AIs negociate peace.

This commit is contained in:
Duan Tao
2019-03-13 18:13:39 +08:00
parent 02f1530c44
commit d113a88e21
2 changed files with 53 additions and 16 deletions

View File

@ -6,6 +6,7 @@ import com.unciv.logic.map.MapUnit
import com.unciv.logic.trade.TradeLogic
import com.unciv.logic.trade.TradeOffer
import com.unciv.logic.trade.TradeType
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.models.gamebasics.GameBasics
import com.unciv.models.gamebasics.tech.Technology
import com.unciv.models.gamebasics.tr
@ -15,6 +16,7 @@ import kotlin.math.min
class NextTurnAutomation{
fun automateCivMoves(civInfo: CivilizationInfo) {
peaceTreaty(civInfo)
exchangeTechs(civInfo)
chooseTechToResearch(civInfo)
adoptPolicy(civInfo)
@ -143,22 +145,57 @@ class NextTurnAutomation{
return civ1.cities.map { city -> civ2.cities.map { it.getCenterTile().arialDistanceTo(city.getCenterTile()) }.min()!! }.min()!!
}
private fun declareWar(civInfo: CivilizationInfo) {
if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()
&& !civInfo.isAtWar()
&& civInfo.getCivUnits().filter { !it.type.isCivilian() }.size > civInfo.cities.size * 2) {
val enemyCivsByDistanceToOurs = civInfo.diplomacy.values.map { it.otherCiv() }
.filterNot { it == civInfo || it.cities.isEmpty() || !civInfo.diplomacy[it.civName]!!.canDeclareWar() }
.groupBy { getMinDistanceBetweenCities(civInfo, it) }
.toSortedMap()
private fun peaceTreaty(civInfo: CivilizationInfo) {
if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()) {
val ourMilitaryUnits = civInfo.getCivUnits().filter { !it.type.isCivilian() }.size
val ourCombatStrength = Automation().evaluteCombatStrength(civInfo)
for (group in enemyCivsByDistanceToOurs) {
if (group.key > 7) break
for (otherCiv in group.value) {
if (Automation().evaluteCombatStrength(otherCiv) * 2 < ourCombatStrength) {
civInfo.diplomacy[otherCiv.civName]!!.declareWar()
break
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() }
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 = -tradeLogic.evaluatePeaceCostForThem()
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()
}
}
}
}
private fun declareWar(civInfo: CivilizationInfo) {
if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()) {
val ourMilitaryUnits = civInfo.getCivUnits().filter { !it.type.isCivilian() }.size
if (!civInfo.isAtWar() && civInfo.happiness > 5
&& ourMilitaryUnits >= civInfo.cities.size * 2) { //evaluate war
val ourCombatStrength = Automation().evaluteCombatStrength(civInfo)
val enemyCivsByDistanceToOurs = civInfo.diplomacy.values.map { it.otherCiv() }
.filterNot { it == civInfo || it.cities.isEmpty() || !civInfo.diplomacy[it.civName]!!.canDeclareWar() }
.groupBy { getMinDistanceBetweenCities(civInfo, it) }
.toSortedMap()
for (group in enemyCivsByDistanceToOurs) {
if (group.key > 7) break
for (otherCiv in group.value) {
if (Automation().evaluteCombatStrength(otherCiv) * 2 < ourCombatStrength) {
civInfo.diplomacy[otherCiv.civName]!!.declareWar()
return
}
}
}
}

View File

@ -36,7 +36,7 @@ class DiplomacyManager() {
return 0
}
fun canDeclareWar() = turnsToPeaceTreaty()==0
fun canDeclareWar() = (turnsToPeaceTreaty()==0 && diplomaticStatus != DiplomaticStatus.War)
fun otherCiv() = civInfo.gameInfo.getCivilization(otherCivName)