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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_MILI.CPP
- //Description: AI - think about expanding the military force
- #include <ALL.h>
- #include <OTOWN.h>
- #include <OF_CAMP.h>
- #include <ONATION.h>
- //--------- Begin of function Nation::think_military --------//
- void Nation::think_military()
- {
- //---- don't build new camp if we our food consumption > production ----//
- if( yearly_food_change() < 0 )
- {
- think_close_camp(); // think about closing down an existing one
- return;
- }
- //--- think about whether it should expand now ---//
- if( !ai_should_expand_military() && !ai_is_troop_need_new_camp() )
- return;
- //----- think about where to expand -----//
- int bestRating=0, curRating;
- Town *townPtr, *bestTownPtr=NULL;
- for( int i=ai_town_count-1 ; i>=0 ; i-- )
- {
- townPtr = town_array[ ai_town_array[i] ];
- if( !townPtr->is_base_town ) // only expand on base towns
- continue;
- if( townPtr->no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
- continue;
- curRating = townPtr->population; //**BUGHERE, to be modified.
- if( curRating > bestRating )
- {
- bestRating = curRating;
- bestTownPtr = townPtr;
- }
- }
- if( !bestTownPtr )
- return;
- //--------- queue building the camp now ---------//
- short buildXLoc, buildYLoc;
- if( !find_best_firm_loc(FIRM_CAMP, bestTownPtr->loc_x1, bestTownPtr->loc_y1, buildXLoc, buildYLoc) )
- {
- bestTownPtr->no_neighbor_space = 1;
- return;
- }
- add_action(buildXLoc, buildYLoc, bestTownPtr->loc_x1, bestTownPtr->loc_y1, ACTION_AI_BUILD_FIRM, FIRM_CAMP);
- }
- //--------- Begin of function Nation::think_military --------//
- //--------- Begin of function Nation::ai_should_expand_military --------//
- int Nation::ai_should_expand_military()
- {
- //----- don't expand if it is losing money -----//
- if( true_profit_365days() < 0 )
- return 0;
- //----- expand if it has enough cash -----//
- if( !ai_should_spend(pref_military_development/2) )
- return 0;
- //--- check whether the current military force is already big enough ---//
- if( ai_camp_count * 9 > total_jobless_population * (50+pref_military_development) / 150 ) // (50 to 150) / 150
- return 0;
- //---- see if any of the camps are still needed soldiers -----//
- int i, soldierCount, freeSpaceCount=0;
- FirmCamp* firmCamp;
- for( i=ai_camp_count-1 ; i>=0 ; i-- )
- {
- firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
- if( firmCamp->should_close_flag ) // exclude those going to be closed down
- continue;
- //---- only build a new one when existing ones are all full ----//
- soldierCount = (firmCamp->overseer_recno>0) + firmCamp->worker_count +
- firmCamp->patrol_unit_count;
- freeSpaceCount += 9-soldierCount;
- if( firmCamp->ai_recruiting_soldier )
- return 0;
- }
- return freeSpaceCount < 9; // build build new ones when the existing ones are almost full
- }
- //--------- Begin of function Nation::ai_should_expand_military --------//
- //--------- Begin of function Nation::ai_is_troop_need_new_camp --------//
- int Nation::ai_is_troop_need_new_camp()
- {
- //--- check whether the current military force is already big enough ---//
- if( ai_has_too_many_camp() )
- return 0;
- //----- expand if it has enough cash -----//
- if( !ai_should_spend(50+pref_military_development/2) )
- return 0;
- //----- if existing camps can already host all units ----//
- int neededSoldierSpace = total_human_count+total_weapon_count - ai_camp_count*MAX_WORKER;
- int neededGeneralSpace = total_general_count - ai_camp_count;
- return neededSoldierSpace >= 9 + 20 * (100-pref_military_development) / 200 &&
- neededGeneralSpace >= 2 + 4 * (100-pref_military_development) / 200;
- }
- //--------- Begin of function Nation::ai_is_troop_need_new_camp --------//
- //--------- Begin of function Nation::ai_has_too_many_camp --------//
- int Nation::ai_has_too_many_camp()
- {
- return ai_camp_count * 9 > total_jobless_population * (150+pref_military_development) / 150; // (150 to 250) / 150
- }
- //--------- Begin of function Nation::ai_has_too_many_camp --------//
- //--------- Begin of function Nation::think_close_camp --------//
- int Nation::think_close_camp()
- {
- return 0;
- /*
- FirmCamp *firmCamp, *closeCamp=NULL;
- int curRating, bestRating=0;
- for( int i=ai_camp_count-1 ; i>=0 ; i-- )
- {
- firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
- curRating = world.distance_rating(firmCamp->center_x, firmCamp->center_y
- */
- }
- //--------- Begin of function Nation::think_close_camp --------//
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