Esempio n. 1
0
void CvPlayerAI::AI_doTurnPre()
{
	CvAssertMsg(getPersonalityType() != NO_LEADER, "getPersonalityType() is not expected to be equal with NO_LEADER");
	CvAssertMsg(getLeaderType() != NO_LEADER, "getLeaderType() is not expected to be equal with NO_LEADER");
	CvAssertMsg(getCivilizationType() != NO_CIVILIZATION, "getCivilizationType() is not expected to be equal with NO_CIVILIZATION");

	if(isHuman())
	{
		return;
	}

	AI_updateFoundValues();

	AI_doResearch();
	AI_considerAnnex();

	GetPlayerPolicies()->DoPolicyAI();

	if(isBarbarian())
	{
		return;
	}

	if(isMinorCiv())
	{
		return;
	}
}
Esempio n. 2
0
//AMS: Wait for some turns if no work slot is available.
GreatPeopleDirectiveTypes CvPlayerAI::GetDirectiveWriter(CvUnit* pGreatWriter)
{
	GreatPeopleDirectiveTypes eDirective = NO_GREAT_PEOPLE_DIRECTIVE_TYPE;

	// Defend against ideology pressure if not going for culture win
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && !GetDiplomacyAI()->IsGoingForCultureVictory() && GetCulture()->GetPublicOpinionUnhappiness() > 10)
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}

	// If not going for culture win and a Level 2 or 3 Tenet is available, try to snag it
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && !GetDiplomacyAI()->IsGoingForCultureVictory() && GetPlayerPolicies()->CanGetAdvancedTenet())
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}

	// Create Great Work if there is a slot
	GreatWorkType eGreatWork = pGreatWriter->GetGreatWork();
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && GetEconomicAI()->GetBestGreatWorkCity(pGreatWriter->plot(), eGreatWork))
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_USE_POWER;
	}
	else if ((GC.getGame().getGameTurn() - pGreatWriter->getGameTurnCreated()) >= GC.getAI_HOMELAND_GREAT_PERSON_TURNS_TO_WAIT())
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}
	//AMS: If still no directive, defaults at building great work.
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE)
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_USE_POWER;
	}

	return eDirective;
}
Esempio n. 3
0
void CvPlayerAI::AI_considerAnnex()
{
	AI_PERF("AI-perf.csv", "AI_ considerAnnex");

	// if the empire is unhappy, don't consider annexing
	if (IsEmpireUnhappy())
	{
		return;
	}

	// if we're going for a culture victory, don't consider annexing
	if (GetDiplomacyAI()->IsGoingForCultureVictory())
	{
		return;
	}

	// for Venice
	if (GetPlayerTraits()->IsNoAnnexing())
	{
		return;
	}

	// if their capital city is puppeted, annex it
	CvCity* pCity = getCapitalCity();
	if (pCity && pCity->IsPuppet())
	{
		// we should only annex one city a turn, and sense this is one, we're done!
		pCity->DoAnnex();
		return;
	}

	std::vector<CityAndProduction> aCityAndProductions;
	int iLoop = 0;
	pCity = NULL;

	// Find first coastal city in same area as settler
	for(pCity = firstCity(&iLoop); pCity != NULL; pCity = nextCity(&iLoop))
	{
		CityAndProduction kEval;
		kEval.pCity = pCity;
		kEval.iProduction = pCity->getYieldRateTimes100(YIELD_PRODUCTION, false);
		aCityAndProductions.push_back(kEval);
	}
	
	std::stable_sort(aCityAndProductions.begin(), aCityAndProductions.end(), CityAndProductionEval());
	
	CvCity* pTargetCity = NULL;
	float fCutoffValue = GC.getNORMAL_ANNEX();
	BuildingClassTypes eCourthouseType = NO_BUILDINGCLASS;
	// find courthouse
	for(int eBuildingType = 0; eBuildingType < GC.getNumBuildingInfos(); eBuildingType++)
	{
		const BuildingTypes eBuilding = static_cast<BuildingTypes>(eBuildingType);
		CvBuildingEntry* buildingInfo = GC.getBuildingInfo(eBuilding);

		if(buildingInfo)
		{
			if (buildingInfo->IsNoOccupiedUnhappiness())
			{
				eCourthouseType = (BuildingClassTypes)buildingInfo->GetBuildingClassType();
				break;
			}
		}
	}

	bool bCourthouseImprovement = false;
	if (eCourthouseType != NO_BUILDINGCLASS)
	{
		if (GetPlayerPolicies()->GetBuildingClassProductionModifier(eCourthouseType) > 0)
		{
			bCourthouseImprovement = true;
		}
	}

	if (bCourthouseImprovement)
	{
		fCutoffValue = GC.getAGGRESIVE_ANNEX();
	}

	uint uiCutOff = (uint)(aCityAndProductions.size() * fCutoffValue);
	for (uint ui = 0; ui < uiCutOff; ui++)
	{
		if (aCityAndProductions[ui].pCity->IsPuppet())
		{
			pTargetCity = aCityAndProductions[ui].pCity;
			break;
		}
	}

	if (pTargetCity)
	{
		if (!pTargetCity->IsResistance())
		{
			pTargetCity->DoAnnex();
		}
	}
}
Esempio n. 4
0
GreatPeopleDirectiveTypes CvPlayerAI::GetDirectiveWriter(CvUnit* pGreatWriter)
{
	GreatPeopleDirectiveTypes eDirective = NO_GREAT_PEOPLE_DIRECTIVE_TYPE;

	// Defend against ideology pressure if not going for culture win
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && !GetDiplomacyAI()->IsGoingForCultureVictory() && GetCulture()->GetPublicOpinionUnhappiness() > 10)
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}

	// If not going for culture win and a Level 2 or 3 Tenet is available, try to snag it
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && !GetDiplomacyAI()->IsGoingForCultureVictory() && GetPlayerPolicies()->CanGetAdvancedTenet())
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}

	// Create Great Work if there is a slot
	GreatWorkType eGreatWork = pGreatWriter->GetGreatWork();
	if (eDirective == NO_GREAT_PEOPLE_DIRECTIVE_TYPE && GetEconomicAI()->GetBestGreatWorkCity(pGreatWriter->plot(), eGreatWork))
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_USE_POWER;
	}
	else
	{
		eDirective = GREAT_PEOPLE_DIRECTIVE_CULTURE_BLAST;
	}

	return eDirective;
}