/*
* 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_HARB2.CPP
//Description : Firm Harbor - AI functions
#include
#include
#include
#include
//------- Begin of function FirmHarbor::process_ai -----------//
//
void FirmHarbor::process_ai()
{
if( info.game_date%30 == firm_recno%30 )
think_build_ship();
/*
if( info.game_date%90 == firm_recno%90 )
think_build_firm();
if( info.game_date%60 == firm_recno%60 )
think_trade();
*/
}
//--------- End of function FirmHarbor::process_ai -----------//
//------- Begin of function FirmHarbor::think_build_firm -----------//
//
void FirmHarbor::think_build_firm()
{
Nation* ownNation = nation_array[nation_recno];
if( ownNation->cash < 2000 ) // don't build if the cash is too low
return;
if( ownNation->true_profit_365days() < (50-ownNation->pref_use_marine)*20 ) // -1000 to +1000
return;
//----- think about building markets ------//
if( ownNation->pref_trading_tendency >= 60 )
{
if( ai_build_firm(FIRM_MARKET) )
return;
}
//----- think about building camps ------//
if( ownNation->pref_military_development/2 +
(linked_firm_count + ownNation->ai_ship_count + ship_count) * 10 +
ownNation->total_jobless_population*2 > 150 )
{
ai_build_firm(FIRM_CAMP);
}
}
//--------- End of function FirmHarbor::think_build_firm -----------//
//------- Begin of function FirmHarbor::ai_build_firm -----------//
//
int FirmHarbor::ai_build_firm(int firmId)
{
if( no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
return 0;
Nation* ownNation = nation_array[nation_recno];
//--- check whether the AI can build a new firm next this firm ---//
if( !ownNation->can_ai_build(firmId) )
return 0;
//-- only build one market place next to this mine, check if there is any existing one --//
//### begin alex 24/9 ###//
/*FirmMarket* firmPtr;
for(int i=0; ifirm_id!=firmId )
continue;
//------ if this market is our own one ------//
if( firmPtr->nation_recno == nation_recno )
return 0;
}*/
Firm* firmPtr;
for(int i=0; ifirm_id!=firmId )
continue;
//------ if this market is our own one ------//
if( firmPtr->nation_recno == nation_recno )
return 0;
}
//#### end alex 24/9 ####//
//------ queue building a new market -------//
short buildXLoc, buildYLoc;
if( !ownNation->find_best_firm_loc(firmId, loc_x1, loc_y1, buildXLoc, buildYLoc) )
{
no_neighbor_space = 1;
return 0;
}
ownNation->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, firmId);
return 1;
}
//--------- End of function FirmHarbor::ai_build_firm -----------//
//------- Begin of function FirmHarbor::think_trade -----------//
//
int FirmHarbor::think_trade()
{
//---- see if we have any free ship available ----//
Nation* ownNation = nation_array[nation_recno];
UnitMarine* unitMarine = ai_get_free_trade_ship();
if( !unitMarine )
return 0;
//--- if this harbor is not linked to any trade firms, return now ---//
if( total_linked_trade_firm() == 0 )
return 0;
//----- scan for another harbor to trade with this harbor ----//
Firm* firmPtr;
FirmHarbor* firmHarbor;
int i;
for( i=firm_array.size() ; i>0 ; i-- )
{
if( firm_array.is_deleted(i) )
continue;
firmPtr = firm_array[i];
//### begin alex 24/9 ###//
if(firmPtr->firm_id!=FIRM_HARBOR)
continue;
//#### end alex 24/9 ####//
firmHarbor = (FirmHarbor*) firmPtr;
if( firmHarbor->total_linked_trade_firm() == 0 )
continue;
if( !ownNation->has_trade_ship(firm_recno, i) ) // if there has been any ships trading between these two harbors yet
break;
}
if( i==0 )
return 0;
//------ try to set up a sea trade now ------//
unitMarine->set_stop( 1, loc_x1, loc_y1, COMMAND_AI);
unitMarine->set_stop( 2, firmHarbor->loc_x1, firmHarbor->loc_y1, COMMAND_AI);
unitMarine->set_stop_pick_up(1, AUTO_PICK_UP, COMMAND_AI);
unitMarine->set_stop_pick_up(2, AUTO_PICK_UP, COMMAND_AI);
return 1;
}
//--------- End of function FirmHarbor::think_trade -----------//
//------ Begin of function FirmHarbor::ai_get_free_trade_ship ------//
//
UnitMarine* FirmHarbor::ai_get_free_trade_ship()
{
Nation* ownNation = nation_array[nation_recno];
UnitMarine* unitMarine;
for( int i=ownNation->ai_ship_count-1 ; i>=0 ; i-- )
{
unitMarine = (UnitMarine*) unit_array[ ownNation->ai_ship_array[i] ];
//--- if this is a goods carrying ship and it doesn't have a defined trade route ---//
if( unitMarine->stop_defined_num < 2 &&
unit_res[unitMarine->unit_id]->carry_goods_capacity > 0 )
{
return unitMarine;
}
}
return NULL;
}
//-------- End of function FirmHarbor::ai_get_free_trade_ship ------//
//------- Begin of function FirmHarbor::think_build_ship -----------//
//
void FirmHarbor::think_build_ship()
{
if( build_unit_id ) // if it's currently building a ship
return;
if( !can_build_ship() ) // full, cannot build anymore
return;
Nation* ownNation = nation_array[nation_recno];
if( !ownNation->ai_should_spend( 50+ownNation->pref_use_marine/4 ) )
return;
//---------------------------------------------//
//
// For Transport, in most cases, an AI will just
// need one to two.
//
// For Caravel and Galleon, the AI will build as many
// as the harbor can hold if any of the human players
// has more ships than the AI has.
//
//---------------------------------------------//
int buildId=0, rc=0;
int enemyShipCount = ownNation->max_human_battle_ship_count(); // return the no. of ships of the enemy that is strongest on the sea
if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 )
{
buildId = UNIT_GALLEON;
if( ownNation->ai_ship_count < 2 + (ownNation->pref_use_marine>50) )
rc = 1;
else
rc = enemyShipCount > ownNation->ai_ship_count;
}
else if( unit_res[UNIT_CARAVEL]->get_nation_tech_level(nation_recno) > 0 )
{
buildId = UNIT_CARAVEL;
if( ownNation->ai_ship_count < 2 + (ownNation->pref_use_marine>50) )
rc = 1;
else
rc = enemyShipCount > ownNation->ai_ship_count;
}
else
{
buildId = UNIT_TRANSPORT;
if( ownNation->ai_ship_count < 2 )
rc = 1;
}
//---------------------------------------------//
if( buildId && rc )
build_ship( buildId, COMMAND_AI );
}
//--------- End of function FirmHarbor::think_build_ship -----------//