/* * 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_WAR2.CPP //Description : Firm War Factory - AI functions #include #include #include #include #include #include //--------- Begin of function FirmWar::process_ai ---------// void FirmWar::process_ai() { //---- think about which technology to research ----// if( !build_unit_id ) think_new_production(); //------- recruit workers ---------// if( info.game_date%15==firm_recno%15 ) { if( worker_count < MAX_WORKER ) ai_recruit_worker(); } //----- think about closing down this firm -----// if( info.game_date%30==firm_recno%30 ) { if( think_del() ) return; } } //----------- End of function FirmWar::process_ai -----------// //------- Begin of function FirmWar::think_del -----------// // // Think about deleting this firm. // int FirmWar::think_del() { if( worker_count > 0 ) return 0; //-- check whether the firm is linked to any towns or not --// for( int i=0 ; iunit_class != UNIT_CLASS_WEAPON || unitInfo->get_nation_tech_level(nation_recno) == 0 ) { continue; } if( unitId == UNIT_EXPLOSIVE_CART ) // AI doesn't use Porcupine continue; weaponTypeCount++; totalWeaponCount += unitInfo->nation_unit_count_array[nation_recno-1]; } if( weaponTypeCount==0 ) // none of weapon technologies is available return; int averageWeaponCount = totalWeaponCount/weaponTypeCount; //----- think about which is best to build now ------// int curRating, bestRating=0, bestUnitId=0; for( unitId=1; unitId<=MAX_UNIT_TYPE ; unitId++ ) { unitInfo = unit_res[unitId]; if( unitInfo->unit_class != UNIT_CLASS_WEAPON ) continue; int techLevel = unitInfo->get_nation_tech_level(nation_recno); if( techLevel==0 ) continue; if( unitId == UNIT_EXPLOSIVE_CART ) //**BUGHERE, don't produce it yet, it needs a different usage than the others. continue; int unitCount = unitInfo->nation_unit_count_array[nation_recno-1]; curRating = averageWeaponCount-unitCount + techLevel*3; if( curRating > bestRating ) { bestRating = curRating; bestUnitId = unitId; } } //------------------------------------// if( bestUnitId ) add_queue( bestUnitId ); } //------ End of function FirmWar::think_new_production -------// //----- Begin of function FirmWar::should_build_new_weapon ------// // int FirmWar::should_build_new_weapon() { //----- first see if we have enough money to build & support the weapon ----// Nation* nationPtr = nation_array[nation_recno]; if( nationPtr->true_profit_365days() < 0 ) // don't build new weapons if we are currently losing money return 0; if( nationPtr->expense_365days(EXPENSE_WEAPON) > nationPtr->income_365days() * 30 + nationPtr->pref_use_weapon/2 ) // if weapon expenses are larger than 30% to 80% of the total income, don't build new weapons { return 0; } //----- see if there is any space on existing camps -----// Firm* firmPtr; for( int i=0 ; iai_camp_count ; i++ ) { firmPtr = firm_array[ nationPtr->ai_camp_array[i] ]; if( firmPtr->region_id != region_id ) continue; if( firmPtr->worker_count < MAX_WORKER ) // there is space in this firm return 1; } return 0; } //------ End of function FirmWar::should_build_new_weapon -------//