1 | {$INCLUDE Switches.inc}
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2 | unit AI;
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3 |
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4 | interface
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5 |
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6 | uses
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7 | {$IFDEF DEBUG}SysUtils,{$ENDIF} // necessary for debug exceptions
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8 | Protocol, CustomAI, ToolAI;
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9 |
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10 | type
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11 | UnitRole = (Roam, Defend);
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12 |
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13 | TAI = class(TToolAI)
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14 | constructor Create(Nation: integer); override;
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15 |
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16 | protected
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17 | procedure DoTurn; override;
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18 | procedure DoNegotiation; override;
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19 | function ChooseResearchAdvance: integer; override;
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20 | function ChooseGovernment: integer; override;
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21 | function WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean; override;
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22 |
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23 | procedure ProcessSettlers;
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24 | procedure ProcessUnit(uix: integer; Role: UnitRole);
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25 | procedure SetCityProduction;
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26 | end;
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27 |
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28 |
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29 | implementation
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30 |
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31 | uses
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32 | Pile;
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33 |
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34 | const
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35 | // fine adjustment
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36 | Aggressive = 40; // 0 = never attacks, 100 = attacks even with heavy losses
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37 | DestroyBonus = 30; // percent of building cost
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38 |
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39 |
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40 | constructor TAI.Create(Nation: integer);
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41 | begin
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42 | inherited;
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43 | end;
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44 |
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45 |
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46 | //-------------------------------
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47 | // MY TURN
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48 | //-------------------------------
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49 |
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50 | procedure TAI.DoTurn;
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51 | var
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52 | uix: integer;
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53 | begin
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54 | // correct tax rate if necessary
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55 | if RO.Money > RO.nCity * 16 then
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56 | ChangeRates(RO.TaxRate - 10, 0)
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57 | else if RO.Money < RO.nCity * 8 then
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58 | ChangeRates(RO.TaxRate + 10, 0);
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59 |
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60 | // better government form available?
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61 | if RO.Government <> gAnarchy then
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62 | if IsResearched(adTheRepublic) then
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63 | begin
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64 | if RO.Government <> gRepublic then
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65 | Revolution;
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66 | end
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67 | else if IsResearched(adMonarchy) then
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68 | begin
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69 | if RO.Government <> gMonarchy then
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70 | Revolution;
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71 | end;
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72 |
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73 | // do combat
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74 | for uix := 0 to RO.nUn - 1 do
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75 | if (MyUnit[uix].Loc >= 0) and not (MyModel[MyUnit[uix].mix].Kind in
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76 | [mkSettler, mkSlaves]) then
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77 | ProcessUnit(uix, Roam);
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78 |
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79 | ProcessSettlers;
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80 |
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81 | // do discover/patrol
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82 |
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83 | OptimizeCityTiles;
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84 | SetCityProduction;
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85 | end;
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86 |
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87 |
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88 | // ProcessSettlers: move settlers, do terrain improvement, found cities
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89 | procedure TAI.ProcessSettlers;
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90 | var
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91 | uix, cix, ecix, Loc, RadiusLoc, TestScore, BestNearCityScore, TerrType, Special, V21: integer;
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92 | Radius: TVicinity21Loc;
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93 | ResourceScore, CityScore: array[0..lxmax * lymax - 1] of integer;
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94 |
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95 | procedure ReserveCityRadius(Loc: integer);
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96 | var
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97 | V21, RadiusLoc: integer;
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98 | Radius: TVicinity21Loc;
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99 | begin
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100 | V21_to_Loc(Loc, Radius);
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101 | for V21 := 1 to 26 do
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102 | begin
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103 | RadiusLoc := Radius[V21];
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104 | if (RadiusLoc >= 0) and (RadiusLoc < MapSize) then
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105 | ResourceScore[RadiusLoc] := 0;
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106 | end;
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107 | end;
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108 |
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109 | begin
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110 | JobAssignment_Initialize;
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111 |
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112 | // rate resources of all tiles
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113 | fillchar(ResourceScore, MapSize * sizeof(integer), 0);
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114 | for Loc := 0 to MapSize - 1 do
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115 | if (Map[Loc] and fRare) = 0 then
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116 | if (Map[Loc] and fTerrain) = fGrass then
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117 | if (Map[Loc] and fSpecial) <> 0 then
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118 | ResourceScore[Loc] := 3 // plains, 3 points
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119 | else
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120 | ResourceScore[Loc] := 2 // grassland, 2 points
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121 | else if (Map[Loc] and fSpecial) <> 0 then
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122 | ResourceScore[Loc] := 4; // special resource, 4 points
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123 | for cix := 0 to RO.nCity - 1 do
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124 | if MyCity[cix].Loc >= 0 then
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125 | ReserveCityRadius(MyCity[cix].Loc); // these resources already have a city
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126 | for uix := 0 to RO.nUn - 1 do
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127 | if (MyUnit[uix].Loc >= 0) and (MyUnit[uix].Job = jCity) then
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128 | ReserveCityRadius(MyUnit[uix].Loc); // these resources almost already have a city
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129 | for ecix := 0 to RO.nEnemyCity - 1 do
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130 | if RO.EnemyCity[ecix].Loc >= 0 then
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131 | ReserveCityRadius(RO.EnemyCity[ecix].Loc);
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132 | // these resources already have an enemy city
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133 |
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134 | // rate possible new cities
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135 | fillchar(CityScore, MapSize * sizeof(integer), 0);
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136 | for Loc := 0 to MapSize - 1 do
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137 | if ((Map[Loc] and fTerrain) = fGrass) and ((Map[Loc] and fRare) = 0) and
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138 | ((RO.Territory[Loc] < 0) or (RO.Territory[Loc] = me)) then
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139 | // don't consider founding cities in foreign nation territory
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140 | begin
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141 | TestScore := 0;
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142 | BestNearCityScore := 0;
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143 | V21_to_Loc(Loc, Radius);
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144 | for V21 := 1 to 26 do
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145 | begin // sum resource scores in potential city radius
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146 | RadiusLoc := Radius[V21];
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147 | if (RadiusLoc >= 0) and (RadiusLoc < MapSize) then
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148 | begin
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149 | TestScore := TestScore + ResourceScore[RadiusLoc];
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150 | if CityScore[RadiusLoc] > BestNearCityScore then
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151 | BestNearCityScore := CityScore[RadiusLoc];
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152 | end;
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153 | end;
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154 | if TestScore >= 10 then // city is worth founding
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155 | begin
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156 | TestScore := TestScore shl 8 + ((loc xor me) * 4567) mod 251;
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157 | // some unexactness, random but always the same for this tile
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158 | if TestScore > BestNearCityScore then
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159 | begin // better than all other sites in radius
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160 | if BestNearCityScore > 0 then // found no other cities in radius
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161 | begin
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162 | for V21 := 1 to 26 do
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163 | begin
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164 | RadiusLoc := Radius[V21];
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165 | if (RadiusLoc >= 0) and (RadiusLoc < MapSize) then
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166 | CityScore[RadiusLoc] := 0;
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167 | end;
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168 | end;
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169 | CityScore[Loc] := TestScore;
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170 | end;
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171 | end;
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172 | end;
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173 | for Loc := 0 to MapSize - 1 do
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174 | if CityScore[Loc] > 0 then
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175 | JobAssignment_AddJob(Loc, jCity, 10);
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176 |
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177 | // improve terrain
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178 | for cix := 0 to RO.nCity - 1 do
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179 | with MyCity[cix] do
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180 | if Loc >= 0 then
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181 | begin
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182 | V21_to_Loc(Loc, Radius);
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183 | for V21 := 1 to 26 do
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184 | if (Tiles and (1 shl V21) and not (1 shl CityOwnTile)) <> 0 then
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185 | begin // tile is exploited, but not the city own tile -- check if improvable
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186 | RadiusLoc := Radius[V21];
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187 | assert((RadiusLoc >= 0) and (RadiusLoc < MapSize));
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188 | if (RadiusLoc >= 0) and (RadiusLoc < MapSize) then
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189 | begin
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190 | TerrType := Map[RadiusLoc] and fTerrain;
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191 | Special := Map[RadiusLoc] shr 5 and 3;
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192 | if TerrType >= fGrass then // can't improve water tiles
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193 | if (Terrain[TerrType].IrrEff > 0) // terrain is irrigatable
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194 | and not ((RO.Government = gDespotism) and
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195 | (Terrain[TerrType].FoodRes[Special] >= 3))
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196 | // improvement makes no sense when limit is depotism
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197 | and ((Map[RadiusLoc] and fTerImp) = 0) then // no terrain improvement yet
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198 | JobAssignment_AddJob(RadiusLoc, jIrr, 50) // irrigate!
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199 | else if (Terrain[TerrType].MoveCost = 1) // plain terrain
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200 | and ((Map[RadiusLoc] and (fRoad or fRR or fRiver)) = 0) then
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201 | // no road or railroad yet, no river
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202 | JobAssignment_AddJob(RadiusLoc, jRoad, 40);
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203 | // build road (The Wheel trade benefit)
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204 | end;
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205 | end;
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206 | end;
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207 |
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208 | // choose all settlers to work
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209 | for uix := 0 to RO.nUn - 1 do
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210 | if (MyUnit[uix].Loc >= 0) and (MyModel[MyUnit[uix].mix].Kind in
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211 | [mkSettler, mkSlaves]) then
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212 | JobAssignment_AddUnit(uix);
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213 |
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214 | JobAssignment_Go;
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215 | end; // ProcessSettlers
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216 |
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217 |
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218 | // ProcessUnit: execute attack, capture, discover or patrol task according to unit role
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219 | procedure TAI.ProcessUnit(uix: integer; Role: UnitRole);
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220 | const
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221 | DistanceScore = 4;
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222 | var
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223 | BestScore, BestCount, BestLoc, TerrType, TestLoc, NextLoc, TestDistance,
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224 | Tile, V8, TestScore, euix, MyDamage, EnemyDamage, TerrOwner, StepSize, OldLoc,
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225 | AttackForecast, MoveResult, AttackResult: integer;
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226 | Exhausted: boolean;
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227 | TestTask, BestTask: (utNone, utAttack, utCapture, utDiscover, utPatrol, utGoHome);
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228 | Adjacent: TVicinity8Loc;
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229 | AdjacentUnknown: array[0..lxmax * lymax - 1] of integer;
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230 | begin
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231 | Pile.Create(MapSize);
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232 | with MyUnit[uix] do
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233 | repeat
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234 | BestScore := -999999;
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235 | BestTask := utNone;
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236 | FillChar(AdjacentUnknown, SizeOf(AdjacentUnknown), $FF);
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237 | // -1, indicates tiles not checked yet
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238 | Pile.Empty;
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239 | Pile.Put(Loc, 0); // start search for something to do at current location
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240 | while Pile.Get(TestLoc, TestDistance) do
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241 | begin
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242 | TestScore := 0;
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243 | Tile := Map[TestLoc];
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244 | AdjacentUnknown[TestLoc] := 0;
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245 |
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246 | if ((Tile and fUnit) <> 0) and ((Tile and fOwned) = 0) then
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247 | begin // enemy unit
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248 | Unit_FindEnemyDefender(TestLoc, euix);
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249 | if RO.Treaty[RO.EnemyUn[euix].Owner] < trPeace then
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250 | begin // unfriendly unit -- check attack
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251 | if Unit_AttackForecast(uix, TestLoc, 100, AttackForecast) then
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252 | begin // attack possible, but advantageous?
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253 | if AttackForecast > 0 then
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254 | begin // enemy unit would be destroyed
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255 | MyDamage := Health - AttackForecast;
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256 | EnemyDamage := RO.EnemyUn[euix].Health + DestroyBonus;
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257 | end
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258 | else // own unit would be destroyed
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259 | begin
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260 | MyDamage := Health + DestroyBonus;
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261 | EnemyDamage := RO.EnemyUn[euix].Health + AttackForecast;
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262 | end;
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263 | TestScore := Aggressive * 2 *
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264 | (EnemyDamage * RO.EnemyModel[RO.EnemyUn[euix].emix].Cost) div
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265 | (MyDamage * MyModel[mix].Cost);
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266 | if TestScore <= 100 then
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267 | TestScore := 0 // own losses exceed enemy losses, no good
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268 | else
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269 | begin
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270 | TestScore := (TestScore - 100) div 10 + 30;
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271 | TestTask := utAttack;
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272 | end;
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273 | end;
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274 | end;
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275 | end // enemy unit
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276 |
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277 | else if ((Tile and fCity) <> 0) and ((Tile and fOwned) = 0) then
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278 | begin // enemy city, empty or unobserved
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279 | if (MyModel[mix].Domain = dGround)
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280 | // ships of this AI have no long-range guns, so don't try to attack cities with them
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281 | and ((RO.Territory[TestLoc] <
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282 | 0) // happens only for unobserved cities of extinct tribes, new owner unknown
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283 | or (RO.Treaty[RO.Territory[TestLoc]] < trPeace)) then
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284 | begin // unfriendly city -- check attack/capture
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285 | if (Tile and fObserved) <> 0 then
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286 | begin // observed and no unit present -- city is undefended, capture!
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287 | TestScore := 40;
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288 | TestTask := utCapture;
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289 | end
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290 | else if Role = Roam then
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291 | begin // unobserved city, possibly defended -- go for attack
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292 | TestScore := 30;
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293 | TestTask := utPatrol;
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294 | end;
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295 | end;
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296 | end // enemy city, empty or unobserved
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297 |
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298 | else
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299 | begin // no enemy city or unit here
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300 | // add surrounding tiles to queue, but only if there's a chance to beat BestScore
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301 | if 50 - DistanceScore * (TestDistance + 1) >= BestScore then
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302 | // assume a score of 50 is the best achievable
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303 | begin
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304 | V8_to_Loc(TestLoc, Adjacent);
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305 | for V8 := 0 to 7 do
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306 | begin
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307 | NextLoc := Adjacent[V8];
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308 | if (NextLoc >= 0) and (NextLoc < MapSize) and
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309 | (AdjacentUnknown[NextLoc] < 0) then // tile not checked yet
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310 | begin
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311 | TerrType := Map[NextLoc] and fTerrain;
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312 | if TerrType = fUNKNOWN then
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313 | Inc(AdjacentUnknown[TestLoc])
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314 | else
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315 | begin
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316 | case MyModel[mix].Domain of
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317 | dGround:
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318 | begin
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319 | TerrOwner := RO.Territory[NextLoc];
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320 | if (TerrType >= fGrass) and
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321 | (TerrType <> fArctic) // terrain can be walked
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322 | and ((TerrOwner < 0) or (TerrOwner = me) or
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323 | (RO.Treaty[TerrOwner] < trPeace)) // no peace treaty violated
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324 | and (((Map[NextLoc] and (fUnit or fCity)) <>
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325 | 0) or (Map[TestLoc] and Map[NextLoc] and fInEnemyZoC = 0)) then
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326 | // no ZoC violated
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327 | begin // yes, consider walking this tile
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328 | if TerrType = fMountains then
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329 | StepSize := 2 // mountains cause delay
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330 | else
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331 | StepSize := 1;
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332 | end
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333 | else
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334 | StepSize := 0; // no, don't walk here
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335 | end;
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336 | dSea:
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337 | if TerrType = fShore then // ships of this AI can only move along shore
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338 | StepSize := 1
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339 | else
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340 | StepSize := 0;
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341 | dAir:
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342 | StepSize := 1;
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343 | end;
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344 | if StepSize > 0 then
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345 | Pile.Put(NextLoc, TestDistance + StepSize);
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346 | end;
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347 | end;
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348 | end;
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349 | end;
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350 | if Role = Defend then TestScore := 0 // don't discover/patrol
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351 | else if AdjacentUnknown[TestLoc] > 0 then
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352 | begin
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353 | TestScore := 20 + AdjacentUnknown[TestLoc];
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354 | TestTask := utDiscover;
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355 | end
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356 | else
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357 | begin
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358 | TestScore := (RO.Turn - RO.MapObservedLast[TestLoc]) div 10;
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359 | TestTask := utPatrol;
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360 | end;
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361 | end; // no enemy city or unit here
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362 |
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363 | if TestScore > 0 then
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364 | begin
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365 | TestScore := TestScore - DistanceScore * TestDistance;
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366 | if TestScore > BestScore then
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367 | BestCount := 0;
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368 | if TestScore >= BestScore then
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369 | begin
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370 | Inc(BestCount);
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371 | if random(BestCount) = 0 then
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372 | begin
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373 | BestScore := TestScore;
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374 | BestLoc := TestLoc;
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375 | BestTask := TestTask;
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376 | end;
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377 | end;
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378 | end;
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379 | end;
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380 |
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381 | if (BestTask = utNone) and ((Map[Loc] and fCity) = 0) then
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382 | begin // nothing to do, move home
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383 | if Home >= 0 then
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384 | BestLoc := MyCity[Home].Loc
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385 | else
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386 | BestLoc := maNextCity;
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387 | BestTask := utGoHome;
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388 | end;
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389 | if BestTask <> utNone then
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390 | begin // attack/capture/discover/patrol task found, execute it
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391 | OldLoc := Loc;
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392 | MoveResult := Unit_Move(uix, BestLoc);
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393 | Exhausted := (Loc = OldLoc) or
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394 | ((MoveResult and (rMoreTurns or rUnitRemoved)) <> 0);
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395 | if (BestTask = utAttack) and ((MoveResult and rLocationReached) <> 0) then
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396 | if Movement < 100 then
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397 | Exhausted := True
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398 | else
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399 | begin
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400 | AttackResult := Unit_Attack(uix, BestLoc);
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401 | Exhausted := ((AttackResult and rExecuted) = 0) or
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402 | ((AttackResult and rUnitRemoved) <> 0);
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403 | end;
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404 | if not Exhausted then
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405 | Exhausted := (Movement < 100) and
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406 | ((Map[Loc] and (fRoad or fRR or fRiver or fCity)) = 0);
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407 | // no road, too few movement points for further movement
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408 | end
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409 | else
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410 | Exhausted := True;
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411 | until Exhausted;
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412 | Pile.Free;
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413 | end; // ProcessUnit
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414 |
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415 |
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416 | // SetCityProduction: choose production of each city
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417 | procedure TAI.SetCityProduction;
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418 | var
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419 | cix, mix, mixSettler, mixShip, mixArmy, V8, NewImprovement, Count, wix, AdjacentLoc: integer;
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420 | IsPort: boolean;
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421 | Adjacent: TVicinity8Loc;
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422 | Report: TCityReport;
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423 |
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424 | procedure TryBuild(Improvement: integer);
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425 | begin
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426 | if (NewImprovement < 0) // already improvement of higher priority found
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427 | and (MyCity[cix].Built[Improvement] = 0) // not built yet
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428 | and City_Improvable(cix, Improvement) then
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429 | NewImprovement := Improvement;
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430 | end;
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431 |
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432 | begin
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433 | // only produce newest models
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434 | mixSettler := -1;
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435 | mixArmy := -1;
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436 | mixShip := -1;
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437 | for mix := 0 to RO.nModel - 1 do
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438 | with MyModel[mix] do
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439 | if Kind = mkSettler then
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440 | mixSettler := mix
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441 | else if (Domain = dGround) and (Kind < mkSpecial_TownGuard) then
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442 | mixArmy := mix
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443 | else if Domain = dSea then
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444 | mixShip := mix;
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445 |
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446 | for cix := 0 to RO.nCity - 1 do
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447 | with MyCity[cix] do
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448 | if (RO.Turn = 0) or ((Flags and chProduction) <> 0) // city production complete
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449 | or not City_HasProject(cix) then
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450 | begin // check production
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451 | IsPort := False;
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452 | V8_to_Loc(Loc, Adjacent);
|
---|
453 | for v8 := 0 to 7 do
|
---|
454 | begin
|
---|
455 | AdjacentLoc := Adjacent[V8];
|
---|
456 | if (AdjacentLoc >= 0) and (AdjacentLoc < MapSize) and
|
---|
457 | ((Map[AdjacentLoc] and fTerrain) = fShore) then
|
---|
458 | IsPort := True; // shore tile at adjacent location -- city is port!
|
---|
459 | end;
|
---|
460 | City_GetReport(cix, Report);
|
---|
461 |
|
---|
462 | if (Report.Support = 0) or (SupportFree[RO.Government] < 2) and
|
---|
463 | (Report.Support < Report.ProdRep div 2) then
|
---|
464 | begin // enough material to support more units
|
---|
465 | if (RO.Turn > 4) and ((Report.Eaten - Size * 2) div
|
---|
466 | SettlerFood[RO.Government] < Size div 4) then
|
---|
467 | // less than 1 settler per 4 citizens -- produce more!
|
---|
468 | City_StartUnitProduction(cix, mixSettler)
|
---|
469 | else if IsPort and (mixShip >= 0) and (random(2) = 0) then
|
---|
470 | City_StartUnitProduction(cix, mixShip)
|
---|
471 | else
|
---|
472 | City_StartUnitProduction(cix, mixArmy);
|
---|
473 | end
|
---|
474 | else
|
---|
475 | begin // check for building a city improvement
|
---|
476 | NewImprovement := -1;
|
---|
477 | if Built[imPalace] + Built[imCourt] + Built[imTownHall] = 0 then
|
---|
478 | begin
|
---|
479 | TryBuild(imCourt);
|
---|
480 | TryBuild(imTownHall);
|
---|
481 | end;
|
---|
482 | if Report.Trade - Report.Corruption >= 11 then
|
---|
483 | TryBuild(imLibrary);
|
---|
484 | if Report.Trade - Report.Corruption >= 11 then
|
---|
485 | TryBuild(imMarket);
|
---|
486 | if Size >= 9 then
|
---|
487 | TryBuild(imHighways);
|
---|
488 | if (RO.Government <> gDespotism) and (Size >= 4) then
|
---|
489 | TryBuild(imTemple);
|
---|
490 | if (RO.Government <> gDespotism) and (Size >= 6) then
|
---|
491 | TryBuild(imTheater);
|
---|
492 | if (RO.Government <> gDespotism) and (Size >= 8) then
|
---|
493 | TryBuild(imAqueduct);
|
---|
494 | if (Report.ProdRep >= 4) or (RO.nCity = 1) then
|
---|
495 | TryBuild(imBarracks);
|
---|
496 | TryBuild(imWalls);
|
---|
497 | if IsPort then
|
---|
498 | TryBuild(imCoastalFort);
|
---|
499 | if NewImprovement < 0 then
|
---|
500 | begin // nothing to produce -- check for building a wonder
|
---|
501 | Count := 0;
|
---|
502 | for wix := 0 to nImp - 1 do
|
---|
503 | if (Imp[wix].Kind = ikWonder) and (RO.Wonder[wix].CityID = -1) // not built yet
|
---|
504 | and ((Report.ProdRep - Report.Support) * 40 >= Imp[wix].Cost)
|
---|
505 | // takes less than 40 turns to produce
|
---|
506 | and City_Improvable(cix, wix) then
|
---|
507 | begin
|
---|
508 | Inc(Count);
|
---|
509 | if random(Count) = 0 then
|
---|
510 | NewImprovement := wix; // yes, build this wonder!
|
---|
511 | end;
|
---|
512 | end;
|
---|
513 | if NewImprovement >= 0 then
|
---|
514 | City_StartImprovement(cix, NewImprovement)
|
---|
515 | else if City_HasProject(cix) then
|
---|
516 | City_StopProduction(cix); // nothing to produce
|
---|
517 | end;
|
---|
518 | end; // check production
|
---|
519 | end; // SetCityProduction
|
---|
520 |
|
---|
521 |
|
---|
522 | function TAI.ChooseResearchAdvance: integer;
|
---|
523 | var
|
---|
524 | mix: integer;
|
---|
525 | begin
|
---|
526 | if not IsResearched(adWheel) then
|
---|
527 | begin
|
---|
528 | Result := adWheel;
|
---|
529 | exit;
|
---|
530 | end // research the wheel first
|
---|
531 | else if not IsResearched(adWarriorCode) then
|
---|
532 | begin
|
---|
533 | Result := adWarriorCode;
|
---|
534 | exit;
|
---|
535 | end // research warrior code first
|
---|
536 | else if not IsResearched(adHorsebackRiding) then
|
---|
537 | begin
|
---|
538 | Result := adHorsebackRiding;
|
---|
539 | exit;
|
---|
540 | end; // research horseback riding first
|
---|
541 |
|
---|
542 | Result := -1; // random advance
|
---|
543 | if random(10) = 0 then
|
---|
544 | begin // check military research
|
---|
545 | Result := adMilitary;
|
---|
546 | if IsResearched(adMapMaking) and (random(2) = 0) then
|
---|
547 | begin // try to develop new ship
|
---|
548 | PrepareNewModel(dSea);
|
---|
549 | SetNewModelFeature(mcDefense, 3);
|
---|
550 | SetNewModelFeature(mcOffense, RO.DevModel.MaxWeight - 3);
|
---|
551 | end
|
---|
552 | else
|
---|
553 | begin // try to develop new ground unit
|
---|
554 | PrepareNewModel(dGround);
|
---|
555 | SetNewModelFeature(mcDefense, 1);
|
---|
556 | SetNewModelFeature(mcOffense, RO.DevModel.MaxWeight - 4);
|
---|
557 | SetNewModelFeature(mcMob, 2);
|
---|
558 | end;
|
---|
559 |
|
---|
560 | // don't develop model twice
|
---|
561 | for mix := 0 to RO.nModel - 1 do
|
---|
562 | if (RO.DevModel.Domain = MyModel[mix].Domain) and
|
---|
563 | (RO.DevModel.Attack = MyModel[mix].Attack) and
|
---|
564 | (RO.DevModel.Defense = MyModel[mix].Defense) then
|
---|
565 | Result := -1; // already have this model
|
---|
566 | end;
|
---|
567 | end; // ChooseResearchAdvance
|
---|
568 |
|
---|
569 |
|
---|
570 | function TAI.ChooseGovernment: integer;
|
---|
571 | begin
|
---|
572 | if IsResearched(adTheRepublic) then
|
---|
573 | Result := gRepublic
|
---|
574 | else if IsResearched(adMonarchy) then
|
---|
575 | Result := gMonarchy
|
---|
576 | else
|
---|
577 | Result := gDespotism;
|
---|
578 | end;
|
---|
579 |
|
---|
580 |
|
---|
581 | //-------------------------------
|
---|
582 | // DIPLOMACY
|
---|
583 | //-------------------------------
|
---|
584 |
|
---|
585 | function TAI.WantNegotiation(Nation: integer; NegoTime: TNegoTime): boolean;
|
---|
586 | begin
|
---|
587 | Result := (NegoTime = EnemyCalled) // always accept contact
|
---|
588 | or (NegoTime = EndOfTurn) and (RO.Turn mod 20 = Nation + me);
|
---|
589 | // ask for contact only once in 20 turns
|
---|
590 | end;
|
---|
591 |
|
---|
592 | procedure TAI.DoNegotiation;
|
---|
593 | begin
|
---|
594 | if (RO.Treaty[Opponent] < trPeace) and Odd(me + Opponent) then
|
---|
595 | // make peace with some random nations
|
---|
596 | if (OppoAction = scDipOffer) and (OppoOffer.nCost = 0) and
|
---|
597 | (OppoOffer.nDeliver = 1) and (OppoOffer.Price[0] = opTreaty + trPeace) then
|
---|
598 | MyAction := scDipAccept // accept peace
|
---|
599 | else if OppoAction = scDipStart then
|
---|
600 | begin
|
---|
601 | MyOffer.nCost := 0;
|
---|
602 | MyOffer.nDeliver := 1;
|
---|
603 | MyOffer.Price[0] := opTreaty + trPeace; // offer peace in exchange of nothing
|
---|
604 | MyAction := scDipOffer;
|
---|
605 | end;
|
---|
606 | end;
|
---|
607 |
|
---|
608 | end.
|
---|