int rc_skillmod(const struct race *rc, const region * r, skill_t sk) { int mods = 0; if (!skill_enabled(sk)) { return 0; } #ifdef FASTER_SKILLMOD unsigned int index = hashstring(rc->_name) % RCMODMAXHASH; struct skillmods **imods = &modhash[index]; while (*imods && (*imods)->race != rc) { imods = &(*imods)->next; } if (*imods == NULL) { *imods = init_skills(rc); } mods = (*imods)->mod[rterrain(r)].value[sk]; #else if (r) { mods = skill_mod(rc, sk, r->terrain); } #endif if (rc == get_race(RC_ELF) && r && r_isforest(r)) { if (sk == SK_PERCEPTION || sk == SK_STEALTH) { ++mods; } else if (sk == SK_TACTICS) { mods += 2; } } return mods; }
int lighthouse_view_distance(const building * b, const unit *u) { if (b->size >= 10 && (b->flags & BLD_MAINTAINED)) { int maxd = lighthouse_range(b); if (maxd > 0 && u && skill_enabled(SK_PERCEPTION)) { int sk = effskill(u, SK_PERCEPTION, NULL) / 3; assert(u->building == b); if (maxd > sk) maxd = sk; } return maxd; } return 0; }
bool check_leuchtturm(region * r, faction * f) { attrib *a; if (!fval(r->terrain, SEA_REGION)) { return false; } for (a = a_find(r->attribs, &at_lighthouse); a && a->type == &at_lighthouse; a = a->next) { building *b = (building *)a->data.v; assert(is_building_type(b->type, "lighthouse")); if (fval(b, BLD_MAINTAINED) && b->size >= 10) { int maxd = (int)log10(b->size) + 1; if (skill_enabled(SK_PERCEPTION) && f) { region *r2 = b->region; unit *u; int c = 0; int d = 0; for (u = r2->units; u; u = u->next) { if (u->building == b) { c += u->number; if (c > buildingcapacity(b)) break; if (u->faction == f) { if (!d) d = distance(r, r2); if (maxd < d) break; if (effskill(u, SK_PERCEPTION, 0) >= d * 3) return true; } } else if (c) break; /* first unit that's no longer in the house ends the search */ } } else { /* E3A rule: no perception req'd */ return true; } } } return false; }
int lighthouse_range(const building * b, const faction * f) { int d = 0; if (fval(b, BLD_MAINTAINED) && b->size >= 10) { int maxd = (int)log10(b->size) + 1; if (skill_enabled(SK_PERCEPTION)) { region *r = b->region; int c = 0; int cap = buildingcapacity(b); unit *u, *uown = building_owner(b); for (u = r->units; u; u = u->next) { if (u->building == b || u == uown) { c += u->number; if (c > cap) { break; } else if (f == NULL || u->faction == f) { int sk = effskill(u, SK_PERCEPTION, 0) / 3; d = _max(d, sk); d = _min(maxd, d); if (d == maxd) break; } } else if (c) break; /* first unit that's no longer in the house ends the search */ } } else { /* E3A rule: no perception req'd */ return maxd; } } return d; }
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(); }
static order *plan_dragon(unit * u) { attrib *ta = a_find(u->attribs, &at_targetregion); region *r = u->region; region *tr = NULL; bool move = false; order *long_order = NULL; if (ta == NULL) { move |= (r->land == 0 || r->land->peasants == 0); /* when no peasants, move */ move |= (r->land == 0 || r->land->money == 0); /* when no money, move */ } move |= chance(0.04); /* 4% chance to change your mind */ if (u_race(u) == get_race(RC_WYRM) && !move) { unit *u2; for (u2 = r->units; u2; u2 = u2->next) { /* wyrme sind einzelgänger */ if (u2 == u) { /* we do not make room for newcomers, so we don't need to look at them */ break; } if (u2 != u && u_race(u2) == u_race(u) && chance(0.5)) { move = true; break; } } } if (move) { /* dragon gets bored and looks for a different place to go */ ta = set_new_dragon_target(u, u->region, DRAGON_RANGE); } else ta = a_find(u->attribs, &at_targetregion); if (ta != NULL) { tr = (region *)ta->data.v; if (tr == NULL || !path_exists(u->region, tr, DRAGON_RANGE, allowed_dragon)) { ta = set_new_dragon_target(u, u->region, DRAGON_RANGE); if (ta) tr = findregion(ta->data.sa[0], ta->data.sa[1]); } } if (tr != NULL) { assert(long_order == NULL); switch (old_race(u_race(u))) { case RC_FIREDRAGON: long_order = make_movement_order(u, tr, 4, allowed_dragon); break; case RC_DRAGON: long_order = make_movement_order(u, tr, 3, allowed_dragon); break; case RC_WYRM: long_order = make_movement_order(u, tr, 1, allowed_dragon); break; default: break; } if (long_order) { reduce_weight(u); } if (rng_int() % 100 < 15) { const struct locale *lang = u->faction->locale; /* do a growl */ if (rname(tr, lang)) { addlist(&u->orders, create_order(K_MAIL, lang, "%s '%s... %s %s %s'", LOC(lang, parameters[P_REGION]), random_growl(), u->number == 1 ? "Ich rieche" : "Wir riechen", "etwas in", rname(tr, u->faction->locale))); } } } else { /* we have no target. do we like it here, then? */ long_order = get_money_for_dragon(u->region, u, income(u)); if (long_order == NULL) { /* money is gone, need a new target */ set_new_dragon_target(u, u->region, DRAGON_RANGE); } else if (u_race(u) != get_race(RC_FIREDRAGON)) { /* neue dracoiden! */ if (r->land && !fval(r->terrain, FORBIDDEN_REGION)) { int ra = 20 + rng_int() % 100; if (get_money(u) > ra * 50 + 100 && rng_int() % 100 < 50) { recruit_dracoids(u, ra); } } } } if (long_order == NULL) { skill_t sk = SK_PERCEPTION; /* study perception (or a random useful skill) */ while (!skill_enabled(sk) || u_race(u)->bonus[sk] < -5) { sk = (skill_t)(rng_int() % MAXSKILLS); } long_order = create_order(K_STUDY, u->faction->locale, "'%s'", skillname(sk, u->faction->locale)); } return long_order; }