示例#1
0
    /// <summary>
    /// Parse the province training plan and queue its training orders
    /// </summary>
    /// <param name="province">The province where to place the unit training order</param>
    /// <param name="plan">Province training plan to process</param>
    private void ProcessProvinceTrainingPlan(Province province, ProvinceTrainingPlan plan)
    {
        List <UnitTrainingPlan> unitPlans = plan.GetUnitTrainingPlans();

        for (int i = 0; i < unitPlans.Count; i++)
        {
            UnitTrainingOrder order    = unitPlans[i].GetUnitTrainingOrder();
            UnitType          unitType = order.GetUnitType();
            int quantity = order.GetQuantity();
            if (quantity > 0)
            {
                FileLogger.Trace("AI", "Queueing " + quantity + " " + unitType.GetName() + "s (" + unitPlans[i].GetReason() + ") in " + province.GetName());
                // re-evaluate training orders every turn, don't create standing training orders
                province.QueueTraining(unitType, quantity, false);
            }
        }
    }
示例#2
0
    /// <summary>
    /// Revise training plans of the cheapest units based on the money left and the existing training plan, if available
    /// </summary>
    /// <param name="province">The province for which to prepare unit training plans</param>
    /// <param name="budget">The amount of money available for spending</param>
    /// <param name="existingPlan">The province's current training plan</param>
    private void UpgradeTrainingFodderPlan(Province province, int budget, ProvinceTrainingPlan existingPlan)
    {
        // no money => good buy!
        if (budget <= 0)
        {
            return;
        }

        List <UnitType>            trainable     = province.GetTrainableUnits();
        Dictionary <UnitType, int> trainingOrder = new Dictionary <UnitType, int>();
        List <UnitType>            fodder        = province.GetCheapestToTrainUnits();
        List <UnitType>            expensives    = new List <UnitType>();

        for (int i = 0; i < trainable.Count; i++)
        {
            if (!fodder.Contains(trainable[i]))
            {
                trainingOrder[trainable[i]] = 0;
                expensives.Add(trainable[i]);
            }
        }

        if (trainingOrder.Count > 0)
        {
            List <UnitTrainingPlan> plans = existingPlan.GetUnitTrainingPlans();
            for (int i = 0; i < plans.Count; i++)
            {
                if (plans[i].GetReason() == UnitTrainingPlan.Reason.FODDER)
                {
                    int manpower   = plans[i].GetManpowerCost();
                    int fodderCost = plans[i].GetUnitTypeTrainingCost();
                    for (int j = 0; j < manpower; j++)
                    {
                        int randomIndex  = UnityEngine.Random.Range(0, expensives.Count);
                        int costIncrease = expensives[randomIndex].GetTrainingCost() - fodderCost;
                        if (budget >= costIncrease)
                        {
                            trainingOrder[expensives[randomIndex]] += 1;
                            plans[i].DecreaseQuantity();
                            budget -= costIncrease;
                        }
                        if (budget <= 0)
                        {
                            break;
                        }
                    }
                }

                if (budget <= 0)
                {
                    break;
                }
            }

            List <UnitTrainingPlan> newPlans = new List <UnitTrainingPlan>();
            foreach (KeyValuePair <UnitType, int> entry in trainingOrder)
            {
                if (entry.Value > 0)
                {
                    UnitTrainingOrder order = new UnitTrainingOrder(entry.Key, entry.Value, false);
                    newPlans.Add(new UnitTrainingPlan(order, UnitTrainingPlan.Reason.CORE));
                }
            }
            if (newPlans.Count > 0)
            {
                existingPlan.AddUnitTrainingPlans(newPlans);
            }
        }

        return;
    }
示例#3
0
    /// <summary>
    /// Prepare additional unit training plans by selecting the cheapest units
    /// taking into account the budget and the existing training plan, if any
    /// </summary>
    /// <param name="province">The province for which to prepare unit training plans</param>
    /// <param name="budget">The amount of money available for spending</param>
    /// <param name="existingPlan">The province's current training plan</param>
    /// <returns>List of unit training plans</returns>
    private List <UnitTrainingPlan> PlanTrainingFodder(Province province, int budget, ProvinceTrainingPlan existingPlan = null)
    {
        List <UnitTrainingPlan> result = new List <UnitTrainingPlan>();
        int manpower = province.GetRemainingManpower();

        if (existingPlan != null)
        {
            manpower -= existingPlan.GetManpowerCost();
        }

        // no recruits or no money => good buy!
        if (manpower <= 0 || budget <= 0)
        {
            return(result);
        }

        List <UnitType>            trainable     = province.GetCheapestToTrainUnits();
        Dictionary <UnitType, int> trainingOrder = new Dictionary <UnitType, int>();

        if (trainable.Count > 0)
        {
            if (trainable.Count == 1)
            {
                // simple - train this single cheapest unit
                trainingOrder[trainable[0]] = Mathf.Min(manpower, budget / trainable[0].GetTrainingCost());
            }
            else
            {
                // more complicated - select one of the options randomly
                for (int i = 0; i < trainable.Count; i++)
                {
                    trainingOrder[trainable[i]] = 0;
                }
                for (int i = 0; i < manpower; i++)
                {
                    int randomIndex = UnityEngine.Random.Range(0, trainable.Count);
                    trainingOrder[trainable[randomIndex]] += 1;
                    budget -= trainable[randomIndex].GetTrainingCost();
                    if (budget <= 0)
                    {
                        break;
                    }
                }
            }
        }

        foreach (KeyValuePair <UnitType, int> entry in trainingOrder)
        {
            if (entry.Value > 0)
            {
                UnitTrainingOrder order = new UnitTrainingOrder(entry.Key, entry.Value, false);
                result.Add(new UnitTrainingPlan(order, UnitTrainingPlan.Reason.FODDER));
            }
        }
        return(result);
    }
示例#4
0
    /// <summary>
    /// Select unit training plans for faction's provinces based on attack plans
    /// </summary>
    /// <param name="plans">Attack plans generated for this turn</param>
    public void SelectTraining(List <ProvinceAttackPlan> plans)
    {
        FileLogger.Trace("AI", "Selecting training");
        Dictionary <int, List <Unit> > dangers = IdentifyDangerousEnemyUnits(plans);

        Dictionary <int, ProvinceTrainingPlan> trainingPlans = new Dictionary <int, ProvinceTrainingPlan>();
        List <Province> provinces = new List <Province>(_faction.GetProvinces().Values);
        int             budget    = _faction.GetMoneyBalance();

        // if there are enemy untis to counter...
        if (dangers.Count > 0)
        {
            for (int i = 0; i < provinces.Count; i++)
            {
                List <UnitTrainingPlan> newPlans = PlanTrainingCounters(provinces[i], dangers, budget);
                trainingPlans[provinces[i].GetId()] = new ProvinceTrainingPlan(provinces[i], newPlans);
                budget -= GetCost(newPlans);
                if (budget <= 0)
                {
                    break;
                }
            }
        }

        // train fodder units
        if (budget > 0)
        {
            for (int i = 0; i < provinces.Count; i++)
            {
                if (!trainingPlans.ContainsKey(provinces[i].GetId()))
                {
                    trainingPlans[provinces[i].GetId()] = new ProvinceTrainingPlan(provinces[i]);
                }
                List <UnitTrainingPlan> newPlans = PlanTrainingFodder(provinces[i], budget, trainingPlans[provinces[i].GetId()]);
                trainingPlans[provinces[i].GetId()].AddUnitTrainingPlans(newPlans);
                budget -= GetCost(newPlans);
                if (budget <= 0)
                {
                    break;
                }
            }
        }

        // upgrade fodder units to something better, starting with the faction's race
        if (budget > 0)
        {
            Race factionRace = _faction.GetRace();
            for (int i = 0; i < provinces.Count; i++)
            {
                if (provinces[i].GetDwellersRace() == factionRace)
                {
                    UpgradeTrainingFodderPlan(provinces[i], budget, trainingPlans[provinces[i].GetId()]);
                }
            }
        }

        // ... and continuing to other races
        if (budget > 0)
        {
            Race factionRace = _faction.GetRace();
            for (int i = 0; i < provinces.Count; i++)
            {
                if (provinces[i].GetDwellersRace() != factionRace)
                {
                    UpgradeTrainingFodderPlan(provinces[i], budget, trainingPlans[provinces[i].GetId()]);
                }
            }
        }

        // now that training plans have been finalized,
        // queue the training in each province
        for (int i = 0; i < provinces.Count; i++)
        {
            if (trainingPlans.ContainsKey(provinces[i].GetId()))
            {
                ProvinceTrainingPlan plan = trainingPlans[provinces[i].GetId()];
                ProcessProvinceTrainingPlan(provinces[i], plan);
            }
        }
    }
示例#5
0
    /// <summary>
    /// Prepare additional unit training plans based on the threats identified, the budget, and the existing training plan, if available
    /// </summary>
    /// <param name="province">The province for which to prepare unit training plans</param>
    /// <param name="dangers">Threats identified as a hash of enemy provice id => list of units</param>
    /// <param name="budget">The amount of money available for spending</param>
    /// <param name="existingPlan">The province's current training plan</param>
    /// <returns>List of unit training plans</returns>
    private List <UnitTrainingPlan> PlanTrainingCounters(Province province, Dictionary <int, List <Unit> > dangers, int budget, ProvinceTrainingPlan existingPlan = null)
    {
        List <UnitTrainingPlan> result = new List <UnitTrainingPlan>();
        int manpower = province.GetRemainingManpower();

        if (existingPlan != null)
        {
            manpower -= existingPlan.GetManpowerCost();
        }

        // no dangers, no recruits or no money => good buy!
        if (dangers.Count == 0 || manpower <= 0 || budget <= 0)
        {
            return(result);
        }

        List <UnitType> trainable = province.GetTrainableUnits();
        List <Unit>     units     = new List <Unit>();

        for (int i = 0; i < trainable.Count; i++)
        {
            units.Add(new Unit(trainable[i], 1));
        }

        List <int> targets = new List <int>(dangers.Keys);

        for (int i = 0; i < targets.Count; i++)
        {
            List <Unit> localDangers = dangers[targets[i]];
            for (int j = 0; j < localDangers.Count; j++)
            {
                Unit counter = CombatHelper.Instance.GetAttackingCounter(localDangers[j], units);
                if (counter != null)
                {
                    int cost     = counter.GetUnitType().GetTrainingCost();
                    int quantity = Math.Min(budget / cost, Math.Min(province.GetRemainingManpower(), localDangers[j].GetQuantity() / 2));
                    if (quantity > 0)
                    {
                        localDangers[j].AddQuantity(-quantity);
                        UnitTrainingOrder order = new UnitTrainingOrder(counter.GetUnitType(), quantity, false);
                        result.Add(new UnitTrainingPlan(order, UnitTrainingPlan.Reason.COUNTER, localDangers[j].GetUnitType().GetId(), targets[i]));
                        manpower -= quantity;
                        budget   -= cost * quantity;

                        FileLogger.Trace("AI", counter.GetUnitType().GetName() + " is an attacking counter to " + localDangers[j].GetUnitType().GetName());
                    }
                    if (manpower <= 0 || budget <= 0)
                    {
                        return(result);
                    }
                }
                counter = CombatHelper.Instance.GetDefendingCounter(localDangers[j], units);
                if (counter != null)
                {
                    int cost     = counter.GetUnitType().GetTrainingCost();
                    int quantity = Math.Min(budget / cost, Math.Min(province.GetRemainingManpower(), localDangers[j].GetQuantity()));
                    if (quantity > 0)
                    {
                        localDangers[j].AddQuantity(-quantity);
                        UnitTrainingOrder order = new UnitTrainingOrder(counter.GetUnitType(), quantity, false);
                        result.Add(new UnitTrainingPlan(order, UnitTrainingPlan.Reason.COUNTER, localDangers[j].GetUnitType().GetId(), targets[i]));
                        manpower -= quantity;
                        budget   -= cost * quantity;
                        FileLogger.Trace("AI", counter.GetUnitType().GetName() + " is an defending counter to " + localDangers[j].GetUnitType().GetName());
                    }
                    if (manpower <= 0 || budget <= 0)
                    {
                        return(result);
                    }
                }
            }
        }
        return(result);
    }