderInWork, IsCoastal);
     1513                  City_StartImprovement(cix, iix);
     1514                  WonderInWork := WonderInWork or (1 shl iix);
     1515                end
     1516                else
     1517                  City_StopProduction(cix);
     1518              end
     1519              else if (Built[imPalace] > 0) and (RO.NatBuilt[imSpacePort] = 0) and
     1520                City_Improvable(cix, imSpacePort) then
     1521                City_StartImprovement(cix, imSpacePort)
     1522              else if Built[imPalace] + Built[imCourt] + Built[imTownHall] = 0 then
    13461523              begin
    1347               mix:=RO.nModel-1;
    1348               while RO.Model[mix].Kind<>mkSettler do dec(mix);
    1349               City_StartUnitProduction(cix,mix)
     1524                if City_Improvable(cix, imCourt) then
     1525                  City_StartImprovement(cix, imCourt)
     1526                else
     1527                  City_StartImprovement(cix, imTownHall);
    13501528              end
    1351             end
    1352           else if (RO.Government=gDespotism) and (nTownGuard<2)
    1353             and (nTownGuard*2+3<Size) then
    1354             begin
    1355             if ProjectComplete then
    1356               City_StartUnitProduction(cix,2)
    1357             end
    1358           else if (RO.Government=gFundamentalism)
    1359             and (Size>=8) and (Built[imAqueduct]=0)
    1360             and City_Improvable(cix,imAqueduct) and (RO.nUn>=RO.nCity*4) then
    1361             begin
    1362             if ProjectComplete then
    1363               City_StartImprovement(cix,imAqueduct)
    1364             end
    1365           else if ProjectComplete then
    1366             begin // low prio projects
    1367             ImportantCity:=WillProduceColonyShip or (Built[imPalace]>0);
    1368             for iix:=0 to 27 do if Built[iix]>0 then
    1369               ImportantCity:=true;
    1370             City_GetReportNew(cix, Report);
    1371             if (Report.Corruption>=6) and (RO.nUn>=RO.nCity*4)
    1372               and City_Improvable(cix,imCourt) then
    1373               City_StartImprovement(cix,imCourt)
    1374             else if (Report.Production>=WonderProductionThreshold)
    1375               and (WonderAvailable and not WonderInWork>0)
    1376               and (IsCoastal or (WonderAvailable and not WonderInWork and not CoastalWonder>0))
    1377               and (Random>=(1+WonderInclination)/(RO.nCity+WonderInclination)) then
     1529              else if not HasSettler and (RO.nUn >= RO.nCity * 4) then
    13781530              begin
    1379               iix:=ChooseWonderToBuild(WonderAvailable and not WonderInWork,IsCoastal);
    1380               City_StartImprovement(cix,iix);
    1381               WonderInWork:=WonderInWork or (1 shl iix);
     1531                if ProjectComplete and (City_CurrentUnitProject(cix) <> 0) then
     1532                begin
     1533                  mix := RO.nModel - 1;
     1534                  while RO.Model[mix].Kind <> mkSettler do
     1535                    Dec(mix);
     1536                  City_StartUnitProduction(cix, mix);
     1537                end;
    13821538              end
    1383             else if (ImportantCity or (Loc mod 9=0)) and (Built[imWalls]=0)
    1384               and City_Improvable(cix,imWalls) then
    1385               City_StartImprovement(cix,imWalls)
    1386             else if IsPort and (ImportantCity or (Loc mod 7=0))
    1387               and (Built[imCoastalFort]=0)
    1388               and City_Improvable(cix,imCoastalFort) then
    1389               City_StartImprovement(cix,imCoastalFort)
     1539              else if (RO.Government = gDespotism) and (nTownGuard < 2) and
     1540                (nTownGuard * 2 + 3 < Size) then
     1541              begin
     1542                if ProjectComplete then
     1543                  City_StartUnitProduction(cix, 2);
     1544              end
     1545              else if (RO.Government = gFundamentalism) and
     1546                (Size >= 8) and (Built[imAqueduct] = 0) and
     1547                City_Improvable(cix, imAqueduct) and (RO.nUn >= RO.nCity * 4) then
     1548              begin
     1549                if ProjectComplete then
     1550                  City_StartImprovement(cix, imAqueduct);
     1551              end
     1552              else if ProjectComplete then
     1553              begin // low prio projects
     1554                ImportantCity := WillProduceColonyShip or (Built[imPalace] > 0);
     1555                for iix := 0 to 27 do
     1556                  if Built[iix] > 0 then
     1557                    ImportantCity := True;
     1558                City_GetReportNew(cix, Report);
     1559                if (Report.Corruption >= 6) and (RO.nUn >= RO.nCity * 4) and
     1560                  City_Improvable(cix, imCourt) then
     1561                  City_StartImprovement(cix, imCourt)
     1562                else if (Report.Production >= WonderProductionThreshold) and
     1563                  (WonderAvailable and not WonderInWork > 0) and
     1564                  (IsCoastal or (WonderAvailable and not WonderInWork and
     1565                  not CoastalWonder > 0)) and (Random >=
     1566                  (1 + WonderInclination) / (RO.nCity + WonderInclination)) then
     1567                begin
     1568                  iix := ChooseWonderToBuild(WonderAvailable and not
     1569                    WonderInWork, IsCoastal);
     1570                  City_StartImprovement(cix, iix);
     1571                  WonderInWork := WonderInWork or (1 shl iix);
     1572                end
     1573                else if (ImportantCity or (Loc mod 9 = 0)) and
     1574                  (Built[imWalls] = 0) and City_Improvable(cix, imWalls) then
     1575                  City_StartImprovement(cix, imWalls)
     1576                else if IsPort and (ImportantCity or (Loc mod 7 = 0)) and
     1577                  (Built[imCoastalFort] = 0) and City_Improvable(cix, imCoastalFort) then
     1578                  City_StartImprovement(cix, imCoastalFort)
    13901579            {else if (ImportantCity or (Loc mod 11=0)) and (Built[imMissileBat]=0)
    13911580              and City_Improvable(cix,imMissileBat) then
    13921581              City_StartImprovement(cix,imMissileBat)}
    1393             else if IsPort and (not SpezializeShipProduction or (f<0)
    1394                 or (f>=maxCOD) or (ContinentPresence[f]=1 shl me))
    1395               and (Built[imDockyard]=0)
    1396               and City_Improvable(cix,imDockyard) then
    1397               City_StartImprovement(cix,imDockyard)
    1398             else if IsPort and (mixShip>=0) and
    1399               (not SpezializeShipProduction or (f<0) or (f>=maxCOD) or
    1400                 (ContinentPresence[f]=1 shl me)) then
    1401               City_StartUnitProduction(cix,mixShip)
    1402             else if (Built[imBarracks]+Built[imMilAcademy]=0)
    1403               and City_Improvable(cix,imBarracks) then
    1404               City_StartImprovement(cix,imBarracks)
    1405             else if mixProduce>=0 then
    1406               City_StartUnitProduction(cix,mixProduce)
    1407             else if City_HasProject(cix) then
    1408               City_StopProduction(cix);
    1409             end
    1410           end;
    1411         end;
    1412       if (City_CurrentImprovementProject(cix)=imCourt)
    1413         and (Built[imTownHall]>0)
    1414         and (prod>=imp[imCourt].cost*BuildCostMod[G.Difficulty[me]] div 12
    1415           -(imp[imTownHall].cost*BuildCostMod[G.Difficulty[me]] div 12)*2 div 3) then
    1416         City_RebuildImprovement(cix,imTownHall)
    1417       else if (RO.Government=gFundamentalism) and not WillProduceColonyShip then
    1418         for iix:=28 to nImp-1 do
    1419           if (Built[iix]>0)
    1420             and ((iix in [imTemple,imTheater,imCathedral,imColosseum,imLibrary,
    1421               imUniversity,imResLab,imHarbor,imSuperMarket])
    1422               or (iix in [imFactory,imMfgPlant,imPower,imHydro,imNuclear])
    1423                 and (Built[imRecycling]=0)) then
    1424             begin
    1425             if City_RebuildImprovement(cix,iix)<rExecuted then
    1426               City_SellImprovement(cix,iix);
    1427             break
    1428             end
    1429       end
     1582                else if IsPort and (not SpezializeShipProduction or
     1583                  (f < 0) or (f >= maxCOD) or (ContinentPresence[f] = 1 shl me)) and
     1584                  (Built[imDockyard] = 0) and City_Improvable(cix, imDockyard) then
     1585                  City_StartImprovement(cix, imDockyard)
     1586                else if IsPort and (mixShip >= 0) and
     1587                  (not SpezializeShipProduction or (f < 0) or
     1588                  (f >= maxCOD) or (ContinentPresence[f] = 1 shl me)) then
     1589                  City_StartUnitProduction(cix, mixShip)
     1590                else if (Built[imBarracks] + Built[imMilAcademy] = 0) and
     1591                  City_Improvable(cix, imBarracks) then
     1592                  City_StartImprovement(cix, imBarracks)
     1593                else if mixProduce >= 0 then
     1594                  City_StartUnitProduction(cix, mixProduce)
     1595                else if City_HasProject(cix) then
     1596                  City_StopProduction(cix);
     1597              end;
     1598            end;
     1599          end;
     1600          if (City_CurrentImprovementProject(cix) = imCourt) and
     1601            (Built[imTownHall] > 0) and (prod >= imp[imCourt].cost *
     1602            BuildCostMod[G.Difficulty[me]] div 12 -
     1603            (imp[imTownHall].cost * BuildCostMod[G.Difficulty[me]] div 12) *
     1604            2 div 3) then
     1605            City_RebuildImprovement(cix, imTownHall)
     1606          else if (RO.Government = gFundamentalism) and not WillProduceColonyShip then
     1607            for iix := 28 to nImp - 1 do
     1608              if (Built[iix] > 0) and
     1609                ((iix in [imTemple, imTheater, imCathedral, imColosseum,
     1610                imLibrary, imUniversity, imResLab, imHarbor, imSuperMarket]) or
     1611                (iix in [imFactory, imMfgPlant, imPower, imHydro, imNuclear]) and
     1612                (Built[imRecycling] = 0)) then
     1613              begin
     1614                if City_RebuildImprovement(cix, iix) < rExecuted then
     1615                  City_SellImprovement(cix, iix);
     1616                break;
     1617              end;
     1618        end;
    14301619end;
    14311620
    14321621function TBarbarina.Barbarina_ChooseResearchAdvance: integer;
    14331622var
    1434 nPreq,rmix,rmixChosen,i,MaxWeight,MaxDefense,ChosenPreq: integer;
    1435 NeedSeaUnits,ready: boolean;
    1436 ModelExists: set of 0..nModelCategory-1;
    1437 known: array[0..nAdv-1] of integer;
     1623  nPreq, rmix, rmixChosen, i, MaxWeight, MaxDefense, ChosenPreq: integer;
     1624  NeedSeaUnits, ready: boolean;
     1625  ModelExists: set of 0..nModelCategory - 1;
     1626  known: array[0..nAdv - 1] of integer;
    14381627
    14391628  procedure ChoosePreq(ad: integer);
    14401629  var
    1441   i: integer;
    1442   PreqOk: boolean;
     1630    i: integer;
     1631    PreqOk: boolean;
    14431632  begin
    1444   assert(RO.Tech[ad]<tsApplicable);
    1445   if known[ad]=0 then
     1633    assert(RO.Tech[ad] < tsApplicable);
     1634    if known[ad] = 0 then
    14461635    begin
    1447     known[ad]:=1;
    1448     PreqOk:=true;
    1449     if not (ad in [adScience,adMassProduction]) and (RO.Tech[ad]<tsSeen) then
    1450       for i:=0 to 1 do
    1451         if (AdvPreq[ad,i]>=0) and (RO.Tech[AdvPreq[ad,i]]<tsApplicable) then
    1452           begin
    1453           PreqOk:=false;
    1454           ChoosePreq(AdvPreq[ad,i]);
    1455           end;
    1456     if PreqOk then
    1457       begin
    1458       inc(nPreq);
    1459       if random(nPreq)=0 then ChosenPreq:=ad
    1460       end
    1461     end
     1636      known[ad] := 1;
     1637      PreqOk := True;
     1638      if not (ad in [adScience, adMassProduction]) and (RO.Tech[ad] < tsSeen) then
     1639        for i := 0 to 1 do
     1640          if (AdvPreq[ad, i] >= 0) and (RO.Tech[AdvPreq[ad, i]] < tsApplicable) then
     1641          begin
     1642            PreqOk := False;
     1643            ChoosePreq(AdvPreq[ad, i]);
     1644          end;
     1645      if PreqOk then
     1646      begin
     1647        Inc(nPreq);
     1648        if random(nPreq) = 0 then
     1649          ChosenPreq := ad;
     1650      end;
     1651    end;
    14621652  end;
    14631653
    14641654begin
    1465 // check military research
    1466 rmixChosen:=-1;
    1467 ModelExists:=[];
    1468 for rmix:=nResearchModel-1 downto 0 do with ResearchModel[rmix] do
    1469   if not (Category in ModelExists)
    1470     and ((adStop<0) or not IsResearched(adStop)) then
     1655  // check military research
     1656  rmixChosen := -1;
     1657  ModelExists := [];
     1658  for rmix := nResearchModel - 1 downto 0 do
     1659    with ResearchModel[rmix] do
     1660      if not (Category in ModelExists) and ((adStop < 0) or not
     1661        IsResearched(adStop)) then
     1662      begin
     1663        MaxWeight := 0;
     1664        case Domain of
     1665          dGround:
     1666          begin
     1667            if IsResearched(adWarriorCode) then
     1668              MaxWeight := 5;
     1669            if IsResearched(adHorsebackRiding) then
     1670              MaxWeight := 7;
     1671            if IsResearched(adAutomobile) then
     1672              MaxWeight := 10;
     1673          end;
     1674          dSea:
     1675          begin
     1676            if IsResearched(adMapMaking) then
     1677              MaxWeight := 5;
     1678            if IsResearched(adSeaFaring) then
     1679              MaxWeight := 7;
     1680            if IsResearched(adSteel) then
     1681              MaxWeight := 9;
     1682          end;
     1683          dAir:
     1684          begin
     1685            if IsResearched(adFlight) then
     1686              MaxWeight := 5;
     1687            if IsResearched(adAdvancedFlight) then
     1688              MaxWeight := 7;
     1689          end;
     1690        end;
     1691        if Domain = dGround then
     1692          MaxDefense := 2
     1693        else
     1694          MaxDefense := 3;
     1695        if IsResearched(adSteel) then
     1696          Inc(MaxDefense);
     1697        ready := (MaxWeight >= Weight) and (MaxDefense >= Cap[mcDefense]);
     1698        if ready then
     1699          for i := 0 to nFeature - 1 do
     1700            if (Cap[i] > 0) and (Feature[i].Preq <> preNone) and
     1701              ((Feature[i].Preq < 0) or not IsResearched(Feature[i].Preq)) then
     1702              ready := False;
     1703        if ready then
     1704        begin
     1705          for i := 0 to nUpgrade - 1 do
     1706            if (Upgrades and (1 shl i) <> 0) and not
     1707              IsResearched(Upgrade[Domain, i].Preq) then
     1708              ready := False;
     1709        end;
     1710        if ready then
     1711        begin
     1712          include(ModelExists, Category);
     1713          if not IsModelAvailable(rmix) then
     1714            rmixChosen := rmix;
     1715        end;
     1716      end;
     1717  if rmixChosen >= 0 then
     1718    with ResearchModel[rmixChosen] do
    14711719    begin
    1472     MaxWeight:=0;
    1473     case Domain of
    1474       dGround:
    1475         begin
    1476         if IsResearched(adWarriorCode) then MaxWeight:=5;
    1477         if IsResearched(adHorsebackRiding) then MaxWeight:=7;
    1478         if IsResearched(adAutomobile) then MaxWeight:=10;
    1479         end;
    1480       dSea:
    1481         begin
    1482         if IsResearched(adMapMaking) then MaxWeight:=5;
    1483         if IsResearched(adSeaFaring) then MaxWeight:=7;
    1484         if IsResearched(adSteel) then MaxWeight:=9;
    1485         end;
    1486       dAir:
    1487         begin
    1488         if IsResearched(adFlight) then MaxWeight:=5;
    1489         if IsResearched(adAdvancedFlight) then MaxWeight:=7;
    1490         end;
    1491       end;
    1492     if Domain=dGround then MaxDefense:=2
    1493     else MaxDefense:=3;
    1494     if IsResearched(adSteel) then inc(MaxDefense);
    1495     ready:= (MaxWeight>=Weight) and (MaxDefense>=Cap[mcDefense]);
    1496     if ready then
    1497       for i:=0 to nFeature-1 do
    1498         if (Cap[i]>0) and (Feature[i].Preq<>preNone)
    1499           and ((Feature[i].Preq<0) or not IsResearched(Feature[i].Preq)) then
    1500           ready:=false;
    1501     if ready then
    1502       begin
    1503       for i:=0 to nUpgrade-1 do
    1504         if (Upgrades and (1 shl i)<>0) and not IsResearched(Upgrade[Domain,i].Preq) then
    1505           ready:=false;
    1506       end;
    1507     if ready then
    1508       begin
    1509       include(ModelExists,Category);
    1510       if not IsModelAvailable(rmix) then
    1511         rmixChosen:=rmix;
    1512       end
     1720      PrepareNewModel(Domain);
     1721      for i := 0 to nFeature - 1 do
     1722        if (i < 2) or (Cap[i] > 0) then
     1723          SetNewModelFeature(i, Cap[i]);
     1724      if RO.Wonder[woSun].EffectiveOwner = me then
     1725      begin
     1726        //if Cap[mcWeapons]>=2*Cap[mcArmor] then
     1727        //  SetNewModelFeature(mcFirst,1);
     1728        if Cap[mcWeapons] >= Cap[mcArmor] then
     1729          SetNewModelFeature(mcWill, 1);
     1730      end;
     1731      Result := adMilitary;
     1732      exit;
    15131733    end;
    1514 if rmixChosen>=0 then with ResearchModel[rmixChosen] do
     1734
     1735  NeedSeaUnits := True;
     1736  i := 0;
     1737  while (i < nResearchOrder) and (not NeedSeaUnits and (ResearchOrder[i] < 0) or
     1738      IsResearched(abs(ResearchOrder[i]))) do
     1739    Inc(i);
     1740  if i >= nResearchOrder then // list done, continue with future tech
    15151741  begin
    1516   PrepareNewModel(Domain);
    1517   for i:=0 to nFeature-1 do if (i<2) or (Cap[i]>0) then
    1518     SetNewModelFeature(i,Cap[i]);
    1519   if RO.Wonder[woSun].EffectiveOwner=me then
    1520     begin
    1521     //if Cap[mcWeapons]>=2*Cap[mcArmor] then
    1522     //  SetNewModelFeature(mcFirst,1);
    1523     if Cap[mcWeapons]>=Cap[mcArmor] then
    1524       SetNewModelFeature(mcWill,1);
    1525     end;
    1526   result:=adMilitary;
    1527   exit;
     1742    if random(2) = 1 then
     1743      Result := futArtificialIntelligence
     1744    else
     1745      Result := futMaterialTechnology;
     1746  end
     1747  else
     1748  begin
     1749    FillChar(known, SizeOf(known), 0);
     1750    nPreq := 0;
     1751    ChosenPreq := -1;
     1752    ChoosePreq(abs(ResearchOrder[i]));
     1753    assert(nPreq > 0);
     1754    Result := ChosenPreq;
    15281755  end;
    1529 
    1530 NeedSeaUnits:=true;
    1531 i:=0;
    1532 while (i<nResearchOrder)
    1533   and (not NeedSeaUnits and (ResearchOrder[i]<0)
    1534     or IsResearched(abs(ResearchOrder[i]))) do
    1535   inc(i);
    1536 if i>=nResearchOrder then // list done, continue with future tech
    1537   begin
    1538   if random(2)=1 then
    1539     result:=futArtificialIntelligence
    1540   else result:=futMaterialTechnology;
    1541   end
    1542 else
    1543   begin
    1544   FillChar(known,SizeOf(known),0);
    1545   nPreq:=0;
    1546   ChosenPreq:=-1;
    1547   ChoosePreq(abs(ResearchOrder[i]));
    1548   assert(nPreq>0);
    1549   result:=ChosenPreq
    1550   end
    15511756end;
    15521757
    15531758function TBarbarina.Barbarina_WantCheckNegotiation(Nation: integer): boolean;
    15541759begin
    1555 if (RO.Tech[adTheRepublic]<tsSeen) and (RO.Tech[adTheology]>=tsApplicable)
    1556   and (RO.Tech[adGunPowder]>=tsApplicable)
    1557   and (RO.EnemyReport[Nation].Tech[adTheRepublic]>=tsApplicable) then
    1558   result:=true
    1559 else result:=false;
     1760  if (RO.Tech[adTheRepublic] < tsSeen) and (RO.Tech[adTheology] >= tsApplicable) and
     1761    (RO.Tech[adGunPowder] >= tsApplicable) and
     1762    (RO.EnemyReport[Nation].Tech[adTheRepublic] >= tsApplicable) then
     1763    Result := True
     1764  else
     1765    Result := False;
    15601766end;
    15611767
    15621768procedure TBarbarina.Barbarina_DoCheckNegotiation;
    15631769begin
    1564 if RO.Tech[adTheRepublic]>=tsSeen then exit; // default reaction
    1565 if MyLastAction=scContact then
     1770  if RO.Tech[adTheRepublic] >= tsSeen then
     1771    exit; // default reaction
     1772  if MyLastAction = scContact then
    15661773  begin
    1567   MyAction:=scDipOffer;
    1568   MyOffer.nDeliver:=1;
    1569   MyOffer.nCost:=1;
    1570   if (RO.Tech[adTheology]>=tsApplicable)
    1571     and (RO.EnemyReport[Opponent].Tech[adTheology]<tsSeen) then
    1572     MyOffer.Price[0]:=opTech+adTheology
    1573   else MyOffer.Price[0]:=opChoose;
    1574   MyOffer.Price[1]:=opTech+adTheRepublic;
     1774    MyAction := scDipOffer;
     1775    MyOffer.nDeliver := 1;
     1776    MyOffer.nCost := 1;
     1777    if (RO.Tech[adTheology] >= tsApplicable) and
     1778      (RO.EnemyReport[Opponent].Tech[adTheology] < tsSeen) then
     1779      MyOffer.Price[0] := opTech + adTheology
     1780    else
     1781      MyOffer.Price[0] := opChoose;
     1782    MyOffer.Price[1] := opTech + adTheRepublic;
    15751783  end
    1576 else if OppoAction=scDipAccept then
    1577 else if OppoAction=scDipOffer then
     1784  else if OppoAction = scDipAccept then
     1785  else if OppoAction = scDipOffer then
    15781786  begin
    1579   if (OppoOffer.nDeliver=1) and (OppoOffer.Price[0]=opTech+adTheRepublic)
    1580     and ((OppoOffer.nCost=0)
    1581       or (OppoOffer.nCost=1)
    1582       and (OppoOffer.Price[1] and opMask=opTech)
    1583       and (RO.Tech[OppoOffer.Price[1]-opTech]>=tsApplicable)) then
    1584     MyAction:=scDipAccept
    1585   else MyAction:=scDipBreak
     1787    if (OppoOffer.nDeliver = 1) and (OppoOffer.Price[0] = opTech + adTheRepublic) and
     1788      ((OppoOffer.nCost = 0) or (OppoOffer.nCost = 1) and
     1789      (OppoOffer.Price[1] and opMask = opTech) and
     1790      (RO.Tech[OppoOffer.Price[1] - opTech] >= tsApplicable)) then
     1791      MyAction := scDipAccept
     1792    else
     1793      MyAction := scDipBreak;
    15861794  end
    1587 else if OppoAction<>scDipBreak then
    1588   MyAction:=scDipBreak
     1795  else if OppoAction <> scDipBreak then
     1796    MyAction := scDipBreak;
    15891797end;
    15901798
    1591 function TBarbarina.Barbarina_WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
     1799function TBarbarina.Barbarina_WantNegotiation(Nation: integer;
     1800  NegoTime: TNegoTime): boolean;
    15921801var
    1593 uix,TestLoc,V8: integer;
    1594 Adjacent: TVicinity8Loc;
     1802  uix, TestLoc, V8: integer;
     1803  Adjacent: TVicinity8Loc;
    15951804begin
    1596 result:=false;
    1597 case NegoTime of
    1598   EnemyCalled:
    1599     result:=false;
    1600   EndOfTurn:
    1601     result:=false;
    1602   BeginOfTurn:
    1603     if RO.Turn>=RO.LastCancelTreaty[Nation]+CancelTreatyTurns then
    1604       begin
    1605       if (RO.Turn and 3=(Nation+$F-me) and 3) and (RO.Treaty[Nation]>trPeace) then
    1606         begin
    1607         DebugMessage(1, 'End alliance/friendly contact with P'+char(48+Nation));
    1608         NegoCause:=CancelTreaty;
    1609         result:=true
     1805  Result := False;
     1806  case NegoTime of
     1807    EnemyCalled:
     1808      Result := False;
     1809    EndOfTurn:
     1810      Result := False;
     1811    BeginOfTurn:
     1812      if RO.Turn >= RO.LastCancelTreaty[Nation] + CancelTreatyTurns then
     1813      begin
     1814        if (RO.Turn and 3 = (Nation + $F - me) and 3) and
     1815          (RO.Treaty[Nation] > trPeace) then
     1816        begin
     1817          DebugMessage(1, 'End alliance/friendly contact with P' + char(48 + Nation));
     1818          NegoCause := CancelTreaty;
     1819          Result := True;
    16101820        end
    1611       else if RO.Treaty[Nation]=trPeace then
     1821        else if RO.Treaty[Nation] = trPeace then
    16121822        begin // declare war now?
    1613         for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    1614           if (Loc>=0) and (MyModel[mix].Attack>0) then
    1615             begin
    1616             V8_to_Loc(Loc,Adjacent);
    1617             for V8:=0 to 7 do
     1823          for uix := 0 to RO.nUn - 1 do
     1824            with MyUnit[uix] do
     1825              if (Loc >= 0) and (MyModel[mix].Attack > 0) then
    16181826              begin
    1619               TestLoc:=Adjacent[V8];
    1620               if (TestLoc>=0) and (RO.Territory[TestLoc]=Nation)
    1621                 and ((Map[TestLoc] and fTerrain>=fGrass) or (Master>=0)
    1622                   or (MyModel[mix].Domain<>dGround))
    1623                 and ((Map[TestLoc] and fTerrain<fGrass) or (MyModel[mix].Domain<>dSea)) then
     1827                V8_to_Loc(Loc, Adjacent);
     1828                for V8 := 0 to 7 do
    16241829                begin
    1625                 DebugMessage(1, 'Declare war on P'+char(48+Nation));
    1626                 NegoCause:=CancelTreaty;
    1627                 result:=true;
    1628                 exit;
    1629                 end
    1630               end
    1631             end
    1632         end
    1633       end;
    1634   end
     1830                  TestLoc := Adjacent[V8];
     1831                  if (TestLoc >= 0) and (RO.Territory[TestLoc] = Nation) and
     1832                    ((Map[TestLoc] and fTerrain >= fGrass) or
     1833                    (Master >= 0) or (MyModel[mix].Domain <> dGround)) and
     1834                    ((Map[TestLoc] and fTerrain < fGrass) or
     1835                    (MyModel[mix].Domain <> dSea)) then
     1836                  begin
     1837                    DebugMessage(1, 'Declare war on P' + char(48 + Nation));
     1838                    NegoCause := CancelTreaty;
     1839                    Result := True;
     1840                    exit;
     1841                  end;
     1842                end;
     1843              end;
     1844        end;
     1845      end;
     1846  end;
    16351847end;
    16361848
    16371849procedure TBarbarina.Barbarina_DoNegotiation;
    16381850begin
    1639 if OppoAction=scDipStart then
     1851  if OppoAction = scDipStart then
    16401852  begin
    1641   if NegoCause=CancelTreaty then
    1642     MyAction:=scDipCancelTreaty
    1643   end
     1853    if NegoCause = CancelTreaty then
     1854      MyAction := scDipCancelTreaty;
     1855  end;
    16441856end;
    16451857
    16461858procedure TBarbarina.MakeColonyShipPlan;
    16471859var
    1648 i,V21,V21C,CityLoc,Loc1,part,cix,BestValue,TestValue,FoodCount,ProdCount,
    1649   ProdExtra,Score,BestScore: integer;
    1650 Tile: cardinal;
    1651 ok,check: boolean;
    1652 Radius,RadiusC: TVicinity21Loc;
     1860  i, V21, V21C, CityLoc, Loc1, part, cix, BestValue, TestValue, FoodCount,
     1861  ProdCount, ProdExtra, Score, BestScore: integer;
     1862  Tile: cardinal;
     1863  ok, check: boolean;
     1864  Radius, RadiusC: TVicinity21Loc;
    16531865begin
    1654 for part:=0 to nShipPart-1 do
     1866  for part := 0 to nShipPart - 1 do
    16551867  begin
    1656   ColonyShipPlan[part].cixProducing:=-1;
    1657   ColonyShipPlan[part].nLocResource:=0;
    1658   ColonyShipPlan[part].nLocFoundCity:=0;
     1868    ColonyShipPlan[part].cixProducing := -1;
     1869    ColonyShipPlan[part].nLocResource := 0;
     1870    ColonyShipPlan[part].nLocFoundCity := 0;
    16591871  end;
    1660 if RO.Tech[adMassProduction]>=tsApplicable then // able to recognize ressources yet
     1872  if RO.Tech[adMassProduction] >= tsApplicable then // able to recognize ressources yet
    16611873  begin
    1662   // check already existing cities
    1663   for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
     1874    // check already existing cities
     1875    for cix := 0 to RO.nCity - 1 do
     1876      with MyCity[cix] do
     1877        if Loc >= 0 then
     1878        begin
     1879          V21_to_Loc(Loc, Radius);
     1880          for V21 := 1 to 26 do
     1881          begin
     1882            Loc1 := Radius[V21];
     1883            if Loc1 >= 0 then
     1884            begin
     1885              Tile := RO.Map[Loc1];
     1886              if Tile and fModern <> 0 then
     1887              begin
     1888                part := (Tile and fModern) shr 25 - 1;
     1889                if RO.Ship[me].Parts[part] < ShipNeed[part] then
     1890                  // not enough of this kind already
     1891                begin
     1892                  ok := True;
     1893                  if ColonyShipPlan[part].cixProducing >= 0 then
     1894                  begin // another city is already assigned to this ship part, choose one of the two
     1895                    TestValue := (ID and $FFF) shl 4 + ((ID shr 12) + 15 - me) and $F;
     1896                    BestValue :=
     1897                      (MyCity[ColonyShipPlan[part].cixProducing].ID and $FFF) shl
     1898                      4 + ((MyCity[ColonyShipPlan[part].cixProducing].ID shr 12) +
     1899                      15 - me) and $F;
     1900                    if TestValue <= BestValue then
     1901                      ok := False;
     1902                  end;
     1903                  if ok then
     1904                    ColonyShipPlan[part].cixProducing := cix;
     1905                end;
     1906              end;
     1907            end;
     1908          end;
     1909        end;
     1910
     1911    // for parts without existing city, look for location of city to found
     1912    check := False;
     1913    for part := 0 to nShipPart - 1 do
     1914      if (RO.Ship[me].Parts[part] < ShipNeed[part]) // not enough of this kind already
     1915        and (ColonyShipPlan[part].cixProducing < 0) then // no city to produce
     1916        check := True;
     1917    if check then
    16641918    begin
    1665     V21_to_Loc(Loc, Radius);
    1666     for V21:=1 to 26 do
    1667       begin
    1668       Loc1:=Radius[V21];
    1669       if Loc1>=0 then
    1670         begin
    1671         Tile:=RO.Map[Loc1];
    1672         if Tile and fModern<>0 then
    1673           begin
    1674           part:=(Tile and fModern) shr 25 -1;
    1675           if RO.Ship[me].Parts[part]<ShipNeed[part] then // not enough of this kind already
    1676             begin
    1677             ok:=true;
    1678             if ColonyShipPlan[part].cixProducing>=0 then
    1679               begin // another city is already assigned to this ship part, choose one of the two
    1680               TestValue:=(ID and $FFF) shl 4
    1681                 + ((ID shr 12)+15-me) and $F;
    1682               BestValue:=(MyCity[ColonyShipPlan[part].cixProducing].ID and $FFF) shl 4
    1683                 + ((MyCity[ColonyShipPlan[part].cixProducing].ID shr 12)+15-me) and $F;
    1684               if TestValue<=BestValue then
    1685                 ok:=false;
     1919      for Loc1 := 0 to MapSize - 1 do
     1920      begin
     1921        Tile := RO.Map[Loc1];
     1922        if Tile and fModern <> 0 then
     1923        begin
     1924          part := (Tile and fModern) shr 25 - 1;
     1925          if ColonyShipPlan[part].nLocResource < maxModern then
     1926          begin
     1927            ColonyShipPlan[part].LocResource[ColonyShipPlan[part].nLocResource] := Loc1;
     1928            Inc(ColonyShipPlan[part].nLocResource);
     1929          end;
     1930        end;
     1931      end;
     1932      for part := 0 to nShipPart - 1 do
     1933        if (RO.Ship[me].Parts[part] < ShipNeed[part]) // not enough of this kind already
     1934          and (ColonyShipPlan[part].cixProducing < 0) // no city to produce
     1935          and (ColonyShipPlan[part].nLocResource > 0) then // resource is known
     1936        begin
     1937          for i := 0 to ColonyShipPlan[part].nLocResource - 1 do
     1938          begin
     1939            BestScore := 0;
     1940            V21_to_Loc(ColonyShipPlan[part].LocResource[i], Radius);
     1941            for V21 := 1 to 26 do
     1942            begin // check all potential cities in range
     1943              CityLoc := Radius[V21];
     1944              if CityLoc >= 0 then
     1945              begin
     1946                Tile := RO.Map[CityLoc];
     1947                if (Tile and fTerrain <> fUNKNOWN) and
     1948                  ((Tile and fTerrain = fForest) or
     1949                  (Tile and fTerrain = fSwamp) or
     1950                  (Terrain[Tile and fTerrain].IrrEff > 0)) then
     1951                begin
     1952                  FoodCount := 0;
     1953                  ProdCount := 0;
     1954                  ProdExtra := 0;
     1955                  V21_to_Loc(CityLoc, RadiusC);
     1956                  for V21C := 1 to 26 do
     1957                  begin
     1958                    Loc1 := RadiusC[V21C];
     1959                    if Loc1 >= 0 then
     1960                    begin
     1961                      case RO.Map[Loc1] and (fTerrain or fSpecial) of
     1962                        fGrass, fGrass + fSpecial1, fSwamp: Inc(FoodCount);
     1963                        fHills, fHills + fSpecial1: Inc(ProdCount);
     1964                        fShore + fSpecial1, fDesert + fSpecial1, fPrairie + fSpecial1,
     1965                        fForest + fSpecial1:
     1966                          Inc(FoodCount, 2);
     1967                        fSwamp + fSpecial1, fShore + fSpecial2, fDesert + fSpecial2,
     1968                        fPrairie + fSpecial2, fTundra + fSpecial2, fArctic + fSpecial1,
     1969                        fHills + fSpecial2, fMountains + fSpecial1:
     1970                        begin
     1971                          Inc(ProdCount);
     1972                          Inc(ProdExtra);
     1973                        end;
     1974                      end;
     1975                    end;
     1976                  end;
     1977                  if FoodCount = 0 then
     1978                    Score := 0
     1979                  else
     1980                  begin
     1981                    if ProdCount > 7 then
     1982                      ProdCount := 7;
     1983                    if FoodCount < 5 then
     1984                      Dec(ProdCount, 5 - FoodCount);
     1985                    Score := ProdCount * 4 + ProdExtra * 8 + FoodCount;
     1986                    Score := Score shl 8 + ((CityLoc xor me) * 4567) mod 251;
     1987                    // some unexactness, random but always the same for this tile
     1988                  end;
     1989                  if Score > BestScore then
     1990                  begin
     1991                    BestScore := Score;
     1992                    ColonyShipPlan[part].LocFoundCity[
     1993                      ColonyShipPlan[part].nLocFoundCity] :=
     1994                      CityLoc;
     1995                  end;
     1996                end;
    16861997              end;
    1687             if ok then
    1688               ColonyShipPlan[part].cixProducing:=cix;
    1689             end
    1690           end
    1691         end
    1692       end
     1998            end;
     1999            if BestScore > 0 then
     2000              Inc(ColonyShipPlan[part].nLocFoundCity);
     2001          end;
     2002        end;
    16932003    end;
    1694 
    1695   // for parts without existing city, look for location of city to found
    1696   check:=false;
    1697   for part:=0 to nShipPart-1 do
    1698     if (RO.Ship[me].Parts[part]<ShipNeed[part]) // not enough of this kind already
    1699       and (ColonyShipPlan[part].cixProducing<0) then // no city to produce
    1700       check:=true;
    1701   if check then
    1702     begin
    1703     for Loc1:=0 to MapSize-1 do
    1704       begin
    1705       Tile:=RO.Map[Loc1];
    1706       if Tile and fModern<>0 then
    1707         begin
    1708         part:=(Tile and fModern) shr 25 -1;
    1709         if ColonyShipPlan[part].nLocResource<maxModern then
    1710           begin
    1711           ColonyShipPlan[part].LocResource[ColonyShipPlan[part].nLocResource]:=Loc1;
    1712           inc(ColonyShipPlan[part].nLocResource);
    1713           end;
    1714         end
    1715       end;
    1716     for part:=0 to nShipPart-1 do
    1717       if (RO.Ship[me].Parts[part]<ShipNeed[part]) // not enough of this kind already
    1718         and (ColonyShipPlan[part].cixProducing<0) // no city to produce
    1719         and (ColonyShipPlan[part].nLocResource>0) then // resource is known
    1720         begin
    1721         for i:=0 to ColonyShipPlan[part].nLocResource-1 do
    1722           begin
    1723           BestScore:=0;
    1724           V21_to_Loc(ColonyShipPlan[part].LocResource[i],Radius);
    1725           for V21:=1 to 26 do
    1726             begin // check all potential cities in range
    1727             CityLoc:=Radius[V21];
    1728             if CityLoc>=0 then
    1729               begin
    1730               Tile:=RO.Map[CityLoc];
    1731               if (Tile and fTerrain<>fUNKNOWN)
    1732                 and ((Tile and fTerrain=fForest)
    1733                   or (Tile and fTerrain=fSwamp)
    1734                   or (Terrain[Tile and fTerrain].IrrEff>0)) then
    1735                 begin
    1736                 FoodCount:=0;
    1737                 ProdCount:=0;
    1738                 ProdExtra:=0;
    1739                 V21_to_Loc(CityLoc,RadiusC);
    1740                 for V21C:=1 to 26 do
    1741                   begin
    1742                   Loc1:=RadiusC[V21C];
    1743                   if Loc1>=0 then
    1744                     begin
    1745                     case RO.Map[Loc1] and (fTerrain or fSpecial) of
    1746                       fGrass, fGrass+fSpecial1, fSwamp: inc(FoodCount);
    1747                       fHills, fHills+fSpecial1: inc(ProdCount);
    1748                       fShore+fSpecial1, fDesert+fSpecial1, fPrairie+fSpecial1,
    1749                         fForest+fSpecial1:
    1750                         inc(FoodCount,2);
    1751                       fSwamp+fSpecial1, fShore+fSpecial2, fDesert+fSpecial2,
    1752                       fPrairie+fSpecial2, fTundra+fSpecial2, fArctic+fSpecial1,
    1753                       fHills+fSpecial2, fMountains+fSpecial1:
    1754                         begin
    1755                         inc(ProdCount);
    1756                         inc(ProdExtra);
    1757                         end;
    1758                       end
    1759                     end
    1760                   end;
    1761                 if FoodCount=0 then
    1762                   Score:=0
    1763                 else
    1764                   begin
    1765                   if ProdCount>7 then
    1766                     ProdCount:=7;
    1767                   if FoodCount<5 then
    1768                     dec(ProdCount, 5-FoodCount);
    1769                   Score:=ProdCount*4+ProdExtra*8+FoodCount;
    1770                   Score:=Score shl 8 + ((CityLoc xor me)*4567) mod 251;
    1771                     // some unexactness, random but always the same for this tile
    1772                   end; 
    1773                 if Score>BestScore then
    1774                   begin
    1775                   BestScore:=Score;
    1776                   ColonyShipPlan[part].LocFoundCity[ColonyShipPlan[part].nLocFoundCity]:=CityLoc;
    1777                   end
    1778                 end
    1779               end
    1780             end;
    1781           if BestScore>0 then
    1782             inc(ColonyShipPlan[part].nLocFoundCity);
    1783           end;
    1784         end
    1785     end
    1786   end
     2004  end;
    17872005end;
    17882006
    17892007end.
    1790 
  • trunk/AI/StdAI/CustomAI.pas

    r160 r289  
    99
    1010type
    11 TNegoTime=(BeginOfTurn, EndOfTurn, EnemyCalled);
    12 
    13 TCustomAI=class
    14 public
    15   procedure Process(Command: integer; var Data);
    16 
    17   // overridables
    18   constructor Create(Nation: integer); virtual;
    19   destructor Destroy; override;
    20   procedure SetDataDefaults; virtual;
    21   procedure SetDataRandom; virtual;
    22   procedure OnBeforeEnemyAttack(UnitInfo: TUnitInfo;
    23     ToLoc, EndHealth, EndHealthDef: integer); virtual;
    24   procedure OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: integer); virtual;
    25   procedure OnAfterEnemyAttack; virtual;
    26   procedure OnAfterEnemyCapture; virtual;
    27 
    28 protected
    29   me: integer; // index of the controlled nation
    30   RO: ^TPlayerContext;
    31   Map: ^TTileList;
    32   MyUnit: ^TUnList;
    33   MyCity: ^TCityList;
    34   MyModel: ^TModelList;
    35 
    36   cixStateImp: array[imPalace..imSpacePort] of integer;
    37 
    38   // negotiation
    39   Opponent: integer; // nation i'm in negotiation with, -1 indicates no-negotiation mode
    40   MyAction, MyLastAction, OppoAction: integer;
    41   MyOffer, MyLastOffer, OppoOffer: TOffer;
    42 
    43   // overridables
    44   procedure DoTurn; virtual;
    45   procedure DoNegotiation; virtual;
    46   function ChooseResearchAdvance: integer; virtual;
    47   function ChooseStealAdvance: integer; virtual;
    48   function ChooseGovernment: integer; virtual;
    49   function WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean; virtual;
    50   function OnNegoRejected_CancelTreaty: boolean; virtual;
    51 
    52   // general functions
    53   function IsResearched(Advance: integer): boolean;
    54   function ResearchCost: integer;
    55   function ChangeAttitude(Nation, Attitude: integer): integer;
    56   function Revolution: integer;
    57   function ChangeRates(Tax,Lux: integer): integer;
    58   function PrepareNewModel(Domain: integer): integer;
    59   function SetNewModelFeature(F, Count: integer): integer;
    60   function AdvanceResearchable(Advance: integer): boolean;
    61   function AdvanceStealable(Advance: integer): boolean;
    62   function GetJobProgress(Loc: integer; var JobProgress: TJobProgressData): boolean;
    63   function DebugMessage(Level: integer; Text: string): boolean;
    64   function SetDebugMap(var DebugMap): boolean;
    65 
    66   // unit functions
    67   procedure Unit_FindMyDefender(Loc: integer; var uix: integer);
    68   procedure Unit_FindEnemyDefender(Loc: integer; var euix: integer);
    69   function Unit_Move(uix,ToLoc: integer): integer;
    70   function Unit_Step(uix,ToLoc: integer): integer;
    71   function Unit_Attack(uix,ToLoc: integer): integer;
    72   function Unit_DoMission(uix,MissionType,ToLoc: integer): integer;
    73   function Unit_MoveForecast(uix,ToLoc: integer; var RemainingMovement: integer): boolean;
    74   function Unit_AttackForecast(uix,ToLoc,AttackMovement: integer; var RemainingHealth: integer): boolean;
    75   function Unit_DefenseForecast(euix,ToLoc: integer; var RemainingHealth: integer): boolean;
    76   function Unit_Disband(uix: integer): integer;
    77   function Unit_StartJob(uix,NewJob: integer): integer;
    78   function Unit_SetHomeHere(uix: integer): integer;
    79   function Unit_Load(uix: integer): integer;
    80   function Unit_Unload(uix: integer): integer;
    81   function Unit_SelectTransport(uix: integer): integer;
    82   function Unit_AddToCity(uix: integer): integer;
    83 
    84   // city functions
    85   procedure City_FindMyCity(Loc: integer; var cix: integer);
    86   procedure City_FindEnemyCity(Loc: integer; var ecix: integer);
    87   function City_HasProject(cix: integer): boolean;
    88   function City_CurrentImprovementProject(cix: integer): integer;
    89   function City_CurrentUnitProject(cix: integer): integer;
    90   function City_GetTileInfo(cix,TileLoc: integer; var TileInfo: TTileInfo): integer;
    91   function City_GetReport(cix: integer; var Report: TCityReport): integer;
    92   function City_GetHypoReport(cix, HypoTiles, HypoTax, HypoLux: integer; var Report: TCityReport): integer;
    93   function City_GetReportNew(cix: integer; var Report: TCityReportNew): integer;
    94   function City_GetHypoReportNew(cix, HypoTiles, HypoTaxRate, HypoLuxuryRate: integer; var Report: TCityReportNew): integer;
    95   function City_GetAreaInfo(cix: integer; var AreaInfo: TCityAreaInfo): integer;
    96   function City_StartUnitProduction(cix,mix: integer): integer;
    97   function City_StartEmigration(cix,mix: integer; AllowDisbandCity, AsConscripts: boolean): integer;
    98   function City_StartImprovement(cix,iix: integer): integer;
    99   function City_Improvable(cix,iix: integer): boolean;
    100   function City_StopProduction(cix: integer): integer;
    101   function City_BuyProject(cix: integer): integer;
    102   function City_SellImprovement(cix,iix: integer): integer;
    103   function City_RebuildImprovement(cix,iix: integer): integer;
    104   function City_SetTiles(cix,NewTiles: integer): integer;
    105   procedure City_OptimizeTiles(cix: integer; ResourceWeights: cardinal = rwMaxGrowth);
    106 
    107   // negotiation
    108   function Nego_CheckMyAction: integer;
    109 
    110 private
    111   HaveTurned: boolean;
    112   UnwantedNego: set of 0..nPl-1;
    113   Contacted: set of 0..nPl-1;
    114   procedure StealAdvance;
    115   end;
    116 
    117 
    118 var
    119 Server: TServerCall;
    120 G: TNewGameData;
    121 RWDataSize, MapSize: integer;
    122 decompose24: cardinal;
    123 nodata: pointer;
     11  TNegoTime = (BeginOfTurn, EndOfTurn, EnemyCalled);
     12
     13  TCustomAI = class
     14  public
     15    procedure Process(Command: integer; var Data);
     16
     17    // overridables
     18    constructor Create(Nation: integer); virtual;
     19    destructor Destroy; override;
     20    procedure SetDataDefaults; virtual;
     21    procedure SetDataRandom; virtual;
     22    procedure OnBeforeEnemyAttack(UnitInfo: TUnitInfo;
     23      ToLoc, EndHealth, EndHealthDef: integer); virtual;
     24    procedure OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: integer); virtual;
     25    procedure OnAfterEnemyAttack; virtual;
     26    procedure OnAfterEnemyCapture; virtual;
     27
     28  protected
     29    me: integer; // index of the controlled nation
     30    RO: ^TPlayerContext;
     31    Map: ^TTileList;
     32    MyUnit: ^TUnList;
     33    MyCity: ^TCityList;
     34    MyModel: ^TModelList;
     35
     36    cixStateImp: array[imPalace..imSpacePort] of integer;
     37
     38    // negotiation
     39    Opponent: integer; // nation i'm in negotiation with, -1 indicates no-negotiation mode
     40    MyAction, MyLastAction, OppoAction: integer;
     41    MyOffer, MyLastOffer, OppoOffer: TOffer;
     42
     43    // overridables
     44    procedure DoTurn; virtual;
     45    procedure DoNegotiation; virtual;
     46    function ChooseResearchAdvance: integer; virtual;
     47    function ChooseStealAdvance: integer; virtual;
     48    function ChooseGovernment: integer; virtual;
     49    function WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean; virtual;
     50    function OnNegoRejected_CancelTreaty: boolean; virtual;
     51
     52    // general functions
     53    function IsResearched(Advance: integer): boolean;
     54    function ResearchCost: integer;
     55    function ChangeAttitude(Nation, Attitude: integer): integer;
     56    function Revolution: integer;
     57    function ChangeRates(Tax, Lux: integer): integer;
     58    function PrepareNewModel(Domain: integer): integer;
     59    function SetNewModelFeature(F, Count: integer): integer;
     60    function AdvanceResearchable(Advance: integer): boolean;
     61    function AdvanceStealable(Advance: integer): boolean;
     62    function GetJobProgress(Loc: integer; var JobProgress: TJobProgressData): boolean;
     63    function DebugMessage(Level: integer; Text: string): boolean;
     64    function SetDebugMap(var DebugMap): boolean;
     65
     66    // unit functions
     67    procedure Unit_FindMyDefender(Loc: integer; var uix: integer);
     68    procedure Unit_FindEnemyDefender(Loc: integer; var euix: integer);
     69    function Unit_Move(uix, ToLoc: integer): integer;
     70    function Unit_Step(uix, ToLoc: integer): integer;
     71    function Unit_Attack(uix, ToLoc: integer): integer;
     72    function Unit_DoMission(uix, MissionType, ToLoc: integer): integer;
     73    function Unit_MoveForecast(uix, ToLoc: integer;
     74      var RemainingMovement: integer): boolean;
     75    function Unit_AttackForecast(uix, ToLoc, AttackMovement: integer;
     76      var RemainingHealth: integer): boolean;
     77    function Unit_DefenseForecast(euix, ToLoc: integer;
     78      var RemainingHealth: integer): boolean;
     79    function Unit_Disband(uix: integer): integer;
     80    function Unit_StartJob(uix, NewJob: integer): integer;
     81    function Unit_SetHomeHere(uix: integer): integer;
     82    function Unit_Load(uix: integer): integer;
     83    function Unit_Unload(uix: integer): integer;
     84    function Unit_SelectTransport(uix: integer): integer;
     85    function Unit_AddToCity(uix: integer): integer;
     86
     87    // city functions
     88    procedure City_FindMyCity(Loc: integer; var cix: integer);
     89    procedure City_FindEnemyCity(Loc: integer; var ecix: integer);
     90    function City_HasProject(cix: integer): boolean;
     91    function City_CurrentImprovementProject(cix: integer): integer;
     92    function City_CurrentUnitProject(cix: integer): integer;
     93    function City_GetTileInfo(cix, TileLoc: integer; var TileInfo: TTileInfo): integer;
     94    function City_GetReport(cix: integer; var Report: TCityReport): integer;
     95    function City_GetHypoReport(cix, HypoTiles, HypoTax, HypoLux: integer;
     96      var Report: TCityReport): integer;
     97    function City_GetReportNew(cix: integer; var Report: TCityReportNew): integer;
     98    function City_GetHypoReportNew(cix, HypoTiles, HypoTaxRate, HypoLuxuryRate: integer;
     99      var Report: TCityReportNew): integer;
     100    function City_GetAreaInfo(cix: integer; var AreaInfo: TCityAreaInfo): integer;
     101    function City_StartUnitProduction(cix, mix: integer): integer;
     102    function City_StartEmigration(cix, mix: integer;
     103      AllowDisbandCity, AsConscripts: boolean): integer;
     104    function City_StartImprovement(cix, iix: integer): integer;
     105    function City_Improvable(cix, iix: integer): boolean;
     106    function City_StopProduction(cix: integer): integer;
     107    function City_BuyProject(cix: integer): integer;
     108    function City_SellImprovement(cix, iix: integer): integer;
     109    function City_RebuildImprovement(cix, iix: integer): integer;
     110    function City_SetTiles(cix, NewTiles: integer): integer;
     111    procedure City_OptimizeTiles(cix: integer; ResourceWeights: cardinal = rwMaxGrowth);
     112
     113    // negotiation
     114    function Nego_CheckMyAction: integer;
     115
     116  private
     117    HaveTurned: boolean;
     118    UnwantedNego: set of 0..nPl - 1;
     119    Contacted: set of 0..nPl - 1;
     120    procedure StealAdvance;
     121  end;
     122
     123
     124var
     125  Server: TServerCall;
     126  G: TNewGameData;
     127  RWDataSize, MapSize: integer;
     128  decompose24: cardinal;
     129  nodata: pointer;
    124130
    125131const
    126 CityOwnTile = 13; // = ab_to_V21(0,0)
    127 
    128 // additional return codes
    129 rLocationReached=       $00010000; // Unit_Move: move was not interrupted, location reached
    130 rMoreTurns=             $00020000; // Unit_Move: move was not interrupted, location not reached yet
     132  CityOwnTile = 13; // = ab_to_V21(0,0)
     133
     134  // additional return codes
     135  rLocationReached = $00010000;
     136  // Unit_Move: move was not interrupted, location reached
     137  rMoreTurns = $00020000;
     138// Unit_Move: move was not interrupted, location not reached yet
    131139
    132140type
    133 TVicinity8Loc=array[0..7] of integer;
    134 TVicinity21Loc=array[0..27] of integer;
     141  TVicinity8Loc = array[0..7] of integer;
     142  TVicinity21Loc = array[0..27] of integer;
    135143
    136144
    137145procedure Init(NewGameData: TNewGameData);
    138146
    139 procedure ab_to_Loc(Loc0,a,b: integer; var Loc: integer);
    140 procedure Loc_to_ab(Loc0,Loc: integer; var a,b: integer);
    141 procedure ab_to_V8(a,b: integer; var V8: integer);
    142 procedure V8_to_ab(V8: integer; var a,b: integer);
    143 procedure ab_to_V21(a,b: integer; var V21: integer);
    144 procedure V21_to_ab(V21: integer; var a,b: integer);
     147procedure ab_to_Loc(Loc0, a, b: integer; var Loc: integer);
     148procedure Loc_to_ab(Loc0, Loc: integer; var a, b: integer);
     149procedure ab_to_V8(a, b: integer; var V8: integer);
     150procedure V8_to_ab(V8: integer; var a, b: integer);
     151procedure ab_to_V21(a, b: integer; var V21: integer);
     152procedure V21_to_ab(V21: integer; var a, b: integer);
    145153procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc);
    146154procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);
    147 function Distance(Loc0,Loc1: integer): integer;
     155function Distance(Loc0, Loc1: integer): integer;
    148156
    149157
     
    151159
    152160const
    153 ab_v8: array[-4..4] of integer = (5,6,7,4,-1,0,3,2,1);
    154 v8_a: array[0..7] of integer = (1,1,0,-1,-1,-1,0,1);
    155 v8_b: array[0..7] of integer = (0,1,1,1,0,-1,-1,-1);
    156 
    157 
    158 procedure ab_to_Loc(Loc0,a,b: integer; var Loc: integer);
     161  ab_v8: array[-4..4] of integer = (5, 6, 7, 4, -1, 0, 3, 2, 1);
     162  v8_a: array[0..7] of integer = (1, 1, 0, -1, -1, -1, 0, 1);
     163  v8_b: array[0..7] of integer = (0, 1, 1, 1, 0, -1, -1, -1);
     164
     165
     166procedure ab_to_Loc(Loc0, a, b: integer; var Loc: integer);
    159167{relative location from Loc0}
    160168var
    161 y0: integer;
    162 begin
    163 assert((Loc0>=0) and (Loc0<MapSize) and (a-b+G.lx>=0));
    164 y0:=cardinal(Loc0)*decompose24 shr 24;
    165 Loc:=(Loc0+(a-b+y0 and 1+G.lx+G.lx) shr 1) mod G.lx +G.lx*(y0+a+b);
    166 if Loc>=MapSize then Loc:=-$1000
    167 end;
    168 
    169 procedure Loc_to_ab(Loc0,Loc: integer; var a,b: integer);
    170 {$IFDEF FPC} // freepascal
    171 var
    172 dx,dy: integer;
    173 begin
    174 dx:=((Loc mod G.lx *2 +Loc div G.lx and 1)
    175   -(Loc0 mod G.lx *2 +Loc0 div G.lx and 1)+3*G.lx) mod (2*G.lx) -G.lx;
    176 dy:=Loc div G.lx-Loc0 div G.lx;
    177 a:=(dx+dy) div 2;
    178 b:=(dy-dx) div 2;
    179 end;
    180 {$ELSE} // delphi
     169  y0: integer;
     170begin
     171  assert((Loc0 >= 0) and (Loc0 < MapSize) and (a - b + G.lx >= 0));
     172  y0 := cardinal(Loc0) * decompose24 shr 24;
     173  Loc := (Loc0 + (a - b + y0 and 1 + G.lx + G.lx) shr 1) mod G.lx + G.lx * (y0 + a + b);
     174  if Loc >= MapSize then
     175    Loc := -$1000;
     176end;
     177
     178procedure Loc_to_ab(Loc0, Loc: integer; var a, b: integer);
     179{$IFDEF FPC}// freepascal
     180var
     181  dx, dy: integer;
     182begin
     183  dx := ((Loc mod G.lx * 2 + Loc div G.lx and 1) - (Loc0 mod G.lx * 2 + Loc0 div
     184    G.lx and 1) + 3 * G.lx) mod (2 * G.lx) - G.lx;
     185  dy := Loc div G.lx - Loc0 div G.lx;
     186  a := (dx + dy) div 2;
     187  b := (dy - dx) div 2;
     188end;
     189
     190{$ELSE}// delphi
    181191register;
    182192asm
     
    234244{$ENDIF}
    235245
    236 procedure ab_to_V8(a,b: integer; var V8: integer);
    237 begin
    238 assert((abs(a)<=1) and (abs(b)<=1) and ((a<>0) or (b<>0)));
    239 V8:=ab_v8[2*b+b+a];
    240 end;
    241 
    242 procedure V8_to_ab(V8: integer; var a,b: integer);
    243 begin
    244 a:=v8_a[V8]; b:=V8_b[V8];
    245 end;
    246 
    247 procedure ab_to_V21(a,b: integer; var V21: integer);
    248 begin
    249 V21:=(a+b+3) shl 2+(a-b+3) shr 1;
    250 end;
    251 
    252 procedure V21_to_ab(V21: integer; var a,b: integer);
    253 var
    254 dx,dy: integer;
    255 begin
    256 dy:=V21 shr 2-3;
    257 dx:=V21 and 3 shl 1 -3 + (dy+3) and 1;
    258 a:=(dx+dy) div 2;
    259 b:=(dy-dx) div 2;
     246procedure ab_to_V8(a, b: integer; var V8: integer);
     247begin
     248  assert((abs(a) <= 1) and (abs(b) <= 1) and ((a <> 0) or (b <> 0)));
     249  V8 := ab_v8[2 * b + b + a];
     250end;
     251
     252procedure V8_to_ab(V8: integer; var a, b: integer);
     253begin
     254  a := v8_a[V8];
     255  b := V8_b[V8];
     256end;
     257
     258procedure ab_to_V21(a, b: integer; var V21: integer);
     259begin
     260  V21 := (a + b + 3) shl 2 + (a - b + 3) shr 1;
     261end;
     262
     263procedure V21_to_ab(V21: integer; var a, b: integer);
     264var
     265  dx, dy: integer;
     266begin
     267  dy := V21 shr 2 - 3;
     268  dx := V21 and 3 shl 1 - 3 + (dy + 3) and 1;
     269  a := (dx + dy) div 2;
     270  b := (dy - dx) div 2;
    260271end;
    261272
    262273procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc);
    263274var
    264 x0,y0,lx: integer;
    265 begin
    266 lx:=G.lx;
    267 y0:=cardinal(Loc0)*decompose24 shr 24;
    268 x0:=Loc0-y0*lx; // Loc0 mod lx;
    269 VicinityLoc[1]:=Loc0+lx*2;
    270 VicinityLoc[3]:=Loc0-1;
    271 VicinityLoc[5]:=Loc0-lx*2;
    272 VicinityLoc[7]:=Loc0+1;
    273 inc(Loc0,y0 and 1);
    274 VicinityLoc[0]:=Loc0+lx;
    275 VicinityLoc[2]:=Loc0+lx-1;
    276 VicinityLoc[4]:=Loc0-lx-1;
    277 VicinityLoc[6]:=Loc0-lx;
    278 
    279 // world is round!
    280 if x0<lx-1 then
     275  x0, y0, lx: integer;
     276begin
     277  lx := G.lx;
     278  y0 := cardinal(Loc0) * decompose24 shr 24;
     279  x0 := Loc0 - y0 * lx; // Loc0 mod lx;
     280  VicinityLoc[1] := Loc0 + lx * 2;
     281  VicinityLoc[3] := Loc0 - 1;
     282  VicinityLoc[5] := Loc0 - lx * 2;
     283  VicinityLoc[7] := Loc0 + 1;
     284  Inc(Loc0, y0 and 1);
     285  VicinityLoc[0] := Loc0 + lx;
     286  VicinityLoc[2] := Loc0 + lx - 1;
     287  VicinityLoc[4] := Loc0 - lx - 1;
     288  VicinityLoc[6] := Loc0 - lx;
     289
     290  // world is round!
     291  if x0 < lx - 1 then
    281292  begin
    282   if x0=0 then
     293    if x0 = 0 then
    283294    begin
    284     inc(VicinityLoc[3],lx);
    285     if y0 and 1=0 then
     295      Inc(VicinityLoc[3], lx);
     296      if y0 and 1 = 0 then
    286297      begin
    287       inc(VicinityLoc[2],lx);
    288       inc(VicinityLoc[4],lx);
     298        Inc(VicinityLoc[2], lx);
     299        Inc(VicinityLoc[4], lx);
     300      end;
     301    end;
     302  end
     303  else
     304  begin
     305    Dec(VicinityLoc[7], lx);
     306    if y0 and 1 = 1 then
     307    begin
     308      Dec(VicinityLoc[0], lx);
     309      Dec(VicinityLoc[6], lx);
     310    end;
     311  end;
     312
     313  // check south pole
     314  case G.ly - y0 of
     315    1:
     316    begin
     317      VicinityLoc[0] := -$1000;
     318      VicinityLoc[1] := -$1000;
     319      VicinityLoc[2] := -$1000;
     320    end;
     321    2: VicinityLoc[1] := -$1000;
     322  end;
     323end;
     324
     325procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);
     326var
     327  dx, dy, bit, y0, xComp, yComp, xComp0, xCompSwitch: integer;
     328  dst: ^integer;
     329begin
     330  y0 := cardinal(Loc0) * decompose24 shr 24;
     331  xComp0 := Loc0 - y0 * G.lx - 1; // Loc0 mod G.lx -1
     332  xCompSwitch := xComp0 - 1 + y0 and 1;
     333  if xComp0 < 0 then
     334    Inc(xComp0, G.lx);
     335  if xCompSwitch < 0 then
     336    Inc(xCompSwitch, G.lx);
     337  xCompSwitch := xCompSwitch xor xComp0;
     338  yComp := G.lx * (y0 - 3);
     339  dst := @VicinityLoc;
     340  bit := 1;
     341  for dy := 0 to 6 do
     342    if yComp < MapSize then
     343    begin
     344      xComp0 := xComp0 xor xCompSwitch;
     345      xComp := xComp0;
     346      for dx := 0 to 3 do
     347      begin
     348        if bit and $67F7F76 <> 0 then
     349          dst^ := xComp + yComp
     350        else
     351          dst^ := -1;
     352        Inc(xComp);
     353        if xComp >= G.lx then
     354          Dec(xComp, G.lx);
     355        Inc(dst);
     356        bit := bit shl 1;
     357      end;
     358      Inc(yComp, G.lx);
     359    end
     360    else
     361    begin
     362      for dx := 0 to 3 do
     363      begin
     364        dst^ := -$1000;
     365        Inc(dst);
     366      end;
     367    end;
     368end;
     369
     370function Distance(Loc0, Loc1: integer): integer;
     371var
     372  a, b, dx, dy: integer;
     373begin
     374  Loc_to_ab(Loc0, Loc1, a, b);
     375  dx := abs(a - b);
     376  dy := abs(a + b);
     377  Result := dx + dy + abs(dx - dy) shr 1;
     378end;
     379
     380
     381procedure Init(NewGameData: TNewGameData);
     382{$IFDEF DEBUG}var
     383  Loc: integer;
     384{$ENDIF}
     385begin
     386  G := NewGameData;
     387  MapSize := G.lx * G.ly;
     388  decompose24 := (1 shl 24 - 1) div G.lx + 1;
     389{$IFDEF DEBUG}
     390  for Loc := 0 to MapSize - 1 do
     391    assert(cardinal(Loc) * decompose24 shr 24 = cardinal(Loc div G.lx));
     392{$ENDIF}
     393end;
     394
     395
     396constructor TCustomAI.Create(Nation: integer);
     397begin
     398  inherited Create;
     399  me := Nation;
     400  RO := pointer(G.RO[Nation]);
     401  Map := pointer(RO.Map);
     402  MyUnit := pointer(RO.Un);
     403  MyCity := pointer(RO.City);
     404  MyModel := pointer(RO.Model);
     405  Opponent := -1;
     406end;
     407
     408destructor TCustomAI.Destroy;
     409begin
     410  Server(sSetDebugMap, me, 0, nodata^);
     411end;
     412
     413
     414procedure TCustomAI.Process(Command: integer; var Data);
     415var
     416  Nation, NewResearch, NewGov, Count, ad, cix, iix: integer;
     417  NegoTime: TNegoTime;
     418begin
     419  case Command of
     420    cTurn, cContinue:
     421    begin
     422      if RO.Alive and (1 shl me) = 0 then
     423      begin // I'm dead, huhu
     424        Server(sTurn, me, 0, nodata^);
     425        exit;
     426      end;
     427      if Command = cTurn then
     428      begin
     429        fillchar(cixStateImp, sizeof(cixStateImp), $FF);
     430        for cix := 0 to RO.nCity - 1 do
     431          if MyCity[cix].Loc >= 0 then
     432            for iix := imPalace to imSpacePort do
     433              if MyCity[cix].Built[iix] > 0 then
     434                cixStateImp[iix] := cix;
     435        if RO.Happened and phChangeGov <> 0 then
     436        begin
     437          NewGov := ChooseGovernment;
     438          if NewGov > gAnarchy then
     439            Server(sSetGovernment, me, NewGov, nodata^);
     440        end;
     441        HaveTurned := False;
     442        Contacted := [];
     443      end;
     444      if (Command = cContinue) and (MyAction = scContact) then
     445      begin
     446        if OnNegoRejected_CancelTreaty then
     447          if RO.Treaty[Opponent] >= trPeace then
     448            if Server(sCancelTreaty, me, 0, nodata^) < rExecuted then
     449              assert(False);
    289450      end
    290     end
    291   end
    292 else
    293   begin
    294   dec(VicinityLoc[7],lx);
    295   if y0 and 1=1 then
     451      else
     452        UnwantedNego := [];
     453      Opponent := -1;
     454      repeat
     455        if HaveTurned then
     456          NegoTime := EndOfTurn
     457        else
     458          NegoTime := BeginOfTurn;
     459        if RO.Government <> gAnarchy then
     460          for Nation := 0 to nPl - 1 do
     461            if (Nation <> me) and (1 shl Nation and RO.Alive <> 0) and
     462              (RO.Treaty[Nation] >= trNone) and not (Nation in Contacted) and not
     463              (Nation in UnwantedNego) and
     464              (Server(scContact - sExecute + Nation shl 4, me, 0, nodata^) >= rExecuted) then
     465              if WantNegotiation(Nation, NegoTime) then
     466              begin
     467                if Server(scContact + Nation shl 4, me, 0, nodata^) >= rExecuted then
     468                begin
     469                  include(Contacted, Nation);
     470                  Opponent := Nation;
     471                  MyAction := scContact;
     472                  exit;
     473                end;
     474              end
     475              else
     476                include(UnwantedNego, Nation);
     477        if NegoTime = BeginOfTurn then
     478        begin
     479          DoTurn;
     480          HaveTurned := True;
     481          Contacted := [];
     482          UnwantedNego := [];
     483        end
     484        else
     485          break;
     486      until False;
     487      if RO.Happened and phTech <> 0 then
     488      begin
     489        NewResearch := ChooseResearchAdvance;
     490        if NewResearch < 0 then
     491        begin // choose random research
     492          Count := 0;
     493          for ad := 0 to nAdv - 1 do
     494            if AdvanceResearchable(ad) then
     495            begin
     496              Inc(Count);
     497              if random(Count) = 0 then
     498                NewResearch := ad;
     499            end;
     500        end;
     501        Server(sSetResearch, me, NewResearch, nodata^);
     502      end;
     503      if Server(sTurn, me, 0, nodata^) < rExecuted then
     504        assert(False);
     505    end;
     506    scContact:
     507      if WantNegotiation(integer(Data), EnemyCalled) then
     508      begin
     509        if Server(scDipStart, me, 0, nodata^) < rExecuted then
     510          assert(False);
     511        Opponent := integer(Data);
     512        MyAction := scDipStart;
     513      end
     514      else
     515      begin
     516        if Server(scReject, me, 0, nodata^) < rExecuted then
     517          assert(False);
     518      end;
     519    scDipStart, scDipNotice, scDipAccept, scDipCancelTreaty, scDipOffer, scDipBreak:
    296520    begin
    297     dec(VicinityLoc[0],lx);
    298     dec(VicinityLoc[6],lx);
    299     end
    300   end;
    301 
    302 // check south pole
    303 case G.ly-y0 of
    304   1:
    305     begin
    306     VicinityLoc[0]:=-$1000;
    307     VicinityLoc[1]:=-$1000;
    308     VicinityLoc[2]:=-$1000;
     521      OppoAction := Command;
     522      if Command = scDipOffer then
     523        OppoOffer := TOffer(Data);
     524      if Command = scDipStart then
     525        MyLastAction := scContact
     526      else
     527      begin
     528        MyLastAction := MyAction;
     529        MyLastOffer := MyOffer;
     530      end;
     531      if (OppoAction = scDipCancelTreaty) or (OppoAction = scDipBreak) then
     532        MyAction := scDipNotice
     533      else
     534      begin
     535        MyAction := scDipOffer;
     536        MyOffer.nDeliver := 0;
     537        MyOffer.nCost := 0;
     538      end;
     539      DoNegotiation;
     540      assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or
     541        (MyAction = scDipCancelTreaty) or (MyAction = scDipOffer) or (MyAction = scDipBreak));
     542      if MyAction = scDipOffer then
     543        Server(MyAction, me, 0, MyOffer)
     544      else
     545        Server(MyAction, me, 0, nodata^);
    309546    end;
    310   2: VicinityLoc[1]:=-$1000;
    311   end
    312 end;
    313 
    314 procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);
    315 var
    316 dx,dy,bit,y0,xComp,yComp,xComp0,xCompSwitch: integer;
    317 dst: ^integer;
    318 begin
    319 y0:=cardinal(Loc0)*decompose24 shr 24;
    320 xComp0:=Loc0-y0*G.lx-1; // Loc0 mod G.lx -1
    321 xCompSwitch:=xComp0-1+y0 and 1;
    322 if xComp0<0 then inc(xComp0,G.lx);
    323 if xCompSwitch<0 then inc(xCompSwitch,G.lx);
    324 xCompSwitch:=xCompSwitch xor xComp0;
    325 yComp:=G.lx*(y0-3);
    326 dst:=@VicinityLoc;
    327 bit:=1;
    328 for dy:=0 to 6 do
    329   if yComp<MapSize then
    330     begin
    331     xComp0:=xComp0 xor xCompSwitch;
    332     xComp:=xComp0;
    333     for dx:=0 to 3 do
    334       begin
    335       if bit and $67F7F76<>0 then dst^:=xComp+yComp
    336       else dst^:=-1;
    337       inc(xComp);
    338       if xComp>=G.lx then dec(xComp, G.lx);
    339       inc(dst);
    340       bit:=bit shl 1;
    341       end;
    342     inc(yComp,G.lx);
    343     end
    344   else
    345     begin
    346     for dx:=0 to 3 do
    347       begin dst^:=-$1000; inc(dst); end;
    348     end
    349 end;
    350 
    351 function Distance(Loc0,Loc1: integer): integer;
    352 var
    353 a,b,dx,dy: integer;
    354 begin
    355 Loc_to_ab(Loc0,Loc1,a,b);
    356 dx:=abs(a-b);
    357 dy:=abs(a+b);
    358 result:=dx+dy+abs(dx-dy) shr 1;
    359 end;
    360 
    361 
    362 procedure Init(NewGameData: TNewGameData);
    363 {$IFDEF DEBUG}var Loc: integer;{$ENDIF}
    364 begin
    365 G:=NewGameData;
    366 MapSize:=G.lx*G.ly;
    367 decompose24:=(1 shl 24-1) div G.lx +1;
    368 {$IFDEF DEBUG}for Loc:=0 to MapSize-1 do assert(cardinal(Loc)*decompose24 shr 24=cardinal(Loc div G.lx));{$ENDIF}
    369 end;
    370 
    371 
    372 constructor TCustomAI.Create(Nation: integer);
    373 begin
    374 inherited Create;
    375 me:=Nation;
    376 RO:=pointer(G.RO[Nation]);
    377 Map:=pointer(RO.Map);
    378 MyUnit:=pointer(RO.Un);
    379 MyCity:=pointer(RO.City);
    380 MyModel:=pointer(RO.Model);
    381 Opponent:=-1;
    382 end;
    383 
    384 destructor TCustomAI.Destroy;
    385 begin
    386 Server(sSetDebugMap,me,0,nodata^);
    387 end;
    388 
    389 
    390 procedure TCustomAI.Process(Command: integer; var Data);
    391 var
    392 Nation,NewResearch,NewGov,count,ad,cix,iix: integer;
    393 NegoTime: TNegoTime;
    394 begin
    395 case Command of
    396   cTurn, cContinue:
    397     begin
    398     if RO.Alive and (1 shl me)=0 then
    399       begin // I'm dead, huhu
    400       Server(sTurn,me,0,nodata^);
    401       exit
    402       end;
    403     if Command=cTurn then
    404       begin
    405       fillchar(cixStateImp, sizeof(cixStateImp), $FF);
    406       for cix:=0 to RO.nCity-1 do if MyCity[cix].Loc>=0 then
    407         for iix:=imPalace to imSpacePort do
    408           if MyCity[cix].Built[iix]>0 then
    409             cixStateImp[iix]:=cix;
    410       if RO.Happened and phChangeGov<>0 then
    411         begin
    412         NewGov:=ChooseGovernment;
    413         if NewGov>gAnarchy then
    414           Server(sSetGovernment,me,NewGov,nodata^);
    415         end;
    416       HaveTurned:=false;
    417       Contacted:=[];
    418       end;
    419     if (Command=cContinue) and (MyAction=scContact) then
    420       begin
    421       if OnNegoRejected_CancelTreaty then
    422         if RO.Treaty[Opponent]>=trPeace then
    423           if Server(sCancelTreaty,me,0,nodata^)<rExecuted then
    424             assert(false)
    425       end
    426     else UnwantedNego:=[];
    427     Opponent:=-1;
    428     repeat
    429       if HaveTurned then NegoTime:=EndOfTurn
    430       else NegoTime:=BeginOfTurn;
    431       if RO.Government<>gAnarchy then
    432         for Nation:=0 to nPl-1 do
    433            if (Nation<>me) and (1 shl Nation and RO.Alive<>0)
    434              and (RO.Treaty[Nation]>=trNone)
    435              and not (Nation in Contacted) and not (Nation in UnwantedNego)
    436              and (Server(scContact-sExecute + Nation shl 4, me, 0, nodata^)>=rExecuted) then
    437              if WantNegotiation(Nation, NegoTime) then
    438                begin
    439                if Server(scContact + Nation shl 4, me, 0, nodata^)>=rExecuted then
    440                  begin
    441                  include(Contacted, Nation);
    442                  Opponent:=Nation;
    443                  MyAction:=scContact;
    444                  exit;
    445                  end;
    446                end
    447              else include(UnwantedNego,Nation);
    448       if NegoTime=BeginOfTurn then
    449         begin
    450         DoTurn;
    451         HaveTurned:=true;
    452         Contacted:=[];
    453         UnwantedNego:=[];
    454         end
    455       else break;
    456     until false;
    457     if RO.Happened and phTech<>0 then
    458       begin
    459       NewResearch:=ChooseResearchAdvance;
    460       if NewResearch<0 then
    461         begin // choose random research
    462         count:=0;
    463         for ad:=0 to nAdv-1 do if AdvanceResearchable(ad) then
    464           begin inc(count); if random(count)=0 then NewResearch:=ad end
    465         end;
    466       Server(sSetResearch,me,NewResearch,nodata^)
    467       end;
    468     if Server(sTurn,me,0,nodata^)<rExecuted then
    469       assert(false);
    470     end;
    471   scContact:
    472     if WantNegotiation(integer(Data), EnemyCalled) then
    473       begin
    474       if Server(scDipStart, me, 0, nodata^)<rExecuted then
    475         assert(false);
    476       Opponent:=integer(Data);
    477       MyAction:=scDipStart;
    478       end
    479     else
    480       begin
    481       if Server(scReject, me, 0, nodata^)<rExecuted then
    482         assert(false);
    483       end;
    484   scDipStart, scDipNotice, scDipAccept, scDipCancelTreaty, scDipOffer, scDipBreak:
    485     begin
    486     OppoAction:=Command;
    487     if Command=scDipOffer then OppoOffer:=TOffer(Data);
    488     if Command=scDipStart then
    489       MyLastAction:=scContact
    490     else
    491       begin
    492       MyLastAction:=MyAction;
    493       MyLastOffer:=MyOffer;
    494       end;
    495     if (OppoAction=scDipCancelTreaty) or (OppoAction=scDipBreak) then
    496       MyAction:=scDipNotice
    497     else begin MyAction:=scDipOffer; MyOffer.nDeliver:=0; MyOffer.nCost:=0; end;
    498     DoNegotiation;
    499     assert((MyAction=scDipNotice) or (MyAction=scDipAccept)
    500       or (MyAction=scDipCancelTreaty) or (MyAction=scDipOffer)
    501       or (MyAction=scDipBreak));
    502     if MyAction=scDipOffer then Server(MyAction, me, 0, MyOffer)
    503     else Server(MyAction, me, 0, nodata^);
    504     end;
    505   cShowEndContact:
    506     Opponent:=-1;
     547    cShowEndContact:
     548      Opponent := -1;
    507549  end;
    508550end;
     
    525567end;
    526568
    527 procedure TCustomAI.OnBeforeEnemyAttack(UnitInfo: TUnitInfo; ToLoc, EndHealth,
    528   EndHealthDef: integer);
     569procedure TCustomAI.OnBeforeEnemyAttack(UnitInfo: TUnitInfo;
     570  ToLoc, EndHealth, EndHealthDef: integer);
    529571begin
    530572end;
     
    544586function TCustomAI.ChooseResearchAdvance: integer;
    545587begin
    546 result:=-1
     588  Result := -1;
    547589end;
    548590
    549591function TCustomAI.ChooseStealAdvance: integer;
    550592begin
    551 result:=-1
     593  Result := -1;
    552594end;
    553595
    554596function TCustomAI.ChooseGovernment: integer;
    555597begin
    556 result:=gDespotism
     598  Result := gDespotism;
    557599end;
    558600
    559601function TCustomAI.WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
    560602begin
    561 result:=false;
     603  Result := False;
    562604end;
    563605
    564606function TCustomAI.OnNegoRejected_CancelTreaty: boolean;
    565607begin
    566 result:=false;
    567 end;
     608  Result := False;
     609end;
     610
    568611{$HINTS ON}
    569612
    570613procedure TCustomAI.StealAdvance;
    571614var
    572 Steal, ad, count: integer;
    573 begin
    574 Steal:=ChooseStealAdvance;
    575 if Steal<0 then
     615  Steal, ad, Count: integer;
     616begin
     617  Steal := ChooseStealAdvance;
     618  if Steal < 0 then
    576619  begin // choose random advance
    577   count:=0;
    578   for ad:=0 to nAdv-1 do if AdvanceStealable(ad) then
    579     begin inc(count); if random(count)=0 then Steal:=ad end
    580   end;
    581 if Steal>=0 then Server(sStealTech,me,Steal,nodata^);
    582 RO.Happened:=RO.Happened and not phStealTech
     620    Count := 0;
     621    for ad := 0 to nAdv - 1 do
     622      if AdvanceStealable(ad) then
     623      begin
     624        Inc(Count);
     625        if random(Count) = 0 then
     626          Steal := ad;
     627      end;
     628  end;
     629  if Steal >= 0 then
     630    Server(sStealTech, me, Steal, nodata^);
     631  RO.Happened := RO.Happened and not phStealTech;
    583632end;
    584633
    585634function TCustomAI.IsResearched(Advance: integer): boolean;
    586635begin
    587 result:= (Advance=preNone)
    588   or (Advance<>preNA) and (RO.Tech[Advance]>=tsApplicable)
     636  Result := (Advance = preNone) or (Advance <> preNA) and (RO.Tech[Advance] >= tsApplicable);
    589637end;
    590638
    591639function TCustomAI.ResearchCost: integer;
    592640begin
    593 Server(sGetTechCost,me,0,result)
     641  Server(sGetTechCost, me, 0, Result);
    594642end;
    595643
    596644function TCustomAI.ChangeAttitude(Nation, Attitude: integer): integer;
    597645begin
    598 result:=Server(sSetAttitude+Nation shl 4,me,Attitude,nodata^)
     646  Result := Server(sSetAttitude + Nation shl 4, me, Attitude, nodata^);
    599647end;
    600648
    601649function TCustomAI.Revolution: integer;
    602650begin
    603 result:=Server(sRevolution,me,0,nodata^);
    604 end;
    605 
    606 function TCustomAI.ChangeRates(Tax,Lux: integer): integer;
    607 begin
    608 result:=Server(sSetRates,me,Tax div 10 and $f+Lux div 10 and $f shl 4,nodata^)
     651  Result := Server(sRevolution, me, 0, nodata^);
     652end;
     653
     654function TCustomAI.ChangeRates(Tax, Lux: integer): integer;
     655begin
     656  Result := Server(sSetRates, me, Tax div 10 and $f + Lux div 10 and $f shl 4, nodata^);
    609657end;
    610658
    611659function TCustomAI.PrepareNewModel(Domain: integer): integer;
    612660begin
    613 result:=Server(sCreateDevModel,me,Domain,nodata^);
     661  Result := Server(sCreateDevModel, me, Domain, nodata^);
    614662end;
    615663
    616664function TCustomAI.SetNewModelFeature(F, Count: integer): integer;
    617665begin
    618 result:=Server(sSetDevModelCap+Count shl 4,me,F,nodata^)
     666  Result := Server(sSetDevModelCap + Count shl 4, me, F, nodata^);
    619667end;
    620668
    621669function TCustomAI.AdvanceResearchable(Advance: integer): boolean;
    622670begin
    623 result:= Server(sSetResearch-sExecute,me,Advance,nodata^)>=rExecuted;
     671  Result := Server(sSetResearch - sExecute, me, Advance, nodata^) >= rExecuted;
    624672end;
    625673
    626674function TCustomAI.AdvanceStealable(Advance: integer): boolean;
    627675begin
    628 result:= Server(sStealTech-sExecute,me,Advance,nodata^)>=rExecuted;
    629 end;
    630 
    631 function TCustomAI.GetJobProgress(Loc: integer; var JobProgress: TJobProgressData): boolean;
    632 begin
    633 result:= Server(sGetJobProgress,me,Loc,JobProgress)>=rExecuted;
     676  Result := Server(sStealTech - sExecute, me, Advance, nodata^) >= rExecuted;
     677end;
     678
     679function TCustomAI.GetJobProgress(Loc: integer;
     680  var JobProgress: TJobProgressData): boolean;
     681begin
     682  Result := Server(sGetJobProgress, me, Loc, JobProgress) >= rExecuted;
    634683end;
    635684
    636685function TCustomAI.DebugMessage(Level: integer; Text: string): boolean;
    637686begin
    638 Text:=copy('P'+char(48+me)+' '+Text,1,254);
    639 Server(sMessage,me,Level,pchar(Text)^);
    640 
    641 result:=true;
     687  Text := copy('P' + char(48 + me) + ' ' + Text, 1, 254);
     688  Server(sMessage, me, Level, PChar(Text)^);
     689
     690  Result := True;
    642691  // always returns true so that it can be used like
    643692  // "assert(DebugMessage(...));" -> not compiled in release build
     
    646695function TCustomAI.SetDebugMap(var DebugMap): boolean;
    647696begin
    648 Server(sSetDebugMap, me, 0, DebugMap);
    649 
    650 result:=true;
     697  Server(sSetDebugMap, me, 0, DebugMap);
     698
     699  Result := True;
    651700  // always returns true so that it can be used like
    652701  // "assert(SetDebugMap(...));" -> not compiled in release build
     
    655704procedure TCustomAI.Unit_FindMyDefender(Loc: integer; var uix: integer);
    656705begin
    657 if Server(sGetDefender,me,Loc,uix)<rExecuted then uix:=-1
     706  if Server(sGetDefender, me, Loc, uix) < rExecuted then
     707    uix := -1;
    658708end;
    659709
    660710procedure TCustomAI.Unit_FindEnemyDefender(Loc: integer; var euix: integer);
    661711begin
    662 euix:=RO.nEnemyUn-1;
    663 while (euix>=0) and (RO.EnemyUn[euix].Loc<>Loc) do
    664   dec(euix);
    665 end;
    666 
    667 function TCustomAI.Unit_Move(uix,ToLoc: integer): integer;
    668 var
    669 Step: integer;
    670 DestinationReached: boolean;
    671 Advice: TMoveAdviceData;
    672 begin
    673 assert((uix>=0) and (uix<RO.nUn) and (MyUnit[uix].Loc>=0)); // is a unit
     712  euix := RO.nEnemyUn - 1;
     713  while (euix >= 0) and (RO.EnemyUn[euix].Loc <> Loc) do
     714    Dec(euix);
     715end;
     716
     717function TCustomAI.Unit_Move(uix, ToLoc: integer): integer;
     718var
     719  Step: integer;
     720  DestinationReached: boolean;
     721  Advice: TMoveAdviceData;
     722begin
     723  assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit
    674724{Loc_to_ab(MyUnit[uix].Loc,ToLoc,a,b);
    675725assert((a<>0) or (b<>0));
     
    686736else}
    687737  begin // move to non-adjacent tile, find shortest path
    688   Advice.ToLoc:=ToLoc;
    689   Advice.MoreTurns:=9999;
    690   Advice.MaxHostile_MovementLeft:=100;
    691   result:=Server(sGetMoveAdvice,me,uix,Advice);
    692   end;
    693 if result=eOk then
     738    Advice.ToLoc := ToLoc;
     739    Advice.MoreTurns := 9999;
     740    Advice.MaxHostile_MovementLeft := 100;
     741    Result := Server(sGetMoveAdvice, me, uix, Advice);
     742  end;
     743  if Result = eOk then
    694744  begin
    695   DestinationReached:=false;
    696   Step:=0;
    697   repeat
    698     if result and (rExecuted or rUnitRemoved)=rExecuted then // check if destination reached
    699       if (ToLoc>=0) and (Advice.MoreTurns=0) and (Step=Advice.nStep-1)
    700         and ((Map[ToLoc] and (fUnit or fOwned)=fUnit) // attack
    701           or (Map[ToLoc] and (fCity or fOwned)=fCity)
    702           and ((MyModel[MyUnit[uix].mix].Domain<>dGround) // bombardment
    703             or (MyModel[MyUnit[uix].mix].Flags and mdCivil<>0))) then // can't capture
    704         begin DestinationReached:=true; break end // stop next to destination
    705       else if Step=Advice.nStep then
    706         DestinationReached:=true; // normal move -- stop at destination
    707 
    708     if (Step=Advice.nStep) or (result<>eOK) and (result<>eLoaded) then
    709       break;
    710 
    711     result:=Server(sMoveUnit+(Advice.dx[Step] and 7) shl 4 +(Advice.dy[Step] and 7) shl 7,
    712       me,uix,nodata^);
    713     inc(Step);
    714     if RO.Happened and phStealTech<>0 then StealAdvance;
    715   until false;
    716   if DestinationReached then
    717     if Advice.nStep=25 then
    718       result:=Unit_Move(uix,ToLoc) // Shinkansen
    719     else if Advice.MoreTurns=0 then
    720       result:=result or rLocationReached
    721     else result:=result or rMoreTurns;
     745    DestinationReached := False;
     746    Step := 0;
     747    repeat
     748      if Result and (rExecuted or rUnitRemoved) = rExecuted then
     749        // check if destination reached
     750        if (ToLoc >= 0) and (Advice.MoreTurns = 0) and (Step = Advice.nStep - 1) and
     751          ((Map[ToLoc] and (fUnit or fOwned) = fUnit) // attack
     752          or (Map[ToLoc] and (fCity or fOwned) = fCity) and
     753          ((MyModel[MyUnit[uix].mix].Domain <> dGround) // bombardment
     754          or (MyModel[MyUnit[uix].mix].Flags and mdCivil <> 0))) then // can't capture
     755        begin
     756          DestinationReached := True;
     757          break;
     758        end // stop next to destination
     759        else if Step = Advice.nStep then
     760          DestinationReached := True; // normal move -- stop at destination
     761
     762      if (Step = Advice.nStep) or (Result <> eOK) and (Result <> eLoaded) then
     763        break;
     764
     765      Result := Server(sMoveUnit + (Advice.dx[Step] and 7) shl 4 +
     766        (Advice.dy[Step] and 7) shl 7, me, uix, nodata^);
     767      Inc(Step);
     768      if RO.Happened and phStealTech <> 0 then
     769        StealAdvance;
     770    until False;
     771    if DestinationReached then
     772      if Advice.nStep = 25 then
     773        Result := Unit_Move(uix, ToLoc) // Shinkansen
     774      else if Advice.MoreTurns = 0 then
     775        Result := Result or rLocationReached
     776      else
     777        Result := Result or rMoreTurns;
     778  end;
     779end;
     780
     781function TCustomAI.Unit_Step(uix, ToLoc: integer): integer;
     782var
     783  a, b: integer;
     784begin
     785  Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);
     786  assert(((a <> 0) or (b <> 0)) and (a >= -1) and (a <= 1) and (b >= -1) and (b <= 1));
     787  Result := Server(sMoveUnit + ((a - b) and 7) shl 4 + ((a + b) and 7) shl 7, me, uix, nodata^);
     788  if RO.Happened and phStealTech <> 0 then
     789    StealAdvance;
     790end;
     791
     792function TCustomAI.Unit_Attack(uix, ToLoc: integer): integer;
     793var
     794  a, b: integer;
     795begin
     796  assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit
     797    and ((Map[ToLoc] and (fUnit or fOwned) = fUnit) // is an attack
     798    or (Map[ToLoc] and (fCity or fOwned) = fCity) and
     799    (MyModel[MyUnit[uix].mix].Domain <> dGround))); // is a bombardment
     800  Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);
     801  assert(((a <> 0) or (b <> 0)) and (a >= -1) and (a <= 1) and (b >= -1) and (b <= 1));
     802  // attack to adjacent tile
     803  Result := Server(sMoveUnit + (a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^);
     804end;
     805
     806function TCustomAI.Unit_DoMission(uix, MissionType, ToLoc: integer): integer;
     807var
     808  a, b: integer;
     809begin
     810  Result := Server(sSetSpyMission + MissionType shl 4, me, 0, nodata^);
     811  if Result >= rExecuted then
     812  begin
     813    assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit
     814      and (MyModel[MyUnit[uix].mix].Kind = mkDiplomat)); // is a commando
     815    Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);
     816    assert(((a <> 0) or (b <> 0)) and (a >= -1) and (a <= 1) and (b >= -1) and (b <= 1));
     817    // city must be adjacent
     818    Result := Server(sMoveUnit - sExecute + (a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^);
     819    if Result = eMissionDone then
     820      Result := Server(sMoveUnit + (a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^)
     821    else if (Result <> eNoTime_Move) and (Result <> eTreaty) and (Result <> eNoTurn) then
     822      Result := eInvalid; // not a special commando mission!
     823  end;
     824end;
     825
     826function TCustomAI.Unit_MoveForecast(uix, ToLoc: integer;
     827  var RemainingMovement: integer): boolean;
     828var
     829  Advice: TMoveAdviceData;
     830begin
     831  assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit
     832  Advice.ToLoc := ToLoc;
     833  Advice.MoreTurns := 0;
     834  Advice.MaxHostile_MovementLeft := 100;
     835  if Server(sGetMoveAdvice, me, uix, Advice) = eOk then
     836  begin
     837    RemainingMovement := Advice.MaxHostile_MovementLeft;
     838    Result := True;
    722839  end
    723 end;
    724 
    725 function TCustomAI.Unit_Step(uix,ToLoc: integer): integer;
    726 var
    727 a,b: integer;
    728 begin
    729 Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);
    730 assert(((a<>0) or (b<>0)) and (a>=-1) and (a<=1) and (b>=-1) and (b<=1));
    731 result:=Server(sMoveUnit+((a-b) and 7) shl 4 +((a+b) and 7) shl 7, me, uix, nodata^);
    732 if RO.Happened and phStealTech<>0 then StealAdvance;
    733 end;
    734 
    735 function TCustomAI.Unit_Attack(uix,ToLoc: integer): integer;
    736 var
    737 a,b: integer;
    738 begin
    739 assert((uix>=0) and (uix<RO.nUn) and (MyUnit[uix].Loc>=0) // is a unit
    740   and ((Map[ToLoc] and (fUnit or fOwned)=fUnit) // is an attack
    741   or (Map[ToLoc] and (fCity or fOwned)=fCity)
    742   and (MyModel[MyUnit[uix].mix].Domain<>dGround))); // is a bombardment
    743 Loc_to_ab(MyUnit[uix].Loc,ToLoc,a,b);
    744 assert(((a<>0) or (b<>0)) and (a>=-1) and (a<=1) and (b>=-1) and (b<=1)); // attack to adjacent tile
    745 result:=Server(sMoveUnit+(a-b) and 7 shl 4 +(a+b) and 7 shl 7,me,uix,nodata^);
    746 end;
    747 
    748 function TCustomAI.Unit_DoMission(uix,MissionType,ToLoc: integer): integer;
    749 var
    750 a,b: integer;
    751 begin
    752 result:=Server(sSetSpyMission + MissionType shl 4,me,0,nodata^);
    753 if result>=rExecuted then
     840  else
    754841  begin
    755   assert((uix>=0) and (uix<RO.nUn) and (MyUnit[uix].Loc>=0) // is a unit
    756     and (MyModel[MyUnit[uix].mix].Kind=mkDiplomat)); // is a commando
    757   Loc_to_ab(MyUnit[uix].Loc,ToLoc,a,b);
    758   assert(((a<>0) or (b<>0)) and (a>=-1) and (a<=1) and (b>=-1) and (b<=1)); // city must be adjacent
    759   result:=Server(sMoveUnit-sExecute+(a-b) and 7 shl 4 +(a+b) and 7 shl 7,me,uix,nodata^);
    760   if result=eMissionDone then
    761     result:=Server(sMoveUnit+(a-b) and 7 shl 4 +(a+b) and 7 shl 7,me,uix,nodata^)
    762   else if (result<>eNoTime_Move) and (result<>eTreaty) and (result<>eNoTurn) then
    763     result:=eInvalid // not a special commando mission!
    764   end
    765 end;
    766 
    767 function TCustomAI.Unit_MoveForecast(uix,ToLoc: integer;
    768   var RemainingMovement: integer): boolean;
    769 var
    770 Advice: TMoveAdviceData;
    771 begin
    772 assert((uix>=0) and (uix<RO.nUn) and (MyUnit[uix].Loc>=0)); // is a unit
    773 Advice.ToLoc:=ToLoc;
    774 Advice.MoreTurns:=0;
    775 Advice.MaxHostile_MovementLeft:=100;
    776 if Server(sGetMoveAdvice,me,uix,Advice)=eOk then
     842    RemainingMovement := -1;
     843    Result := False;
     844  end;
     845end;
     846
     847// negative RemainingHealth is remaining helth of defender if lost
     848function TCustomAI.Unit_AttackForecast(uix, ToLoc, AttackMovement: integer;
     849  var RemainingHealth: integer): boolean;
     850var
     851  BattleForecast: TBattleForecast;
     852begin
     853  assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit
     854    and (Map[ToLoc] and (fUnit or fOwned) = fUnit)); // is an attack
     855  RemainingHealth := -$100;
     856  Result := False;
     857  if AttackMovement >= 0 then
     858    with MyUnit[uix] do
     859    begin
     860      BattleForecast.pAtt := me;
     861      BattleForecast.mixAtt := mix;
     862      BattleForecast.HealthAtt := Health;
     863      BattleForecast.ExpAtt := Exp;
     864      BattleForecast.FlagsAtt := Flags;
     865      BattleForecast.Movement := AttackMovement;
     866      if Server(sGetBattleForecast, me, ToLoc, BattleForecast) >= rExecuted then
     867      begin
     868        if BattleForecast.EndHealthAtt > 0 then
     869          RemainingHealth := BattleForecast.EndHealthAtt
     870        else
     871          RemainingHealth := -BattleForecast.EndHealthDef;
     872        Result := True;
     873      end;
     874    end;
     875end;
     876
     877function TCustomAI.Unit_DefenseForecast(euix, ToLoc: integer;
     878  var RemainingHealth: integer): boolean;
     879var
     880  BattleForecast: TBattleForecast;
     881begin
     882  assert((euix >= 0) and (euix < RO.nEnemyUn) and (RO.EnemyUn[euix].Loc >= 0) // is an enemy unit
     883    and (Map[ToLoc] and (fUnit or fOwned) = (fUnit or fOwned))); // is an attack
     884  RemainingHealth := $100;
     885  Result := False;
     886  with RO.EnemyUn[euix] do
    777887  begin
    778   RemainingMovement:=Advice.MaxHostile_MovementLeft;
    779   result:=true
    780   end
    781 else
     888    BattleForecast.pAtt := Owner;
     889    BattleForecast.mixAtt := mix;
     890    BattleForecast.HealthAtt := Health;
     891    BattleForecast.ExpAtt := Exp;
     892    BattleForecast.FlagsAtt := Flags;
     893    BattleForecast.Movement := 100;
     894    if Server(sGetBattleForecast, me, ToLoc, BattleForecast) >= rExecuted then
     895    begin
     896      if BattleForecast.EndHealthDef > 0 then
     897        RemainingHealth := BattleForecast.EndHealthDef
     898      else
     899        RemainingHealth := -BattleForecast.EndHealthAtt;
     900      Result := True;
     901    end;
     902  end;
     903end;
     904
     905function TCustomAI.Unit_Disband(uix: integer): integer;
     906begin
     907  Result := Server(sRemoveUnit, me, uix, nodata^);
     908end;
     909
     910function TCustomAI.Unit_StartJob(uix, NewJob: integer): integer;
     911begin
     912  Result := Server(sStartJob + NewJob shl 4, me, uix, nodata^);
     913end;
     914
     915function TCustomAI.Unit_SetHomeHere(uix: integer): integer;
     916begin
     917  Result := Server(sSetUnitHome, me, uix, nodata^);
     918end;
     919
     920function TCustomAI.Unit_Load(uix: integer): integer;
     921begin
     922  Result := Server(sLoadUnit, me, uix, nodata^);
     923end;
     924
     925function TCustomAI.Unit_Unload(uix: integer): integer;
     926begin
     927  Result := Server(sUnloadUnit, me, uix, nodata^);
     928end;
     929
     930function TCustomAI.Unit_AddToCity(uix: integer): integer;
     931begin
     932  Result := Server(sAddToCity, me, uix, nodata^);
     933end;
     934
     935function TCustomAI.Unit_SelectTransport(uix: integer): integer;
     936begin
     937  Result := Server(sSelectTransport, me, uix, nodata^);
     938end;
     939
     940
     941procedure TCustomAI.City_FindMyCity(Loc: integer; var cix: integer);
     942begin
     943  if Map[Loc] and (fCity or fOwned) <> fCity or fOwned then
     944    cix := -1
     945  else
    782946  begin
    783   RemainingMovement:=-1;
    784   result:=false
    785   end
    786 end;
    787 
    788 // negative RemainingHealth is remaining helth of defender if lost
    789 function TCustomAI.Unit_AttackForecast(uix,ToLoc,AttackMovement: integer;
    790   var RemainingHealth: integer): boolean;
    791 var
    792 BattleForecast: TBattleForecast;
    793 begin
    794 assert((uix>=0) and (uix<RO.nUn) and (MyUnit[uix].Loc>=0) // is a unit
    795   and (Map[ToLoc] and (fUnit or fOwned)=fUnit)); // is an attack
    796 RemainingHealth:=-$100;
    797 result:=false;
    798 if AttackMovement>=0 then with MyUnit[uix] do
     947    cix := RO.nCity - 1;
     948    while (cix >= 0) and (MyCity[cix].Loc <> Loc) do
     949      Dec(cix);
     950  end;
     951end;
     952
     953procedure TCustomAI.City_FindEnemyCity(Loc: integer; var ecix: integer);
     954begin
     955  if Map[Loc] and (fCity or fOwned) <> fCity then
     956    ecix := -1
     957  else
    799958  begin
    800   BattleForecast.pAtt:=me;
    801   BattleForecast.mixAtt:=mix;
    802   BattleForecast.HealthAtt:=Health;
    803   BattleForecast.ExpAtt:=Exp;
    804   BattleForecast.FlagsAtt:=Flags;
    805   BattleForecast.Movement:=AttackMovement;
    806   if Server(sGetBattleForecast,me,ToLoc,BattleForecast)>=rExecuted then
    807     begin
    808     if BattleForecast.EndHealthAtt>0 then
    809       RemainingHealth:=BattleForecast.EndHealthAtt
    810     else RemainingHealth:=-BattleForecast.EndHealthDef;
    811     result:=true
    812     end
    813   end
    814 end;
    815 
    816 function TCustomAI.Unit_DefenseForecast(euix,ToLoc: integer;
    817   var RemainingHealth: integer): boolean;
    818 var
    819 BattleForecast: TBattleForecast;
    820 begin
    821 assert((euix>=0) and (euix<RO.nEnemyUn) and (RO.EnemyUn[euix].Loc>=0) // is an enemy unit
    822   and (Map[ToLoc] and (fUnit or fOwned)=(fUnit or fOwned))); // is an attack
    823 RemainingHealth:=$100;
    824 result:=false;
    825 with RO.EnemyUn[euix] do
     959    ecix := RO.nEnemyCity - 1;
     960    while (ecix >= 0) and (RO.EnemyCity[ecix].Loc <> Loc) do
     961      Dec(ecix);
     962  end;
     963end;
     964
     965function TCustomAI.City_HasProject(cix: integer): boolean;
     966begin
     967  Result := MyCity[cix].Project and (cpImp + cpIndex) <> cpImp + imTrGoods;
     968end;
     969
     970function TCustomAI.City_CurrentImprovementProject(cix: integer): integer;
     971begin
     972  if MyCity[cix].Project and cpImp = 0 then
     973    Result := -1
     974  else
    826975  begin
    827   BattleForecast.pAtt:=Owner;
    828   BattleForecast.mixAtt:=mix;
    829   BattleForecast.HealthAtt:=Health;
    830   BattleForecast.ExpAtt:=Exp;
    831   BattleForecast.FlagsAtt:=Flags;
    832   BattleForecast.Movement:=100;
    833   if Server(sGetBattleForecast,me,ToLoc,BattleForecast)>=rExecuted then
    834     begin
    835     if BattleForecast.EndHealthDef>0 then
    836       RemainingHealth:=BattleForecast.EndHealthDef
    837     else RemainingHealth:=-BattleForecast.EndHealthAtt;
    838     result:=true
    839     end
    840   end
    841 end;
    842 
    843 function TCustomAI.Unit_Disband(uix: integer): integer;
    844 begin
    845 result:=Server(sRemoveUnit,me,uix,nodata^)
    846 end;
    847 
    848 function TCustomAI.Unit_StartJob(uix,NewJob: integer): integer;
    849 begin
    850 result:=Server(sStartJob+NewJob shl 4,me,uix,nodata^)
    851 end;
    852 
    853 function TCustomAI.Unit_SetHomeHere(uix: integer): integer;
    854 begin
    855 result:=Server(sSetUnitHome,me,uix,nodata^)
    856 end;
    857 
    858 function TCustomAI.Unit_Load(uix: integer): integer;
    859 begin
    860 result:=Server(sLoadUnit,me,uix,nodata^)
    861 end;
    862 
    863 function TCustomAI.Unit_Unload(uix: integer): integer;
    864 begin
    865 result:=Server(sUnloadUnit,me,uix,nodata^)
    866 end;
    867 
    868 function TCustomAI.Unit_AddToCity(uix: integer): integer;
    869 begin
    870 result:=Server(sAddToCity,me,uix,nodata^)
    871 end;
    872 
    873 function TCustomAI.Unit_SelectTransport(uix: integer): integer;
    874 begin
    875 result:=Server(sSelectTransport,me,uix,nodata^)
    876 end;
    877 
    878 
    879 procedure TCustomAI.City_FindMyCity(Loc: integer; var cix: integer);
    880 begin
    881 if Map[Loc] and (fCity or fOwned)<>fCity or fOwned then
    882   cix:=-1
    883 else
    884   begin
    885   cix:=RO.nCity-1;
    886   while (cix>=0) and (MyCity[cix].Loc<>Loc) do
    887     dec(cix);
    888   end
    889 end;
    890 
    891 procedure TCustomAI.City_FindEnemyCity(Loc: integer; var ecix: integer);
    892 begin
    893 if Map[Loc] and (fCity or fOwned)<>fCity then
    894   ecix:=-1
    895 else
    896   begin
    897   ecix:=RO.nEnemyCity-1;
    898   while (ecix>=0) and (RO.EnemyCity[ecix].Loc<>Loc) do
    899     dec(ecix);
    900   end
    901 end;
    902 
    903 function TCustomAI.City_HasProject(cix: integer): boolean;
    904 begin
    905 result:= MyCity[cix].Project and (cpImp+cpIndex)<>cpImp+imTrGoods
    906 end;
    907 
    908 function TCustomAI.City_CurrentImprovementProject(cix: integer): integer;
    909 begin
    910 if MyCity[cix].Project and cpImp=0 then result:=-1
    911 else
    912   begin
    913   result:=MyCity[cix].Project and cpIndex;
    914   if result=imTrGoods then result:=-1
    915   end
     976    Result := MyCity[cix].Project and cpIndex;
     977    if Result = imTrGoods then
     978      Result := -1;
     979  end;
    916980end;
    917981
    918982function TCustomAI.City_CurrentUnitProject(cix: integer): integer;
    919983begin
    920 if MyCity[cix].Project and cpImp<>0 then result:=-1
    921 else result:=MyCity[cix].Project and cpIndex;
    922 end;
    923 
    924 function TCustomAI.City_GetTileInfo(cix,TileLoc: integer; var TileInfo: TTileInfo): integer;
    925 begin
    926 TileInfo.ExplCity:=cix;
    927 result:=Server(sGetHypoCityTileInfo,me,TileLoc,TileInfo)
     984  if MyCity[cix].Project and cpImp <> 0 then
     985    Result := -1
     986  else
     987    Result := MyCity[cix].Project and cpIndex;
     988end;
     989
     990function TCustomAI.City_GetTileInfo(cix, TileLoc: integer;
     991  var TileInfo: TTileInfo): integer;
     992begin
     993  TileInfo.ExplCity := cix;
     994  Result := Server(sGetHypoCityTileInfo, me, TileLoc, TileInfo);
    928995end;
    929996
    930997function TCustomAI.City_GetReport(cix: integer; var Report: TCityReport): integer;
    931998begin
    932 Report.HypoTiles:=-1;
    933 Report.HypoTax:=-1;
    934 Report.HypoLux:=-1;
    935 result:=Server(sGetCityReport,me,cix,Report)
     999  Report.HypoTiles := -1;
     1000  Report.HypoTax := -1;
     1001  Report.HypoLux := -1;
     1002  Result := Server(sGetCityReport, me, cix, Report);
    9361003end;
    9371004
     
    9391006  var Report: TCityReport): integer;
    9401007begin
    941 Report.HypoTiles:=HypoTiles;
    942 Report.HypoTax:=HypoTax;
    943 Report.HypoLux:=HypoLux;
    944 result:=Server(sGetCityReport,me,cix,Report)
     1008  Report.HypoTiles := HypoTiles;
     1009  Report.HypoTax := HypoTax;
     1010  Report.HypoLux := HypoLux;
     1011  Result := Server(sGetCityReport, me, cix, Report);
    9451012end;
    9461013
    9471014function TCustomAI.City_GetReportNew(cix: integer; var Report: TCityReportNew): integer;
    9481015begin
    949 Report.HypoTiles:=-1;
    950 Report.HypoTaxRate:=-1;
    951 Report.HypoLuxuryRate:=-1;
    952 result:=Server(sGetCityReportNew,me,cix,Report)
    953 end;
    954 
    955 function TCustomAI.City_GetHypoReportNew(cix, HypoTiles, HypoTaxRate, HypoLuxuryRate: integer;
    956   var Report: TCityReportNew): integer;
    957 begin
    958 Report.HypoTiles:=HypoTiles;
    959 Report.HypoTaxRate:=HypoTaxRate;
    960 Report.HypoLuxuryRate:=HypoLuxuryRate;
    961 result:=Server(sGetCityReportNew,me,cix,Report)
     1016  Report.HypoTiles := -1;
     1017  Report.HypoTaxRate := -1;
     1018  Report.HypoLuxuryRate := -1;
     1019  Result := Server(sGetCityReportNew, me, cix, Report);
     1020end;
     1021
     1022function TCustomAI.City_GetHypoReportNew(cix, HypoTiles, HypoTaxRate,
     1023  HypoLuxuryRate: integer; var Report: TCityReportNew): integer;
     1024begin
     1025  Report.HypoTiles := HypoTiles;
     1026  Report.HypoTaxRate := HypoTaxRate;
     1027  Report.HypoLuxuryRate := HypoLuxuryRate;
     1028  Result := Server(sGetCityReportNew, me, cix, Report);
    9621029end;
    9631030
    9641031function TCustomAI.City_GetAreaInfo(cix: integer; var AreaInfo: TCityAreaInfo): integer;
    9651032begin
    966 result:=Server(sGetCityAreaInfo,me,cix,AreaInfo)
    967 end;
    968 
    969 function TCustomAI.City_StartUnitProduction(cix,mix: integer): integer;
    970 begin
    971 if (MyCity[cix].Project and (cpImp+cpIndex)<>mix) then
    972   // not already producing that
    973   result:=Server(sSetCityProject,me,cix,mix)
    974 end;
    975 
    976 function TCustomAI.City_StartEmigration(cix,mix: integer;
     1033  Result := Server(sGetCityAreaInfo, me, cix, AreaInfo);
     1034end;
     1035
     1036function TCustomAI.City_StartUnitProduction(cix, mix: integer): integer;
     1037begin
     1038  if (MyCity[cix].Project and (cpImp + cpIndex) <> mix) then
     1039    // not already producing that
     1040    Result := Server(sSetCityProject, me, cix, mix);
     1041end;
     1042
     1043function TCustomAI.City_StartEmigration(cix, mix: integer;
    9771044  AllowDisbandCity, AsConscripts: boolean): integer;
    9781045var
    979 NewProject: integer;
    980 begin
    981 NewProject:=mix;
    982 if AllowDisbandCity then NewProject:=NewProject or cpDisbandCity;
    983 if AsConscripts then NewProject:=NewProject or cpConscripts;
    984 result:=Server(sSetCityProject,me,cix,NewProject)
    985 end;
    986 
    987 function TCustomAI.City_StartImprovement(cix,iix: integer): integer;
    988 var
    989 NewProject: integer;
    990 begin
    991 NewProject:=iix+cpImp;
    992 if (MyCity[cix].Project and (cpImp+cpIndex)<>NewProject) then
    993   // not already producing that
    994   result:=Server(sSetCityProject,me,cix,NewProject)
    995 end;
    996 
    997 function TCustomAI.City_Improvable(cix,iix: integer): boolean;
    998 var
    999 NewProject: integer;
    1000 begin
    1001 NewProject:=iix+cpImp;
    1002 result:= Server(sSetCityProject-sExecute,me,cix,NewProject)>=rExecuted;
     1046  NewProject: integer;
     1047begin
     1048  NewProject := mix;
     1049  if AllowDisbandCity then
     1050    NewProject := NewProject or cpDisbandCity;
     1051  if AsConscripts then
     1052    NewProject := NewProject or cpConscripts;
     1053  Result := Server(sSetCityProject, me, cix, NewProject);
     1054end;
     1055
     1056function TCustomAI.City_StartImprovement(cix, iix: integer): integer;
     1057var
     1058  NewProject: integer;
     1059begin
     1060  NewProject := iix + cpImp;
     1061  if (MyCity[cix].Project and (cpImp + cpIndex) <> NewProject) then
     1062    // not already producing that
     1063    Result := Server(sSetCityProject, me, cix, NewProject);
     1064end;
     1065
     1066function TCustomAI.City_Improvable(cix, iix: integer): boolean;
     1067var
     1068  NewProject: integer;
     1069begin
     1070  NewProject := iix + cpImp;
     1071  Result := Server(sSetCityProject - sExecute, me, cix, NewProject) >= rExecuted;
    10031072end;
    10041073
    10051074function TCustomAI.City_StopProduction(cix: integer): integer;
    10061075var
    1007 NewProject: integer;
    1008 begin
    1009 NewProject:=imTrGoods+cpImp;
    1010 result:=Server(sSetCityProject,me,cix,NewProject)
     1076  NewProject: integer;
     1077begin
     1078  NewProject := imTrGoods + cpImp;
     1079  Result := Server(sSetCityProject, me, cix, NewProject);
    10111080end;
    10121081
    10131082function TCustomAI.City_BuyProject(cix: integer): integer;
    10141083begin
    1015 result:=Server(sBuyCityProject,me,cix,nodata^)
    1016 end;
    1017 
    1018 function TCustomAI.City_SellImprovement(cix,iix: integer): integer;
    1019 begin
    1020 result:=Server(sSellCityImprovement,me,cix,iix)
    1021 end;
    1022 
    1023 function TCustomAI.City_RebuildImprovement(cix,iix: integer): integer;
    1024 begin
    1025 result:=Server(sRebuildCityImprovement,me,cix,iix)
    1026 end;
    1027 
    1028 function TCustomAI.City_SetTiles(cix,NewTiles: integer): integer;
    1029 begin
    1030 result:=Server(sSetCityTiles,me,cix,NewTiles)
     1084  Result := Server(sBuyCityProject, me, cix, nodata^);
     1085end;
     1086
     1087function TCustomAI.City_SellImprovement(cix, iix: integer): integer;
     1088begin
     1089  Result := Server(sSellCityImprovement, me, cix, iix);
     1090end;
     1091
     1092function TCustomAI.City_RebuildImprovement(cix, iix: integer): integer;
     1093begin
     1094  Result := Server(sRebuildCityImprovement, me, cix, iix);
     1095end;
     1096
     1097function TCustomAI.City_SetTiles(cix, NewTiles: integer): integer;
     1098begin
     1099  Result := Server(sSetCityTiles, me, cix, NewTiles);
    10311100end;
    10321101
    10331102procedure TCustomAI.City_OptimizeTiles(cix: integer; ResourceWeights: cardinal);
    10341103var
    1035 Advice: TCityTileAdviceData;
    1036 begin
    1037 Advice.ResourceWeights:=ResourceWeights;
    1038 Server(sGetCityTileAdvice, me, cix, Advice);
    1039 City_SetTiles(cix, Advice.Tiles);
     1104  Advice: TCityTileAdviceData;
     1105begin
     1106  Advice.ResourceWeights := ResourceWeights;
     1107  Server(sGetCityTileAdvice, me, cix, Advice);
     1108  City_SetTiles(cix, Advice.Tiles);
    10401109end;
    10411110
     
    10441113function TCustomAI.Nego_CheckMyAction: integer;
    10451114begin
    1046 assert(Opponent>=0); // only allowed in negotiation mode
    1047 assert((MyAction=scDipNotice) or (MyAction=scDipAccept)
    1048   or (MyAction=scDipCancelTreaty) or (MyAction=scDipOffer)
    1049   or (MyAction=scDipBreak));
    1050 if MyAction=scDipOffer then result:=Server(MyAction-sExecute, me, 0, MyOffer)
    1051 else result:=Server(MyAction-sExecute, me, 0, nodata^);
     1115  assert(Opponent >= 0); // only allowed in negotiation mode
     1116  assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or
     1117    (MyAction = scDipCancelTreaty) or (MyAction = scDipOffer) or (MyAction = scDipBreak));
     1118  if MyAction = scDipOffer then
     1119    Result := Server(MyAction - sExecute, me, 0, MyOffer)
     1120  else
     1121    Result := Server(MyAction - sExecute, me, 0, nodata^);
    10521122end;
    10531123
    10541124
    10551125initialization
    1056 nodata:=pointer(0);
    1057 RWDataSize:=0;
     1126  nodata := pointer(0);
     1127  RWDataSize := 0;
    10581128
    10591129end.
    1060 
  • trunk/AI/StdAI/Names.pas

    r160 r289  
    44
    55uses
    6 Protocol;
     6  Protocol;
    77
    88const
    99
    10 Name_Advance: array[0..nAdv-1] of string=
    11 ('Advanced Flight',
    12 'Amphibious Warfare',
    13 'Astronomy',
    14 'Atomic Theory',
    15 'Automobile',
    16 'Ballistics',
    17 'Banking',
    18 'Bridge Building',
    19 'Bronze Working',
    20 'Ceremonial Burial',
    21 'Chemistry',
    22 'Chivalry',
    23 'Composites',
    24 'Code of Laws',
    25 'Combined Arms',
    26 'Combustion Engine',
    27 'Communism',
    28 'Computers',
    29 'Conscription',
    30 'Construction',
    31 'The Corporation',
    32 'Space Flight',
    33 'Currency',
    34 'Democracy',
    35 'Economics',
    36 'Electricity',
    37 'Electronics',
    38 'Engineering',
    39 'Environmentalism',
    40 'The Wheel',
    41 'Explosives',
    42 'Flight',
    43 'Intelligence',
    44 'Gunpowder',
    45 'Horseback Riding',
    46 'Impulse Drive',
    47 'Industrialization',
    48 'Intelligent Arms',
    49 'Invention',
    50 'Iron Working',
    51 'The Laser',
    52 'Nuclear Power',
    53 'Literature',
    54 'Internet',
    55 'Magnetism',
    56 'Map Making',
    57 'Masonry',
    58 'Mass Production',
    59 'Mathematics',
    60 'Medicine',
    61 'Metallurgy',
    62 'Miniaturization',
    63 'Mobile Warfare',
    64 'Monarchy',
    65 'Mysticism',
    66 'Navigation',
    67 'Nuclear Fission',
    68 'Philosophy',
    69 'Physics',
    70 'Plastics',
    71 'Poetry',
    72 'Pottery',
    73 'Radio Communication',
    74 'Recycling',
    75 'Refrigeration',
    76 'Monotheism',
    77 'The Republic',
    78 'Robotics',
    79 'Rocketry',
    80 'Railroad',
    81 'Sanitation',
    82 'Science',
    83 'Writing',
    84 'Seafaring',
    85 'Self-Contained Environment',
    86 'Stealth',
    87 'Steam Engine',
    88 'Steel',
    89 'Synthetic Food',
    90 'Tactics',
    91 'Theology',
    92 'Theory of Gravity',
    93 'Trade',
    94 'Transstellar Colonization',
    95 'University',
    96 'Advanced Rocketry',
    97 'Warrior Code',
    98 'Alphabet',
    99 'Polytheism',
    100 'Refining',
    101 'Computing Technology',
    102 'Nano Technology',
    103 'Material Technology',
    104 'Artificial Intelligence');
    105 
    106 Name_Improvement: array[0..nImp-1] of string=
    107 ('The Pyramids',
    108 'The Temple of Zeus',
    109 'The Hanging Gardens',
    110 'The Colossus',
    111 'The Lighthouse',
    112 'The Great Library',
    113 'The Oracle',
    114 'Sun Tzu''s War Academy',
    115 'Leonardo''s Workshop',
    116 'Magellan''s Expedition',
    117 'Michelangelo''s Chapel',
    118 '*',
    119 'Newton''s College',
    120 'Bach''s Cathedral',
    121 '*',
    122 'The Statue of Liberty',
    123 'The Eiffel Tower',
    124 'The Hoover Dam',
    125 'The Shinkansen Express',
    126 'The Manhattan Project',
    127 'MIR Space Station',
    128 '*',
    129 '*',
    130 '*',
    131 '*',
    132 '*',
    133 '*',
    134 '*',
    135 'Trade Goods',
    136 'Barracks',
    137 'Granary',
    138 'Temple',
    139 'Marketplace',
    140 'Library',
    141 'Courthouse',
    142 'City Walls',
    143 'Aqueduct',
    144 'Bank',
    145 'Cathedral',
    146 'University',
    147 'Harbor',
    148 'Theater',
    149 'Factory',
    150 'Manufacturing Plant',
    151 'Recycling Center',
    152 'Power Station',
    153 'Hydroelectric Dam',
    154 'Nuclear Plant',
    155 'Offshore Platform',
    156 'Town Hall',
    157 'Sewer System',
    158 'Supermarket',
    159 'Superhighways',
    160 'Research Lab',
    161 'SAM Missile Battery',
    162 'Coastal Fortress',
    163 'Airport',
    164 'Dockyard',
    165 'Palace',
    166 'Great Wall',
    167 'Colosseum',
    168 'Observatory',
    169 'Military Academy',
    170 'Command Bunker',
    171 'Algae Plant',
    172 'Stock Exchange',
    173 'Space Port',
    174 'Colony Ship Component',
    175 'Power Module',
    176 'Habitation Module');
    177 
    178 Name_Feature: array[0..nFeature-1] of string=
    179 ('Weapons',
    180 'Armor',
    181 'Mobility',
    182 'Sea Transport',
    183 'Carrier',
    184 'Turbines',
    185 'Bombs',
    186 'Fuel',
    187 'Air Transport',
    188 'Navigation',
    189 'Radar / Sonar',
    190 'Submarine',
    191 'Artillery',
    192 'Alpine',
    193 'Supply Ship',
    194 'Overweight',
    195 'Air Defence',
    196 'Spy Plane',
    197 'Steam Power',
    198 'Nuclear Power',
    199 'Jet Engines',
    200 'Stealth',
    201 'Fanatic',
    202 'First Strike',
    203 'Power of Will',
    204 'Academy Training',
    205 'Line Production');
    206 
    207 Name_TerrainType: array[0..11] of string=
    208 ('Ocean',
    209 'Coast',
    210 'Grassland',
    211 'Desert',
    212 'Prairie',
    213 'Tundra',
    214 'Arctic',
    215 'Swamp',
    216 '*',
    217 'Forest',
    218 'Hills',
    219 'Mountains');
    220 
    221 Name_Government: array[0..nGov-1] of string=
    222 ('Anarchy',
    223 'Despotism',
    224 'Monarchy',
    225 'Republic',
    226 'Fundamentalism',
    227 'Communism',
    228 'Democracy',
    229 'Future Society');
     10  Name_Advance: array[0..nAdv - 1] of string =
     11    ('Advanced Flight',
     12    'Amphibious Warfare',
     13    'Astronomy',
     14    'Atomic Theory',
     15    'Automobile',
     16    'Ballistics',
     17    'Banking',
     18    'Bridge Building',
     19    'Bronze Working',
     20    'Ceremonial Burial',
     21    'Chemistry',
     22    'Chivalry',
     23    'Composites',
     24    'Code of Laws',
     25    'Combined Arms',
     26    'Combustion Engine',
     27    'Communism',
     28    'Computers',
     29    'Conscription',
     30    'Construction',
     31    'The Corporation',
     32    'Space Flight',
     33    'Currency',
     34    'Democracy',
     35    'Economics',
     36    'Electricity',
     37    'Electronics',
     38    'Engineering',
     39    'Environmentalism',
     40    'The Wheel',
     41    'Explosives',
     42    'Flight',
     43    'Intelligence',
     44    'Gunpowder',
     45    'Horseback Riding',
     46    'Impulse Drive',
     47    'Industrialization',
     48    'Intelligent Arms',
     49    'Invention',
     50    'Iron Working',
     51    'The Laser',
     52    'Nuclear Power',
     53    'Literature',
     54    'Internet',
     55    'Magnetism',
     56    'Map Making',
     57    'Masonry',
     58    'Mass Production',
     59    'Mathematics',
     60    'Medicine',
     61    'Metallurgy',
     62    'Miniaturization',
     63    'Mobile Warfare',
     64    'Monarchy',
     65    'Mysticism',
     66    'Navigation',
     67    'Nuclear Fission',
     68    'Philosophy',
     69    'Physics',
     70    'Plastics',
     71    'Poetry',
     72    'Pottery',
     73    'Radio Communication',
     74    'Recycling',
     75    'Refrigeration',
     76    'Monotheism',
     77    'The Republic',
     78    'Robotics',
     79    'Rocketry',
     80    'Railroad',
     81    'Sanitation',
     82    'Science',
     83    'Writing',
     84    'Seafaring',
     85    'Self-Contained Environment',
     86    'Stealth',
     87    'Steam Engine',
     88    'Steel',
     89    'Synthetic Food',
     90    'Tactics',
     91    'Theology',
     92    'Theory of Gravity',
     93    'Trade',
     94    'Transstellar Colonization',
     95    'University',
     96    'Advanced Rocketry',
     97    'Warrior Code',
     98    'Alphabet',
     99    'Polytheism',
     100    'Refining',
     101    'Computing Technology',
     102    'Nano Technology',
     103    'Material Technology',
     104    'Artificial Intelligence');
     105
     106  Name_Improvement: array[0..nImp - 1] of string =
     107    ('The Pyramids',
     108    'The Temple of Zeus',
     109    'The Hanging Gardens',
     110    'The Colossus',
     111    'The Lighthouse',
     112    'The Great Library',
     113    'The Oracle',
     114    'Sun Tzu''s War Academy',
     115    'Leonardo''s Workshop',
     116    'Magellan''s Expedition',
     117    'Michelangelo''s Chapel',
     118    '*',
     119    'Newton''s College',
     120    'Bach''s Cathedral',
     121    '*',
     122    'The Statue of Liberty',
     123    'The Eiffel Tower',
     124    'The Hoover Dam',
     125    'The Shinkansen Express',
     126    'The Manhattan Project',
     127    'MIR Space Station',
     128    '*',
     129    '*',
     130    '*',
     131    '*',
     132    '*',
     133    '*',
     134    '*',
     135    'Trade Goods',
     136    'Barracks',
     137    'Granary',
     138    'Temple',
     139    'Marketplace',
     140    'Library',
     141    'Courthouse',
     142    'City Walls',
     143    'Aqueduct',
     144    'Bank',
     145    'Cathedral',
     146    'University',
     147    'Harbor',
     148    'Theater',
     149    'Factory',
     150    'Manufacturing Plant',
     151    'Recycling Center',
     152    'Power Station',
     153    'Hydroelectric Dam',
     154    'Nuclear Plant',
     155    'Offshore Platform',
     156    'Town Hall',
     157    'Sewer System',
     158    'Supermarket',
     159    'Superhighways',
     160    'Research Lab',
     161    'SAM Missile Battery',
     162    'Coastal Fortress',
     163    'Airport',
     164    'Dockyard',
     165    'Palace',
     166    'Great Wall',
     167    'Colosseum',
     168    'Observatory',
     169    'Military Academy',
     170    'Command Bunker',
     171    'Algae Plant',
     172    'Stock Exchange',
     173    'Space Port',
     174    'Colony Ship Component',
     175    'Power Module',
     176    'Habitation Module');
     177
     178  Name_Feature: array[0..nFeature - 1] of string =
     179    ('Weapons',
     180    'Armor',
     181    'Mobility',
     182    'Sea Transport',
     183    'Carrier',
     184    'Turbines',
     185    'Bombs',
     186    'Fuel',
     187    'Air Transport',
     188    'Navigation',
     189    'Radar / Sonar',
     190    'Submarine',
     191    'Artillery',
     192    'Alpine',
     193    'Supply Ship',
     194    'Overweight',
     195    'Air Defence',
     196    'Spy Plane',
     197    'Steam Power',
     198    'Nuclear Power',
     199    'Jet Engines',
     200    'Stealth',
     201    'Fanatic',
     202    'First Strike',
     203    'Power of Will',
     204    'Academy Training',
     205    'Line Production');
     206
     207  Name_TerrainType: array[0..11] of string =
     208    ('Ocean',
     209    'Coast',
     210    'Grassland',
     211    'Desert',
     212    'Prairie',
     213    'Tundra',
     214    'Arctic',
     215    'Swamp',
     216    '*',
     217    'Forest',
     218    'Hills',
     219    'Mountains');
     220
     221  Name_Government: array[0..nGov - 1] of string =
     222    ('Anarchy',
     223    'Despotism',
     224    'Monarchy',
     225    'Republic',
     226    'Fundamentalism',
     227    'Communism',
     228    'Democracy',
     229    'Future Society');
    230230
    231231implementation
    232232
    233233end.
    234 
  • trunk/AI/StdAI/Pile.pas

    r160 r289  
    1919
    2020const
    21 MaxSize=9600;
     21  MaxSize = 9600;
    2222
    2323type
    24 TheapItem = record
    25         Item:   integer;
    26         Value:  integer;
    27 end;
     24  TheapItem = record
     25    Item: integer;
     26    Value: integer;
     27  end;
    2828
    2929var
    30 bh: array[0..MaxSize-1] of TheapItem;
    31 Ix: array[0..MaxSize-1] of integer;
    32 n, CurrentSize: integer;
     30  bh: array[0..MaxSize - 1] of TheapItem;
     31  Ix: array[0..MaxSize - 1] of integer;
     32  n, CurrentSize: integer;
    3333{$IFDEF DEBUG}InUse: boolean;{$ENDIF}
    3434
     
    3636procedure Create(Size: integer);
    3737begin
    38         {$IFDEF DEBUG}assert(not InUse, 'Pile is a single instance class, '
    39           +'no multiple usage possible. Always call Pile.Free after use.');{$ENDIF}
    40         assert(Size<=MaxSize);
    41         if (n <> 0) or (Size > CurrentSize) then
    42         begin
    43                 FillChar(Ix, Size*sizeOf(integer), 255);
    44                 n := 0;
    45         end;
    46         CurrentSize := Size;
    47         {$IFDEF DEBUG}InUse:=true;{$ENDIF}
     38  {$IFDEF DEBUG}
     39  assert(not InUse, 'Pile is a single instance class, ' +
     40    'no multiple usage possible. Always call Pile.Free after use.');
     41{$ENDIF}
     42  assert(Size <= MaxSize);
     43  if (n <> 0) or (Size > CurrentSize) then
     44  begin
     45    FillChar(Ix, Size * sizeOf(integer), 255);
     46    n := 0;
     47  end;
     48  CurrentSize := Size;
     49        {$IFDEF DEBUG}
     50  InUse := True;
     51{$ENDIF}
    4852end;
    4953
    5054procedure Free;
    5155begin
    52         {$IFDEF DEBUG}assert(InUse);InUse:=false;{$ENDIF}
     56        {$IFDEF DEBUG}
     57  assert(InUse);
     58  InUse := False;
     59{$ENDIF}
    5360end;
    5461
    5562procedure Empty;
    5663begin
    57         if n <> 0 then
    58         begin
    59                 FillChar(Ix, CurrentSize*sizeOf(integer), 255);
    60                 n := 0;
    61         end;
     64  if n <> 0 then
     65  begin
     66    FillChar(Ix, CurrentSize * sizeOf(integer), 255);
     67    n := 0;
     68  end;
    6269end;
    6370
     
    6572function Put(Item, Value: integer): boolean; //O(lg(n))
    6673var
    67         i, j:   integer;
     74  i, j: integer;
    6875begin
    69         assert(Item<CurrentSize);
    70         i := Ix[Item];
    71         if i >= 0 then
    72         begin
    73                 if bh[i].Value <= Value then
    74                 begin
    75                         result := False;
    76                         exit;
    77                 end;
    78         end
    79         else
    80         begin
    81                 i := n;
    82                 Inc(n);
    83         end;
     76  assert(Item < CurrentSize);
     77  i := Ix[Item];
     78  if i >= 0 then
     79  begin
     80    if bh[i].Value <= Value then
     81    begin
     82      Result := False;
     83      exit;
     84    end;
     85  end
     86  else
     87  begin
     88    i := n;
     89    Inc(n);
     90  end;
    8491
    85         while i > 0 do
    86         begin
    87                 j := (i-1) shr 1;       //Parent(i) = (i-1)/2
    88                 if Value >= bh[j].Value then    break;
    89                 bh[i] := bh[j];
    90                 Ix[bh[i].Item] := i;
    91                 i := j;
    92         end;
    93         //      Insert the new Item at the insertion point found.
    94         bh[i].Value := Value;
    95         bh[i].Item := Item;
    96         Ix[bh[i].Item] := i;
    97         result := True;
     92  while i > 0 do
     93  begin
     94    j := (i - 1) shr 1;  //Parent(i) = (i-1)/2
     95    if Value >= bh[j].Value then
     96      break;
     97    bh[i] := bh[j];
     98    Ix[bh[i].Item] := i;
     99    i := j;
     100  end;
     101  //  Insert the new Item at the insertion point found.
     102  bh[i].Value := Value;
     103  bh[i].Item := Item;
     104  Ix[bh[i].Item] := i;
     105  Result := True;
    98106end;
    99107
    100108function TestPut(Item, Value: integer): boolean;
    101109var
    102         i: integer;
     110  i: integer;
    103111begin
    104         assert(Item<CurrentSize);
    105         i := Ix[Item];
    106         result := (i < 0) or (bh[i].Value > Value);
     112  assert(Item < CurrentSize);
     113  i := Ix[Item];
     114  Result := (i < 0) or (bh[i].Value > Value);
    107115end;
    108116
     
    111119function Get(var Item, Value: integer): boolean; //O(lg(n))
    112120var
    113         i, j:   integer;
    114         last:   TheapItem;
     121  i, j: integer;
     122  last: TheapItem;
    115123begin
    116         if n = 0 then
    117         begin
    118                 result := False;
    119                 exit;
    120         end;
     124  if n = 0 then
     125  begin
     126    Result := False;
     127    exit;
     128  end;
    121129
    122         Item := bh[0].Item;
    123         Value := bh[0].Value;
     130  Item := bh[0].Item;
     131  Value := bh[0].Value;
    124132
    125         Ix[Item] := -1;
     133  Ix[Item] := -1;
    126134
    127         dec(n);
    128         if n > 0 then
    129         begin
    130                 last := bh[n];
    131                 i := 0;         j := 1;
    132                 while j < n do
    133                 begin
    134                                                                                 //      Right(i) = Left(i)+1
    135                         if(j < n-1) and (bh[j].Value > bh[j + 1].Value)then
    136                                 inc(j);
    137                         if last.Value <= bh[j].Value then               break;
     135  Dec(n);
     136  if n > 0 then
     137  begin
     138    last := bh[n];
     139    i := 0;
     140    j := 1;
     141    while j < n do
     142    begin
     143      //  Right(i) = Left(i)+1
     144      if (j < n - 1) and (bh[j].Value > bh[j + 1].Value) then
     145        Inc(j);
     146      if last.Value <= bh[j].Value then
     147        break;
    138148
    139                         bh[i] := bh[j];
    140                         Ix[bh[i].Item] := i;
    141                         i := j;
    142                         j := j shl 1+1; //Left(j) = 2*j+1
    143                 end;
     149      bh[i] := bh[j];
     150      Ix[bh[i].Item] := i;
     151      i := j;
     152      j := j shl 1 + 1;  //Left(j) = 2*j+1
     153    end;
    144154
    145                 // Insert the root in the correct place in the heap.
    146                 bh[i] := last;
    147                 Ix[last.Item] := i;
    148         end;
    149         result := True
     155    // Insert the root in the correct place in the heap.
     156    bh[i] := last;
     157    Ix[last.Item] := i;
     158  end;
     159  Result := True;
    150160end;
    151161
    152162initialization
    153         n:=0;
    154         CurrentSize:=0;
    155         {$IFDEF DEBUG}InUse:=false;{$ENDIF}
     163  n := 0;
     164  CurrentSize := 0;
     165        {$IFDEF DEBUG}
     166  InUse := False;
     167{$ENDIF}
    156168end.
    157 
  • trunk/AI/StdAI/Protocol.pas

    r124 r289  
    4444  MaxMoneyPrice = $FFFF;
    4545  MaxShipPartPrice = 100;
    46   BombardmentDestroysCity = false;
     46  BombardmentDestroysCity = False;
    4747  StartMoney = 0;
    4848  InitialCredibility = 95;
     
    5353  // difficulty settings
    5454  MaxDiff = 4; { maximum difficulty level }
    55   StorageSize: array [1 .. MaxDiff] of integer = (30, 40, 50, 60);
    56   TechFormula_M: array [1 .. MaxDiff] of single = (2.0, 2.3, 2.6, 4.0);
    57   TechFormula_D: array [1 .. MaxDiff] of single = (102.0, 80.0, 64.0, 64.0);
    58   BuildCostMod: array [1 .. MaxDiff] of integer = (9, 12, 15, 18); // in 1/12
     55  StorageSize: array [1 .. MaxDiff] of Integer = (30, 40, 50, 60);
     56  TechFormula_M: array [1 .. MaxDiff] of Single = (2.0, 2.3, 2.6, 4.0);
     57  TechFormula_D: array [1 .. MaxDiff] of Single = (102.0, 80.0, 64.0, 64.0);
     58  BuildCostMod: array [1 .. MaxDiff] of Integer = (9, 12, 15, 18); // in 1/12
    5959
    6060  // test flags
     
    795795  imShipHab = 69;
    796796
    797   SettlerFood: array [0 .. nGov - 1] of integer = (1, 1, 1, 2, 1, 2, 2, 2);
    798   CorrLevel: array [0 .. nGov - 1] of integer = (3, 3, 1, 2, 1, 0, 0, 0);
    799   SupportFree: array [0 .. nGov - 1] of integer = (2, 2, 1, 0, 2, 1, 0, 0);
     797  SettlerFood: array [0 .. nGov - 1] of Integer = (1, 1, 1, 2, 1, 2, 2, 2);
     798  CorrLevel: array [0 .. nGov - 1] of Integer = (3, 3, 1, 2, 1, 0, 0, 0);
     799  SupportFree: array [0 .. nGov - 1] of Integer = (2, 2, 1, 0, 2, 1, 0, 0);
    800800  // in 1/2*city size
    801801
     
    808808  preNA = -$FF;
    809809
    810   JobPreq: array [0 .. nJob - 1] of integer = (preNone, preNone, adRailroad,
     810  JobPreq: array [0 .. nJob - 1] of Integer = (preNone, preNone, adRailroad,
    811811    preNone, preNone, adRefrigeration, preNone, preNone, adExplosives,
    812812    adExplosives, adConstruction, preNone, adMedicine, preNone, preNone);
    813813
    814   AdvPreq: array [0 .. nAdv - 1, 0 .. 2] of integer = { advance prerequisites }
     814  AdvPreq: array [0 .. nAdv - 1, 0 .. 2] of Integer = { advance prerequisites }
    815815    ((adFlight, adRobotics, preNone), // adAdvancedFlight
    816816    (adNavigation, adTactics, preNone), // adAmphibiousWarfare
     
    10231023spPow = 1;
    10241024spHab = 2;
    1025 ShipNeed: array [0 .. nShipPart - 1] of integer = (6, 4, 2);
    1026 ShipImpIndex: array [0 .. nShipPart - 1] of integer = (imShipComp, imShipPow, imShipHab);
    1027 
    1028 GovPreq: array [1 .. nGov - 1] of integer = { government prerequisites }
     1025ShipNeed: array [0 .. nShipPart - 1] of Integer = (6, 4, 2);
     1026ShipImpIndex: array [0 .. nShipPart - 1] of Integer = (imShipComp, imShipPow, imShipHab);
     1027
     1028GovPreq: array [1 .. nGov - 1] of Integer = { government prerequisites }
    10291029  (preNone, adMonarchy, adTheRepublic, adTheology, adCommunism, adDemocracy,
    10301030  adInternet);
    10311031
    1032 AgePreq: array [1 .. 3] of integer = (adScience, adMassProduction,
     1032AgePreq: array [1 .. 3] of Integer = (adScience, adMassProduction,
    10331033  adTransstellarColonization);
    10341034
     
    10441044  TransTerrain: Integer;
    10451045  TransWork: Integer;
    1046   FoodRes, ProdRes, TradeRes: array [0 .. 2] of Integer;
     1046  FoodRes: array [0 .. 2] of Integer;
     1047  ProdRes: array [0 .. 2] of Integer;
     1048  TradeRes: array [0 .. 2] of Integer;
    10471049  Filler: array [0 .. 12] of Integer;
    10481050end
     
    11131115// cost values accumulate if prerequisite is future tech / are maximized if not
    11141116nUpgrade = 15;
    1115 upgrade:
    1116 array [0 .. nDomains - 1, 0 .. nUpgrade - 1] of record
     1117upgrade: array [0 .. nDomains - 1, 0 .. nUpgrade - 1] of record
    11171118  Preq: Integer;
    11181119  Strength: Integer;
     
    12011202
    12021203Feature: array [0 .. nFeature - 1] of { unit model features }
    1203   record Domains, Preq, Weight, Cost: integer;
    1204 end
     1204  record
     1205    Domains: Integer;
     1206    Preq: Integer;
     1207    Weight: Integer;
     1208    Cost: Integer;
     1209  end
    12051210= ((Domains: 7; Preq: preNone; Weight: 1; Cost: 1), { mcOffense }
    12061211  (Domains: 7; Preq: preNone; Weight: 1; Cost: 1), { mcDefense }
     
    12311236  (Domains: 7; Preq: adMassProduction; Weight: 0; Cost: 0)); { mcLine }
    12321237
    1233 WeightPreq7: array [0 .. nDomains - 1] of integer = (adHorsebackRiding, adSeafaring,
     1238WeightPreq7: array [0 .. nDomains - 1] of Integer = (adHorsebackRiding, adSeafaring,
    12341239  adAdvancedFlight);
    1235 WeightPreq10: array [0 .. nDomains - 1] of integer = (adAutomobile, adSteel, preNA);
     1240WeightPreq10: array [0 .. nDomains - 1] of Integer = (adAutomobile, adSteel, preNA);
    12361241
    12371242INFIN = 999999;
     
    12611266
    12621267type
    1263   TServerCall = function(Command, Player, Subject: integer; var Data)
    1264     : integer; stdcall;
    1265   TClientCall = procedure(Command, Player: integer; var Data); stdcall;
     1268  TServerCall = function (Command, Player, Subject: Integer; var Data)
     1269    : Integer; stdcall;
     1270  TClientCall = procedure (Command, Player: Integer; var Data); stdcall;
    12661271
    12671272  TUn = packed record
    1268     Loc, { location }
    1269     Status, // free for AI use
     1273    Loc: LongInt; { location }
     1274    Status: LongInt; // free for AI use
    12701275    SavedStatus: LongInt; // for server internal use only
    1271     ID: word; // unit number, never changes, unique within this nation
    1272     mix, { model index }
    1273     Home, { home city index, -1 if none }
    1274     Master, { index of transporting unit, -1 if none }
     1276    ID: Word; // unit number, never changes, unique within this nation
     1277    mix: SmallInt; { model index }
     1278    Home: SmallInt; { home city index, -1 if none }
     1279    Master: SmallInt; { index of transporting unit, -1 if none }
    12751280    Movement: SmallInt; { movement left for this turn }
    1276     Health, // = 100-Damage
     1281    Health: ShortInt; // = 100-Damage
    12771282    Fuel: ShortInt;
    1278     Job, { current terrain improvement job }
    1279     Exp, { micro experience, the level is Exp div ExpCost }
    1280     TroopLoad, { number of transported ground units }
     1283    Job: Byte; { current terrain improvement job }
     1284    Exp: Byte; { micro experience, the level is Exp div ExpCost }
     1285    TroopLoad: Byte; { number of transported ground units }
    12811286    AirLoad: Byte; // number of transported air units
    12821287    Flags: Cardinal;
    12831288  end;
    12841289
     1290  { TCity }
     1291
    12851292  TCity = packed record
    1286     Loc, { location }
    1287     Status, // free for AI use
     1293    Loc: LongInt; { location }
     1294    Status: LongInt; // free for AI use
    12881295    SavedStatus: LongInt; // for server internal use only
    1289     ID, // founding player shl 12 + number, never changes, unique within the whole game
    1290     Size: word;
    1291     Project, // current production project, see city project flags
    1292     Project0, // for server use only
    1293     Food, // collected food in storage
    1294     Pollution, // collected pollution in dump
    1295     Prod, // for project collected production points
     1296    ID: Word; // founding player shl 12 + number, never changes, unique within the whole game
     1297    Size: Word;
     1298    Project: SmallInt; // current production project, see city project flags
     1299    Project0: SmallInt; // for server use only
     1300    Food: SmallInt; // collected food in storage
     1301    Pollution: SmallInt; // collected pollution in dump
     1302    Prod: SmallInt; // for project collected production points
    12961303    Prod0: SmallInt;
    12971304    // for project collected production points in the beginning of the turn
    1298     Flags, // what happened within the last turnaround
    1299     Tiles, { currently by city exploited tiles, bitset with index
     1305    Flags: Cardinal; // what happened within the last turnaround
     1306    Tiles: Cardinal; { currently by city exploited tiles, bitset with index
    13001307      (dy+3) shl 2+(dx+3) shr 1, (dx,dy) relative to central tile }
    13011308    N1: Cardinal; // reserved for future use
     
    13051312
    13061313  TModel = packed record
    1307     Status, // free for AI use
     1314    Status: LongInt; // free for AI use
    13081315    SavedStatus: LongInt; // for server internal use only
    1309     ID, // developing player shl 12 + number, never changes, unique within the whole game
    1310     IntroTurn, Built, // units built with this model
    1311     Lost: word; // units of this model lost in combat
    1312     Kind, Domain: Byte;
    1313     Attack, Defense, Speed, Cost, MStrength: word;
     1316    ID: Word; // developing player shl 12 + number, never changes, unique within the whole game
     1317    IntroTurn: Word;
     1318    Built: Word; // units built with this model
     1319    Lost: Word; // units of this model lost in combat
     1320    Kind: Byte;
     1321    Domain: Byte;
     1322    Attack: Word;
     1323    Defense: Word;
     1324    Speed: Word;
     1325    Cost: Word;
     1326    MStrength: Word;
    13141327    // construction time multipliers, only valid if kind is mkSelfDeveloped or mkEnemyDeveloped
    1315     MTrans, MCost, Weight, MaxWeight: Byte;
     1328    MTrans: Byte;
     1329    MCost: Byte;
     1330    Weight: Byte;
     1331    MaxWeight: Byte;
    13161332    // weight and maximum weight (construction time)
    1317     Upgrades, // bitarray indicating all upgrades
     1333    Upgrades: Cardinal; // bitarray indicating all upgrades
    13181334    Flags: Cardinal;
    13191335    Cap: array [0 .. (nFeature + 3) div 4 * 4 - 1] of Byte; // special features
     
    13221338  TUnitInfo = packed record
    13231339    Loc: LongInt;
    1324     mix, // index of unit model for its owner
    1325     emix: word; // index in enemy model list
     1340    mix: Word; // index of unit model for its owner
     1341    emix: Word; // index in enemy model list
    13261342    Owner: Byte;
    1327     Health, // = 100-Damage
     1343    Health: ShortInt; // = 100-Damage
    13281344    Fuel: ShortInt;
    1329     Job, // current terrain improvement job
    1330     Exp, { micro experience, the level is Exp div ExpCost }
     1345    Job: Byte; // current terrain improvement job
     1346    Exp: Byte; { micro experience, the level is Exp div ExpCost }
    13311347    Load: Byte; { number of transported units }
    1332     Flags: word;
     1348    Flags: Word;
    13331349  end;
    13341350
    13351351  TCityInfo = packed record
    1336     Loc, Status, // free for AI use
     1352    Loc: LongInt;
     1353    Status: LongInt; // free for AI use
    13371354    SavedStatus: LongInt; // for server internal use only
    1338     Owner, // last known owner, even if not alive anymore!
    1339     ID, // founding player <<12 + number, never changes, unique within the whole game
    1340     Size, Flags: word;
     1355    Owner: Word; // last known owner, even if not alive anymore!
     1356    ID: Word; // founding player <<12 + number, never changes, unique within the whole game
     1357    Size: Word;
     1358    Flags: Word;
    13411359  end;
    13421360
    13431361  TModelInfo = packed record
    1344     Owner, // Player which owns the model
    1345     mix, // index of unit model for its owner
    1346     ID: word; // developing player shl 12 + number, never changes, unique within the whole game
    1347     Kind, Domain: Byte;
    1348     Attack, Defense, Speed, Cost: word;
    1349     TTrans, // ground unit transport capability
     1362    Owner: Word; // Player which owns the model
     1363    mix: Word; // index of unit model for its owner
     1364    ID: Word; // developing player shl 12 + number, never changes, unique within the whole game
     1365    Kind: Byte;
     1366    Domain: Byte;
     1367    Attack: Word;
     1368    Defense: Word;
     1369    Speed: Word;
     1370    Cost: Word;
     1371    TTrans: Byte; // ground unit transport capability
    13501372    ATrans_Fuel: Byte; // air unit transport capability resp. fuel
    1351     Bombs: word; // additional attack with bombs
     1373    Bombs: Word; // additional attack with bombs
    13521374    Cap: Cardinal; // special features, bitset with index Feature-mcFirstNonCap
    1353     MaxUpgrade, // maximum used upgrade
     1375    MaxUpgrade: Byte; // maximum used upgrade
    13541376    Weight: Byte;
    1355     Lost: word;
     1377    Lost: Word;
    13561378  end;
    13571379
    13581380  TBattle = packed record
    1359     Enemy, Flags: Byte;
    1360     Turn, mix, mixEnemy: word;
    1361     ToLoc, FromLoc: integer;
     1381    Enemy: Byte;
     1382    Flags: Byte;
     1383    Turn: Word;
     1384    mix: Word;
     1385    mixEnemy: Word;
     1386    ToLoc: Integer;
     1387    FromLoc: Integer;
    13621388  end;
    13631389
    13641390  TWonderInfo = record
    1365     CityID, // -2 if destroyed, -1 if never completed, >=0 ID of city
    1366     EffectiveOwner: integer
     1391    CityID: Integer; // -2 if destroyed, -1 if never completed, >=0 ID of city
     1392    EffectiveOwner: Integer;
    13671393    // owning player if effective, -1 if expired or not built
    1368     end;
    1369 
    1370     TShipInfo = record Parts: array [0 .. nShipPart - 1] of integer;
     1394  end;
     1395
     1396  TShipInfo = record
     1397    Parts: array [0 .. nShipPart - 1] of Integer;
    13711398  end;
    13721399
    13731400  TEnemyReport = record
    1374     TurnOfContact, TurnOfCivilReport, TurnOfMilReport, Attitude,
    1375       Credibility: integer; // 0..100, last update: ToC
    1376     Treaty: array [0 .. nPl - 1] of integer;
     1401    TurnOfContact: Integer;
     1402    TurnOfCivilReport: Integer;
     1403    TurnOfMilReport: Integer;
     1404    Attitude: Integer;
     1405    Credibility: Integer; // 0..100, last update: ToC
     1406    Treaty: array [0 .. nPl - 1] of Integer;
    13771407    // diplomatic status with other nations, last update: ToCR
    1378     Government, // gAnarchy..gDemocracy, last update: ToCR
    1379     Money, // last update: ToCR
    1380     ResearchTech, ResearchDone: integer; // last update: ToCR
     1408    Government: Integer; // gAnarchy..gDemocracy, last update: ToCR
     1409    Money: Integer; // last update: ToCR
     1410    ResearchTech: Integer; // last update: ToCR
     1411    ResearchDone: Integer; // last update: ToCR
    13811412    Tech: array [0 .. (nAdv + 3) div 4 * 4 - 1] of ShortInt;
    13821413    // tech status indicator, last update: ToCR
    1383     nModelCounted: integer;
     1414    nModelCounted: Integer;
    13841415    // number of models with info in UnCount, last update: ToMR
    1385     UnCount: array [0 .. INFIN] of word;
     1416    UnCount: array [0 .. INFIN] of Word;
    13861417    // number of available units for each model, last update: ToMR
    13871418  end;
    13881419
    13891420  TMoveAdviceData = record
    1390     ToLoc, nStep, MoreTurns, MaxHostile_MovementLeft: integer;
    1391     dx, dy: array [0 .. 24] of integer;
     1421    ToLoc: Integer;
     1422    nStep: Integer;
     1423    MoreTurns: Integer;
     1424    MaxHostile_MovementLeft: Integer;
     1425    dx: array [0 .. 24] of Integer;
     1426    dy: array [0 .. 24] of Integer;
    13921427  end;
    13931428
    13941429  TPlaneReturnData = record
    1395     Loc, Fuel, Movement: integer;
     1430    Loc: Integer;
     1431    Fuel: Integer;
     1432    Movement: Integer;
    13961433  end;
    13971434
    13981435  TTileInfo = record
    1399     Food, Prod, Trade, ExplCity: integer;
     1436    Food: Integer;
     1437    Prod: Integer;
     1438    Trade: Integer;
     1439    ExplCity: Integer;
    14001440  end;
    14011441
    14021442  TCityReport = record
    1403     HypoTiles, HypoTax, HypoLux, Working, Happy, FoodRep,
    1404       ProdRep, Trade, PollRep, Corruption, Tax, Lux, Science, Support, Eaten,
    1405       ProdCost, Storage, Deployed: integer;
     1443    HypoTiles: Integer;
     1444    HypoTax: Integer;
     1445    HypoLux: Integer;
     1446    Working: Integer;
     1447    Happy: Integer;
     1448    FoodRep: Integer;
     1449    ProdRep: Integer;
     1450    Trade: Integer;
     1451    PollRep: Integer;
     1452    Corruption: Integer;
     1453    Tax: Integer;
     1454    Lux: Integer;
     1455    Science: Integer;
     1456    Support: Integer;
     1457    Eaten: Integer;
     1458    ProdCost: Integer;
     1459    Storage: Integer;
     1460    Deployed: Integer;
    14061461  end;
    14071462
    14081463  TCityReportNew = record
    1409     HypoTiles,
     1464    HypoTiles: Integer;
    14101465    // tiles that should be considered as exploited (for the current adjustment, set this to -1 or to TCity.Tiles of the city)
    1411     HypoTaxRate, HypoLuxuryRate,
     1466    HypoTaxRate: Integer;
     1467    HypoLuxuryRate: Integer;
    14121468    // tax and luxury rate that should be assumed (for current rates, set this to -1 or to RO.TaxRate resp. RO.LuxRate)
    1413     Morale, FoodSupport, MaterialSupport,
     1469    Morale: Integer;
     1470    FoodSupport: Integer;
     1471    MaterialSupport: Integer;
    14141472    // food and material taken for unit support
    1415     ProjectCost, // material cost of current project
    1416     Storage, // size of food storage
    1417     Deployed, // number of units causing unrest (unrest=2*deployed)
    1418     CollectedControl, CollectedFood, CollectedMaterial, CollectedTrade,
     1473    ProjectCost: Integer; // material cost of current project
     1474    Storage: Integer; // size of food storage
     1475    Deployed: Integer; // number of units causing unrest (unrest=2*deployed)
     1476    CollectedControl: Integer;
     1477    CollectedFood: Integer;
     1478    CollectedMaterial: Integer;
     1479    CollectedTrade: Integer;
    14191480    // raw control, food, material and trade as collected by the citizens
    1420     Working, // number of exploited tiles including city tile
    1421     FoodSurplus, Production, AddPollution,
     1481    Working: Integer; // number of exploited tiles including city tile
     1482    FoodSurplus: Integer;
     1483    Production: Integer;
     1484    AddPollution: Integer;
    14221485    // food surplus, production gain and pollution after all effects
    1423     Corruption, Tax, Science, Luxury,
     1486    Corruption: Integer;
     1487    Tax: Integer;
     1488    Science: Integer;
     1489    Luxury: Integer;
    14241490    // corruption, tax, science and wealth after all effects
    1425     HappinessBalance: integer;
     1491    HappinessBalance: Integer;
    14261492    // = (Morale+Wealth+Control) - (Size+Unrest), value < 0 means disorder
    14271493  end;
    14281494
    14291495  TCityTileAdviceData = record
    1430     ResourceWeights, Tiles: Cardinal;
     1496    ResourceWeights: Cardinal;
     1497    Tiles: Cardinal;
    14311498    CityReport: TCityReport;
    14321499  end;
    14331500
    14341501  TGetCityData = record
    1435     Owner: integer;
     1502    Owner: Integer;
    14361503    c: TCity;
    14371504  end;
    14381505
    14391506  TCityAreaInfo = record
    1440     Available: array [0 .. 26] of integer;
     1507    Available: array [0 .. 26] of Integer;
    14411508  end;
    14421509
    14431510  TUnitReport = record
    1444     FoodSupport, ProdSupport, ReportFlags: integer;
     1511    FoodSupport: Integer;
     1512    ProdSupport: Integer;
     1513    ReportFlags: Integer;
    14451514  end;
    14461515
    14471516  TJobProgressData = array [0 .. nJob - 1] of record
    14481517    Required, Done,
    1449     NextTurnPlus: integer;
    1450   end;
     1518    NextTurnPlus: Integer;
     1519  end;
     1520
    14511521  TBattleForecast = record
    1452     pAtt, mixAtt, HealthAtt, ExpAtt, FlagsAtt, Movement,
    1453     EndHealthDef, EndHealthAtt: integer;
    1454   end;
     1522    pAtt: Integer;
     1523    mixAtt: Integer;
     1524    HealthAtt: Integer;
     1525    ExpAtt: Integer;
     1526    FlagsAtt: Integer;
     1527    Movement: Integer;
     1528    EndHealthDef: Integer;
     1529    EndHealthAtt: Integer;
     1530  end;
     1531
    14551532  TBattleForecastEx = record
    1456     pAtt, mixAtt, HealthAtt, ExpAtt, FlagsAtt, Movement,
    1457     EndHealthDef, EndHealthAtt: integer; // must be same as in TBattleForecast
    1458     AStr, DStr, ABaseDamage, DBaseDamage: integer;
    1459   end;
     1533    pAtt: Integer;
     1534    mixAtt: Integer;
     1535    HealthAtt: Integer;
     1536    ExpAtt: Integer;
     1537    FlagsAtt: Integer;
     1538    Movement: Integer;
     1539    EndHealthDef: Integer;
     1540    EndHealthAtt: Integer; // must be same as in TBattleForecast
     1541    AStr: Integer;
     1542    DStr: Integer;
     1543    ABaseDamage: Integer;
     1544    DBaseDamage: Integer;
     1545  end;
     1546
    14601547  TShowMove = record
    1461     Owner, Health, mix, emix, Flags, FromLoc, dx, dy, EndHealth,
    1462     EndHealthDef, Fuel, Exp, Load: integer;
    1463   end;
     1548    Owner: Integer;
     1549    Health: Integer;
     1550    mix: Integer;
     1551    emix: Integer;
     1552    Flags: Integer;
     1553    FromLoc: Integer;
     1554    dx: Integer;
     1555    dy: Integer;
     1556    EndHealth: Integer;
     1557    EndHealthDef: Integer;
     1558    Fuel: Integer;
     1559    Exp: Integer;
     1560    Load: Integer;
     1561  end;
     1562
    14641563  TShowShipChange = record
    1465     Reason, Ship1Owner, Ship2Owner: integer;
    1466     Ship1Change, Ship2Change: array [0 .. nShipPart - 1] of integer;
    1467   end;
     1564    Reason: Integer;
     1565    Ship1Owner: Integer;
     1566    Ship2Owner: Integer;
     1567    Ship1Change: array [0 .. nShipPart - 1] of Integer;
     1568    Ship2Change: array [0 .. nShipPart - 1] of Integer;
     1569  end;
     1570
    14681571  TOffer = record
    1469     nDeliver, nCost: integer;
     1572    nDeliver: Integer;
     1573    nCost: Integer;
    14701574    Price: array [0 .. 11] of Cardinal;
    14711575  end;
    1472   TChart = array [0 .. INFIN] of integer;
     1576
     1577  TChart = array [0 .. INFIN] of Integer;
    14731578  TEditTileData = record
    1474     Loc, NewTile: integer
     1579    Loc: Integer;
     1580    NewTile: Integer;
    14751581  end;
    14761582  TCreateUnitData = record
    1477     Loc, p, mix: integer;
     1583    Loc: Integer;
     1584    p: Integer;
     1585    mix: Integer;
    14781586  end;
    14791587
     
    14921600
    14931601  TPlayerContext = record
    1494     Data: pointer;
     1602    Data: Pointer;
    14951603    Map: ^TTileList;
    14961604    { the playground, a list of tiles with index = location, see tile flags }
     
    15061614    EnemyReport: array [0 .. nPl - 1] of ^TEnemyReport;
    15071615
    1508     TestFlags, // options turned on in the "Manipulation" menu
    1509     Turn, // current turn
    1510     Alive, { bitset of IDs of players still alive, flag 1 shl p for player p }
    1511     Happened, // flags indicate what happened within the last turnaround
    1512     AnarchyStart, // start turn of anarchy, <0 if not in anarchy
    1513     Credibility, // own credibility
    1514     MaxCredibility, // maximum credibility still to achieve
    1515     nUn, { number of units }
    1516     nCity, { number of cities }
    1517     nModel, { number of developed unit models }
    1518     nEnemyUn, nEnemyCity, nEnemyModel, Government, { gAnarchy..gDemocracy }
    1519     Money, TaxRate, LuxRate, Research,
     1616    TestFlags: Integer; // options turned on in the "Manipulation" menu
     1617    Turn: Integer; // current turn
     1618    Alive: Integer; { bitset of IDs of players still alive, flag 1 shl p for player p }
     1619    Happened: Integer; // flags indicate what happened within the last turnaround
     1620    AnarchyStart: Integer; // start turn of anarchy, <0 if not in anarchy
     1621    Credibility: Integer; // own credibility
     1622    MaxCredibility: Integer; // maximum credibility still to achieve
     1623    nUn: Integer; { number of units }
     1624    nCity: Integer; { number of cities }
     1625    nModel: Integer; { number of developed unit models }
     1626    nEnemyUn: Integer;
     1627    nEnemyCity: Integer;
     1628    nEnemyModel: Integer;
     1629    Government: Integer; { gAnarchy..gDemocracy }
     1630    Money: Integer;
     1631    TaxRate: Integer;
     1632    LuxRate: Integer;
     1633    Research: Integer;
    15201634    { collected research points for currently researched tech }
    1521     ResearchTech: integer; // currently researched tech
     1635    ResearchTech: Integer; // currently researched tech
    15221636    DevModel: TModel; { unit model currently under development }
    15231637    Tech: array [0 .. (nAdv + 3) div 4 * 4 - 1] of ShortInt; { tech status indicator }
    1524     Attitude: array [0 .. nPl - 1] of integer; // attitude to other nations
    1525     Treaty: array [0 .. nPl - 1] of integer; // treaty with other nations
    1526     EvaStart: array [0 .. nPl - 1] of integer; // peace treaty: start of evacuation period
    1527     Tribute: array [0 .. nPl - 1] of integer; // no longer in use
    1528     TributePaid: array [0 .. nPl - 1] of integer; // no longer in use
     1638    Attitude: array [0 .. nPl - 1] of Integer; // attitude to other nations
     1639    Treaty: array [0 .. nPl - 1] of Integer; // treaty with other nations
     1640    EvaStart: array [0 .. nPl - 1] of Integer; // peace treaty: start of evacuation period
     1641    Tribute: array [0 .. nPl - 1] of Integer; // no longer in use
     1642    TributePaid: array [0 .. nPl - 1] of Integer; // no longer in use
    15291643    Wonder: array [0 .. 27] of TWonderInfo;
    15301644    Ship: array [0 .. nPl - 1] of TShipInfo;
    15311645    NatBuilt: array [28 .. (nImp + 3) div 4 * 4 - 1] of ShortInt;
    1532     nBattleHistory: integer;
     1646    nBattleHistory: Integer;
    15331647    BattleHistory: ^TBattleList; // complete list of all my battles in the whole game
    15341648    BorderHelper: ^TByteList;
    1535     LastCancelTreaty: array [0 .. nPl - 1] of integer; // turn of last treaty cancel
    1536     OracleIncome: integer;
     1649    LastCancelTreaty: array [0 .. nPl - 1] of Integer; // turn of last treaty cancel
     1650    OracleIncome: Integer;
    15371651    DefaultDebugMap: ^TIntList;
    15381652    Filler: array [0 .. 879] of Byte;
     
    15411655  TInitModuleData = record
    15421656    Server: TServerCall;
    1543     DataVersion, DataSize, Flags: integer;
     1657    DataVersion: Integer;
     1658    DataSize: Integer;
     1659    Flags: Integer;
    15441660  end;
    15451661
    15461662  TNewGameData = record
    1547     lx, ly, LandMass, MaxTurn: integer;
    1548     Difficulty: array [0 .. nPl - 1] of integer;
     1663    lx: Integer;
     1664    ly: Integer;
     1665    LandMass: Integer;
     1666    MaxTurn: Integer;
     1667    Difficulty: array [0 .. nPl - 1] of Integer;
    15491668    { difficulty levels of the players, if it's 0 this player is the supervisor,
    15501669      -1 for unused slots }
    15511670    RO: array [0 .. nPl - 1] of ^TPlayerContext;
    1552     AssemblyPath: array [0 .. 255] of char;
     1671    AssemblyPath: array [0 .. 255] of Char;
    15531672    SuperVisorRO: array [0 .. nPl - 1] of ^TPlayerContext;
    15541673  end;
    15551674
    15561675  TNewGameExData = record
    1557     lx, ly, LandMass, MaxTurn, RND: integer;
    1558     Difficulty: array [0 .. nPl - 1] of integer;
     1676    lx: Integer;
     1677    ly: Integer;
     1678    LandMass: Integer;
     1679    MaxTurn: Integer;
     1680    RND: Integer;
     1681    Difficulty: array [0 .. nPl - 1] of Integer;
    15591682    { difficulty levels of the players, if it's 0 this player is the supervisor,
    15601683      -1 for unused slots }
    1561     Controlled: integer;
     1684    Controlled: Integer;
    15621685  end;
    15631686
    15641687  TShowNegoData = record
    1565     pSender, pTarget, Action: integer;
     1688    pSender: Integer;
     1689    pTarget: Integer;
     1690    Action: Integer;
    15661691    Offer: TOffer;
    15671692  end;
     
    16321757    { preLeo,preLighthouse, } preLeo);
    16331758
    1634 procedure MakeUnitInfo(p: integer; const u: TUn; var ui: TUnitInfo);
    1635 procedure MakeModelInfo(p, mix: integer; const m: TModel; var mi: TModelInfo);
    1636 function IsSameModel(const mi1, mi2: TModelInfo): boolean;
    1637 function SpecialTile(Loc, TerrType, lx: integer): integer;
     1759var
     1760  DelphiRandSeed: Integer;
     1761
     1762procedure MakeUnitInfo(p: Integer; const u: TUn; var ui: TUnitInfo);
     1763procedure MakeModelInfo(p, mix: Integer; const m: TModel; var mi: TModelInfo);
     1764function IsSameModel(const mi1, mi2: TModelInfo): Boolean;
     1765function SpecialTile(Loc, TerrType, lx: Integer): Integer;
     1766function DelphiRandom(const pi_Max: Integer): Integer; overload;
     1767function DelphiRandom: Extended; overload;
     1768procedure DelphiRandomize;
    16381769
    16391770implementation
    16401771
    1641 procedure MakeUnitInfo(p: integer; const u: TUn; var ui: TUnitInfo);
     1772procedure MakeUnitInfo(p: Integer; const u: TUn; var ui: TUnitInfo);
    16421773begin
    16431774  ui.Owner := p;
     
    16521783end;
    16531784
    1654 procedure MakeModelInfo(p, mix: integer; const m: TModel; var mi: TModelInfo);
     1785procedure MakeModelInfo(p, mix: Integer; const m: TModel; var mi: TModelInfo);
    16551786var
    1656   i: integer;
     1787  i: Integer;
    16571788begin
    16581789  mi.Owner := p;
     
    16911822end;
    16921823
    1693 function IsSameModel(const mi1, mi2: TModelInfo): boolean;
     1824function IsSameModel(const mi1, mi2: TModelInfo): Boolean;
    16941825type
    16951826  TModelInfo_Compare = array [0 .. 5] of Cardinal;
     
    17041835end;
    17051836
    1706 function SpecialTile(Loc, TerrType, lx: integer): integer;
     1837function SpecialTile(Loc, TerrType, lx: Integer): Integer;
    17071838var
    1708   x, y, qx, qy, a: integer;
     1839  x, y, qx, qy, a: Integer;
    17091840begin
    17101841  if TerrType = fOcean then
     
    17521883procedure InitUnit;
    17531884begin
    1754   { TODO
    1755   Assert(sizeof(TPlayerContext) = 2048);
    1756   Assert(sizeof(TModel) - 2 * sizeof(LongInt) - 4 * sizeof(word)
     1885  Assert(SizeOf(TPlayerContext) = 1936 + 28 * SizeOf(Pointer));
     1886  Assert(SizeOf(TModel) - 2 * SizeOf(LongInt) - 4 * SizeOf(Word)
    17571887  = sIntSetDevModel and $F * 4);
    1758   }
    17591888end;
    17601889
     1890function DelphiRandom(const pi_Max: Integer): Integer;
     1891var
     1892  Temp: LongInt;
     1893begin
     1894  Temp := LongInt(Int64(134775813) * Int64(DelphiRandSeed) + 1);
     1895  DelphiRandSeed := LongInt(Temp);
     1896  Result := (UInt64(Cardinal(pi_Max)) * UInt64(Cardinal(Temp))) shr 32;
     1897end;
     1898
     1899function DelphiRandom: Extended; overload;
     1900begin
     1901  Result := DelphiRandom(High(LongInt)) / High(LongInt);
     1902end;
     1903
     1904procedure DelphiRandomize;
     1905begin
     1906  Randomize;
     1907  DelphiRandSeed := RandSeed;
     1908end;
     1909
    17611910initialization
    17621911
  • trunk/AI/StdAI/StdAI.lpi

    r160 r289  
    22<CONFIG>
    33  <ProjectOptions>
    4     <Version Value="10"/>
     4    <Version Value="11"/>
    55    <PathDelim Value="\"/>
    66    <General>
     
    6868    </PublishOptions>
    6969    <RunParams>
    70       <local>
    71         <FormatVersion Value="1"/>
    72       </local>
     70      <FormatVersion Value="2"/>
     71      <Modes Count="0"/>
    7372    </RunParams>
    7473    <RequiredPackages Count="1">
     
    7776      </Item1>
    7877    </RequiredPackages>
    79     <Units Count="7">
     78    <Units Count="8">
    8079      <Unit0>
    8180        <Filename Value="StdAI.lpr"/>
     
    106105        <IsPartOfProject Value="True"/>
    107106      </Unit6>
     107      <Unit7>
     108        <Filename Value="Barbarina.pas"/>
     109        <IsPartOfProject Value="True"/>
     110      </Unit7>
    108111    </Units>
    109112  </ProjectOptions>
  • trunk/AI/StdAI/StdAI.lpr

    r160 r289  
    33
    44uses
    5   {$IFDEF DEBUG}Names in 'Names.pas',{$ENDIF}
     5 {$IFDEF DEBUG}Names in 'Names.pas', {$ENDIF}
    66  Protocol in 'Protocol.pas',
    77  CustomAI in 'CustomAI.pas',
     
    1111
    1212var
    13 AIList: array[0..nPl-1] of TCustomAI;
    14 Defender: integer;
     13  AIList: array[0..nPl - 1] of TCustomAI;
     14  Defender: integer;
    1515
    1616
    17 procedure Client(Command,Player:integer;var Data); stdcall;
    18 var
    19 p,y0,ToLoc: integer;
    20 UnitInfo: TUnitInfo;
    21 begin
    22 case Command of
    23   cInitModule:
    24     begin
    25     Server:=TInitModuleData(Data).Server;
    26     TInitModuleData(Data).DataSize:=RWDataSize;
     17  procedure Client(Command, Player: integer; var Data); stdcall;
     18  var
     19    p, y0, ToLoc: integer;
     20    UnitInfo: TUnitInfo;
     21  begin
     22    case Command of
     23      cInitModule:
     24      begin
     25        Server := TInitModuleData(Data).Server;
     26        TInitModuleData(Data).DataSize := RWDataSize;
     27      end;
     28      cNewGame, cLoadGame:
     29      begin
     30{$IFNDEF DEBUG}
     31        Randomize;
     32{$ENDIF}
     33        CustomAI.Init(TNewGameData(Data));
     34        for p := nPl - 1 downto 0 do
     35          if G.RO[p] <> nil then
     36          begin
     37            AIList[p] := TAI.Create(p);
     38            AIList[p].SetDataDefaults;
     39          end
     40          else
     41            AIList[p] := nil;
     42        Defender := -1;
     43      end;
     44      cGetReady:
     45        for p := nPl - 1 downto 0 do
     46          if AIList[p] <> nil then
     47            AIList[p].SetDataRandom;
     48      cBreakGame:
     49        for p := 0 to nPl - 1 do
     50          if AIList[p] <> nil then
     51            AIList[p].Free;
     52
     53      cTurn, cContinue, scContact..scDipBreak, cShowEndContact:
     54        AIList[Player].Process(Command, Data);
     55
     56      cShowAttacking, cShowCapturing:
     57        with TShowMove(Data) do
     58        begin
     59          y0 := FromLoc div G.lx;
     60          ToLoc := (FromLoc + (dx + y0 and 1 + G.lx + G.lx) shr 1) mod
     61            G.lx + G.lx * (y0 + dy);
     62          if G.RO[Player].Map[ToLoc] and fOwned <> 0 then
     63          begin
     64            UnitInfo.Loc := FromLoc;
     65            UnitInfo.mix := mix;
     66            UnitInfo.emix := emix;
     67            UnitInfo.Owner := Owner;
     68            UnitInfo.Health := Health;
     69            UnitInfo.Fuel := Fuel;
     70            UnitInfo.Job := jNone;
     71            UnitInfo.Exp := Exp;
     72            UnitInfo.Load := Load;
     73            UnitInfo.Flags := Flags;
     74            if Command = cShowAttacking then
     75              AIList[Player].OnBeforeEnemyAttack(UnitInfo, ToLoc, EndHealth,
     76                EndHealthDef)
     77            else
     78              AIList[Player].OnBeforeEnemyCapture(UnitInfo, ToLoc);
     79            Defender := Player;
     80          end;
     81        end;
     82      cShowAfterAttack:
     83        if Player = Defender then
     84        begin
     85          AIList[Player].OnAfterEnemyAttack;
     86          Defender := -1;
     87        end;
     88      cShowAfterMove:
     89        if Player = Defender then
     90        begin
     91          AIList[Player].OnAfterEnemyCapture;
     92          Defender := -1;
     93        end;
     94
     95      else {ignore other commands}
    2796    end;
    28   cNewGame,cLoadGame:
    29     begin
    30 {$IFNDEF DEBUG}Randomize;{$ENDIF}
    31     CustomAI.Init(TNewGameData(Data));
    32     for p:=nPl-1 downto 0 do
    33       if G.RO[p]<>nil then
    34         begin
    35         AIList[p]:=TAI.Create(p);
    36         AIList[p].SetDataDefaults;
    37         end
    38       else AIList[p]:=nil;
    39     Defender:=-1;
    40     end;
    41   cGetReady:
    42     for p:=nPl-1 downto 0 do
    43       if AIList[p]<>nil then AIList[p].SetDataRandom;
    44   cBreakGame:
    45     for p:=0 to nPl-1 do
    46       if AIList[p]<>nil then AIList[p].Free;
    47 
    48   cTurn, cContinue, scContact..scDipBreak, cShowEndContact:
    49     AIList[Player].Process(Command, Data);
    50 
    51   cShowAttacking, cShowCapturing:
    52     with TShowMove(Data) do
    53       begin
    54       y0:=FromLoc div G.lx;
    55       ToLoc:=(FromLoc+(dx+y0 and 1+G.lx+G.lx) shr 1) mod G.lx +G.lx*(y0+dy);
    56       if G.RO[Player].Map[ToLoc] and fOwned<>0 then
    57         begin
    58         UnitInfo.Loc:=FromLoc;
    59         UnitInfo.mix:=mix;
    60         UnitInfo.emix:=emix;
    61         UnitInfo.Owner:=Owner;
    62         UnitInfo.Health:=Health;
    63         UnitInfo.Fuel:=Fuel;
    64         UnitInfo.Job:=jNone;
    65         UnitInfo.Exp:=Exp;
    66         UnitInfo.Load:=Load;
    67         UnitInfo.Flags:=Flags;
    68         if Command=cShowAttacking then
    69           AIList[Player].OnBeforeEnemyAttack(UnitInfo, ToLoc, EndHealth,
    70             EndHealthDef)
    71         else AIList[Player].OnBeforeEnemyCapture(UnitInfo, ToLoc);
    72         Defender:=Player
    73         end
    74       end;
    75   cShowAfterAttack:
    76     if Player=Defender then
    77       begin
    78       AIList[Player].OnAfterEnemyAttack;
    79       Defender:=-1;
    80       end;
    81   cShowAfterMove:
    82     if Player=Defender then
    83       begin
    84       AIList[Player].OnAfterEnemyCapture;
    85       Defender:=-1;
    86       end;
    87 
    88   else {ignore other commands}
    89   end
    90 end;
     97  end;
    9198
    9299exports
    93 Client Name 'client';
     100  Client Name 'client';
    94101
    95102end.
    96 
    97 
    98 
  • trunk/AI/StdAI/ToolAI.pas

    r160 r289  
    55
    66uses
    7 {$IFDEF DEBUG}SysUtils,{$ENDIF} // necessary for debug exceptions
    8 Math,
     7  SysUtils, Math,
    98{$IFDEF DEBUG}Names,{$ENDIF}
    10 Protocol, CustomAI;
    11 
     9  Protocol, CustomAI;
    1210
    1311type
    14 TGroupTransportPlan=record
    15   LoadLoc, uixTransport, nLoad, TurnsEmpty, TurnsLoaded: integer;
    16   uixLoad: array[0..15] of integer;
    17   end;
    18 
    19 
    20 TToolAI = class(TCustomAI)
    21 protected
    22   {$IFDEF DEBUG}DebugMap: array[0..lxmax*lymax-1] of integer;{$ENDIF}
    23 
    24   function CenterOfEmpire: integer;
     12  TGroupTransportPlan = record
     13    LoadLoc, uixTransport, nLoad, TurnsEmpty, TurnsLoaded: integer;
     14    uixLoad: array[0..15] of integer;
     15  end;
     16
     17
     18  TToolAI = class(TCustomAI)
     19  protected
     20  {$IFDEF DEBUG}DebugMap: array[0..lxmax * lymax - 1] of integer;{$ENDIF}
     21
     22    function CenterOfEmpire: integer;
    2523    // tile that is in the middle of all own cities
    2624
    27   function CityTaxBalance(cix: integer; const CityReport: TCityReport): integer;
     25    function CityTaxBalance(cix: integer; const CityReport: TCityReport): integer;
    2826    // calculates exact difference of income and maintenance cost for a single city
    2927    // positive result = income higher than maintenance
     
    3129    // respects production and food converted to gold
    3230    // CityReport must have been prepared before
    33   procedure SumCities(TaxRate: integer; var TaxSum, ScienceSum: integer);
     31    procedure SumCities(TaxRate: integer; var TaxSum, ScienceSum: integer);
    3432    // calculates exact total tax and science income
    3533    // tax is reduced by maintenance (so might be negative)
    3634    // luxury not supported
    3735
    38   procedure OptimizeCityTiles;
     36    procedure OptimizeCityTiles;
    3937    // obsolete; use City_OptimizeTiles instead
    4038
    41   procedure GetCityProdPotential;
     39    procedure GetCityProdPotential;
    4240    // calculates potential collected production resources of a city
    4341    // result: list for all cities in CityResult
    44   procedure GetCityTradePotential;
     42    procedure GetCityTradePotential;
    4543    // calculates potential collected trade resources of a city
    4644    // result: list for all cities in CityResult
    4745
    48   procedure JobAssignment_Initialize;
     46    procedure JobAssignment_Initialize;
    4947    // initialization, must be called first of the JobAssignment functions
    50   procedure JobAssignment_AddJob(Loc, Job, Score: integer);
     48    procedure JobAssignment_AddJob(Loc, Job, Score: integer);
    5149    // add job for settlers with certain score
    5250    // jobs include founding cities!
    53   procedure JobAssignment_AddUnit(uix: integer);
     51    procedure JobAssignment_AddUnit(uix: integer);
    5452    // add a settler unit to do jobs
    55   procedure JobAssignment_Go;
     53    procedure JobAssignment_Go;
    5654    // to be called after all jobs and the settlers for them have been added
    5755    // assigns each job to one settler, moves the settlers and makes them work
     
    5957    // starting a job one turn earlier counts the same as 4 points of score
    6058    // function does not cancel jobs that are already started
    61   function JobAssignment_GotJob(uix: integer): boolean;
     59    function JobAssignment_GotJob(uix: integer): boolean;
    6260    // can be called after JobAssignment_Go to find out whether
    6361    // a certain settler has been assigned a job to
    6462
    65   procedure AnalyzeMap;
     63    procedure AnalyzeMap;
    6664    // calculates formations and districts
    6765
    68   function CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
    69     var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer; IsCapture: boolean): integer;
     66    function CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
     67      var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer;
     68      IsCapture: boolean): integer;
    7069    // forecast single unit move between adjacent tiles
    7170    // format of TimeBeforeStep and TimeAfterStep: $1000*number of turns + $800-MP left
     
    7574    // CrossCorner=1 for long moves that cross the tile corner, =0 for short ones that don't
    7675
    77   function GetMyMoveStyle(mix,Health: integer): integer;
    78 
    79   function Unit_MoveEx(uix,ToLoc: integer; Options: integer = 0): integer;
    80 
    81   procedure SeaTransport_BeginInitialize;
    82   procedure SeaTransport_EndInitialize;
     76    function GetMyMoveStyle(mix, Health: integer): integer;
     77
     78    function Unit_MoveEx(uix, ToLoc: integer; Options: integer = 0): integer;
     79
     80    procedure SeaTransport_BeginInitialize;
     81    procedure SeaTransport_EndInitialize;
    8382    // sea transport, obligatory call order:
    8483    // 1. BeginInitialize
     
    9190    // - all transports have same capacity
    9291    // - no transport is damaged
    93   procedure SeaTransport_AddLoad(uix: integer);
    94   procedure SeaTransport_AddTransport(uix: integer);
    95   procedure SeaTransport_AddDestination(Loc: integer);
    96   function SeaTransport_MakeGroupPlan(var TransportPlan: TGroupTransportPlan): boolean;
     92    procedure SeaTransport_AddLoad(uix: integer);
     93    procedure SeaTransport_AddTransport(uix: integer);
     94    procedure SeaTransport_AddDestination(Loc: integer);
     95    function SeaTransport_MakeGroupPlan(var TransportPlan: TGroupTransportPlan): boolean;
    9796    // make plan for group of units to transport from a single loading location by a single transport
    9897    // the plan optimizes:
     
    104103    // function returns false if no more transports are possible
    105104
    106   function CurrentMStrength(Domain: integer): integer;
     105    function CurrentMStrength(Domain: integer): integer;
    107106  end;
    108107
    109108
    110109const
    111 // no-formations
    112 nfUndiscovered=-1; nfPole=-2; nfPeace=-3;
    113 
    114 // return codes of CheckStep
    115 csOk=0;
     110  // no-formations
     111  nfUndiscovered = -1;
     112  nfPole = -2;
     113  nfPeace = -3;
     114
     115  // return codes of CheckStep
     116  csOk = 0;
    116117  // step is valid
    117118  // TimeAfterMove has been calculated
    118 csForbiddenTile=1;
     119  csForbiddenTile = 1;
    119120  // unit can not move onto this tile
    120121  // TimeAfterMove not calculated
    121 csForbiddenStep=2;
     122  csForbiddenStep = 2;
    122123  // (ZoC unit only) unit can not do this step because of ZoC violation
    123124  // maybe tile can be reached using another way
    124125  // TimeAfterMove not calculated
    125 csCheckTerritory=3;
     126  csCheckTerritory = 3;
    126127  // move within other nations's territory shortly after making peace
    127128  // step is only possible if RO.Territory is the same for both tiles
    128129  // TimeAfterMove has been calculated
    129130
    130 // Unit_MoveEx
    131 mxAdjacent=$00000001;
    132 
    133 
    134 var
    135 nContinent, nOcean, nDistrict: integer;
    136 Formation: array[0..lxmax*lymax-1] of integer;
     131  // Unit_MoveEx
     132  mxAdjacent = $00000001;
     133
     134
     135var
     136  nContinent, nOcean, nDistrict: integer;
     137  Formation: array[0..lxmax * lymax - 1] of integer;
    137138  // water: ocean index, land: continent index, sorted by size
    138139  // territory unpassable due to peace treaty divides a continent
    139 District: array[0..lxmax*lymax-1] of integer;
     140  District: array[0..lxmax * lymax - 1] of integer;
    140141  // index of coherent own territory, sorted by size
    141 CityResult: array[0..nCmax-1] of integer;
    142 
    143 Advancedness: array[0..nAdv-1] of integer; // total number of prerequisites for each advance
     142  CityResult: array[0..nCmax - 1] of integer;
     143
     144  Advancedness: array[0..nAdv - 1] of integer;
     145// total number of prerequisites for each advance
    144146
    145147
     
    147149
    148150uses
    149 Pile;
     151  Pile;
    150152
    151153type
    152 pinteger=^integer;
    153 
    154 var
    155 // for JobAssignment
    156 MaxScore: integer;
    157 TileJob,TileJobScore: array[0..lxmax*lymax-1] of byte;
    158 JobLocOfSettler: array[0..nUmax-1] of integer; // ToAssign = find job
    159 
    160 // for Transport
    161 TransportMoveStyle, TransportCapacity, nTransportLoad: integer;
    162 InitComplete, HaveDestinations: boolean;
    163 uixTransportLoad, TransportAvailable: array[0..nUmax-1] of integer;
    164 TurnsAfterLoad: array[0..lxmax*lymax-1] of shortint;
    165 
    166 
    167 procedure ReplaceD(Start, Stop: pinteger; Raider,Twix: integer);
    168 begin
    169 while Start<>Stop do
     154  pinteger = ^integer;
     155
     156var
     157  // for JobAssignment
     158  MaxScore: integer;
     159  TileJob, TileJobScore: array[0..lxmax * lymax - 1] of byte;
     160  JobLocOfSettler: array[0..nUmax - 1] of integer; // ToAssign = find job
     161
     162  // for Transport
     163  TransportMoveStyle, TransportCapacity, nTransportLoad: integer;
     164  InitComplete, HaveDestinations: boolean;
     165  uixTransportLoad, TransportAvailable: array[0..nUmax - 1] of integer;
     166  TurnsAfterLoad: array[0..lxmax * lymax - 1] of shortint;
     167
     168
     169procedure ReplaceD(Start, Stop: pinteger; Raider, Twix: integer);
     170begin
     171  while Start <> Stop do
    170172  begin
    171   if Start^=Raider then Start^:=Twix;
    172   inc(Start)
     173    if Start^ = Raider then
     174      Start^ := Twix;
     175    Inc(Start);
    173176  end;
    174177end;
     
    176179function NextZero(Start, Stop: pinteger; Mask: cardinal): pinteger;
    177180begin
    178 while (Start<>Stop) and (Start^ and Mask<>0) do inc(Start);
    179 result:=Start;
     181  while (Start <> Stop) and (Start^ and Mask <> 0) do
     182    Inc(Start);
     183  Result := Start;
    180184end;
    181185
     
    183187function TToolAI.CenterOfEmpire: integer;
    184188var
    185 cix,Loc,x,y,sy,n: integer;
    186 a,su,sv: double;
    187 begin
    188 n:=0;
    189 sy:=0;
    190 su:=0;
    191 sv:=0;
    192 for cix:=0 to RO.nCity-1 do
     189  cix, Loc, x, y, sy, n: integer;
     190  a, su, sv: double;
     191begin
     192  n := 0;
     193  sy := 0;
     194  su := 0;
     195  sv := 0;
     196  for cix := 0 to RO.nCity - 1 do
    193197  begin
    194   Loc:=MyCity[cix].Loc;
    195   if Loc>=0 then
    196     begin
    197     y:=Loc div G.lx;
    198     x:=Loc-y*G.lx;
    199     inc(sy,y);
    200     a:=2*pi*x/G.lx;
    201     su:=su+cos(a);
    202     sv:=sv+sin(a);
    203     inc(n);
    204     end;
    205   end;
    206 a:=arctan2(sv,su);
    207 x:=round(G.lx*a/(2*pi));
    208 while x>=G.lx do
    209   dec(x,G.lx);
    210 while x<0 do
    211   inc(x,G.lx);
    212 result:=((2*sy+n) div (2*n))*G.lx + x;
     198    Loc := MyCity[cix].Loc;
     199    if Loc >= 0 then
     200    begin
     201      y := Loc div G.lx;
     202      x := Loc - y * G.lx;
     203      Inc(sy, y);
     204      a := 2 * pi * x / G.lx;
     205      su := su + cos(a);
     206      sv := sv + sin(a);
     207      Inc(n);
     208    end;
     209  end;
     210  a := arctan2(sv, su);
     211  x := round(G.lx * a / (2 * pi));
     212  while x >= G.lx do
     213    Dec(x, G.lx);
     214  while x < 0 do
     215    Inc(x, G.lx);
     216  Result := ((2 * sy + n) div (2 * n)) * G.lx + x;
    213217end;
    214218
    215219function TToolAI.CityTaxBalance(cix: integer; const CityReport: TCityReport): integer;
    216220var
    217 i: integer;
    218 begin
    219 result:=0;
    220 if (CityReport.Working-CityReport.Happy<=MyCity[cix].Size shr 1) {no disorder}
    221   and (MyCity[cix].Flags and chCaptured=0) then // not captured
     221  i: integer;
     222begin
     223  Result := 0;
     224  if (CityReport.Working - CityReport.Happy <= MyCity[cix].Size shr 1) {no disorder} and
     225    (MyCity[cix].Flags and chCaptured = 0) then // not captured
    222226  begin
    223   inc(result, CityReport.Tax);
    224   if (MyCity[cix].Project and (cpImp+cpIndex)=cpImp+imTrGoods)
    225     and (CityReport.ProdRep>CityReport.Support) then
    226     inc(result, CityReport.ProdRep-CityReport.Support);
    227   if ((RO.Government=gLybertarianism)
    228       or (MyCity[cix].Size>=NeedAqueductSize)
    229       and (CityReport.FoodRep<CityReport.Eaten+2))
    230     and (CityReport.FoodRep>CityReport.Eaten) then
    231     inc(result, CityReport.FoodRep-CityReport.Eaten);
    232   end;
    233 for i:=28 to nImp-1 do if MyCity[cix].Built[i]>0 then
    234   dec(result, Imp[i].Maint);
     227    Inc(Result, CityReport.Tax);
     228    if (MyCity[cix].Project and (cpImp + cpIndex) = cpImp + imTrGoods) and
     229      (CityReport.ProdRep > CityReport.Support) then
     230      Inc(Result, CityReport.ProdRep - CityReport.Support);
     231    if ((RO.Government = gLybertarianism) or (MyCity[cix].Size >=
     232      NeedAqueductSize) and (CityReport.FoodRep < CityReport.Eaten + 2)) and
     233      (CityReport.FoodRep > CityReport.Eaten) then
     234      Inc(Result, CityReport.FoodRep - CityReport.Eaten);
     235  end;
     236  for i := 28 to nImp - 1 do
     237    if MyCity[cix].Built[i] > 0 then
     238      Dec(Result, Imp[i].Maint);
    235239end;
    236240
    237241procedure TToolAI.SumCities(TaxRate: integer; var TaxSum, ScienceSum: integer);
    238242var
    239 cix,p1: integer;
    240 CityReport: TCityReport;
    241 begin
    242 TaxSum:=0; ScienceSum:=0;
    243 if RO.Government=gAnarchy then exit;
    244 for p1:=0 to nPl-1 do
    245   if RO.Tribute[p1]<=RO.TributePaid[p1] then // don't rely on tribute from bankrupt nations
    246     TaxSum:=TaxSum+RO.Tribute[p1];
    247 for cix:=0 to RO.nCity-1 do if MyCity[cix].Loc>=0 then
    248   begin
    249   City_GetHypoReport(cix,-1,TaxRate,0,CityReport);
    250   if (CityReport.Working-CityReport.Happy<=MyCity[cix].Size shr 1) {no disorder}
    251     and (MyCity[cix].Flags and chCaptured=0) then // not captured
    252     ScienceSum:=ScienceSum+CityReport.Science;
    253   TaxSum:=TaxSum+CityTaxBalance(cix, CityReport);
    254   end;
     243  cix, p1: integer;
     244  CityReport: TCityReport;
     245begin
     246  TaxSum := 0;
     247  ScienceSum := 0;
     248  if RO.Government = gAnarchy then
     249    exit;
     250  for p1 := 0 to nPl - 1 do
     251    if RO.Tribute[p1] <= RO.TributePaid[p1] then
     252      // don't rely on tribute from bankrupt nations
     253      TaxSum := TaxSum + RO.Tribute[p1];
     254  for cix := 0 to RO.nCity - 1 do
     255    if MyCity[cix].Loc >= 0 then
     256    begin
     257      City_GetHypoReport(cix, -1, TaxRate, 0, CityReport);
     258      if (CityReport.Working - CityReport.Happy <= MyCity[cix].Size shr
     259        1) {no disorder} and (MyCity[cix].Flags and chCaptured = 0) then // not captured
     260        ScienceSum := ScienceSum + CityReport.Science;
     261      TaxSum := TaxSum + CityTaxBalance(cix, CityReport);
     262    end;
    255263end;
    256264
     
    260268
    261269const
    262 pctOptimize=0; pctGetProdPotential=1; pctGetTradePotential=2;
     270  pctOptimize = 0;
     271  pctGetProdPotential = 1;
     272  pctGetTradePotential = 2;
    263273
    264274procedure TToolAI.OptimizeCityTiles;
    265275var
    266 cix: integer;
    267 begin
    268 for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    269   City_OptimizeTiles(cix);
     276  cix: integer;
     277begin
     278  for cix := 0 to RO.nCity - 1 do
     279    with MyCity[cix] do
     280      if Loc >= 0 then
     281        City_OptimizeTiles(cix);
    270282end;
    271283
    272284procedure TToolAI.GetCityProdPotential;
    273285var
    274 cix: integer;
    275 Advice: TCityTileAdviceData;
    276 begin
    277 for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    278   begin
    279   Advice.ResourceWeights:=rwMaxProd;
    280   Server(sGetCityTileAdvice, me, cix, Advice);
    281   CityResult[cix]:=Advice.CityReport.ProdRep; // considers factory, but shouldn't
    282   end;
     286  cix: integer;
     287  Advice: TCityTileAdviceData;
     288begin
     289  for cix := 0 to RO.nCity - 1 do
     290    with MyCity[cix] do
     291      if Loc >= 0 then
     292      begin
     293        Advice.ResourceWeights := rwMaxProd;
     294        Server(sGetCityTileAdvice, me, cix, Advice);
     295        CityResult[cix] := Advice.CityReport.ProdRep; // considers factory, but shouldn't
     296      end;
    283297end;
    284298
    285299procedure TToolAI.GetCityTradePotential;
    286300var
    287 cix: integer;
    288 Advice: TCityTileAdviceData;
    289 begin
    290 for cix:=0 to RO.nCity-1 do with MyCity[cix] do if Loc>=0 then
    291   begin
    292   Advice.ResourceWeights:=rwMaxScience;
    293   Server(sGetCityTileAdvice, me, cix, Advice);
    294   CityResult[cix]:=Advice.CityReport.Trade;
    295   end;
     301  cix: integer;
     302  Advice: TCityTileAdviceData;
     303begin
     304  for cix := 0 to RO.nCity - 1 do
     305    with MyCity[cix] do
     306      if Loc >= 0 then
     307      begin
     308        Advice.ResourceWeights := rwMaxScience;
     309        Server(sGetCityTileAdvice, me, cix, Advice);
     310        CityResult[cix] := Advice.CityReport.Trade;
     311      end;
    296312end;
    297313
     
    301317
    302318const
    303 ToAssign=lxmax*lymax;
     319  ToAssign = lxmax * lymax;
    304320
    305321procedure TToolAI.JobAssignment_Initialize;
    306322begin
    307 fillchar(JobLocOfSettler, RO.nUn*sizeof(integer), $FF); // -1
    308 fillchar(TileJob, MapSize, jNone);
    309 fillchar(TileJobScore, MapSize, 0);
    310 MaxScore:=0;
     323  fillchar(JobLocOfSettler, RO.nUn * sizeof(integer), $FF); // -1
     324  fillchar(TileJob, MapSize, jNone);
     325  fillchar(TileJobScore, MapSize, 0);
     326  MaxScore := 0;
    311327end;
    312328
    313329procedure TToolAI.JobAssignment_AddJob(Loc, Job, Score: integer);
    314330begin
    315 if Score>255 then Score:=255;
    316 if Score>TileJobScore[Loc] then
     331  if Score > 255 then
     332    Score := 255;
     333  if Score > TileJobScore[Loc] then
    317334  begin
    318   TileJob[Loc]:=Job;
    319   TileJobScore[Loc]:=Score;
    320   if Score>MaxScore then MaxScore:=Score
     335    TileJob[Loc] := Job;
     336    TileJobScore[Loc] := Score;
     337    if Score > MaxScore then
     338      MaxScore := Score;
    321339  end;
    322340end;
     
    324342procedure TToolAI.JobAssignment_AddUnit(uix: integer);
    325343begin
    326 assert(MyModel[MyUnit[uix].mix].Kind in [mkSettler,mkSlaves]);
    327 JobLocOfSettler[uix]:=ToAssign
     344  assert(MyModel[MyUnit[uix].mix].Kind in [mkSettler, mkSlaves]);
     345  JobLocOfSettler[uix] := ToAssign;
    328346end;
    329347
    330348function TToolAI.JobAssignment_GotJob(uix: integer): boolean;
    331349begin
    332 result:=JobLocOfSettler[uix]>=0;
     350  Result := JobLocOfSettler[uix] >= 0;
    333351end;
    334352
    335353procedure TToolAI.JobAssignment_Go;
    336354const
    337 DistanceScore=4;
    338 StepSizeByTerrain: array[0..11] of integer=
    339 ( 0, 0, 1, 2, 1, 1, 0, 1, 0, 1, 1, 2);
    340 //Oc-Sh-Gr-De-Pr-Tu-Ar-Sw-XX-Fo-Hi-Mo
    341 var
    342 uix,BestScore,BestCount,BestLoc,BestJob,BestDistance,TestLoc,NextLoc,
    343 TestDistance,V8,TestScore,StepSize,MoveResult: integer;
    344 UnitsToAssign: boolean;
    345 Adjacent: TVicinity8Loc;
    346 SettlerOfJobLoc,DistToLoc: array[0..lxmax*lymax-1] of smallint;
     355  DistanceScore = 4;
     356  StepSizeByTerrain: array[0..11] of integer =
     357    (0, 0, 1, 2, 1, 1, 0, 1, 0, 1, 1, 2);
     358  //Oc-Sh-Gr-De-Pr-Tu-Ar-Sw-XX-Fo-Hi-Mo
     359var
     360  uix, BestScore, BestCount, BestLoc, BestJob, BestDistance, TestLoc,
     361  NextLoc, TestDistance, V8, TestScore, StepSize, MoveResult: integer;
     362  UnitsToAssign: boolean;
     363  Adjacent: TVicinity8Loc;
     364  SettlerOfJobLoc, DistToLoc: array[0..lxmax * lymax - 1] of smallint;
    347365  // DistToLoc is only defined where SettlerOfJobLoc>=0
    348 TileChecked: array[0..lxmax*lymax-1] of boolean;
    349 begin
    350 fillchar(SettlerOfJobLoc, MapSize*2, $FF); // -1
    351 
    352 // keep up jobs that are already started
    353 for uix:=0 to RO.nUn-1 do
    354   if (MyUnit[uix].Loc>=0) and (MyUnit[uix].Job>jNone) then
    355     begin
    356     JobLocOfSettler[uix]:=MyUnit[uix].Loc;
    357     SettlerOfJobLoc[MyUnit[uix].Loc]:=uix;
    358     DistToLoc[MyUnit[uix].Loc]:=0
    359     end;
    360 
    361 // assign remaining jobs to remaining settlers
    362 UnitsToAssign:=true;
    363 while UnitsToAssign do
     366  TileChecked: array[0..lxmax * lymax - 1] of boolean;
     367begin
     368  fillchar(SettlerOfJobLoc, MapSize * 2, $FF); // -1
     369
     370  // keep up jobs that are already started
     371  for uix := 0 to RO.nUn - 1 do
     372    if (MyUnit[uix].Loc >= 0) and (MyUnit[uix].Job > jNone) then
     373    begin
     374      JobLocOfSettler[uix] := MyUnit[uix].Loc;
     375      SettlerOfJobLoc[MyUnit[uix].Loc] := uix;
     376      DistToLoc[MyUnit[uix].Loc] := 0;
     377    end;
     378
     379  // assign remaining jobs to remaining settlers
     380  UnitsToAssign := True;
     381  while UnitsToAssign do
    364382  begin
    365   UnitsToAssign:=false;
    366   for uix:=0 to RO.nUn-1 do if JobLocOfSettler[uix]=ToAssign then
    367     begin
    368     BestJob:=jNone;
    369     BestScore:=-999999;
    370     FillChar(TileChecked,MapSize*sizeof(boolean),false);
    371     Pile.Create(MapSize);
    372     Pile.Put(MyUnit[uix].Loc,0); // start search for new job at current location
    373     while Pile.Get(TestLoc,TestDistance) do
    374       begin
    375       // add surrounding tiles to queue, but only if there's a chance to beat BestScore
    376       if MaxScore-DistanceScore*(TestDistance+1)>=BestScore then
     383    UnitsToAssign := False;
     384    for uix := 0 to RO.nUn - 1 do
     385      if JobLocOfSettler[uix] = ToAssign then
     386      begin
     387        BestJob := jNone;
     388        BestScore := -999999;
     389        FillChar(TileChecked, MapSize * sizeof(boolean), False);
     390        Pile.Create(MapSize);
     391        Pile.Put(MyUnit[uix].Loc, 0); // start search for new job at current location
     392        while Pile.Get(TestLoc, TestDistance) do
    377393        begin
    378         V8_to_Loc(TestLoc,Adjacent);
    379         for V8:=0 to 7 do
     394          // add surrounding tiles to queue, but only if there's a chance to beat BestScore
     395          if MaxScore - DistanceScore * (TestDistance + 1) >= BestScore then
    380396          begin
    381           NextLoc:=Adjacent[V8];
    382           if (NextLoc>=0) and not TileChecked[NextLoc]
    383             and (Map[NextLoc] and fTerrain<>fUNKNOWN) then
     397            V8_to_Loc(TestLoc, Adjacent);
     398            for V8 := 0 to 7 do
    384399            begin
    385             StepSize:=StepSizeByTerrain[Map[NextLoc] and fTerrain];
    386             if (StepSize>0) // no water or arctic tile
    387               and (Map[NextLoc] and (fUnit or fOwned)<>fUnit) // no foreign unit
    388               and ((RO.Territory[NextLoc]<0) or (RO.Territory[NextLoc]=me)) // no foreign territory
    389               and (Map[TestLoc] and Map[NextLoc] and fInEnemyZoC=0) then // move not prevented by ZoC
    390               Pile.Put(NextLoc,TestDistance+StepSize)
    391               // simplification, only optimal for 150 mp units in land with no roads
     400              NextLoc := Adjacent[V8];
     401              if (NextLoc >= 0) and not TileChecked[NextLoc] and
     402                (Map[NextLoc] and fTerrain <> fUNKNOWN) then
     403              begin
     404                StepSize := StepSizeByTerrain[Map[NextLoc] and fTerrain];
     405                if (StepSize > 0) // no water or arctic tile
     406                  and (Map[NextLoc] and (fUnit or fOwned) <> fUnit) // no foreign unit
     407                  and ((RO.Territory[NextLoc] < 0) or
     408                  (RO.Territory[NextLoc] = me)) // no foreign territory
     409                  and (Map[TestLoc] and Map[NextLoc] and fInEnemyZoC = 0) then
     410                  // move not prevented by ZoC
     411                  Pile.Put(NextLoc, TestDistance + StepSize);
     412                // simplification, only optimal for 150 mp units in land with no roads
     413              end;
     414            end;
     415          end;
     416
     417          // check tile for job
     418          if (TileJob[TestLoc] > jNone) and
     419            ((MyModel[MyUnit[uix].mix].Kind <> mkSlaves) or
     420            (TileJob[TestLoc] <> jCity)) and
     421            ((SettlerOfJobLoc[TestLoc] < 0) or (DistToLoc[TestLoc] > TestDistance)) then
     422          begin
     423            TestScore := integer(TileJobScore[TestLoc]) - DistanceScore * TestDistance;
     424            if TestScore > BestScore then
     425              BestCount := 0;
     426            if TestScore >= BestScore then
     427            begin
     428              Inc(BestCount);
     429              if random(BestCount) = 0 then
     430              begin
     431                BestScore := TestScore;
     432                BestLoc := TestLoc;
     433                BestJob := TileJob[TestLoc];
     434                BestDistance := TestDistance;
     435              end;
     436            end;
     437          end;
     438          TileChecked[TestLoc] := True;
     439        end;
     440        Pile.Free;
     441
     442        if BestJob > jNone then
     443        begin // new job found for this unit
     444          if SettlerOfJobLoc[BestLoc] >= 0 then
     445          begin // another unit was already assigned to this job, but is not as close -- reassign that unit!
     446            JobLocOfSettler[SettlerOfJobLoc[BestLoc]] := ToAssign;
     447            UnitsToAssign := True;
     448          end;
     449          JobLocOfSettler[uix] := BestLoc;
     450          SettlerOfJobLoc[BestLoc] := uix;
     451          DistToLoc[BestLoc] := BestDistance;
     452        end
     453        else
     454          JobLocOfSettler[uix] := -1; // no jobs for this settler
     455      end; // for uix
     456  end;
     457
     458  // move settlers and start new jobs
     459  for uix := 0 to RO.nUn - 1 do
     460    with MyUnit[uix] do
     461      if (Loc >= 0) and (Job = jNone) and (JobLocOfSettler[uix] >= 0) then
     462      begin
     463        if Loc <> JobLocOfSettler[uix] then
     464          repeat
     465            MoveResult := Unit_Move(uix, JobLocOfSettler[uix])
     466          until (MoveResult < rExecuted) or (MoveResult and
     467              (rLocationReached or rMoreTurns or rUnitRemoved) <> 0);
     468        if (Loc = JobLocOfSettler[uix]) and (Movement >= 100) then
     469          Unit_StartJob(uix, TileJob[JobLocOfSettler[uix]]);
     470      end;
     471end; // JobAssignment_Go
     472
     473
     474//------------------------------------------------------------------------------
     475// Map Analysis
     476
     477procedure TToolAI.AnalyzeMap;
     478var
     479  i, j, Loc, Loc1, V8, Count, Kind, MostIndex: integer;
     480  Adjacent: TVicinity8Loc;
     481  IndexOfID: array[0..lxmax * lymax - 1] of smallint;
     482  IDOfIndex: array[0..lxmax * lymax div 2 - 1] of smallint;
     483begin
     484  fillchar(District, MapSize * 4, $FF);
     485  for Loc := 0 to MapSize - 1 do
     486    if Map[Loc] and fTerrain = fUNKNOWN then
     487      Formation[Loc] := nfUndiscovered
     488    else if Map[Loc] and fTerrain = fArctic then
     489      Formation[Loc] := nfPole
     490    else if Map[Loc] and fPeace <> 0 then
     491      Formation[Loc] := nfPeace
     492    else
     493    begin
     494      Formation[Loc] := Loc;
     495      V8_to_Loc(Loc, Adjacent);
     496      for V8 := 0 to 7 do
     497      begin
     498        Loc1 := Adjacent[V8];
     499        if (Loc1 < Loc) and (Loc1 >= 0) and (Formation[Loc1] >= 0) and
     500          ((Map[Loc1] and fTerrain >= fGrass) = (Map[Loc] and fTerrain >= fGrass)) then
     501          if Formation[Loc] = Loc then
     502            Formation[Loc] := Formation[Loc1]
     503          else if Formation[Loc] < Formation[Loc1] then
     504            ReplaceD(@Formation[Formation[Loc1]], @Formation[Loc + 1],
     505              Formation[Loc1], Formation[Loc])
     506          else if Formation[Loc] > Formation[Loc1] then
     507            ReplaceD(@Formation[Formation[Loc]], @Formation[Loc + 1],
     508              Formation[Loc], Formation[Loc1]);
     509      end;
     510      if (RO.Territory[Loc] = me) and (Map[Loc] and fTerrain >= fGrass) then
     511      begin
     512        District[Loc] := Loc;
     513        for V8 := 0 to 7 do
     514        begin
     515          Loc1 := Adjacent[V8];
     516          if (Loc1 < Loc) and (Loc1 >= 0) and (District[Loc1] >= 0) then
     517            if District[Loc] = Loc then
     518              District[Loc] := District[Loc1]
     519            else if District[Loc] < District[Loc1] then
     520              ReplaceD(@District[District[Loc1]], @District[Loc + 1],
     521                District[Loc1], District[Loc])
     522            else if District[Loc] > District[Loc1] then
     523              ReplaceD(@District[District[Loc]], @District[Loc + 1],
     524                District[Loc], District[Loc1]);
     525        end;
     526      end;
     527    end;
     528
     529  // sort continents, oceans and districts by size
     530  for Kind := 0 to 2 do
     531  begin
     532    FillChar(IndexOfID, MapSize * 2, 0);
     533    case Kind of
     534      0: // continents
     535        for Loc := 0 to MapSize - 1 do
     536          if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain >= fGrass) then
     537            Inc(IndexOfID[Formation[Loc]]);
     538      1: // oceans
     539        for Loc := 0 to MapSize - 1 do
     540          if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain < fGrass) then
     541            Inc(IndexOfID[Formation[Loc]]);
     542      2: // districts
     543        for Loc := 0 to MapSize - 1 do
     544          if District[Loc] >= 0 then
     545            Inc(IndexOfID[District[Loc]]);
     546    end;
     547
     548    Count := 0;
     549    for Loc := 0 to MapSize - 1 do
     550      if IndexOfID[Loc] > 0 then
     551      begin
     552        IDOfIndex[Count] := Loc;
     553        Inc(Count);
     554      end;
     555    for i := 0 to Count - 2 do
     556    begin
     557      MostIndex := i;
     558      for j := i + 1 to Count - 1 do
     559        if IndexOfID[IDOfIndex[j]] > IndexOfID[IDOfIndex[MostIndex]] then
     560          MostIndex := j;
     561      if MostIndex <> i then
     562      begin
     563        j := IDOfIndex[i];
     564        IDOfIndex[i] := IDOfIndex[MostIndex];
     565        IDOfIndex[MostIndex] := j;
     566      end;
     567    end;
     568    for i := 0 to Count - 1 do
     569      IndexOfID[IDOfIndex[i]] := i;
     570
     571    case Kind of
     572      0: // continents
     573      begin
     574        nContinent := Count;
     575        for Loc := 0 to MapSize - 1 do
     576          if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain >= fGrass) then
     577            Formation[Loc] := IndexOfID[Formation[Loc]];
     578      end;
     579      1: // oceans
     580      begin
     581        nOcean := Count;
     582        for Loc := 0 to MapSize - 1 do
     583          if (Formation[Loc] >= 0) and (Map[Loc] and fTerrain < fGrass) then
     584            Formation[Loc] := IndexOfID[Formation[Loc]];
     585      end;
     586      2: // districts
     587      begin
     588        nDistrict := Count;
     589        for Loc := 0 to MapSize - 1 do
     590          if District[Loc] >= 0 then
     591            District[Loc] := IndexOfID[District[Loc]];
     592      end;
     593    end;
     594  end;
     595end;
     596
     597
     598//------------------------------------------------------------------------------
     599// Path Finding
     600
     601const
     602  // basic move styles
     603  msGround = $00000000;
     604  msNoGround = $10000000;
     605  msAlpine = $20000000;
     606  msOver = $40000000;
     607  msSpy = $50000000;
     608
     609  // other
     610  msHostile = $08000000;
     611
     612// bits:   |31|30|29|28|27|26 .. 16|15|14|13|12|11|10| 9| 8| 7| 6| 5| 4| 3| 2| 1| 0|
     613// ground: |   Basic   |Ho| Speed  |       HeavyCost       |        RailCost       |
     614// other:  |   Basic   | 0| Speed  |              X X X             | MaxTerrType  |
     615
     616function TToolAI.GetMyMoveStyle(mix, Health: integer): integer;
     617begin
     618  with MyModel[mix] do
     619  begin
     620    Result := Speed shl 16;
     621    case Domain of
     622      dGround:
     623      begin
     624        Inc(Result, (50 + (Speed - 150) * 13 shr 7) shl 8); //HeavyCost
     625        if RO.Wonder[woShinkansen].EffectiveOwner <> me then
     626          Inc(Result, Speed * (4 * 1311) shr 17); // RailCost
     627        if (RO.Wonder[woGardens].EffectiveOwner <> me) or
     628          (Kind = mkSettler) and (Speed >= 200) then
     629          Inc(Result, msHostile);
     630        if Kind = mkDiplomat then
     631          Inc(Result, msSpy)
     632        else if Cap[mcOver] > 0 then
     633          Inc(Result, msOver)
     634        else if Cap[mcAlpine] > 0 then
     635          Inc(Result, msAlpine)
     636        else
     637          Inc(Result, msGround);
     638      end;
     639      dSea:
     640      begin
     641        Result := Speed;
     642        if RO.Wonder[woMagellan].EffectiveOwner = me then
     643          Inc(Result, 200);
     644        if Health < 100 then
     645          Result := ((Result - 250) * Health div 5000) * 50 + 250;
     646        Result := Result shl 16;
     647        Inc(Result, msNoGround);
     648        if Cap[mcNav] > 0 then
     649          Inc(Result);
     650      end;
     651      dAir:
     652        Inc(Result, msNoGround + fUNKNOWN xor 1 - 1);
     653    end;
     654  end;
     655end;
     656
     657function TToolAI.CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
     658  var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer;
     659  IsCapture: boolean): integer;
     660var
     661  MoveCost, RecoverCost: integer;
     662begin
     663  //IsCapture:=true;
     664  assert(((FromTile and fTerrain <= fMountains) or (FromTile and
     665    fTerrain = fUNKNOWN)) and ((ToTile and fTerrain <= fMountains) or
     666    (ToTile and fTerrain = fUNKNOWN)));
     667  // do not pass location codes for FromTile and ToTile!
     668  RecoverTurns := 0;
     669  if MoveStyle < msGround + $10000000 then
     670  begin // common ground units
     671    if (ToTile + 1) and fTerrain < fGrass + 1 then
     672      Result := csForbiddenTile
     673    else if (ToTile and not FromTile and fPeace = 0) and
     674      (ToTile and (fUnit or fOwned) <> fUnit) and
     675      (IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
     676      if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
     677        (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
     678      begin // ZoC is ok
     679        if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
     680        begin // no railroad
     681          if (ToTile and (fRoad or fRR or fCity) <> 0) and
     682            (FromTile and (fRoad or fRR or fCity) <> 0) or
     683            (FromTile and ToTile and (fRiver or fCanal) <> 0) then
     684            MoveCost := 20 //move along road, river or canal
     685          else
     686          begin
     687            case Terrain[ToTile and fTerrain].MoveCost of
     688              1: MoveCost := 50; // plain terrain
     689              2: MoveCost := MoveStyle shr 8 and $FF; // heavy terrain
     690              else // mountains
     691              begin
     692                if TimeBeforeStep and $FFF + MoveStyle shr 16 and $7FF <= $800 then
     693                  TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800
     694                else
     695                  TimeAfterStep := TimeBeforeStep and $7FFFF000 + $2800;
     696                // must wait for next turn
     697                if (MoveStyle and msHostile <> 0) and
     698                  ((FromTile and (fTerrain or fSpecial1) = fDesert) or
     699                  (FromTile and fTerrain = fArctic)) and
     700                  (FromTile and (fCity or fRiver or fCanal) = 0) then
     701                begin
     702                  RecoverCost := ($800 - TimeBeforeStep and $FFF) * 5 shr 1;
     703                  while RecoverCost > 0 do
     704                  begin
     705                    Inc(RecoverTurns);
     706                    Dec(RecoverCost, MoveStyle shr 16 and $7FF);
     707                  end;
     708                end;
     709                Result := csOk;
     710                if ToTile and fPeace <> 0 then
     711                  Result := csCheckTerritory;
     712                exit;
     713              end;
     714            end;
     715          end;
     716        end
     717        else
     718          MoveCost := MoveStyle and $FF; //move along railroad
     719
     720        Inc(MoveCost, MoveCost shl CrossCorner);
     721        if (MoveStyle and msHostile = 0) or
     722          (ToTile and (fTerrain or fSpecial1) <> fDesert) and
     723          (ToTile and fTerrain <> fArctic) or (ToTile and
     724          (fCity or fRiver or fCanal) <> 0) or (ToTile and fTerImp = tiBase) then
     725          RecoverCost := 0
     726        else
     727          RecoverCost := (MoveCost * 5) shr 1;
     728        // damage from movement: MoveCost*DesertThurst/NoCityRecovery
     729        if (TimeBeforeStep and $FFF + MoveCost <= $800) and
     730          (TimeBeforeStep and $FFF < $800) then
     731          TimeAfterStep := TimeBeforeStep + MoveCost
     732        else
     733        begin
     734          TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
     735            MoveStyle shr 16 and $7FF + MoveCost; // must wait for next turn
     736          if (MoveStyle and msHostile <> 0) and
     737            ((FromTile and (fTerrain or fSpecial1) = fDesert) or
     738            (FromTile and fTerrain = fArctic)) and
     739            (FromTile and (fCity or fRiver or fCanal) = 0) and
     740            (FromTile and fTerImp <> tiBase) then
     741            Inc(RecoverCost, ($800 - TimeBeforeStep and $FFF) * 5 shr 1);
     742        end;
     743        while RecoverCost > 0 do
     744        begin
     745          Inc(RecoverTurns);
     746          Dec(RecoverCost, MoveStyle shr 16 and $7FF);
     747        end;
     748        Result := csOk;
     749        if ToTile and fPeace <> 0 then
     750          Result := csCheckTerritory;
     751      end
     752      else
     753        Result := csForbiddenStep // ZoC violation
     754    else
     755      Result := csForbiddenTile;
     756  end
     757
     758  else if MoveStyle < msNoGround + $10000000 then
     759  begin // ships and aircraft
     760    if ((ToTile and fTerrain xor 1 > MoveStyle and fTerrain) and
     761      (ToTile and (fCity or fCanal) = 0)) or (ToTile and not FromTile and fPeace <> 0) or
     762      (ToTile and (fUnit or fOwned) = fUnit) or (ToTile and
     763      (fCity or fOwned) = fCity) then
     764      Result := csForbiddenTile
     765    else
     766    begin
     767      MoveCost := 50 shl CrossCorner + 50;
     768      if TimeBeforeStep and $FFF + MoveCost <= $800 then
     769        TimeAfterStep := TimeBeforeStep + MoveCost
     770      else
     771        TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
     772          MoveStyle shr 16 and $7FF + MoveCost;
     773      // must wait for next turn
     774      Result := csOk;
     775      if ToTile and fPeace <> 0 then
     776        Result := csCheckTerritory;
     777    end;
     778  end
     779
     780  else if MoveStyle < msAlpine + $10000000 then
     781  begin // alpine
     782    if (ToTile + 1) and fTerrain < fGrass + 1 then
     783      Result := csForbiddenTile
     784    else if (ToTile and not FromTile and fPeace = 0) and
     785      (ToTile and (fUnit or fOwned) <> fUnit) and
     786      (IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
     787      if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
     788        (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
     789      begin
     790        if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
     791          MoveCost := 20 // no railroad
     792        else
     793          MoveCost := MoveStyle and $FF; //move along railroad
     794        Inc(MoveCost, MoveCost shl CrossCorner);
     795        if (TimeBeforeStep and $FFF + MoveCost <= $800) and
     796          (TimeBeforeStep and $FFF < $800) then
     797          TimeAfterStep := TimeBeforeStep + MoveCost
     798        else
     799          TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
     800            MoveStyle shr 16 and $7FF + MoveCost;
     801        // must wait for next turn
     802        Result := csOk;
     803        if ToTile and fPeace <> 0 then
     804          Result := csCheckTerritory;
     805      end
     806      else
     807        Result := csForbiddenStep // ZoC violation
     808    else
     809      Result := csForbiddenTile;
     810  end
     811
     812  else if MoveStyle < msOver + $10000000 then
     813  begin // overweight
     814    if (ToTile + 1) and fTerrain < fGrass + 1 then
     815      Result := csForbiddenTile
     816    else if (ToTile and not FromTile and fPeace = 0) and
     817      (ToTile and (fUnit or fOwned) <> fUnit) and
     818      (IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
     819      if (FromTile and fCity <> 0) or (ToTile and (fCity or fOwned) = fCity or fOwned) or
     820        (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit) <> fInEnemyZoc) then
     821      begin
     822        if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
     823        begin // no railroad
     824          if (ToTile and (fRoad or fRR or fCity) <> 0) and
     825            (FromTile and (fRoad or fRR or fCity) <> 0) or
     826            (FromTile and ToTile and (fRiver or fCanal) <> 0) then
     827            MoveCost := 40 //move along road, river or canal
     828          else
     829          begin
     830            Result := csForbiddenTile;
     831            exit;
     832          end;
     833        end
     834        else
     835          MoveCost := MoveStyle and $FF; //move along railroad
     836        Inc(MoveCost, MoveCost shl CrossCorner);
     837        if (TimeBeforeStep and $FFF + MoveCost <= $800) and
     838          (TimeBeforeStep and $FFF < $800) then
     839          TimeAfterStep := TimeBeforeStep + MoveCost
     840        else
     841          TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
     842            MoveStyle shr 16 and $7FF + MoveCost;
     843        // must wait for next turn
     844        Result := csOk;
     845        if ToTile and fPeace <> 0 then
     846          Result := csCheckTerritory;
     847      end
     848      else
     849        Result := csForbiddenStep // ZoC violation
     850    else
     851      Result := csForbiddenTile;
     852  end
     853
     854  else {if MoveStyle<msSpy+$10000000 then}
     855  begin // spies
     856    if (ToTile + 1) and fTerrain < fGrass + 1 then
     857      Result := csForbiddenTile
     858    else if (ToTile and (fUnit or fOwned) <> fUnit) and
     859      (IsCapture or (ToTile and (fCity or fOwned) <> fCity)) then
     860    begin
     861      if (ToTile and (fRR or fCity) = 0) or (FromTile and (fRR or fCity) = 0) then
     862      begin // no railroad
     863        if (ToTile and (fRoad or fRR or fCity) <> 0) and
     864          (FromTile and (fRoad or fRR or fCity) <> 0) or
     865          (FromTile and ToTile and (fRiver or fCanal) <> 0) then
     866          MoveCost := 20 //move along road, river or canal
     867        else
     868        begin
     869          case Terrain[ToTile and fTerrain].MoveCost of
     870            1: MoveCost := 50; // plain terrain
     871            2: MoveCost := MoveStyle shr 8 and $FF; // heavy terrain
     872            else // mountains
     873            begin
     874              if TimeBeforeStep and $FFF + MoveStyle shr 16 and $7FF <= $800 then
     875                TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800
     876              else
     877                TimeAfterStep := TimeBeforeStep and $7FFFF000 + $2800;
     878              // must wait for next turn
     879              Result := csOk;
     880              exit;
    392881            end;
    393882          end;
    394883        end;
    395 
    396       // check tile for job
    397       if (TileJob[TestLoc]>jNone)
    398         and ((MyModel[MyUnit[uix].mix].Kind<>mkSlaves)
    399           or (TileJob[TestLoc]<>jCity))
    400         and ((SettlerOfJobLoc[TestLoc]<0) or (DistToLoc[TestLoc]>TestDistance)) then
    401         begin
    402         TestScore:=integer(TileJobScore[TestLoc])-DistanceScore*TestDistance;
    403         if TestScore>BestScore then
    404           BestCount:=0;
    405         if TestScore>=BestScore then
    406           begin
    407           inc(BestCount);
    408           if random(BestCount)=0 then
    409             begin
    410             BestScore:=TestScore;
    411             BestLoc:=TestLoc;
    412             BestJob:=TileJob[TestLoc];
    413             BestDistance:=TestDistance
    414             end
    415           end;
    416         end;
    417       TileChecked[TestLoc]:=true;
    418       end;
    419     Pile.Free;
    420 
    421     if BestJob>jNone then
    422       begin // new job found for this unit
    423       if SettlerOfJobLoc[BestLoc]>=0 then
    424         begin // another unit was already assigned to this job, but is not as close -- reassign that unit!
    425         JobLocOfSettler[SettlerOfJobLoc[BestLoc]]:=ToAssign;
    426         UnitsToAssign:=true;
    427         end;
    428       JobLocOfSettler[uix]:=BestLoc;
    429       SettlerOfJobLoc[BestLoc]:=uix;
    430       DistToLoc[BestLoc]:=BestDistance
    431884      end
    432     else JobLocOfSettler[uix]:=-1; // no jobs for this settler
    433     end; // for uix
    434   end;
    435 
    436 // move settlers and start new jobs
    437 for uix:=0 to RO.nUn-1 do with MyUnit[uix] do
    438   if (Loc>=0) and (Job=jNone) and (JobLocOfSettler[uix]>=0) then
    439     begin
    440     if Loc<>JobLocOfSettler[uix] then
    441       repeat
    442         MoveResult:=Unit_Move(uix,JobLocOfSettler[uix])
    443       until (MoveResult<rExecuted)
    444         or (MoveResult and (rLocationReached or rMoreTurns or rUnitRemoved)<>0);
    445     if (Loc=JobLocOfSettler[uix]) and (Movement>=100) then
    446       Unit_StartJob(uix,TileJob[JobLocOfSettler[uix]]);
    447     end;
    448 end; // JobAssignment_Go
    449 
    450 
    451 //------------------------------------------------------------------------------
    452 // Map Analysis
    453 
    454 procedure TToolAI.AnalyzeMap;
    455 var
    456 i,j,Loc,Loc1,V8,Count,Kind,MostIndex: integer;
    457 Adjacent: TVicinity8Loc;
    458 IndexOfID: array[0..lxmax*lymax-1] of smallint;
    459 IDOfIndex: array[0..lxmax*lymax div 2 -1] of smallint;
    460 begin
    461 fillchar(District, MapSize*4, $FF);
    462 for Loc:=0 to MapSize-1 do
    463   if Map[Loc] and fTerrain=fUNKNOWN then Formation[Loc]:=nfUndiscovered
    464   else if Map[Loc] and fTerrain=fArctic then Formation[Loc]:=nfPole
    465   else if Map[Loc] and fPeace<>0 then Formation[Loc]:=nfPeace
    466   else
    467     begin
    468     Formation[Loc]:=Loc;
    469     V8_to_Loc(Loc, Adjacent);
    470     for V8:=0 to 7 do
    471       begin
    472       Loc1:=Adjacent[V8];
    473       if (Loc1<Loc) and (Loc1>=0) and (Formation[Loc1]>=0)
    474         and ((Map[Loc1] and fTerrain>=fGrass) = (Map[Loc] and fTerrain>=fGrass)) then
    475         if Formation[Loc]=Loc then Formation[Loc]:=Formation[Loc1]
    476         else if Formation[Loc]<Formation[Loc1] then
    477           ReplaceD(@Formation[Formation[Loc1]],@Formation[Loc+1],Formation[Loc1],Formation[Loc])
    478         else if Formation[Loc]>Formation[Loc1] then
    479           ReplaceD(@Formation[Formation[Loc]],@Formation[Loc+1],Formation[Loc],Formation[Loc1]);
    480       end;
    481     if (RO.Territory[Loc]=me) and (Map[Loc] and fTerrain>=fGrass) then
    482       begin
    483       District[Loc]:=Loc;
    484       for V8:=0 to 7 do
    485         begin
    486         Loc1:=Adjacent[V8];
    487         if (Loc1<Loc) and (Loc1>=0) and (District[Loc1]>=0) then
    488           if District[Loc]=Loc then District[Loc]:=District[Loc1]
    489           else if District[Loc]<District[Loc1] then
    490             ReplaceD(@District[District[Loc1]],@District[Loc+1],District[Loc1],District[Loc])
    491           else if District[Loc]>District[Loc1] then
    492             ReplaceD(@District[District[Loc]],@District[Loc+1],District[Loc],District[Loc1]);
    493         end
    494       end
    495     end;
    496 
    497 // sort continents, oceans and districts by size
    498 for Kind:=0 to 2 do
    499   begin
    500   FillChar(IndexOfID,MapSize*2,0);
    501   case Kind of
    502     0: // continents
    503       for Loc:=0 to MapSize-1 do
    504         if (Formation[Loc]>=0) and (Map[Loc] and fTerrain>=fGrass) then
    505           inc(IndexOfID[Formation[Loc]]);
    506     1: // oceans
    507       for Loc:=0 to MapSize-1 do
    508         if (Formation[Loc]>=0) and (Map[Loc] and fTerrain<fGrass) then
    509           inc(IndexOfID[Formation[Loc]]);
    510     2: // districts
    511       for Loc:=0 to MapSize-1 do
    512         if District[Loc]>=0 then
    513           inc(IndexOfID[District[Loc]]);
    514     end;
    515 
    516   Count:=0;
    517   for Loc:=0 to MapSize-1 do if IndexOfID[Loc]>0 then
    518     begin
    519     IDOfIndex[Count]:=Loc;
    520     inc(Count);
    521     end;
    522   for i:=0 to Count-2 do
    523     begin
    524     MostIndex:=i;
    525     for j:=i+1 to Count-1 do
    526       if IndexOfID[IDOfIndex[j]]>IndexOfID[IDOfIndex[MostIndex]] then MostIndex:=j;
    527     if MostIndex<>i then
    528       begin
    529       j:=IDOfIndex[i];
    530       IDOfIndex[i]:=IDOfIndex[MostIndex];
    531       IDOfIndex[MostIndex]:=j;
    532       end
    533     end;
    534   for i:=0 to Count-1 do
    535     IndexOfID[IDOfIndex[i]]:=i;
    536 
    537   case Kind of
    538     0: // continents
    539       begin
    540       nContinent:=Count;
    541       for Loc:=0 to MapSize-1 do
    542         if (Formation[Loc]>=0) and (Map[Loc] and fTerrain>=fGrass) then
    543           Formation[Loc]:=IndexOfID[Formation[Loc]];
    544       end;
    545     1: // oceans
    546       begin
    547       nOcean:=Count;
    548       for Loc:=0 to MapSize-1 do
    549         if (Formation[Loc]>=0) and (Map[Loc] and fTerrain<fGrass) then
    550           Formation[Loc]:=IndexOfID[Formation[Loc]];
    551       end;
    552     2: // districts
    553       begin
    554       nDistrict:=Count;
    555       for Loc:=0 to MapSize-1 do
    556         if District[Loc]>=0 then
    557           District[Loc]:=IndexOfID[District[Loc]];
    558       end;
     885      else
     886        MoveCost := MoveStyle and $FF; //move along railroad
     887      Inc(MoveCost, MoveCost shl CrossCorner);
     888      if (TimeBeforeStep and $FFF + MoveCost <= $800) and
     889        (TimeBeforeStep and $FFF < $800) then
     890        TimeAfterStep := TimeBeforeStep + MoveCost
     891      else
     892        TimeAfterStep := TimeBeforeStep and $7FFFF000 + $1800 -
     893          MoveStyle shr 16 and $7FF + MoveCost;
     894      // must wait for next turn
     895      Result := csOk;
    559896    end
    560   end;
    561 end;
    562 
    563 
    564 //------------------------------------------------------------------------------
    565 // Path Finding
    566 
    567 const
    568 // basic move styles
    569 msGround=        $00000000;
    570 msNoGround=      $10000000;
    571 msAlpine=        $20000000;
    572 msOver=          $40000000;
    573 msSpy=           $50000000;
    574 
    575 // other
    576 msHostile=       $08000000;
    577 
    578 // bits:   |31|30|29|28|27|26 .. 16|15|14|13|12|11|10| 9| 8| 7| 6| 5| 4| 3| 2| 1| 0|
    579 // ground: |   Basic   |Ho| Speed  |       HeavyCost       |        RailCost       |
    580 // other:  |   Basic   | 0| Speed  |              X X X             | MaxTerrType  |
    581 
    582 function TToolAI.GetMyMoveStyle(mix,Health: integer): integer;
    583 begin
    584 with MyModel[mix] do
    585   begin
    586   result:=Speed shl 16;
    587   case Domain of
    588     dGround:
    589       begin
    590       inc(result, (50+(Speed-150)*13 shr 7) shl 8); //HeavyCost
    591       if RO.Wonder[woShinkansen].EffectiveOwner<>me then
    592         inc(result, Speed*(4*1311) shr 17); // RailCost
    593       if (RO.Wonder[woGardens].EffectiveOwner<>me)
    594         or (Kind=mkSettler) and (Speed>=200) then
    595         inc(result, msHostile);
    596       if Kind=mkDiplomat then
    597         inc(result,msSpy)
    598       else if Cap[mcOver]>0 then
    599         inc(result,msOver)
    600       else if Cap[mcAlpine]>0 then
    601         inc(result,msAlpine)
    602       else inc(result,msGround);
    603       end;
    604     dSea:
    605       begin
    606       result:=Speed;
    607       if RO.Wonder[woMagellan].EffectiveOwner=me then inc(result,200);
    608       if Health<100 then result:=((result-250)*Health div 5000)*50+250;
    609       result:=result shl 16;
    610       inc(result,msNoGround);
    611       if Cap[mcNav]>0 then inc(result);
    612       end;
    613     dAir:
    614       inc(result,msNoGround+fUNKNOWN xor 1 -1);
    615     end;
    616   end
    617 end;
    618 
    619 function TToolAI.CheckStep(MoveStyle, TimeBeforeStep, CrossCorner: integer;
    620   var TimeAfterStep, RecoverTurns: integer; FromTile, ToTile: integer; IsCapture: boolean): integer;
    621 var
    622 MoveCost,RecoverCost: integer;
    623 begin
    624 //IsCapture:=true;
    625 assert(((FromTile and fTerrain<=fMountains) or (FromTile and fTerrain=fUNKNOWN))
    626   and ((ToTile and fTerrain<=fMountains) or (ToTile and fTerrain=fUNKNOWN)));
    627   // do not pass location codes for FromTile and ToTile!
    628 RecoverTurns:=0;
    629 if MoveStyle<msGround+$10000000 then
    630   begin // common ground units
    631   if (ToTile+1) and fTerrain<fGrass+1 then
    632     result:=csForbiddenTile
    633   else if (ToTile and not FromTile and fPeace=0)
    634     and (ToTile and (fUnit or fOwned)<>fUnit)
    635     and (IsCapture or (ToTile and (fCity or fOwned)<>fCity)) then
    636     if (FromTile and fCity<>0) or (ToTile and (fCity or fOwned)=fCity or fOwned)
    637       or (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit)<>fInEnemyZoc) then
    638       begin // ZoC is ok
    639       if (ToTile and (fRR or fCity)=0) or (FromTile and (fRR or fCity)=0) then
    640         begin // no railroad
    641         if (ToTile and (fRoad or fRR or fCity)<>0)
    642           and (FromTile and (fRoad or fRR or fCity)<>0)
    643           or (FromTile and ToTile and (fRiver or fCanal)<>0) then
    644           MoveCost:=20 //move along road, river or canal
    645         else
    646           begin
    647           case Terrain[ToTile and fTerrain].MoveCost of
    648             1: MoveCost:=50; // plain terrain
    649             2: MoveCost:=MoveStyle shr 8 and $FF; // heavy terrain
    650             else // mountains
    651               begin
    652               if TimeBeforeStep and $FFF+MoveStyle shr 16 and $7FF<=$800 then
    653                 TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800
    654               else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$2800; // must wait for next turn
    655               if (MoveStyle and msHostile<>0)
    656                 and ((FromTile and (fTerrain or fSpecial1)=fDesert)
    657                   or (FromTile and fTerrain=fArctic))
    658                 and (FromTile and (fCity or fRiver or fCanal)=0) then
    659                 begin
    660                 RecoverCost:=($800-TimeBeforeStep and $FFF)*5 shr 1;
    661                 while RecoverCost>0 do
    662                   begin
    663                   inc(RecoverTurns);
    664                   dec(RecoverCost, MoveStyle shr 16 and $7FF);
    665                   end;
    666                 end; 
    667               result:=csOk;
    668               if ToTile and fPeace<>0 then
    669                 result:=csCheckTerritory;
    670               exit
    671               end;
    672             end
    673           end
    674         end
    675       else MoveCost:=MoveStyle and $FF; //move along railroad
    676 
    677       inc(MoveCost,MoveCost shl CrossCorner);
    678       if (MoveStyle and msHostile=0)
    679         or (ToTile and (fTerrain or fSpecial1)<>fDesert)
    680           and (ToTile and fTerrain<>fArctic)
    681         or (ToTile and (fCity or fRiver or fCanal)<>0)
    682         or (ToTile and fTerImp=tiBase) then
    683         RecoverCost:=0
    684       else RecoverCost:=(MoveCost*5) shr 1; // damage from movement: MoveCost*DesertThurst/NoCityRecovery
    685       if (TimeBeforeStep and $FFF+MoveCost<=$800) and (TimeBeforeStep and $FFF<$800) then
    686         TimeAfterStep:=TimeBeforeStep+MoveCost
    687       else
    688         begin
    689         TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800-MoveStyle shr 16 and $7FF+MoveCost; // must wait for next turn
    690         if (MoveStyle and msHostile<>0)
    691           and ((FromTile and (fTerrain or fSpecial1)=fDesert)
    692             or (FromTile and fTerrain=fArctic))
    693           and (FromTile and (fCity or fRiver or fCanal)=0)
    694           and (FromTile and fTerImp<>tiBase) then
    695           inc(RecoverCost, ($800-TimeBeforeStep and $FFF)*5 shr 1);
    696         end;
    697       while RecoverCost>0 do
    698         begin
    699         inc(RecoverTurns);
    700         dec(RecoverCost, MoveStyle shr 16 and $7FF);
    701         end;
    702       result:=csOk;
    703       if ToTile and fPeace<>0 then
    704         result:=csCheckTerritory
    705       end
    706     else result:=csForbiddenStep // ZoC violation
    707   else result:=csForbiddenTile
    708   end
    709 
    710 else if MoveStyle<msNoGround+$10000000 then
    711   begin // ships and aircraft
    712   if ((ToTile and fTerrain xor 1>MoveStyle and fTerrain)
    713       and (ToTile and (fCity or fCanal)=0))
    714     or (ToTile and not FromTile and fPeace<>0)
    715     or (ToTile and (fUnit or fOwned)=fUnit)
    716     or (ToTile and (fCity or fOwned)=fCity) then
    717     result:=csForbiddenTile
    718   else
    719     begin
    720     MoveCost:=50 shl CrossCorner+50;
    721     if TimeBeforeStep and $FFF+MoveCost<=$800 then
    722       TimeAfterStep:=TimeBeforeStep+MoveCost
    723     else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800-MoveStyle shr 16 and $7FF+MoveCost; // must wait for next turn
    724     result:=csOk;
    725     if ToTile and fPeace<>0 then
    726       result:=csCheckTerritory
    727     end
    728   end
    729 
    730 else if MoveStyle<msAlpine+$10000000 then
    731   begin // alpine
    732   if (ToTile+1) and fTerrain<fGrass+1 then
    733     result:=csForbiddenTile
    734   else if (ToTile and not FromTile and fPeace=0)
    735     and (ToTile and (fUnit or fOwned)<>fUnit)
    736     and (IsCapture or (ToTile and (fCity or fOwned)<>fCity)) then
    737     if (FromTile and fCity<>0) or (ToTile and (fCity or fOwned)=fCity or fOwned)
    738       or (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit)<>fInEnemyZoc) then
    739       begin
    740       if (ToTile and (fRR or fCity)=0) or (FromTile and (fRR or fCity)=0) then
    741         MoveCost:=20 // no railroad
    742       else MoveCost:=MoveStyle and $FF; //move along railroad
    743       inc(MoveCost,MoveCost shl CrossCorner);
    744       if (TimeBeforeStep and $FFF+MoveCost<=$800) and (TimeBeforeStep and $FFF<$800) then
    745         TimeAfterStep:=TimeBeforeStep+MoveCost
    746       else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800-MoveStyle shr 16 and $7FF+MoveCost; // must wait for next turn
    747       result:=csOk;
    748       if ToTile and fPeace<>0 then
    749         result:=csCheckTerritory
    750       end
    751     else result:=csForbiddenStep // ZoC violation
    752   else result:=csForbiddenTile
    753   end
    754 
    755 else if MoveStyle<msOver+$10000000 then
    756   begin // overweight
    757   if (ToTile+1) and fTerrain<fGrass+1 then
    758     result:=csForbiddenTile
    759   else if (ToTile and not FromTile and fPeace=0)
    760     and (ToTile and (fUnit or fOwned)<>fUnit)
    761     and (IsCapture or (ToTile and (fCity or fOwned)<>fCity)) then
    762     if (FromTile and fCity<>0) or (ToTile and (fCity or fOwned)=fCity or fOwned)
    763       or (ToTile and FromTile and (fInEnemyZoc or fOwnZoCUnit)<>fInEnemyZoc) then
    764       begin
    765       if (ToTile and (fRR or fCity)=0) or (FromTile and (fRR or fCity)=0) then
    766         begin // no railroad
    767         if (ToTile and (fRoad or fRR or fCity)<>0)
    768           and (FromTile and (fRoad or fRR or fCity)<>0)
    769           or (FromTile and ToTile and (fRiver or fCanal)<>0) then
    770           MoveCost:=40 //move along road, river or canal
    771         else begin result:=csForbiddenTile; exit end
    772         end
    773       else MoveCost:=MoveStyle and $FF; //move along railroad
    774       inc(MoveCost,MoveCost shl CrossCorner);
    775       if (TimeBeforeStep and $FFF+MoveCost<=$800) and (TimeBeforeStep and $FFF<$800) then
    776         TimeAfterStep:=TimeBeforeStep+MoveCost
    777       else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800-MoveStyle shr 16 and $7FF+MoveCost; // must wait for next turn
    778       result:=csOk;
    779       if ToTile and fPeace<>0 then
    780         result:=csCheckTerritory
    781       end
    782     else result:=csForbiddenStep // ZoC violation
    783   else result:=csForbiddenTile
    784   end
    785 
    786 else {if MoveStyle<msSpy+$10000000 then}
    787   begin // spies
    788   if (ToTile+1) and fTerrain<fGrass+1 then
    789     result:=csForbiddenTile
    790   else if (ToTile and (fUnit or fOwned)<>fUnit)
    791     and (IsCapture or (ToTile and (fCity or fOwned)<>fCity)) then
    792     begin
    793     if (ToTile and (fRR or fCity)=0) or (FromTile and (fRR or fCity)=0) then
    794       begin // no railroad
    795       if (ToTile and (fRoad or fRR or fCity)<>0)
    796         and (FromTile and (fRoad or fRR or fCity)<>0)
    797         or (FromTile and ToTile and (fRiver or fCanal)<>0) then
    798         MoveCost:=20 //move along road, river or canal
    799       else
    800         begin
    801         case Terrain[ToTile and fTerrain].MoveCost of
    802           1: MoveCost:=50; // plain terrain
    803           2: MoveCost:=MoveStyle shr 8 and $FF; // heavy terrain
    804           else // mountains
    805             begin
    806             if TimeBeforeStep and $FFF+MoveStyle shr 16 and $7FF<=$800 then
    807               TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800
    808             else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$2800; // must wait for next turn
    809             result:=csOk;
    810             exit
    811             end;
    812           end
    813         end
    814       end
    815     else MoveCost:=MoveStyle and $FF; //move along railroad
    816     inc(MoveCost,MoveCost shl CrossCorner);
    817     if (TimeBeforeStep and $FFF+MoveCost<=$800) and (TimeBeforeStep and $FFF<$800) then
    818       TimeAfterStep:=TimeBeforeStep+MoveCost
    819     else TimeAfterStep:=TimeBeforeStep and $7FFFF000+$1800-MoveStyle shr 16 and $7FF+MoveCost; // must wait for next turn
    820     result:=csOk;
    821     end
    822   else result:=csForbiddenTile
     897    else
     898      Result := csForbiddenTile;
    823899  end;
    824900end; // CheckStep
     
    860936*)
    861937
    862 function TToolAI.Unit_MoveEx(uix,ToLoc: integer; Options: integer): integer;
    863 var
    864 Loc,NextLoc,Temp,FromLoc,EndLoc,Time,V8,MoveResult,RecoverTurns,NextTime,
    865   MoveStyle: integer;
    866 Adjacent: TVicinity8Loc;
    867 PreLoc: array[0..lxmax*lymax-1] of integer;
    868 Reached: array[0..lxmax*lymax-1] of boolean;
    869 begin
    870 result:=eOk;
    871 FromLoc:=MyUnit[uix].Loc;
    872 if FromLoc=ToLoc then exit;
    873 
    874 FillChar(Reached,MapSize,false);
    875 MoveStyle:=GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
    876 EndLoc:=-1;
    877 Pile.Create(MapSize);
    878 Pile.Put(FromLoc, $800-MyUnit[uix].Movement);
    879 while Pile.Get(Loc,Time) do
     938function TToolAI.Unit_MoveEx(uix, ToLoc: integer; Options: integer): integer;
     939var
     940  Loc, NextLoc, Temp, FromLoc, EndLoc, Time, V8, MoveResult, RecoverTurns,
     941  NextTime, MoveStyle: integer;
     942  Adjacent: TVicinity8Loc;
     943  PreLoc: array[0..lxmax * lymax - 1] of integer;
     944  Reached: array[0..lxmax * lymax - 1] of boolean;
     945begin
     946  Result := eOk;
     947  FromLoc := MyUnit[uix].Loc;
     948  if FromLoc = ToLoc then
     949    exit;
     950
     951  FillChar(Reached, MapSize, False);
     952  MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
     953  EndLoc := -1;
     954  Pile.Create(MapSize);
     955  Pile.Put(FromLoc, $800 - MyUnit[uix].Movement);
     956  while Pile.Get(Loc, Time) do
    880957  begin
    881   if (Loc=ToLoc)
    882     or (ToLoc=maNextCity) and (Map[Loc] and fCity<>0)
    883     and (Map[Loc] and fOwned<>0) then
    884     begin EndLoc:=Loc; Break; end;
    885   Reached[Loc]:=true;
    886   V8_to_Loc(Loc,Adjacent);
    887   for V8:=0 to 7 do
    888     begin
    889     NextLoc:=Adjacent[V8];
    890     if NextLoc>=0 then
    891       if (NextLoc=ToLoc) and (Options and mxAdjacent<>0) then
    892         begin EndLoc:=Loc; Break end
    893       else if not Reached[NextLoc] then
     958    if (Loc = ToLoc) or (ToLoc = maNextCity) and (Map[Loc] and fCity <> 0) and
     959      (Map[Loc] and fOwned <> 0) then
     960    begin
     961      EndLoc := Loc;
     962      Break;
     963    end;
     964    Reached[Loc] := True;
     965    V8_to_Loc(Loc, Adjacent);
     966    for V8 := 0 to 7 do
     967    begin
     968      NextLoc := Adjacent[V8];
     969      if NextLoc >= 0 then
     970        if (NextLoc = ToLoc) and (Options and mxAdjacent <> 0) then
    894971        begin
    895         case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns,
    896           Map[Loc], Map[NextLoc], NextLoc=ToLoc) of
    897           csOk:
    898             if Pile.Put(NextLoc, NextTime+RecoverTurns*$1000) then
    899               PreLoc[NextLoc]:=Loc;
    900           csForbiddenTile:
    901             Reached[NextLoc]:=true; // don't check moving there again
    902           csCheckTerritory:
    903             if RO.Territory[NextLoc]=RO.Territory[Loc] then
    904               if Pile.Put(NextLoc, NextTime+RecoverTurns*$1000) then
    905                 PreLoc[NextLoc]:=Loc;
    906           end
     972          EndLoc := Loc;
     973          Break;
    907974        end
    908     end;
    909   if EndLoc>=0 then Break;
    910   end;
    911 Pile.Free;
    912 
    913 if EndLoc>=0 then
     975        else if not Reached[NextLoc] then
     976        begin
     977          case CheckStep(MoveStyle, Time, V8 and 1, NextTime, RecoverTurns,
     978              Map[Loc], Map[NextLoc], NextLoc = ToLoc) of
     979            csOk:
     980              if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
     981                PreLoc[NextLoc] := Loc;
     982            csForbiddenTile:
     983              Reached[NextLoc] := True; // don't check moving there again
     984            csCheckTerritory:
     985              if RO.Territory[NextLoc] = RO.Territory[Loc] then
     986                if Pile.Put(NextLoc, NextTime + RecoverTurns * $1000) then
     987                  PreLoc[NextLoc] := Loc;
     988          end;
     989        end;
     990    end;
     991    if EndLoc >= 0 then
     992      Break;
     993  end;
     994  Pile.Free;
     995
     996  if EndLoc >= 0 then
    914997  begin
    915   Loc:=EndLoc;
    916   NextLoc:=PreLoc[Loc];
    917   while Loc<>FromLoc do
     998    Loc := EndLoc;
     999    NextLoc := PreLoc[Loc];
     1000    while Loc <> FromLoc do
    9181001    begin // invert meaning of PreLoc
    919     Temp:=Loc;
    920     Loc:=NextLoc;
    921     NextLoc:=PreLoc[Loc];
    922     PreLoc[Loc]:=Temp;
    923     end;
    924   while Loc<>EndLoc do
    925     begin
    926     Loc:=PreLoc[Loc];
    927     MoveResult:=Unit_Step(uix, Loc);
    928     if (MoveResult<>eOK) and (MoveResult<>eLoaded) then
    929       begin result:=MoveResult; break end;
     1002      Temp := Loc;
     1003      Loc := NextLoc;
     1004      NextLoc := PreLoc[Loc];
     1005      PreLoc[Loc] := Temp;
     1006    end;
     1007    while Loc <> EndLoc do
     1008    begin
     1009      Loc := PreLoc[Loc];
     1010      MoveResult := Unit_Step(uix, Loc);
     1011      if (MoveResult <> eOK) and (MoveResult <> eLoaded) then
     1012      begin
     1013        Result := MoveResult;
     1014        break;
     1015      end;
    9301016    end;
    9311017  end
    932 else result:=eNoWay;
     1018  else
     1019    Result := eNoWay;
    9331020end;
    9341021
     
    9391026procedure TToolAI.SeaTransport_BeginInitialize;
    9401027begin
    941 fillchar(TransportAvailable, RO.nUn*sizeof(integer), $FF); // -1
    942 InitComplete:=false;
    943 HaveDestinations:=false;
    944 nTransportLoad:=0;
    945 TransportMoveStyle:=0;
    946 TransportCapacity:=$100;
    947 Pile.Create(MapSize);
     1028  fillchar(TransportAvailable, RO.nUn * sizeof(integer), $FF); // -1
     1029  InitComplete := False;
     1030  HaveDestinations := False;
     1031  nTransportLoad := 0;
     1032  TransportMoveStyle := 0;
     1033  TransportCapacity := $100;
     1034  Pile.Create(MapSize);
    9481035end;
    9491036
    9501037procedure TToolAI.SeaTransport_AddLoad(uix: integer);
    9511038var
    952 i: integer;
    953 begin
    954 assert(not InitComplete); // call order violation!
    955 if Map[MyUnit[uix].Loc] and fTerrain<fGrass then exit;
    956 for i:=0 to nTransportLoad-1 do
    957   if uix=uixTransportLoad[i] then exit;
    958 uixTransportLoad[nTransportLoad]:=uix;
    959 inc(nTransportLoad);
     1039  i: integer;
     1040begin
     1041  assert(not InitComplete); // call order violation!
     1042  if Map[MyUnit[uix].Loc] and fTerrain < fGrass then
     1043    exit;
     1044  for i := 0 to nTransportLoad - 1 do
     1045    if uix = uixTransportLoad[i] then
     1046      exit;
     1047  uixTransportLoad[nTransportLoad] := uix;
     1048  Inc(nTransportLoad);
    9601049end;
    9611050
    9621051procedure TToolAI.SeaTransport_AddTransport(uix: integer);
    9631052var
    964 MoveStyle: integer;
    965 begin
    966 assert(not InitComplete); // call order violation!
    967 assert(MyModel[MyUnit[uix].mix].Cap[mcSeaTrans]>0);
    968 TransportAvailable[uix]:=1;
    969 with MyModel[MyUnit[uix].mix] do
     1053  MoveStyle: integer;
     1054begin
     1055  assert(not InitComplete); // call order violation!
     1056  assert(MyModel[MyUnit[uix].mix].Cap[mcSeaTrans] > 0);
     1057  TransportAvailable[uix] := 1;
     1058  with MyModel[MyUnit[uix].mix] do
    9701059  begin
    971   if MTrans*Cap[mcSeaTrans]<TransportCapacity then
    972     TransportCapacity:=MTrans*Cap[mcSeaTrans];
    973   MoveStyle:=GetMyMoveStyle(MyUnit[uix].mix, 100);
    974   if (TransportMoveStyle=0)
    975     or (MoveStyle<TransportMoveStyle)
    976       and (MoveStyle and not TransportMoveStyle and 1=0)
    977     or (not MoveStyle and TransportMoveStyle and 1<>0) then
    978     TransportMoveStyle:=MoveStyle;
    979   end
     1060    if MTrans * Cap[mcSeaTrans] < TransportCapacity then
     1061      TransportCapacity := MTrans * Cap[mcSeaTrans];
     1062    MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, 100);
     1063    if (TransportMoveStyle = 0) or (MoveStyle < TransportMoveStyle) and
     1064      (MoveStyle and not TransportMoveStyle and 1 = 0) or
     1065      (not MoveStyle and TransportMoveStyle and 1 <> 0) then
     1066      TransportMoveStyle := MoveStyle;
     1067  end;
    9801068end;
    9811069
    9821070procedure TToolAI.SeaTransport_AddDestination(Loc: integer);
    9831071begin
    984 assert(not InitComplete); // call order violation!
    985 Pile.Put(Loc, $800);
    986 HaveDestinations:=true;
     1072  assert(not InitComplete); // call order violation!
     1073  Pile.Put(Loc, $800);
     1074  HaveDestinations := True;
    9871075end;
    9881076
    9891077procedure TToolAI.SeaTransport_EndInitialize;
    9901078var
    991 Loc0,Time0,V8,Loc1,ArriveTime,RecoverTurns: integer;
    992 Adjacent: TVicinity8Loc;
    993 begin
    994 assert(not InitComplete); // call order violation!
    995 InitComplete:=true;
    996 if HaveDestinations then
     1079  Loc0, Time0, V8, Loc1, ArriveTime, RecoverTurns: integer;
     1080  Adjacent: TVicinity8Loc;
     1081begin
     1082  assert(not InitComplete); // call order violation!
     1083  InitComplete := True;
     1084  if HaveDestinations then
    9971085  begin // calculate TurnsAfterLoad from destination locs
    998   fillchar(TurnsAfterLoad, MapSize, $FF); // -1
    999   while Pile.Get(Loc0, Time0) do
     1086    fillchar(TurnsAfterLoad, MapSize, $FF); // -1
     1087    while Pile.Get(Loc0, Time0) do
    10001088    begin // search backward
    1001     if Time0=$800 then TurnsAfterLoad[Loc0]:=1
    1002     else TurnsAfterLoad[Loc0]:=Time0 shr 12;
    1003     V8_to_Loc(Loc0, Adjacent);
    1004     for V8:=0 to 7 do
    1005       begin
    1006       Loc1:=Adjacent[V8];
    1007       if (Loc1>=0) and (TurnsAfterLoad[Loc1]=-1) then
     1089      if Time0 = $800 then
     1090        TurnsAfterLoad[Loc0] := 1
     1091      else
     1092        TurnsAfterLoad[Loc0] := Time0 shr 12;
     1093      V8_to_Loc(Loc0, Adjacent);
     1094      for V8 := 0 to 7 do
     1095      begin
     1096        Loc1 := Adjacent[V8];
     1097        if (Loc1 >= 0) and (TurnsAfterLoad[Loc1] = -1) then
    10081098        begin
    1009         case CheckStep(TransportMoveStyle, Time0, V8 and 1, ArriveTime,
    1010           RecoverTurns, Map[Loc0], Map[Loc1], false) of
    1011           csOk: Pile.Put(Loc1, ArriveTime);
    1012           csForbiddenStep: TurnsAfterLoad[Loc1]:=-2;
     1099          case CheckStep(TransportMoveStyle, Time0, V8 and 1, ArriveTime,
     1100              RecoverTurns, Map[Loc0], Map[Loc1], False) of
     1101            csOk: Pile.Put(Loc1, ArriveTime);
     1102            csForbiddenStep: TurnsAfterLoad[Loc1] := -2;
    10131103          end;
    1014         end
    1015       end
    1016     end;
    1017   end;
    1018 Pile.Free;
    1019 end;
    1020 
    1021 
    1022 function TToolAI.SeaTransport_MakeGroupPlan(var TransportPlan: TGroupTransportPlan): boolean;
    1023 var
    1024 V8,i,j,iPicked,uix,Loc0,Time0,Loc1,RecoverTurns,MoveStyle, TurnsLoaded,
    1025   TurnCount, tuix, tuix1, ArriveTime, TotalDelay, BestTotalDelay, GroupCount,
    1026   BestGroupCount, BestLoadLoc, FullMovementLoc, nSelectedLoad, f,
    1027   OriginContinent,a,b: integer;
    1028 CompleteFlag, NotReachedFlag, ContinueUnit: Cardinal;
    1029 IsComplete,ok,IsFirstLoc: boolean;
    1030 StartLocPtr, ArrivedEnd: pinteger;
    1031 Adjacent: TVicinity8Loc;
    1032 uixSelectedLoad: array[0..15] of integer;
    1033 tuixSelectedLoad: array[0..15] of integer;
    1034 Arrived: array[0..lxmax*lymax] of cardinal;
    1035 ResponsibleTransport: array[0..lxmax*lymax-1] of smallint;
    1036 TurnsBeforeLoad: array[0..lxmax*lymax-1] of shortint;
    1037 GroupComplete: array[0..lxmax*lymax-1] of boolean;
    1038 begin
    1039 assert(InitComplete); // call order violation!
    1040 
    1041 if HaveDestinations and (nTransportLoad>0) then
     1104        end;
     1105      end;
     1106    end;
     1107  end;
     1108  Pile.Free;
     1109end;
     1110
     1111
     1112function TToolAI.SeaTransport_MakeGroupPlan(
     1113  var TransportPlan: TGroupTransportPlan): boolean;
     1114var
     1115  V8, i, j, iPicked, uix, Loc0, Time0, Loc1, RecoverTurns, MoveStyle,
     1116  TurnsLoaded, TurnCount, tuix, tuix1, ArriveTime, TotalDelay,
     1117  BestTotalDelay, GroupCount, BestGroupCount, BestLoadLoc, FullMovementLoc,
     1118  nSelectedLoad, f, OriginContinent, a, b: integer;
     1119  CompleteFlag, NotReachedFlag, ContinueUnit: cardinal;
     1120  IsComplete, ok, IsFirstLoc: boolean;
     1121  StartLocPtr, ArrivedEnd: pinteger;
     1122  Adjacent: TVicinity8Loc;
     1123  uixSelectedLoad: array[0..15] of integer;
     1124  tuixSelectedLoad: array[0..15] of integer;
     1125  Arrived: array[0..lxmax * lymax] of cardinal;
     1126  ResponsibleTransport: array[0..lxmax * lymax - 1] of smallint;
     1127  TurnsBeforeLoad: array[0..lxmax * lymax - 1] of shortint;
     1128  GroupComplete: array[0..lxmax * lymax - 1] of boolean;
     1129begin
     1130  assert(InitComplete); // call order violation!
     1131
     1132  if HaveDestinations and (nTransportLoad > 0) then
    10421133  begin // transport and units already adjacent?
    1043   for uix:=0 to RO.nUn-1 do
    1044     if (TransportAvailable[uix]>0)
    1045       and (Map[MyUnit[uix].Loc] and fTerrain=fShore) then
    1046       begin
    1047       GroupCount:=0;
    1048       for tuix:=0 to nTransportLoad-1 do
     1134    for uix := 0 to RO.nUn - 1 do
     1135      if (TransportAvailable[uix] > 0) and (Map[MyUnit[uix].Loc] and
     1136        fTerrain = fShore) then
     1137      begin
     1138        GroupCount := 0;
     1139        for tuix := 0 to nTransportLoad - 1 do
    10491140        begin
    1050         Loc_to_ab(MyUnit[uix].Loc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
    1051         if (abs(a)<=1) and (abs(b)<=1) then
     1141          Loc_to_ab(MyUnit[uix].Loc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
     1142          if (abs(a) <= 1) and (abs(b) <= 1) then
    10521143          begin
    1053           assert((a<>0) or (b<>0));
    1054           inc(GroupCount);
    1055           end
     1144            assert((a <> 0) or (b <> 0));
     1145            Inc(GroupCount);
     1146          end;
    10561147        end;
    1057       if (GroupCount=nTransportLoad) or (GroupCount>=TransportCapacity) then
     1148        if (GroupCount = nTransportLoad) or (GroupCount >= TransportCapacity) then
    10581149        begin
    1059         TransportPlan.LoadLoc:=MyUnit[uix].Loc;
    1060         TransportPlan.uixTransport:=uix;
    1061         TransportAvailable[uix]:=0;
    1062         TransportPlan.TurnsEmpty:=0;
    1063         TransportPlan.TurnsLoaded:=TurnsAfterLoad[TransportPlan.LoadLoc];
    1064         TransportPlan.nLoad:=0;
    1065         for tuix:=nTransportLoad-1 downto 0 do
     1150          TransportPlan.LoadLoc := MyUnit[uix].Loc;
     1151          TransportPlan.uixTransport := uix;
     1152          TransportAvailable[uix] := 0;
     1153          TransportPlan.TurnsEmpty := 0;
     1154          TransportPlan.TurnsLoaded := TurnsAfterLoad[TransportPlan.LoadLoc];
     1155          TransportPlan.nLoad := 0;
     1156          for tuix := nTransportLoad - 1 downto 0 do
    10661157          begin
    1067           Loc_to_ab(TransportPlan.LoadLoc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
    1068           if (abs(a)<=1) and (abs(b)<=1) then
     1158            Loc_to_ab(TransportPlan.LoadLoc, MyUnit[uixTransportLoad[tuix]].Loc, a, b);
     1159            if (abs(a) <= 1) and (abs(b) <= 1) then
    10691160            begin
    1070             TransportPlan.uixLoad[TransportPlan.nLoad]:=uixTransportLoad[tuix];
    1071             uixTransportLoad[tuix]:=uixTransportLoad[nTransportLoad-1];
    1072             dec(nTransportLoad);
    1073             inc(TransportPlan.nLoad);
    1074             if TransportPlan.nLoad=TransportCapacity then break;
     1161              TransportPlan.uixLoad[TransportPlan.nLoad] := uixTransportLoad[tuix];
     1162              uixTransportLoad[tuix] := uixTransportLoad[nTransportLoad - 1];
     1163              Dec(nTransportLoad);
     1164              Inc(TransportPlan.nLoad);
     1165              if TransportPlan.nLoad = TransportCapacity then
     1166                break;
    10751167            end;
    10761168          end;
    1077         result:=true;
    1078         exit;
    1079         end
    1080       end
    1081   end;
    1082 
    1083 while HaveDestinations and (nTransportLoad>0) do
     1169          Result := True;
     1170          exit;
     1171        end;
     1172      end;
     1173  end;
     1174
     1175  while HaveDestinations and (nTransportLoad > 0) do
    10841176  begin
    1085   // select units from same continent
    1086   fillchar(Arrived, 4*nContinent, 0); // misuse Arrived as counter
    1087   for tuix:=0 to nTransportLoad-1 do
    1088     begin
    1089     assert(Map[MyUnit[uixTransportLoad[tuix]].Loc] and fTerrain>=fGrass);
    1090     f:=Formation[MyUnit[uixTransportLoad[tuix]].Loc];
    1091     if f>=0 then inc(Arrived[f]);
    1092     end;
    1093   OriginContinent:=0;
    1094   for f:=1 to nContinent-1 do
    1095     if Arrived[f]>Arrived[OriginContinent] then OriginContinent:=f;
    1096   nSelectedLoad:=0;
    1097   for tuix:=0 to nTransportLoad-1 do
    1098     if Formation[MyUnit[uixTransportLoad[tuix]].Loc]=OriginContinent then
    1099       begin
    1100       tuixSelectedLoad[nSelectedLoad]:=tuix;
    1101       uixSelectedLoad[nSelectedLoad]:=uixTransportLoad[tuix];
    1102       inc(nSelectedLoad);
    1103       if nSelectedLoad=16 then break;
    1104       end;
    1105 
    1106   Pile.Create(MapSize);
    1107   fillchar(ResponsibleTransport, MapSize*2, $FF); // -1
    1108   fillchar(TurnsBeforeLoad, MapSize, $FF); // -1
    1109   ok:=false;
    1110   for uix:=0 to RO.nUn-1 do if TransportAvailable[uix]>0 then
    1111     begin
    1112     ok:=true;
    1113     Pile.Put(MyUnit[uix].Loc, ($800-MyUnit[uix].Movement) shl 12 + uix);
    1114     end;
    1115   if not ok then // no transports
    1116     begin TransportPlan.LoadLoc:=-1; result:=false; Pile.Free; exit end;
    1117   while Pile.Get(Loc0, Time0) do
    1118     begin
    1119     uix:=Time0 and $FFF;
    1120     Time0:=Time0 shr 12;
    1121     ResponsibleTransport[Loc0]:=uix;
    1122     TurnsBeforeLoad[Loc0]:=Time0 shr 12;
    1123     V8_to_Loc(Loc0, Adjacent);
    1124     for V8:=0 to 7 do
    1125       begin
    1126       Loc1:=Adjacent[V8];
    1127       if (Loc1>=0) and (ResponsibleTransport[Loc1]<0) then
    1128         case CheckStep(GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health),
    1129           Time0, V8 and 1, ArriveTime, RecoverTurns, Map[Loc0], Map[Loc1], false) of
    1130           csOk: Pile.Put(Loc1, ArriveTime shl 12 + uix);
    1131           csForbiddenTile: ResponsibleTransport[Loc1]:=RO.nUn; // don't check again
     1177    // select units from same continent
     1178    fillchar(Arrived, 4 * nContinent, 0); // misuse Arrived as counter
     1179    for tuix := 0 to nTransportLoad - 1 do
     1180    begin
     1181      assert(Map[MyUnit[uixTransportLoad[tuix]].Loc] and fTerrain >= fGrass);
     1182      f := Formation[MyUnit[uixTransportLoad[tuix]].Loc];
     1183      if f >= 0 then
     1184        Inc(Arrived[f]);
     1185    end;
     1186    OriginContinent := 0;
     1187    for f := 1 to nContinent - 1 do
     1188      if Arrived[f] > Arrived[OriginContinent] then
     1189        OriginContinent := f;
     1190    nSelectedLoad := 0;
     1191    for tuix := 0 to nTransportLoad - 1 do
     1192      if Formation[MyUnit[uixTransportLoad[tuix]].Loc] = OriginContinent then
     1193      begin
     1194        tuixSelectedLoad[nSelectedLoad] := tuix;
     1195        uixSelectedLoad[nSelectedLoad] := uixTransportLoad[tuix];
     1196        Inc(nSelectedLoad);
     1197        if nSelectedLoad = 16 then
     1198          break;
     1199      end;
     1200
     1201    Pile.Create(MapSize);
     1202    fillchar(ResponsibleTransport, MapSize * 2, $FF); // -1
     1203    fillchar(TurnsBeforeLoad, MapSize, $FF); // -1
     1204    ok := False;
     1205    for uix := 0 to RO.nUn - 1 do
     1206      if TransportAvailable[uix] > 0 then
     1207      begin
     1208        ok := True;
     1209        Pile.Put(MyUnit[uix].Loc, ($800 - MyUnit[uix].Movement) shl 12 + uix);
     1210      end;
     1211    if not ok then // no transports
     1212    begin
     1213      TransportPlan.LoadLoc := -1;
     1214      Result := False;
     1215      Pile.Free;
     1216      exit;
     1217    end;
     1218    while Pile.Get(Loc0, Time0) do
     1219    begin
     1220      uix := Time0 and $FFF;
     1221      Time0 := Time0 shr 12;
     1222      ResponsibleTransport[Loc0] := uix;
     1223      TurnsBeforeLoad[Loc0] := Time0 shr 12;
     1224      V8_to_Loc(Loc0, Adjacent);
     1225      for V8 := 0 to 7 do
     1226      begin
     1227        Loc1 := Adjacent[V8];
     1228        if (Loc1 >= 0) and (ResponsibleTransport[Loc1] < 0) then
     1229          case CheckStep(GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health),
     1230              Time0, V8 and 1, ArriveTime, RecoverTurns, Map[Loc0], Map[Loc1], False) of
     1231            csOk: Pile.Put(Loc1, ArriveTime shl 12 + uix);
     1232            csForbiddenTile: ResponsibleTransport[Loc1] := RO.nUn; // don't check again
     1233          end;
     1234      end;
     1235    end;
     1236
     1237    fillchar(Arrived, MapSize * 4, $55); // set NotReachedFlag for all tiles
     1238    fillchar(GroupComplete, MapSize, False);
     1239    BestLoadLoc := -1;
     1240
     1241    // check direct loading
     1242    for tuix := 0 to nSelectedLoad - 1 do
     1243    begin
     1244      uix := uixSelectedLoad[tuix];
     1245      if MyUnit[uix].Movement = integer(MyModel[MyUnit[uix].mix].Speed) then
     1246      begin
     1247        NotReachedFlag := 1 shl (2 * tuix);
     1248        CompleteFlag := NotReachedFlag shl 1;
     1249        V8_to_Loc(MyUnit[uix].Loc, Adjacent);
     1250        for V8 := 0 to 7 do
     1251        begin
     1252          Loc1 := Adjacent[V8];
     1253          if (Loc1 >= 0) and (Map[Loc1] and fTerrain < fGrass) and
     1254            not GroupComplete[Loc1] then
     1255          begin // possible transport start location
     1256            Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
     1257            if (TurnsBeforeLoad[Loc1] >= 0) and (TurnsAfterLoad[Loc1] >= 0) then
     1258            begin
     1259              i := 1;
     1260              GroupCount := 0;
     1261              for tuix1 := 0 to nSelectedLoad - 1 do
     1262              begin
     1263                if Arrived[loc1] and i = 0 then
     1264                  Inc(GroupCount);
     1265                i := i shl 2;
     1266              end;
     1267              assert(GroupCount <= TransportCapacity);
     1268              if (GroupCount = TransportCapacity) or (GroupCount = nSelectedLoad) then
     1269                GroupComplete[loc1] := True;
     1270              TotalDelay := TurnsBeforeLoad[Loc1] + TurnsAfterLoad[Loc1];
     1271              if (BestLoadLoc < 0) or (GroupCount shl 16 -
     1272                TotalDelay > BestGroupCount shl 16 - BestTotalDelay) then
     1273              begin
     1274                BestLoadLoc := Loc1;
     1275                BestGroupCount := GroupCount;
     1276                BestTotalDelay := TotalDelay;
     1277              end;
     1278            end;
     1279          end;
     1280        end;
     1281      end;
     1282    end;
     1283
     1284    TurnCount := 0;
     1285    ArrivedEnd := @Arrived[MapSize];
     1286
     1287    // check moving+loading
     1288    ContinueUnit := 1 shl nSelectedLoad - 1;
     1289    while (ContinueUnit > 0) and ((BestLoadLoc < 0) or
     1290        (TurnCount < BestTotalDelay - 2)) do
     1291    begin
     1292      for tuix := 0 to nSelectedLoad - 1 do
     1293        if 1 shl tuix and ContinueUnit <> 0 then
     1294        begin
     1295          uix := uixSelectedLoad[tuix];
     1296          MoveStyle := GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
     1297          NotReachedFlag := 1 shl (2 * tuix);
     1298          CompleteFlag := NotReachedFlag shl 1;
     1299          FullMovementLoc := -1;
     1300
     1301          Pile.Empty;
     1302          if TurnCount = 0 then
     1303          begin
     1304            Pile.Put(MyUnit[uix].Loc, $1800 - MyUnit[uix].Movement);
     1305            if MyUnit[uix].Movement = integer(MyModel[MyUnit[uix].mix].Speed) then
     1306              FullMovementLoc := MyUnit[uix].Loc;
     1307            // surrounding tiles can be loaded immediately
     1308            StartLocPtr := ArrivedEnd;
    11321309          end
    1133       end
    1134     end;
    1135 
    1136   fillchar(Arrived, MapSize*4, $55); // set NotReachedFlag for all tiles
    1137   fillchar(GroupComplete, MapSize, false);
    1138   BestLoadLoc:=-1;
    1139 
    1140   // check direct loading
    1141   for tuix:=0 to nSelectedLoad-1 do
    1142     begin
    1143     uix:=uixSelectedLoad[tuix];
    1144     if MyUnit[uix].Movement=integer(MyModel[MyUnit[uix].mix].Speed) then
    1145       begin
    1146       NotReachedFlag:=1 shl (2*tuix);
    1147       CompleteFlag:=NotReachedFlag shl 1;
    1148       V8_to_Loc(MyUnit[uix].Loc, Adjacent);
    1149       for V8:=0 to 7 do
     1310          else
     1311            StartLocPtr := @Arrived;
     1312          IsFirstLoc := True;
     1313
     1314          repeat
     1315            if StartLocPtr <> ArrivedEnd then
     1316              // search next movement start location for this turn
     1317              StartLocPtr := NextZero(StartLocPtr, ArrivedEnd,
     1318                CompleteFlag or NotReachedFlag);
     1319            if StartLocPtr <> ArrivedEnd then
     1320            begin
     1321              Loc0 := (integer(StartLocPtr) - integer(@Arrived)) shr 2;
     1322              Inc(StartLocPtr);
     1323              Time0 := $800;
     1324            end
     1325            else if not Pile.Get(Loc0, Time0) then
     1326            begin
     1327              if IsFirstLoc then
     1328                ContinueUnit := ContinueUnit and not (1 shl tuix);
     1329              break;
     1330            end;
     1331            IsFirstLoc := False;
     1332
     1333            Arrived[Loc0] := Arrived[Loc0] and not NotReachedFlag;
     1334            if not GroupComplete[Loc0] and (Map[Loc0] and fTerrain <> fMountains) then
     1335            begin // check whether group complete -- no mountains because complete flag might be faked there
     1336              i := 1;
     1337              GroupCount := 0;
     1338              for tuix1 := 0 to nSelectedLoad - 1 do
     1339              begin
     1340                if Arrived[Loc0] and i = 0 then
     1341                  Inc(GroupCount);
     1342                i := i shl 2;
     1343              end;
     1344              assert(GroupCount <= TransportCapacity);
     1345              if (GroupCount = TransportCapacity) or (GroupCount = nSelectedLoad) then
     1346                GroupComplete[Loc0] := True;
     1347            end;
     1348
     1349            V8_to_Loc(Loc0, Adjacent);
     1350            IsComplete := True;
     1351            for V8 := 0 to 7 do
     1352            begin
     1353              Loc1 := Adjacent[V8];
     1354              if (Loc1 < G.ly) or (Loc1 >= MapSize - G.ly) then
     1355                Adjacent[V8] := -1 // pole, don't consider moving here
     1356              else if Arrived[Loc1] and NotReachedFlag = 0 then
     1357                Adjacent[V8] := -1 // unit has already arrived this tile
     1358              else if GroupComplete[Loc1] then
     1359                Adjacent[V8] := -1 // already other group complete
     1360              else if Map[Loc1] and fTerrain < fGrass then
     1361              begin // possible transport start location
     1362                Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
     1363                Adjacent[V8] := -1;
     1364                if (TurnsBeforeLoad[Loc1] >= 0) and (TurnsAfterLoad[Loc1] >= 0) then
     1365                begin
     1366                  i := 1;
     1367                  GroupCount := 0;
     1368                  for tuix1 := 0 to nSelectedLoad - 1 do
     1369                  begin
     1370                    if Arrived[loc1] and i = 0 then
     1371                      Inc(GroupCount);
     1372                    i := i shl 2;
     1373                  end;
     1374                  assert(GroupCount <= TransportCapacity);
     1375                  if (GroupCount = TransportCapacity) or
     1376                    (GroupCount = nSelectedLoad) then
     1377                    GroupComplete[loc1] := True;
     1378                  if TurnsBeforeLoad[Loc1] > TurnCount + 1 then
     1379                    TotalDelay := TurnsBeforeLoad[Loc1] + TurnsAfterLoad[Loc1]
     1380                  else
     1381                    TotalDelay := TurnCount + 1 + TurnsAfterLoad[Loc1];
     1382                  if (BestLoadLoc < 0) or (GroupCount shl
     1383                    16 - TotalDelay > BestGroupCount shl 16 - BestTotalDelay) then
     1384                  begin
     1385                    BestLoadLoc := Loc1;
     1386                    BestGroupCount := GroupCount;
     1387                    BestTotalDelay := TotalDelay;
     1388                  end;
     1389                end;
     1390              end
     1391              else if (Map[Loc1] and fTerrain = fMountains) and
     1392                ((Map[Loc0] and (fRoad or fRR or fCity) = 0) or
     1393                (Map[Loc1] and (fRoad or fRR or fCity) = 0)) and
     1394                (Map[Loc0] and Map[Loc1] and (fRiver or fCanal) = 0) then
     1395              begin // mountain delay too complicated for this algorithm
     1396                Arrived[Loc1] := (Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
     1397                Adjacent[V8] := -1;
     1398              end
     1399              else
     1400                IsComplete := False;
     1401            end;
     1402            if IsComplete then
     1403            begin
     1404              Arrived[Loc0] := (Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
     1405              continue;
     1406            end;
     1407            IsComplete := True;
     1408            for V8 := 0 to 7 do
     1409            begin
     1410              Loc1 := Adjacent[V8];
     1411              if Loc1 >= 0 then
     1412              begin
     1413                ok := False;
     1414                case CheckStep(MoveStyle, Time0, V8 and 1, ArriveTime,
     1415                    RecoverTurns, Map[Loc0], Map[Loc1], False) of
     1416                  csOk: ok := True;
     1417                  csForbiddenTile:
     1418                    ;// !!! don't check moving there again
     1419                  csCheckTerritory:
     1420                    ok := RO.Territory[Loc1] = RO.Territory[Loc0];
     1421                end;
     1422                if ok and Pile.TestPut(Loc1, ArriveTime) then
     1423                  if ArriveTime < $2000 then
     1424                    Pile.Put(Loc1, ArriveTime)
     1425                  else
     1426                    IsComplete := False;
     1427              end;
     1428            end;
     1429            if IsComplete then
     1430              Arrived[Loc0] := (Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
     1431          until False;
     1432        end;
     1433
     1434      Inc(TurnCount);
     1435    end;
     1436    Pile.Free;
     1437
     1438    if BestLoadLoc >= 0 then
     1439    begin
     1440      TransportPlan.LoadLoc := BestLoadLoc;
     1441      TransportPlan.uixTransport := ResponsibleTransport[BestLoadLoc];
     1442      TransportAvailable[TransportPlan.uixTransport] := 0;
     1443      TransportPlan.TurnsEmpty := BestTotalDelay - TurnsAfterLoad[BestLoadLoc];
     1444      TransportPlan.TurnsLoaded := TurnsAfterLoad[BestLoadLoc];
     1445      TransportPlan.nLoad := 0;
     1446      for tuix := nSelectedLoad - 1 downto 0 do
     1447        if 1 shl (2 * tuix) and Arrived[BestLoadLoc] = 0 then
    11501448        begin
    1151         Loc1:=Adjacent[V8];
    1152         if (Loc1>=0) and (Map[Loc1] and fTerrain<fGrass)
    1153           and not GroupComplete[Loc1] then
    1154           begin // possible transport start location
    1155           Arrived[Loc1]:=(Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
    1156           if (TurnsBeforeLoad[Loc1]>=0) and (TurnsAfterLoad[Loc1]>=0) then
    1157             begin
    1158             i:=1;
    1159             GroupCount:=0;
    1160             for tuix1:=0 to nSelectedLoad-1 do
    1161               begin
    1162               if Arrived[loc1] and i=0 then inc(GroupCount);
    1163               i:=i shl 2;
    1164               end;
    1165             assert(GroupCount<=TransportCapacity);
    1166             if (GroupCount=TransportCapacity) or (GroupCount=nSelectedLoad) then
    1167               GroupComplete[loc1]:=true;
    1168             TotalDelay:=TurnsBeforeLoad[Loc1]+TurnsAfterLoad[Loc1];
    1169             if (BestLoadLoc<0)
    1170               or (GroupCount shl 16-TotalDelay
    1171                 >BestGroupCount shl 16-BestTotalDelay) then
    1172               begin
    1173               BestLoadLoc:=Loc1;
    1174               BestGroupCount:=GroupCount;
    1175               BestTotalDelay:=TotalDelay
    1176               end
    1177             end
    1178           end
     1449          assert(uixTransportLoad[tuixSelectedLoad[tuix]] = uixSelectedLoad[tuix]);
     1450          TransportPlan.uixLoad[TransportPlan.nLoad] := uixSelectedLoad[tuix];
     1451          uixTransportLoad[tuixSelectedLoad[tuix]] :=
     1452            uixTransportLoad[nTransportLoad - 1];
     1453          Dec(nTransportLoad);
     1454          Inc(TransportPlan.nLoad);
    11791455        end;
    1180       end
    1181     end;
    1182 
    1183   TurnCount:=0;
    1184   ArrivedEnd:=@Arrived[MapSize];
    1185 
    1186   // check moving+loading
    1187   ContinueUnit:=1 shl nSelectedLoad-1;
    1188   while (ContinueUnit>0) and ((BestLoadLoc<0) or (TurnCount<BestTotalDelay-2)) do
    1189     begin
    1190     for tuix:=0 to nSelectedLoad-1 do if 1 shl tuix and ContinueUnit<>0 then
    1191       begin
    1192       uix:=uixSelectedLoad[tuix];
    1193       MoveStyle:=GetMyMoveStyle(MyUnit[uix].mix, MyUnit[uix].Health);
    1194       NotReachedFlag:=1 shl (2*tuix);
    1195       CompleteFlag:=NotReachedFlag shl 1;
    1196       FullMovementLoc:=-1;
    1197 
    1198       Pile.Empty;
    1199       if TurnCount=0 then
    1200         begin
    1201         Pile.Put(MyUnit[uix].Loc, $1800-MyUnit[uix].Movement);
    1202         if MyUnit[uix].Movement=integer(MyModel[MyUnit[uix].mix].Speed) then
    1203           FullMovementLoc:=MyUnit[uix].Loc; // surrounding tiles can be loaded immediately
    1204         StartLocPtr:=ArrivedEnd;
    1205         end
    1206       else StartLocPtr:=@Arrived;
    1207       IsFirstLoc:=true;
    1208 
    1209       repeat
    1210         if StartLocPtr<>ArrivedEnd then // search next movement start location for this turn
    1211           StartLocPtr:=NextZero(StartLocPtr, ArrivedEnd, CompleteFlag or NotReachedFlag);
    1212         if StartLocPtr<>ArrivedEnd then
    1213           begin
    1214           Loc0:=(integer(StartLocPtr)-integer(@Arrived)) shr 2;
    1215           inc(StartLocPtr);
    1216           Time0:=$800
    1217           end
    1218         else if not Pile.Get(Loc0, Time0) then
    1219           begin
    1220           if IsFirstLoc then ContinueUnit:=ContinueUnit and not (1 shl tuix);
    1221           break;
    1222           end;
    1223         IsFirstLoc:=false;
    1224 
    1225         Arrived[Loc0]:=Arrived[Loc0] and not NotReachedFlag;
    1226         if not GroupComplete[Loc0] and (Map[Loc0] and fTerrain<>fMountains) then
    1227           begin // check whether group complete -- no mountains because complete flag might be faked there
    1228           i:=1;
    1229           GroupCount:=0;
    1230           for tuix1:=0 to nSelectedLoad-1 do
    1231             begin
    1232             if Arrived[Loc0] and i=0 then inc(GroupCount);
    1233             i:=i shl 2;
    1234             end;
    1235           assert(GroupCount<=TransportCapacity);
    1236           if (GroupCount=TransportCapacity) or (GroupCount=nSelectedLoad) then
    1237             GroupComplete[Loc0]:=true
    1238           end;
    1239 
    1240         V8_to_Loc(Loc0, Adjacent);
    1241         IsComplete:=true;
    1242         for V8:=0 to 7 do
    1243           begin
    1244           Loc1:=Adjacent[V8];
    1245           if (Loc1<G.ly) or (Loc1>=MapSize-G.ly) then
    1246             Adjacent[V8]:=-1 // pole, don't consider moving here
    1247           else if Arrived[Loc1] and NotReachedFlag=0 then
    1248             Adjacent[V8]:=-1 // unit has already arrived this tile
    1249           else if GroupComplete[Loc1] then
    1250             Adjacent[V8]:=-1 // already other group complete
    1251           else if Map[Loc1] and fTerrain<fGrass then
    1252             begin // possible transport start location
    1253             Arrived[Loc1]:=(Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
    1254             Adjacent[V8]:=-1;
    1255             if (TurnsBeforeLoad[Loc1]>=0) and (TurnsAfterLoad[Loc1]>=0) then
    1256               begin
    1257               i:=1;
    1258               GroupCount:=0;
    1259               for tuix1:=0 to nSelectedLoad-1 do
    1260                 begin
    1261                 if Arrived[loc1] and i=0 then inc(GroupCount);
    1262                 i:=i shl 2;
    1263                 end;
    1264               assert(GroupCount<=TransportCapacity);
    1265               if (GroupCount=TransportCapacity) or (GroupCount=nSelectedLoad) then
    1266                 GroupComplete[loc1]:=true;
    1267               if TurnsBeforeLoad[Loc1]>TurnCount+1 then
    1268                 TotalDelay:=TurnsBeforeLoad[Loc1]+TurnsAfterLoad[Loc1]
    1269               else TotalDelay:=TurnCount+1+TurnsAfterLoad[Loc1];
    1270               if (BestLoadLoc<0)
    1271                 or (GroupCount shl 16-TotalDelay
    1272                   >BestGroupCount shl 16-BestTotalDelay) then
    1273                 begin
    1274                 BestLoadLoc:=Loc1;
    1275                 BestGroupCount:=GroupCount;
    1276                 BestTotalDelay:=TotalDelay
    1277                 end
    1278               end
    1279             end
    1280           else if (Map[Loc1] and fTerrain=fMountains)
    1281             and ((Map[Loc0] and (fRoad or fRR or fCity)=0)
    1282               or (Map[Loc1] and (fRoad or fRR or fCity)=0))
    1283             and (Map[Loc0] and Map[Loc1] and (fRiver or fCanal)=0) then
    1284             begin // mountain delay too complicated for this algorithm
    1285             Arrived[Loc1]:=(Arrived[Loc1] or CompleteFlag) and not NotReachedFlag;
    1286             Adjacent[V8]:=-1;
    1287             end
    1288           else IsComplete:=false;
    1289           end;
    1290         if IsComplete then
    1291           begin
    1292           Arrived[Loc0]:=(Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
    1293           continue
    1294           end;
    1295         IsComplete:=true;
    1296         for V8:=0 to 7 do
    1297           begin
    1298           Loc1:=Adjacent[V8];
    1299           if Loc1>=0 then
    1300             begin
    1301             ok:=false;
    1302             case CheckStep(MoveStyle, Time0, V8 and 1, ArriveTime, RecoverTurns,
    1303               Map[Loc0], Map[Loc1],false) of
    1304               csOk: ok:=true;
    1305               csForbiddenTile:
    1306                 ;// !!! don't check moving there again
    1307               csCheckTerritory:
    1308                 ok:= RO.Territory[Loc1]=RO.Territory[Loc0];
    1309               end;
    1310             if ok and Pile.TestPut(Loc1, ArriveTime) then
    1311               if ArriveTime<$2000 then Pile.Put(Loc1, ArriveTime)
    1312               else IsComplete:=false
    1313             end
    1314           end;
    1315         if IsComplete then
    1316           Arrived[Loc0]:=(Arrived[Loc0] or CompleteFlag) and not NotReachedFlag;
    1317       until false;
    1318       end;
    1319 
    1320     inc(TurnCount);
    1321     end;
    1322   Pile.Free;
    1323 
    1324   if BestLoadLoc>=0 then
    1325     begin
    1326     TransportPlan.LoadLoc:=BestLoadLoc;
    1327     TransportPlan.uixTransport:=ResponsibleTransport[BestLoadLoc];
    1328     TransportAvailable[TransportPlan.uixTransport]:=0;
    1329     TransportPlan.TurnsEmpty:=BestTotalDelay-TurnsAfterLoad[BestLoadLoc];
    1330     TransportPlan.TurnsLoaded:=TurnsAfterLoad[BestLoadLoc];
    1331     TransportPlan.nLoad:=0;
    1332     for tuix:=nSelectedLoad-1 downto 0 do
    1333       if 1 shl (2*tuix) and Arrived[BestLoadLoc]=0 then
    1334         begin
    1335         assert(uixTransportLoad[tuixSelectedLoad[tuix]]=uixSelectedLoad[tuix]);
    1336         TransportPlan.uixLoad[TransportPlan.nLoad]:=uixSelectedLoad[tuix];
    1337         uixTransportLoad[tuixSelectedLoad[tuix]]:=
    1338           uixTransportLoad[nTransportLoad-1];
    1339         dec(nTransportLoad);
    1340         inc(TransportPlan.nLoad)
    1341         end;
    1342     result:=true;
    1343     exit
    1344     end;
    1345 
    1346   // no loading location for a single of these units -- remove all
    1347   // should be pretty rare case
    1348   for tuix:=nSelectedLoad-1 downto 0 do
    1349     begin
    1350     assert(uixTransportLoad[tuixSelectedLoad[tuix]]=uixSelectedLoad[tuix]);
    1351     uixTransportLoad[tuixSelectedLoad[tuix]]:=
    1352       uixTransportLoad[nTransportLoad-1];
    1353     dec(nTransportLoad);
    1354     end;
    1355   end;
    1356 TransportPlan.LoadLoc:=-1;
    1357 result:=false;
     1456      Result := True;
     1457      exit;
     1458    end;
     1459
     1460    // no loading location for a single of these units -- remove all
     1461    // should be pretty rare case
     1462    for tuix := nSelectedLoad - 1 downto 0 do
     1463    begin
     1464      assert(uixTransportLoad[tuixSelectedLoad[tuix]] = uixSelectedLoad[tuix]);
     1465      uixTransportLoad[tuixSelectedLoad[tuix]] :=
     1466        uixTransportLoad[nTransportLoad - 1];
     1467      Dec(nTransportLoad);
     1468    end;
     1469  end;
     1470  TransportPlan.LoadLoc := -1;
     1471  Result := False;
    13581472end;
    13591473
     
    13641478function TToolAI.CurrentMStrength(Domain: integer): integer;
    13651479var
    1366 i: integer;
    1367 begin
    1368 result:=0;
    1369 for i:=0 to nUpgrade-1 do with upgrade[Domain,i] do
    1370   if (Preq=preNone)
    1371     or (Preq>=0) and ((RO.Tech[Preq]>=tsApplicable)
    1372     or (Preq in FutureTech) and (RO.Tech[Preq]>=0)) then
    1373     begin
    1374     if Preq in FutureTech then
    1375       inc(result,RO.Tech[Preq]*Strength)
    1376     else inc(result,Strength);
    1377     end;
     1480  i: integer;
     1481begin
     1482  Result := 0;
     1483  for i := 0 to nUpgrade - 1 do
     1484    with upgrade[Domain, i] do
     1485      if (Preq = preNone) or (Preq >= 0) and
     1486        ((RO.Tech[Preq] >= tsApplicable) or (Preq in FutureTech) and
     1487        (RO.Tech[Preq] >= 0)) then
     1488      begin
     1489        if Preq in FutureTech then
     1490          Inc(Result, RO.Tech[Preq] * Strength)
     1491        else
     1492          Inc(Result, Strength);
     1493      end;
    13781494end;
    13791495
     
    13831499procedure SetAdvancedness;
    13841500var
    1385 ad,j,Reduction,AgeThreshold: integer;
    1386 known: array[0..nAdv-1] of integer;
     1501  ad, j, Reduction, AgeThreshold: integer;
     1502  known: array[0..nAdv - 1] of integer;
     1503
    13871504  procedure MarkPreqs(ad: integer);
    13881505  var
    1389   i: integer;
     1506    i: integer;
    13901507  begin
    1391   if known[ad]=0 then
    1392     begin
    1393     known[ad]:=1;
    1394     for i:=0 to 2 do
    1395       if AdvPreq[ad,i]>=0 then MarkPreqs(AdvPreq[ad,i]);
    1396     end
    1397   end;
    1398 begin
    1399 FillChar(Advancedness,SizeOf(Advancedness),0);
    1400 for ad:=0 to nAdv-1 do
     1508    if known[ad] = 0 then
     1509    begin
     1510      known[ad] := 1;
     1511      for i := 0 to 2 do
     1512        if AdvPreq[ad, i] >= 0 then
     1513          MarkPreqs(AdvPreq[ad, i]);
     1514    end;
     1515  end;
     1516
     1517begin
     1518  FillChar(Advancedness, SizeOf(Advancedness), 0);
     1519  for ad := 0 to nAdv - 1 do
    14011520  begin
    1402   FillChar(known,SizeOf(known),0);
    1403   MarkPreqs(ad);
    1404   for j:=0 to nAdv-1 do if known[j]>0 then inc(Advancedness[ad]);
    1405   end;
    1406 AgeThreshold:=Advancedness[adScience];
    1407 Reduction:=Advancedness[adScience] div 3;
    1408 for ad:=0 to nAdv-5 do
    1409   if Advancedness[ad]>=AgeThreshold then
    1410     dec(Advancedness[ad], Reduction);
    1411 AgeThreshold:=Advancedness[adMassProduction];
    1412 Reduction:=(Advancedness[adMassProduction]-Advancedness[adScience]) div 3;
    1413 for ad:=0 to nAdv-5 do
    1414   if Advancedness[ad]>=AgeThreshold then
    1415     dec(Advancedness[ad], Reduction)
     1521    FillChar(known, SizeOf(known), 0);
     1522    MarkPreqs(ad);
     1523    for j := 0 to nAdv - 1 do
     1524      if known[j] > 0 then
     1525        Inc(Advancedness[ad]);
     1526  end;
     1527  AgeThreshold := Advancedness[adScience];
     1528  Reduction := Advancedness[adScience] div 3;
     1529  for ad := 0 to nAdv - 5 do
     1530    if Advancedness[ad] >= AgeThreshold then
     1531      Dec(Advancedness[ad], Reduction);
     1532  AgeThreshold := Advancedness[adMassProduction];
     1533  Reduction := (Advancedness[adMassProduction] - Advancedness[adScience]) div 3;
     1534  for ad := 0 to nAdv - 5 do
     1535    if Advancedness[ad] >= AgeThreshold then
     1536      Dec(Advancedness[ad], Reduction);
    14161537end;
    14171538
    14181539
    14191540initialization
    1420 SetAdvancedness;
     1541  SetAdvancedness;
    14211542
    14221543end.
    1423 
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