Exemplo n.º 1
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()
{
	err_when( !nation_recno );

	//-*********** simulate aat ************-//
	#ifdef DEBUG
		if(debug_sim_game_type)
			return;
	#endif
	//-*********** simulate aat ************-//

	//------ the aggressive_mode of AI units is always 1 ------//

	aggressive_mode = 1;

	//------- 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
		{
			stop2();
			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;

	//--- if the unit has stopped, but ai_action_id hasn't been reset ---//

	if( cur_action==SPRITE_IDLE && action_mode==ACTION_STOP &&
		 action_mode2==ACTION_STOP && ai_action_id )
	{
		nation_array[nation_recno]->action_failure(ai_action_id, sprite_recno);

		err_when( ai_action_id );		// it should have been reset
	}

	//---- 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;
	}

	//-- let Unit::next_day() process it process original_action_mode --//

	if( original_action_mode )
		return;

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

	if( !is_ai_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 from a camp --------//

	if( home_camp_firm_recno )
	{
		Firm* firmCamp = firm_array[home_camp_firm_recno];
		int   rc;

		if( rank_id == RANK_SOLDIER )
			rc = firmCamp->worker_count < MAX_WORKER;
		else
			rc = !firmCamp->overseer_recno;

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

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

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

	if( race_id && rank_id==RANK_KING )
	{
		think_king_action();
	}
	else if( race_id && rank_id==RANK_GENERAL )
	{
		think_general_action();
	}
	else
	{
		if( unit_res[unit_id]->unit_class == UNIT_CLASS_WEAPON )
		{
			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 --//
			}
		}
		else if( race_id )
		{
			//--- 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 = 1; 	// 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();
				}
			}
		}
	}
}
Exemplo n.º 2
0
void Unit::think_spy_action()
{
	ai_move_to_nearby_town();		// just move it to one of our towns
}
Exemplo n.º 3
0
//--------- Begin of function Unit::betray ---------//
//
// If this unit is a spy, this function betray() will be
// called by Unit::spy_change_nation() or Firm::capture_firm().
//
// If this is not a spy, this function will only be called
// by think_betray() and other nation deinit functions.
//
int Unit::betray(int newNationRecno)
{
	//----- if this is a spy, call spy_change_nation -----//

	if( spy_recno &&
		 spy_array[spy_recno]->cloaked_nation_recno != newNationRecno ) 	// cloaked_nation_recno == newNationRecno if betray() is called by spy_change_nation() already
	{
		spy_change_nation(newNationRecno, COMMAND_AUTO);
		return 1;
	}

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

	err_when( newNationRecno && nation_array[newNationRecno]->is_human() &&		// monsters in firms should not betray to humans
			    is_monster() && unit_mode == UNIT_MODE_OVERSEE );		

	int unitRecno = sprite_recno;

	err_when( unit_array.is_truly_deleted(unitRecno) );

	err_when( rank_id == RANK_KING );

	if( nation_recno == newNationRecno )
		return 0;

	if( unit_mode == UNIT_MODE_CONSTRUCT_FIRM ||	 // don't change nation when the unit is constructing a firm
		 unit_mode == UNIT_MODE_CONSTRUCT_TOWN ||	 
		 unit_mode == UNIT_MODE_ON_SHIP   )  	// don't change nation when the unit is constructing a firm
	{
		return 0;
	}

	//--- special case: units in Monster Fortress cannot change nation ---//

	if( unit_mode == UNIT_MODE_OVERSEE &&
		 firm_array[unit_mode_para]->firm_id == FIRM_FORTRESS )
	{
		return 0;
	}

	//---------- add news -----------//

	if( nation_recno == nation_array.player_recno ||
		 newNationRecno == nation_array.player_recno )
	{
		//--- if this is a spy, don't display news message for betrayal as it is already displayed in Unit::spy_change_nation() ---//

		if( !spy_recno )
			news_array.unit_betray(sprite_recno, newNationRecno);
	}

	//------ change nation now ------//

	err_when( unit_array.is_truly_deleted(unitRecno) );

	change_nation(newNationRecno);

	err_when( unit_array.is_truly_deleted(unitRecno) );

	//-------- set the loyalty of the unit -------//

	if( nation_recno )
	{
		Nation* nationPtr = nation_array[nation_recno];

		loyalty = UNIT_BETRAY_LOYALTY + 10 + m.random(20);

		if( nationPtr->reputation > 0 )
			change_loyalty( (int) nationPtr->reputation );

		if( race_res.is_same_race( nationPtr->race_id, race_id ) )
			change_loyalty( 30 );

		err_when( loyalty < 0 || loyalty > 100 );

		update_loyalty();		// update target loyalty
	}
	else  //------ if change to independent rebel -------//
	{
		loyalty = 0;      // no loyalty needed
	}

	//--- if this unit is a general, change nation for the units he commands ---//

	if( rank_id==RANK_GENERAL )
	{
		err_when( !team_info );

		for( int i=0 ; i<team_info->member_count ; i++ )
		{
			int memberUnitRecno = team_info->member_unit_array[i];

			if( memberUnitRecno == unitRecno )		// this is the unit itself
				continue;

			Unit* unitPtr = unit_array[memberUnitRecno];

			if( !unitPtr->is_visible() )
				continue;

			if( unitPtr->spy_recno )		// if the unit is a spy
				unitPtr->spy_change_nation(newNationRecno, COMMAND_AUTO);
			else
				unitPtr->change_nation(newNationRecno);
		}
	}

	err_when( unit_array.is_truly_deleted(unitRecno) );

	//------ go to meet the new master -------//

	if( is_visible() && nation_recno )
	{
		if( !spy_recno || spy_array[spy_recno]->notify_cloaked_nation_flag )
		{
			if( is_civilian() )
				ai_move_to_nearby_town();
			else
				ai_move_to_nearby_firm(FIRM_CAMP, FIRM_FORT);
		}
	}

	err_when( unit_array.is_truly_deleted(unitRecno) );

	return 1;
}
Exemplo n.º 4
0
//--------- Begin of function Unit::think_independent_hero --------//
//
void Unit::think_independent_hero()
{
	//------ think about go to serve a kingdom -------//

	int bestNationRecno=0, curRating;

	int bestRating = (skill_level() + combat_level()/2) / 3;

	if( item.id )
		bestRating += (item_res.rareness(item.id)+1) * 10;

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

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

		Nation* nationPtr = nation_array[i];

		curRating = (int) nationPtr->reputation + nationPtr->overall_rating;

		if( sprite_recno%2==0 )			// some heroes look at kill_monster_score, but some don't
			curRating += (int) nationPtr->kill_monster_score/10;

		if( race_id == nationPtr->race_id )
			curRating += 10;

		if( curRating > bestRating )
		{
			bestRating = curRating;
			bestNationRecno = i;
		}
	}

	if( bestNationRecno )
	{
		//------ change nation now --------//

		if( !betray(bestNationRecno) )
			return;

		//---- the unit moves close to the newly joined nation ----//

		ai_move_to_nearby_town();
		return;
	}

	//---- randomly locate a destination to walk to ----//

	int xLoc, yLoc, regionId = region_id();

	for( i=100 ; i>0 ; i-- )
	{
		xLoc = m.random(MAX_WORLD_X_LOC);
		yLoc = m.random(MAX_WORLD_Y_LOC);

		Location* locPtr = world.get_loc(xLoc, yLoc);

		if( locPtr->walkable() && locPtr->region_id == regionId )
			break;
	}

	if( i==0 )
		return;

	move(xLoc, yLoc);
}
Exemplo n.º 5
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();
			}
		}
	}
}