123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488 |
- /*
- * 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 : OSPY2.CPP
- //Description : Spy AI functions
- #include <OINFO.h>
- #include <OFIRM.h>
- #include <OTOWN.h>
- #include <ONATION.h>
- #include <OSPY.h>
- //--------- Begin of function Spy::process_ai ----------//
- //
- void Spy::process_ai()
- {
- if( spy_recno%30 == info.game_date%30 ) // think about changing actions once 30 days
- think_reward();
- switch( spy_place )
- {
- case SPY_TOWN:
- if( spy_recno%30 == info.game_date%30 )
- think_town_spy();
- break;
- case SPY_FIRM:
- if( spy_recno%30 == info.game_date%30 )
- think_firm_spy();
- break;
- case SPY_MOBILE:
- if( spy_recno%5 == info.game_date%5 )
- think_mobile_spy();
- break;
- }
- }
- //---------- End of function Spy::process_ai ----------//
- //--------- Begin of function Spy::think_town_spy ----------//
- //
- void Spy::think_town_spy()
- {
- Town* townPtr = town_array[spy_place_para];
- if( townPtr->nation_recno == true_nation_recno ) // anti-spy
- return;
- //------ if it's an independent town ------//
- if( townPtr->nation_recno == 0 )
- {
- set_action_mode(SPY_SOW_DISSENT);
- //--- if the resistance has already drop low enough, the spy no longer needs to be in the town ---//
- if( townPtr->race_loyalty_array[race_id-1] < MIN_INDEPENDENT_DEFEND_LOYALTY )
- {
- mobilize_town_spy();
- }
- }
- else
- {
- //-------------- if it's a nation town -------------//
- //
- // Set to sleep mode in most time so the spying skill can increase
- // gradually, when the loyalty level of the village falls to near
- // rebel level, set all of your spies in the village to sow dissent
- // mode and cause rebellion in the enemy village.
- //
- //--------------------------------------------------//
- Nation* trueNation = nation_array[true_nation_recno];
- if( townPtr->average_loyalty() < 50 - trueNation->pref_loyalty_concern/10 ) // pref_loyalty_concern actually does apply to here, we just use a preference var so that the decision making process will vary between nations
- {
- set_action_mode(SPY_SOW_DISSENT);
- }
- else
- {
- if( m.random(5)==0 ) // 20% chance of sowing dissents.
- set_action_mode(SPY_SOW_DISSENT);
- else
- set_action_mode(SPY_IDLE);
- }
- }
- }
- //---------- End of function Spy::think_town_spy ----------//
- //--------- Begin of function Spy::think_firm_spy ----------//
- //
- void Spy::think_firm_spy()
- {
- Firm* firmPtr = firm_array[spy_place_para];
- if( firmPtr->nation_recno == true_nation_recno ) // anti-spy
- return;
- //-------- try to capturing the firm --------//
- if( capture_firm() )
- return;
- //-------- think about bribing ---------//
- if( think_bribe() )
- return;
- //-------- think about assassinating ---------//
- if( think_assassinate() )
- return;
- //------ think about changing spy mode ----//
- else if( m.random(3)==0 ) // 1/10 chance to set it to idle to prevent from being caught
- {
- set_action_mode(SPY_IDLE);
- }
- else if( m.random(2)==0 &&
- can_sabotage() && firmPtr->is_operating() && firmPtr->productivity >= 20 )
- {
- set_action_mode(SPY_SABOTAGE);
- }
- else
- {
- set_action_mode(SPY_SOW_DISSENT);
- }
- }
- //---------- End of function Spy::think_firm_spy ----------//
- //--------- Begin of function Spy::think_bribe ----------//
- //
- int Spy::think_bribe()
- {
- Firm* firmPtr = firm_array[spy_place_para];
- //--- only bribe enemies in military camps ---//
- if( firmPtr->firm_id != FIRM_CAMP )
- return 0;
- //----- only if there is an overseer in the camp -----//
- if( !firmPtr->overseer_recno )
- return 0;
- //---- see if the overseer can be bribe (kings and your own spies can't be bribed) ----//
- if( !firmPtr->can_spy_bribe(0, true_nation_recno ) ) // 0-bribe the overseer
- return 0;
- //------ first check our financial status ------//
- Nation* ownNation = nation_array[true_nation_recno];
- Unit* overseerUnit = unit_array[firmPtr->overseer_recno];
- if( spy_skill < min(50, overseerUnit->skill.skill_level) ||
- !ownNation->ai_should_spend(30) )
- {
- return 0;
- }
- //----- think about how important is this firm -----//
- int firmImportance = 0;
- Town* townPtr;
- for( int i=firmPtr->linked_town_count-1 ; i>=0 ; i-- )
- {
- townPtr = town_array[ firmPtr->linked_town_array[i] ];
- if( townPtr->nation_recno == firmPtr->nation_recno )
- firmImportance += townPtr->population * 2;
- else
- firmImportance += townPtr->population;
- }
- //------- think about which one to bribe -------//
- //-- first get the succeedChange if the bribe amount is zero --//
- int succeedChange = firmPtr->spy_bribe_succeed_chance( 0, spy_recno, 0 ); // first 0 - $0 bribe amount, 3rd 0 - bribe the overseer
- //-- then based on it, figure out how much we have to offer to bribe successfully --//
- int bribeAmount = MAX_BRIBE_AMOUNT * (100-succeedChange) / 100;
- bribeAmount = max(100, bribeAmount);
- //--- only bribe when the nation has enough money ---//
- if( !ownNation->ai_should_spend(30, (float)bribeAmount) )
- return 0;
- //------- try to bribe the commander ----//
- int newSpyRecno = firmPtr->spy_bribe(bribeAmount, spy_recno, 0);
- if( !newSpyRecno ) // bribing failed
- return 1; // return 1 as the spy has been killed
- Spy* newSpy = spy_array[newSpyRecno];
- err_when( newSpy->true_nation_recno != true_nation_recno );
- err_when( newSpy->spy_place != SPY_FIRM );
- if( newSpy->capture_firm() ) // try to capture the firm now
- {
- err_when( firm_array[newSpy->spy_place_para]->nation_recno != true_nation_recno );
- newSpy->drop_spy_identity(); // drop the spy identity of the newly bribed spy if the capture is successful, this will save the spying costs
- }
- return 1;
- }
- //---------- End of function Spy::think_bribe ----------//
- //--------- Begin of function Spy::think_reward ----------//
- //
- // Think about rewarding this spy.
- //
- int Spy::think_reward()
- {
- Nation* ownNation = nation_array[true_nation_recno];
- //----------------------------------------------------------//
- // The need to secure high loyalty on this unit is based on:
- // -its skill
- // -its combat level
- // -soldiers commanded by this unit
- //----------------------------------------------------------//
- int neededLoyalty = spy_skill * (100+ownNation->pref_loyalty_concern) / 100;
- neededLoyalty = max( UNIT_BETRAY_LOYALTY+10, neededLoyalty ); // 10 points above the betray loyalty level to prevent betrayal
- neededLoyalty = min( 100, neededLoyalty );
- //------- if the loyalty is already high enough ------//
- if( spy_loyalty >= neededLoyalty )
- return 0;
- //---------- see how many cash & profit we have now ---------//
- int rewardNeedRating = neededLoyalty - spy_loyalty;
- if( spy_loyalty < UNIT_BETRAY_LOYALTY+5 )
- rewardNeedRating += 50;
- if( ownNation->ai_should_spend(rewardNeedRating) )
- {
- reward(COMMAND_AI);
- return 1;
- }
- return 0;
- }
- //---------- End of function Spy::think_reward ----------//
- //--------- Begin of function Spy::think_mobile_spy ----------//
- //
- int Spy::think_mobile_spy()
- {
- Unit* unitPtr = unit_array[spy_place_para];
- //--- if the spy is on the ship, nothing can be done ---//
- if( !unitPtr->is_visible() )
- return 0;
- //---- if the spy has stopped and there is no new action ----//
- if( unitPtr->is_ai_all_stop() &&
- (!notify_cloaked_nation_flag || cloaked_nation_recno==0) )
- {
- return think_mobile_spy_new_action();
- }
- return 0;
- }
- //---------- End of function Spy::think_mobile_spy ----------//
- //-------- Begin of function Spy::think_mobile_spy_new_action --------//
- //
- int Spy::think_mobile_spy_new_action()
- {
- Nation* trueNation = nation_array[true_nation_recno];
- err_when( spy_place != SPY_MOBILE );
- int spyRegionId = unit_array[spy_place_para]->region_id();
- //----- try to sneak into an enemy camp ------//
- int firmRecno = trueNation->think_assign_spy_target_camp(race_id, spyRegionId);
- if( firmRecno )
- {
- Firm* firmPtr = firm_array[firmRecno];
- return add_assign_spy_action( firmPtr->loc_x1, firmPtr->loc_y1, firmPtr->nation_recno );
- }
- //--- try to sneak into an enemy town or an independent town ---//
- int townRecno = trueNation->think_assign_spy_target_town(race_id, spyRegionId);
- if( townRecno )
- {
- Town* townPtr = town_array[townRecno];
- return add_assign_spy_action( townPtr->loc_x1, townPtr->loc_y1, townPtr->nation_recno );
- }
- //------ think if we should drop the spy identity -------//
- int dropIdentity = 0;
- //-------- if we already have too many spies --------//
- if( trueNation->total_spy_count > trueNation->total_population * (10+trueNation->pref_spy/5) / 100 ) // 10% to 30%
- {
- dropIdentity = 1;
- }
- //--- the expense of spies should not be too large ---//
- else if( trueNation->expense_365days(EXPENSE_SPY) >
- trueNation->expense_365days() * (50+trueNation->pref_counter_spy) / 400 )
- {
- dropIdentity = 1;
- }
- else //------- try to assign to one of our own towns -------//
- {
- int townRecno = trueNation->think_assign_spy_own_town(race_id, spyRegionId);
- if( townRecno )
- {
- Town* townPtr = town_array[townRecno];
- return add_assign_spy_action( townPtr->loc_x1, townPtr->loc_y1, townPtr->nation_recno );
- }
- else
- {
- dropIdentity = 1;
- }
- }
- //---------- drop spy identity now --------//
- if( dropIdentity )
- {
- drop_spy_identity();
- return 1;
- }
- return 0;
- }
- //---------- End of function Spy::think_mobile_spy_new_action --------//
- //-------- Begin of function Spy::add_assign_spy_action --------//
- //
- int Spy::add_assign_spy_action(int destXLoc, int destYLoc, int cloakedNationRecno)
- {
- err_when( spy_place != SPY_MOBILE );
- err_when( unit_array.is_deleted(spy_place_para) );
- return nation_array[true_nation_recno]->add_action( destXLoc, destYLoc,
- -1, -1, ACTION_AI_ASSIGN_SPY, cloakedNationRecno, 1, spy_place_para );
- }
- //---------- End of function Spy::add_assign_spy_action --------//
- //--------- Begin of function Spy::ai_spy_being_attacked ----------//
- //
- // This function is called when this spy is under attack.
- //
- // <int> attackerUnitRecno - recno of the attacker unit.
- //
- int Spy::ai_spy_being_attacked(int attackerUnitRecno)
- {
- err_when( spy_place != SPY_MOBILE );
- Unit* attackerUnit = unit_array[attackerUnitRecno];
- Unit* spyUnit = unit_array[spy_place_para];
- Nation* trueNation = nation_array[true_nation_recno];
- //----- if we are attacking our own units -----//
- if( attackerUnit->true_nation_recno() == true_nation_recno )
- {
- if( spy_skill > 50-trueNation->pref_spy/10 ||
- spyUnit->hit_points < spyUnit->max_hit_points * (100-trueNation->pref_military_courage/2) / 100 )
- {
- change_cloaked_nation( true_nation_recno );
- return 1;
- }
- }
- else
- {
- //---- if this unit is attacking units of other nations -----//
- //
- // If the nation this spy cloaked into is at war with the spy's
- // true nation and the nation which the spy is currently attacking
- // is not at war with the spy's true nation, then change
- // the spy's cloak to the non-hostile nation.
- //
- //-----------------------------------------------------------//
- if( trueNation->get_relation_status(attackerUnit->nation_recno) != NATION_HOSTILE &&
- trueNation->get_relation_status(cloaked_nation_recno) == NATION_HOSTILE )
- {
- if( spy_skill > 50-trueNation->pref_spy/10 ||
- spyUnit->hit_points < spyUnit->max_hit_points * (100-trueNation->pref_military_courage/2) / 100 )
- {
- change_cloaked_nation( true_nation_recno );
- return 1;
- }
- }
- }
- return 0;
- }
- //---------- End of function Spy::ai_spy_being_attacked ----------//
- //--------- Begin of function Spy::think_assassinate ----------//
- //
- int Spy::think_assassinate()
- {
- Firm* firmPtr = firm_array[spy_place_para];
- //--- only bribe enemies in military camps ---//
- if( firmPtr->firm_id != FIRM_CAMP )
- return 0;
- //----- only if there is an overseer in the camp -----//
- if( !firmPtr->overseer_recno )
- return 0;
- //---- get the attack and defense rating ----//
- int attackRating, defenseRating, otherDefenderCount;
- if( !get_assassinate_rating(firmPtr->overseer_recno, attackRating, defenseRating, otherDefenderCount) ) // return 0 if assassination is not possible
- return 0;
- Nation* trueNation = nation_array[true_nation_recno];
- if( attackRating + m.random(20+trueNation->pref_spy/2) > defenseRating ) // the random number is to increase the chance of attempting assassination
- {
- assassinate(firmPtr->overseer_recno, COMMAND_AI);
- return 1;
- }
- return 0;
- }
- //---------- End of function Spy::think_assassinate ----------//
|