INNER CODE UNIT · C

map

acoto87/war1 · src/war_ai.c:141

    WarMap* map = context->map;

    // for now assume player 1 is the only AI
    wai_initAIPlayer(context, &map->players[1]);
}

static bool wai_hasUnresolvedTrainRequest(WarContext* context, WarAICommand* command)
{
    WarEntityManager* manager = we_getEntityManager(context);
    if (!manager)
    {
        return false;
    }

    WarStateStorage* storage = &manager->stateStorage;
    for (s32 i = 0; i < MAX_STATES_PER_TYPE; i++)
    {
        if (storage->occupied[WAR_STATE_TRAIN][i] &&

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