static void recruit_dracoids(unit * dragon, int size) { faction *f = dragon->faction; region *r = dragon->region; const struct item *weapon = NULL; order *new_order = NULL; unit *un = create_unit(r, f, size, get_race(RC_DRACOID), 0, NULL, NULL); fset(un, UFL_ISNEW | UFL_MOVED); name_unit(un); change_money(dragon, -un->number * 50); equip_unit(un, get_equipment("recruited_dracoid")); setstatus(un, ST_FIGHT); for (weapon = un->items; weapon; weapon = weapon->next) { const weapon_type *wtype = weapon->type->rtype->wtype; if (wtype && (wtype->flags & WTF_MISSILE)) { setstatus(un, ST_BEHIND); } new_order = create_order(K_STUDY, f->locale, "'%s'", skillname(weapon->type->rtype->wtype->skill, f->locale)); } if (new_order != NULL) { addlist(&un->orders, new_order); } }
static order *monster_learn(unit * u) { int c = 0; int n; skill *sv; const struct locale *lang = u->faction->locale; /* can these monsters even study? */ if (!unit_can_study(u)) { return NULL; } /* Monster lernt ein zufälliges Talent aus allen, in denen es schon * Lerntage hat. */ for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { if (sv->level > 0) ++c; } if (c == 0) return NULL; n = rng_int() % c + 1; c = 0; for (sv = u->skills; sv != u->skills + u->skill_size; ++sv) { if (sv->level > 0) { if (++c == n) { return create_order(K_STUDY, lang, "'%s'", skillname(sv->id, lang)); } } } return NULL; }
/** Talente von Dämonen verschieben sich. */ static void demon_skillchanges(void) { region *r; for (r = regions; r; r = r->next) { unit *u; for (u = r->units; u; u = u->next) { if (u_race(u) == get_race(RC_DAEMON)) { skill *sv = u->skills; int upchance = 15; int downchance = 10; if (fval(u, UFL_HUNGER)) { /* hungry demons only go down, never up in skill */ static int rule_hunger = -1; if (rule_hunger < 0) { rule_hunger = get_param_int(global.parameters, "hunger.demon.skill", 0); } if (rule_hunger) { upchance = 0; downchance = 15; } } while (sv != u->skills + u->skill_size) { int roll = rng_int() % 100; if (sv->level > 0 && roll < upchance + downchance) { int weeks = 1 + rng_int() % 3; if (roll < downchance) { reduce_skill(u, sv, weeks); if (sv->level < 1) { /* demons should never forget below 1 */ set_level(u, sv->id, 1); } } else { while (weeks--) learn_skill(u, sv->id, 1.0); } if (sv->old > sv->level) { if (verbosity >= 3) { log_printf(stdout, "%s dropped from %u to %u:%u in %s\n", unitname(u), sv->old, sv->level, sv->weeks, skillname(sv->id, NULL)); } } } ++sv; } } } } }
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; }