/*
* 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 .
*
*/
//Filename : OAI_ACT.CPP
//Description: AI - building firms
#include
#include
#include
#include
#include
#include
#include
//--------- Begin of function Nation::think_build_firm --------//
void Nation::think_build_firm()
{
if( !ai_should_build_mine() )
return;
//----- think building mine --------//
if( think_build_mine() )
return;
//---- if there is a mine action currently -----//
think_destroy_raw_site_guard();
}
//---------- End of function Nation::think_build_firm --------//
//--------- Begin of function Nation::think_build_mine --------//
//
int Nation::think_build_mine()
{
//------- queue to build the new mine -------//
short xLoc, yLoc, refXLoc, refYLoc;
int rawId = seek_mine(xLoc, yLoc, refXLoc, refYLoc); //reference location is the raw material location
if( !rawId )
return 0;
//--- if we have a mine producing that raw type already ---//
if( raw_count_array[rawId-1] > 0 )
{
if( !ai_should_spend(20) ) // then it's not important to build it
return 0;
}
//-------------------------------------------//
// If the map is set to unexplored, wait for a
// reasonable amount of time before moving out
// to build the mine.
//-------------------------------------------//
if( !config.explore_whole_map )
{
int i;
for( i=0 ; icenter_x, townPtr->center_y);
if( info.game_date-info.game_start_date >
rawDistance * (5-config.ai_aggressiveness) / 5 ) // 3 to 5 / 5
{
break;
}
}
if( i==ai_town_count )
return 0;
}
return add_action(xLoc, yLoc, refXLoc, refYLoc, ACTION_AI_BUILD_FIRM, FIRM_MINE);
}
//---------- End of function Nation::think_build_mine --------//
//--------- Begin of function Nation::ai_should_build_mine --------//
//
int Nation::ai_should_build_mine()
{
//---- only build mines when it has enough population ----//
if( total_jobless_population < (100-pref_economic_development)/2 )
return 0;
if( total_jobless_population < 16 ) // only build mine when you have enough population to support the economic chain: mine + factory + camp
return 0;
if( site_array.untapped_raw_count==0 )
return 0;
if( !can_ai_build(FIRM_MINE) )
return 0;
//--- don't build additional mines unless we have enough population and demand to support it ----//
if( ai_mine_count == 1 )
{
if( true_profit_365days() < 0 && total_population < 40+pref_economic_development/5 )
return 0;
}
//-- if the nation is already in the process of building a new one --//
if( is_action_exist( ACTION_AI_BUILD_FIRM, FIRM_MINE ) )
return 0;
//--- if the population is low, make sure existing mines are in full production before building a new one ---//
if( total_jobless_population < 30 )
{
Firm* firmPtr;
for( int i=0 ; iworker_count < MAX_WORKER )
return 0;
if( firmPtr->linked_firm_count==0 && !firmPtr->no_neighbor_space ) // if the firm does not have any linked firms, that means the firm is still not in full operation
return 0;
}
}
return 1;
}
//---------- End of function Nation::ai_should_build_mine --------//
//--------- Begin of function Nation::ai_attack_unit_in_area --------//
//
// AI attacks all units that are not friendly to us within the given area.
//
// xLoc1, yLoc1, xLoc2, yLoc2 - coordination of the area.
//
void Nation::ai_attack_unit_in_area(int xLoc1, int yLoc1, int xLoc2, int yLoc2)
{
int enemyXLoc, enemyYLoc, enemyCombatLevel=0;
int enemyStatus = NATION_FRIENDLY;
Location* locPtr;
Unit* unitPtr;
//--------------------------------------------------//
for( int yLoc=yLoc1 ; yLoc<=yLoc2 ; yLoc++ )
{
for( int xLoc=xLoc1 ; xLoc<=xLoc2 ; xLoc++ )
{
locPtr = world.get_loc(xLoc, yLoc);
if( !locPtr->has_unit(UNIT_LAND) )
continue;
unitPtr = unit_array[ locPtr->unit_recno(UNIT_LAND) ];
//--- if there is an idle unit on the mine building site ---//
if( unitPtr->cur_action != SPRITE_IDLE || unitPtr->nation_recno==0 )
continue;
//----- if this is our spy cloaked in another nation, reveal its true identity -----//
if( unitPtr->nation_recno != nation_recno &&
unitPtr->true_nation_recno() == nation_recno )
{
unitPtr->spy_change_nation(nation_recno, COMMAND_AI);
}
//--- if this is our own unit, order him to stay out of the building site ---//
if( unitPtr->nation_recno == nation_recno )
{
unitPtr->think_normal_human_action(); // send the unit to a firm or a town
}
else //--- if it is an enemy unit, attack it ------//
{
int nationStatus = get_relation_status(unitPtr->nation_recno);
if( nationStatus < enemyStatus ) // if the status is worse than the current target
{
enemyXLoc = xLoc;
enemyYLoc = yLoc;
enemyStatus = nationStatus;
enemyCombatLevel += (int) unitPtr->unit_power();
}
}
}
}
//--- if there are enemies on our firm building site, attack them ---//
if( enemyCombatLevel )
{
ai_attack_target( enemyXLoc, enemyYLoc, enemyCombatLevel );
}
}
//---------- End of function Nation::ai_attack_unit_in_area --------//
//--------- Begin of function Nation::think_destroy_raw_site_guard --------//
//
int Nation::think_destroy_raw_site_guard()
{
Site* sitePtr;
Location* locPtr;
Unit* unitPtr;
for( int i=site_array.size() ; i>0 ; i-- )
{
if( site_array.is_deleted(i) )
continue;
sitePtr = site_array[i];
//--- if there is already a mine built on this raw site ---//
if( sitePtr->has_mine )
continue;
//----- if there is a unit standing on this site -----//
locPtr = world.get_loc( sitePtr->map_x_loc, sitePtr->map_y_loc );
if( !locPtr->has_unit(UNIT_LAND) )
continue;
unitPtr = unit_array[ locPtr->unit_recno(UNIT_LAND) ];
if( unitPtr->cur_action != SPRITE_IDLE ) // only attack if this unit is idle
continue;
if( unitPtr->nation_recno == nation_recno ) // don't attack our own units
continue;
//------ check if we have a presence in this region ----//
// ####### patch begin Gilbert 16/3 ########//
//if( region_array.get_region_stat(sitePtr->region_id)->base_town_nation_count_array[nation_recno-1] == 0 )
// continue;
if( base_town_count_in_region(sitePtr->region_id) == 0 )
continue;
// ####### patch end Gilbert 16/3 ########//
//------ check the relationship with this unit ------//
//
// If we are friendly with this nation, don't attack it.
//
//---------------------------------------------------//
if( get_relation_status(unitPtr->nation_recno) >= NATION_FRIENDLY )
continue;
//--------- attack the enemy unit ---------//
int hasWar;
int enemyCombatLevel = mobile_defense_combat_level( sitePtr->map_x_loc,
sitePtr->map_y_loc, unitPtr->nation_recno, 1, hasWar );
if( enemyCombatLevel == - 1 ) // a war is going on here, don't attack this target
continue;
if( ai_attack_target(sitePtr->map_x_loc, sitePtr->map_y_loc, enemyCombatLevel, 0, 0, 0, 0, 1) ) // 1-use all camps
return 1;
}
return 0;
}
//---------- End of function Nation::think_destroy_raw_site_guard --------//
//--------- Begin of function Nation::ai_supported_inn_count --------//
//
// Return the number of inns this nation can support.
//
int Nation::ai_supported_inn_count()
{
float fixedExpense = fixed_expense_365days();
int innCount = int( cash / 5000 * (100+pref_hire_unit) / 100 );
innCount = min(3, innCount); // maximum 3 inns, minimum 1 inn.
return max(1, innCount);
}
//---------- End of function Nation::ai_supported_inn_count --------//
//--------- Begin of function Nation::ai_has_should_close_camp --------//
//
// Return whether the this nation has any camps that should be closed.
//
// regionId - only camps in this region are counted.
//
int Nation::ai_has_should_close_camp(int regionId)
{
//--- if this nation has some firms going to be closed ---//
if( firm_should_close_array[FIRM_CAMP-1] > 0 )
{
//--- check if any of them are in the same region as the current town ---//
for( int i=ai_camp_count-1 ; i>=0 ; i-- )
{
FirmCamp* firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
if( firmCamp->should_close_flag && firmCamp->region_id == regionId )
{
return 1;
}
}
}
return 0;
}
//---------- End of function Nation::ai_has_should_close_camp --------//