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Namespaces | |
| namespace | Xconq | 
Functions | |
| int | seer_worth (int u) | 
| Basic worth as a seer.   | |
| void | set_seer_worth (int u, int n) | 
| Set basic worth as a seer.   | |
| void | maybe_set_seer_worths (void) | 
| Set basic worths as seers, if necessary.   | |
| int | could_meet_size_goal (int u, int x, int y) | 
| Could u meet its size goal, if located at the given position?   | |
| int | acp_max_wo_effects (int u) | 
| Maximum ACP u can have without enhancing effects.   | |
| int | acp_per_turn_max_wo_effects (int u) | 
| Maximum ACP per turn u can have without enhancing effects.   | |
| int | speed_max_wo_effects (int u) | 
| Maximum speed u can have without enhancing effects.   | |
| int | mp_per_turn_max (int u) | 
| Maximum MP u can get per turn.   | |
| int | moves_per_turn_max (int u, int t) | 
| Maximum moves u can make per turn on t.   | |
| int | move_range_max_on (int u, int t, int m, int amt) | 
| Max movement range of u if producing m on t, and given an amount of m.   | |
| int | move_range_max (int u, int t, int *amt) | 
| Max movement range of u on t, and given amounts of mtypes.   | |
| int | move_range_best (int u, int *amt) | 
| Best movement range of u, given amounts of mtypes.   | |
| int | move_range_worst (int u, int *amt) | 
| Worst movement range of u, given amounts of mtypes.   | |
| int | mover_worth (int u) | 
| Basic worth as a mover.   | |
| void | set_mover_worth (int u, int n) | 
| Set basic worth as a mover.   | |
| void | maybe_set_mover_worths (void) | 
| Set basic worths as movers, if necessary.   | |
| int | depot_worth (int u) | 
| Basic worth as a depot.   | |
| void | set_depot_worth (int u, int n) | 
| Set basic worth as a depot.   | |
| void | maybe_set_depot_worths (void) | 
| Set basic worths as depots, if necessary.   | |
| int | distributor_worth (int u) | 
| Basic worth as a distributor.   | |
| void | set_distributor_worth (int u, int n) | 
| Set basic worth as a distributor.   | |
| void | maybe_set_distributor_worths (void) | 
| Set basic worths as distributors, if necessary.   | |
| int | producer_worth (int u) | 
| Basic worth as a producer.   | |
| void | set_producer_worth (int u, int n) | 
| Set basic worth as a producer.   | |
| void | maybe_set_producer_worths (void) | 
| Set basic worths as producers, if necessary.   | |
| int | producer_worth_on_known (Unit *producer, int x, int y) | 
| Given unit's worth as a producer on a given known cell.   | |
| int | prod_enhancer_worth (int u) | 
| Basic worth as a production enhancer.   | |
| void | set_prod_enhancer_worth (int u, int n) | 
| Set basic worth as a production enhancer.   | |
| void | maybe_set_prod_enhancer_worths (void) | 
| Set basic worths as production enhancers, if necessary.   | |
| int | base_worth_for (int u, int u2) | 
| Basic worth as a base for u2.   | |
| void | set_base_worth_for (int u, int n) | 
| Set basic worth as a base for u2.   | |
| void | maybe_set_base_worths_for (void) | 
| Set basic worths as bases for utypes, if necessary.   | |
| int | base_worth (int u) | 
| Basic worth as a base.   | |
| void | set_base_worth (int u, int n) | 
| Set basic worth as a base.   | |
| void | maybe_set_base_worths (void) | 
| Set basic worths as bases, if necessary.   | |
| int | can_create_in (Unit *actor, Unit *creator, int u3, Unit *transport) | 
| Does a given side seem to be able to create u3 in a given transport?   | |
| int | can_create_at (Unit *actor, Unit *creator, int u3, int x, int y) | 
| Does a given side seem to be able to create u3 at a given location?   | |
| int | tp_per_turn_est (Unit *unit, int u2) | 
| How many TP for a given utype can a given unit add to itself per turn?   | |
| int | cp_per_turn_est (Unit *unit, int u2) | 
| How many CP can a given unit add to a given utype per turn?   | |
| int | cp_gained_per_turn_est (Unit *unit, Side *side) | 
| How many CP can a given side add to a given unit per turn?   | |
| int | hp_per_turn_est (Unit *unit, int u2) | 
| How many HP can a given unit add to a given utype per turn?   | |
| int | hp_gained_per_turn_est (Unit *unit, Side *side) | 
| How many HP can a given side add to a given unit per turn?   | |
| int | firings_per_turn_est (int u, int u2) | 
| Estimated number of times u can fire at u2 in a turn.   | |
| int | attacks_per_turn_est (int u, int u2) | 
| Estimated number of times u can attack u2 in a turn.   | |
| int | detonations_per_turn_est (int u, int u2) | 
| Estimated number of times u can detonate against u2 in a turn.   | |
| int | capture_attempts_per_turn_est (int u, int u2, Side *side2) | 
| Estimated number of times u can attempt capture of u2 in a turn.   | |
| int | firings_mean_to_destroy (int u, int u2, int hp2, int dm=100, int hcm=100) | 
| Mean number of firings for u to destroy u2 with given modifiers.   | |
| int | firings_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of firings for u to destroy given uview.   | |
| int | firings_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of firings for u2 to destroy given unit.   | |
| int | fire_turns_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of turns for u to destroy given uview by firing.   | |
| int | fire_turns_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of turns for u2 to destroy given unit by firing.   | |
| int | attacks_mean_to_destroy (int u, int u2, int hp2, int dm=100, int hcm=100) | 
| Mean number of attacks for u to destroy u2 with given modifiers.   | |
| int | attacks_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of attacks for u to destroy given uview.   | |
| int | attacks_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of attacks for u2 to destroy given unit.   | |
| int | attack_turns_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of turns for u to destroy given uview by attacks.   | |
| int | attack_turns_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of turns for u2 to destroy given unit by attacks.   | |
| int | detonations_mean_to_destroy (int u, int u2, int hp2, int dm=100) | 
| Mean number of detonations for u to destroy u2 with given modifiers.   | |
| int | detonations_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of detonations for u to destroy given uview.   | |
| int | detonations_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of detonations for u2 to destroy given unit.   | |
| int | detonate_turns_mean_to_destroy (int u, UnitView *uview) | 
| Mean number of turns for u to destroy given uview by detonations.   | |
| int | detonate_turns_mean_to_destroy (int u2, Unit *unit) | 
| Mean number of turns for u2 to destroy given unit by detonations.   | |
| int | firings_mean_to_capture (int u, int u2, Side *side2, int ccm=100) | 
| Mean number of attempts u needs to capture u2 by firing.   | |
| int | firings_mean_to_capture (int u, UnitView *uview) | 
| Mean number of attempts u needs to capture given uview by firing.   | |
| int | firings_mean_to_capture (int u2, Unit *unit) | 
| Mean number of attempts u2 needs to capture given unit by firing.   | |
| int | fire_turns_mean_to_capture (int u, UnitView *uview) | 
| Mean number of turns u needs to capture given uview by firing.   | |
| int | fire_turns_mean_to_capture (int u2, Unit *unit) | 
| Mean number of turns u2 needs to capture given unit by firing.   | |
| int | attacks_mean_to_capture (int u, int u2, Side *side2, int ccm=100) | 
| Mean number of attempts u needs to capture u2 by attacks.   | |
| int | attacks_mean_to_capture (int u, UnitView *uview) | 
| Mean number of attempts u needs to capture given uview by attacks.   | |
| int | attacks_mean_to_capture (int u2, Unit *unit) | 
| Mean number of attempts u2 needs to capture given unit by attacks.   | |
| int | attack_turns_mean_to_capture (int u, UnitView *uview) | 
| Mean number of turns u needs to capture given uview by attacks.   | |
| int | attack_turns_mean_to_capture (int u2, Unit *unit) | 
| Mean number of turns u2 needs to capture given unit by attacks.   | |
| int | attempts_mean_to_capture (int u, int u2, Side *side2, int ccm=100) | 
| Mean number of attempts u needs to directly capture u2.   | |
| int | attempts_mean_to_capture (int u, UnitView *uview) | 
| Mean number of attempts u needs to directly capture given uview.   | |
| int | attempts_mean_to_capture (int u2, Unit *unit) | 
| Mean number of attempts u2 needs to directly capture given unit.   | |
| int | capture_turns_mean_to_capture (int u, UnitView *uview) | 
| Mean number of turns u needs to directly capture given uview.   | |
| int | capture_turns_mean_to_capture (int u2, Unit *unit) | 
| Mean number of turns u2 needs to directly capture given unit.   | |
| int | explorer_worth (int u) | 
| Basic worth as an explorer.   | |
| void | set_explorer_worth (int u, int n) | 
| Set basic worth as an explorer.   | |
| void | maybe_set_explorer_worths (void) | 
| Set basic worths as explorers, if necessary.   | |
| int | total_worth (int u) | 
| Sum of all the basic worths.   | |
Part of the AI API, Level 2.
Provides useful functions that an AI implementation may use to analyze and to assign a worth to units and unit types.
The functions in this file provide evaluations regarding units and unit types that are useful in decision-making.
      
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 Maximum ACP u can have without enhancing effects. 
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 Maximum ACP per turn u can have without enhancing effects. 
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 Mean number of turns u2 needs to capture given unit by attacks. 
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 Mean number of turns u needs to capture given uview by attacks. 
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 Mean number of turns for u2 to destroy given unit by attacks. 
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 Mean number of turns for u to destroy given uview by attacks. 
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 Mean number of attempts u2 needs to capture given unit by attacks. 
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 Mean number of attempts u needs to capture given uview by attacks. 
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 Mean number of attempts u needs to capture u2 by attacks. 
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 Mean number of attacks for u2 to destroy given unit. 
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 Mean number of attacks for u to destroy given uview. 
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 Mean number of attacks for u to destroy u2 with given modifiers. 
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 Estimated number of times u can attack u2 in a turn. 
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 Mean number of attempts u2 needs to directly capture given unit. 
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 Mean number of attempts u needs to directly capture given uview. 
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 Mean number of attempts u needs to directly capture u2. 
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 Basic worth as a base. 
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 Basic worth as a base for u2. 
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 Does a given side seem to be able to create u3 at a given location? 
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 Does a given side seem to be able to create u3 in a given transport? 
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 Estimated number of times u can attempt capture of u2 in a turn. 
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 Mean number of turns u2 needs to directly capture given unit. 
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 Mean number of turns u needs to directly capture given uview. 
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 Could u meet its size goal, if located at the given position? 
 
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 How many CP can a given side add to a given unit per turn? 
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 How many CP can a given unit add to a given utype per turn? 
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 Basic worth as a depot. 
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 Mean number of turns for u2 to destroy given unit by detonations. 
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 Mean number of turns for u to destroy given uview by detonations. 
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 Mean number of detonations for u2 to destroy given unit. 
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 Mean number of detonations for u to destroy given uview. 
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 Mean number of detonations for u to destroy u2 with given modifiers. 
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 Estimated number of times u can detonate against u2 in a turn. 
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 Basic worth as a distributor. 
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 Basic worth as an explorer. 
 
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 Mean number of turns u2 needs to capture given unit by firing. 
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 Mean number of turns u needs to capture given uview by firing. 
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 Mean number of turns for u2 to destroy given unit by firing. 
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 Mean number of turns for u to destroy given uview by firing. 
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 Mean number of attempts u2 needs to capture given unit by firing. 
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 Mean number of attempts u needs to capture given uview by firing. 
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 Mean number of attempts u needs to capture u2 by firing. 
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 Mean number of firings for u2 to destroy given unit. 
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 Mean number of firings for u to destroy given uview. 
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 Mean number of firings for u to destroy u2 with given modifiers. 
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 Estimated number of times u can fire at u2 in a turn. 
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 How many HP can a given side add to a given unit per turn? 
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 How many HP can a given unit add to a given utype per turn? 
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 Set basic worths as bases, if necessary. 
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 Set basic worths as bases for utypes, if necessary. 
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 Set basic worths as depots, if necessary. 
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 Set basic worths as distributors, if necessary. 
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 Set basic worths as explorers, if necessary. 
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 Set basic worths as movers, if necessary. 
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 Set basic worths as production enhancers, if necessary. 
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 Set basic worths as producers, if necessary. 
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 Set basic worths as seers, if necessary. 
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 Best movement range of u, given amounts of mtypes. 
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 Max movement range of u on t, and given amounts of mtypes. 
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 Max movement range of u if producing m on t, and given an amount of m. 
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 Worst movement range of u, given amounts of mtypes. 
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 Basic worth as a mover. 
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 Maximum moves u can make per turn on t. 
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 Maximum MP u can get per turn. 
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 Basic worth as a production enhancer. 
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 Basic worth as a producer. 
 
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 Given unit's worth as a producer on a given known cell. 
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 Basic worth as a seer. 
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 Set basic worth as a base. 
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 Set basic worth as a base for u2. 
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 Set basic worth as a depot. 
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 Set basic worth as a distributor. 
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 Set basic worth as an explorer. 
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 Set basic worth as a mover. 
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 Set basic worth as a production enhancer. 
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 Set basic worth as a producer. 
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 Set basic worth as a seer. 
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 Maximum speed u can have without enhancing effects. 
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 Sum of all the basic worths. 
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 How many TP for a given utype can a given unit add to itself per turn? 
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1.3.6