/*
* 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 --------//