/*
* 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 : OF_FACT2.CPP
//Description : Firm Factory - AI functions
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
//------- Begin of function FirmFactory::process_ai -----------//
//
void FirmFactory::process_ai()
{
if( info.game_date%15==firm_recno%15 )
{
if( think_change_production() )
return;
}
//------- recruit workers ---------//
if( info.game_date%15==firm_recno%15 )
{
if( worker_count < MAX_WORKER )
ai_recruit_worker();
}
//---- think about building market place to link to ----//
if( info.game_date%30==firm_recno%30 )
think_build_market();
//---- think about ways to increase productivity ----//
if( info.game_date%30==firm_recno%30 )
think_inc_productivity();
}
//--------- End of function FirmFactory::process_ai -----------//
//------- Begin of function FirmFactory::think_build_market -----------//
//
int FirmFactory::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];
//--- check whether the AI can build a new firm next this firm ---//
if( !nationPtr->can_ai_build(FIRM_MARKET) )
return 0;
//----------------------------------------------------//
// If there is already a firm queued for building with
// a building location that is within the effective range
// of the this firm.
//----------------------------------------------------//
if( nationPtr->is_build_action_exist(FIRM_MARKET, center_x, center_y) )
return 0;
//-- only build one market place next to this factory, check if there is any existing one --//
FirmMarket* firmPtr;
for(int i=0; ifirm_id!=FIRM_MARKET )
continue;
//----- if this is a retail market of our own ------//
if( firmPtr->nation_recno == nation_recno &&
((FirmMarket*)firmPtr)->is_retail_market )
{
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 FirmFactory::think_build_market -----------//
//------- Begin of function FirmFactory::think_inc_productivity -------//
//
int FirmFactory::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 this factory has a low level of raw materials,
// this means the bottleneck is at the raw material supply.
//
//----------------------------------------------//
if( raw_stock_qty < max_raw_stock_qty * 0.2 )
return 0;
return think_hire_inn_unit();
}
//--------- End of function FirmFactory::think_inc_productivity -------//
//------- Begin of function FirmFactory::think_change_production -------//
//
int FirmFactory::think_change_production()
{
if( cur_month_production + last_month_production > 0 ||
raw_stock_qty > 0 )
{
return 0;
}
if( info.game_date < setup_date + 30 ) // only change production after the factory has been running for at least one month
return 0;
//-- only build one market place next to this factory, check if there is any existing one --//
#define MIN_FACTORY_IMPORT_STOCK_QTY 20
Firm* firmPtr;
int curRating, bestRating=0, bestProductId=0, bestIsOwn=0;
for(int i=0; ifirm_id!=FIRM_MINE && firmPtr->firm_id!=FIRM_MARKET )
continue;
//--- if this link to this market is disabled, enable it now ---//
if( linked_firm_enable_array[i] == LINK_DE )
toggle_firm_link( i+1, 1, COMMAND_AI );
if( linked_firm_enable_array[i] != LINK_EE )
continue;
curRating=0;
//-------- if this is a mine ------//
if( firmPtr->firm_id == FIRM_MINE )
{
FirmMine* firmMine = (FirmMine*) firmPtr;
if( firmMine->stock_qty >= MIN_FACTORY_IMPORT_STOCK_QTY )
{
curRating = (int) firmMine->stock_qty;
if( curRating > bestRating )
{
if( firmPtr->nation_recno == nation_recno || !bestIsOwn ) // try to get raw materials from own firms first
{
bestRating = curRating;
bestProductId = firmMine->raw_id;
bestIsOwn = firmPtr->nation_recno == nation_recno;
}
}
}
}
//-------- if this is a market ------//
else if( firmPtr->firm_id == FIRM_MARKET )
{
FirmMarket* firmMarket = (FirmMarket*) firmPtr;
MarketGoods* marketGoods = firmMarket->market_goods_array;
for( int j=0 ; jraw_id &&
marketGoods->stock_qty >= MIN_FACTORY_IMPORT_STOCK_QTY )
{
curRating = (int) marketGoods->stock_qty;
if( curRating > bestRating )
{
if( firmPtr->nation_recno == nation_recno || !bestIsOwn ) // try to get raw materials from own firms first
{
bestRating = curRating;
bestProductId = marketGoods->raw_id;
bestIsOwn = firmPtr->nation_recno == nation_recno;
}
}
}
}
}
}
//------------------------------------//
if( bestProductId )
{
set_production(bestProductId);
return 1;
}
else
{
if( info.game_date > setup_date + 60 )
{
ai_del_firm(); // delete the firm if there is no raw materials available after it has been built for over 2 months
return 1;
}
}
return 0;
}
//--------- End of function FirmFactory::think_change_production -------//
//------- Begin of function FirmFactory::ai_has_excess_worker -------//
//
// Return whether this firm has any excessive workers or not.
//
int FirmFactory::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.
}
return 0;
}
//--------- End of function FirmFactory::ai_has_excess_worker -------//