/*
* 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_MONS.CPP
//Description: AI functions for dealing with the monsters.
#include
#include
#include
#include
//--------- Begin of function Nation::think_attack_monster --------//
int Nation::think_attack_monster()
{
if( config.monster_type == OPTION_MONSTER_NONE ) // no monsters in the game
return 0;
//--- if the AI has run out of money and is currently cheating, it will have a urgent need to attack monsters to get money ---//
int useAllCamp = income_365days(INCOME_CHEAT) > 0;
if( !useAllCamp ) // use all camps to attack the monster
{
if( !is_at_war() )
{
if( cash < 500 && military_rank_rating() >= 75-pref_attack_monster/4 ) // 50 to 75
useAllCamp = 1 ;
}
}
if( !useAllCamp )
{
if( military_rank_rating() < 50-pref_attack_monster/4 ) // don't attack if the military strength is too low, 25 to 50
return 0;
}
//------- select a monster target ---------//
int targetCombatLevel;
int targetFirmRecno = think_monster_target(targetCombatLevel);
if( !targetFirmRecno )
return 0;
targetCombatLevel = targetCombatLevel * 150 / 100; // X 150%
//--- we need to use veteran soldiers to attack powerful monsters ---//
FirmMonster* targetFirm = (FirmMonster*) firm_array[targetFirmRecno];
int monsterLevel = monster_res[targetFirm->monster_id]->level;
int attackerMinCombatLevel = 0;
if( targetCombatLevel > 100 ) // if the nation's cash runs very low, it will attack anyway
attackerMinCombatLevel = 20 + monsterLevel*3;
//--- call ai_attack_target() to attack the target town ---//
return ai_attack_target(targetFirm->loc_x1, targetFirm->loc_y1, targetCombatLevel, 0, 0, attackerMinCombatLevel, 0, useAllCamp );
}
//---------- End of function Nation::think_attack_monster --------//
//--------- Begin of function Nation::think_monster_target --------//
//
// Think about the best monster target in the given region.
//
// targetCombatLevel - var for returning the total combat level of the target firm.
//
int Nation::think_monster_target(int& targetCombatLevel)
{
if( !largest_town_recno )
return 0;
Town* largestTown = town_array[largest_town_recno];
Firm* firmPtr;
int combatLevel;
int curRating, bestRating= -10000, bestFirmRecno=0, hasWar;
for( int firmRecno=firm_array.size() ; firmRecno>0 ; firmRecno-- )
{
if( firm_array.is_deleted(firmRecno) )
continue;
firmPtr = firm_array[firmRecno];
if( firmPtr->firm_id != FIRM_MONSTER ||
firmPtr->region_id != largestTown->region_id )
{
continue;
}
//----- take into account of the mobile units around this town -----//
int mobileCombatLevel = mobile_defense_combat_level(firmPtr->center_x, firmPtr->center_y, firmPtr->nation_recno, 1, hasWar);
if( mobileCombatLevel == -1 ) // do not attack this town because a battle is already going on
continue;
curRating = 3 * m.points_distance( largestTown->center_x, largestTown->center_y,
firmPtr->center_x, firmPtr->center_y );
combatLevel = mobileCombatLevel +
((FirmMonster*)firmPtr)->total_combat_level();
curRating -= combatLevel;
//---------------------------------//
if( curRating > bestRating )
{
targetCombatLevel = combatLevel;
bestRating = curRating;
bestFirmRecno = firmRecno;
}
}
return bestFirmRecno;
}
//---------- End of function Nation::think_monster_target --------//