/*
* 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_MILI.CPP
//Description: AI - think about expanding the military force
#include
#include
#include
#include
//--------- Begin of function Nation::think_military --------//
void Nation::think_military()
{
//---- don't build new camp if we our food consumption > production ----//
if( yearly_food_change() < 0 )
{
think_close_camp(); // think about closing down an existing one
return;
}
//--- think about whether it should expand now ---//
if( !ai_should_expand_military() && !ai_is_troop_need_new_camp() )
return;
//----- think about where to expand -----//
int bestRating=0, curRating;
Town *townPtr, *bestTownPtr=NULL;
for( int i=ai_town_count-1 ; i>=0 ; i-- )
{
townPtr = town_array[ ai_town_array[i] ];
if( !townPtr->is_base_town ) // only expand on base towns
continue;
if( townPtr->no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
continue;
curRating = townPtr->population; //**BUGHERE, to be modified.
if( curRating > bestRating )
{
bestRating = curRating;
bestTownPtr = townPtr;
}
}
if( !bestTownPtr )
return;
//--------- queue building the camp now ---------//
short buildXLoc, buildYLoc;
if( !find_best_firm_loc(FIRM_CAMP, bestTownPtr->loc_x1, bestTownPtr->loc_y1, buildXLoc, buildYLoc) )
{
bestTownPtr->no_neighbor_space = 1;
return;
}
add_action(buildXLoc, buildYLoc, bestTownPtr->loc_x1, bestTownPtr->loc_y1, ACTION_AI_BUILD_FIRM, FIRM_CAMP);
}
//--------- Begin of function Nation::think_military --------//
//--------- Begin of function Nation::ai_should_expand_military --------//
int Nation::ai_should_expand_military()
{
//----- don't expand if it is losing money -----//
if( true_profit_365days() < 0 )
return 0;
//----- expand if it has enough cash -----//
if( !ai_should_spend(pref_military_development/2) )
return 0;
//--- check whether the current military force is already big enough ---//
if( ai_camp_count * 9 > total_jobless_population * (50+pref_military_development) / 150 ) // (50 to 150) / 150
return 0;
//---- see if any of the camps are still needed soldiers -----//
int i, soldierCount, freeSpaceCount=0;
FirmCamp* firmCamp;
for( i=ai_camp_count-1 ; i>=0 ; i-- )
{
firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
if( firmCamp->should_close_flag ) // exclude those going to be closed down
continue;
//---- only build a new one when existing ones are all full ----//
soldierCount = (firmCamp->overseer_recno>0) + firmCamp->worker_count +
firmCamp->patrol_unit_count;
freeSpaceCount += 9-soldierCount;
if( firmCamp->ai_recruiting_soldier )
return 0;
}
return freeSpaceCount < 9; // build build new ones when the existing ones are almost full
}
//--------- Begin of function Nation::ai_should_expand_military --------//
//--------- Begin of function Nation::ai_is_troop_need_new_camp --------//
int Nation::ai_is_troop_need_new_camp()
{
//--- check whether the current military force is already big enough ---//
if( ai_has_too_many_camp() )
return 0;
//----- expand if it has enough cash -----//
if( !ai_should_spend(50+pref_military_development/2) )
return 0;
//----- if existing camps can already host all units ----//
int neededSoldierSpace = total_human_count+total_weapon_count - ai_camp_count*MAX_WORKER;
int neededGeneralSpace = total_general_count - ai_camp_count;
return neededSoldierSpace >= 9 + 20 * (100-pref_military_development) / 200 &&
neededGeneralSpace >= 2 + 4 * (100-pref_military_development) / 200;
}
//--------- Begin of function Nation::ai_is_troop_need_new_camp --------//
//--------- Begin of function Nation::ai_has_too_many_camp --------//
int Nation::ai_has_too_many_camp()
{
return ai_camp_count * 9 > total_jobless_population * (150+pref_military_development) / 150; // (150 to 250) / 150
}
//--------- Begin of function Nation::ai_has_too_many_camp --------//
//--------- Begin of function Nation::think_close_camp --------//
int Nation::think_close_camp()
{
return 0;
/*
FirmCamp *firmCamp, *closeCamp=NULL;
int curRating, bestRating=0;
for( int i=ai_camp_count-1 ; i>=0 ; i-- )
{
firmCamp = (FirmCamp*) firm_array[ ai_camp_array[i] ];
curRating = world.distance_rating(firmCamp->center_x, firmCamp->center_y
*/
}
//--------- Begin of function Nation::think_close_camp --------//