1 /*
2 * Seven Kingdoms: Ancient Adversaries
3 *
4 * Copyright 1997,1998 Enlight Software Ltd.
5 *
6 * This program is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
18 *
19 */
20
21 //Filename : OFIRMAI.CPP
22 //Description : AI functions for the class Firm
23
24 #include <OF_INN.h>
25 #include <OF_MINE.h>
26 #include <OF_FACT.h>
27 #include <OF_CAMP.h>
28 #include <OF_MARK.h>
29 #include <OUNITRES.h>
30 #include <OTALKRES.h>
31 #include <ONATION.h>
32
33 //--------- Begin of function Firm::process_common_ai --------//
34 //
35 // AI processing functions common for all firm types.
36 //
process_common_ai()37 void Firm::process_common_ai()
38 {
39 if( info.game_date%30==firm_recno%30 )
40 think_repair();
41
42 //------ think about closing this firm ------//
43
44 if( !should_close_flag )
45 {
46 if( ai_should_close() )
47 {
48 should_close_flag = 1;
49 nation_array[nation_recno]->firm_should_close_array[firm_id-1]++;
50 }
51 }
52 }
53 //--------- End of function Firm::process_common_ai --------//
54
55
56 //------- Begin of function Firm::think_repair -----------//
57 //
think_repair()58 void Firm::think_repair()
59 {
60 Nation* ownNation = nation_array[nation_recno];
61
62 //----- check if the damage is serious enough -----//
63
64 if( hit_points >=
65 max_hit_points * (70+ownNation->pref_repair_concern/4) / 100 ) // 70% to 95%
66 {
67 return;
68 }
69
70 //--- if it's no too heavily damaged, it is just that the AI has a high concern on this ---//
71
72 if( hit_points >= max_hit_points * 80 / 100 )
73 {
74 if( ownNation->total_jobless_population < 15 )
75 return;
76 }
77
78 //------- queue assigning a construction worker now ------//
79
80 ownNation->add_action(loc_x1, loc_y1, -1, -1, ACTION_AI_ASSIGN_CONSTRUCTION_WORKER, firm_id);
81 }
82 //--------- End of function Firm::think_repair -----------//
83
84
85 //------- Begin of function Firm::ai_del_firm -----------//
86 //
87 // Delete the firm no matter what status this firm is in.
88 //
ai_del_firm()89 void Firm::ai_del_firm()
90 {
91 if( under_construction )
92 {
93 cancel_construction(COMMAND_AI);
94 }
95 else
96 {
97 if( can_sell() )
98 sell_firm(COMMAND_AI);
99 else
100 destruct_firm(COMMAND_AI);
101 }
102 }
103 //--------- End of function Firm::ai_del_firm -----------//
104
105
106 //------- Begin of function Firm::ai_should_close -----------//
107 //
108 // This is function is for derived class to overload.
109 //
ai_should_close()110 int Firm::ai_should_close()
111 {
112 return 0;
113 }
114 //--------- End of function Firm::ai_should_close -----------//
115
116
117 //------- Begin of function Firm::think_hire_inn_unit -------//
118 //
think_hire_inn_unit()119 int Firm::think_hire_inn_unit()
120 {
121 if( !nation_array[nation_recno]->ai_should_hire_unit(30) ) // 30 - importance rating
122 return 0;
123
124 //---- one firm only hire one foreign race worker ----//
125
126 int i, foreignRaceCount=0;
127 int majorityRace = majority_race();
128
129 if( majorityRace )
130 {
131 for( i=0 ; i<worker_count ; i++ )
132 {
133 if( worker_array[i].race_id != majorityRace )
134 foreignRaceCount++;
135 }
136 }
137
138 //-------- try to get skilled workers from inns --------//
139
140 Nation* nationPtr = nation_array[nation_recno];
141 FirmInn* firmInn, *bestInn=NULL;
142 int curRating, bestRating=0, bestInnUnitId=0;
143 int prefTownHarmony = nationPtr->pref_town_harmony;
144
145 for( i=0 ; i<nationPtr->ai_inn_count ; i++ )
146 {
147 firmInn = (FirmInn*) firm_array[ nationPtr->ai_inn_array[i] ];
148
149 if( firmInn->region_id != region_id )
150 continue;
151
152 InnUnit* innUnit = firmInn->inn_unit_array;
153
154 for( int j=0 ; j<firmInn->inn_unit_count ; j++, innUnit++ )
155 {
156 if( innUnit->skill.skill_id != firm_skill_id )
157 continue;
158
159 //-------------------------------------------//
160 // Rating of a unit to be hired is based on:
161 //
162 // -distance between the inn and this firm.
163 // -whether the unit is racially homogenous to the majority of the firm workers
164 //
165 //-------------------------------------------//
166
167 curRating = world.distance_rating( center_x, center_y,
168 firmInn->center_x, firmInn->center_y );
169
170 curRating += innUnit->skill.skill_level;
171
172 if( majorityRace == unit_res[innUnit->unit_id]->race_id )
173 {
174 curRating += prefTownHarmony;
175 }
176 else
177 {
178 //----------------------------------------------------//
179 // Don't pick this unit if it isn't racially homogenous
180 // to the villagers, and its pref_town_harmony is higher
181 // than its skill level. (This means if its skill level
182 // is low, its chance of being selected is lower.
183 //----------------------------------------------------//
184
185 if( majorityRace )
186 {
187 if( foreignRaceCount>0 || prefTownHarmony > innUnit->skill.skill_level-50 )
188 continue;
189 }
190 }
191
192 if( curRating > bestRating )
193 {
194 bestRating = curRating;
195 bestInn = firmInn;
196 bestInnUnitId = j+1;
197 }
198 }
199 }
200
201 //-----------------------------------------//
202
203 if( bestInn )
204 {
205 int unitRecno = bestInn->hire(bestInnUnitId);
206
207 if( unitRecno )
208 {
209 unit_array[unitRecno]->assign(loc_x1, loc_y1);
210 return 1;
211 }
212 }
213
214 return 0;
215 }
216 //--------- End of function Firm::think_hire_inn_unit -------//
217
218
219 //------- Begin of function Firm::being_attacked -----------//
220 //
being_attacked(int attackerUnitRecno)221 void Firm::being_attacked(int attackerUnitRecno)
222 {
223 last_attacked_date = info.game_date;
224
225 if( nation_recno && firm_ai )
226 {
227 if( unit_array[attackerUnitRecno]->nation_recno == nation_recno ) // this can happen when the unit has just changed nation
228 return;
229
230 nation_array[nation_recno]->ai_defend(attackerUnitRecno);
231 }
232 }
233 //--------- End of function Firm::being_attacked -----------//
234
235
236 //------- Begin of function Firm::ai_recruit_worker -----------//
237 //
ai_recruit_worker()238 int Firm::ai_recruit_worker()
239 {
240 if( worker_count == MAX_WORKER )
241 return 0;
242
243 Nation* nationPtr = nation_array[nation_recno];
244 Town* townPtr;
245
246 for( int i=0; i<linked_town_count ; i++ )
247 {
248 if( linked_town_enable_array[i] != LINK_EE )
249 continue;
250
251 townPtr = town_array[ linked_town_array[i] ];
252
253 //-- only recruit workers from towns of other nations if we don't have labor ourselves
254
255 if( townPtr->nation_recno != nation_recno &&
256 nationPtr->total_jobless_population > MAX_WORKER )
257 {
258 continue;
259 }
260
261 if( townPtr->jobless_population > 0 )
262 return 0; // don't order units to move into it as they will be recruited from the town automatically
263 }
264
265 //---- order workers to move into the firm ----//
266
267 nationPtr->add_action(loc_x1, loc_y1, -1, -1, ACTION_AI_ASSIGN_WORKER, firm_id, MAX_WORKER-worker_count);
268
269 return 1;
270 }
271 //--------- End of function Firm::ai_recruit_worker -----------//
272
273
274 //------- Begin of function Firm::ai_build_neighbor_firm -----------//
275 //
ai_build_neighbor_firm(int firmId)276 int Firm::ai_build_neighbor_firm(int firmId)
277 {
278 short buildXLoc, buildYLoc;
279 Nation* nationPtr = nation_array[nation_recno];
280
281 if( !nationPtr->find_best_firm_loc(firmId, loc_x1, loc_y1, buildXLoc, buildYLoc) )
282 {
283 no_neighbor_space = 1;
284 return 0;
285 }
286
287 nationPtr->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, firmId);
288 return 1;
289 }
290 //--------- End of function Firm::ai_build_neighbor_firm -----------//
291
292
293 //--------- Begin of function Firm::ai_update_link_status ---------//
294 //
295 // Updating link status of this firm with towns.
296 //
ai_update_link_status()297 void Firm::ai_update_link_status()
298 {
299 err_when( firm_id == FIRM_CAMP ); // FirmCamp has its own ai_update_link_status(), this version shouldn't be called.
300
301 if( !worker_array ) // if this firm does not need any workers.
302 return;
303
304 if( is_worker_full() ) // if this firm already has all the workers it needs.
305 return;
306
307 //------------------------------------------------//
308
309 Nation* ownNation = nation_array[nation_recno];
310 int i, rc;
311
312 for( i=0 ; i<linked_town_count ; i++ )
313 {
314 Town* townPtr = town_array[linked_town_array[i]];
315
316 //--- enable link to hire people from the town ---//
317
318 rc = townPtr->nation_recno==0 || // either it's an independent town or it's friendly or allied to our nation
319 ownNation->get_relation_status(townPtr->nation_recno) >= NATION_FRIENDLY;
320
321 toggle_town_link( i+1, rc, COMMAND_AI );
322 }
323 }
324 //----------- End of function Firm::ai_update_link_status ----------//
325
326
327 //------- Begin of function Firm::think_build_factory -----------//
328 //
think_build_factory(int rawId)329 int Firm::think_build_factory(int rawId)
330 {
331 if( no_neighbor_space ) // if there is no space in the neighbor area for building a new firm.
332 return 0;
333
334 Nation* nationPtr = nation_array[nation_recno];
335
336 //--- check whether the AI can build a new firm next this firm ---//
337
338 if( !nationPtr->can_ai_build(FIRM_FACTORY) )
339 return 0;
340
341 //---------------------------------------------------//
342
343 int factoryCount=0;
344 FirmFactory* firmPtr;
345 Firm* firmMarket;
346
347 for(int i=0; i<linked_firm_count; i++)
348 {
349 err_when(!linked_firm_array[i] || firm_array.is_deleted(linked_firm_array[i]));
350
351 firmPtr = (FirmFactory*) firm_array[linked_firm_array[i]];
352
353 if(firmPtr->firm_id!=FIRM_FACTORY)
354 continue;
355
356 if( firmPtr->nation_recno != nation_recno )
357 continue;
358
359 if( firmPtr->product_raw_id != rawId )
360 continue;
361
362 //--- if one of own factories still has not recruited enough workers ---//
363
364 if( firmPtr->worker_count < MAX_WORKER )
365 return 0;
366
367 //---------------------------------------------------//
368 //
369 // If this factory has a medium to high level of stock,
370 // this means the bottleneck is not at the factories,
371 // building more factories won't solve the problem.
372 //
373 //---------------------------------------------------//
374
375 if( firmPtr->stock_qty > firmPtr->max_stock_qty * 0.1 )
376 return 0;
377
378 //---------------------------------------------------//
379 //
380 // Check if this factory is just outputing goods to
381 // a market and it is actually not overcapacity.
382 //
383 //---------------------------------------------------//
384
385 for( int j=firmPtr->linked_firm_count-1 ; j>=0 ; j-- )
386 {
387 if( firmPtr->linked_firm_enable_array[j] != LINK_EE )
388 continue;
389
390 firmMarket = firm_array[ firmPtr->linked_firm_array[j] ];
391
392 if( firmMarket->firm_id != FIRM_MARKET )
393 continue;
394
395 //--- if this factory is producing enough goods to the market place, then it means it is still quite efficient
396
397 MarketGoods *marketGoods = ((FirmMarket*)firmMarket)->market_product_array[rawId-1];
398
399 if( marketGoods && marketGoods->stock_qty > 100 )
400 return 0;
401 }
402
403 //----------------------------------------------//
404
405 factoryCount++;
406 }
407
408 //---- don't build additional factory if we don't have enough peasants ---//
409
410 if( factoryCount>=1 && !nationPtr->ai_has_enough_food() )
411 return 0;
412
413 //-- if there isn't much raw reserve left, don't build new factories --//
414
415 if( firm_id == FIRM_MINE )
416 {
417 if( ((FirmMine*)this)->reserve_qty < 1000 && factoryCount>=1 )
418 return 0;
419 }
420
421 //--- only build additional factories if we have a surplus of labor ---//
422
423 if( nationPtr->total_jobless_population < factoryCount * MAX_WORKER )
424 return 0;
425
426 //--- only when we have checked it three times and all say it needs a factory, we then build a factory ---//
427
428 if( ++ai_should_build_factory_count >= 3 )
429 {
430 short buildXLoc, buildYLoc;
431
432 if( !nationPtr->find_best_firm_loc(FIRM_FACTORY, loc_x1, loc_y1, buildXLoc, buildYLoc) )
433 {
434 no_neighbor_space = 1;
435 return 0;
436 }
437
438 nationPtr->add_action(buildXLoc, buildYLoc, loc_x1, loc_y1, ACTION_AI_BUILD_FIRM, FIRM_FACTORY);
439
440 ai_should_build_factory_count = 0;
441 }
442
443 return 1;
444 }
445 //--------- End of function Firm::think_build_factory -----------//
446
447
448 //------- Begin of function Firm::think_capture -----------//
449 //
think_capture()450 int Firm::think_capture()
451 {
452 Nation* nationPtr;
453
454 int i;
455 for( i=nation_array.size() ; i>0 ; i-- )
456 {
457 if( nation_array.is_deleted(i) )
458 continue;
459
460 nationPtr = nation_array[i];
461
462 if( nationPtr->is_ai() && can_worker_capture(i) )
463 break;
464 }
465
466 if( i==0 )
467 return 0;
468
469 //------- capture the firm --------//
470
471 capture_firm(i);
472
473 //------ order troops to attack nearby enemy camps -----//
474
475 Firm *firmPtr, *bestTarget=NULL;
476 int curDistance, minDistance=0x1000;
477
478 for( i=firm_array.size() ; i>0 ; i-- )
479 {
480 if( firm_array.is_deleted(i) )
481 continue;
482
483 firmPtr = firm_array[i];
484
485 //----- only attack enemy camps -----//
486
487 if( firmPtr->nation_recno != nation_recno ||
488 firmPtr->firm_id != FIRM_CAMP )
489 {
490 continue;
491 }
492
493 curDistance = misc.points_distance(center_x, center_y,
494 firmPtr->center_x, firmPtr->center_y );
495
496 //--- only attack camps within 15 location distance to this firm ---//
497
498 if( curDistance < 15 && curDistance < minDistance )
499 {
500 minDistance = curDistance;
501 bestTarget = firmPtr;
502 }
503 }
504
505 if( bestTarget )
506 {
507 int useAllCamp = nationPtr->pref_military_courage > 60 || misc.random(3)==0;
508
509 nationPtr->ai_attack_target( bestTarget->loc_x1, bestTarget->loc_y1,
510 ((FirmCamp*)bestTarget)->total_combat_level(), 0, 0, 0, 0, useAllCamp );
511 }
512
513 return 1;
514 }
515 //--------- End of function Firm::think_capture -----------//
516
517
518 //------- Begin of function Firm::think_linked_town_change_nation ------//
519 //
520 // This function is called by Town::set_nation() when a town linked
521 // to this firm has changed nation.
522 //
523 // <int> linkedTownRecno - the recno of the town that has changed nation.
524 // <int> oldNationRecno - the old nation recno of the town
525 // <int> newNationRecno - the new nation recno of the town
526 //
think_linked_town_change_nation(int linkedTownRecno,int oldNationRecno,int newNationRecno)527 void Firm::think_linked_town_change_nation(int linkedTownRecno, int oldNationRecno, int newNationRecno)
528 {
529
530 }
531 //-------- End of function Firm::think_linked_town_change_nation ------//
532
533
534 //--------- Begin of function Firm::ai_firm_captured --------//
535 //
536 // This is function is called when the AI's firm is just
537 // about to be captured.
538 //
ai_firm_captured(int capturerNationRecno)539 void Firm::ai_firm_captured(int capturerNationRecno)
540 {
541 Nation* ownNation = nation_array[nation_recno];
542
543 if( !ownNation->is_ai() ) //**BUGHERE
544 return;
545
546 if( ownNation->get_relation(capturerNationRecno)->status >= NATION_FRIENDLY )
547 ownNation->ai_end_treaty(capturerNationRecno);
548
549 talk_res.ai_send_talk_msg(capturerNationRecno, nation_recno, TALK_DECLARE_WAR);
550 }
551 //--------- End of function Firm::ai_firm_captured --------//
552
553