AI now offers peace to the player - need to normalize its requests, since now it only offers gold so the offer is kind of flat if it doesn't have any.

This commit is contained in:
Yair Morgenstern 2019-04-23 17:47:32 +03:00
parent 5d8d7ca89b
commit 5bb598fb6f

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@ -14,7 +14,7 @@ import kotlin.math.min
class NextTurnAutomation{
fun automateCivMoves(civInfo: CivilizationInfo) {
peaceTreaty(civInfo)
offerPeaceTreaty(civInfo)
exchangeTechs(civInfo)
chooseTechToResearch(civInfo)
adoptPolicy(civInfo)
@ -149,7 +149,7 @@ class NextTurnAutomation{
// We should A. add some sort of timer (20? 30 turns?) between luxury trade requests if they're denied
// B. have a way for the AI to keep track of the "pending offers" - see DiplomacyManager.resourcesFromTrade
for (otherCiv in knownCivs.filter { it.isPlayerCivilization() }) {
for (otherCiv in knownCivs.filter { it.isPlayerCivilization() && !it.isAtWarWith(civInfo) }) {
val trades = potentialLuxuryTrades(civInfo,otherCiv)
for(trade in trades){
val tradeRequest = TradeRequest(civInfo.civName, trade.reverse())
@ -157,8 +157,8 @@ class NextTurnAutomation{
}
}
// AI trades are automatically accepted
for (otherCiv in knownCivs.filterNot { it.isPlayerCivilization() }) {
// AI luxury trades are automatically accepted
for (otherCiv in knownCivs.filter { !it.isPlayerCivilization() && !it.isAtWarWith(civInfo) }) {
val trades = potentialLuxuryTrades(civInfo,otherCiv)
for(trade in trades){
val tradeLogic = TradeLogic(civInfo,otherCiv)
@ -175,34 +175,44 @@ class NextTurnAutomation{
return civ1.cities.map { city -> civ2.cities.map { it.getCenterTile().arialDistanceTo(city.getCenterTile()) }.min()!! }.min()!!
}
private fun peaceTreaty(civInfo: CivilizationInfo) {
private fun offerPeaceTreaty(civInfo: CivilizationInfo) {
if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()) {
val ourMilitaryUnits = civInfo.getCivUnits().filter { !it.type.isCivilian() }.size
val ourCombatStrength = Automation().evaluteCombatStrength(civInfo)
if (civInfo.isAtWar()) { //evaluate peace
val enemiesCiv = civInfo.diplomacy.filter{ it.value.diplomaticStatus == DiplomaticStatus.War }
.map{ it.value.otherCiv() }
.filterNot{ it == civInfo || it.isPlayerCivilization() || it.isBarbarianCivilization() || it.cities.isEmpty() }
.filterNot{ it == civInfo || it.isBarbarianCivilization() || it.cities.isEmpty() }
for (enemy in enemiesCiv) {
val enemiesStrength = Automation().evaluteCombatStrength(enemy)
if (enemiesStrength < ourCombatStrength * 2) {
continue //Loser can still fight. Refuse peace.
}
if (enemy.getCivUnits().filter { !it.type.isCivilian() }.size > enemy.cities.size
&& enemy.happiness > 0) {
continue //Winner has too large army and happiness. Continue to fight for profit.
}
//pay for peace
val tradeLogic = TradeLogic(civInfo, enemy)
var moneyWeNeedToPay = -TradeEvaluation().evaluatePeaceCostForThem(civInfo,enemy)
if (moneyWeNeedToPay > tradeLogic.ourAvailableOffers.first { it.type == TradeType.Gold }.amount) {
moneyWeNeedToPay = tradeLogic.ourAvailableOffers.first { it.type == TradeType.Gold }.amount
}
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Peace Treaty", TradeType.Treaty, 20))
tradeLogic.currentTrade.theirOffers.add(TradeOffer("Peace Treaty", TradeType.Treaty, 20))
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, moneyWeNeedToPay))
tradeLogic.acceptTrade()
var moneyWeNeedToPay = -TradeEvaluation().evaluatePeaceCostForThem(civInfo,enemy)
if(moneyWeNeedToPay>0) {
if (moneyWeNeedToPay > civInfo.gold && civInfo.gold > 0) { // we need to make up for this somehow...
moneyWeNeedToPay = civInfo.gold
}
if (civInfo.gold > 0) tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, moneyWeNeedToPay))
}
if(enemy.isPlayerCivilization())
enemy.tradeRequests.add(TradeRequest(civInfo.civName,tradeLogic.currentTrade.reverse()))
else {
if (enemy.getCivUnits().filter { !it.type.isCivilian() }.size > enemy.cities.size
&& enemy.happiness > 0) {
continue //enemy AI has too large army and happiness. It continues to fight for profit.
}
tradeLogic.acceptTrade()
}
}
}
}