/* * 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_INN2.CPP //Description : Firm Inn - AI functions #include #include #include #include #include #include //--------- Begin of function FirmInn::process_ai ---------// void FirmInn::process_ai() { if( info.game_date%30==firm_recno%30 ) { if( think_del() ) return; } if( info.game_date%30==firm_recno%30 ) { think_hire_spy(); think_hire_general(); } } //----------- End of function FirmInn::process_ai -----------// //------- Begin of function FirmInn::think_del -----------// // // Think about deleting this firm. // int FirmInn::think_del() { Nation* ownNation = nation_array[nation_recno]; if( ownNation->cash < 500 + 500 * ownNation->pref_cash_reserve / 100 && ownNation->profit_365days() < 0 ) { ai_del_firm(); return 1; } if( ownNation->ai_inn_count > ownNation->ai_supported_inn_count()+2 ) // if the current number of inns is more than the number the nation can support plus 2, then destroy the current one { ai_del_firm(); return 1; } //-------- delete it if it is near no base town ------// Town* townPtr; for( int i=town_array.size() ; i>0 ; i-- ) { if( town_array.is_deleted(i) ) continue; townPtr = town_array[i]; if( townPtr->nation_recno == nation_recno ) { if( m.points_distance( townPtr->center_x, townPtr->center_y, center_x, center_y ) <= EFFECTIVE_FIRM_TOWN_DISTANCE ) { return 0; } } } ai_del_firm(); return 1; } //--------- End of function FirmInn::think_del -----------// //--------- Begin of function FirmInn::think_hire_spy ---------// int FirmInn::think_hire_spy() { Nation* ownNation = nation_array[nation_recno]; if( !ownNation->ai_should_spend(ownNation->pref_spy/2) ) return 0; //--------------------------------------------// InnUnit* innUnit = inn_unit_array; for( int i=0 ; iskill.skill_id != SKILL_SPYING ) continue; int raceId = unit_res[innUnit->unit_id]->race_id; if( think_assign_spy_to(raceId, i+1) ) return 1; } return 0; } //----------- End of function FirmInn::think_hire_spy -----------// //-------- Begin of function FirmInn::think_assign_spy_to --------// // // Think about planting spies into independent towns and enemy towns. // int FirmInn::think_assign_spy_to(int raceId, int innUnitRecno) { Town *townPtr; for( int i=town_array.size() ; i>0 ; i-- ) { if( town_array.is_deleted(i) ) continue; townPtr = town_array[i]; if( townPtr->majority_race() != raceId ) continue; if( townPtr->region_id != region_id ) continue; //---- think about assign spies to independent town to lower resistance ---// if( townPtr->nation_recno == 0 ) { for( int j=0 ; jrace_target_resistance_array[j][nation_recno-1] == townPtr->race_resistance_array[j][nation_recno-1] ) { int unitRecno = hire(innUnitRecno); nation_array[nation_recno]->add_action( townPtr->loc_x1, townPtr->loc_y1, -1, -1, ACTION_AI_ASSIGN_SPY, townPtr->nation_recno, 1, unitRecno ); return 1; } } } } return 0; } //-------- End of function FirmInn::think_assign_spy_to --------// //--------- Begin of function FirmInn::think_hire_general ---------// int FirmInn::think_hire_general() { Nation* ownNation = nation_array[nation_recno]; if( !ownNation->ai_should_spend(ownNation->pref_military_development/2) ) return 0; //--------------------------------------------// InnUnit* innUnit = inn_unit_array; for( int i=0 ; iskill.skill_id != SKILL_LEADING ) continue; int raceId = unit_res[innUnit->unit_id]->race_id; if( think_assign_general_to(raceId, i+1) ) return 1; } return 0; } //----------- End of function FirmInn::think_hire_general -----------// //-------- Begin of function FirmInn::think_assign_general_to --------// // // Think about planting spies into independent towns and enemy towns. // int FirmInn::think_assign_general_to(int raceId, int innUnitRecno) { InnUnit* innUnit = inn_unit_array+innUnitRecno-1; Nation* ownNation = nation_array[nation_recno]; int curRating, bestRating=10; // the new one needs to be at least 10 points better than the existing one FirmCamp *firmCamp, *bestCamp=NULL; //----- think about which camp to move to -----// for( int i=ownNation->ai_camp_count-1 ; i>=0 ; i-- ) { firmCamp = (FirmCamp*) firm_array[ ownNation->ai_camp_array[i] ]; if( firmCamp->region_id != region_id ) continue; int curLeadership = firmCamp->cur_commander_leadership(); int newLeadership = firmCamp->new_commander_leadership(raceId, innUnit->skill.skill_level); curRating = newLeadership - curLeadership; //-------------------------------------// if( curRating > bestRating ) { //--- if there is already somebody being assigned to it ---// if( ownNation->is_action_exist(firmCamp->loc_x1, firmCamp->loc_y1, -1, -1, ACTION_AI_ASSIGN_OVERSEER, FIRM_CAMP) ) { continue; } bestRating = curRating; bestCamp = firmCamp; } } if( !bestCamp ) return 0; //--------------------------------------------// int unitRecno = hire(innUnitRecno); ownNation->add_action(bestCamp->loc_x1, bestCamp->loc_y1, -1, -1, ACTION_AI_ASSIGN_OVERSEER, FIRM_CAMP, 1, unitRecno); return 1; } //-------- End of function FirmInn::think_assign_general_to --------//