Beispiel #1
0
static void test_monsters_learn_exp(CuTest * tc)
{
    faction *f, *f2;
    unit *u, *m;
    skill* sk;

    create_monsters(&f, &f2, &u, &m);
    config_set("study.produceexp", "30");

    u_setrace(u, u_race(m));
    produceexp(u, SK_MELEE, u->number);
    sk = unit_skill(u, SK_MELEE);
    CuAssertTrue(tc, !sk);

    produceexp(m, SK_MELEE, u->number);
    sk = unit_skill(m, SK_MELEE);
    CuAssertTrue(tc, sk && (sk->level > 0 || (sk->level == 0 && sk->weeks > 0)));

    test_cleanup();
}
Beispiel #2
0
void herbsearch(region * r, unit * u, int max)
{
  int herbsfound;
  const item_type *whichherb;

  if (eff_skill(u, SK_HERBALISM, r) == 0) {
    cmistake(u, u->thisorder, 59, MSG_PRODUCE);
    return;
  }

  if (is_guarded(r, u, GUARD_PRODUCE)) {
    cmistake(u, u->thisorder, 70, MSG_EVENT);
    return;
  }

  whichherb = rherbtype(r);
  if (whichherb == NULL) {
    cmistake(u, u->thisorder, 108, MSG_PRODUCE);
    return;
  }

  if (max)
    max = _min(max, rherbs(r));
  else
    max = rherbs(r);
  herbsfound = ntimespprob(eff_skill(u, SK_HERBALISM, r) * u->number,
    (double)rherbs(r) / 100.0F, -0.01F);
  herbsfound = _min(herbsfound, max);
  rsetherbs(r, rherbs(r) - herbsfound);

  if (herbsfound) {
    produceexp(u, SK_HERBALISM, u->number);
    i_change(&u->items, whichherb, herbsfound);
    ADDMSG(&u->faction->msgs, msg_message("herbfound",
        "unit region amount herb", u, r, herbsfound, whichherb->rtype));
  } else {
    ADDMSG(&u->faction->msgs, msg_message("researchherb_none",
        "unit region", u, u->region));
  }
}
Beispiel #3
0
void plan_monsters(faction * f)
{
    region *r;
    
    assert(f);
    attack_chance = get_param_flt(global.parameters, "rules.monsters.attack_chance", 0.4);
    f->lastorders = turn;

    for (r = regions; r; r = r->next) {
        unit *u;
        bool attacking = false;

        for (u = r->units; u; u = u->next) {
            attrib *ta;
            order *long_order = NULL;

            /* Ab hier nur noch Befehle für NPC-Einheiten. */
            if (!is_monsters(u->faction))
                continue;

            /* Befehle müssen jede Runde neu gegeben werden: */
            free_orders(&u->orders);
            if (skill_enabled(SK_PERCEPTION)) {
                /* Monster bekommen jede Runde ein paar Tage Wahrnehmung dazu */
                /* TODO: this only works for playerrace */
                produceexp(u, SK_PERCEPTION, u->number);
            }

            if (!attacking) {
                if (chance(attack_chance)) attacking = true;
            }
            if (u->status > ST_BEHIND) {
                setstatus(u, ST_FIGHT);
                /* all monsters fight */
            }
            if (attacking && (!r->land || is_guard(u, GUARD_TAX))) {
                monster_attacks(u);
            }
            /* units with a plan to kill get ATTACK orders: */
            ta = a_find(u->attribs, &at_hate);
            if (ta && !monster_is_waiting(u)) {
                unit *tu = (unit *)ta->data.v;
                if (tu && tu->region == r) {
                    order * ord = monster_attack(u, tu);
                    if (ord) {
                        addlist(&u->orders, ord);
                    }
                }
                else if (tu) {
                    tu = findunitg(ta->data.i, NULL);
                    if (tu != NULL) {
                        long_order = make_movement_order(u, tu->region, 2, allowed_walk);
                    }
                }
                else
                    a_remove(&u->attribs, ta);
            }

            /* All monsters guard the region: */
            if (!monster_is_waiting(u) && r->land) {
                addlist(&u->orders, create_order(K_GUARD, u->faction->locale, NULL));
            }

            /* Einheiten mit Bewegungsplan kriegen ein NACH: */
            if (long_order == NULL) {
                attrib *ta = a_find(u->attribs, &at_targetregion);
                if (ta) {
                    if (u->region == (region *)ta->data.v) {
                        a_remove(&u->attribs, ta);
                    }
                }
                else if (u_race(u)->flags & RCF_MOVERANDOM) {
                    if (rng_int() % 100 < MOVECHANCE || check_overpopulated(u)) {
                        long_order = monster_move(r, u);
                    }
                }
            }

            if (long_order == NULL && unit_can_study(u)) {
                /* Einheiten, die Waffenlosen Kampf lernen könnten, lernen es um
                 * zu bewachen: */
                if (u_race(u)->bonus[SK_WEAPONLESS] != -99) {
                    if (effskill(u, SK_WEAPONLESS, 0) < 1) {
                        long_order =
                            create_order(K_STUDY, f->locale, "'%s'",
                            skillname(SK_WEAPONLESS, f->locale));
                    }
                }
            }

            if (long_order == NULL) {
                /* Ab hier noch nicht generalisierte Spezialbehandlungen. */

                if (!u->orders) {
                    handle_event(u->attribs, "ai_move", u);
                }

                switch (old_race(u_race(u))) {
                case RC_SEASERPENT:
                    long_order = create_order(K_PIRACY, f->locale, NULL);
                    break;
#ifdef TODO_ALP
                case RC_ALP:
                    long_order = monster_seeks_target(r, u);
                    break;
#endif
                case RC_FIREDRAGON:
                case RC_DRAGON:
                case RC_WYRM:
                    long_order = plan_dragon(u);
                    break;
                default:
                    if (u_race(u)->flags & RCF_LEARN) {
                        long_order = monster_learn(u);
                    }
                    break;
                }
            }
            if (long_order) {
                addlist(&u->orders, long_order);
            }
        }
    }
    pathfinder_cleanup();
}
Beispiel #4
0
/** Use up resources for building an object.
* Build up to 'size' points of 'type', where 'completed'
* of the first object have already been finished. return the
* actual size that could be built.
*/
int build(unit * u, const construction * ctype, int completed, int want)
{
    const construction *type = ctype;
    int skills = INT_MAX;         /* number of skill points remainig */
    int basesk = 0;
    int made = 0;

    if (want <= 0)
        return 0;
    if (type == NULL)
        return ENOMATERIALS;
    if (type->improvement == NULL && completed == type->maxsize)
        return ECOMPLETE;
    if (type->btype != NULL) {
        building *b;
        if (!u->building || u->building->type != type->btype) {
            return EBUILDINGREQ;
        }
        b = inside_building(u);
        if (b == NULL)
            return EBUILDINGREQ;
    }

    if (type->skill != NOSKILL) {
        int effsk;
        int dm = get_effect(u, oldpotiontype[P_DOMORE]);

        assert(u->number);
        basesk = effskill(u, type->skill);
        if (basesk == 0)
            return ENEEDSKILL;

        effsk = basesk;
        if (inside_building(u)) {
            effsk = skillmod(u->building->type->attribs, u, u->region, type->skill,
                effsk, SMF_PRODUCTION);
        }
        effsk = skillmod(type->attribs, u, u->region, type->skill,
            effsk, SMF_PRODUCTION);
        if (effsk < 0)
            return effsk;             /* pass errors to caller */
        if (effsk == 0)
            return ENEEDSKILL;

        skills = effsk * u->number;

        /* technically, nimblefinge and domore should be in a global set of
         * "game"-attributes, (as at_skillmod) but for a while, we're leaving
         * them in here. */

        if (dm != 0) {
            /* Auswirkung Schaffenstrunk */
            dm = _min(dm, u->number);
            change_effect(u, oldpotiontype[P_DOMORE], -dm);
            skills += dm * effsk;
        }
    }
    for (; want > 0 && skills > 0;) {
        int c, n;

        /* skip over everything that's already been done:
         * type->improvement==NULL means no more improvements, but no size limits
         * type->improvement==type means build another object of the same time
         * while material lasts type->improvement==x means build x when type
         * is finished */
        while (type->improvement != NULL &&
            type->improvement != type &&
            type->maxsize > 0 && type->maxsize <= completed) {
            completed -= type->maxsize;
            type = type->improvement;
        }
        if (type == NULL) {
            if (made == 0)
                return ECOMPLETE;
            break;                    /* completed */
        }

        /*  Hier ist entweder maxsize == -1, oder completed < maxsize.
         *  Andernfalls ist das Datenfile oder sonstwas kaputt...
         *  (enno): Nein, das ist für Dinge, bei denen die nächste Ausbaustufe
         *  die gleiche wie die vorherige ist. z.b. gegenstände.
         */
        if (type->maxsize > 1) {
            completed = completed % type->maxsize;
        }
        else {
            completed = 0;
            assert(type->reqsize >= 1);
        }

        if (basesk < type->minskill) {
            if (made == 0)
                return ELOWSKILL;       /* not good enough to go on */
        }

        /* n = maximum buildable size */
        if (type->minskill > 1) {
            n = skills / type->minskill;
        }
        else {
            n = skills;
        }
        /* Flinkfingerring wirkt nicht auf Mengenbegrenzte (magische)
         * Talente */
        if (skill_limit(u->faction, type->skill) == INT_MAX) {
            const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
            item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
            int i = itm ? itm->number : 0;
            if (i > 0) {
                int rings = _min(u->number, i);
                n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
            }
        }

        if (want < n) n = want;

        if (type->maxsize > 0) {
            n = _min(type->maxsize - completed, n);
            if (type->improvement == NULL) {
                want = n;
            }
        }

        if (type->materials)
            for (c = 0; n > 0 && type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int need, prebuilt;
                int canuse = get_pooled(u, rtype, GET_DEFAULT, INT_MAX);

                if (inside_building(u)) {
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                }

                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);
                if (type->reqsize > 1) {
                    prebuilt =
                        required(completed, type->reqsize, type->materials[c].number);
                    for (; n;) {
                        need =
                            required(completed + n, type->reqsize, type->materials[c].number);
                        if (need - prebuilt <= canuse)
                            break;
                        --n;                /* TODO: optimieren? */
                    }
                }
                else {
                    int maxn = canuse / type->materials[c].number;
                    if (maxn < n)
                        n = maxn;
                }
            }
        if (n <= 0) {
            if (made == 0)
                return ENOMATERIALS;
            else
                break;
        }
        if (type->materials)
            for (c = 0; type->materials[c].number; c++) {
                const struct resource_type *rtype = type->materials[c].rtype;
                int prebuilt =
                    required(completed, type->reqsize, type->materials[c].number);
                int need =
                    required(completed + n, type->reqsize, type->materials[c].number);
                int multi = 1;
                int canuse = 100;       /* normalization */
                if (inside_building(u))
                    canuse = matmod(u->building->type->attribs, u, rtype, canuse);
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */
                canuse = matmod(type->attribs, u, rtype, canuse);

                assert(canuse % 100 == 0
                    || !"only constant multipliers are implemented in build()");
                multi = canuse / 100;
                if (canuse < 0)
                    return canuse;        /* pass errors to caller */

                use_pooled(u, rtype, GET_DEFAULT,
                    (need - prebuilt + multi - 1) / multi);
            }
        made += n;
        skills -= n * type->minskill;
        want -= n;
        completed = completed + n;
    }
    /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
    produceexp(u, ctype->skill, _min(made, u->number));

    return made;
}
Beispiel #5
0
void build_road(region * r, unit * u, int size, direction_t d)
{
    int n, left;
    region *rn = rconnect(r, d);

    assert(u->number);
    if (!eff_skill(u, SK_ROAD_BUILDING, r)) {
        cmistake(u, u->thisorder, 103, MSG_PRODUCE);
        return;
    }
    if (besieged(u)) {
        cmistake(u, u->thisorder, 60, MSG_PRODUCE);
        return;
    }

    if (rn == NULL || rn->terrain->max_road < 0) {
        cmistake(u, u->thisorder, 94, MSG_PRODUCE);
        return;
    }

    if (r->terrain->max_road < 0) {
        cmistake(u, u->thisorder, 94, MSG_PRODUCE);
        return;
    }

    if (r->terrain == newterrain(T_SWAMP)) {
        /* wenn kein Damm existiert */
        const struct building_type *bt_dam = bt_find("dam");
        if (!bt_dam || !buildingtype_exists(r, bt_dam, true)) {
            cmistake(u, u->thisorder, 132, MSG_PRODUCE);
            return;
        }
    }
    else if (r->terrain == newterrain(T_DESERT)) {
        const struct building_type *bt_caravan = bt_find("caravan");
        /* wenn keine Karawanserei existiert */
        if (!bt_caravan || !buildingtype_exists(r, bt_caravan, true)) {
            cmistake(u, u->thisorder, 133, MSG_PRODUCE);
            return;
        }
    }
    else if (r->terrain == newterrain(T_GLACIER)) {
        const struct building_type *bt_tunnel = bt_find("tunnel");
        /* wenn kein Tunnel existiert */
        if (!bt_tunnel || !buildingtype_exists(r, bt_tunnel, true)) {
            cmistake(u, u->thisorder, 131, MSG_PRODUCE);
            return;
        }
    }

    /* left kann man noch bauen */
    left = r->terrain->max_road - rroad(r, d);

    /* hoffentlich ist r->road <= r->terrain->max_road, n also >= 0 */
    if (left <= 0) {
        ADDMSG(&u->faction->msgs, msg_feedback(u, u->thisorder,
            "error_roads_finished", ""));
        return;
    }

    if (size > 0)
        left = _min(size, left);
    /* baumaximum anhand der rohstoffe */
    if (u_race(u) == get_race(RC_STONEGOLEM)) {
        n = u->number * GOLEM_STONE;
    }
    else {
        n = get_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, left);
        if (n == 0) {
            cmistake(u, u->thisorder, 151, MSG_PRODUCE);
            return;
        }
    }
    left = _min(n, left);

    /* n = maximum by skill. try to maximize it */
    n = u->number * eff_skill(u, SK_ROAD_BUILDING, r);
    if (n < left) {
        const resource_type *ring = get_resourcetype(R_RING_OF_NIMBLEFINGER);
        item *itm = ring ? *i_find(&u->items, ring->itype) : 0;
        if (itm != NULL && itm->number > 0) {
            int rings = _min(u->number, itm->number);
            n = n * ((roqf_factor() - 1) * rings + u->number) / u->number;
        }
    }
    if (n < left) {
        int dm = get_effect(u, oldpotiontype[P_DOMORE]);
        if (dm != 0) {
            int sk = eff_skill(u, SK_ROAD_BUILDING, r);
            int todo = (left - n + sk - 1) / sk;
            todo = _min(todo, u->number);
            dm = _min(dm, todo);
            change_effect(u, oldpotiontype[P_DOMORE], -dm);
            n += dm * sk;
        }                           /* Auswirkung Schaffenstrunk */
    }

    /* make minimum of possible and available: */
    n = _min(left, n);

    /* n is now modified by several special effects, so we have to
     * minimize it again to make sure the road will not grow beyond
     * maximum. */
    rsetroad(r, d, rroad(r, d) + (short)n);

    if (u_race(u) == get_race(RC_STONEGOLEM)) {
        int golemsused = n / GOLEM_STONE;
        if (n % GOLEM_STONE != 0) {
            ++golemsused;
        }
        scale_number(u, u->number - golemsused);
    }
    else {
        use_pooled(u, get_resourcetype(R_STONE), GET_DEFAULT, n);
        /* Nur soviel PRODUCEEXP wie auch tatsaechlich gemacht wurde */
        produceexp(u, SK_ROAD_BUILDING, _min(n, u->number));
    }
    ADDMSG(&u->faction->msgs, msg_message("buildroad",
        "region unit size", r, u, n));
}