Example #1
0
/// Log GrandStrategy state: what are the Priorities and who is Active?
void CvGrandStrategyAI::LogGrandStrategies(const FStaticVector< int, 5, true, c_eCiv5GameplayDLL >& vModifiedGrandStrategyPriorities)
{
	if(GC.getLogging() && GC.getAILogging())
	{
		CvString strOutBuf;
		CvString strBaseString;
		CvString strTemp;
		CvString playerName;
		CvString strDesc;
		CvString strLogName;

		// Find the name of this civ and city
		playerName = GetPlayer()->getCivilizationShortDescription();

		// Open the log file
		if(GC.getPlayerAndCityAILogSplit())
		{
			strLogName = "GrandStrategyAI_Log_" + playerName + ".csv";
		}
		else
		{
			strLogName = "GrandStrategyAI_Log.csv";
		}

		FILogFile* pLog;
		pLog = LOGFILEMGR.GetLog(strLogName, FILogFile::kDontTimeStamp);

		AIGrandStrategyTypes eGrandStrategy;

		// Loop through Grand Strategies
		for(int iGrandStrategyLoop = 0; iGrandStrategyLoop < GC.getNumAIGrandStrategyInfos(); iGrandStrategyLoop++)
		{
			// Get the leading info for this line
			strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
			strBaseString += playerName + ", ";

			eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategyLoop;

			// GrandStrategy Info
			CvAIGrandStrategyXMLEntry* pEntry = GC.getAIGrandStrategyInfo(eGrandStrategy);
			const char* szAIGrandStrategyType = (pEntry != NULL)? pEntry->GetType() : "Unknown Type";

			if(GetActiveGrandStrategy() == eGrandStrategy)
			{
				strTemp.Format("*** %s, %d, %d", szAIGrandStrategyType, GetGrandStrategyPriority(eGrandStrategy), vModifiedGrandStrategyPriorities[eGrandStrategy]);
			}
			else
			{
				strTemp.Format("%s, %d, %d", szAIGrandStrategyType, GetGrandStrategyPriority(eGrandStrategy), vModifiedGrandStrategyPriorities[eGrandStrategy]);
			}
			strOutBuf = strBaseString + strTemp;
			pLog->Msg(strOutBuf);
		}
	}
}
Example #2
0
/// Get the base Priority for a Grand Strategy; these are elements common to ALL Grand Strategies
int CvGrandStrategyAI::GetPersonalityAndGrandStrategy(FlavorTypes eFlavorType)
{
	if(m_eActiveGrandStrategy != NO_AIGRANDSTRATEGY)
	{
		CvAIGrandStrategyXMLEntry* pGrandStrategy = GetAIGrandStrategies()->GetEntry(m_eActiveGrandStrategy);
		int iModdedFlavor = pGrandStrategy->GetFlavorModValue(eFlavorType) + m_pPlayer->GetFlavorManager()->GetPersonalityIndividualFlavor(eFlavorType);
		iModdedFlavor = max(0,iModdedFlavor);
		return iModdedFlavor;
	}
	return m_pPlayer->GetFlavorManager()->GetPersonalityIndividualFlavor(eFlavorType);
}
Example #3
0
/// Get the base Priority for a Grand Strategy; these are elements common to ALL Grand Strategies
int CvGrandStrategyAI::GetBaseGrandStrategyPriority(AIGrandStrategyTypes eGrandStrategy)
{
	CvAIGrandStrategyXMLEntry* pGrandStrategy = GetAIGrandStrategies()->GetEntry(eGrandStrategy);

	int iPriority = 0;

	// Personality effect on Priority
	for(int iFlavorLoop = 0; iFlavorLoop < GC.getNumFlavorTypes(); iFlavorLoop++)
	{
		if(pGrandStrategy->GetFlavorValue(iFlavorLoop) != 0)
		{
			iPriority += (pGrandStrategy->GetFlavorValue(iFlavorLoop) * GetPlayer()->GetFlavorManager()->GetPersonalityIndividualFlavor((FlavorTypes) iFlavorLoop));
		}
	}

	return iPriority;
}
int CvGrandStrategyAI::GetPersonalityAndGrandStrategy(FlavorTypes eFlavorType)
#endif
{
	if(m_eActiveGrandStrategy != NO_AIGRANDSTRATEGY)
	{
		CvAIGrandStrategyXMLEntry* pGrandStrategy = GetAIGrandStrategies()->GetEntry(m_eActiveGrandStrategy);
		int iModdedFlavor = pGrandStrategy->GetFlavorModValue(eFlavorType) + m_pPlayer->GetFlavorManager()->GetPersonalityIndividualFlavor(eFlavorType);
		iModdedFlavor = max(0,iModdedFlavor);
#if defined(MOD_AI_SMART_V3)
		if(MOD_AI_SMART_V3 && bBoostGSMainFlavor && (pGrandStrategy->GetFlavorValue(eFlavorType) > 0))
		{
			iModdedFlavor = min(10, ((pGrandStrategy->GetFlavorValue(eFlavorType) + iModdedFlavor + 1) / 2));
		}
#endif
		return iModdedFlavor;
	}
	return m_pPlayer->GetFlavorManager()->GetPersonalityIndividualFlavor(eFlavorType);
}
Example #5
0
/// Runs every turn to try and figure out what other known Players' Grand Strategies are
void CvGrandStrategyAI::DoGuessOtherPlayersActiveGrandStrategy()
{
	CvWeightedVector<int, 5, true> vGrandStrategyPriorities;
	FStaticVector< int, 5, true, c_eCiv5GameplayDLL >  vGrandStrategyPrioritiesForLogging;

	GuessConfidenceTypes eGuessConfidence = NO_GUESS_CONFIDENCE_TYPE;

	int iGrandStrategiesLoop = 0;
	AIGrandStrategyTypes eGrandStrategy = NO_AIGRANDSTRATEGY;
	CvAIGrandStrategyXMLEntry* pGrandStrategy = 0;
	CvString strGrandStrategyName;

	CvTeam& pTeam = GET_TEAM(GetPlayer()->getTeam());

	int iMajorLoop = 0;
	PlayerTypes eMajor = NO_PLAYER;

	int iPriority = 0;

	// Establish world Military strength average
	int iWorldMilitaryAverage = GC.getGame().GetWorldMilitaryStrengthAverage(GetPlayer()->GetID(), true, true);

	// Establish world culture and tourism averages
	int iNumPlayersAlive = 0;
	int iWorldCultureAverage = 0;
	int iWorldTourismAverage = 0;
	for(iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
	{
		eMajor = (PlayerTypes) iMajorLoop;

		if(GET_PLAYER(eMajor).isAlive())
		{
			iWorldCultureAverage += GET_PLAYER(eMajor).GetJONSCultureEverGenerated();
			iWorldTourismAverage += GET_PLAYER(eMajor).GetCulture()->GetTourism();
			iNumPlayersAlive++;
		}
	}
	iWorldCultureAverage /= iNumPlayersAlive;
	iWorldTourismAverage /= iNumPlayersAlive;

	// Establish world Tech progress average
	iNumPlayersAlive = 0;
	int iWorldNumTechsAverage = 0;
	TeamTypes eTeam;
	for(int iTeamLoop = 0; iTeamLoop < MAX_MAJOR_CIVS; iTeamLoop++)	// Looping over all MAJOR teams
	{
		eTeam = (TeamTypes) iTeamLoop;

		if(GET_TEAM(eTeam).isAlive())
		{
			iWorldNumTechsAverage += GET_TEAM(eTeam).GetTeamTechs()->GetNumTechsKnown();
			iNumPlayersAlive++;
		}
	}
	iWorldNumTechsAverage /= iNumPlayersAlive;

	// Look at every Major we've met
	for(iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
	{
		eMajor = (PlayerTypes) iMajorLoop;

		if(GET_PLAYER(eMajor).isAlive() && iMajorLoop != GetPlayer()->GetID())
		{
			if(pTeam.isHasMet(GET_PLAYER(eMajor).getTeam()))
			{
				for(iGrandStrategiesLoop = 0; iGrandStrategiesLoop < GetAIGrandStrategies()->GetNumAIGrandStrategies(); iGrandStrategiesLoop++)
				{
					eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategiesLoop;
					pGrandStrategy = GetAIGrandStrategies()->GetEntry(iGrandStrategiesLoop);
					strGrandStrategyName = (CvString) pGrandStrategy->GetType();

					if(strGrandStrategyName == "AIGRANDSTRATEGY_CONQUEST")
					{
						iPriority = GetGuessOtherPlayerConquestPriority(eMajor, iWorldMilitaryAverage);
					}
					else if(strGrandStrategyName == "AIGRANDSTRATEGY_CULTURE")
					{
						iPriority = GetGuessOtherPlayerCulturePriority(eMajor, iWorldCultureAverage, iWorldTourismAverage);
					}
					else if(strGrandStrategyName == "AIGRANDSTRATEGY_UNITED_NATIONS")
					{
						iPriority = GetGuessOtherPlayerUnitedNationsPriority(eMajor);
					}
					else if(strGrandStrategyName == "AIGRANDSTRATEGY_SPACESHIP")
					{
						iPriority = GetGuessOtherPlayerSpaceshipPriority(eMajor, iWorldNumTechsAverage);
					}

					vGrandStrategyPriorities.push_back(iGrandStrategiesLoop, iPriority);
					vGrandStrategyPrioritiesForLogging.push_back(iPriority);
				}

				if(vGrandStrategyPriorities.size() > 0)
				{
					// Add "No Grand Strategy" in case we just don't have enough info to go on
					iPriority = /*40*/ GC.getAI_GRAND_STRATEGY_GUESS_NO_CLUE_WEIGHT();

					vGrandStrategyPriorities.push_back(NO_AIGRANDSTRATEGY, iPriority);
					vGrandStrategyPrioritiesForLogging.push_back(iPriority);

					vGrandStrategyPriorities.SortItems();

					eGrandStrategy = (AIGrandStrategyTypes) vGrandStrategyPriorities.GetElement(0);
					iPriority = vGrandStrategyPriorities.GetWeight(0);
					eGuessConfidence = NO_GUESS_CONFIDENCE_TYPE;

					// How confident are we in our Guess?
					if(eGrandStrategy != NO_AIGRANDSTRATEGY)
					{
						if(iPriority >= /*120*/ GC.getAI_GRAND_STRATEGY_GUESS_POSITIVE_THRESHOLD())
						{
							eGuessConfidence = GUESS_CONFIDENCE_POSITIVE;
						}
						else if(iPriority >= /*70*/ GC.getAI_GRAND_STRATEGY_GUESS_LIKELY_THRESHOLD())
						{
							eGuessConfidence = GUESS_CONFIDENCE_LIKELY;
						}
						else
						{
							eGuessConfidence = GUESS_CONFIDENCE_UNSURE;
						}
					}

					SetGuessOtherPlayerActiveGrandStrategy(eMajor, eGrandStrategy, eGuessConfidence);

					LogGuessOtherPlayerGrandStrategy(vGrandStrategyPrioritiesForLogging, eMajor);
				}

				vGrandStrategyPriorities.clear();
				vGrandStrategyPrioritiesForLogging.clear();
			}
		}
	}
}
Example #6
0
/// Runs every turn to determine what the player's Active Grand Strategy is and to change Priority Levels as necessary
void CvGrandStrategyAI::DoTurn()
{
	DoGuessOtherPlayersActiveGrandStrategy();

	int iGrandStrategiesLoop;
	AIGrandStrategyTypes eGrandStrategy;
	CvAIGrandStrategyXMLEntry* pGrandStrategy;
	CvString strGrandStrategyName;

	// Loop through all GrandStrategies to set their Priorities
	for(iGrandStrategiesLoop = 0; iGrandStrategiesLoop < GetAIGrandStrategies()->GetNumAIGrandStrategies(); iGrandStrategiesLoop++)
	{
		eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategiesLoop;
		pGrandStrategy = GetAIGrandStrategies()->GetEntry(iGrandStrategiesLoop);
		strGrandStrategyName = (CvString) pGrandStrategy->GetType();

		// Base Priority looks at Personality Flavors (0 - 10) and multiplies * the Flavors attached to a Grand Strategy (0-10),
		// so expect a number between 0 and 100 back from this
		int iPriority = GetBaseGrandStrategyPriority(eGrandStrategy);

		if(strGrandStrategyName == "AIGRANDSTRATEGY_CONQUEST")
		{
			iPriority += GetConquestPriority();
		}
		else if(strGrandStrategyName == "AIGRANDSTRATEGY_CULTURE")
		{
			iPriority += GetCulturePriority();
		}
		else if(strGrandStrategyName == "AIGRANDSTRATEGY_UNITED_NATIONS")
		{
			iPriority += GetUnitedNationsPriority();
		}
		else if(strGrandStrategyName == "AIGRANDSTRATEGY_SPACESHIP")
		{
			iPriority += GetSpaceshipPriority();
		}

		// Random element
		iPriority += GC.getGame().getJonRandNum(/*50*/ GC.getAI_GS_RAND_ROLL(), "Grand Strategy AI: GS rand roll.");

		// Give a boost to the current strategy so that small fluctuation doesn't cause a big change
		if(GetActiveGrandStrategy() == eGrandStrategy && GetActiveGrandStrategy() != NO_AIGRANDSTRATEGY)
		{
			iPriority += /*50*/ GC.getAI_GRAND_STRATEGY_CURRENT_STRATEGY_WEIGHT();
		}

		SetGrandStrategyPriority(eGrandStrategy, iPriority);
	}

	// Now look at what we think the other players in the game are up to - we might have an opportunity to capitalize somewhere
	int iNumPlayersAliveAndMet = 0;

	int iMajorLoop;

	for(iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
	{
		if(GET_PLAYER((PlayerTypes) iMajorLoop).isAlive())
		{
			if(GET_TEAM(GetPlayer()->getTeam()).isHasMet(GET_PLAYER((PlayerTypes) iMajorLoop).getTeam()))
			{
				iNumPlayersAliveAndMet++;
			}
		}
	}

	FStaticVector< int, 5, true, c_eCiv5GameplayDLL > viNumGrandStrategiesAdopted;
	int iNumPlayers;

	// Init vector
	for(iGrandStrategiesLoop = 0; iGrandStrategiesLoop < GetAIGrandStrategies()->GetNumAIGrandStrategies(); iGrandStrategiesLoop++)
	{
		iNumPlayers = 0;

		// Tally up how many players we think are pusuing each Grand Strategy
		for(iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
		{
			if(GetGuessOtherPlayerActiveGrandStrategy((PlayerTypes) iMajorLoop) == (AIGrandStrategyTypes) iGrandStrategiesLoop)
			{
				iNumPlayers++;
			}
		}

		viNumGrandStrategiesAdopted.push_back(iNumPlayers);
	}

	FStaticVector< int, 5, true, c_eCiv5GameplayDLL > viGrandStrategyChangeForLogging;

	int iChange;

	// Now modify our preferences based on how many people are going for stuff
	for(iGrandStrategiesLoop = 0; iGrandStrategiesLoop < GetAIGrandStrategies()->GetNumAIGrandStrategies(); iGrandStrategiesLoop++)
	{
		eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategiesLoop;
		// If EVERYONE else we know is also going for this Grand Strategy, reduce our Priority by 50%
		iChange = GetGrandStrategyPriority(eGrandStrategy) * /*50*/ GC.getAI_GRAND_STRATEGY_OTHER_PLAYERS_GS_MULTIPLIER();
		iChange = iChange * viNumGrandStrategiesAdopted[eGrandStrategy] / iNumPlayersAliveAndMet;
		iChange /= 100;

		ChangeGrandStrategyPriority(eGrandStrategy, -iChange);

		viGrandStrategyChangeForLogging.push_back(-iChange);
	}

	ChangeNumTurnsSinceActiveSet(1);

	// Now see which Grand Strategy should be active, based on who has the highest Priority right now
	// Grand Strategy must be run for at least 10 turns
	if(GetActiveGrandStrategy() == NO_AIGRANDSTRATEGY || GetNumTurnsSinceActiveSet() >= /*10*/ GC.getAI_GRAND_STRATEGY_NUM_TURNS_STRATEGY_MUST_BE_ACTIVE())
	{
		int iBestPriority = -1;
		int iPriority;

		AIGrandStrategyTypes eBestGrandStrategy = NO_AIGRANDSTRATEGY;

		for(iGrandStrategiesLoop = 0; iGrandStrategiesLoop < GetAIGrandStrategies()->GetNumAIGrandStrategies(); iGrandStrategiesLoop++)
		{
			eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategiesLoop;

			iPriority = GetGrandStrategyPriority(eGrandStrategy);

			if(iPriority > iBestPriority)
			{
				iBestPriority = iPriority;
				eBestGrandStrategy = eGrandStrategy;
			}
		}

		if(eBestGrandStrategy != GetActiveGrandStrategy())
		{
			SetActiveGrandStrategy(eBestGrandStrategy);
			m_pPlayer->GetCitySpecializationAI()->SetSpecializationsDirty(SPECIALIZATION_UPDATE_NEW_GRAND_STRATEGY);
		}
	}

	LogGrandStrategies(viGrandStrategyChangeForLogging);
}
Example #7
0
/// Log our guess as to other Players' Active Grand Strategy
void CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector< int, 5, true, c_eCiv5GameplayDLL >& vGrandStrategyPriorities, PlayerTypes ePlayer)
{
	if(GC.getLogging() && GC.getAILogging())
	{
		CvString strOutBuf;
		CvString strBaseString;
		CvString strTemp;
		CvString playerName;
		CvString otherPlayerName;
		CvString strDesc;
		CvString strLogName;

		// Find the name of this civ and city
		playerName = GetPlayer()->getCivilizationShortDescription();

		// Open the log file
		if(GC.getPlayerAndCityAILogSplit())
		{
			strLogName = "GrandStrategyAI_Guess_Log_" + playerName + ".csv";
		}
		else
		{
			strLogName = "GrandStrategyAI_Guess_Log.csv";
		}

		FILogFile* pLog;
		pLog = LOGFILEMGR.GetLog(strLogName, FILogFile::kDontTimeStamp);

		AIGrandStrategyTypes eGrandStrategy;
		int iPriority;

		// Loop through Grand Strategies
		for(int iGrandStrategyLoop = 0; iGrandStrategyLoop < GC.getNumAIGrandStrategyInfos(); iGrandStrategyLoop++)
		{
			// Get the leading info for this line
			strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
			strBaseString += playerName + ", ";

			eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategyLoop;
			iPriority = vGrandStrategyPriorities[iGrandStrategyLoop];

			CvAIGrandStrategyXMLEntry* pEntry = GC.getAIGrandStrategyInfo(eGrandStrategy);
			const char* szGrandStrategyType = (pEntry != NULL)? pEntry->GetType() : "Unknown Strategy";

			// GrandStrategy Info
			if(GetActiveGrandStrategy() == eGrandStrategy)
			{
				strTemp.Format("*** %s, %d", szGrandStrategyType, iPriority);
			}
			else
			{
				strTemp.Format("%s, %d", szGrandStrategyType, iPriority);
			}
			otherPlayerName = GET_PLAYER(ePlayer).getCivilizationShortDescription();
			strOutBuf = strBaseString + otherPlayerName + ", " + strTemp;

			if(GetGuessOtherPlayerActiveGrandStrategy(ePlayer) == eGrandStrategy)
			{
				// Confidence in our guess
				switch(GetGuessOtherPlayerActiveGrandStrategyConfidence(ePlayer))
				{
				case GUESS_CONFIDENCE_POSITIVE:
					strTemp.Format("Positive");
					break;
				case GUESS_CONFIDENCE_LIKELY:
					strTemp.Format("Likely");
					break;
				case GUESS_CONFIDENCE_UNSURE:
					strTemp.Format("Unsure");
					break;
				default:
					strTemp.Format("XXX");
					break;
				}

				strOutBuf += ", " + strTemp;
			}

			pLog->Msg(strOutBuf);
		}

		// One more entry for NO GRAND STRATEGY
		// Get the leading info for this line
		strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
		strBaseString += playerName + ", ";

		iPriority = vGrandStrategyPriorities[GC.getNumAIGrandStrategyInfos()];

		// GrandStrategy Info
		strTemp.Format("NO_GRAND_STRATEGY, %d", iPriority);
		otherPlayerName = GET_PLAYER(ePlayer).getCivilizationShortDescription();
		strOutBuf = strBaseString + otherPlayerName + ", " + strTemp;
		pLog->Msg(strOutBuf);
	}
}