File: OAI_MARI.cpp

package info (click to toggle)
7kaa 2.15.7%2Bds-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 134,980 kB
  • sloc: cpp: 137,722; ansic: 3,599; asm: 3,523; perl: 1,665; makefile: 1,185; sh: 185; pascal: 27
file content (664 lines) | stat: -rw-r--r-- 17,731 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
/*
 * 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 <http://www.gnu.org/licenses/>.
 *
 */

//Filename   : OAI_MARI.CPP
//Description: AI functions on sea exploration, trading

#include <OTOWN.h>
#include <OREGIONS.h>
#include <OU_MARI.h>
#include <OUNITRES.h>
#include <OSITE.h>
#include <OF_HARB.h>
#include <OF_CAMP.h>
#include <ONATION.h>

//--------- Begin of function Nation::think_marine --------//
//
void Nation::think_marine()
{
	if( pref_use_marine < 50 )		// don't use marine at all
		return;

	if( !ai_should_spend(20+pref_use_marine/2) )		// 20 to 70 importance rating
		return;

	//--- think over building harbor network ---//

	think_build_harbor_network();

	if( ai_harbor_count == 0 )
		return;

	//------ think about sea attack enemies -------//

	if( misc.random(3)==0 )				// 33% chance
	{
		if( think_sea_attack_enemy() )
			return;
	}

	//---- check if it is safe for sea travel now ----//

	if( !ai_is_sea_travel_safe() )
		return;

	//----- think over moving between regions -----//

	think_move_between_region();

//	think_move_to_region_with_mine();
}
//---------- End of function Nation::think_marine --------//


//----- Begin of function Nation::think_build_harbor_network ----//
//
// Think about thinking a harbor network so that we have harbors
// from every region to any other regions.
//
int Nation::think_build_harbor_network()
{
	//--- only build one harbor at a time, to avoid double building ---//

	if( is_action_exist( ACTION_AI_BUILD_FIRM, FIRM_HARBOR ) )
		return 0;

	//--------------------------------------------//

	RegionStat* regionStat = region_array.region_stat_array;
	RegionPath* regionPath;

	for( int i=0 ; i<region_array.region_stat_count ; i++, regionStat++ )
	{
		//--- only build on those regions that this nation has base towns ---//

		if( !regionStat->base_town_nation_count_array[nation_recno-1] )
			continue;

		if( regionStat->harbor_nation_count_array[nation_recno-1] > 0 )		// if we already have a harbor in this region
			continue;

		err_when( regionStat->harbor_nation_count_array[nation_recno-1] > 1 );		// this shouldn't happen if the AI works properly

		//-----------------------------------------------------------------------//
		//
		// Scan thru all regions which this region can be connected to thru sea.
		// If one of them is worth our landing, then builld a harbor in this 
		// region so we can sail to that region. 
		//
		//-----------------------------------------------------------------------//

		regionPath = regionStat->reachable_region_array;

		for( int j=0 ; j<regionStat->reachable_region_count ; j++, regionPath++ )
		{
			err_when( regionPath->land_region_stat_id == i+1 );		// pointing back to its own

			//--------------------------------------//

			if( ai_harbor_count == 0 &&		// if we have already built one harbor, then we should continue to build others asa single harbor isn't useful
				 ai_should_sail_to_rating(regionPath->land_region_stat_id) <= 0 )
			{
				continue;
			}

			//--------- build a harbor now ---------//

			if( ai_build_harbor( regionStat->region_id, regionPath->sea_region_id ) )
				return 1;
		}
	}

	return 0;
}
//----- End of function Nation::think_build_harbor_network ----//


//----- Begin of function Nation::ai_should_sail_to_rating ----//
//
int Nation::ai_should_sail_to_rating(int regionStatId)
{
	RegionStat* regionStat = region_array.get_region_stat2(regionStatId);

	int curRating;

	curRating = regionStat->raw_count * 100
					+ regionStat->independent_town_count * 20
					+ regionStat->nation_presence_count * 30;
/*
					- (regionStat->total_town_count - regionStat->town_nation_count_array[nation_recno-1] ) * 10 	// towns of other nations
					- (regionStat->total_firm_count - regionStat->firm_nation_count_array[nation_recno-1] ) * 5		// firms of other nations
					- (regionStat->total_unit_count - regionStat->unit_nation_count_array[nation_recno-1] ) * 2		// units of other nations
					- regionStat->independent_unit_count * 2;				// monsters or rebel units
*/
	return curRating > 0;
}
//----- End of function Nation::ai_should_sail_to_rating ----//


//--------- Begin of function Nation::ai_build_harbor --------//
//
// Build a harbor across the given land and sea region id.
//
// <int> landRegionId - the land region id.
// <int> seaRegionId - the sea region id.
//
// return: <int> 1 - a suitable location is found and the
//						   building action has been queued.
//					  0 - not suitable location is found.
//
int Nation::ai_build_harbor(int landRegionId, int seaRegionId)
{
	#define ADEQUATE_ENEMY_HARBOR_DISTANCE   10

	//---- randomly pick a base town of this nation ----//

	Town* townPtr;
	int 	townSeq = misc.random(ai_town_count);

	int i;
	for( i=0 ; i<ai_town_count ; i++ )
	{
		if( ++townSeq >= ai_town_count )
			townSeq=0;

		townPtr = town_array[ ai_town_array[townSeq] ];

		if( townPtr->is_base_town && landRegionId==townPtr->region_id )
			break;
	}

	if( i==ai_town_count )		// not found
		return 0;

	int homeXLoc = townPtr->center_x;
	int homeYLoc = townPtr->center_y;

	//---- scan out from the town and find the nearest suitable location to build the harbor ----//

	int		 xOffset, yOffset;
	int		 xLoc, yLoc, bestXLoc= -1, bestYLoc= -1, maxEnemyDistance=0;
	Location* locPtr;

	for( i=2 ; i<MAX_WORLD_X_LOC*MAX_WORLD_Y_LOC ; i++ )
	{
		misc.cal_move_around_a_point(i, MAX_WORLD_X_LOC, MAX_WORLD_Y_LOC, xOffset, yOffset);

		xLoc = homeXLoc + xOffset;
		yLoc = homeYLoc + yOffset;

		xLoc = MAX(0, xLoc);
		xLoc = MIN(MAX_WORLD_X_LOC-1, xLoc);

		yLoc = MAX(0, yLoc);
		yLoc = MIN(MAX_WORLD_Y_LOC-1, yLoc);

		locPtr = world.get_loc(xLoc, yLoc);

		if( !locPtr->can_build_whole_harbor() )
			continue;

		if( !world.is_harbor_region(xLoc, yLoc, landRegionId, seaRegionId) )
			continue;

		if( !world.can_build_firm(xLoc, yLoc, FIRM_HARBOR) )
			continue;

		//--------------------------------------//

		int enemyDistance = closest_enemy_firm_distance(FIRM_HARBOR, xLoc, yLoc);

		if( enemyDistance > maxEnemyDistance )
		{
			maxEnemyDistance = enemyDistance;
			bestXLoc = xLoc;
			bestYLoc = yLoc;

			if( enemyDistance >= ADEQUATE_ENEMY_HARBOR_DISTANCE )
				break;
		}
	}

	//--------------------------------//

	if( bestXLoc >= 0 )
	{
		add_action(xLoc, yLoc, homeXLoc, homeYLoc, ACTION_AI_BUILD_FIRM, FIRM_HARBOR);
		return 1;
	}

	return 0;
}
//---------- End of function Nation::ai_build_harbor --------//


//--------- Begin of function Nation::closest_enemy_firm_distance --------//
//
// Return how close is the cloeset enemy harbor to the given location.
//
// <int> firmId      - firm id.
// <int> xLoc, yLoc  - the given location
//
int Nation::closest_enemy_firm_distance(int firmId, int xLoc, int yLoc)
{
	int curDistance, minDistance=0x7FFF;

	for( int i=firm_array.size() ; i>0 ; i-- )
	{
		if( firm_array.is_deleted(i) )
			continue;

		Firm* firmPtr = firm_array[i];

		if( firmPtr->firm_id != firmId ||
			 firmPtr->nation_recno == nation_recno )		// belonging to own nation, not enemy nation
		{
			continue;
		}

		curDistance = misc.points_distance(firmPtr->center_x, firmPtr->center_y, xLoc, yLoc);

		if( curDistance < minDistance )
			minDistance = curDistance;
	}

	return minDistance;
}
//---------- End of function Nation::closest_enemy_firm_distance --------//


//------ Begin of function Nation::think_move_between_region ------//
//
int Nation::think_move_between_region()
{
	if( think_move_people_between_region() )
		return 1;

	if( think_move_troop_between_region() )
		return 1;

	return 0;
}
//------ End of function Nation::think_move_between_region -------//


//------ Begin of function Nation::think_move_troop_between_region ------//
//
// Thing about moving units between regions
//
int Nation::think_move_troop_between_region()
{
	//----- find the region with the least population -----//

	int campCount, maxCampCount=0, minCampCount=0x1000;
	int maxRegionId=0, minRegionId=0;
	RegionStat* regionStat = region_array.region_stat_array;
	int curRating, minRegionRating=0;

	int i;
	for( i=0 ; i<region_array.region_stat_count ; i++, regionStat++ )
	{
		if( regionStat->nation_presence_count==0 &&
			 regionStat->independent_town_count==0 &&
			 regionStat->raw_count==0 )
		{
			continue;
		}

		campCount = regionStat->camp_nation_count_array[nation_recno-1];

		if( campCount > maxCampCount )
		{
			maxCampCount = campCount;
			maxRegionId   = regionStat->region_id;
		}

		if( campCount <= minCampCount )
		{
			curRating = ai_should_sail_to_rating(i+1);

			if( campCount < minCampCount || curRating >= minRegionRating )
			{
				minCampCount 	 = campCount;
				minRegionId  	 = regionStat->region_id;
				minRegionRating = curRating;
			}
		}
	}

	if( !maxRegionId || !minRegionId || maxRegionId==minRegionId )
		return 0;

	//----- only move if the difference is big enough ------//

	int minJoblessPop = region_array.get_region_stat(minRegionId)->nation_jobless_population_array[nation_recno-1];
	int maxJoblessPop = region_array.get_region_stat(maxRegionId)->nation_jobless_population_array[nation_recno-1];

	if( pref_use_marine < 90 )		// if > 90, it will ignore all these and move anyway  
	{
		if( minCampCount==0 )
		{
			if( maxJoblessPop - minJoblessPop < 200 - pref_use_marine )  // 150 to 200 (pref_use_marine is always >= 50, if it is < 50, marine functions are not called at all
				return 0;
		}
		else
		{
			if( maxJoblessPop - minJoblessPop < 150 - pref_use_marine )  // 100 to 150 (pref_use_marine is always >= 50, if it is < 50, marine functions are not called at all
				return 0;
		}
	}
	else
	{
		if( maxJoblessPop < 20 )		// don't move if we only have a few jobless people
			return 0;
	}

	//------------ see if we have any camps in the region -----------//

	int   destRegionId = minRegionId;
	Firm* firmPtr;

	for( i=ai_camp_count-1 ; i>=0 ; i-- )
	{
		firmPtr = firm_array[ai_camp_array[i]];

		if( firmPtr->region_id == destRegionId &&
			 !firmPtr->under_construction )				// if it's under construction there may be unit waiting outside of the camp
		{
			//--- if there is one, must move the troop close to it ---//

			return ai_patrol_to_region(firmPtr->center_x, firmPtr->center_y, SEA_ACTION_NONE);
		}
	}
	//----- if we don't have any camps in the region, build one ----//

	int 		 xLoc=0, yLoc=0;
	FirmInfo* firmInfo = firm_res[FIRM_CAMP];

	if(world.locate_space_random(xLoc, yLoc, MAX_WORLD_X_LOC-1,
		MAX_WORLD_Y_LOC-1, firmInfo->loc_width, firmInfo->loc_height,
		MAX_WORLD_X_LOC*MAX_WORLD_Y_LOC, destRegionId, 1))
	{
		return ai_patrol_to_region(xLoc, yLoc, SEA_ACTION_BUILD_CAMP);
	}

	return 0;
}
//------ End of function Nation::think_move_troop_between_region -------//


//------ Begin of function Nation::think_move_people_between_region ------//
//
// Thing about moving units between regions
//
int Nation::think_move_people_between_region()
{
	//----- find the region with the least population -----//

	int joblessPop, maxJoblessPop=0, minJoblessPop=0x1000;
	int maxRegionId=0, minRegionId=0;
	RegionStat* regionStat = region_array.region_stat_array;

	int i;
	for( i=0 ; i<region_array.region_stat_count ; i++, regionStat++ )
	{
		//--- only move to regions in which we have camps ---//

		if( regionStat->camp_nation_count_array[nation_recno-1] == 0 )
			continue;

		joblessPop = regionStat->nation_jobless_population_array[nation_recno-1];

		if( joblessPop > maxJoblessPop )
		{
			maxJoblessPop = joblessPop;
			maxRegionId   = regionStat->region_id;
		}

		if( joblessPop < minJoblessPop )
		{
			minJoblessPop = joblessPop;
			minRegionId   = regionStat->region_id;
		}
	}

	if( !maxRegionId || !minRegionId || maxRegionId==minRegionId )
		return 0;

	//----- only move if the difference is big enough ------//

	if( pref_use_marine < 90 )		// if > 90, it will ignore all these and move anyway
	{
		if( maxJoblessPop - minJoblessPop < 150 - pref_use_marine )	 // 100 to 150 (pref_use_marine is always >= 50, if it is < 50, marine functions are not called at all
			return 0;
	}
	else
	{
		if( maxJoblessPop < 20 )	// don't move if we only have a few jobless people
			return 0;
	}

	//------------ see if we have any towns in the region -----------//

	int   destRegionId = minRegionId;
	Town* townPtr;

	for( i=ai_town_count-1 ; i>=0 ; i-- )
	{
		townPtr = town_array[ai_town_array[i]];

		if( townPtr->region_id == destRegionId )
		{
			//--- if there is one, must move the people to it ---//

			return ai_settle_to_region(townPtr->center_x, townPtr->center_y, SEA_ACTION_NONE);
		}
	}

	//----- if we don't have any towns in the region, settle one ----//

	int xLoc=0, yLoc=0;

	if(world.locate_space_random(xLoc, yLoc, MAX_WORLD_X_LOC-1,
		MAX_WORLD_Y_LOC-1, STD_TOWN_LOC_WIDTH, STD_TOWN_LOC_HEIGHT,
		MAX_WORLD_X_LOC*MAX_WORLD_Y_LOC, destRegionId, 1))
	{
		return ai_settle_to_region(xLoc, yLoc, SEA_ACTION_SETTLE);
	}

	return 0;
}
//------ End of function Nation::think_move_people_between_region -------//


//------ Begin of function Nation::ai_is_sea_travel_safe ------//
//
// return: <int> 1 - it's safe for sea travel
//					  0 - it's not safe for sea travel
//
int Nation::ai_is_sea_travel_safe()
{
	//--- count the no. of battle ships owned by each nation ---//

	Unit* unitPtr;
	short nationShipCountArray[MAX_NATION];

	memset( nationShipCountArray, 0, sizeof(nationShipCountArray) );

	int i;
	for( i=unit_array.size() ; i>0 ; i-- )
	{
		if( unit_array.is_deleted(i) )
			continue;

		unitPtr = unit_array[i];

		if( unitPtr->unit_id != UNIT_CARAVEL &&
			 unitPtr->unit_id != UNIT_GALLEON )
		{
			continue;
		}

		err_when( unitPtr->nation_recno < 1 || unitPtr->nation_recno > MAX_NATION );

		nationShipCountArray[unitPtr->nation_recno-1]++;
	}

	//--- compare the no. of ships of ours and those of the human players ---//

	int ourBattleShipCount = nationShipCountArray[nation_recno-1];
	int nationRecno = misc.random(nation_array.size())+1;

	for( i=nation_array.size() ; i>0 ; i-- )
	{
		if( ++nationRecno > nation_array.size() )
			nationRecno = 1;

		if( nation_array.is_deleted(nationRecno) )
			continue;

		if( get_relation(nationRecno)->status != NATION_HOSTILE )		// only check enemies
			continue;

		if( nation_array[nationRecno]->is_ai() )		// only check human players
			continue;

		//-- if enemy has battle ships, it is not safe for sea travel, destroy them first ---//

		if( nationShipCountArray[nationRecno-1] > 0 )
		{
			//--- if enemy ships significantly outnumber ours, don't do any sea travel ---//

			if( nationShipCountArray[nationRecno-1] - ourBattleShipCount >
				 pref_military_courage/3  )		// 0 to 3
			{
				return 0;
			}
		}
	}

	return 1;
}
//----- End of function Nation::ai_is_sea_travel_safe -----//


//------ Begin of function Nation::max_human_battle_ship_count ------//
//
// return: <int> the number of ships owned by the human player who
//					  is strongest on sea power.
//
int Nation::max_human_battle_ship_count()
{
	//--- count the no. of battle ships owned by each nation ---//

	Unit* unitPtr;
	short nationShipCountArray[MAX_NATION];

	memset( nationShipCountArray, 0, sizeof(nationShipCountArray) );

	int i;
	for( i=unit_array.size() ; i>0 ; i-- )
	{
		if( unit_array.is_deleted(i) )
			continue;

		unitPtr = unit_array[i];

		if( unitPtr->unit_id != UNIT_CARAVEL &&
			 unitPtr->unit_id != UNIT_GALLEON )
		{
			continue;
		}

		err_when( unitPtr->nation_recno < 1 || unitPtr->nation_recno > MAX_NATION );

		nationShipCountArray[unitPtr->nation_recno-1]++;
	}

	//--- compare the no. of ships of ours and those of the human players ---//

	int maxShipCount=0;

	for( i=nation_array.size() ; i>0 ; i-- )
	{
		if( nation_array.is_deleted(i) )
			continue;

		if( nation_array[i]->is_ai() )		// only check human players
			continue;

		//-- if enemy has battle ships, it is not safe for sea travel, destroy them first ---//

		if( nationShipCountArray[i-1] > maxShipCount )
		{
			maxShipCount = nationShipCountArray[i-1];
		}
	}

	return maxShipCount;
}
//----- End of function Nation::max_human_battle_ship_count -----//


//------ Begin of function Nation::think_sea_attack_enemy ------//
//
// Think about attacking enemy harbors and ships.
//
int Nation::think_sea_attack_enemy()
{
	if( total_ship_combat_level < 700 - (pref_military_courage + pref_use_marine)*2 )		// 300 to 700
		return 0;

	//-----------------------------------------//

	int 	totalFirm = firm_array.size();
	int 	firmRecno = misc.random(totalFirm)+1;
	Firm* firmPtr;

	for( int i=0 ; i<totalFirm ; i++ )
	{
		if( ++firmRecno > totalFirm )
			firmRecno = 1;

		if( firm_array.is_deleted(firmRecno) )
			continue;

		firmPtr = firm_array[firmRecno];

		if( firmPtr->firm_id != FIRM_HARBOR )
			continue;

		if( get_relation_status(firmPtr->nation_recno) != NATION_HOSTILE )
			continue;

		//--- if the AI has more powerful fleets than the enemy ---//

		if( total_ship_combat_level >
			 nation_array[firmPtr->nation_recno]->total_ship_combat_level )
		{
			ai_sea_attack_target(firmPtr->center_x, firmPtr->center_y);
			return 1;
		}
	}

	return 0;
}
//----- End of function Nation::think_sea_attack_enemy -----//