AI no longer uses all its aluminum on units and leaves some for spaceship construction

This commit is contained in:
Yair Morgenstern 2020-08-08 21:56:51 +03:00
parent 2538cb1f7a
commit 1a021a21fe

View File

@ -63,22 +63,25 @@ object Automation {
if (militaryUnits.map { it.name }.contains(city.cityConstructions.currentConstructionFromQueue))
return city.cityConstructions.currentConstructionFromQueue
val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()){it.isWater || it.isCityCenter()}
// This is so that the AI doesn't use all its aluminum on units and have none left for spaceship parts
if (city.civInfo.getCivResourcesByName()["Aluminum"]!! < 2)
militaryUnits.filter { it.requiredResource != "Aluminum" }
val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()) { it.isWater || it.isCityCenter() }
findWaterConnectedCitiesAndEnemies.stepToEnd()
if(findWaterConnectedCitiesAndEnemies.tilesReached.keys.none {
if (findWaterConnectedCitiesAndEnemies.tilesReached.keys.none {
(it.isCityCenter() && it.getOwner() != city.civInfo)
|| (it.militaryUnit != null && it.militaryUnit!!.civInfo != city.civInfo)
}) // there is absolutely no reason for you to make water units on this body of water.
militaryUnits = militaryUnits.filter { it.unitType.isLandUnit() || it.unitType.isAirUnit() }
val chosenUnit: BaseUnit
if(!city.civInfo.isAtWar() && city.civInfo.cities.any { it.getCenterTile().militaryUnit==null}
&& militaryUnits.any { it.unitType== UnitType.Ranged }) // this is for city defence so get an archery unit if we can
chosenUnit = militaryUnits.filter { it.unitType== UnitType.Ranged }.maxBy { it.cost }!!
else{ // randomize type of unit and take the most expensive of its kind
val chosenUnitType = militaryUnits.map { it.unitType }.distinct().filterNot{it==UnitType.Scout}.toList().random()
chosenUnit = militaryUnits.filter { it.unitType==chosenUnitType }.maxBy { it.cost }!!
if (!city.civInfo.isAtWar() && city.civInfo.cities.any { it.getCenterTile().militaryUnit == null }
&& militaryUnits.any { it.unitType == UnitType.Ranged }) // this is for city defence so get an archery unit if we can
chosenUnit = militaryUnits.filter { it.unitType == UnitType.Ranged }.maxBy { it.cost }!!
else { // randomize type of unit and take the most expensive of its kind
val chosenUnitType = militaryUnits.map { it.unitType }.distinct().filterNot { it == UnitType.Scout }.toList().random()
chosenUnit = militaryUnits.filter { it.unitType == chosenUnitType }.maxBy { it.cost }!!
}
return chosenUnit.name
}