/* * 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 : OUNITIND.CPP //Description : Object independent Unit AI #include #include #include #include #include #include #include //--------- Begin of function Unit::think_independent_unit --------// // // Think about the action of an independent unit. It first tries to // settle to a town. If not successful, it will disband itself. // void Unit::think_independent_unit() { if( !is_ai_all_stop() ) return; //--- don't process if it's a spy and the notify cloak flag is on ---// if( spy_recno ) { //---------------------------------------------// // // If notify_cloaked_nation_flag is 0, the AI // won't control the unit. // // If notify_cloaked_nation_flag is 1, the AI // will control the unit. But not immediately, // it will do it once 5 days so the player can // have a chance to select the unit and set its // notify_cloaked_nation_flag back to 0 if the // player wants. // //---------------------------------------------// if( spy_array[spy_recno]->notify_cloaked_nation_flag==0 ) return; if( info.game_date%5 != sprite_recno%5 ) return; } //-------- if this is a rebel ----------// if( unit_mode == UNIT_MODE_REBEL ) { Rebel* rebelPtr = rebel_array[unit_mode_para]; //--- if the group this rebel belongs to already has a rebel town, assign to it now ---// if( rebelPtr->town_recno ) { if( !town_array.is_deleted(rebelPtr->town_recno) ) { Town* townPtr = town_array[rebelPtr->town_recno]; err_when( townPtr->rebel_recno != rebelPtr->rebel_recno ); assign(townPtr->loc_x1, townPtr->loc_y1); } return; // don't do anything if the town has been destroyed, Rebel::next_day() will take care of it. } } //---- look for towns to assign to -----// Town *townPtr, *bestTown=NULL; int regionId = world.get_region_id( next_x_loc(), next_y_loc() ); int curRating, bestRating=0; int curXLoc = next_x_loc(), curYLoc = next_y_loc(); for( int i=town_array.size() ; i>0 ; i-- ) { if( town_array.is_deleted(i) ) continue; townPtr = town_array[i]; if( townPtr->nation_recno || townPtr->population >= MAX_TOWN_POPULATION || townPtr->region_id != regionId ) { continue; } //-------------------------------------// curRating = world.distance_rating(curXLoc, curYLoc, townPtr->center_x, townPtr->center_y ); curRating += 100 * townPtr->race_pop_array[race_id-1] / townPtr->population; //-------------------------------------// if( curRating > bestRating ) { bestRating = curRating; bestTown = townPtr; } } if( bestTown ) { err_when( unit_mode==UNIT_MODE_REBEL && rebel_array[unit_mode_para]->town_recno && rebel_array[unit_mode_para]->town_recno != bestTown->town_recno ); //--- drop its rebel identity and becomes a normal unit if he decides to settle to a town ---// if( unit_mode == UNIT_MODE_REBEL ) rebel_array.drop_rebel_identity(sprite_recno); assign(bestTown->loc_x1, bestTown->loc_y1); } else resign(COMMAND_AI); } //---------- End of function Unit::think_independent_unit --------//