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/*
* 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 : OTOWNINDP.CPP
//Description : Independent town thining
#include <OWORLD.h>
#include <OUNIT.h>
#include <ONEWS.h>
#include <OCONFIG.h>
#include <ORACERES.h>
#include <OGODRES.h>
#include <OTECHRES.h>
#include <OREGIONS.h>
#include <OFIRM.h>
#include <ONATION.h>
#include <OINFO.h>
#include <OTOWN.h>
#include <OLOG.h>
#include <ConfigAdv.h>
//------- Begin of function Town::think_independent_town --------//
//
// Independent town thinking.
//
void Town::think_independent_town()
{
if( rebel_recno ) // if this is a rebel town, its AI will be executed in Rebel::think_town_action()
return;
#if defined(DEBUG) && defined(ENABLE_LOG)
String logStr;
logStr = "begin Town::think_independent_town, town_recno=";
logStr += town_recno;
LOG_MSG(logStr);
#endif
//---- think about toggling town links ----//
if( info.game_date%15 == town_recno%15 )
{
LOG_MSG(" Town::think_independent_set_link");
think_independent_set_link();
LOG_MSG(misc.get_random_seed());
}
//---- think about independent units join existing nations ----//
if( info.game_date%60 == town_recno%60 )
{
LOG_MSG(" Town::think_independent_unit_join_nation");
think_independent_unit_join_nation();
LOG_MSG(misc.get_random_seed());
}
//----- think about form a new nation -----//
if( info.game_date%365 == town_recno%365 )
{
LOG_MSG(" Town::think_independent_form_new_nation");
think_independent_form_new_nation();
LOG_MSG(misc.get_random_seed());
}
LOG_MSG("end Town::think_independent_town");
LOG_MSG(misc.get_random_seed());
}
//-------- End of function Town::think_independent_town ---------//
//------- Begin of function Town::think_independent_set_link --------//
//
// Independent town thinking.
//
void Town::think_independent_set_link()
{
//---- think about working for foreign firms ------//
int linkStatus;
Firm* firmPtr;
for(int i=0; i<linked_firm_count; i++)
{
firmPtr = firm_array[linked_firm_array[i]];
if( firmPtr->firm_id == FIRM_CAMP ) // a town cannot change its status with a military camp
continue;
//---- think about the link status ----//
linkStatus = 0;
if( firmPtr->nation_recno == 0 ) // if the firm is also an independent firm
linkStatus = 1;
if( average_resistance(firmPtr->nation_recno) <= INDEPENDENT_LINK_RESISTANCE )
linkStatus = 1;
//---- set the link status -------//
toggle_firm_link( i+1, linkStatus, COMMAND_AI );
}
ai_link_checked = 1;
}
//-------- End of function Town::think_independent_set_link ---------//
//------ Begin of function Town::think_independent_form_new_nation ------//
//
// Independent town thinking.
//
int Town::think_independent_form_new_nation()
{
if( misc.random(10) > 0 ) // 1/10 chance to set up a new nation.
return 0;
//-------- check if the town is big enough -------//
if( population < 30 )
return 0;
//---- don't form if the world is already densely populated ----//
if( nation_array.all_nation_population > config_adv.town_ai_emerge_nation_pop_limit )
return 0;
//----------------------------------------------//
if( !nation_array.can_form_new_ai_nation() )
return 0;
//----------------------------------------------//
return form_new_nation();
}
//------ End of function Town::think_independent_form_new_nation ------//
//--------- Begin of function Town::form_new_nation ---------//
//
// This independent town forms a new nation.
//
// Return: <int>
//
int Town::form_new_nation()
{
err_when( nation_recno );
if( nation_array.nation_count >= MAX_NATION )
return 0;
//----- determine the race with most population -----//
int maxPop=0, raceId=0;
int i;
for( i=0 ; i<MAX_RACE ; i++ )
{
if( race_pop_array[i] > maxPop )
{
maxPop = race_pop_array[i];
raceId = i+1;
}
}
err_when( !raceId );
//---- create the king of the new nation ----//
int unitId = race_res[raceId]->basic_unit_id;
int xLoc=loc_x1, yLoc=loc_y1; // xLoc & yLoc are used for returning results
SpriteInfo* spriteInfo = sprite_res[unit_res[unitId]->sprite_id];
if( !world.locate_space( &xLoc, &yLoc, loc_x2, loc_y2, spriteInfo->loc_width, spriteInfo->loc_height ) )
return 0;
//--------- create a new nation ---------//
int nationRecno = nation_array.new_nation( NATION_AI, raceId, nation_array.random_unused_color() );
err_when( !nationRecno );
//-------- create the king --------//
int kingUnitRecno = unit_array.add_unit( unitId, nationRecno, RANK_KING, 100, xLoc, yLoc );
Unit* kingUnit = unit_array[kingUnitRecno];
kingUnit->skill.skill_id = SKILL_LEADING;
kingUnit->skill.skill_level = 50+misc.random(51);
kingUnit->set_combat_level(70+misc.random(31));
nation_array[nationRecno]->set_king(kingUnitRecno, 1); // 1-this is the first king of the nation
dec_pop(raceId, 0); // 0-the unit doesn't have a job
//------ set the nation of the rebel town -----//
set_nation(nationRecno); // set the town at last because set_nation() will delete the Town object
//------ increase the loyalty of the town -----//
for( i=0 ; i<MAX_RACE ; i++ )
race_loyalty_array[i] = (float) 70 + misc.random(20); // 70 to 90 initial loyalty
//--------- add news ----------//
news_array.new_nation(nationRecno);
//--- random extra beginning advantages -----//
int mobileCount;
Nation* nationPtr = nation_array[nationRecno];
switch( misc.random(10) )
{
case 1: // knowledge of weapon in the beginning.
tech_res[ misc.random(tech_res.tech_count)+1 ]->set_nation_tech_level(nationRecno, 1);
break;
case 2: // random additional cash
nationPtr->cash += misc.random(5000);
break;
case 3: // random additional food
nationPtr->food += misc.random(5000);
break;
case 4: // random additional skilled units
mobileCount = misc.random(5)+1;
for( i=0 ; i<mobileCount && recruitable_race_pop(raceId,0)>0 ; i++ ) // 0-don't recruit spies
{
int unitRecno = mobilize_town_people(raceId, 1, 0); // 1-dec pop, 0-don't mobilize spies
if( unitRecno )
{
Unit* unitPtr = unit_array[unitRecno];
//------- randomly set a skill -------//
int skillId = misc.random(MAX_TRAINABLE_SKILL)+1;
int loopCount=0; // no spying skill
while( skillId==SKILL_SPYING ) // no spy skill as skill_id can't be set as SKILL_SPY, for spies, spy_recno must be set instead
{
if( ++skillId > MAX_TRAINABLE_SKILL )
skillId = 1;
err_when( ++loopCount > 100 );
}
unitPtr->skill.skill_id = skillId;
unitPtr->skill.skill_level = 50 + misc.random(50);
unitPtr->set_combat_level( 50 + misc.random(50) );
}
else
break;
}
break;
}
nation_array.update_statistic();
return nationRecno;
}
//----------- End of function Town::form_new_nation ---------//
//---- Begin of function Town::think_independent_unit_join_nation ----//
//
// Think having independent units joining existing nations.
//
int Town::think_independent_unit_join_nation()
{
if( jobless_population==0 )
return 0;
independent_unit_join_nation_min_rating -= 2; // make it easier to join nation everytime it's called
// -2 each time, adding of 30 after a unit has been recruited and calling it once every 2 months make it a normal rate of joining once a year per town
//------ think about which nation to turn towards -----//
int i, bestNationRecno=0, curRating, raceId, bestRaceId=0;
int bestRating=independent_unit_join_nation_min_rating;
Nation *nationPtr;
if( region_array[region_id]->region_stat_id == 0)
return 0;
RegionStat* regionStat = region_array.get_region_stat(region_id);
for( i=nation_array.size() ; i>0 ; i-- )
{
if( nation_array.is_deleted(i) )
continue;
nationPtr = nation_array[i];
if( !nationPtr->race_id )
continue;
if( nationPtr->cash <= 0 )
continue;
if( info.game_date < nationPtr->last_independent_unit_join_date + 90 ) // don't join too frequently, at most 3 months a unit
continue;
//--- only join the nation if the nation has town in the town's region ---//
if( regionStat->town_nation_count_array[i-1] == 0 )
continue;
//----- calculate the rating of the nation -----//
curRating = (int) nationPtr->reputation + nationPtr->overall_rating;
if( recruitable_race_pop(nationPtr->race_id, 0) > 0 ) // 0-don't count spies
{
curRating += 30;
raceId = nationPtr->race_id;
}
else
raceId = 0;
if( curRating > bestRating )
{
bestRating = curRating;
bestNationRecno = i;
bestRaceId = raceId;
}
}
//--------------------------------------------//
if( !bestNationRecno )
return 0;
if( !bestRaceId )
bestRaceId = pick_random_race(0, 0); // 0-only pick jobless unit, 0-don't pick spy units
if( !bestRaceId )
return 0;
if( !independent_unit_join_nation(bestRaceId, bestNationRecno) )
return 0;
//--- set a new value to independent_unit_join_nation_min_rating ---//
independent_unit_join_nation_min_rating = bestRating + 100 + misc.random(30); // reset it to a higher rating
if( independent_unit_join_nation_min_rating < 100 )
independent_unit_join_nation_min_rating = 100;
return 1;
}
//----- End of function Town::think_independent_unit_join_nation -----//
//---- Begin of function Town::independent_unit_join_nation ----//
//
// <int> raceId - race id. of the unit
// <int> toNationRecno - recno of the nation the unit should turn toward
//
int Town::independent_unit_join_nation(int raceId, int toNationRecno)
{
//----- mobilize a villager ----//
int unitRecno = mobilize_town_people(raceId, 1, 0); // 1-dec population after mobilizing the unit, 0-don't mobilize spies
if( !unitRecno )
return 0;
Unit* unitPtr = unit_array[unitRecno];
//----- set the skills of the unit -----//
int skillId, skillLevel, combatLevel;
switch( misc.random(3) )
{
case 0: // leaders
skillId = SKILL_LEADING;
if( misc.random(3)==0 )
skillLevel = misc.random(100);
else
skillLevel = misc.random(50);
combatLevel = skillLevel + misc.random(40) - 20;
combatLevel = MIN(combatLevel, 100);
combatLevel = MAX(combatLevel, 10);
break;
case 1: // peasants
skillId = 0;
skillLevel = 0;
combatLevel = 10 + misc.random(10);
break;
case 2: // skilled units
skillId = misc.random(MAX_TRAINABLE_SKILL)+1;
{
int loopCount=0; // no spying skill
while( skillId==SKILL_SPYING )
{
if( ++skillId > MAX_TRAINABLE_SKILL )
skillId = 1;
err_when( ++loopCount > 100 );
}
}
skillLevel = 10+misc.random(80);
combatLevel = 10+misc.random(30);
break;
}
//--------------------------------------//
unitPtr->skill.skill_id = skillId;
unitPtr->skill.skill_level = skillLevel;
unitPtr->set_combat_level( combatLevel );
//------ change nation now --------//
if( !unitPtr->betray(toNationRecno) )
return 0;
//---- the unit moves close to the newly joined nation ----//
unitPtr->ai_move_to_nearby_town();
//-------- set last_independent_unit_join_date --------//
nation_array[toNationRecno]->last_independent_unit_join_date = info.game_date;
return 1;
}
//----- End of function Town::independent_unit_join_nation -----//
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