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Merge pull request #312 from ninjatao/auto_specialist
Allow auto assign population to specialists.
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@ -4,21 +4,39 @@ import com.badlogic.gdx.graphics.Color
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import com.unciv.logic.battle.CityCombatant
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import com.unciv.logic.city.CityConstructions
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.city.CityStats
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.getRandom
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import kotlin.math.max
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import kotlin.math.sqrt
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class Automation {
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internal fun rankTile(tile: TileInfo, civInfo: CivilizationInfo): Float {
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internal fun rankTile(tile: TileInfo?, civInfo: CivilizationInfo): Float {
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if (tile == null) return 0.0f
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val stats = tile.getTileStats(null, civInfo)
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var rank = rankStatsValue(stats, civInfo)
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if (tile.improvement == null) rank += 0.5f // improvement potential!
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if (tile.hasViewableResource(civInfo)) rank += 1.0f
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return rank
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}
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internal fun rankSpecialist(stats: Stats?, civInfo: CivilizationInfo): Float {
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if (stats == null) return 0.0f
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var rank = rankStatsValue(stats, civInfo)
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rank += 0.3f //GPP bonus
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return rank
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}
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fun rankStatsValue(stats: Stats, civInfo: CivilizationInfo): Float {
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var rank = 0.0f
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if (stats.food <= 2) rank += stats.food
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else rank += (2 + (stats.food - 2) / 2) // 1 point for each food up to 2, from there on half a point
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if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to kepp city growing
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else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point
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if (civInfo.gold < 0 && civInfo.getStatsForNextTurn().gold <= 0) rank += stats.gold
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else rank += stats.gold / 2
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@ -26,8 +44,6 @@ class Automation {
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rank += stats.production
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rank += stats.science
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rank += stats.culture
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if (tile.improvement == null) rank += 0.5f // improvement potential!
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if (tile.hasViewableResource(civInfo)) rank += 1.0f
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return rank
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}
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@ -117,6 +117,7 @@ class NextTurnAutomation{
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private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
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for (city in civInfo.cities) {
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city.workedTiles.clear()
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city.population.specialists.clear()
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(0..city.population.population).forEach { city.population.autoAssignPopulation() }
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Automation().chooseNextConstruction(city.cityConstructions)
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if (city.health < city.getMaxHealth())
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@ -3,6 +3,7 @@ package com.unciv.logic.city
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import com.badlogic.gdx.graphics.Color
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.getRandom
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import kotlin.math.roundToInt
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@ -70,12 +71,36 @@ class PopulationManager {
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internal fun autoAssignPopulation() {
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if(getFreePopulation()==0) return
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val toWork: TileInfo? = cityInfo.getTiles()
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//evaluate tiles
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val bestTile: TileInfo? = cityInfo.getTiles()
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.filter { it.arialDistanceTo(cityInfo.getCenterTile()) <= 3 }
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.filterNot { cityInfo.workedTiles.contains(it.position) || cityInfo.location==it.position}
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.maxBy { Automation().rankTile(it,cityInfo.civInfo) }
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if (toWork != null) // This is when we've run out of tiles!
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cityInfo.workedTiles.add(toWork.position)
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val valueBestTile = Automation().rankTile(bestTile, cityInfo.civInfo)
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//evaluate specialists
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val maxSpecialistsMap = getMaxSpecialists().toHashMap()
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val policies = cityInfo.civInfo.policies.adoptedPolicies
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val bestJob: Stat? = specialists.toHashMap()
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.filter {maxSpecialistsMap.containsKey(it.key) && it.value < maxSpecialistsMap[it.key]!!}
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.map {it.key}
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.maxBy { Automation().rankSpecialist(cityInfo.cityStats.getStatsOfSpecialist(it, policies), cityInfo.civInfo) }
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var valueBestSpecialist = 0f
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if (bestJob != null) {
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val specialistStats = cityInfo.cityStats.getStatsOfSpecialist(bestJob, policies)
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valueBestSpecialist = Automation().rankSpecialist(specialistStats, cityInfo.civInfo)
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}
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//assign population
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if (valueBestTile > valueBestSpecialist) {
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if (bestTile != null)
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cityInfo.workedTiles.add(bestTile.position)
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} else {
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if (bestJob != null) {
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specialists.add(bestJob, 1f)
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}
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}
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}
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fun unassignExtraPopulation() {
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@ -87,16 +112,29 @@ class PopulationManager {
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}
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while (getFreePopulation()<0) {
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if(getNumberOfSpecialists()>0){
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val specialistTypeToUnassign = specialists.toHashMap().filter { it.value>0 }.map { it.key }.getRandom()
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specialists.add(specialistTypeToUnassign,-1f)
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}
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else {
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val lowestRankedWorkedTile = cityInfo.workedTiles
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.asSequence()
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.map { cityInfo.tileMap[it] }
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.minBy { Automation().rankTile(it, cityInfo.civInfo) }!!
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cityInfo.workedTiles.remove(lowestRankedWorkedTile.position)
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//evaluate tiles
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val worstWorkedTile: TileInfo? = cityInfo.workedTiles
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.asSequence()
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.map { cityInfo.tileMap[it] }
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.minBy {Automation().rankTile(it, cityInfo.civInfo)}
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val valueWorstTile = Automation().rankTile(worstWorkedTile, cityInfo.civInfo)
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//evaluate specialists
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val policies = cityInfo.civInfo.policies.adoptedPolicies
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val worstJob: Stat? = specialists.toHashMap()
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.filter { it.value > 0 }
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.map {it.key}
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.minBy { Automation().rankSpecialist(cityInfo.cityStats.getStatsOfSpecialist(it, policies), cityInfo.civInfo) }
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var valueWorstSpecialist = 0f
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if (worstJob != null)
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valueWorstSpecialist = Automation().rankSpecialist(cityInfo.cityStats.getStatsOfSpecialist(worstJob, policies), cityInfo.civInfo)
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//un-assign population
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if ((valueWorstTile < valueWorstSpecialist && worstWorkedTile != null)
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|| worstJob == null) {
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cityInfo.workedTiles.remove(worstWorkedTile!!.position)
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} else {
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specialists.add(worstJob!!, -1f)
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}
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}
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@ -15,6 +15,15 @@ open class Stats() {
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setStats(hashMap)
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}
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fun clear() {
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production = 0f
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food = 0f
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gold = 0f
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science = 0f
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culture = 0f
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happiness = 0f
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}
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fun add(other: Stats) {
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// Doing this through the hashmap is nicer code but is SUPER INEFFICIENT!
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production += other.production
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