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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 : OUNITIND.CPP
//Description : Object independent Unit AI
#include <OSYS.h>
#include <OSPY.h>
#include <OREBEL.h>
#include <OUNIT.h>
#include <OCONFIG.h>
#include <OF_CAMP.h>
#include <ONATION.h>
//--------- Begin of function Unit::think_independent_unit --------//
//
// Think about the action of an independent unit. It first tries to
// settle to a town. If not successful, it will disband itself.
//
void Unit::think_independent_unit()
{
if( !is_ai_all_stop() )
return;
//--- don't process if it's a spy and the notify cloak flag is on ---//
if( spy_recno )
{
//---------------------------------------------//
//
// If notify_cloaked_nation_flag is 0, the AI
// won't control the unit.
//
// If notify_cloaked_nation_flag is 1, the AI
// will control the unit. But not immediately,
// it will do it once 5 days so the player can
// have a chance to select the unit and set its
// notify_cloaked_nation_flag back to 0 if the
// player wants.
//
//---------------------------------------------//
if( spy_array[spy_recno]->notify_cloaked_nation_flag==0 )
return;
if( info.game_date%5 != sprite_recno%5 )
return;
}
//-------- if this is a rebel ----------//
if( unit_mode == UNIT_MODE_REBEL )
{
Rebel* rebelPtr = rebel_array[unit_mode_para];
//--- if the group this rebel belongs to already has a rebel town, assign to it now ---//
if( rebelPtr->town_recno )
{
if( !town_array.is_deleted(rebelPtr->town_recno) )
{
Town* townPtr = town_array[rebelPtr->town_recno];
err_when( townPtr->rebel_recno != rebelPtr->rebel_recno );
assign(townPtr->loc_x1, townPtr->loc_y1);
}
return; // don't do anything if the town has been destroyed, Rebel::next_day() will take care of it.
}
}
//---- look for towns to assign to -----//
Town *townPtr, *bestTown=NULL;
int regionId = world.get_region_id( next_x_loc(), next_y_loc() );
int curRating, bestRating=0;
int curXLoc = next_x_loc(), curYLoc = next_y_loc();
for( int i=town_array.size() ; i>0 ; i-- )
{
if( town_array.is_deleted(i) )
continue;
townPtr = town_array[i];
if( townPtr->nation_recno ||
townPtr->population >= MAX_TOWN_POPULATION ||
townPtr->region_id != regionId )
{
continue;
}
//-------------------------------------//
curRating = world.distance_rating(curXLoc, curYLoc,
townPtr->center_x, townPtr->center_y );
curRating += 100 * townPtr->race_pop_array[race_id-1] / townPtr->population;
//-------------------------------------//
if( curRating > bestRating )
{
bestRating = curRating;
bestTown = townPtr;
}
}
if( bestTown )
{
err_when( unit_mode==UNIT_MODE_REBEL && rebel_array[unit_mode_para]->town_recno &&
rebel_array[unit_mode_para]->town_recno != bestTown->town_recno );
//--- drop its rebel identity and becomes a normal unit if he decides to settle to a town ---//
if( unit_mode == UNIT_MODE_REBEL )
rebel_array.drop_rebel_identity(sprite_recno);
assign(bestTown->loc_x1, bestTown->loc_y1);
}
else
resign(COMMAND_AI);
}
//---------- End of function Unit::think_independent_unit --------//
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