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] &&