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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 : OFIRMAI.CPP
- //Description : AI functions for the class Firm
- #include <OF_INN.h>
- #include <OF_MINE.h>
- #include <OF_FACT.h>
- #include <OF_CAMP.h>
- #include <OF_MARK.h>
- #include <OUNITRES.h>
- #include <OTALKRES.h>
- #include <ONATION.h>
- //--------- Begin of function Firm::process_common_ai --------//
- //
- // AI processing functions common for all firm types.
- //
- void Firm::process_common_ai()
- {
- if( info.game_date%30==firm_recno%30 )
- think_repair();
- //------ think about closing this firm ------//
- if( !should_close_flag )
- {
- if( ai_should_close() )
- {
- should_close_flag = 1;
- nation_array[nation_recno]->firm_should_close_array[firm_id-1]++;
- }
- }
- }
- //--------- End of function Firm::process_common_ai --------//
- //------- Begin of function Firm::think_repair -----------//
- //
- void Firm::think_repair()
- {
- Nation* ownNation = nation_array[nation_recno];
- //----- check if the damage is serious enough -----//
- if( hit_points >=
- max_hit_points * (70+ownNation->pref_repair_concern/4) / 100 ) // 70% to 95%
- {
- return;
- }
- //--- if it's no too heavily damaged, it is just that the AI has a high concern on this ---//
- if( hit_points >= max_hit_points * 80 / 100 )
- {
- if( ownNation->total_jobless_population < 15 )
- return;
- }
- //------- queue assigning a construction worker now ------//
- ownNation->add_action(loc_x1, loc_y1, -1, -1, ACTION_AI_ASSIGN_CONSTRUCTION_WORKER, firm_id);
- }
- //--------- End of function Firm::think_repair -----------//
- //------- Begin of function Firm::ai_del_firm -----------//
- //
- // Delete the firm no matter what status this firm is in.
- //
- void Firm::ai_del_firm()
- {
- if( under_construction )
- {
- cancel_construction(COMMAND_PLAYER);
- }
- else
- {
- if( can_sell() )
- sell_firm(COMMAND_AI);
- else
- destruct_firm(COMMAND_AI);
- }
- }
- //--------- End of function Firm::ai_del_firm -----------//
- //------- Begin of function Firm::ai_should_close -----------//
- //
- // This is function is for derived class to overload.
- //
- int Firm::ai_should_close()
- {
- return 0;
- }
- //--------- End of function Firm::ai_should_close -----------//
- //------- Begin of function Firm::think_hire_inn_unit -------//
- //
- int Firm::think_hire_inn_unit()
- {
- if( !nation_array[nation_recno]->ai_should_hire_unit(30) ) // 30 - importance rating
- return 0;
- //---- one firm only hire one foreign race worker ----//
- int i, foreignRaceCount=0;
- int majorityRace = majority_race();
- if( majorityRace )
- {
- for( i=0 ; i<worker_count ; i++ )
- {
- if( worker_array[i].race_id != majorityRace )
- foreignRaceCount++;
- }
- }
- //-------- try to get skilled workers from inns --------//
- Nation* nationPtr = nation_array[nation_recno];
- FirmInn* firmInn, *bestInn=NULL;
- int curRating, bestRating=0, bestInnUnitId=0;
- int prefTownHarmony = nationPtr->pref_town_harmony;
- for( i=0 ; i<nationPtr->ai_inn_count ; i++ )
- {
- firmInn = (FirmInn*) firm_array[ nationPtr->ai_inn_array[i] ];
- if( firmInn->region_id != region_id )
- continue;
- InnUnit* innUnit = firmInn->inn_unit_array;
- for( int j=0 ; j<firmInn->inn_unit_count ; j++, innUnit++ )
- {
- if( innUnit->skill.skill_id != firm_skill_id )
- continue;
- //-------------------------------------------//
- // Rating of a unit to be hired is based on:
- //
- // -distance between the inn and this firm.
- // -whether the unit is racially homogenous to the majority of the firm workers
- //
- //-------------------------------------------//
- curRating = world.distance_rating( center_x, center_y,
- firmInn->center_x, firmInn->center_y );
- curRating += innUnit->skill.skill_level;
- if( majorityRace == unit_res[innUnit->unit_id]->race_id )
- {
- curRating += prefTownHarmony;
- }
- else
- {
- //----------------------------------------------------//
- // Don't pick this unit if it isn't racially homogenous
- // to the villagers, and its pref_town_harmony is higher
- // than its skill level. (This means if its skill level
- // is low, its chance of being selected is lower.
- //----------------------------------------------------//
- if( majorityRace )
- {
- if( foreignRaceCount>0 || prefTownHarmony > innUnit->skill.skill_level-50 )
- continue;
- }
- }
- if( curRating > bestRating )
- {
- bestRating = curRating;
- bestInn = firmInn;
- bestInnUnitId = j+1;
- }
- }
- }
- //-----------------------------------------//
- if( bestInn )
- {
- int unitRecno = bestInn->hire(bestInnUnitId);
- if( unitRecno )
- {
- unit_array[unitRecno]->assign(loc_x1, loc_y1);
- return 1;
- }
- }
- return 0;
- }
- //--------- End of function Firm::think_hire_inn_unit -------//
- //------- Begin of function Firm::being_attacked -----------//
- //
- void Firm::being_attacked(int attackerUnitRecno)
- {
- last_attacked_date = info.game_date;
- if( nation_recno && firm_ai )
- {
- if( unit_array[attackerUnitRecno]->nation_recno == nation_recno ) // this can happen when the unit has just changed nation
- return;
- nation_array[nation_recno]->ai_defend(attackerUnitRecno);
- }
- }
- //--------- End of function Firm::being_attacked -----------//
- //------- Begin of function Firm::ai_recruit_worker -----------//
- //
- int Firm::ai_recruit_worker()
- {
- if( worker_count == MAX_WORKER )
- return 0;
- Nation* nationPtr = nation_array[nation_recno];
- Town* townPtr;
- for( int i=0; i<linked_town_count ; i++ )
- {
- if( linked_town_enable_array[i] != LINK_EE )
- continue;
- townPtr = town_array[ linked_town_array[i] ];
- //-- only recruit workers from towns of other nations if we don't have labor ourselves
- if( townPtr->nation_recno != nation_recno &&
- nationPtr->total_jobless_population > MAX_WORKER )
- {
- continue;
- }
- if( townPtr->jobless_population > 0 )
- return 0; // don't order units to move into it as they will be recruited from the town automatically
- }
- //---- order workers to move into the firm ----//
- nationPtr->add_action(loc_x1, loc_y1, -1, -1, ACTION_AI_ASSIGN_WORKER, firm_id, MAX_WORKER-worker_count);
- return 1;
- }
- //--------- End of function Firm::ai_recruit_worker -----------//
- //------- Begin of function Firm::ai_build_neighbor_firm -----------//
- //
- int Firm::ai_build_neighbor_firm(int firmId)
- {
- short buildXLoc, buildYLoc;
- Nation* nationPtr = nation_array[nation_recno];
- if( !nationPtr->find_best_firm_loc(firmId, loc_x1, loc_y1, buildXLoc, buildYLoc) )
- {
- no_neighbor_space = 1;
- return 0;
- }
- nationPtr->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, firmId);
- return 1;
- }
- //--------- End of function Firm::ai_build_neighbor_firm -----------//
- //--------- Begin of function Firm::ai_update_link_status ---------//
- //
- // Updating link status of this firm with towns.
- //
- void Firm::ai_update_link_status()
- {
- err_when( firm_id == FIRM_CAMP ); // FirmCamp has its own ai_update_link_status(), this version shouldn't be called.
- if( !worker_array ) // if this firm does not need any workers.
- return;
- if( is_worker_full() ) // if this firm already has all the workers it needs.
- return;
- //------------------------------------------------//
- Nation* ownNation = nation_array[nation_recno];
- int i, rc;
- for( i=0 ; i<linked_town_count ; i++ )
- {
- Town* townPtr = town_array[linked_town_array[i]];
- //--- enable link to hire people from the town ---//
- rc = townPtr->nation_recno==0 || // either it's an independent town or it's friendly or allied to our nation
- ownNation->get_relation_status(townPtr->nation_recno) >= NATION_FRIENDLY;
- toggle_town_link( i+1, rc, COMMAND_AI );
- }
- }
- //----------- End of function Firm::ai_update_link_status ----------//
- //------- Begin of function Firm::think_build_factory -----------//
- //
- int Firm::think_build_factory(int rawId)
- {
- if( no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
- return 0;
- Nation* nationPtr = nation_array[nation_recno];
- //--- check whether the AI can build a new firm next this firm ---//
- if( !nationPtr->can_ai_build(FIRM_FACTORY) )
- return 0;
- //---------------------------------------------------//
- int factoryCount=0;
- FirmFactory* firmPtr;
- Firm* firmMarket;
- for(int i=0; i<linked_firm_count; i++)
- {
- err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));
- firmPtr = (FirmFactory*) firm_array[linked_firm_array[i]];
- if(firmPtr->firm_id!=FIRM_FACTORY)
- continue;
- if( firmPtr->nation_recno != nation_recno )
- continue;
- if( firmPtr->product_raw_id != rawId )
- continue;
- //--- if one of own factories still has not recruited enough workers ---//
- if( firmPtr->worker_count < MAX_WORKER )
- return 0;
- //---------------------------------------------------//
- //
- // If this factory has a medium to high level of stock,
- // this means the bottleneck is not at the factories,
- // building more factories won't solve the problem.
- //
- //---------------------------------------------------//
- if( firmPtr->stock_qty > firmPtr->max_stock_qty * 0.1 )
- return 0;
- //---------------------------------------------------//
- //
- // Check if this factory is just outputing goods to
- // a market and it is actually not overcapacity.
- //
- //---------------------------------------------------//
- for( int j=firmPtr->linked_firm_count-1 ; j>=0 ; j-- )
- {
- if( firmPtr->linked_firm_enable_array[j] != LINK_EE )
- continue;
- firmMarket = firm_array[ firmPtr->linked_firm_array[j] ];
- if( firmMarket->firm_id != FIRM_MARKET )
- continue;
- //--- if this factory is producing enough goods to the market place, then it means it is still quite efficient
- MarketGoods *marketGoods = ((FirmMarket*)firmMarket)->market_product_array[rawId-1];
- if( marketGoods && marketGoods->stock_qty > 100 )
- return 0;
- }
- //----------------------------------------------//
- factoryCount++;
- }
- //---- don't build additional factory if we don't have enough peasants ---//
- if( factoryCount>=1 && !nationPtr->ai_has_enough_food() )
- return 0;
- //-- if there isn't much raw reserve left, don't build new factories --//
- if( firm_id == FIRM_MINE )
- {
- if( ((FirmMine*)this)->reserve_qty < 1000 && factoryCount>=1 )
- return 0;
- }
- //--- only build additional factories if we have a surplus of labor ---//
- if( nationPtr->total_jobless_population < factoryCount * MAX_WORKER )
- return 0;
- //--- only when we have checked it three times and all say it needs a factory, we then build a factory ---//
- if( ++ai_should_build_factory_count >= 3 )
- {
- short buildXLoc, buildYLoc;
- if( !nationPtr->find_best_firm_loc(FIRM_FACTORY, loc_x1, loc_y1, buildXLoc, buildYLoc) )
- {
- no_neighbor_space = 1;
- return 0;
- }
- nationPtr->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, FIRM_FACTORY);
- ai_should_build_factory_count = 0;
- }
- return 1;
- }
- //--------- End of function Firm::think_build_factory -----------//
- //------- Begin of function Firm::think_capture -----------//
- //
- int Firm::think_capture()
- {
- Nation* nationPtr;
- int i;
- for( i=nation_array.size() ; i>0 ; i-- )
- {
- if( nation_array.is_deleted(i) )
- continue;
- nationPtr = nation_array[i];
- if( nationPtr->is_ai() && can_worker_capture(i) )
- break;
- }
- if( i==0 )
- return 0;
- //------- capture the firm --------//
- capture_firm(i);
- //------ order troops to attack nearby enemy camps -----//
- Firm *firmPtr, *bestTarget=NULL;
- int curDistance, minDistance=0x1000;
- for( i=firm_array.size() ; i>0 ; i-- )
- {
- if( firm_array.is_deleted(i) )
- continue;
- firmPtr = firm_array[i];
- //----- only attack enemy camps -----//
- if( firmPtr->nation_recno != nation_recno ||
- firmPtr->firm_id != FIRM_CAMP )
- {
- continue;
- }
- curDistance = m.points_distance(center_x, center_y,
- firmPtr->center_x, firmPtr->center_y );
- //--- only attack camps within 15 location distance to this firm ---//
- if( curDistance < 15 && curDistance < minDistance )
- {
- minDistance = curDistance;
- bestTarget = firmPtr;
- }
- }
- if( bestTarget )
- {
- int useAllCamp = nationPtr->pref_military_courage > 60 || m.random(3)==0;
- nationPtr->ai_attack_target( bestTarget->loc_x1, bestTarget->loc_y1,
- ((FirmCamp*)bestTarget)->total_combat_level(), 0, 0, 0, 0, useAllCamp );
- }
- return 1;
- }
- //--------- End of function Firm::think_capture -----------//
- //------- Begin of function Firm::think_linked_town_change_nation ------//
- //
- // This function is called by Town::set_nation() when a town linked
- // to this firm has changed nation.
- //
- // <int> linkedTownRecno - the recno of the town that has changed nation.
- // <int> oldNationRecno - the old nation recno of the town
- // <int> newNationRecno - the new nation recno of the town
- //
- void Firm::think_linked_town_change_nation(int linkedTownRecno, int oldNationRecno, int newNationRecno)
- {
- }
- //-------- End of function Firm::think_linked_town_change_nation ------//
- //--------- Begin of function Firm::ai_firm_captured --------//
- //
- // This is function is called when the AI's firm is just
- // about to be captured.
- //
- void Firm::ai_firm_captured(int capturerNationRecno)
- {
- Nation* ownNation = nation_array[nation_recno];
- if( !ownNation->is_ai() ) //**BUGHERE
- return;
- if( ownNation->get_relation(capturerNationRecno)->status >= NATION_FRIENDLY )
- ownNation->ai_end_treaty(capturerNationRecno);
- talk_res.ai_send_talk_msg(capturerNationRecno, nation_recno, TALK_DECLARE_WAR);
- }
- //--------- End of function Firm::ai_firm_captured --------//
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