/* * 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_MILI.CPP //Description: AI - think about expanding the military force #include #include #include #include //--------- Begin of function Nation::think_military --------// void Nation::think_military() { //---- don't build new camp if we our food consumption > production ----// if( yearly_food_change() < 0 ) { think_close_camp(); // think about closing down an existing one return; } //--- think about whether it should expand now ---// if( !ai_should_expand_military() && !ai_is_troop_need_new_camp() ) return; //----- think about where to expand -----// int bestRating=0, curRating; Town *townPtr, *bestTownPtr=NULL; for( int i=ai_town_count-1 ; i>=0 ; i-- ) { townPtr = town_array[ ai_town_array[i] ]; if( !townPtr->is_base_town ) // only expand on base towns continue; if( townPtr->no_neighbor_space ) // if there is no space in the neighbor area for building a new firm. continue; curRating = townPtr->population; //**BUGHERE, to be modified. if( curRating > bestRating ) { bestRating = curRating; bestTownPtr = townPtr; } } if( !bestTownPtr ) return; //--------- queue building the camp now ---------// short buildXLoc, buildYLoc; if( !find_best_firm_loc(FIRM_CAMP, bestTownPtr->loc_x1, bestTownPtr->loc_y1, buildXLoc, buildYLoc) ) { bestTownPtr->no_neighbor_space = 1; return; } add_action(buildXLoc, buildYLoc, bestTownPtr->loc_x1, bestTownPtr->loc_y1, ACTION_AI_BUILD_FIRM, FIRM_CAMP); } //--------- Begin of function Nation::think_military --------// //--------- Begin of function Nation::ai_should_expand_military --------// int Nation::ai_should_expand_military() { //----- don't expand if it is losing money -----// if( true_profit_365days() < 0 ) return 0; //----- expand if it has enough cash -----// if( !ai_should_spend(pref_military_development/2) ) return 0; //--- check whether the current military force is already big enough ---// if( ai_camp_count * 9 > total_jobless_population * (50+pref_military_development) / 150 ) // (50 to 150) / 150 return 0; //---- see if any of the camps are still needed soldiers -----// int i, soldierCount, freeSpaceCount=0; FirmCamp* firmCamp; for( i=ai_camp_count-1 ; i>=0 ; i-- ) { firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ]; if( firmCamp->should_close_flag ) // exclude those going to be closed down continue; //---- only build a new one when existing ones are all full ----// soldierCount = (firmCamp->overseer_recno>0) + firmCamp->worker_count + firmCamp->patrol_unit_count; freeSpaceCount += 9-soldierCount; if( firmCamp->ai_recruiting_soldier ) return 0; } return freeSpaceCount < 9; // build build new ones when the existing ones are almost full } //--------- Begin of function Nation::ai_should_expand_military --------// //--------- Begin of function Nation::ai_is_troop_need_new_camp --------// int Nation::ai_is_troop_need_new_camp() { //--- check whether the current military force is already big enough ---// if( ai_has_too_many_camp() ) return 0; //----- expand if it has enough cash -----// if( !ai_should_spend(50+pref_military_development/2) ) return 0; //----- if existing camps can already host all units ----// int neededSoldierSpace = total_human_count+total_weapon_count - ai_camp_count*MAX_WORKER; int neededGeneralSpace = total_general_count - ai_camp_count; return neededSoldierSpace >= 9 + 20 * (100-pref_military_development) / 200 && neededGeneralSpace >= 2 + 4 * (100-pref_military_development) / 200; } //--------- Begin of function Nation::ai_is_troop_need_new_camp --------// //--------- Begin of function Nation::ai_has_too_many_camp --------// int Nation::ai_has_too_many_camp() { return ai_camp_count * 9 > total_jobless_population * (150+pref_military_development) / 150; // (150 to 250) / 150 } //--------- Begin of function Nation::ai_has_too_many_camp --------// //--------- Begin of function Nation::think_close_camp --------// int Nation::think_close_camp() { return 0; /* FirmCamp *firmCamp, *closeCamp=NULL; int curRating, bestRating=0; for( int i=ai_camp_count-1 ; i>=0 ; i-- ) { firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ]; curRating = world.distance_rating(firmCamp->center_x, firmCamp->center_y */ } //--------- Begin of function Nation::think_close_camp --------//