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// Copyright (C) 2007, 2008, 2009, 2014, 2015 Ben Asselstine
//
// 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 3 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 Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
// 02110-1301, USA.
#include <iostream>
#include "AI_Diplomacy.h"
#include "player.h"
#include "playerlist.h"
#include "citylist.h"
#include "history.h"
#include "game.h"
#include "GameScenarioOptions.h"
#include "city.h"
//#define debug(x) {std::cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<std::flush<<std::endl;}
#define debug(x)
AI_Diplomacy* AI_Diplomacy::instance = 0;
AI_Diplomacy::AI_Diplomacy(Player *owner)
:d_owner(owner)
{
instance = this;
}
AI_Diplomacy::~AI_Diplomacy()
{
instance = 0;
}
void AI_Diplomacy::considerCuspOfWar()
{
if (GameScenarioOptions::s_cusp_of_war &&
GameScenarioOptions::s_round == CUSP_OF_WAR_ROUND)
{
for (auto other: *Playerlist::getInstance())
{
if (other->getType() == Player::HUMAN && !other->isDead() &&
d_owner->getDiplomaticState(other) != Player::AT_WAR)
{
d_owner->proposeDiplomacy (Player::PROPOSE_WAR, other);
other->proposeDiplomacy (Player::PROPOSE_WAR, d_owner);
d_owner->declareDiplomacy (Player::AT_WAR, other, false);
}
}
}
}
void AI_Diplomacy::makeFriendsAndEnemies()
{
// Declare war with enemies, make peace with friends
// according to their diplomatic scores
for (auto it: *Playerlist::getInstance())
{
if (Playerlist::getInstance()->getNeutral() == it)
continue;
if (it->isDead())
continue;
if (it == d_owner)
continue;
if (d_owner->getDiplomaticState(it) != Player::AT_WAR)
{
if (d_owner->getDiplomaticScore (it) < DIPLOMACY_MIN_SCORE + 2)
d_owner->proposeDiplomacy (Player::PROPOSE_WAR , it);
}
else if (d_owner->getDiplomaticState(it) != Player::AT_PEACE)
{
if (d_owner->getDiplomaticScore (it) > DIPLOMACY_MAX_SCORE - 2)
d_owner->proposeDiplomacy (Player::PROPOSE_PEACE, it);
}
}
}
void AI_Diplomacy::makeRequiredEnemies()
{
for (std::list<Player *>::iterator it = new_enemies.begin();
it != new_enemies.end(); it++)
d_owner->proposeDiplomacy (Player::PROPOSE_WAR , *it);
}
void AI_Diplomacy::neutralsDwindlingNeedFirstEnemy()
{
// find a close player if neutral cities are getting low
int target_level = (int)((float)Citylist::getInstance()->size() * (float) 0.06);
target_level++;
bool at_war = false;
guint32 neutral_cities =
Citylist::getInstance()->countCities(Playerlist::getInstance()->getNeutral());
if (neutral_cities && (int)neutral_cities > target_level)
{
//Pick a new opponent if we don't already have one.
for (auto it: *Playerlist::getInstance())
{
if (Playerlist::getInstance()->getNeutral() == it)
continue;
if (it->isDead())
continue;
if (it == d_owner)
continue;
if (d_owner->getDiplomaticState(it) != Player::AT_WAR)
at_war = true;
}
if (at_war == false)
{
// not at war? great. let's pick a player to attack.
City *first = d_owner->getFirstCity();
if (first)
{
City *c =
Citylist::getInstance()->getNearestForeignCity(first->getPos());
if (c)
d_owner->proposeDiplomacy(Player::PROPOSE_WAR, c->getOwner());
}
}
}
}
void AI_Diplomacy::gangUpOnTheBully()
{
// declare war with the strong player.
// declare peace with every other.
int target_level = (int)((float)Citylist::getInstance()->size() * (float)0.35);
if (Playerlist::getInstance()->countPlayersAlive() < MAX_PLAYERS / 2)
return;
for (auto it: *Playerlist::getInstance())
{
if (Playerlist::getInstance()->getNeutral() == it)
continue;
if (it->isDead())
continue;
if (it == d_owner)
continue;
if (Citylist::getInstance()->countCities(it) > target_level &&
Playerlist::getInstance()->countPlayersAlive() > 4)
{
if (d_owner->getDiplomaticState(it) != Player::AT_WAR)
d_owner->proposeDiplomacy(Player::PROPOSE_WAR, it);
for (auto pit: *Playerlist::getInstance())
{
if (Playerlist::getInstance()->getNeutral() == pit)
continue;
if (pit->isDead())
continue;
if (pit == d_owner)
continue;
if (pit == it)
continue;
if (pit->getType() == Player::HUMAN)
continue;
if (d_owner->getDiplomaticState(pit) != Player::AT_PEACE)
d_owner->declareDiplomacy(Player::AT_PEACE, pit, false);
}
}
}
}
void AI_Diplomacy::makeProposals()
{
makeFriendsAndEnemies();
makeRequiredEnemies();
neutralsDwindlingNeedFirstEnemy();
gangUpOnTheBully();
}
void AI_Diplomacy::needNewEnemy(Player *player)
{
new_enemies.push_back(player);
}
// End of file
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