Esempio n. 1
0
//--------- Begin of function Unit::think_independent_unit --------//
//
// Think about the action of an independent unit. It first tries to
// settle to a town. If not successful, it will disband itself.
//
void Unit::think_independent_unit()
{
	if( !is_all_stop() )
		return;

	if( unit_mode )		// don't let them think a new action if they have something to do currently
		return;

	//------ if this unit is a hero -------//

	if( hero_id )
	{
		think_independent_hero();
		return;
	}

	//--- don't process if it's a spy and the notify cloak flag is on ---//

	if( spy_recno )
	{
		//---------------------------------------------//
		//
		// If notify_cloaked_nation_flag is 0, the AI
		// won't control the unit.
		//
		// If notify_cloaked_nation_flag is 1, the AI
		// will control the unit. But not immediately,
		// it will do it once 5 days so the player can
		// have a chance to select the unit and set its
		// notify_cloaked_nation_flag back to 0 if the
		// player wants.
		//
		//---------------------------------------------//

		if( spy_array[spy_recno]->notify_cloaked_nation_flag==0 )
			return;

		if( info.game_date%5 != sprite_recno%5 )
			return;
	}

	//-------- if this is a rebel ----------//

	if( unit_mode == UNIT_MODE_REBEL )
	{
		Rebel* rebelPtr = rebel_array[unit_mode_para];

		//--- if the group this rebel belongs to already has a rebel town, assign to it now ---//

		if( rebelPtr->town_recno )
		{
			if( !town_array.is_deleted(rebelPtr->town_recno) )
			{
				Town* townPtr = town_array[rebelPtr->town_recno];

				err_when( townPtr->rebel_recno != rebelPtr->rebel_recno );

				assign(townPtr->loc_x1, townPtr->loc_y1);
			}

			return;			// don't do anything if the town has been destroyed, Rebel::next_day() will take care of it. 
		}
	}
	//---- look for towns to assign to -----//

	Town *townPtr, *bestTown=NULL;
	int  regionId = world.get_region_id( next_x_loc(), next_y_loc() );
	int  curRating, bestRating=0;
	int  curXLoc = next_x_loc(), curYLoc = next_y_loc();

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

		townPtr = town_array[i];

		if( townPtr->nation_recno ||
			 townPtr->population >= MAX_TOWN_POPULATION ||
			 townPtr->region_id != regionId ||
			 townPtr->race_id != race_id )
		{
			continue;
		}

		curRating = world.distance_rating(curXLoc, curYLoc,
						townPtr->center_x, townPtr->center_y );

		if( curRating > bestRating )
		{
			bestRating = curRating;
			bestTown   = townPtr;
		}
	}

	if( bestTown )
	{
		err_when( unit_mode==UNIT_MODE_REBEL && rebel_array[unit_mode_para]->town_recno &&
					 rebel_array[unit_mode_para]->town_recno != bestTown->town_recno );

		assign(bestTown->loc_x1, bestTown->loc_y1);
	}
	else
		resign(COMMAND_AI);
}
Esempio n. 2
0
//--------- Begin of function Unit::process_ai --------//
//
// [int] forceExecute - whether force execute all AI functions
//								without checking day interavals.
//							   (default: 0)
//
void Unit::process_ai()
{
	if( unit_mode )		// let functions in OUN_MODE.CPP process units in specific modes 
		return;

	err_when( !nation_recno );

	//------ the behavior_mode of AI units is aggressive ------//

	behavior_mode = UNIT_AGGRESSIVE;

	//------- handle Seek Path failures ------//

	if( ai_handle_seek_path_fail() )
		return;

	//--- if it's a spy from other nation, don't control it ---//

	if( spy_recno && true_nation_recno() != nation_recno )
	{
		//--- a random chance of the AI catching the spy and resign it ---//

		if( is_visible() && misc.random(365 * FRAMES_PER_DAY)==0 )		// if the unit stay outside for one year, it will get caught
		{
			resign(COMMAND_AI);
			return;
		}

		if( !spy_array[spy_recno]->notify_cloaked_nation_flag )		// if notify_cloaked_nation_flag is 1, the nation will take it as its own spies
			return;
	}

	//----- think about rewarding this unit -----//

	if( race_id && rank_id != RANK_KING &&
		 info.game_date%5 == sprite_recno%5 )
	{
		think_reward();
	}

	//-----------------------------------------//

	if( !is_visible() )
		return;

	//----- think about using items -------//

	if( think_use_item() )
		return;

	//---- King flees under attack or surrounded by enemy ---//

	if( race_id && rank_id==RANK_KING )
	{
		if( think_king_flee() )
			return;
	}

	//---- General flees under attack or surrounded by enemy ---//

	if( race_id && rank_id==RANK_GENERAL &&
		 info.game_date%7 == sprite_recno%7 )
	{
		if( think_general_flee() )
			return;
	}

	//---- stop attacking a town with zero resistance ----//

	if( cur_order.mode==UNIT_ATTACK && nation_recno)
	{
		if( !base_obj_array.is_deleted(cur_order.para) )
		{
			BaseObj* baseObj = base_obj_array[cur_order.para];

			if( baseObj->cast_to_Town() && baseObj->cast_to_Town()->nation_recno==0
				 &&  baseObj->cast_to_Town()->resistance(nation_recno) < 1 )
			{
				stop_order();
				return;
			}
		}
	}

	//------ if the unit is not stop right now ------//

	if( !is_all_stop() )
	{
		think_stop_chase();
		return;
	}

	//-----------------------------------------//

	if( mobile_type==UNIT_LAND )
	{
		if( ai_escape_fire() )
			return;
	}

	//---------- if this is your spy --------//

	if( spy_recno && true_nation_recno()==nation_recno )
		think_spy_action();

	//----- if this unit is on a attack mission ----//

	if( is_all_stop() && in_ai_attack_mission )
	{
		if( ai_attack_next_target() )
			return;
	}

	//------ if this unit is from a camp --------//

	if( home_camp_firm_recno )
	{
		FirmCamp* firmCamp;
		FirmMonsterFortress* firmMonsterFortress;

		int   rc = 0;

		if( firm_array.is_deleted(home_camp_firm_recno) )
		{
			rc = 0;
		}
		if( (firmCamp = firm_array[home_camp_firm_recno]->cast_to_FirmCamp()) )
		{
			if( rank_id == RANK_SOLDIER )
				rc = firmCamp->soldier_count < MAX_SOLDIER;
			else
				rc = !firmCamp->overseer_recno;
		}
		else if( (firmMonsterFortress = firm_array[home_camp_firm_recno]->cast_to_FirmMonsterFortress()) )
		{
			rc = (unit_id == firmMonsterFortress->support_unit_id 
				&& !firmMonsterFortress->is_extra_builder_full()) 
				|| !firmMonsterFortress->is_soldier_full();		
		}
		else
		{
			err_here();
		}

		if( rc )
		{
			if( return_camp() )
				return;
		}

		home_camp_firm_recno = 0;		// the camp is already occupied by somebody
	}

	//------- if the unit is idle ------------//

	if( is_all_stop() )
	{
		if( race_id && rank_id==RANK_KING )
		{
			if( is_human() )
				think_king_action();
			else
				think_normal_monster_action();
		}
		else if( race_id && rank_id==RANK_GENERAL )
		{
			think_general_action();
		}
		else
		{
			int unitClass = unit_res[unit_id]->unit_class;

         //------ if this unit is a weapon ------//

			// ######### begin Gilbert 24/3 ########//
			// BUGHERE : monster weapon was UNIT_CLASS_MONSTER but now UNIT_CLASS_MONS_WEAPON
			if( unitClass == UNIT_CLASS_WEAPON || unitClass == UNIT_CLASS_MONS_WEAPON )
			// ######### end Gilbert 24/3 ########//
			{
				if( info.game_date%15 == sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
				{
					think_weapon_action();	//-- ships AI are called in UnitMarine --//
				}
			}

			//------ if this unit is a monster ------//

			else if( unitClass == UNIT_CLASS_MONSTER ||
					 unitClass == UNIT_CLASS_INSECT ||
					 unitClass == UNIT_CLASS_ANIMAL )
			{
				//--- if previous attempts for new action failed, don't call think_normal_human_action() so frequently then ---//

				if( ai_no_suitable_action )
				{
					if( info.game_date%15 != sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
						return;
				}

				if( !think_normal_monster_action() )
				{
					ai_no_suitable_action = true; 	// set this flag so think_normal_human_action() won't be called continously
					ai_move_to_nearby_firm(FIRM_LAIR);
				}
			}

			//------ if this unit is a human ------//

			else if( unitClass == UNIT_CLASS_HUMAN )
			{
				//--- if previous attempts for new action failed, don't call think_normal_human_action() so frequently then ---//

				if( ai_no_suitable_action )
				{
					if( info.game_date%15 != sprite_recno%15 )	// don't call too often as the action may fail and it takes a while to call the function each time
						return;
				}

				if( !think_normal_human_action() )
				{
					ai_no_suitable_action = true; 	// set this flag so think_normal_human_action() won't be called continously

//					if( !leader_unit_recno )		// only when the unit is not led by a commander
//						resign(COMMAND_AI);
//					else
						ai_move_to_nearby_town();
				}
			}

			//---- if this unit is a wagon -----//

			else if( unitClass == UNIT_CLASS_WAGON )
			{
				think_assign_human_to_town();
			}
		}
	}
}