/*
* 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_WAR2.CPP
//Description : Firm War Factory - AI functions
#include
#include
#include
#include
#include
#include
//--------- Begin of function FirmWar::process_ai ---------//
void FirmWar::process_ai()
{
//---- think about which technology to research ----//
if( !build_unit_id )
think_new_production();
//------- recruit workers ---------//
if( info.game_date%15==firm_recno%15 )
{
if( worker_count < MAX_WORKER )
ai_recruit_worker();
}
//----- think about closing down this firm -----//
if( info.game_date%30==firm_recno%30 )
{
if( think_del() )
return;
}
}
//----------- End of function FirmWar::process_ai -----------//
//------- Begin of function FirmWar::think_del -----------//
//
// Think about deleting this firm.
//
int FirmWar::think_del()
{
if( worker_count > 0 )
return 0;
//-- check whether the firm is linked to any towns or not --//
for( int i=0 ; iunit_class != UNIT_CLASS_WEAPON ||
unitInfo->get_nation_tech_level(nation_recno) == 0 )
{
continue;
}
if( unitId == UNIT_EXPLOSIVE_CART ) // AI doesn't use Porcupine
continue;
weaponTypeCount++;
totalWeaponCount += unitInfo->nation_unit_count_array[nation_recno-1];
}
if( weaponTypeCount==0 ) // none of weapon technologies is available
return;
int averageWeaponCount = totalWeaponCount/weaponTypeCount;
//----- think about which is best to build now ------//
int curRating, bestRating=0, bestUnitId=0;
for( unitId=1; unitId<=MAX_UNIT_TYPE ; unitId++ )
{
unitInfo = unit_res[unitId];
if( unitInfo->unit_class != UNIT_CLASS_WEAPON )
continue;
int techLevel = unitInfo->get_nation_tech_level(nation_recno);
if( techLevel==0 )
continue;
if( unitId == UNIT_EXPLOSIVE_CART ) //**BUGHERE, don't produce it yet, it needs a different usage than the others.
continue;
int unitCount = unitInfo->nation_unit_count_array[nation_recno-1];
curRating = averageWeaponCount-unitCount + techLevel*3;
if( curRating > bestRating )
{
bestRating = curRating;
bestUnitId = unitId;
}
}
//------------------------------------//
if( bestUnitId )
add_queue( bestUnitId );
}
//------ End of function FirmWar::think_new_production -------//
//----- Begin of function FirmWar::should_build_new_weapon ------//
//
int FirmWar::should_build_new_weapon()
{
//----- first see if we have enough money to build & support the weapon ----//
Nation* nationPtr = nation_array[nation_recno];
if( nationPtr->true_profit_365days() < 0 ) // don't build new weapons if we are currently losing money
return 0;
if( nationPtr->expense_365days(EXPENSE_WEAPON) >
nationPtr->income_365days() * 30 + nationPtr->pref_use_weapon/2 ) // if weapon expenses are larger than 30% to 80% of the total income, don't build new weapons
{
return 0;
}
//----- see if there is any space on existing camps -----//
Firm* firmPtr;
for( int i=0 ; iai_camp_count ; i++ )
{
firmPtr = firm_array[ nationPtr->ai_camp_array[i] ];
if( firmPtr->region_id != region_id )
continue;
if( firmPtr->worker_count < MAX_WORKER ) // there is space in this firm
return 1;
}
return 0;
}
//------ End of function FirmWar::should_build_new_weapon -------//