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// Copyright (C) 2002, 2003, 2004, 2005, 2006 Ulf Lorenz
// Copyright (C) 2003 Michael Bartl
// Copyright (C) 2004, 2006 Andrea Paternesi
// Copyright (C) 2004 John Farrell
// Copyright (C) 2006, 2007, 2008, 2009, 2014, 2015, 2017 Ben Asselstine
// Copyright (C) 2007, 2008 Ole Laursen
//
// 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 <fstream>
#include <vector>
#include "AI_Diplomacy.h"
#include "AI_Analysis.h"
#include "ai_fast.h"
#include "playerlist.h"
#include "armysetlist.h"
#include "stacklist.h"
#include "citylist.h"
#include "city.h"
#include "templelist.h"
#include "ruinlist.h"
#include "path.h"
#include "GameMap.h"
#include "Threatlist.h"
#include "action.h"
#include "xmlhelper.h"
#include "stack.h"
#include "GameScenarioOptions.h"
#include "hero.h"
#include "vectoredunitlist.h"
#include "PathCalculator.h"
#include "stacktile.h"
#include "armyprodbase.h"
#include "QuestsManager.h"
#include "Quest.h"
#include "SightMap.h"
#include "Sage.h"
#include "rnd.h"
#include "GameScenarioOptions.h"
//#define debug(x) {std::cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<std::flush<<std::endl;}
#define debug(x)
AI_Fast::AI_Fast(Glib::ustring name, guint32 armyset, Gdk::RGBA color, int width, int height, int player_no)
:RealPlayer(name, armyset, color, width, height, Player::AI_FAST, player_no), d_join(true),
d_maniac(false), d_analysis(0), d_diplomacy(0)
{
}
AI_Fast::AI_Fast(const Player& player)
:RealPlayer(player), d_join(true), d_maniac(false), d_analysis(0),
d_diplomacy(0)
{
d_type = AI_FAST;
}
AI_Fast::AI_Fast(XML_Helper* helper)
:RealPlayer(helper), d_analysis(0), d_diplomacy(0)
{
helper->getData(d_join, "join");
helper->getData(d_maniac, "maniac");
}
AI_Fast::~AI_Fast()
{
if (d_analysis)
delete d_analysis;
if (d_diplomacy)
delete d_diplomacy;
}
bool AI_Fast::save(XML_Helper* helper) const
{
bool retval = true;
retval &= helper->openTag(Player::d_tag);
retval &= helper->saveData("join", d_join);
retval &= helper->saveData("maniac", d_maniac);
retval &= Player::save(helper);
retval &= helper->closeTag();
return retval;
}
void AI_Fast::abortTurn()
{
abort_requested = true;
if (surrendered)
aborted_turn.emit();
else if (Playerlist::getInstance()->countPlayersAlive() == 1)
aborted_turn.emit();
}
bool AI_Fast::startTurn()
{
sbusy.emit();
if (getStacklist()->getHeroes().size() == 0 &&
Citylist::getInstance()->countCities(this) == 1)
{
City *first = getFirstCity();
if (first)
AI_maybeBuyScout(first);
else
{
fprintf(stderr,"%s : we have 1 city but no first city? impossible\n", getName().c_str());
for (auto c: *Citylist::getInstance())
{
if (c->getOwner() == this)
{
fprintf(stderr, "Our city is %d\n", c->getId());
}
}
exit (0);
}
}
debug(getName() << ": AI_Fast::start_turn")
debug("being in " <<(d_maniac?"maniac":"normal") <<" mode")
debug((d_join?"":"not ") <<"joining armies")
d_analysis = new AI_Analysis(this);
d_diplomacy = new AI_Diplomacy(this);
d_diplomacy->considerCuspOfWar();
d_maniac = false;
float ratio = 2.0;
if (getUpkeep() > getIncome() * ratio)
d_maniac = true;
//setup production
debug("examining cities");
for (auto c: *Citylist::getInstance())
{
if (c->getOwner() != this || c->isBurnt())
continue;
if (c->getActiveProductionSlot() == -1)
setBestProduction(c);
}
//setup vectoring
debug("setting up vectoring");
if (!d_maniac)
AI_setupVectoring(18, 3, 30);
debug("trying to complete quests");
//try to complete our quests
std::vector<Quest*> q = QuestsManager::getInstance()->getPlayerQuests(this);
for (std::vector<Quest*>::iterator it = q.begin(); it != q.end(); it++)
{
Quest *quest = *it;
if (quest->isPendingDeletion())
continue;
Stack *s = getStacklist()->getArmyStackById(quest->getHeroId());
if (!s)
continue;
bool stack_died = false;
bool quest_completed = false;
bool stack_moved = AI_maybeContinueQuest(s, quest, quest_completed,
stack_died);
if (stack_moved == true && stack_died == false)
GameMap::groupStacks(s);
}
while (computerTurn() == true)
{
bool found = false;
//are there any stacks with paths that can move?
for (Stacklist::reverse_iterator it = d_stacklist->rbegin(); it != d_stacklist->rend(); it++)
{
Stack *s = (*it);
if (s->getPath()->size() > 0 && s->enoughMoves())
{
int mp = s->getPath()->calculate(s, s->getLastPointInPath());
if (mp <= 0)
continue;
debug ("AI_FAST stack " << s->getId() << " can still potentially move");
debug ("moving from (" << s->getPos().x << "," << s->getPos().y
<< ") to (" <<s->getFirstPointInPath().x << "," <<
s->getFirstPointInPath().y << ") with " << s->getMoves() <<" left");
found = true;
}
//are there any stacks without paths that still have some moves?
else if (s->getPath()->size() == 0 && s->getMoves() > 1)
found = true;
}
sbusy.emit();
if (!found)
break;
if (found)
found = false;
if (abort_requested)
break;
}
parkAllStacks();
sbusy.emit();
Glib::usleep (50000);
while (g_main_context_iteration(NULL, FALSE)); //doEvents
Glib::usleep (50000);
delete d_analysis;
d_analysis = 0;
d_stacklist->setActivestack(0);
// Declare war with enemies, make peace with friends
if (GameScenarioOptions::s_diplomacy)
d_diplomacy->makeProposals();
if (abort_requested)
aborted_turn.emit();
return !(Playerlist::getInstance()->getNoOfPlayers() <= 1);
}
int AI_Fast::scoreArmyType(const ArmyProdBase *a)
{
int max_strength = a->getStrength();
int production;
if (a->getProduction() == 1)
production = 6;
else if (a->getProduction() == 2)
production = 2;
else
production = 1;
int upkeep = 0;
if (a->getUpkeep() < 5)
upkeep = 6;
else if (a->getUpkeep() < 10)
upkeep = 2;
else
upkeep = 1;
int newcost = 0;
if (a->getProductionCost() < 5)
newcost = 6;
else if (a->getProductionCost() < 10)
newcost = 2;
else
newcost = 1;
//we prefer armies that move farther
int move_bonus = 0;
if (a->getMaxMoves() > 10)
move_bonus += 2;
if (a->getMaxMoves() >= 20)
move_bonus += 4;
return max_strength + move_bonus + production + upkeep + newcost;
}
int AI_Fast::setBestProduction(City *c)
{
int select = -1;
int score = -1;
// we try to determine the most attractive basic production
for (guint32 i = 0; i < c->getMaxNoOfProductionBases(); i++)
{
if (c->getArmytype(i) == -1) // no production in this slot
continue;
const ArmyProdBase *proto = c->getProductionBase(i);
if (scoreArmyType(proto) > score)
{
select = i;
score = scoreArmyType(proto);
}
}
if (select != c->getActiveProductionSlot())
{
cityChangeProduction(c, select);
debug(getName() << " Set production to slot " << select << " in " << c->getName())
}
return c->getActiveProductionSlot();
}
void AI_Fast::invadeCity(City* c)
{
CityDefeatedAction action = CITY_DEFEATED_OCCUPY;
bool quest_preference = AI_invadeCityQuestPreference(c, action);
debug("Invaded city " <<c->getName());
if (quest_preference == false)
{
if (getIncome() < getUpkeep())
action = CITY_DEFEATED_OCCUPY;
else if (d_maniac &&
GameScenarioOptions::s_razing_cities != GameParameters::NEVER)
action = CITY_DEFEATED_RAZE;
else
action = CITY_DEFEATED_OCCUPY;
}
int gold = 0;
int pillaged_army_type = -1;
std::list<guint32> sacked_army_types;
switch (action)
{
case CITY_DEFEATED_OCCUPY:
cityOccupy(c);
setBestProduction(c);
break;
case CITY_DEFEATED_PILLAGE:
cityPillage(c, gold, &pillaged_army_type);
AI_maybeBuyScout(c);
setBestProduction(c);
break;
case CITY_DEFEATED_RAZE:
cityRaze(c);
break;
case CITY_DEFEATED_SACK:
citySack(c, gold, &sacked_army_types);
AI_maybeBuyScout(c);
setBestProduction(c);
break;
}
}
void AI_Fast::heroGainsLevel(Hero * a)
{
debug("Army raised a level, id = " <<a->getId())
//advancing a level
// increase the strength attack (uninnovative, but enough here)
Army::Stat stat = Army::STRENGTH;
doHeroGainsLevel(a, stat);
addAction(new Action_Level(a, stat));
}
Stack *AI_Fast::findNearOwnStackToJoin(Stack *src, int max_distance)
{
int min_mp = -1;
std::vector<Stack*> stks =
GameMap::getNearbyFriendlyStacks(src->getPos(), max_distance);
if (stks.size() <= 1)
return NULL;
PathCalculator pc(src);
Stack* target = NULL;
for (auto dest : stks)
{
//is this us?
if (src == dest)
continue;
//does the destination have few enough army units to join?
if (GameMap::canJoin(src, dest) == false)
continue;
//is this a stack that is co-located?
if (src->getPos() == dest->getPos())
return dest;
//can we actually get there?
int mp = pc.calculate(dest->getPos());
if (mp <= 0)
continue;
if (mp < min_mp || min_mp == -1)
{
target = dest;
min_mp = mp;
}
}
return target;
}
bool AI_Fast::computerTurn()
{
bool stack_moved = false;
// we have configurable behaviour in two ways:
// 1. join => merges close stacks
// 2. maniac => attack at any costs, raze everything in the path
//
// So the basic algorithm is like
// for all armies
// if !maniac, and close to a temple, visit it
// if (army_to_join close && d_join)
// join armies
// if (!maniac && army_damaged)
// resupply
// if (!maniac)
// find next enemy city
// else
// find next enemy unit with preference to cities
// attack
//
// return true if any stack moved
// we are using reversed order because new stacks come behind old stacks
// and we want the freshly created stacks join the veterans and not the other
// way round.
std::list<Vector<int> > points = d_stacklist->getPositions();
for (auto it: points)
{
Stack *s = GameMap::getFriendlyStack(it);
if (!s)
continue;
d_stacklist->setActivestack(s);
//move stacks to enemy cities.
if (s->hasPath() == true && s->getParked() == false)
{
Vector<int> pos = s->getLastPointInPath();
City *enemy = GameMap::getEnemyCity(pos);
if (enemy)
{
if (enemy->isBurnt() == false)
{
stack_moved |= stackMove(s);
if (d_stacklist->getActivestack() == NULL)
return true;
if (stack_moved)
continue;
}
}
}
//go to a temple or ruin
if (!d_maniac)
{
bool stack_died = false;
bool blessed = false;
if (s->hasHero() == false)
{
stack_moved = AI_maybeVisitTempleForBlessing
(s, s->getMoves(), 50.0, blessed, stack_died);
if (stack_died)
return true;
s = d_stacklist->getActivestack();
if (stack_moved)
{
GameMap::groupStacks(s);
s->clearPath();
continue;
}
}
else if (s->hasHero() == true)
{
bool got_quest = false;
stack_moved = AI_maybeVisitTempleForQuest(s, s->getMoves(),
got_quest,
stack_died);
if (stack_died)
return true;
if (!stack_moved)
{
bool ruin_visited = false;
stack_moved = AI_maybeVisitRuin (s, s->getMoves(),
ruin_visited, stack_died);
if (stack_died)
return true;
}
s = d_stacklist->getActivestack();
if (stack_moved)
{
GameMap::groupStacks(s);
s->clearPath();
continue;
}
}
}
//pick up items
if (!d_maniac)
{
bool stack_died = false;
bool picked_up = false;
stack_moved = AI_maybePickUpItems(s, s->getMoves(), picked_up,
stack_died);
if (stack_died)
return true;
s = d_stacklist->getActivestack();
if (picked_up && stack_moved)
stack_moved = false; //do this so we move it later on
else if (stack_moved)
continue;
}
debug(">>>> What to do with stack " <<s->getId() <<" at (" <<s->getPos().x
<<"," <<s->getPos().y <<") containing " <<s->size() << " armies ?")
// join armies if close
if (d_join && s->isFull() == false)
{
Stack* target = NULL;
target = findNearOwnStackToJoin(s, 5);
if (target)
{
debug("Joining with stack " <<target->getId() <<" at (" <<target->getPos().x <<"," <<target->getPos().y <<")")
s->getPath()->calculate(s, target->getPos());
stack_moved |= stackMove(s);
//in case we lost our stack
if (!d_stacklist->getActivestack())
return true;
if (s->getPos() == target->getPos())
{
GameMap::groupStacks(s);
continue;
}
continue;
}
}
// second step: try to resupply
if (!d_maniac)
{
City *target = Citylist::getInstance()->getNearestFriendlyCity(s->getPos());
if (s->isFull() == false && target)
{
debug("Restocking in " <<target->getName())
// try to move to the north west part of the city (where the units
// move after production), otherwise just wait and stand around
if (target->contains(s->getPos()) == false)
{
debug("Stack is not in " << target->getName() << " yet" <<std::endl);
int mp = s->getPath()->calculateToCity(s, target);
if (mp > 0)
{
stack_moved |= stackMove(s);
// the stack could have joined another stack waiting there
if (!d_stacklist->getActivestack())
return true;
if (stack_moved)
{
GameMap::groupStacks(s);
s->clearPath();
continue;
}
}
}
else if (s->getPos() != target->getPos())
{
debug("Stack is inside " << target->getName() << std::endl);
//if we're not in the upper right corner
s->getPath()->calculate(s, target->getPos());
//go there, and take as many as we can
Stack *new_stack = NULL;
stack_moved |= stackSplitAndMove(s, new_stack);
//in case we lost our stack
if (!d_stacklist->getActivestack())
return true;
if (stack_moved)
{
GameMap::groupStacks(s);
s->clearPath();
GameMap::groupStacks(target->getPos());
return true;
}
}
else
{
//otherwise just stay put in the city
GameMap::groupStacks(s);
continue;
}
}
// third step: non-maniac players attack only enemy cities
else
{
target = NULL;
PathCalculator pc(s, true, 10, -1);
guint32 moves1 = 0, turns1 = 0, moves2 = 0, turns2 = 0;
guint32 left1 = 0, left2 = 0;
Path *target1_path = NULL;
Path *target2_path = NULL;
City *target1;
if (Rnd::rand() % 3 == 0)
target1 = Citylist::getInstance()->getClosestEnemyCity(s);
else
target1 = Citylist::getInstance()->getNearestEnemyCity(s->getPos());
City *target2 = Citylist::getInstance()->getNearestForeignCity(s->getPos());
if (target1)
target1_path = pc.calculateToCity(target1, moves1, turns1, left1);
else
target1_path = new Path();
if (!target2)
{
delete target1_path;
return false; //it's game over and we're still moving
}
target2_path = pc.calculateToCity(target2, moves2, turns2, left2);
//no enemies? then go for the nearest foreign city.
//if diplomacy isn't on and we hit this, then it's game over
if (!target1)
target = target2;
//is the enemy city far enough away that a foreign city
//outweighs it?
else if (target1_path->size() / 13 > target2_path->size())
target = target2;
else
target = target1;
delete target1_path;
delete target2_path;
if (target == target2)
{
if (GameScenarioOptions::s_diplomacy == true)
d_diplomacy->needNewEnemy(target->getOwner());
// try to wait a turn until we're at war
if (target1)
target = target1;
}
if (!target) // strange situation
{
std::cerr << "yet another bad situation!!" << std::endl;
stackPark(s);
return true;
}
debug("Attacking " << target->getName() << " (" <<
target->getPos().x <<","<< target->getPos().y << ")")
int moves = s->getPath()->calculateToCity(s, target);
debug("Moves to enemy city: " << moves);
if (moves >= 1)
{
stack_moved |= stackMove(s);
s = d_stacklist->getActivestack();
if (!d_stacklist->getActivestack())
return true;
//if we didn't get there
if (target->getOwner() != s->getOwner())
{
//and the target city is empty
if (target->countDefenders() == 0)
{
//attack it if we can reach it.
Stack *new_stack = NULL;
int moved = stackSplitAndMove(s, new_stack);
stack_moved |= moved;
if (moved)
{
//either s or new_stack could be dead.
if (d_stacklist->getActivestack() != NULL)
GameMap::groupStacks(s);
GameMap::groupStacks(target->getPos());
return true;
}
}
}
}
else
{
// an enemy city is completely surrouned by other stacks, or the way is blocked by a signle enemy stack
//let us presume this is temporary and just leave the stack here
//for some reason we can't set parked on this thing
//and have it realize it, after we return true.
//why is that?
printf("crap, it happened with a stack at %d,%d\n", s->getPos().x, s->getPos().y);
printf("moves is %d\n", moves);
printf("Destination was %d,%d (%s)\n", target->getPos().x, target->getPos().y, target->getName().c_str());
stackDisband(s);
return true;
}
// a stack has died ->restart
if (!d_stacklist->getActivestack())
return true;
continue;
}
}
// fourth step: maniac players attack everything that is close if they can
// reach it or cities otherwise.
if (d_maniac)
{
const Threatlist* threats = d_analysis->getThreatsInOrder(s->getPos());
Threatlist::const_iterator tit = threats->begin();
const Threat* target = 0;
// prefer weak forces (take strong if neccessary) and stop after 10
// stacks
for (int i = 0; tit != threats->end() && i < 10; tit++, i++)
{
// in a first step, we only look at enemy stacks
if ((*tit)->isCity() || (*tit)->isRuin())
continue;
// ignore stacks out of reach
Vector<int> threatpos = (*tit)->getClosestPoint(s->getPos());
if (threatpos == Vector<int>(-1, -1))
continue;
guint32 mp = s->getPath()->calculate(s, threatpos);
if ((int)mp <= 0 || mp > s->getMoves())
continue;
target = *tit;
break;
}
// now we need to choose. If we found a target, attack it, otherwise
// attack the closest city.
Vector<int> pos = Vector<int>(-1,-1);
if (target)
{
pos = target->getClosestPoint(s->getPos());
debug("Maniac mode, found target at (" <<pos.x <<"," <<pos.y <<")")
}
else
{
City *enemy_city =
Citylist::getInstance()->getNearestForeignCity(s->getPos());
if (enemy_city)
{
pos = enemy_city->getPos();
debug("Maniac, found no targets, attacking city " << enemy_city->getName() << " at (" <<pos.x <<"," <<pos.y <<")")
}
}
if (pos == Vector<int>(-1,-1))
return false;
int mp = s->getPath()->calculate(s, pos);
if (mp > 0)
{
//printf ("stack %d at %d,%d moving %d with %d moves\n",
//s->getId(), s->getPos().x, s->getPos().y,
//mp, s->getMoves());
bool moved = stackMove(s);
//printf("result of move: %d\n", moved);
stack_moved |= moved;
//in case we lost our stack
if (!d_stacklist->getActivestack())
return true;
s = d_stacklist->getActivestack();
}
else
{
printf ("we're going the wrong way (mp is %d)!!\n", mp);
printf ("this means we couldn't calculate a path from %d,%d to %d,%d\n", s->getPos().x, s->getPos().y, pos.x, pos.y);
//sleep (10);
City *friendly_city =
Citylist::getInstance()->getNearestFriendlyCity(s->getPos());
if (friendly_city)
{
mp = s->getPath()->calculate(s, friendly_city->getPos());
if (mp > 0)
{
stack_moved |= stackMove(s);
//in case we lost our stack
if (!d_stacklist->getActivestack())
return true;
}
else
stack_moved |= false;
}
else
{
//we can't find anyplace to move to!
//so we stay put.
stack_moved |= false;
}
}
if (!d_stacklist->getActivestack())
return true;
continue;
}
if (abort_requested)
break;
}
return stack_moved;
}
bool AI_Fast::chooseTreachery (Stack *stack, Player *player, Vector <int> pos)
{
(void) stack;
(void) player;
(void) pos;
return true;
}
bool AI_Fast::chooseHero(HeroProto *hero, City *city, int gold)
{
(void) hero;
(void) city;
(void) gold;
return true;
}
Reward *AI_Fast::chooseReward(Ruin *ruin, Sage *sage, Stack *stack)
{
(void) ruin;
(void) stack;
//always pick the money.
Reward *reward = NULL;
for (Sage::iterator it = sage->begin(); it != sage->end(); it++)
if ((*it)->getType() == Reward::GOLD)
{
reward = (*it);
break;
}
if (!reward)
reward = sage->front();
sage->selectReward(reward);
return reward;
}
Army::Stat AI_Fast::chooseStat(Hero *hero)
{
(void) hero;
return Army::STRENGTH;
}
bool AI_Fast::chooseQuest(Hero *hero)
{
(void) hero;
return true;
}
bool AI_Fast::computerChooseVisitRuin(Stack *stack, Vector<int> dest, guint32 moves, guint32 turns)
{
(void) turns;
if (stack->getPos() == dest)
return true;
if (moves < stack->getMoves() + 15)
return true;
else
return false;
}
bool AI_Fast::computerChoosePickupBag(Stack *stack, Vector<int> dest, guint32 moves, guint32 turns)
{
(void) turns;
if (stack->getPos() == dest)
return true;
if (moves < stack->getMoves() + 7)
return true;
else
return false;
}
bool AI_Fast::computerChooseVisitTempleForBlessing(Stack *stack, Vector<int> dest, guint32 moves, guint32 turns)
{
(void) turns;
if (stack->isOnCity() == true)
return false;
if (stack->getPos() == dest)
return true;
if (moves < stack->getMoves() + 7)
return true;
else
return false;
}
bool AI_Fast::computerChooseVisitTempleForQuest(Stack *stack, Vector<int> dest, guint32 moves, guint32 turns)
{
(void) turns;
if (stack->isOnCity() == true)
return false;
if (stack->getPos() == dest)
return true;
if (moves < stack->getMoves() + 15)
return true;
else
return false;
}
bool AI_Fast::computerChooseContinueQuest(Stack *stack, Quest *quest, Vector<int> dest, guint32 moves, guint32 turns)
{
(void) stack;
(void) quest;
(void) dest;
(void) moves;
(void) turns;
return true;
}
// End of file
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