123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190 |
- /*
- * 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_MINE2.CPP
- //Description : Firm Mine - AI functions
- #include <OINFO.h>
- #include <OUNIT.h>
- #include <ORACERES.h>
- #include <OGAME.h>
- #include <OWORLD.h>
- #include <ONATION.h>
- #include <OSITE.h>
- #include <OF_MINE.h>
- #include <OF_FACT.h>
- #include <OF_MARK.h>
- //------- Begin of function FirmMine::process_ai -----------//
- //
- void FirmMine::process_ai()
- {
- //---- if the reserve has exhaust ----//
- if( !raw_id || reserve_qty==0 )
- {
- err_when( under_construction );
- ai_del_firm();
- return;
- }
- //------- recruit workers ---------//
- if( info.game_date%15==firm_recno%15 )
- {
- if( worker_count < MAX_WORKER )
- ai_recruit_worker();
- }
- //---- think about building factory and market place to link to ----//
- int rc = info.game_date%30==firm_recno%30;
- if( nation_array[nation_recno]->ai_factory_count==0 ) // if the nation doesn't have any factories yet, give building factory a higher priority
- rc = info.game_date%5==firm_recno%5;
- if( rc )
- {
- if( !think_build_factory(raw_id) )
- ai_should_build_factory_count = 0; // reset the counter
- think_build_market(); // don't build it in FirmMine, when it builds a factory the factory will build a mine.
- }
- //---- think about ways to increase productivity ----//
- if( info.game_date%30==firm_recno%30 )
- think_inc_productivity();
- }
- //--------- End of function FirmMine::process_ai -----------//
- //------- Begin of function FirmMine::think_build_market -----------//
- //
- int FirmMine::think_build_market()
- {
- 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];
- //-- only build a new market when the mine has a larger supply than the demands from factories and market places
- if( stock_qty < max_stock_qty * 0.2 )
- return 0;
- //--- check whether the AI can build a new firm next this firm ---//
- if( !nationPtr->can_ai_build(FIRM_MARKET) )
- return 0;
- //-- only build one market place next to this mine, check if there is any existing one --//
- 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!=FIRM_MARKET)
- continue;
- //------ if this market is our own one ------//
- if( firmPtr->nation_recno == nation_recno &&
- ((FirmMarket*)firmPtr)->is_retail_market==0 ) // if it already has a raw material market, then no need to build a new one
- {
- return 0;
- }
- }
- //------ queue building a new market -------//
- short buildXLoc, buildYLoc;
- if( !nationPtr->find_best_firm_loc(FIRM_MARKET, 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_MARKET);
- return 1;
- }
- //--------- End of function FirmMine::think_build_market -----------//
- //------- Begin of function FirmMine::think_inc_productivity -------//
- //
- int FirmMine::think_inc_productivity()
- {
- //----------------------------------------------//
- //
- // 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( stock_qty > max_stock_qty * 0.1 && production_30days() > 30 )
- return 0;
- if( reserve_qty < MAX_RAW_RESERVE_QTY/10 )
- return 0;
- //------ try to get skilled workers from inns and other firms ------//
- // return think_hire_inn_unit();
- return 0;
- }
- //--------- End of function FirmMine::think_inc_productivity -------//
- //------- Begin of function FirmMine::ai_has_excess_worker -------//
- //
- // Return whether this firm has any excessive workers or not.
- //
- int FirmMine::ai_has_excess_worker()
- {
- //--- if the actual production is lower than the productivity, than the firm must be under-capacity.
- if( worker_count > 4 ) // at least keep 4 workers
- {
- return stock_qty > max_stock_qty * (float) 0.9 &&
- production_30days() < productivity*25; // take 25 days instead of 30 days so there will be small chance of errors.
- }
- else if( worker_count > 1 )
- {
- return reserve_qty < worker_count*200;
- }
- else // don't leave if there is only one miner there
- {
- return 0;
- }
- }
- //--------- End of function FirmMine::ai_has_excess_worker -------//
|