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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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