Searched refs:enemiesPresent (Results 1 – 6 of 6) sorted by relevance
482 bool enemiesPresent = sector->enemiesPresent(); in doSectorAI() local528 if( !enemiesPresent && sector->getArmy(this->index)->getTotal() > 0 ) { in doSectorAI()532 if( sector->getPopulation() < MIN_POP && !enemiesPresent ) in doSectorAI()541 if( enemiesPresent && i == nuclear_epoch_c ) in doSectorAI()678 …else if( !found_tower && c_sector->getActivePlayer() == -1 && c_sector->enemiesPresent(sector->get… in doSectorAI()968 if( enemiesPresent || used_up ) in doSectorAI()
555 bool enemiesPresent() const;557 bool enemiesPresent(int player) const;558 bool enemiesPresent(int player,bool include_unarmed) const;
2696 bool Sector::enemiesPresent() const { in enemiesPresent() function in Sector2698 return enemiesPresent(this->getPlayer()); in enemiesPresent()2702 return enemiesPresent(this->getPlayer(), false); in enemiesPresentWithBombardment()2705 bool Sector::enemiesPresent(int player) const { in enemiesPresent() function in Sector2706 return enemiesPresent(player, true); in enemiesPresent()2709 bool Sector::enemiesPresent(int player,bool include_unarmed) const { in enemiesPresent() function in Sector
2009 if( n_armies >= 2 || ( current_sector->getPlayer() != -1 && current_sector->enemiesPresent() ) ) { in update()
574 !sectors[x][y]->enemiesPresent(player) ) ) { in canMoveTo()
656 bool enemiesPresent = false; in autoAdjustAggression() local678 enemiesPresent = true; in autoAdjustAggression()685 setAggression(i, enemiesPresent); in autoAdjustAggression()