- Timestamp:
- May 23, 2024, 10:14:11 PM (6 months ago)
- Location:
- trunk
- Files:
-
- 1 deleted
- 8 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/AI Template/AIProject.lpi
r582 r583 98 98 <IsPartOfProject Value="True"/> 99 99 </Unit> 100 <Unit> 101 <Filename Value="Names.pas"/> 102 <IsPartOfProject Value="True"/> 103 </Unit> 100 104 </Units> 101 105 </ProjectOptions> -
trunk/AI Template/CustomAI.pas
r582 r583 5 5 6 6 uses 7 7 {$IFDEF DEBUG}SysUtils,{$ENDIF} // necessary for debug exceptions 8 8 Protocol; 9 9 … … 13 13 TCustomAI = class 14 14 public 15 procedure Process(Command: integer; var Data);15 procedure Process(Command: Integer; var Data); 16 16 17 17 // overridables 18 constructor Create(Nation: integer); virtual;18 constructor Create(Nation: Integer); virtual; 19 19 destructor Destroy; override; 20 20 procedure SetDataDefaults; virtual; 21 21 procedure SetDataRandom; virtual; 22 22 procedure OnBeforeEnemyAttack(UnitInfo: TUnitInfo; 23 ToLoc, EndHealth, EndHealthDef: integer); virtual;24 procedure OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: integer); virtual;23 ToLoc, EndHealth, EndHealthDef: Integer); virtual; 24 procedure OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: Integer); virtual; 25 25 procedure OnAfterEnemyAttack; virtual; 26 26 procedure OnAfterEnemyCapture; virtual; 27 27 28 28 protected 29 me: integer; // index of the controlled nation29 Me: Integer; // index of the controlled nation 30 30 RO: ^TPlayerContext; 31 31 Map: ^TTileList; … … 34 34 MyModel: ^TModelList; 35 35 36 cixStateImp: array[imPalace..imSpacePort] of integer;36 cixStateImp: array[imPalace..imSpacePort] of Integer; 37 37 38 38 // negotiation 39 Opponent: integer; // nation i'm in negotiation with, -1 indicates no-negotiation mode40 MyAction, MyLastAction, OppoAction: integer;39 Opponent: Integer; // nation i'm in negotiation with, -1 indicates no-negotiation mode 40 MyAction, MyLastAction, OppoAction: Integer; 41 41 MyOffer, MyLastOffer, OppoOffer: TOffer; 42 42 … … 44 44 procedure DoTurn; virtual; 45 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;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 51 52 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;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 65 66 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;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 86 87 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: integer= rwMaxGrowth);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); 112 112 113 113 // negotiation 114 function Nego_CheckMyAction: integer;114 function Nego_CheckMyAction: Integer; 115 115 116 116 private 117 HaveTurned: boolean;117 HaveTurned: Boolean; 118 118 UnwantedNego: set of 0..nPl - 1; 119 119 Contacted: set of 0..nPl - 1; … … 125 125 Server: TServerCall; 126 126 G: TNewGameData; 127 RWDataSize, MapSize: integer;128 decompose24: cardinal;129 nodata: pointer;127 RWDataSize, MapSize: Integer; 128 decompose24: Cardinal; 129 nodata: Pointer; 130 130 131 131 const … … 136 136 // Unit_Move: move was not interrupted, location reached 137 137 rMoreTurns = $00020000; 138 138 // Unit_Move: move was not interrupted, location not reached yet 139 139 140 140 type 141 TVicinity8Loc = array[0..7] of integer;142 TVicinity21Loc = array[0..27] of integer;141 TVicinity8Loc = array[0..7] of Integer; 142 TVicinity21Loc = array[0..27] of Integer; 143 143 144 144 145 145 procedure Init(NewGameData: TNewGameData); 146 146 147 procedure ab_to_Loc(Loc0, a, b: integer; var Loc: integer); 148 procedure Loc_to_ab(Loc0, Loc: integer; var a, b: integer); 149 procedure ab_to_V8(a, b: integer; var V8: integer); 150 procedure V8_to_ab(V8: integer; var a, b: integer); 151 procedure ab_to_V21(a, b: integer; var V21: integer); 152 procedure V21_to_ab(V21: integer; var a, b: integer); 153 procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc); 154 procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc); 147 procedure ab_to_Loc(Loc0, A, B: Integer; var Loc: Integer); 148 procedure Loc_to_ab(Loc0, Loc: Integer; var A, B: Integer); 149 procedure ab_to_V8(A, B: Integer; var V8: Integer); 150 procedure V8_to_ab(V8: Integer; var A, B: Integer); 151 procedure ab_to_V21(A, B: Integer; var V21: Integer); 152 procedure V21_to_ab(V21: Integer; var A, B: Integer); 153 procedure V8_to_Loc(Loc0: Integer; var VicinityLoc: TVicinity8Loc); 154 procedure V21_to_Loc(Loc0: Integer; var VicinityLoc: TVicinity21Loc); 155 function Distance(Loc0, Loc1: Integer): Integer; 155 156 156 157 … … 158 159 159 160 const 160 ab_v8: array[-4..4] of integer = (5, 6, 7, 4, -1, 0, 3, 2, 1);161 v8_a: array[0..7] of integer = (1, 1, 0, -1, -1, -1, 0, 1);162 v8_b: array[0..7] of integer = (0, 1, 1, 1, 0, -1, -1, -1);163 164 165 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); 164 165 166 procedure ab_to_Loc(Loc0, A, B: Integer; var Loc: Integer); 166 167 {relative location from Loc0} 167 168 var 168 y0: integer;169 begin 170 assert((Loc0 >= 0) and (Loc0 < MapSize) and (a - b+ G.lx >= 0));171 y0 := cardinal(Loc0) * decompose24 shr 24;172 Loc := (Loc0 + ( a - b + y0 and 1 + G.lx + G.lx) shr 1) mod G.lx + G.lx * (y0 + a + b);173 if Loc >= MapSize then Loc := -$1000;174 end;175 176 177 procedure Loc_to_ab(Loc0, Loc: integer; var a,b: integer);178 {$IFDEF FPC} 179 var 180 dx, dy: integer;181 begin 182 dx := ((Loc mod G.lx * 2 + Loc div G.lx and 1) 183 -(Loc0 mod G.lx *2 +Loc0 div G.lx and 1) + 3 * G.lx) mod (2 * G.lx) -G.lx;169 y0: Integer; 170 begin 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 := -$1000; 176 end; 177 178 procedure Loc_to_ab(Loc0, Loc: Integer; var A, B: Integer); 179 {$IFDEF FPC}// freepascal 180 var 181 dx, dy: Integer; 182 begin 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; 184 185 dy := Loc div G.lx - Loc0 div G.lx; 185 a := (dx + dy) div 2; 186 b := (dy - dx) div 2; 187 end; 188 {$ELSE} // delphi 186 A := (dx + dy) div 2; 187 B := (dy - dx) div 2; 188 end; 189 190 {$ELSE}// delphi 189 191 register; 190 192 asm 191 192 193 194 195 div byte ptr [G]196 197 198 199 200 201 div byte ptr [G]202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 jl @a 219 220 221 222 @a:223 224 225 226 227 228 229 230 231 232 233 234 235 mov ebx,[b]236 237 238 mov [a],eax239 240 193 push ebx 194 195 // calculate 196 push ecx 197 div Byte ptr [G] 198 xor ebx,ebx 199 mov bl,ah // ebx:=Loc0 mod G.lx 200 mov ecx,eax 201 and ecx,$000000FF // ecx:=Loc0 div G.lx 202 mov eax,edx 203 div Byte ptr [G] 204 xor edx,edx 205 mov dl,ah // edx:=Loc mod G.lx 206 and eax,$000000FF // eax:=Loc div G.lx 207 sub edx,ebx // edx:=Loc mod G.lx-Loc0 mod G.lx 208 mov ebx,eax 209 sub ebx,ecx // ebx:=dy 210 and eax,1 211 and ecx,1 212 add edx,edx 213 add eax,edx 214 sub eax,ecx // eax:=dx, not normalized 215 pop ecx 216 217 // normalize 218 mov edx,dword ptr [G] 219 cmp eax,edx 220 jl @A 221 sub eax,edx 222 sub eax,edx 223 jmp @ok 224 @A: 225 neg edx 226 cmp eax,edx 227 jnl @ok 228 sub eax,edx 229 sub eax,edx 230 231 // return results 232 @ok: 233 mov edx,ebx 234 sub edx,eax 235 add eax,ebx 236 sar edx,1 // edx:=b 237 mov ebx,[B] 238 mov [ebx],edx 239 sar eax,1 // eax:=a 240 mov [A],eax 241 242 pop ebx 241 243 end; 242 244 {$ENDIF} 243 245 244 procedure ab_to_V8( a, b: integer; var V8: integer);245 begin 246 assert((abs(a) <= 1) and (abs(b) <= 1) and ((a <> 0) or (b<> 0)));247 V8 := ab_v8[2 * b + b + a];248 end; 249 250 procedure V8_to_ab(V8: integer; var a, b: integer);251 begin 252 a:= v8_a[V8];253 b:= V8_b[V8];254 end; 255 256 procedure ab_to_V21( a, b: integer; var V21: integer);257 begin 258 V21 := ( a + b + 3) shl 2 + (a - b+ 3) shr 1;259 end; 260 261 procedure V21_to_ab(V21: integer; var a, b: integer);262 var 263 dx, dy: integer;246 procedure ab_to_V8(A, B: Integer; var V8: Integer); 247 begin 248 Assert((Abs(A) <= 1) and (Abs(B) <= 1) and ((A <> 0) or (B <> 0))); 249 V8 := ab_v8[2 * B + B + A]; 250 end; 251 252 procedure V8_to_ab(V8: Integer; var A, B: Integer); 253 begin 254 A := v8_a[V8]; 255 B := V8_b[V8]; 256 end; 257 258 procedure ab_to_V21(A, B: Integer; var V21: Integer); 259 begin 260 V21 := (A + B + 3) shl 2 + (A - B + 3) shr 1; 261 end; 262 263 procedure V21_to_ab(V21: Integer; var A, B: Integer); 264 var 265 dx, dy: Integer; 264 266 begin 265 267 dy := V21 shr 2 - 3; 266 268 dx := V21 and 3 shl 1 - 3 + (dy + 3) and 1; 267 a:= (dx + dy) div 2;268 b:= (dy - dx) div 2;269 end; 270 271 procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc);272 var 273 x0, y0, lx: integer;269 A := (dx + dy) div 2; 270 B := (dy - dx) div 2; 271 end; 272 273 procedure V8_to_Loc(Loc0: Integer; var VicinityLoc: TVicinity8Loc); 274 var 275 x0, y0, lx: Integer; 274 276 begin 275 277 lx := G.lx; 276 y0 := cardinal(Loc0) * decompose24 shr 24;278 y0 := Cardinal(Loc0) * decompose24 shr 24; 277 279 x0 := Loc0 - y0 * lx; // Loc0 mod lx; 278 280 VicinityLoc[1] := Loc0 + lx * 2; … … 321 323 end; 322 324 323 procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);324 var 325 dx, dy, bit, y0, xComp, yComp, xComp0, xCompSwitch: integer;326 dst: ^ integer;327 begin 328 y0 := cardinal(Loc0) * decompose24 shr 24;325 procedure V21_to_Loc(Loc0: Integer; var VicinityLoc: TVicinity21Loc); 326 var 327 dx, dy, bit, y0, xComp, yComp, xComp0, xCompSwitch: Integer; 328 dst: ^Integer; 329 begin 330 y0 := Cardinal(Loc0) * decompose24 shr 24; 329 331 xComp0 := Loc0 - y0 * G.lx - 1; // Loc0 mod G.lx -1 330 332 xCompSwitch := xComp0 - 1 + y0 and 1; 331 if xComp0 < 0 then Inc(xComp0, G.lx); 332 if xCompSwitch < 0 then Inc(xCompSwitch, G.lx); 333 if xComp0 < 0 then 334 Inc(xComp0, G.lx); 335 if xCompSwitch < 0 then 336 Inc(xCompSwitch, G.lx); 333 337 xCompSwitch := xCompSwitch xor xComp0; 334 338 yComp := G.lx * (y0 - 3); … … 342 346 for dx := 0 to 3 do 343 347 begin 344 if bit and $67F7F76 <> 0 then dst^ := xComp + yComp 348 if bit and $67F7F76 <> 0 then 349 dst^ := xComp + yComp 345 350 else 346 351 dst^ := -1; 347 352 Inc(xComp); 348 if xComp >= G.lx then Dec(xComp, G.lx); 353 if xComp >= G.lx then 354 Dec(xComp, G.lx); 349 355 Inc(dst); 350 356 bit := bit shl 1; … … 362 368 end; 363 369 370 function Distance(Loc0, Loc1: Integer): Integer; 371 var 372 A, B, dx, dy: Integer; 373 begin 374 Loc_to_ab(Loc0, Loc1, A, B); 375 dx := Abs(A - B); 376 dy := Abs(A + B); 377 Result := dx + dy + Abs(dx - dy) shr 1; 378 end; 364 379 365 380 procedure Init(NewGameData: TNewGameData); 366 381 {$IFDEF DEBUG}var 367 Loc: integer;368 382 Loc: Integer; 383 {$ENDIF} 369 384 begin 370 385 G := NewGameData; 371 386 MapSize := G.lx * G.ly; 372 387 decompose24 := (1 shl 24 - 1) div G.lx + 1; 373 {$IFDEF DEBUG} 374 for Loc := 0 to MapSize - 1 do assert(cardinal(Loc) * decompose24 shr 375 24 = cardinal(Loc div G.lx)); 376 {$ENDIF} 377 end; 378 379 380 constructor TCustomAI.Create(Nation: integer); 388 {$IFDEF DEBUG} 389 for Loc := 0 to MapSize - 1 do 390 Assert(Cardinal(Loc) * decompose24 shr 24 = Cardinal(Loc div G.lx)); 391 {$ENDIF} 392 end; 393 394 constructor TCustomAI.Create(Nation: Integer); 381 395 begin 382 396 inherited Create; 383 me := Nation;384 RO := pointer(G.RO[Nation]);385 Map := pointer(RO.Map);386 MyUnit := pointer(RO.Un);387 MyCity := pointer(RO.City);388 MyModel := pointer(RO.Model);397 Me := Nation; 398 RO := Pointer(G.RO[Nation]); 399 Map := Pointer(RO.Map); 400 MyUnit := Pointer(RO.Un); 401 MyCity := Pointer(RO.City); 402 MyModel := Pointer(RO.Model); 389 403 Opponent := -1; 390 404 end; … … 392 406 destructor TCustomAI.Destroy; 393 407 begin 394 Server(sSetDebugMap, me, 0, nodata^); 395 end; 396 397 398 procedure TCustomAI.Process(Command: integer; var Data); 399 var 400 Nation, NewResearch, NewGov, Count, ad, cix, iix: integer; 408 Server(sSetDebugMap, Me, 0, nodata^); 409 end; 410 411 procedure TCustomAI.Process(Command: Integer; var Data); 412 var 413 Nation, NewResearch, NewGov, Count, ad, cix, iix: Integer; 401 414 NegoTime: TNegoTime; 402 415 begin … … 404 417 cTurn, cContinue: 405 418 begin 406 if RO.Alive and (1 shl me) = 0 then419 if RO.Alive and (1 shl Me) = 0 then 407 420 begin // I'm dead, huhu 408 Server(sTurn, me, 0, nodata^);409 exit;421 Server(sTurn, Me, 0, nodata^); 422 Exit; 410 423 end; 411 424 if Command = cTurn then 412 425 begin 413 fillchar(cixStateImp, sizeof(cixStateImp), $FF); 414 for cix := 0 to RO.nCity - 1 do if MyCity[cix].Loc >= 0 then 426 FillChar(cixStateImp, SizeOf(cixStateImp), $FF); 427 for cix := 0 to RO.nCity - 1 do 428 if MyCity[cix].Loc >= 0 then 415 429 for iix := imPalace to imSpacePort do 416 430 if MyCity[cix].Built[iix] > 0 then … … 420 434 NewGov := ChooseGovernment; 421 435 if NewGov > gAnarchy then 422 Server(sSetGovernment, me, NewGov, nodata^);436 Server(sSetGovernment, Me, NewGov, nodata^); 423 437 end; 424 438 HaveTurned := False; … … 429 443 if OnNegoRejected_CancelTreaty then 430 444 if RO.Treaty[Opponent] >= trPeace then 431 if Server(sCancelTreaty, me, 0, nodata^) < rExecuted then432 assert(False);445 if Server(sCancelTreaty, Me, 0, nodata^) < rExecuted then 446 Assert(False); 433 447 end 434 448 else … … 436 450 Opponent := -1; 437 451 repeat 438 if HaveTurned then NegoTime := EndOfTurn 452 if HaveTurned then 453 NegoTime := EndOfTurn 439 454 else 440 455 NegoTime := BeginOfTurn; 441 456 if RO.Government <> gAnarchy then 442 457 for Nation := 0 to nPl - 1 do 443 if (Nation <> me) and (1 shl Nation and RO.Alive <> 0) and458 if (Nation <> Me) and (1 shl Nation and RO.Alive <> 0) and 444 459 (RO.Treaty[Nation] >= trNone) and not (Nation in Contacted) and not 445 460 (Nation in UnwantedNego) and 446 (Server(scContact - sExecute + Nation shl 4, me, 0, nodata^) >= rExecuted) then461 (Server(scContact - sExecute + Nation shl 4, Me, 0, nodata^) >= rExecuted) then 447 462 if WantNegotiation(Nation, NegoTime) then 448 463 begin 449 if Server(scContact + Nation shl 4, me, 0, nodata^) >= rExecuted then464 if Server(scContact + Nation shl 4, Me, 0, nodata^) >= rExecuted then 450 465 begin 451 include(Contacted, Nation);466 Include(Contacted, Nation); 452 467 Opponent := Nation; 453 468 MyAction := scContact; 454 exit;469 Exit; 455 470 end; 456 471 end 457 472 else 458 include(UnwantedNego, Nation);473 Include(UnwantedNego, Nation); 459 474 if NegoTime = BeginOfTurn then 460 475 begin … … 465 480 end 466 481 else 467 break;482 Break; 468 483 until False; 469 484 if RO.Happened and phTech <> 0 then … … 473 488 begin // choose random research 474 489 Count := 0; 475 for ad := 0 to nAdv - 1 do if AdvanceResearchable(ad) then 490 for ad := 0 to nAdv - 1 do 491 if AdvanceResearchable(ad) then 476 492 begin 477 493 Inc(Count); 478 if random(Count) = 0 then NewResearch := ad; 494 if Random(Count) = 0 then 495 NewResearch := ad; 479 496 end; 480 497 end; 481 Server(sSetResearch, me, NewResearch, nodata^);498 Server(sSetResearch, Me, NewResearch, nodata^); 482 499 end; 483 if Server(sTurn, me, 0, nodata^) < rExecuted then484 assert(False);500 if Server(sTurn, Me, 0, nodata^) < rExecuted then 501 Assert(False); 485 502 end; 486 503 scContact: 487 if WantNegotiation( integer(Data), EnemyCalled) then504 if WantNegotiation(Integer(Data), EnemyCalled) then 488 505 begin 489 if Server(scDipStart, me, 0, nodata^) < rExecuted then490 assert(False);491 Opponent := integer(Data);506 if Server(scDipStart, Me, 0, nodata^) < rExecuted then 507 Assert(False); 508 Opponent := Integer(Data); 492 509 MyAction := scDipStart; 493 510 end 494 511 else 495 512 begin 496 if Server(scReject, me, 0, nodata^) < rExecuted then497 assert(False);513 if Server(scReject, Me, 0, nodata^) < rExecuted then 514 Assert(False); 498 515 end; 499 516 scDipStart, scDipNotice, scDipAccept, scDipCancelTreaty, scDipOffer, scDipBreak: 500 517 begin 501 518 OppoAction := Command; 502 if Command = scDipOffer then OppoOffer := TOffer(Data); 519 if Command = scDipOffer then 520 OppoOffer := TOffer(Data); 503 521 if Command = scDipStart then 504 522 MyLastAction := scContact … … 517 535 end; 518 536 DoNegotiation; 519 assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or537 Assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or 520 538 (MyAction = scDipCancelTreaty) or (MyAction = scDipOffer) or (MyAction = scDipBreak)); 521 if MyAction = scDipOffer then Server(MyAction, me, 0, MyOffer) 539 if MyAction = scDipOffer then 540 Server(MyAction, Me, 0, MyOffer) 522 541 else 523 Server(MyAction, me, 0, nodata^);542 Server(MyAction, Me, 0, nodata^); 524 543 end; 525 544 cShowEndContact: … … 546 565 547 566 procedure TCustomAI.OnBeforeEnemyAttack(UnitInfo: TUnitInfo; 548 ToLoc, EndHealth, EndHealthDef: integer);549 begin 550 end; 551 552 procedure TCustomAI.OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: integer);567 ToLoc, EndHealth, EndHealthDef: Integer); 568 begin 569 end; 570 571 procedure TCustomAI.OnBeforeEnemyCapture(UnitInfo: TUnitInfo; ToLoc: Integer); 553 572 begin 554 573 end; … … 562 581 end; 563 582 564 function TCustomAI.ChooseResearchAdvance: integer;583 function TCustomAI.ChooseResearchAdvance: Integer; 565 584 begin 566 585 Result := -1; 567 586 end; 568 587 569 function TCustomAI.ChooseStealAdvance: integer;588 function TCustomAI.ChooseStealAdvance: Integer; 570 589 begin 571 590 Result := -1; 572 591 end; 573 592 574 function TCustomAI.ChooseGovernment: integer;593 function TCustomAI.ChooseGovernment: Integer; 575 594 begin 576 595 Result := gDespotism; 577 596 end; 578 597 579 function TCustomAI.WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;598 function TCustomAI.WantNegotiation(Nation: Integer; NegoTime: TNegoTime): Boolean; 580 599 begin 581 600 Result := False; 582 601 end; 583 602 584 function TCustomAI.OnNegoRejected_CancelTreaty: boolean;603 function TCustomAI.OnNegoRejected_CancelTreaty: Boolean; 585 604 begin 586 605 Result := False; 587 606 end; 607 588 608 {$HINTS ON} 589 609 590 610 procedure TCustomAI.StealAdvance; 591 611 var 592 Steal, ad, Count: integer;612 Steal, ad, Count: Integer; 593 613 begin 594 614 Steal := ChooseStealAdvance; … … 596 616 begin // choose random advance 597 617 Count := 0; 598 for ad := 0 to nAdv - 1 do if AdvanceStealable(ad) then 618 for ad := 0 to nAdv - 1 do 619 if AdvanceStealable(ad) then 599 620 begin 600 621 Inc(Count); 601 if random(Count) = 0 then Steal := ad; 622 if Random(Count) = 0 then 623 Steal := ad; 602 624 end; 603 625 end; 604 if Steal >= 0 then Server(sStealTech, me, Steal, nodata^); 626 if Steal >= 0 then 627 Server(sStealTech, Me, Steal, nodata^); 605 628 RO.Happened := RO.Happened and not phStealTech; 606 629 end; 607 630 608 function TCustomAI.IsResearched(Advance: integer): boolean;609 begin 610 Result := RO.Tech[Advance] >= tsApplicable;611 end; 612 613 function TCustomAI.ResearchCost: integer;614 begin 615 Server(sGetTechCost, me, 0, Result);616 end; 617 618 function TCustomAI.ChangeAttitude(Nation, Attitude: integer): integer;619 begin 620 Result := Server(sSetAttitude + Nation shl 4, me, Attitude, nodata^);621 end; 622 623 function TCustomAI.Revolution: integer;624 begin 625 Result := Server(sRevolution, me, 0, nodata^);626 end; 627 628 function TCustomAI.ChangeRates(Tax, Lux: integer): integer;629 begin 630 Result := Server(sSetRates, me, Tax div 10 and $f + Lux div 10 and $fshl 4, nodata^);631 end; 632 633 function TCustomAI.PrepareNewModel(Domain: integer): integer;634 begin 635 Result := Server(sCreateDevModel, me, Domain, nodata^);636 end; 637 638 function TCustomAI.SetNewModelFeature(F, Count: integer): integer;639 begin 640 Result := Server(sSetDevModelCap + Count shl 4, me, F, nodata^);641 end; 642 643 function TCustomAI.AdvanceResearchable(Advance: integer): boolean;644 begin 645 Result := Server(sSetResearch - sExecute, me, Advance, nodata^) >= rExecuted;646 end; 647 648 function TCustomAI.AdvanceStealable(Advance: integer): boolean;649 begin 650 Result := Server(sStealTech - sExecute, me, Advance, nodata^) >= rExecuted;651 end; 652 653 function TCustomAI.GetJobProgress(Loc: integer;654 var JobProgress: TJobProgressData): boolean;655 begin 656 Result := Server(sGetJobProgress, me, Loc, JobProgress) >= rExecuted;657 end; 658 659 function TCustomAI.DebugMessage(Level: integer; Text: string): boolean;660 begin 661 Text := copy('P' + char(48 + me) + ' ' + Text, 1, 254);662 Server(sMessage, me, Level, PChar(Text)^);631 function TCustomAI.IsResearched(Advance: Integer): Boolean; 632 begin 633 Result := (Advance = preNone) or (Advance <> preNA) and (RO.Tech[Advance] >= tsApplicable); 634 end; 635 636 function TCustomAI.ResearchCost: Integer; 637 begin 638 Server(sGetTechCost, Me, 0, Result); 639 end; 640 641 function TCustomAI.ChangeAttitude(Nation, Attitude: Integer): Integer; 642 begin 643 Result := Server(sSetAttitude + Nation shl 4, Me, Attitude, nodata^); 644 end; 645 646 function TCustomAI.Revolution: Integer; 647 begin 648 Result := Server(sRevolution, Me, 0, nodata^); 649 end; 650 651 function TCustomAI.ChangeRates(Tax, Lux: Integer): Integer; 652 begin 653 Result := Server(sSetRates, Me, Tax div 10 and $F + Lux div 10 and $F shl 4, nodata^); 654 end; 655 656 function TCustomAI.PrepareNewModel(Domain: Integer): Integer; 657 begin 658 Result := Server(sCreateDevModel, Me, Domain, nodata^); 659 end; 660 661 function TCustomAI.SetNewModelFeature(F, Count: Integer): Integer; 662 begin 663 Result := Server(sSetDevModelCap + Count shl 4, Me, F, nodata^); 664 end; 665 666 function TCustomAI.AdvanceResearchable(Advance: Integer): Boolean; 667 begin 668 Result := Server(sSetResearch - sExecute, Me, Advance, nodata^) >= rExecuted; 669 end; 670 671 function TCustomAI.AdvanceStealable(Advance: Integer): Boolean; 672 begin 673 Result := Server(sStealTech - sExecute, Me, Advance, nodata^) >= rExecuted; 674 end; 675 676 function TCustomAI.GetJobProgress(Loc: Integer; 677 var JobProgress: TJobProgressData): Boolean; 678 begin 679 Result := Server(sGetJobProgress, Me, Loc, JobProgress) >= rExecuted; 680 end; 681 682 function TCustomAI.DebugMessage(Level: Integer; Text: string): Boolean; 683 begin 684 Text := Copy('P' + Char(48 + Me) + ' ' + Text, 1, 254); 685 Server(sMessage, Me, Level, PChar(Text)^); 663 686 664 687 Result := True; … … 667 690 end; 668 691 669 function TCustomAI.SetDebugMap(var DebugMap): boolean;670 begin 671 Server(sSetDebugMap, me, 0, DebugMap);692 function TCustomAI.SetDebugMap(var DebugMap): Boolean; 693 begin 694 Server(sSetDebugMap, Me, 0, DebugMap); 672 695 673 696 Result := True; … … 676 699 end; 677 700 678 procedure TCustomAI.Unit_FindMyDefender(Loc: integer; var uix: integer); 679 begin 680 if Server(sGetDefender, me, Loc, uix) < rExecuted then uix := -1; 681 end; 682 683 procedure TCustomAI.Unit_FindEnemyDefender(Loc: integer; var euix: integer); 701 procedure TCustomAI.Unit_FindMyDefender(Loc: Integer; var uix: Integer); 702 begin 703 if Server(sGetDefender, Me, Loc, uix) < rExecuted then 704 uix := -1; 705 end; 706 707 procedure TCustomAI.Unit_FindEnemyDefender(Loc: Integer; var euix: Integer); 684 708 begin 685 709 euix := RO.nEnemyUn - 1; … … 688 712 end; 689 713 690 function TCustomAI.Unit_Move(uix, ToLoc: integer): integer;691 var 692 Step: integer;693 DestinationReached: boolean;714 function TCustomAI.Unit_Move(uix, ToLoc: Integer): Integer; 715 var 716 Step: Integer; 717 DestinationReached: Boolean; 694 718 Advice: TMoveAdviceData; 695 719 begin 696 assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit720 Assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit 697 721 {Loc_to_ab(MyUnit[uix].Loc,ToLoc,a,b); 698 assert((a<>0) or (b<>0));699 if ( a>=-1) and (a<=1) and (b>=-1) and (b<=1) then722 Assert((A<>0) or (B<>0)); 723 if (A>=-1) and (A<=1) and (B>=-1) and (B<=1) then 700 724 begin // move to adjacent tile 701 !!!problem: if move is invalid, return codes are not consistent with other branch (eNoWay)725 !!!problem: if Move is invalid, return codes are not consistent with other branch (eNoWay) 702 726 Advice.nStep:=1; 703 Advice.dx[0]:= a-b;704 Advice.dy[0]:= a+b;727 Advice.dx[0]:=A-B; 728 Advice.dy[0]:=A+B; 705 729 Advice.MoreTurns:=0; 706 730 Advice.MaxHostile_MovementLeft:=MyUnit[uix].Movement; 707 result:=eOK;731 Result:=eOK; 708 732 end 709 733 else} … … 712 736 Advice.MoreTurns := 9999; 713 737 Advice.MaxHostile_MovementLeft := 100; 714 Result := Server(sGetMoveAdvice, me, uix, Advice);738 Result := Server(sGetMoveAdvice, Me, uix, Advice); 715 739 end; 716 740 if Result = eOk then … … 728 752 begin 729 753 DestinationReached := True; 730 break;754 Break; 731 755 end // stop next to destination 732 756 else if Step = Advice.nStep then … … 734 758 735 759 if (Step = Advice.nStep) or (Result <> eOK) and (Result <> eLoaded) then 736 break;760 Break; 737 761 738 762 Result := Server(sMoveUnit + (Advice.dx[Step] and 7) shl 4 + 739 (Advice.dy[Step] and 7) shl 7, me, uix, nodata^);763 (Advice.dy[Step] and 7) shl 7, Me, uix, nodata^); 740 764 Inc(Step); 741 if RO.Happened and phStealTech <> 0 then StealAdvance; 765 if RO.Happened and phStealTech <> 0 then 766 StealAdvance; 742 767 until False; 743 768 if DestinationReached then … … 751 776 end; 752 777 753 function TCustomAI.Unit_Step(uix, ToLoc: integer): integer; 754 var 755 a, b: integer; 756 begin 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)); 759 Result := Server(sMoveUnit + ((a - b) and 7) shl 4 + ((a + b) and 7) shl 7, me, uix, nodata^); 760 if RO.Happened and phStealTech <> 0 then StealAdvance; 761 end; 762 763 function TCustomAI.Unit_Attack(uix, ToLoc: integer): integer; 764 var 765 a, b: integer; 766 begin 767 assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit 778 function TCustomAI.Unit_Step(uix, ToLoc: Integer): Integer; 779 var 780 A, B: Integer; 781 begin 782 Loc_to_ab(MyUnit[uix].Loc, ToLoc, A, B); 783 Assert(((A <> 0) or (B <> 0)) and (A >= -1) and (A <= 1) and (B >= -1) and (B <= 1)); 784 Result := Server(sMoveUnit + ((A - B) and 7) shl 4 + ((A + B) and 7) shl 7, Me, uix, nodata^); 785 if RO.Happened and phStealTech <> 0 then 786 StealAdvance; 787 end; 788 789 function TCustomAI.Unit_Attack(uix, ToLoc: Integer): Integer; 790 var 791 A, B: Integer; 792 begin 793 Assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit 768 794 and ((Map[ToLoc] and (fUnit or fOwned) = fUnit) // is an attack 769 795 or (Map[ToLoc] and (fCity or fOwned) = fCity) and 770 796 (MyModel[MyUnit[uix].mix].Domain <> dGround))); // is a bombardment 771 Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);772 assert(((a <> 0) or (b <> 0)) and (a >= -1) and (a <= 1) and (b >= -1) and (b<= 1));797 Loc_to_ab(MyUnit[uix].Loc, ToLoc, A, B); 798 Assert(((A <> 0) or (B <> 0)) and (A >= -1) and (A <= 1) and (B >= -1) and (B <= 1)); 773 799 // attack to adjacent tile 774 Result := Server(sMoveUnit + ( a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^);775 end; 776 777 function TCustomAI.Unit_DoMission(uix, MissionType, ToLoc: integer): integer;778 var 779 a, b: integer;780 begin 781 Result := Server(sSetSpyMission + MissionType shl 4, me, 0, nodata^);800 Result := Server(sMoveUnit + (A - B) and 7 shl 4 + (A + B) and 7 shl 7, Me, uix, nodata^); 801 end; 802 803 function TCustomAI.Unit_DoMission(uix, MissionType, ToLoc: Integer): Integer; 804 var 805 A, B: Integer; 806 begin 807 Result := Server(sSetSpyMission + MissionType shl 4, Me, 0, nodata^); 782 808 if Result >= rExecuted then 783 809 begin 784 assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit810 Assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit 785 811 and (MyModel[MyUnit[uix].mix].Kind = mkDiplomat)); // is a commando 786 Loc_to_ab(MyUnit[uix].Loc, ToLoc, a, b);787 assert(((a <> 0) or (b <> 0)) and (a >= -1) and (a <= 1) and (b >= -1) and (b<= 1));812 Loc_to_ab(MyUnit[uix].Loc, ToLoc, A, B); 813 Assert(((A <> 0) or (B <> 0)) and (A >= -1) and (A <= 1) and (B >= -1) and (B <= 1)); 788 814 // city must be adjacent 789 Result := Server(sMoveUnit - sExecute + ( a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^);815 Result := Server(sMoveUnit - sExecute + (A - B) and 7 shl 4 + (A + B) and 7 shl 7, Me, uix, nodata^); 790 816 if Result = eMissionDone then 791 Result := Server(sMoveUnit + ( a - b) and 7 shl 4 + (a + b) and 7 shl 7, me, uix, nodata^)817 Result := Server(sMoveUnit + (A - B) and 7 shl 4 + (A + B) and 7 shl 7, Me, uix, nodata^) 792 818 else if (Result <> eNoTime_Move) and (Result <> eTreaty) and (Result <> eNoTurn) then 793 819 Result := eInvalid; // not a special commando mission! … … 795 821 end; 796 822 797 function TCustomAI.Unit_MoveForecast(uix, ToLoc: integer;798 var RemainingMovement: integer): boolean;823 function TCustomAI.Unit_MoveForecast(uix, ToLoc: Integer; 824 var RemainingMovement: Integer): Boolean; 799 825 var 800 826 Advice: TMoveAdviceData; 801 827 begin 802 assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit828 Assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0)); // is a unit 803 829 Advice.ToLoc := ToLoc; 804 830 Advice.MoreTurns := 0; 805 831 Advice.MaxHostile_MovementLeft := 100; 806 if Server(sGetMoveAdvice, me, uix, Advice) = eOk then832 if Server(sGetMoveAdvice, Me, uix, Advice) = eOk then 807 833 begin 808 834 RemainingMovement := Advice.MaxHostile_MovementLeft; … … 816 842 end; 817 843 818 function TCustomAI.Unit_AttackForecast(uix, ToLoc, AttackMovement: integer; 819 var RemainingHealth: integer): boolean; 844 // negative RemainingHealth is remaining helth of defender if lost 845 function TCustomAI.Unit_AttackForecast(uix, ToLoc, AttackMovement: Integer; 846 var RemainingHealth: Integer): Boolean; 820 847 var 821 848 BattleForecast: TBattleForecast; 822 849 begin 823 assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit850 Assert((uix >= 0) and (uix < RO.nUn) and (MyUnit[uix].Loc >= 0) // is a unit 824 851 and (Map[ToLoc] and (fUnit or fOwned) = fUnit)); // is an attack 825 852 RemainingHealth := -$100; 826 853 Result := False; 827 if AttackMovement >= 0 then with MyUnit[uix] do 854 if AttackMovement >= 0 then 855 with MyUnit[uix] do 828 856 begin 829 BattleForecast.pAtt := me;857 BattleForecast.pAtt := Me; 830 858 BattleForecast.mixAtt := mix; 831 859 BattleForecast.HealthAtt := Health; … … 833 861 BattleForecast.FlagsAtt := Flags; 834 862 BattleForecast.Movement := AttackMovement; 835 if Server(sGetBattleForecast, me, ToLoc, BattleForecast) >= rExecuted then863 if Server(sGetBattleForecast, Me, ToLoc, BattleForecast) >= rExecuted then 836 864 begin 837 865 if BattleForecast.EndHealthAtt > 0 then … … 844 872 end; 845 873 846 function TCustomAI.Unit_DefenseForecast(euix, ToLoc: integer;847 var RemainingHealth: integer): boolean;874 function TCustomAI.Unit_DefenseForecast(euix, ToLoc: Integer; 875 var RemainingHealth: Integer): Boolean; 848 876 var 849 877 BattleForecast: TBattleForecast; 850 878 begin 851 assert((euix >= 0) and (euix < RO.nEnemyUn) and (RO.EnemyUn[euix].Loc >= 0) // is an enemy unit879 Assert((euix >= 0) and (euix < RO.nEnemyUn) and (RO.EnemyUn[euix].Loc >= 0) // is an enemy unit 852 880 and (Map[ToLoc] and (fUnit or fOwned) = (fUnit or fOwned))); // is an attack 853 881 RemainingHealth := $100; … … 861 889 BattleForecast.FlagsAtt := Flags; 862 890 BattleForecast.Movement := 100; 863 if Server(sGetBattleForecast, me, ToLoc, BattleForecast) >= rExecuted then891 if Server(sGetBattleForecast, Me, ToLoc, BattleForecast) >= rExecuted then 864 892 begin 865 893 if BattleForecast.EndHealthDef > 0 then … … 872 900 end; 873 901 874 function TCustomAI.Unit_Disband(uix: integer): integer;875 begin 876 Result := Server(sRemoveUnit, me, uix, nodata^);877 end; 878 879 function TCustomAI.Unit_StartJob(uix, NewJob: integer): integer;880 begin 881 Result := Server(sStartJob + NewJob shl 4, me, uix, nodata^);882 end; 883 884 function TCustomAI.Unit_SetHomeHere(uix: integer): integer;885 begin 886 Result := Server(sSetUnitHome, me, uix, nodata^);887 end; 888 889 function TCustomAI.Unit_Load(uix: integer): integer;890 begin 891 Result := Server(sLoadUnit, me, uix, nodata^);892 end; 893 894 function TCustomAI.Unit_Unload(uix: integer): integer;895 begin 896 Result := Server(sUnloadUnit, me, uix, nodata^);897 end; 898 899 function TCustomAI.Unit_AddToCity(uix: integer): integer;900 begin 901 Result := Server(sAddToCity, me, uix, nodata^);902 end; 903 904 function TCustomAI.Unit_SelectTransport(uix: integer): integer;905 begin 906 Result := Server(sSelectTransport, me, uix, nodata^);907 end; 908 909 910 procedure TCustomAI.City_FindMyCity(Loc: integer; var cix: integer);902 function TCustomAI.Unit_Disband(uix: Integer): Integer; 903 begin 904 Result := Server(sRemoveUnit, Me, uix, nodata^); 905 end; 906 907 function TCustomAI.Unit_StartJob(uix, NewJob: Integer): Integer; 908 begin 909 Result := Server(sStartJob + NewJob shl 4, Me, uix, nodata^); 910 end; 911 912 function TCustomAI.Unit_SetHomeHere(uix: Integer): Integer; 913 begin 914 Result := Server(sSetUnitHome, Me, uix, nodata^); 915 end; 916 917 function TCustomAI.Unit_Load(uix: Integer): Integer; 918 begin 919 Result := Server(sLoadUnit, Me, uix, nodata^); 920 end; 921 922 function TCustomAI.Unit_Unload(uix: Integer): Integer; 923 begin 924 Result := Server(sUnloadUnit, Me, uix, nodata^); 925 end; 926 927 function TCustomAI.Unit_AddToCity(uix: Integer): Integer; 928 begin 929 Result := Server(sAddToCity, Me, uix, nodata^); 930 end; 931 932 function TCustomAI.Unit_SelectTransport(uix: Integer): Integer; 933 begin 934 Result := Server(sSelectTransport, Me, uix, nodata^); 935 end; 936 937 938 procedure TCustomAI.City_FindMyCity(Loc: Integer; var cix: Integer); 911 939 begin 912 940 if Map[Loc] and (fCity or fOwned) <> fCity or fOwned then … … 920 948 end; 921 949 922 procedure TCustomAI.City_FindEnemyCity(Loc: integer; var ecix: integer);950 procedure TCustomAI.City_FindEnemyCity(Loc: Integer; var ecix: Integer); 923 951 begin 924 952 if Map[Loc] and (fCity or fOwned) <> fCity then … … 932 960 end; 933 961 934 function TCustomAI.City_HasProject(cix: integer): boolean;962 function TCustomAI.City_HasProject(cix: Integer): Boolean; 935 963 begin 936 964 Result := MyCity[cix].Project and (cpImp + cpIndex) <> cpImp + imTrGoods; 937 965 end; 938 966 939 function TCustomAI.City_CurrentImprovementProject(cix: integer): integer; 940 begin 941 if MyCity[cix].Project and cpImp = 0 then Result := -1 967 function TCustomAI.City_CurrentImprovementProject(cix: Integer): Integer; 968 begin 969 if MyCity[cix].Project and cpImp = 0 then 970 Result := -1 942 971 else 943 972 begin 944 973 Result := MyCity[cix].Project and cpIndex; 945 if Result = imTrGoods then Result := -1; 946 end; 947 end; 948 949 function TCustomAI.City_CurrentUnitProject(cix: integer): integer; 950 begin 951 if MyCity[cix].Project and cpImp <> 0 then Result := -1 974 if Result = imTrGoods then 975 Result := -1; 976 end; 977 end; 978 979 function TCustomAI.City_CurrentUnitProject(cix: Integer): Integer; 980 begin 981 if MyCity[cix].Project and cpImp <> 0 then 982 Result := -1 952 983 else 953 984 Result := MyCity[cix].Project and cpIndex; 954 985 end; 955 986 956 function TCustomAI.City_GetTileInfo(cix, TileLoc: integer;957 var TileInfo: TTileInfo): integer;987 function TCustomAI.City_GetTileInfo(cix, TileLoc: Integer; 988 var TileInfo: TTileInfo): Integer; 958 989 begin 959 990 TileInfo.ExplCity := cix; 960 Result := Server(sGetHypoCityTileInfo, me, TileLoc, TileInfo);961 end; 962 963 function TCustomAI.City_GetReport(cix: integer; var Report: TCityReport): integer;991 Result := Server(sGetHypoCityTileInfo, Me, TileLoc, TileInfo); 992 end; 993 994 function TCustomAI.City_GetReport(cix: Integer; var Report: TCityReport): Integer; 964 995 begin 965 996 Report.HypoTiles := -1; 966 997 Report.HypoTax := -1; 967 998 Report.HypoLux := -1; 968 Result := Server(sGetCityReport, me, cix, Report);969 end; 970 971 function TCustomAI.City_GetHypoReport(cix, HypoTiles, HypoTax, HypoLux: integer;972 var Report: TCityReport): integer;999 Result := Server(sGetCityReport, Me, cix, Report); 1000 end; 1001 1002 function TCustomAI.City_GetHypoReport(cix, HypoTiles, HypoTax, HypoLux: Integer; 1003 var Report: TCityReport): Integer; 973 1004 begin 974 1005 Report.HypoTiles := HypoTiles; 975 1006 Report.HypoTax := HypoTax; 976 1007 Report.HypoLux := HypoLux; 977 Result := Server(sGetCityReport, me, cix, Report);978 end; 979 980 function TCustomAI.City_GetReportNew(cix: integer; var Report: TCityReportNew): integer;1008 Result := Server(sGetCityReport, Me, cix, Report); 1009 end; 1010 1011 function TCustomAI.City_GetReportNew(cix: Integer; var Report: TCityReportNew): Integer; 981 1012 begin 982 1013 Report.HypoTiles := -1; 983 1014 Report.HypoTaxRate := -1; 984 1015 Report.HypoLuxuryRate := -1; 985 Result := Server(sGetCityReportNew, me, cix, Report);1016 Result := Server(sGetCityReportNew, Me, cix, Report); 986 1017 end; 987 1018 988 1019 function TCustomAI.City_GetHypoReportNew(cix, HypoTiles, HypoTaxRate, 989 HypoLuxuryRate: integer; var Report: TCityReportNew): integer;1020 HypoLuxuryRate: Integer; var Report: TCityReportNew): Integer; 990 1021 begin 991 1022 Report.HypoTiles := HypoTiles; 992 1023 Report.HypoTaxRate := HypoTaxRate; 993 1024 Report.HypoLuxuryRate := HypoLuxuryRate; 994 Result := Server(sGetCityReportNew, me, cix, Report); 995 end; 996 997 function TCustomAI.City_GetAreaInfo(cix: integer; var AreaInfo: TCityAreaInfo): integer; 998 begin 999 Result := Server(sGetCityAreaInfo, me, cix, AreaInfo); 1000 end; 1001 1002 function TCustomAI.City_StartUnitProduction(cix, mix: integer): integer; 1003 begin 1004 Result := Server(sSetCityProject, me, cix, mix); 1005 end; 1006 1007 function TCustomAI.City_StartEmigration(cix, mix: integer; 1008 AllowDisbandCity, AsConscripts: boolean): integer; 1009 var 1010 NewProject: integer; 1025 Result := Server(sGetCityReportNew, Me, cix, Report); 1026 end; 1027 1028 function TCustomAI.City_GetAreaInfo(cix: Integer; var AreaInfo: TCityAreaInfo): Integer; 1029 begin 1030 Result := Server(sGetCityAreaInfo, Me, cix, AreaInfo); 1031 end; 1032 1033 function TCustomAI.City_StartUnitProduction(cix, mix: Integer): Integer; 1034 begin 1035 if (MyCity[cix].Project and (cpImp + cpIndex) <> mix) then 1036 // not already producing that 1037 Result := Server(sSetCityProject, Me, cix, mix); 1038 end; 1039 1040 function TCustomAI.City_StartEmigration(cix, mix: Integer; 1041 AllowDisbandCity, AsConscripts: Boolean): Integer; 1042 var 1043 NewProject: Integer; 1011 1044 begin 1012 1045 NewProject := mix; 1013 if AllowDisbandCity then NewProject := NewProject or cpDisbandCity; 1014 if AsConscripts then NewProject := NewProject or cpConscripts; 1015 Result := Server(sSetCityProject, me, cix, NewProject); 1016 end; 1017 1018 function TCustomAI.City_StartImprovement(cix, iix: integer): integer; 1019 var 1020 NewProject: integer; 1046 if AllowDisbandCity then 1047 NewProject := NewProject or cpDisbandCity; 1048 if AsConscripts then 1049 NewProject := NewProject or cpConscripts; 1050 Result := Server(sSetCityProject, Me, cix, NewProject); 1051 end; 1052 1053 function TCustomAI.City_StartImprovement(cix, iix: Integer): Integer; 1054 var 1055 NewProject: Integer; 1021 1056 begin 1022 1057 NewProject := iix + cpImp; 1023 Result := Server(sSetCityProject, me, cix, NewProject); 1024 end; 1025 1026 function TCustomAI.City_Improvable(cix, iix: integer): boolean; 1027 var 1028 NewProject: integer; 1058 if (MyCity[cix].Project and (cpImp + cpIndex) <> NewProject) then 1059 // not already producing that 1060 Result := Server(sSetCityProject, Me, cix, NewProject); 1061 end; 1062 1063 function TCustomAI.City_Improvable(cix, iix: Integer): Boolean; 1064 var 1065 NewProject: Integer; 1029 1066 begin 1030 1067 NewProject := iix + cpImp; 1031 Result := Server(sSetCityProject - sExecute, me, cix, NewProject) >= rExecuted;1032 end; 1033 1034 function TCustomAI.City_StopProduction(cix: integer): integer;1035 var 1036 NewProject: integer;1068 Result := Server(sSetCityProject - sExecute, Me, cix, NewProject) >= rExecuted; 1069 end; 1070 1071 function TCustomAI.City_StopProduction(cix: Integer): Integer; 1072 var 1073 NewProject: Integer; 1037 1074 begin 1038 1075 NewProject := imTrGoods + cpImp; 1039 Result := Server(sSetCityProject, me, cix, NewProject);1040 end; 1041 1042 function TCustomAI.City_BuyProject(cix: integer): integer;1043 begin 1044 Result := Server(sBuyCityProject, me, cix, nodata^);1045 end; 1046 1047 function TCustomAI.City_SellImprovement(cix, iix: integer): integer;1048 begin 1049 Result := Server(sSellCityImprovement, me, cix, iix);1050 end; 1051 1052 function TCustomAI.City_RebuildImprovement(cix, iix: integer): integer;1053 begin 1054 Result := Server(sRebuildCityImprovement, me, cix, iix);1055 end; 1056 1057 function TCustomAI.City_SetTiles(cix, NewTiles: integer): integer;1058 begin 1059 Result := Server(sSetCityTiles, me, cix, NewTiles);1060 end; 1061 1062 procedure TCustomAI.City_OptimizeTiles(cix: integer; ResourceWeights: integer);1076 Result := Server(sSetCityProject, Me, cix, NewProject); 1077 end; 1078 1079 function TCustomAI.City_BuyProject(cix: Integer): Integer; 1080 begin 1081 Result := Server(sBuyCityProject, Me, cix, nodata^); 1082 end; 1083 1084 function TCustomAI.City_SellImprovement(cix, iix: Integer): Integer; 1085 begin 1086 Result := Server(sSellCityImprovement, Me, cix, iix); 1087 end; 1088 1089 function TCustomAI.City_RebuildImprovement(cix, iix: Integer): Integer; 1090 begin 1091 Result := Server(sRebuildCityImprovement, Me, cix, iix); 1092 end; 1093 1094 function TCustomAI.City_SetTiles(cix, NewTiles: Integer): Integer; 1095 begin 1096 Result := Server(sSetCityTiles, Me, cix, NewTiles); 1097 end; 1098 1099 procedure TCustomAI.City_OptimizeTiles(cix: Integer; ResourceWeights: Cardinal); 1063 1100 var 1064 1101 Advice: TCityTileAdviceData; 1065 1102 begin 1066 1103 Advice.ResourceWeights := ResourceWeights; 1067 Server(sGetCityTileAdvice, me, cix, Advice);1104 Server(sGetCityTileAdvice, Me, cix, Advice); 1068 1105 City_SetTiles(cix, Advice.Tiles); 1069 1106 end; 1070 1107 1071 1072 1108 // negotiation 1073 function TCustomAI.Nego_CheckMyAction: integer;1074 begin 1075 assert(Opponent >= 0); // only allowed in negotiation mode1076 assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or1109 function TCustomAI.Nego_CheckMyAction: Integer; 1110 begin 1111 Assert(Opponent >= 0); // only allowed in negotiation mode 1112 Assert((MyAction = scDipNotice) or (MyAction = scDipAccept) or 1077 1113 (MyAction = scDipCancelTreaty) or (MyAction = scDipOffer) or (MyAction = scDipBreak)); 1078 if MyAction = scDipOffer then Result := Server(MyAction - sExecute, me, 0, MyOffer) 1114 if MyAction = scDipOffer then 1115 Result := Server(MyAction - sExecute, Me, 0, MyOffer) 1079 1116 else 1080 Result := Server(MyAction - sExecute, me, 0, nodata^); 1081 end; 1082 1117 Result := Server(MyAction - sExecute, Me, 0, nodata^); 1118 end; 1083 1119 1084 1120 initialization 1085 nodata := pointer(0);1121 nodata := Pointer(0); 1086 1122 RWDataSize := 0; 1087 1123 -
trunk/AI Template/Names.pas
r582 r583 4 4 5 5 uses 6 Protocol;6 Protocol; 7 7 8 8 const 9 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'); 9 Name_Advance: array[0..nAdv - 1] of string = 10 ('Advanced Flight', 11 'Amphibious Warfare', 12 'Astronomy', 13 'Atomic Theory', 14 'Automobile', 15 'Ballistics', 16 'Banking', 17 'Bridge Building', 18 'Bronze Working', 19 'Ceremonial Burial', 20 'Chemistry', 21 'Chivalry', 22 'Composites', 23 'Code of Laws', 24 'Combined Arms', 25 'Combustion Engine', 26 'Communism', 27 'Computers', 28 'Conscription', 29 'Construction', 30 'The Corporation', 31 'Space Flight', 32 'Currency', 33 'Democracy', 34 'Economics', 35 'Electricity', 36 'Electronics', 37 'Engineering', 38 'Environmentalism', 39 'The Wheel', 40 'Explosives', 41 'Flight', 42 'Intelligence', 43 'Gunpowder', 44 'Horseback Riding', 45 'Impulse Drive', 46 'Industrialization', 47 'Intelligent Arms', 48 'Invention', 49 'Iron Working', 50 'The Laser', 51 'Nuclear Power', 52 'Literature', 53 'Internet', 54 'Magnetism', 55 'Map Making', 56 'Masonry', 57 'Mass Production', 58 'Mathematics', 59 'Medicine', 60 'Metallurgy', 61 'Miniaturization', 62 'Mobile Warfare', 63 'Monarchy', 64 'Mysticism', 65 'Navigation', 66 'Nuclear Fission', 67 'Philosophy', 68 'Physics', 69 'Plastics', 70 'Poetry', 71 'Pottery', 72 'Radio Communication', 73 'Recycling', 74 'Refrigeration', 75 'Monotheism', 76 'The Republic', 77 'Robotics', 78 'Rocketry', 79 'Railroad', 80 'Sanitation', 81 'Science', 82 'Writing', 83 'Seafaring', 84 'Self-Contained Environment', 85 'Stealth', 86 'Steam Engine', 87 'Steel', 88 'Synthetic Food', 89 'Tactics', 90 'Theology', 91 'Theory of Gravity', 92 'Trade', 93 'Transstellar Colonization', 94 'University', 95 'Advanced Rocketry', 96 'Warrior Code', 97 'Alphabet', 98 'Polytheism', 99 'Refining', 100 'Computing Technology', 101 'Nano Technology', 102 'Material Technology', 103 'Artificial Intelligence'); 104 105 Name_Improvement: array[0..nImp - 1] of string = 106 ('The Pyramids', 107 'The Temple of Zeus', 108 'The Hanging Gardens', 109 'The Colossus', 110 'The Lighthouse', 111 'The Great Library', 112 'The Oracle', 113 'Sun Tzu''s War Academy', 114 'Leonardo''s Workshop', 115 'Magellan''s Expedition', 116 'Michelangelo''s Chapel', 117 '*', 118 'Newton''s College', 119 'Bach''s Cathedral', 120 '*', 121 'The Statue of Liberty', 122 'The Eiffel Tower', 123 'The Hoover Dam', 124 'The Shinkansen Express', 125 'The Manhattan Project', 126 'MIR Space Station', 127 '*', 128 '*', 129 '*', 130 '*', 131 '*', 132 '*', 133 '*', 134 'Trade Goods', 135 'Barracks', 136 'Granary', 137 'Temple', 138 'Marketplace', 139 'Library', 140 'Courthouse', 141 'City Walls', 142 'Aqueduct', 143 'Bank', 144 'Cathedral', 145 'University', 146 'Harbor', 147 'Theater', 148 'Factory', 149 'Manufacturing Plant', 150 'Recycling Center', 151 'Power Station', 152 'Hydroelectric Dam', 153 'Nuclear Plant', 154 'Offshore Platform', 155 'Town Hall', 156 'Sewer System', 157 'Supermarket', 158 'Superhighways', 159 'Research Lab', 160 'SAM Missile Battery', 161 'Coastal Fortress', 162 'Airport', 163 'Dockyard', 164 'Palace', 165 'Great Wall', 166 'Colosseum', 167 'Observatory', 168 'Military Academy', 169 'Command Bunker', 170 'Algae Plant', 171 'Stock Exchange', 172 'Space Port', 173 'Colony Ship Component', 174 'Power Module', 175 'Habitation Module'); 176 177 Name_Feature: array[0..nFeature - 1] of string = 178 ('Weapons', 179 'Armor', 180 'Mobility', 181 'Sea Transport', 182 'Carrier', 183 'Turbines', 184 'Bombs', 185 'Fuel', 186 'Air Transport', 187 'Navigation', 188 'Radar / Sonar', 189 'Submarine', 190 'Artillery', 191 'Alpine', 192 'Supply Ship', 193 'Overweight', 194 'Air Defence', 195 'Spy Plane', 196 'Steam Power', 197 'Nuclear Power', 198 'Jet Engines', 199 'Stealth', 200 'Fanatic', 201 'First Strike', 202 'Power of Will', 203 'Academy Training', 204 'Line Production'); 205 206 Name_TerrainType: array[0..11] of string = 207 ('Ocean', 208 'Coast', 209 'Grassland', 210 'Desert', 211 'Prairie', 212 'Tundra', 213 'Arctic', 214 'Swamp', 215 '*', 216 'Forest', 217 'Hills', 218 'Mountains'); 219 220 Name_Government: array[0..nGov - 1] of string = 221 ('Anarchy', 222 'Despotism', 223 'Monarchy', 224 'Republic', 225 'Fundamentalism', 226 'Communism', 227 'Democracy', 228 'Future Society'); 230 229 231 230 implementation 232 231 233 232 end. 234 -
trunk/AI Template/Pile.pas
r582 r583 8 8 interface 9 9 10 procedure Create(Size: integer);10 procedure Create(Size: Integer); 11 11 procedure Free; 12 12 procedure Empty; 13 function Put(Item, Value: integer): boolean;14 function TestPut(Item, Value: integer): boolean;15 function Get(var Item, Value: integer): boolean;13 function Put(Item, Value: Integer): Boolean; 14 function TestPut(Item, Value: Integer): Boolean; 15 function Get(var Item, Value: Integer): Boolean; 16 16 17 17 … … 23 23 type 24 24 TheapItem = record 25 Item: integer;26 Value: integer;25 Item: Integer; 26 Value: Integer; 27 27 end; 28 28 29 29 var 30 30 bh: array[0..MaxSize - 1] of TheapItem; 31 Ix: array[0..MaxSize - 1] of integer;32 n, CurrentSize: integer;33 {$IFDEF DEBUG}InUse: boolean;{$ENDIF}31 Ix: array[0..MaxSize - 1] of Integer; 32 N, CurrentSize: Integer; 33 {$IFDEF DEBUG}InUse: Boolean;{$ENDIF} 34 34 35 35 36 procedure Create(Size: integer);36 procedure Create(Size: Integer); 37 37 begin 38 38 {$IFDEF DEBUG} 39 assert(not InUse, 'Pile is a single instance class, ' +39 Assert(not InUse, 'Pile is a single instance class, ' + 40 40 'no multiple usage possible. Always call Pile.Free after use.'); 41 42 assert(Size <= MaxSize);43 if ( n<> 0) or (Size > CurrentSize) then41 {$ENDIF} 42 Assert(Size <= MaxSize); 43 if (N <> 0) or (Size > CurrentSize) then 44 44 begin 45 FillChar(Ix, Size * sizeOf(integer), 255);46 n:= 0;45 FillChar(Ix, Size * SizeOf(Integer), 255); 46 N := 0; 47 47 end; 48 48 CurrentSize := Size; 49 49 {$IFDEF DEBUG} 50 50 InUse := True; 51 51 {$ENDIF} 52 52 end; 53 53 54 54 procedure Free; 55 55 begin 56 57 assert(InUse);56 {$IFDEF DEBUG} 57 Assert(InUse); 58 58 InUse := False; 59 59 {$ENDIF} 60 60 end; 61 61 62 62 procedure Empty; 63 63 begin 64 if n<> 0 then64 if N <> 0 then 65 65 begin 66 FillChar(Ix, CurrentSize * sizeOf(integer), 255);67 n:= 0;66 FillChar(Ix, CurrentSize * SizeOf(Integer), 255); 67 N := 0; 68 68 end; 69 69 end; 70 70 71 // Parent(i) = (i-1)/2.72 function Put(Item, Value: integer): boolean; //O(lg(n))71 // Parent(i) = (i-1)/2. 72 function Put(Item, Value: Integer): Boolean; // O(lg(n)) 73 73 var 74 i, j: integer;74 I, J: Integer; 75 75 begin 76 assert(Item < CurrentSize);77 i:= Ix[Item];78 if i>= 0 then76 Assert(Item < CurrentSize); 77 I := Ix[Item]; 78 if I >= 0 then 79 79 begin 80 if bh[ i].Value <= Value then80 if bh[I].Value <= Value then 81 81 begin 82 82 Result := False; 83 exit;83 Exit; 84 84 end; 85 85 end 86 86 else 87 87 begin 88 i := n;89 Inc( n);88 I := N; 89 Inc(N); 90 90 end; 91 91 92 while i> 0 do92 while I > 0 do 93 93 begin 94 j := (i - 1) shr 1; //Parent(i) = (i-1)/2 95 if Value >= bh[j].Value then break; 96 bh[i] := bh[j]; 97 Ix[bh[i].Item] := i; 98 i := j; 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; 99 100 end; 100 // 101 bh[ i].Value := Value;102 bh[ i].Item := Item;103 Ix[bh[ i].Item] := i;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; 104 105 Result := True; 105 106 end; 106 107 107 function TestPut(Item, Value: integer): boolean;108 function TestPut(Item, Value: Integer): Boolean; 108 109 var 109 i: integer;110 I: Integer; 110 111 begin 111 assert(Item < CurrentSize);112 i:= Ix[Item];113 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); 114 115 end; 115 116 116 117 //Left(i) = 2*i+1. 117 118 //Right(i) = 2*i+2 => Left(i)+1 118 function Get(var Item, Value: integer): boolean; //O(lg(n))119 function Get(var Item, Value: Integer): Boolean; //O(lg(n)) 119 120 var 120 i, j: integer;121 last: TheapItem;121 I, J: Integer; 122 Last: TheapItem; 122 123 begin 123 if n= 0 then124 if N = 0 then 124 125 begin 125 126 Result := False; 126 exit;127 Exit; 127 128 end; 128 129 … … 132 133 Ix[Item] := -1; 133 134 134 Dec( n);135 if n> 0 then135 Dec(N); 136 if N > 0 then 136 137 begin 137 last := bh[n];138 i:= 0;139 j:= 1;140 while j < ndo138 Last := bh[N]; 139 I := 0; 140 J := 1; 141 while J < N do 141 142 begin 142 143 // Right(i) = Left(i)+1 143 if (j < n - 1) and (bh[j].Value > bh[j + 1].Value) then 144 Inc(j); 145 if last.Value <= bh[j].Value then break; 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; 146 148 147 bh[ i] := bh[j];148 Ix[bh[ i].Item] := i;149 i := j;150 j := jshl 1 + 1; //Left(j) = 2*j+1149 bh[I] := bh[J]; 150 Ix[bh[I].Item] := I; 151 I := J; 152 J := J shl 1 + 1; //Left(j) = 2*j+1 151 153 end; 152 154 153 155 // Insert the root in the correct place in the heap. 154 bh[ i] := last;155 Ix[ last.Item] := i;156 bh[I] := Last; 157 Ix[Last.Item] := I; 156 158 end; 157 159 Result := True; … … 159 161 160 162 initialization 161 n:= 0;163 N := 0; 162 164 CurrentSize := 0; 163 165 {$IFDEF DEBUG} 164 166 InUse := False; 165 167 {$ENDIF} 166 168 end. -
trunk/AI Template/Switches.inc
r582 r583 10 10 {$TYPEINFO OFF} 11 11 {$DEBUGINFO ON} 12 {$LOCALSYMBOLS ON}12 //{$LOCALSYMBOLS ON} 13 13 14 {$E-,S-,Z1} 14 //{$E-} 15 {$S-} 16 {$Z1} 15 17 16 18 {$IFDEF FPC} // freepascal -
trunk/AI/StdAI/Names.pas
r289 r583 7 7 8 8 const 9 10 9 Name_Advance: array[0..nAdv - 1] of string = 11 10 ('Advanced Flight', -
trunk/AI/StdAI/Pile.pas
r486 r583 163 163 N := 0; 164 164 CurrentSize := 0; 165 165 {$IFDEF DEBUG} 166 166 InUse := False; 167 167 {$ENDIF} -
trunk/AI/StdAI/Protocol.pas
r447 r583 11 11 nImp = 70; { number of improvements } 12 12 nPl = 15; { max number of players, don't change! } 13 nWonder = 28; { maxnumber of wonders }13 nWonder = 28; { number of wonders } 14 14 nUmax = 4096; { max units/player, don't set above 4096 } 15 15 nCmax = 1024; { max cities/player, don't set above 4096 } … … 18 18 ExpCost = 50; { received damage required for next experience level } 19 19 MaxFutureTech = 25; 20 // maximum number of future techs of one kind except computing technology20 // Maximum number of future techs of one kind except computing technology 21 21 MaxFutureTech_Computing = 100; 22 // maximum number of computing technology future techs22 // Maximum number of computing technology future techs 23 23 CountryRadius = 9; 24 24 MaxCitySize = 30; … … 36 36 CancelTreatyTurns = 3; 37 37 PeaceEvaTurns = 5; 38 // should be less then 2*CancelTreatyTurns, so that you can't attack an ally without re-entering38 // Should be less then 2*CancelTreatyTurns, so that you can't attack an ally without re-entering 39 39 ColdWarTurns = 40; 40 40 DesertThurst = 20; // damage for turn in desert … … 49 49 InitialCredibility = 95; 50 50 51 // aimodule flags (for TInitModuleData.Flags)51 // AI module flags (for TInitModuleData.Flags) 52 52 aiThreaded = $01; 53 53 54 // difficulty settings54 // Difficulty settings 55 55 MaxDiff = 4; { maximum difficulty level } 56 56 StorageSize: array [1 .. MaxDiff] of Integer = (30, 40, 50, 60); … … 59 59 BuildCostMod: array [1 .. MaxDiff] of Integer = (9, 12, 15, 18); // in 1/12 60 60 61 // test flags61 // Test flags 62 62 nTestFlags = 7; // max. 11 63 63 tfAllTechs = $001; { all nations get all techs } … … 70 70 tfTested = $800; // at least one test flag was set 71 71 72 { server commands72 { Server commands 73 73 IMPORTANT: lowest 4 bits must indicate size in DWORDS of data parameter, 74 74 except for request commands } … … 191 191 sSetCityTiles = $7201; 192 192 193 // free command space193 // Free command space 194 194 sctUnused = $3800; 195 195 196 { client commands }196 { Client commands } 197 197 cInitModule = $0000; 198 198 cReleaseModule = $0100; … … 241 241 cRefreshDebugMap = $3F90; 242 242 243 // diplomacy commands equal to server, see below243 // Diplomacy commands equal to server, see below 244 244 245 245 cDebugMessage = $7000; 246 246 cShowNego = $7010; 247 247 248 // commands same for server and client248 // Commands same for server and client 249 249 scContact = $4900; // + concerned player shl 4 for server call 250 250 scReject = $4A00; … … 256 256 scDipBreak = $4BF0; 257 257 258 { server return codes: flags }258 { Server return codes: flags } 259 259 rExecuted = $40000000; 260 260 rEffective = $20000000; … … 262 262 rEnemySpotted = $08000000; 263 263 264 { server return codes: command executed }265 // note: the same return code might have a different meaning for different server functions!264 { Server return codes: command executed } 265 // Note: the same return code might have a different meaning for different server functions! 266 266 eOK = $60000000; // ok 267 267 eEnemySpotted = $68000000; // unit move ok, new enemy unit/city spotted 268 268 eDied = $70000000; // move executed, unit died due to hostile terrain 269 269 eEnemySpotted_Died = $78000000; 270 // unit move ok, new enemy unit/city spotted, unit died due to hostile terrain270 // Unit move ok, new enemy unit/city spotted, unit died due to hostile terrain 271 271 eLoaded = $60000002; // unit move caused loading to transport ship 272 272 eLost = $70000004; // attack executed, battle lost, unit is dead … … 276 276 eExpelled = $60000007; // friendly unit expelled 277 277 eMissionDone = $70000008; 278 // spy moved into city: mission done, spy no longer exists278 // Spy moved into city: mission done, spy no longer exists 279 279 eJobDone = $60000001; // settler job started and already done 280 280 eJobDone_Died = $70000001; 281 // settler job started and already done, unit died due to hostile terrain281 // Settler job started and already done, unit died due to hostile terrain 282 282 eCity = $70000002; // city founded, settler no more exists 283 283 eRemoved = $70000000; // sRemoveUnit: unit removed … … 285 285 286 286 eNotChanged = $40000000; 287 // ok, but no effect (e.g. current city project set again)288 289 { server return codes: command not executed }287 // Ok, but no effect (e.g. current city project set again) 288 289 { Server return codes: command not executed } 290 290 eHiddenUnit = $20000013; 291 // unit move: not possible, destination tile occupied by hidden foreign submarine291 // Unit move: not possible, destination tile occupied by hidden foreign submarine 292 292 eStealthUnit = $2000001A; 293 // unit move: not possible, destination tile occupied by foreign stealth unit293 // Unit move: not possible, destination tile occupied by foreign stealth unit 294 294 eZOC_EnemySpotted = $28000014; 295 // unit move: not possible, new enemy unit spotted, ZOC violation295 // Unit move: not possible, new enemy unit spotted, ZOC violation 296 296 297 297 eInvalid = $0000; // command not allowed now or parameter out of allowed range … … 308 308 309 309 eDomainMismatch = $0011; 310 // move/attack: action not allowed for this unit domain310 // Move/attack: action not allowed for this unit domain 311 311 eNoCapturer = $0012; 312 // unit move: this type of unit is not allowed to capture a city312 // Unit move: this type of unit is not allowed to capture a city 313 313 eZOC = $0014; // unit move: not possible, ZOC violation 314 314 eTreaty = $0015; // move/attack: not possible, peace treaty violation … … 320 320 321 321 eMaxSize = $0020; 322 // add to city: bigger size not allowed due to missing aqueduct/sewer322 // Add to city: bigger size not allowed due to missing aqueduct/sewer 323 323 eNoCityTerrain = $0022; // found city: not possible in this terrain 324 324 eNoBridgeBuilding = $0023; … … 332 332 eNoWorkerAvailable = $0051; 333 333 eOnlyOnce = $0058; 334 // sell/rebuild city improvement: only once per city and turn!334 // Sell/rebuild city improvement: only once per city and turn! 335 335 eObsolete = $0059; // city project: more advanced improvement already exists 336 336 eOutOfControl = $005A; 337 // buy/sell/rebuild improvement: not in anarchy, not in captured cities337 // Buy/sell/rebuild improvement: not in anarchy, not in captured cities 338 338 339 339 eNoWay = $0100; // sGetMoveAdvice: no way found 340 340 341 // chart types341 // Chart types 342 342 nStat = 6; 343 343 stPop = 0; … … 348 348 stWork = 5; 349 349 350 { tile flags: terrain type }350 { Tile flags: terrain type } 351 351 fTerrain = $1F; // mask for terrain type 352 352 fOcean = $00; … … 363 363 fUNKNOWN = fTerrain; 364 364 365 { tile flags: terrain improvements }365 { Tile flags: terrain improvements } 366 366 fTerImp = $0000F000; // mask for terrain improvement 367 367 tiNone = $00000000; … … 372 372 tiBase = $00005000; 373 373 374 { tile flags: add ons }374 { Tile flags: add ons } 375 375 fSpecial = $00000060; 376 376 fSpecial1 = $00000020; … … 378 378 fRiver = $00000080; 379 379 fRoad = $00000100; 380 fRR = $00000200; 380 fRR = $00000200; // railroad 381 381 fCanal = $00000400; 382 382 fPoll = $00000800; … … 389 389 fMercury = $06000000; 390 390 391 { tile flags: redundant helper info }391 { Tile flags: redundant helper info } 392 392 fGrWall = $00010000; // tile protected by great wall 393 393 fSpiedOut = $00020000; … … 400 400 fOwnZoCUnit = $10000000; // own ZoC unit present at this tile 401 401 fInEnemyZoC = $20000000; 402 // tile is adjacent to known foreign ZoC unit (not allied)402 // Tile is adjacent to known foreign ZoC unit (not allied) 403 403 fPeace = $40000000; 404 404 // tile belongs to territory of nation that we are in peace with but not allied 405 405 406 // city project flags406 // City project flags 407 407 cpIndex = $1FF; 408 408 cpConscripts = $200; // produce unit as conscripts 409 409 cpDisbandCity = $400; 410 // allow to disband city when settlers/conscripts are produced410 // Allow to disband city when settlers/conscripts are produced 411 411 cpImp = $800; // 0: index refers to model, 1: index refers to city improvement 412 412 cpRepeat = $1000; … … 414 414 cpAuto = $F000; // for internal use only 415 415 416 // tech status indicators416 // Tech status indicators 417 417 tsNA = -2; 418 418 tsSeen = -1; … … 422 422 tsApplicable = tsResearched; 423 423 424 // nation treaties424 // Nation treaties 425 425 trNoContact = -1; 426 426 trNone = 0; … … 429 429 trAlliance = 4; 430 430 431 // attitudes431 // Attitudes 432 432 nAttitude = 7; 433 433 atHostile = 0; … … 439 439 atEnth = 6; 440 440 441 // offer prices441 // Offer prices 442 442 opChoose = $00000000; 443 443 opCivilReport = $11000000; // + turn + concerned player shl 16 … … 455 455 opMask = $FF000000; 456 456 457 // improvement kinds457 // Improvement kinds 458 458 ikTrGoods = 0; 459 459 ikCommon = 1; … … 464 464 ikNA = $7F; 465 465 466 { model domains }466 { Model domains } 467 467 nDomains = 3; 468 468 dGround = 0; … … 470 470 dAir = 2; 471 471 472 { model kinds }472 { Model kinds } 473 473 mkSelfDeveloped = $00; 474 474 mkEnemyDeveloped = $01; … … 483 483 mkFreight = $24; 484 484 485 { unit flags }485 { Unit flags } 486 486 unFortified = $01; 487 487 unBombsLoaded = $02; … … 491 491 unMulti = $80; 492 492 493 // unit report flags493 // Unit report flags 494 494 urfAlwaysSupport = $01; 495 495 urfDeployed = $02; 496 496 497 // unit moves497 // Unit moves 498 498 umCapturing = $0100; 499 499 umSpyMission = $0200; … … 505 505 umPlaneUnloading = $8000; 506 506 507 { model flags }507 { Model flags } 508 508 mdZOC = $01; 509 509 mdCivil = $02; 510 510 mdDoubleSupport = $04; 511 511 512 { player happened flags }512 { Player happened flags } 513 513 phTech = $01; 514 514 phStealTech = $02; … … 523 523 phGameEnd = $F000; 524 524 525 { city happened flags }525 { City happened flags } 526 526 chDisorder = $01; 527 527 chProduction = $02; … … 541 541 chImprovementSold = $80000000; 542 542 543 { city info flags }543 { City info flags } 544 544 ciCapital = $01; 545 545 ciWalled = $02; … … 549 549 ciSpacePort = $20; 550 550 551 { city tile available values }551 { City tile available values } 552 552 faAvailable = 0; 553 553 faNotAvailable = 1; … … 556 556 faInvalid = $FF; 557 557 558 // battle history flags558 // Battle history flags 559 559 bhEnemyAttack = $01; 560 560 bhMyUnitLost = $02; 561 561 bhEnemyUnitLost = $04; 562 562 563 { move advice special destinations }563 { Move advice special destinations } 564 564 maNextCity = -1; 565 565 566 { goverment forms }566 { Goverment forms } 567 567 nGov = 8; 568 568 gAnarchy = 0; … … 575 575 gFuture = 7; 576 576 577 // ship change reasons577 // Ship change reasons 578 578 scrProduction = 0; 579 579 scrDestruction = 1; … … 581 581 scrCapture = 3; 582 582 583 { unit jobs }583 { Unit jobs } 584 584 nJob = 15; 585 585 jNone = 0; … … 599 599 jCity = 14; 600 600 601 // job preconditions are:601 // Job preconditions are: 602 602 // technology JobPreq is available, no city, plus the following: 603 603 // jRoad: no river when bridge building unavailable … … 614 614 // jCity, jFort, jBase: none 615 615 616 // spy mission616 // Spy mission 617 617 nSpyMission = 5; 618 618 smSabotageProd = 0; … … 622 622 smStealMilReport = 4; 623 623 624 // resource weights624 // Resource weights 625 625 rwOff = $00000000; 626 626 rwMaxGrowth = $3F514141; // 120*F + 1/8*P + 1/16*T + 1/16*S … … 630 630 rwForceScience = $F1010101; // F^1/2 * (1*P + 1*T + 1*S) 631 631 632 { advances }632 { Advances } 633 633 adAdvancedFlight = 0; 634 634 adAmphibiousWarfare = 1; … … 731 731 adMilitary = $800; // Military Research 732 732 733 { wonders }733 { Wonders } 734 734 woPyramids = 00; 735 735 woZeus = 01; … … 752 752 woMir = 20; 753 753 754 { city improvements }754 { City improvements } 755 755 imTrGoods = 28; 756 756 imBarracks = 29; … … 801 801 // in 1/2*city size 802 802 803 // special prerequisite values803 // Special prerequisite values 804 804 preNone = -1; 805 805 preLighthouse = -2; … … 813 813 adExplosives, adConstruction, preNone, adMedicine, preNone, preNone); 814 814 815 AdvPreq: array [0 .. nAdv - 1, 0 .. 2] of Integer = { advance prerequisites }815 AdvPreq: array [0 .. nAdv - 1, 0 .. 2] of Integer = { Advance prerequisites } 816 816 ((adFlight, adRobotics, preNone), // adAdvancedFlight 817 817 (adNavigation, adTactics, preNone), // adAmphibiousWarfare … … 910 910 (adSmartWeapons, preNone, preNone)); // futMissileTechnology 911 911 912 Imp: array [0 .. nImp - 1] of // city improvements912 Imp: array [0 .. nImp - 1] of // City improvements 913 913 record 914 914 Kind: Integer; … … 1019 1019 (NewImp: imMilAcademy; OldImp: imBarracks)); 1020 1020 1021 // colony ship1021 // Colony ship 1022 1022 nShipPart = 3; 1023 1023 spComp = 0; … … 1099 1099 TradeRes: (0, 0, 7); Filler: (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0))); { Mou } 1100 1100 1101 // settler work required MP1101 // Settler work required MP 1102 1102 PillageWork = 100; 1103 1103 CityWork = 900; … … 1112 1112 PollWork = 1800; 1113 1113 1114 // upgrades for new unit models1114 // Upgrades for new unit models 1115 1115 // upgrade[domain,0].preq is domain precondition advance 1116 1116 // cost values accumulate if prerequisite is future tech / are maximized if not 1117 1117 nUpgrade = 15; 1118 upgrade: array [0 .. nDomains - 1, 0 ..nUpgrade - 1] of record1118 Upgrade: array [0..nDomains - 1, 0..nUpgrade - 1] of record 1119 1119 Preq: Integer; 1120 1120 Strength: Integer; … … 1168 1168 (Preq: preNA; Strength: 0; Trans: 0; Cost: 0))); 1169 1169 1170 { model features }1170 { Model features } 1171 1171 nFeature = 27; 1172 1172 mcWeapons = 0; … … 1200 1200 AutoFeature: set of mcFirstNonCap .. nFeature - 1 = [mcNav, mcSE, mcNP, mcJet, 1201 1201 mcAcademy]; 1202 // unit class advances, automatically applied if available1203 1204 Feature: array [0 .. nFeature - 1] of { unit model features }1202 // Unit class advances, automatically applied if available 1203 1204 Feature: array [0 .. nFeature - 1] of { Unit model features } 1205 1205 record 1206 1206 Domains: Integer; … … 1243 1243 INFIN = 999999; 1244 1244 1245 // for backward compatibility1245 // For backward compatibility 1246 1246 fRare = fDeadLands; 1247 1247 fRare1 = fCobalt; … … 1275 1275 TClientCall = procedure (Command, Player: Integer; var Data); stdcall; 1276 1276 1277 TCommand = ( 1278 cmInitModule = $0000, 1279 cmReleaseModule = $0100, 1280 cmBroadcast = $0200, 1281 cmHelpOnly = $0700, 1282 cmStartHelp = $0710, 1283 cmStartCredits = $0720, 1284 1285 cmNewGame = $0800, 1286 cmLoadGame = $0810, 1287 cmMovie = $0820, 1288 cmNewGameEx = $0840, 1289 cmLoadGameEx = $0850, 1290 cmNewMap = $0880, 1291 cmReplay = $08E0, 1292 cmGetReady = $08F0, 1293 cmBreakGame = $0900, 1294 1295 cmTurn = $2000, 1296 cmResume = $2010, 1297 cmContinue = $2080, 1298 cmMovieTurn = $2100, 1299 cmMovieEndTurn = $2110, 1300 cmEditMap = $2800, 1301 1302 // cShowTileM=$3000;cShowTileA=$3010;cShowFoundCity=$3020; 1303 cmShowUnitChanged = $3030, 1304 cmShowAfterMove = $3040, 1305 cmShowAfterAttack = $3050, 1306 cmShowCityChanged = $3090, 1307 // cShowMove=$3100;cShowCapture=$3110; 1308 // cShowAttackBegin=$3200;cShowAttackWon=$3210;cShowAttackLost=$3220; 1309 cmShowMoving = $3140, 1310 cmShowCapturing = $3150, 1311 cmShowAttacking = $3240, 1312 cmShowMissionResult = $3300, 1313 cmShowShipChange = $3400, 1314 cmShowGreatLibTech = $3500, 1315 cmShowTurnChange = $3700, 1316 cmShowCancelTreaty = $3800, 1317 cmShowEndContact = $3810, 1318 cmShowCancelTreatyByAlliance = $3820, 1319 cmShowSupportAllianceAgainst = $3830, 1320 cmShowPeaceViolation = $3880, 1321 cmShowGame = $3F00, { cShowSuperView=$3F80; } 1322 cmRefreshDebugMap = $3F90, 1323 1324 // Diplomacy commands equal to server, see below 1325 1326 cmDebugMessage = $7000, 1327 cmShowNego = $7010 1328 ); 1329 1277 1330 TUn = packed record 1278 1331 Loc: LongInt; { location } … … 1332 1385 Cost: Word; 1333 1386 MStrength: Word; 1334 // construction time multipliers, only valid if kind is mkSelfDeveloped or mkEnemyDeveloped1387 // Construction time multipliers, only valid if kind is mkSelfDeveloped or mkEnemyDeveloped 1335 1388 MTrans: Byte; 1336 1389 MCost: Byte; 1337 1390 Weight: Byte; 1338 1391 MaxWeight: Byte; 1339 // weight and maximum weight (construction time)1392 // Weight and maximum weight (construction time) 1340 1393 Upgrades: Cardinal; // bitarray indicating all upgrades 1341 1394 Flags: Cardinal; … … 1472 1525 TCityReportNew = record 1473 1526 HypoTiles: Integer; 1474 // tiles that should be considered as exploited (for the current adjustment, set this to -1 or to TCity.Tiles of the city)1527 // Tiles that should be considered as exploited (for the current adjustment, set this to -1 or to TCity.Tiles of the city) 1475 1528 HypoTaxRate: Integer; 1476 1529 HypoLuxuryRate: Integer; 1477 // tax and luxury rate that should be assumed (for current rates, set this to -1 or to RO.TaxRate resp. RO.LuxRate)1530 // Tax and luxury rate that should be assumed (for current rates, set this to -1 or to RO.TaxRate resp. RO.LuxRate) 1478 1531 Morale: Integer; 1479 1532 FoodSupport: Integer; 1480 1533 MaterialSupport: Integer; 1481 // food and material taken for unit support1534 // Food and material taken for unit support 1482 1535 ProjectCost: Integer; // material cost of current project 1483 1536 Storage: Integer; // size of food storage … … 1487 1540 CollectedMaterial: Integer; 1488 1541 CollectedTrade: Integer; 1489 // raw control, food, material and trade as collected by the citizens1542 // Raw control, food, material and trade as collected by the citizens 1490 1543 Working: Integer; // number of exploited tiles including city tile 1491 1544 FoodSurplus: Integer; 1492 1545 Production: Integer; 1493 1546 AddPollution: Integer; 1494 // food surplus, production gain and pollution after all effects1547 // Food surplus, production gain and pollution after all effects 1495 1548 Corruption: Integer; 1496 1549 Tax: Integer; 1497 1550 Science: Integer; 1498 1551 Luxury: Integer; 1499 // corruption, tax, science and wealth after all effects1552 // Corruption, tax, science and wealth after all effects 1500 1553 HappinessBalance: Integer; 1501 1554 // = (Morale+Wealth+Control) - (Size+Unrest), value < 0 means disorder … … 1547 1600 Movement: Integer; 1548 1601 EndHealthDef: Integer; 1549 EndHealthAtt: Integer; // must be same as in TBattleForecast1602 EndHealthAtt: Integer; // Must be same as in TBattleForecast 1550 1603 AStr: Integer; 1551 1604 DStr: Integer; … … 1612 1665 Data: Pointer; 1613 1666 Map: ^TTileList; 1614 { the playground, a list of tiles with index = location, see tile flags }1667 { The playground, a list of tiles with index = location, see tile flags } 1615 1668 MapObservedLast: ^TTileObservedLastList; 1616 // turn in which the tile was observed last, index = location1669 // Turn in which the tile was observed last, index = location 1617 1670 Territory: ^TOwnerList; // nation to which's territory a tile belongs, -1 indicates none 1618 1671 Un: ^TUnList; { units } … … 1642 1695 LuxRate: Integer; 1643 1696 Research: Integer; 1644 { collected research points for currently researched tech }1697 { Collected research points for currently researched tech } 1645 1698 ResearchTech: Integer; // currently researched tech 1646 1699 DevModel: TModel; { unit model currently under development } … … 1669 1722 Flags: Integer; 1670 1723 end; 1724 PInitModuleData = ^TInitModuleData; 1671 1725 1672 1726 TNewGameData = record 1673 lx: Integer; 1674 ly: Integer; 1727 lx: Integer; // Map width 1728 ly: Integer; // Map height 1675 1729 LandMass: Integer; 1676 1730 MaxTurn: Integer; 1677 1731 Difficulty: array [0 .. nPl - 1] of Integer; 1678 { difficulty levels of the players, if it's 0 this player is the supervisor,1732 { Difficulty levels of the players, if it's 0 this player is the supervisor, 1679 1733 -1 for unused slots } 1680 1734 RO: array [0 .. nPl - 1] of ^TPlayerContext; … … 1690 1744 RND: Integer; 1691 1745 Difficulty: array [0 .. nPl - 1] of Integer; 1692 { difficulty levels of the players, if it's 0 this player is the supervisor,1746 { Difficulty levels of the players, if it's 0 this player is the supervisor, 1693 1747 -1 for unused slots } 1694 1748 Controlled: Integer; … … 1703 1757 1704 1758 const 1705 { predefined unit models: }1759 { Predefined unit models: } 1706 1760 nSpecialModel = 9; 1707 1761 SpecialModel: array [0 .. nSpecialModel - 1] of TModel = ((Status: 0; … … 1777 1831 function DelphiRandom: Extended; overload; 1778 1832 procedure DelphiRandomize; 1833 function GetCommandDataSize(Command: TCommand): Integer; 1779 1834 1780 1835 … … 1803 1858 mi.Domain := M.Domain; 1804 1859 if M.Kind = mkEnemyDeveloped then 1805 mi.Kind := mkSelfDeveloped // important for IsSameModel()1860 mi.Kind := mkSelfDeveloped // Important for IsSameModel() 1806 1861 else 1807 1862 mi.Kind := M.Kind; … … 1856 1911 Y := Loc div lx; 1857 1912 X := Loc - Y * lx; 1858 if TerrType = fGrass then { formula for productive grassland }1913 if TerrType = fGrass then { Formula for productive grassland } 1859 1914 if Odd((lymax + X - Y shr 1) shr 1 + X + (Y + 1) shr 1) then 1860 1915 Result := 1 1861 1916 else 1862 1917 Result := 0 1863 else { formula for special resources }1918 else { Formula for special resources } 1864 1919 begin 1865 1920 A := 4 * X - Y + 9980; … … 1888 1943 else 1889 1944 Result := 0; 1890 end 1945 end; 1891 1946 end; 1892 1947 end; … … 1919 1974 end; 1920 1975 1976 function GetCommandDataSize(Command: TCommand): Integer; 1977 begin 1978 case Command of 1979 cmInitModule: Result := SizeOf(TInitModuleData); 1980 cmGetReady: Result := 0; 1981 cmTurn: Result := 0; 1982 cmShowTurnChange: Result := SizeOf(Integer); 1983 cmShowNego: Result := SizeOf(TShowNegoData); 1984 cmNewGame, cmLoadGame, cmMovie, cmNewMap: Result := SizeOf(TNewGameData); 1985 cmShowShipChange: Result := SizeOf(TShowShipChange); 1986 cmShowGreatLibTech: Result := SizeOf(Integer); 1987 cmShowCityChanged: Result := SizeOf(Integer); 1988 cmShowPeaceViolation: Result := SizeOf(Integer); 1989 cmShowMoving: Result := SizeOf(TShowMove); 1990 cmShowUnitChanged: Result := SizeOf(Integer); 1991 cmShowMissionResult: Result := SizeOf(Cardinal); 1992 cmShowAfterMove: Result := SizeOf(Integer); 1993 cmShowAfterAttack: Result := SizeOf(Integer); 1994 cmShowSupportAllianceAgainst: Result := SizeOf(Integer); 1995 cmShowCancelTreatyByAlliance: Result := SizeOf(Integer); 1996 cmShowEndContact: Result := 0; 1997 cmShowGame: Result := 0; 1998 //sIntCancelTreaty: Result := SizeOf(Integer); 1999 else begin 2000 Result := 0; 2001 end; 2002 end; 2003 end; 2004 2005 1921 2006 initialization 1922 2007
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