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- /*
- * 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 <http://www.gnu.org/licenses/>.
- *
- */
- //Filename : OF_FACT2.CPP
- //Description : Firm Factory - AI functions
- #include <OINFO.h>
- #include <OUNIT.h>
- #include <OGAME.h>
- #include <OFONT.h>
- #include <ONATION.h>
- #include <ORAWRES.h>
- #include <ORACERES.h>
- #include <OTOWNRES.h>
- #include <OWORLD.h>
- #include <OF_MINE.h>
- #include <OF_MARK.h>
- #include <OF_FACT.h>
- //------- Begin of function FirmFactory::process_ai -----------//
- //
- void FirmFactory::process_ai()
- {
- if( info.game_date%15==firm_recno%15 )
- {
- if( think_change_production() )
- return;
- }
- //------- recruit workers ---------//
- if( info.game_date%15==firm_recno%15 )
- {
- if( worker_count < MAX_WORKER )
- ai_recruit_worker();
- }
- //---- think about building market place to link to ----//
- if( info.game_date%30==firm_recno%30 )
- think_build_market();
- //---- think about ways to increase productivity ----//
- if( info.game_date%30==firm_recno%30 )
- think_inc_productivity();
- }
- //--------- End of function FirmFactory::process_ai -----------//
- //------- Begin of function FirmFactory::think_build_market -----------//
- //
- int FirmFactory::think_build_market()
- {
- if( no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
- return 0;
- Nation* nationPtr = nation_array[nation_recno];
- //--- check whether the AI can build a new firm next this firm ---//
- if( !nationPtr->can_ai_build(FIRM_MARKET) )
- return 0;
- //----------------------------------------------------//
- // If there is already a firm queued for building with
- // a building location that is within the effective range
- // of the this firm.
- //----------------------------------------------------//
- if( nationPtr->is_build_action_exist(FIRM_MARKET, center_x, center_y) )
- return 0;
- //-- only build one market place next to this factory, check if there is any existing one --//
- FirmMarket* firmPtr;
- for(int i=0; i<linked_firm_count; i++)
- {
- err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));
- firmPtr = (FirmMarket*) firm_array[linked_firm_array[i]];
- if( firmPtr->firm_id!=FIRM_MARKET )
- continue;
- //----- if this is a retail market of our own ------//
- if( firmPtr->nation_recno == nation_recno &&
- ((FirmMarket*)firmPtr)->is_retail_market )
- {
- return 0;
- }
- }
- //------ queue building a new market -------//
- short buildXLoc, buildYLoc;
- if( !nationPtr->find_best_firm_loc(FIRM_MARKET, loc_x1, loc_y1, buildXLoc, buildYLoc) )
- {
- no_neighbor_space = 1;
- return 0;
- }
- nationPtr->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, FIRM_MARKET);
- return 1;
- }
- //--------- End of function FirmFactory::think_build_market -----------//
- //------- Begin of function FirmFactory::think_inc_productivity -------//
- //
- int FirmFactory::think_inc_productivity()
- {
- //----------------------------------------------//
- //
- // If this factory has a medium to high level of stock,
- // this means the bottleneck is not at the factories,
- // building more factories won't solve the problem.
- //
- //----------------------------------------------//
- if( stock_qty > max_stock_qty * 0.1 && production_30days() > 30 )
- return 0;
- //----------------------------------------------//
- //
- // If this factory has a low level of raw materials,
- // this means the bottleneck is at the raw material supply.
- //
- //----------------------------------------------//
- if( raw_stock_qty < max_raw_stock_qty * 0.2 )
- return 0;
- return think_hire_inn_unit();
- }
- //--------- End of function FirmFactory::think_inc_productivity -------//
- //------- Begin of function FirmFactory::think_change_production -------//
- //
- int FirmFactory::think_change_production()
- {
- if( cur_month_production + last_month_production > 0 ||
- raw_stock_qty > 0 )
- {
- return 0;
- }
- if( info.game_date < setup_date + 30 ) // only change production after the factory has been running for at least one month
- return 0;
- //-- only build one market place next to this factory, check if there is any existing one --//
- #define MIN_FACTORY_IMPORT_STOCK_QTY 20
- Firm* firmPtr;
- int curRating, bestRating=0, bestProductId=0, bestIsOwn=0;
- for(int i=0; i<linked_firm_count; i++)
- {
- //### begin alex 25/9 ###//
- //firmPtr = (FirmMine*) firm_array[linked_firm_array[i]];
- firmPtr = firm_array[linked_firm_array[i]];
- //#### end alex 25/9 ####//
- if( firmPtr->firm_id!=FIRM_MINE && firmPtr->firm_id!=FIRM_MARKET )
- continue;
- //--- if this link to this market is disabled, enable it now ---//
- if( linked_firm_enable_array[i] == LINK_DE )
- toggle_firm_link( i+1, 1, COMMAND_AI );
- if( linked_firm_enable_array[i] != LINK_EE )
- continue;
- curRating=0;
- //-------- if this is a mine ------//
- if( firmPtr->firm_id == FIRM_MINE )
- {
- FirmMine* firmMine = (FirmMine*) firmPtr;
- if( firmMine->stock_qty >= MIN_FACTORY_IMPORT_STOCK_QTY )
- {
- curRating = (int) firmMine->stock_qty;
- if( curRating > bestRating )
- {
- if( firmPtr->nation_recno == nation_recno || !bestIsOwn ) // try to get raw materials from own firms first
- {
- bestRating = curRating;
- bestProductId = firmMine->raw_id;
- bestIsOwn = firmPtr->nation_recno == nation_recno;
- }
- }
- }
- }
- //-------- if this is a market ------//
- else if( firmPtr->firm_id == FIRM_MARKET )
- {
- FirmMarket* firmMarket = (FirmMarket*) firmPtr;
- MarketGoods* marketGoods = firmMarket->market_goods_array;
- for( int j=0 ; j<MAX_MARKET_GOODS ; j++, marketGoods++ )
- {
- if( marketGoods->raw_id &&
- marketGoods->stock_qty >= MIN_FACTORY_IMPORT_STOCK_QTY )
- {
- curRating = (int) marketGoods->stock_qty;
- if( curRating > bestRating )
- {
- if( firmPtr->nation_recno == nation_recno || !bestIsOwn ) // try to get raw materials from own firms first
- {
- bestRating = curRating;
- bestProductId = marketGoods->raw_id;
- bestIsOwn = firmPtr->nation_recno == nation_recno;
- }
- }
- }
- }
- }
- }
- //------------------------------------//
- if( bestProductId )
- {
- set_production(bestProductId);
- return 1;
- }
- else
- {
- if( info.game_date > setup_date + 60 )
- {
- ai_del_firm(); // delete the firm if there is no raw materials available after it has been built for over 2 months
- return 1;
- }
- }
- return 0;
- }
- //--------- End of function FirmFactory::think_change_production -------//
- //------- Begin of function FirmFactory::ai_has_excess_worker -------//
- //
- // Return whether this firm has any excessive workers or not.
- //
- int FirmFactory::ai_has_excess_worker()
- {
- //--- if the actual production is lower than the productivity, than the firm must be under-capacity.
- if( worker_count > 4 ) // at least keep 4 workers
- {
- return stock_qty > max_stock_qty * (float) 0.9 &&
- production_30days() < productivity*25; // take 25 days instead of 30 days so there will be small chance of errors.
- }
- return 0;
- }
- //--------- End of function FirmFactory::ai_has_excess_worker -------//
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