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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_INN2.CPP
- //Description : Firm Inn - AI functions
- #include <ONATION.h>
- #include <OINFO.h>
- #include <OTOWN.h>
- #include <OUNIT.h>
- #include <OF_INN.h>
- #include <OF_CAMP.h>
- //--------- 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 ; i<inn_unit_count ; i++, innUnit++ )
- {
- if( innUnit->skill.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 ; j<MAX_RACE ; j++ )
- {
- //--- current resistance == target resistance if we don't have any spies in the town ---//
- if( townPtr->race_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 ; i<inn_unit_count ; i++, innUnit++ )
- {
- if( innUnit->skill.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 --------//
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