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#102 Initial merge of the K-Mod PF
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Notes:
- Work in progress, the AI handling is not yet
functional.
- Based on a recent version of AdvCiv which
includes a large amount of refactoring relative
to WTP, hence the number of modified files.
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devolution79 committed Nov 16, 2020
1 parent df4a79e commit 331feec
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Showing 20 changed files with 740 additions and 231 deletions.
4 changes: 2 additions & 2 deletions Project Files/DLLSources/CvCity.cpp
Expand Up @@ -3107,7 +3107,7 @@ bool CvCity::at(CvPlot* pPlot) const

CvPlot* CvCity::plot() const
{
return GC.getMapINLINE().plotSorenINLINE(getX_INLINE(), getY_INLINE());
return GC.getMapINLINE().plotSoren(getX_INLINE(), getY_INLINE());
}

int CvCity::getArea() const
Expand All @@ -3129,7 +3129,7 @@ CvArea* CvCity::waterArea() const

CvPlot* CvCity::getRallyPlot() const
{
return GC.getMapINLINE().plotSorenINLINE(m_iRallyX, m_iRallyY);
return GC.getMapINLINE().plotSoren(m_iRallyX, m_iRallyY);
}


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16 changes: 13 additions & 3 deletions Project Files/DLLSources/CvDefines.h
Expand Up @@ -9,8 +9,8 @@

#define MOVE_IGNORE_DANGER (0x00000001)
#define MOVE_SAFE_TERRITORY (0x00000002)
#define MOVE_NO_ENEMY_TERRITORY (0x00000004)
#define MOVE_DECLARE_WAR (0x00000008)
#define MOVE_NO_ENEMY_TERRITORY (0x00000004)
#define MOVE_DECLARE_WAR (0x00000008)
#define MOVE_DIRECT_ATTACK (0x00000010)
#define MOVE_THROUGH_ENEMY (0x00000020)
#define MOVE_BUST_FOG (0x00000040)
Expand All @@ -21,8 +21,18 @@
#define MOVE_AVOID_ENEMY_WEIGHT_3 (0x00000100)
// TAC - AI Assault Sea - koma13, jdog5000(BBAI) - END

#define MOVE_ATTACK_STACK (0x00000200) // K-Mod.. allow the path to fight through enemy defences, but prefer not to.
#define MOVE_SINGLE_ATTACK (0x00000400) // K-Mod. only attack with one unit, not the whole stack
#define MOVE_NO_ATTACK (0x00000800) // K-Mod. used to prevent humans from accidentally attacking unseen units
#define MOVE_HAS_STEPPED (0x00001000) // K-Mod. used to signal that at least one step has been taken for this move command
#define MOVE_ASSUME_VISIBLE (0x00002000) // K-Mod. With this flag, the pathfinder will plan around enemy units even if they are not visible. (Note: AI units do this regardless of the flag.)
#define MOVE_ROUTE_TO (0x00004000) // advc.049

// TODO: Move this
#define MOVE_MAX_MOVES (0x00008000)

// R&R, ray, Natives raiding party - START
#define MOVE_DIRECT_RAID (0x00000080)
#define MOVE_DIRECT_RAID (0x00008000) // Was identical to MOVE_AVOID_ENEMY_WEIGHT_2
// R&R, ray, Natives raiding party - END

#define RANDPLOT_LAND (0x00000001)
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