/* * 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 . * */ //Filename : OAI_ECO.CPP //Description: AI economy functions #include #include #include #include //--------- Begin of function Nation::think_reduce_expense --------// void Nation::think_reduce_expense() { if( true_profit_365days() > 0 || cash > 5000 * pref_cash_reserve / 100 ) return; //-------- close down firms ---------// int curRating, bestRating=0; Firm *firmPtr, *bestFirm=NULL; for( int i=firm_array.size() ; i>0 ; i-- ) { if( firm_array.is_deleted(i) ) continue; firmPtr = firm_array[i]; if( firmPtr->nation_recno != nation_recno ) continue; if( firmPtr->firm_id == FIRM_WAR_FACTORY || firmPtr->firm_id == FIRM_RESEARCH ) { curRating = 100-(int)firmPtr->productivity; } else continue; if( curRating > bestRating ) { bestRating = curRating; bestFirm = firmPtr; } } if( bestFirm ) bestFirm->ai_del_firm(); } //---------- End of function Nation::think_reduce_expense --------// //----- Begin of function Nation::ai_should_spend -----// // // This function returns whether this nation should make // a new spending. // // importanceRating - how important is the spending to the // nation. // [float] spendAmt - if this is not given, then it will // consider generally - whether the // nation should spend money generally. // int Nation::ai_should_spend(int importanceRating, float spendAmt) { if( cash < spendAmt ) return 0; float fixedExpense = fixed_expense_365days(); float stdCashLevel = MAX(fixedExpense,2000) * (150+pref_cash_reserve) / 100; float trueProfit = true_profit_365days(); //----- if we are losing money, don't spend on non-important things -----// if( trueProfit < 0 ) { if( 400 * (-trueProfit) / fixedExpense > importanceRating ) return 0; } //--------------------------------------// float curCashLevel = 100 * (cash-spendAmt) / (stdCashLevel*2); return importanceRating >= (100-curCashLevel); } //------ End of function Nation::ai_should_spend ------// //----- Begin of function Nation::ai_should_spend_war -----// // // This function returns whether the nation should spend money // or war. // // enemyMilitaryRating - the military_rank_rating() of the enemy // [int] considerCeaseFire - whether this function is called when considering ceasing fire // (default:0) // int Nation::ai_should_spend_war(int enemyMilitaryRating, int considerCeaseFire) { int importanceRating = 30 + pref_military_development/5; // 30 to 50 importanceRating += military_rank_rating() - enemyMilitaryRating*2; if( considerCeaseFire ) // only when we are very powerful, we will start a battle. So won't cease fire too soon after declaring war importanceRating += 20; // less eary to return 0, for cease fire return ai_should_spend(importanceRating); } //------ End of function Nation::ai_should_spend_war ------//