Esempio n. 1
0
//----- Begin of function Nation::think_eliminate_enemy_unit -----//
//
// This function is called to eliminate remaining enemy firms
// when all enemy towns have been destroyed.
//
int Nation::think_eliminate_enemy_unit(int enemyNationRecno)
{
	Unit *unitPtr;
	int  hasWar;

	for( int i=unit_array.size() ; i>0 ; i-- )
	{
		if( unit_array.is_deleted(i) )
			continue;

		unitPtr = unit_array[i];

		if( unitPtr->nation_recno != enemyNationRecno )
			continue;

		if( !unitPtr->is_visible() || unitPtr->mobile_type != UNIT_LAND )		// only deal with land units now 
			continue;

		//--- only attack if we have any base town in the enemy unit's region ---//

		if( base_town_count_in_region(unitPtr->region_id()) == 0 )
			continue;

		//----- take into account of the mobile units around this town -----//

		int mobileCombatLevel = mobile_defense_combat_level(unitPtr->next_x_loc(), unitPtr->next_y_loc(), unitPtr->nation_recno, 1, hasWar);

		if( mobileCombatLevel == -1 )		// do not attack this town because a battle is already going on
			continue;

		return ai_attack_target(unitPtr->next_x_loc(), unitPtr->next_y_loc(), mobileCombatLevel + (int) unitPtr->unit_power());
	}

	return 0;
}
Esempio n. 2
0
//----- Begin of function Nation::think_eliminate_enemy_firm -----//
//
// This function is called to eliminate remaining enemy firms
// when all enemy towns have been destroyed.
//
int Nation::think_eliminate_enemy_firm(int enemyNationRecno)
{
	//---- look for enemy firms to attack ----//

	int  hasWar;
	Firm *firmPtr;

	for( int i=firm_array.size() ; i>0 ; i-- )
	{
		if( firm_array.is_deleted(i) )
			continue;

		firmPtr = firm_array[i];

		if( firmPtr->nation_recno != enemyNationRecno )
			continue;

		//--- only attack if we have any base town in the enemy firm's region ---//

		if( base_town_count_in_region(firmPtr->region_id)==0 )
			continue;

		//----- take into account of the mobile units around this town -----//

		int mobileCombatLevel = mobile_defense_combat_level(firmPtr->center_x, firmPtr->center_y, firmPtr->nation_recno, 1, hasWar);

		if( mobileCombatLevel == -1 )		// do not attack this town because a battle is already going on
			continue;
	
		//---- calculate the combat level of this target firm ----//

		int firmCombatLevel;

		if( firmPtr->firm_id == FIRM_CAMP )                              		// other civilian firms
			firmCombatLevel = ((FirmCamp*)firmPtr)->total_combat_level();
		else
			firmCombatLevel = firmPtr->worker_count * 10;		// civilian firms have very low combat level

		return ai_attack_target(firmPtr->loc_x1, firmPtr->loc_y1, mobileCombatLevel + firmCombatLevel);
	}
	
	return 0;
}
Esempio n. 3
0
//----- Begin of function Nation::think_eliminate_enemy_town -----//
//
// This function is called to eliminate remaining enemy firms
// when all enemy towns have been destroyed.
//
int Nation::think_eliminate_enemy_town(int enemyNationRecno)
{
	//---- look for enemy firms to attack ----//

	int  hasWar;
	Town *townPtr;

	for( int i=town_array.size() ; i>0 ; i-- )
	{
		if( town_array.is_deleted(i) )
			continue;

		townPtr = town_array[i];

		if( townPtr->nation_recno != enemyNationRecno )
			continue;

		//--- only attack if we have any base town in the enemy town's region ---//

		if( base_town_count_in_region(townPtr->region_id)==0 )
			continue;

		//----- take into account of the mobile units around this town -----//

		int mobileCombatLevel = mobile_defense_combat_level(townPtr->center_x, townPtr->center_y, townPtr->nation_recno, 1, hasWar);

		if( mobileCombatLevel == -1 )		// do not attack this town because a battle is already going on
			continue;

		//---- calculate the combat level of this target town ----//

		int townCombatLevel = townPtr->protection_available();

		return ai_attack_target(townPtr->loc_x1, townPtr->loc_y1, mobileCombatLevel + townCombatLevel);
	}

	return 0;
}
Esempio n. 4
0
File: oai_buil.cpp Progetto: 7k2/7k2
//--------- Begin of function Nation::think_destroy_raw_site_guard --------//
//
int Nation::think_destroy_raw_site_guard()
{
    Site* 	 sitePtr;
    Location* locPtr;
    Unit* 	 unitPtr;

    for( int i=site_array.size() ; i>0 ; i-- )
    {
        if( site_array.is_deleted(i) )
            continue;

        sitePtr = site_array[i];

        //--- if there is already a mine built on this raw site ---//

        if( sitePtr->has_mine )
            continue;

        //----- if there is a unit standing on this site -----//

        locPtr = world.get_loc( sitePtr->map_x_loc, sitePtr->map_y_loc );

        if( !locPtr->unit_recno(UNIT_LAND) )
            continue;

        unitPtr = unit_array[ locPtr->unit_recno(UNIT_LAND) ];

        if( unitPtr->cur_action != SPRITE_IDLE )		// only attack if this unit is idle
            continue;

        if( unitPtr->nation_recno == nation_recno )	// don't attack our own units
            continue;

        //------ check if we have a presence in this region ----//

        if( is_human() && base_town_count_in_region(sitePtr->region_id) == 0 )
            continue;

        //------ check the relationship with this unit ------//
        //
        // If we are friendly with this nation, don't attack it.
        //
        //---------------------------------------------------//

        if( get_relation_status(unitPtr->nation_recno) >= RELATION_FRIENDLY )
            continue;

        //--------- attack the enemy unit ---------//

        int hasWar;
        int enemyCombatLevel = mobile_defense_combat_level( sitePtr->map_x_loc,
                               sitePtr->map_y_loc, unitPtr->nation_recno, 1, hasWar );

        if( enemyCombatLevel == - 1 )		// a war is going on here, don't attack this target
            continue;

        if( ai_attack_target(sitePtr->map_x_loc, sitePtr->map_y_loc, enemyCombatLevel, 0, 0, 0, 0, 1) )		// 1-use all camps
            return 1;
    }

    return 0;
}