123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292 |
- /*
- * 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 : OF_HARB2.CPP
- //Description : Firm Harbor - AI functions
- #include <OINFO.h>
- #include <OU_MARI.h>
- #include <ONATION.h>
- #include <OF_HARB.h>
- //------- Begin of function FirmHarbor::process_ai -----------//
- //
- void FirmHarbor::process_ai()
- {
- if( info.game_date%30 == firm_recno%30 )
- think_build_ship();
- /*
- if( info.game_date%90 == firm_recno%90 )
- think_build_firm();
- if( info.game_date%60 == firm_recno%60 )
- think_trade();
- */
- }
- //--------- End of function FirmHarbor::process_ai -----------//
- //------- Begin of function FirmHarbor::think_build_firm -----------//
- //
- void FirmHarbor::think_build_firm()
- {
- Nation* ownNation = nation_array[nation_recno];
- if( ownNation->cash < 2000 ) // don't build if the cash is too low
- return;
- if( ownNation->true_profit_365days() < (50-ownNation->pref_use_marine)*20 ) // -1000 to +1000
- return;
- //----- think about building markets ------//
- if( ownNation->pref_trading_tendency >= 60 )
- {
- if( ai_build_firm(FIRM_MARKET) )
- return;
- }
- //----- think about building camps ------//
- if( ownNation->pref_military_development/2 +
- (linked_firm_count + ownNation->ai_ship_count + ship_count) * 10 +
- ownNation->total_jobless_population*2 > 150 )
- {
- ai_build_firm(FIRM_CAMP);
- }
- }
- //--------- End of function FirmHarbor::think_build_firm -----------//
- //------- Begin of function FirmHarbor::ai_build_firm -----------//
- //
- int FirmHarbor::ai_build_firm(int firmId)
- {
- if( no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
- return 0;
- Nation* ownNation = nation_array[nation_recno];
- //--- check whether the AI can build a new firm next this firm ---//
- if( !ownNation->can_ai_build(firmId) )
- return 0;
- //-- only build one market place next to this mine, check if there is any existing one --//
- //### begin alex 24/9 ###//
- /*FirmMarket* firmPtr;
- for(int i=0; i<linked_firm_count; i++)
- {
- err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));
- firmPtr = (FirmMarket*) firm_array[linked_firm_array[i]];
- if( firmPtr->firm_id!=firmId )
- continue;
- //------ if this market is our own one ------//
- if( firmPtr->nation_recno == nation_recno )
- return 0;
- }*/
- Firm* firmPtr;
- for(int i=0; i<linked_firm_count; i++)
- {
- err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));
- firmPtr = firm_array[linked_firm_array[i]];
- if( firmPtr->firm_id!=firmId )
- continue;
- //------ if this market is our own one ------//
- if( firmPtr->nation_recno == nation_recno )
- return 0;
- }
- //#### end alex 24/9 ####//
- //------ queue building a new market -------//
- short buildXLoc, buildYLoc;
- if( !ownNation->find_best_firm_loc(firmId, loc_x1, loc_y1, buildXLoc, buildYLoc) )
- {
- no_neighbor_space = 1;
- return 0;
- }
- ownNation->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, firmId);
- return 1;
- }
- //--------- End of function FirmHarbor::ai_build_firm -----------//
- //------- Begin of function FirmHarbor::think_trade -----------//
- //
- int FirmHarbor::think_trade()
- {
- //---- see if we have any free ship available ----//
- Nation* ownNation = nation_array[nation_recno];
- UnitMarine* unitMarine = ai_get_free_trade_ship();
- if( !unitMarine )
- return 0;
- //--- if this harbor is not linked to any trade firms, return now ---//
- if( total_linked_trade_firm() == 0 )
- return 0;
- //----- scan for another harbor to trade with this harbor ----//
- Firm* firmPtr;
- FirmHarbor* firmHarbor;
- int i;
- for( i=firm_array.size() ; i>0 ; i-- )
- {
- if( firm_array.is_deleted(i) )
- continue;
- firmPtr = firm_array[i];
- //### begin alex 24/9 ###//
- if(firmPtr->firm_id!=FIRM_HARBOR)
- continue;
- //#### end alex 24/9 ####//
- firmHarbor = (FirmHarbor*) firmPtr;
- if( firmHarbor->total_linked_trade_firm() == 0 )
- continue;
- if( !ownNation->has_trade_ship(firm_recno, i) ) // if there has been any ships trading between these two harbors yet
- break;
- }
- if( i==0 )
- return 0;
- //------ try to set up a sea trade now ------//
- unitMarine->set_stop( 1, loc_x1, loc_y1, COMMAND_AI);
- unitMarine->set_stop( 2, firmHarbor->loc_x1, firmHarbor->loc_y1, COMMAND_AI);
- unitMarine->set_stop_pick_up(1, AUTO_PICK_UP, COMMAND_AI);
- unitMarine->set_stop_pick_up(2, AUTO_PICK_UP, COMMAND_AI);
- return 1;
- }
- //--------- End of function FirmHarbor::think_trade -----------//
- //------ Begin of function FirmHarbor::ai_get_free_trade_ship ------//
- //
- UnitMarine* FirmHarbor::ai_get_free_trade_ship()
- {
- Nation* ownNation = nation_array[nation_recno];
- UnitMarine* unitMarine;
- for( int i=ownNation->ai_ship_count-1 ; i>=0 ; i-- )
- {
- unitMarine = (UnitMarine*) unit_array[ ownNation->ai_ship_array[i] ];
- //--- if this is a goods carrying ship and it doesn't have a defined trade route ---//
- if( unitMarine->stop_defined_num < 2 &&
- unit_res[unitMarine->unit_id]->carry_goods_capacity > 0 )
- {
- return unitMarine;
- }
- }
- return NULL;
- }
- //-------- End of function FirmHarbor::ai_get_free_trade_ship ------//
- //------- Begin of function FirmHarbor::think_build_ship -----------//
- //
- void FirmHarbor::think_build_ship()
- {
- if( build_unit_id ) // if it's currently building a ship
- return;
- if( !can_build_ship() ) // full, cannot build anymore
- return;
- Nation* ownNation = nation_array[nation_recno];
- if( !ownNation->ai_should_spend( 50+ownNation->pref_use_marine/4 ) )
- return;
- //---------------------------------------------//
- //
- // For Transport, in most cases, an AI will just
- // need one to two.
- //
- // For Caravel and Galleon, the AI will build as many
- // as the harbor can hold if any of the human players
- // has more ships than the AI has.
- //
- //---------------------------------------------//
- int buildId=0, rc=0;
- int enemyShipCount = ownNation->max_human_battle_ship_count(); // return the no. of ships of the enemy that is strongest on the sea
- if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 )
- {
- buildId = UNIT_GALLEON;
- if( ownNation->ai_ship_count < 2 + (ownNation->pref_use_marine>50) )
- rc = 1;
- else
- rc = enemyShipCount > ownNation->ai_ship_count;
- }
- else if( unit_res[UNIT_CARAVEL]->get_nation_tech_level(nation_recno) > 0 )
- {
- buildId = UNIT_CARAVEL;
- if( ownNation->ai_ship_count < 2 + (ownNation->pref_use_marine>50) )
- rc = 1;
- else
- rc = enemyShipCount > ownNation->ai_ship_count;
- }
- else
- {
- buildId = UNIT_TRANSPORT;
- if( ownNation->ai_ship_count < 2 )
- rc = 1;
- }
- //---------------------------------------------//
- if( buildId && rc )
- build_ship( buildId, COMMAND_AI );
- }
- //--------- End of function FirmHarbor::think_build_ship -----------//
|