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Feature #825079 ยป 0054-AI-Reduce-defense-building-wants-by-about-20.patch
ai/default/daieffects.c | ||
---|---|---|
447 | 447 |
if (has_handicap(pplayer, H_DEFENSIVE)) { |
448 | 448 |
v += amount / 10; /* make AI slow */ |
449 | 449 |
} |
450 | ||
451 |
/* TODO: Really should consider how many affected enemy units there is. */ |
|
450 | 452 |
unit_class_iterate(pclass) { |
451 | 453 |
if (requirement_fulfilled_by_unit_class(pclass, &peffect->reqs)) { |
452 | 454 |
if (pclass->adv.sea_move != MOVE_NONE) { |
... | ... | |
465 | 467 |
if (affects_sea_capable_units) { |
466 | 468 |
if (is_ocean_tile(pcity->tile)) { |
467 | 469 |
v += ai->threats.ocean[-tile_continent(pcity->tile)] |
468 |
? amount/5 : amount/20;
|
|
470 |
? amount / 6 : amount / 25;
|
|
469 | 471 |
} else { |
470 | 472 |
adjc_iterate(&(wld.map), pcity->tile, tile2) { |
471 | 473 |
if (is_ocean_tile(tile2)) { |
472 | 474 |
if (ai->threats.ocean[-tile_continent(tile2)]) { |
473 |
v += amount/5;
|
|
475 |
v += amount / 6;
|
|
474 | 476 |
break; |
475 | 477 |
} |
476 | 478 |
} |
477 | 479 |
} adjc_iterate_end; |
478 | 480 |
} |
479 | 481 |
} |
480 |
v += (amount/20 + ai->threats.invasions - 1) * c; /* for wonder */
|
|
482 |
v += (amount / 25 + ai->threats.invasions - 1) * c; /* for wonder */
|
|
481 | 483 |
if (capital || affects_land_capable_units) { |
482 | 484 |
Continent_id place = tile_continent(pcity->tile); |
483 | 485 | |
... | ... | |
489 | 491 |
and have relevant checks here. */ |
490 | 492 |
&& is_terrain_class_near_tile(pcity->tile, TC_OCEAN))) { |
491 | 493 |
if (place && ai->threats.continent[place]) { |
492 |
v += amount; |
|
494 |
v += amount * 4 / 5;
|
|
493 | 495 |
} else { |
494 |
v += amount / (!ai->threats.igwall ? (15 - capital * 5) : 15);
|
|
496 |
v += amount / (!ai->threats.igwall ? (18 - capital * 6) : 18);
|
|
495 | 497 |
} |
496 | 498 |
} |
497 | 499 |
} |
498 |
- |