/* * 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_MAR2.CPP //Description: AI functions for processing AI marine actions #include #include #include #include #include //-------- Begin of function Nation::ai_sea_travel -------// // // action_x_loc, action_y_loc - location of the destination // // group_unit_array - array of units that will do the sea travel // instance_count - no. of units in the array // // action_para - the action of units after they have arrived the region, // it is one of the following: // // SEA_ACTION_SETTLE - settle into a town // SEA_ACTION_BUILD_CAMP - build and assign to a firm // SEA_ACTION_ASSIGN_TO_FIRM - assign to a firm // SEA_ACTION_MOVE - just move to the destination // (this include moving to the location of a battle field.) // //---------------------------------------------// // // Procedures: // * 1. Locate a ship, build one if cannot locate any. // * 2. Assign the units to the ship. // 3. Move the ship to the destination region. // 4. Units disembark on the coast. // 5. Units move to the destination. // // This function deal with the 1st and 2nd procedures, // when they are finished, action ACTION_AI_SEA_TRAVEL2 // will be added. // //---------------------------------------------// // int Nation::ai_sea_travel(ActionNode* actionNode) { err_when( actionNode->instance_count < 1 || actionNode->instance_count > ActionNode::MAX_ACTION_GROUP_UNIT ); Unit* unitPtr = unit_array[actionNode->group_unit_array[0]]; err_when( unitPtr->nation_recno != nation_recno ); err_when( !unitPtr->is_visible() ); //---- figure out the sea region id which the ship should appear ----// int unitRegionId = world.get_region_id(unitPtr->next_x_loc(), unitPtr->next_y_loc()); int destRegionId = world.get_region_id(actionNode->action_x_loc, actionNode->action_y_loc); int seaRegionId = region_array.get_sea_path_region_id(unitRegionId, destRegionId); //------- 1. try to locate a ship --------// int shipUnitRecno = ai_find_transport_ship(seaRegionId, unitPtr->next_x_loc(), unitPtr->next_y_loc()); if( !shipUnitRecno ) return -1; // must return -1 instead of 0 as the action must be executed immediately otherwise the units will be assigned with other action and the unit list may no longer be valid //---- if this ship is in the harbor, sail it out ----// UnitMarine* unitMarine = (UnitMarine*) unit_array[shipUnitRecno]; if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR ) { FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para]; firmHarbor->sail_ship(unitMarine->sprite_recno, COMMAND_AI); } if( !unitMarine->is_visible() ) // no space in the sea for placing the ship return -1; //------ 2. Assign the units to the ship -------// unitMarine->ai_action_id = actionNode->action_id; err_when( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP ); // ##### patch begin Gilbert 5/8 #######// unit_array.assign_to_ship(unitMarine->next_x_loc(), unitMarine->next_y_loc(), 0, actionNode->group_unit_array, actionNode->instance_count, COMMAND_AI, unitMarine->sprite_recno ); // ##### patch end Gilbert 5/8 #######// for( int i=0 ; iinstance_count ; i++ ) unit_array[ actionNode->group_unit_array[i] ]->ai_action_id = actionNode->action_id; actionNode->instance_count++; // +1 for the ship actionNode->processing_instance_count = actionNode->instance_count-1; // -1 because when we return 1, it will be increased by 1 automatically actionNode->action_para2 = 0; // reset it, it is set in Nation::action_finished() return 1; } //-------- End of function Nation::ai_sea_travel -------// //-------- Begin of function Nation::ai_sea_travel2 -------// // // action_x_loc, action_y_loc - location of the destination // action_para2 - the recno of the ship // (this is set when the ship has moved to the beach, // the function responsible for setting this is Nation::action_finished() ) // //---------------------------------------------// // // Procedures: // 1. Locate a ship, build one if cannot locate any. // 2. Assign the units to the ship. // * 3. Move the ship to the destination region. // 4. Units disembark on the coast. // 5. Units move to the destination. // //---------------------------------------------// // int Nation::ai_sea_travel2(ActionNode* actionNode) { if( unit_array.is_deleted(actionNode->action_para2) ) return -1; UnitMarine* unitMarine = (UnitMarine*) unit_array[actionNode->action_para2]; if( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP ) return -1; if( unitMarine->nation_recno != nation_recno ) return -1; //--------------------------------------------------------// int realDestXLoc, realDestYLoc; // reference vars for returning vars. unitMarine->ship_to_beach( actionNode->action_x_loc, actionNode->action_y_loc, realDestXLoc, realDestYLoc ); // the real destination the ship is moving towards. unitMarine->ai_action_id = actionNode->action_id; return 1; } //-------- End of function Nation::ai_sea_travel2 -------// //-------- Begin of function Nation::ai_sea_travel3 -------// // // action_x_loc, action_y_loc - location of the destination // action_para2 - the recno of the ship // //---------------------------------------------// // // Procedures: // 1. Locate a ship, build one if cannot locate any. // 2. Assign the units to the ship. // 3. Move the ship to the destination region. // * 4. Units disembark on the coast. // * 5. Units move to the destination. // //---------------------------------------------// // int Nation::ai_sea_travel3(ActionNode* actionNode) { if( unit_array.is_deleted(actionNode->action_para2) ) return -1; UnitMarine* unitMarine = (UnitMarine*) unit_array[actionNode->action_para2]; if( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP ) return -1; if( unitMarine->nation_recno != nation_recno ) return -1; //-------- 4. Units disembark on the coast. -------// if( !unitMarine->can_unload_unit() ) return 0; //--- make a copy of the recnos of the unit on the ship ---// short unitRecnoArray[MAX_UNIT_IN_SHIP]; short unitCount; memcpy( unitRecnoArray, unitMarine->unit_recno_array, sizeof(unitRecnoArray) ); unitCount = unitMarine->unit_count; unitMarine->unload_all_units(COMMAND_AI); // unload all units now return 1; // finish the action. /* //---------- 5. Validate all units ----------// for( int i=unitCount-1 ; i>=0 ; i-- ) { if( unit_array.is_deleted( unitRecnoArray[i] ) || unit_array[ unitRecnoArray[i] ]->nation_recno != nation_recno ) { err_when( unitCount > MAX_UNIT_IN_SHIP ); m.del_array_rec( unitRecnoArray, unitCount, sizeof(unitRecnoArray[0]), i+1 ); unitCount--; } } if( unitCount==0 ) return -1; err_when( unitCount < 0 ); //--- 6. Unit actions after they have arrived the destination region ----// int destXLoc = actionNode->action_x_loc; int destYLoc = actionNode->action_y_loc; Location* locPtr = world.get_loc(destXLoc, destYLoc); switch(actionNode->action_para) { case SEA_ACTION_SETTLE: if( locPtr->is_town() && town_array[locPtr->town_recno()]->nation_recno == nation_recno ) { Town *townPtr = town_array[locPtr->town_recno()]; unit_array.assign(townPtr->loc_x1, townPtr->loc_y1, 0, COMMAND_AI, unitRecnoArray, unitCount); // assign to an existing town } else //-- if there is no town there, the unit will try to settle, if there is no space for settle, settle() will just have the units move to the destination { unit_array.settle(destXLoc, destYLoc, 0, COMMAND_AI, unitRecnoArray, unitCount); // settle as a new town } break; case SEA_ACTION_BUILD_CAMP: { Unit* unitPtr = unit_array[ unitRecnoArray[0] ]; unitPtr->build_firm(destXLoc, destYLoc, FIRM_CAMP, COMMAND_AI ); unitPtr->ai_action_id = actionNode->action_id; actionNode->processing_instance_count++; break; } case SEA_ACTION_ASSIGN_TO_FIRM: if( check_firm_ready(destXLoc, destYLoc) ) unit_array.assign(destXLoc, destYLoc, 0, COMMAND_AI, unitRecnoArray, unitCount); break; case SEA_ACTION_MOVE: unit_array.move_to(destXLoc, destYLoc, 0, unitRecnoArray, unitCount, COMMAND_AI); break; case SEA_ACTION_NONE: // just transport them to the specific region and disemark and wait for their own actions break; } //---------- set the action id. of the units ---------// if( actionNode->action_para != SEA_ACTION_BUILD_CAMP ) // with the exception of SEA_ACTION_BUILD_CAMP, units in all other actions are immediately executed { for( int i=unitCount-1 ; i>=0 ; i-- ) { unit_array[ unitRecnoArray[i] ]->ai_action_id = actionNode->action_id; actionNode->processing_instance_count++; } } //---------------------------------------------// actionNode->processing_instance_count--; // decrease it by one as it will be increased in process_action() actionNode->instance_count = actionNode->processing_instance_count+1; // set the instance count so process_action() won't cause error. return 1; */ } //-------- End of function Nation::ai_sea_travel3 -------// //-------- Begin of function Nation::ai_find_transport_ship -------// // // Locate a ship for transporting units. // // seaRegionId - region id. of the sea which the ship should appear in. // unitXLoc, unitYLoc - the location of the units to be picked up, // try to select a harbor close to this location. // [int] findBest - whether need to find the best ship or just return // one if there is one found. (default: 1) // // return: the recno of the ship located. // int Nation::ai_find_transport_ship(int seaRegionId, int unitXLoc, int unitYLoc, int findBest) { //------- locate a suitable ship --------// UnitMarine* unitMarine; int curRating, bestRating=0, bestUnitRecno=0; for( int i=0 ; iunit_id]->unit_class != UNIT_CLASS_SHIP ); if( unitMarine->unit_count > 0 || // if there are already units in the ship unit_res[unitMarine->unit_id]->carry_unit_capacity==0 ) // if the ship does not carry units { continue; } //------- if this ship is in the harbor ---------// if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR ) { FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para]; err_when( firmHarbor->firm_id != FIRM_HARBOR ); if( firmHarbor->sea_region_id != seaRegionId ) continue; } //--------- if this ship is on the sea ----------// else { if( !unitMarine->is_ai_all_stop() ) continue; if( unitMarine->region_id() != seaRegionId ) continue; err_when( !unitMarine->is_visible() ); if( !unitMarine->is_visible() ) continue; } //--------- check if the sea region is matched ---------// if( !findBest ) // return immediately when a suitable one is found return unitMarine->sprite_recno; curRating = world.distance_rating( unitXLoc, unitYLoc, unitMarine->next_x_loc(), unitMarine->next_y_loc() ); curRating += (int)unitMarine->hit_points/10 // damage + (int)unitMarine->max_hit_points/10; // ship class if( curRating > bestRating ) { bestRating = curRating; bestUnitRecno = unitMarine->sprite_recno; } } return bestUnitRecno; } //-------- End of function Nation::ai_find_transport_ship -------// //-------- Begin of function Nation::ai_build_ship -------// // // seaRegionId - region id. of the sea the ship will sail on. // // preferXLoc, preferYLoc - prefer selecting a harbor that // is close to this location. // // needTransportUnit - 1 if need to transport units // 0 if the ship is for trading // // return: the recno of the ship that the harbor has building. // int Nation::ai_build_ship(int seaRegionId, int preferXLoc, int preferYLoc, int needTransportUnit) { //------ select the harbor for building ship -----// FirmHarbor *firmHarbor, *bestHarbor=NULL; int curRating, bestRating=0; for( int i=0 ; ination_recno != nation_recno ); if( !firmHarbor->can_build_ship() ) continue; if( firmHarbor->sea_region_id != seaRegionId ) continue; curRating = world.distance_rating( preferXLoc, preferYLoc, firmHarbor->center_x, firmHarbor->center_y ); if( curRating > bestRating ) { bestRating = curRating; bestHarbor = firmHarbor; } } if( !bestHarbor ) return 0; //------ think about the type of ship to build -----// int unitId; if( needTransportUnit ) { if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 ) unitId = UNIT_GALLEON; else if( unit_res[UNIT_CARAVEL]->get_nation_tech_level(nation_recno) > 0 ) unitId = UNIT_GALLEON; else unitId = UNIT_VESSEL; } else { if( unit_res[UNIT_GALLEON]->get_nation_tech_level(nation_recno) > 0 ) unitId = UNIT_GALLEON; else // don't use Caravel as it can only transport 5 units at a time unitId = UNIT_TRANSPORT; } bestHarbor->build_ship( unitId, COMMAND_AI ); return 1; } //-------- End of function Nation::ai_build_ship -------//