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