/* * 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 --------//