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- /*
- * Seven Kingdoms: Ancient Adversaries
- *
- * Copyright 1997,1998 Enlight Software Ltd.
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- *
- */
- //Filename : OAI_ACT.CPP
- //Description: AI - building firms
- #include <ALL.h>
- #include <OUNIT.h>
- #include <OF_CAMP.h>
- #include <OREGIONS.h>
- #include <OCONFIG.h>
- #include <OSITE.h>
- #include <ONATION.h>
- //--------- Begin of function Nation::think_build_firm --------//
- void Nation::think_build_firm()
- {
- if( !ai_should_build_mine() )
- return;
- //----- think building mine --------//
- if( think_build_mine() )
- return;
- //---- if there is a mine action currently -----//
- think_destroy_raw_site_guard();
- }
- //---------- End of function Nation::think_build_firm --------//
- //--------- Begin of function Nation::think_build_mine --------//
- //
- int Nation::think_build_mine()
- {
- //------- queue to build the new mine -------//
- short xLoc, yLoc, refXLoc, refYLoc;
- int rawId = seek_mine(xLoc, yLoc, refXLoc, refYLoc); //reference location is the raw material location
- if( !rawId )
- return 0;
- //--- if we have a mine producing that raw type already ---//
- if( raw_count_array[rawId-1] > 0 )
- {
- if( !ai_should_spend(20) ) // then it's not important to build it
- return 0;
- }
- //-------------------------------------------//
- // If the map is set to unexplored, wait for a
- // reasonable amount of time before moving out
- // to build the mine.
- //-------------------------------------------//
- if( !config.explore_whole_map )
- {
- int i;
- for( i=0 ; i<ai_town_count ; i++ )
- {
- Town* townPtr = town_array[ ai_town_array[i] ];
- int rawDistance = m.points_distance(xLoc, yLoc, townPtr->center_x, townPtr->center_y);
- if( info.game_date-info.game_start_date >
- rawDistance * (5-config.ai_aggressiveness) / 5 ) // 3 to 5 / 5
- {
- break;
- }
- }
- if( i==ai_town_count )
- return 0;
- }
- return add_action(xLoc, yLoc, refXLoc, refYLoc, ACTION_AI_BUILD_FIRM, FIRM_MINE);
- }
- //---------- End of function Nation::think_build_mine --------//
- //--------- Begin of function Nation::ai_should_build_mine --------//
- //
- int Nation::ai_should_build_mine()
- {
- //---- only build mines when it has enough population ----//
- if( total_jobless_population < (100-pref_economic_development)/2 )
- return 0;
- if( total_jobless_population < 16 ) // only build mine when you have enough population to support the economic chain: mine + factory + camp
- return 0;
- if( site_array.untapped_raw_count==0 )
- return 0;
- if( !can_ai_build(FIRM_MINE) )
- return 0;
- //--- don't build additional mines unless we have enough population and demand to support it ----//
- if( ai_mine_count == 1 )
- {
- if( true_profit_365days() < 0 && total_population < 40+pref_economic_development/5 )
- return 0;
- }
- //-- if the nation is already in the process of building a new one --//
- if( is_action_exist( ACTION_AI_BUILD_FIRM, FIRM_MINE ) )
- return 0;
- //--- if the population is low, make sure existing mines are in full production before building a new one ---//
- if( total_jobless_population < 30 )
- {
- Firm* firmPtr;
- for( int i=0 ; i<ai_mine_count ; i++ )
- {
- firmPtr = firm_array[ ai_mine_array[i] ];
- if( firmPtr->worker_count < MAX_WORKER )
- return 0;
- if( firmPtr->linked_firm_count==0 && !firmPtr->no_neighbor_space ) // if the firm does not have any linked firms, that means the firm is still not in full operation
- return 0;
- }
- }
- return 1;
- }
- //---------- End of function Nation::ai_should_build_mine --------//
- //--------- Begin of function Nation::ai_attack_unit_in_area --------//
- //
- // AI attacks all units that are not friendly to us within the given area.
- //
- // <int> xLoc1, yLoc1, xLoc2, yLoc2 - coordination of the area.
- //
- void Nation::ai_attack_unit_in_area(int xLoc1, int yLoc1, int xLoc2, int yLoc2)
- {
- int enemyXLoc, enemyYLoc, enemyCombatLevel=0;
- int enemyStatus = NATION_FRIENDLY;
- Location* locPtr;
- Unit* unitPtr;
- //--------------------------------------------------//
- for( int yLoc=yLoc1 ; yLoc<=yLoc2 ; yLoc++ )
- {
- for( int xLoc=xLoc1 ; xLoc<=xLoc2 ; xLoc++ )
- {
- locPtr = world.get_loc(xLoc, yLoc);
- if( !locPtr->has_unit(UNIT_LAND) )
- continue;
- unitPtr = unit_array[ locPtr->unit_recno(UNIT_LAND) ];
- //--- if there is an idle unit on the mine building site ---//
- if( unitPtr->cur_action != SPRITE_IDLE || unitPtr->nation_recno==0 )
- continue;
- //----- if this is our spy cloaked in another nation, reveal its true identity -----//
- if( unitPtr->nation_recno != nation_recno &&
- unitPtr->true_nation_recno() == nation_recno )
- {
- unitPtr->spy_change_nation(nation_recno, COMMAND_AI);
- }
- //--- if this is our own unit, order him to stay out of the building site ---//
- if( unitPtr->nation_recno == nation_recno )
- {
- unitPtr->think_normal_human_action(); // send the unit to a firm or a town
- }
- else //--- if it is an enemy unit, attack it ------//
- {
- int nationStatus = get_relation_status(unitPtr->nation_recno);
- if( nationStatus < enemyStatus ) // if the status is worse than the current target
- {
- enemyXLoc = xLoc;
- enemyYLoc = yLoc;
- enemyStatus = nationStatus;
- enemyCombatLevel += (int) unitPtr->unit_power();
- }
- }
- }
- }
- //--- if there are enemies on our firm building site, attack them ---//
- if( enemyCombatLevel )
- {
- ai_attack_target( enemyXLoc, enemyYLoc, enemyCombatLevel );
- }
- }
- //---------- End of function Nation::ai_attack_unit_in_area --------//
- //--------- Begin of function Nation::think_destroy_raw_site_guard --------//
- //
- int Nation::think_destroy_raw_site_guard()
- {
- Site* sitePtr;
- Location* locPtr;
- Unit* unitPtr;
- for( int i=site_array.size() ; i>0 ; i-- )
- {
- if( site_array.is_deleted(i) )
- continue;
- sitePtr = site_array[i];
- //--- if there is already a mine built on this raw site ---//
- if( sitePtr->has_mine )
- continue;
- //----- if there is a unit standing on this site -----//
- locPtr = world.get_loc( sitePtr->map_x_loc, sitePtr->map_y_loc );
- if( !locPtr->has_unit(UNIT_LAND) )
- continue;
- unitPtr = unit_array[ locPtr->unit_recno(UNIT_LAND) ];
- if( unitPtr->cur_action != SPRITE_IDLE ) // only attack if this unit is idle
- continue;
- if( unitPtr->nation_recno == nation_recno ) // don't attack our own units
- continue;
- //------ check if we have a presence in this region ----//
- // ####### patch begin Gilbert 16/3 ########//
- //if( region_array.get_region_stat(sitePtr->region_id)->base_town_nation_count_array[nation_recno-1] == 0 )
- // continue;
- if( base_town_count_in_region(sitePtr->region_id) == 0 )
- continue;
- // ####### patch end Gilbert 16/3 ########//
- //------ check the relationship with this unit ------//
- //
- // If we are friendly with this nation, don't attack it.
- //
- //---------------------------------------------------//
- if( get_relation_status(unitPtr->nation_recno) >= NATION_FRIENDLY )
- continue;
- //--------- attack the enemy unit ---------//
- int hasWar;
- int enemyCombatLevel = mobile_defense_combat_level( sitePtr->map_x_loc,
- sitePtr->map_y_loc, unitPtr->nation_recno, 1, hasWar );
- if( enemyCombatLevel == - 1 ) // a war is going on here, don't attack this target
- continue;
- if( ai_attack_target(sitePtr->map_x_loc, sitePtr->map_y_loc, enemyCombatLevel, 0, 0, 0, 0, 1) ) // 1-use all camps
- return 1;
- }
- return 0;
- }
- //---------- End of function Nation::think_destroy_raw_site_guard --------//
- //--------- Begin of function Nation::ai_supported_inn_count --------//
- //
- // Return the number of inns this nation can support.
- //
- int Nation::ai_supported_inn_count()
- {
- float fixedExpense = fixed_expense_365days();
- int innCount = int( cash / 5000 * (100+pref_hire_unit) / 100 );
- innCount = min(3, innCount); // maximum 3 inns, minimum 1 inn.
- return max(1, innCount);
- }
- //---------- End of function Nation::ai_supported_inn_count --------//
- //--------- Begin of function Nation::ai_has_should_close_camp --------//
- //
- // Return whether the this nation has any camps that should be closed.
- //
- // <int> regionId - only camps in this region are counted.
- //
- int Nation::ai_has_should_close_camp(int regionId)
- {
- //--- if this nation has some firms going to be closed ---//
- if( firm_should_close_array[FIRM_CAMP-1] > 0 )
- {
- //--- check if any of them are in the same region as the current town ---//
- for( int i=ai_camp_count-1 ; i>=0 ; i-- )
- {
- FirmCamp* firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
- if( firmCamp->should_close_flag && firmCamp->region_id == regionId )
- {
- return 1;
- }
- }
- }
- return 0;
- }
- //---------- End of function Nation::ai_has_should_close_camp --------//
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