示例#1
0
        private void cmdAdd_Click(object sender, EventArgs e)
        {
            popAddNegociation pan = new popAddNegociation(players, list);

            pan.ShowDialog();

            if (pan.accepted)
            {
                if (pan.result == -1)
                {
                    list.addToGiveMoney(pan.resultPlayer, pan.resultInd);                      //list.giveMoney[ pan.resultPlayer ] += pan.resultInd;
                }
                else if (pan.result == -2)
                {
                    list.addToMoneyPerTurn(pan.resultPlayer, pan.resultInd);                      //list.moneyPerTurn[ pan.resultPlayer ] += pan.resultInd;
                }
                else
                {
                    list.add(pan.result);
                }

                populateLBs();
                enableWHTB();
            }
        }
示例#2
0
        /// <summary>
        /// diff = gain player 1 - gain player 0
        /// </summary>
        /// <returns>gain player 1 - gain player 0, if >0 comp accept</returns>

        /*	public static long[] evaluateOffer( negoList list )
         *      {
         *              //long[] gain = new long[ 2 ];
         *              /*int cityValuePerPop = 50,
         *              cityValuePerBuilding = 20,
         *              contact = 30,
         *              techno = 2,
         *              mapPerCase = 5;
         *
         *              for ( int p = 0; p < 2; p++ )
         *              {
         *                      int wiw = ai.whoIsWinning( players[ p ], players[ ( p + 1 ) % 2 ] ) - 10;
         *
         *                      gain[ p ] += moneyGiven[ p ];
         *
         *                      if ( moneyPerTurn[ p ] > 0 )
         *                              for ( int t = 0; t < 20; t++ )
         *                                      gain[ p ] += (int)( moneyPerTurn[ p ] * ( 100 - 15 * Math.Pow( t, 0.4 ) ) / 100 );
         *
         *                      for ( int i = 0; i < bilateral.Length; i++ )
         *                              if ( usedInBilateral[ i ] )
         *                                      gain[ p ] += getGain( players, bilateral[ i ], p, wiw );
         *
         *                      for ( int i = 0; i < unilateral[ p ].Length; i++ )
         *                              if ( usedInUnilateral[ p ][ i ] )
         *                                      gain[ p ] += getGain( players, unilateral[ p ][ i ], p, wiw );
         *              }
         *
         *              return gain;//gain[ai] - gain[ (ai+1)%2 ];
         *      }*/

        #endregion

        #region getGain

        /*	public static int getGain(byte[] players, structures.intByte ib, int p, int wiw)
         *      {
         *              int gain = 0;
         *              int cityValuePerPop = 50,
         *                      cityValuePerBuilding = 20,
         *                      contact = 30,
         *                      techno = 2,
         *                      mapPerCase = 5;
         *
         *              if ( ib.type == (byte)nego.infoType.breakAllianceWith )
         *              {
         *                      if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.alliance || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protected || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protector )
         *                              gain -= 150; // difficulty
         *                              else if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.war )
         *                              gain += 200;
         *                      else
         *                              gain -= 50; // difficulty
         *              }
         *              else if ( ib.type == (byte)nego.infoType.warOn )
         *              {
         *                      if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.alliance || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protected || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protector )
         *                              gain -= 350; // difficulty
         *                              else if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.war )
         *                              gain += 300;
         *                      else
         *                              gain -= 200; // difficulty
         *              }
         *              else if ( ib.type == (byte)nego.infoType.embargoOn )
         *              {
         *                      //	int wiw = ai.whoIsWinning( players[ p ], players[ ( p + 1 ) % 2 ] ) * -1 - 10;
         *                      if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.alliance || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protected || Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.Protector )
         *                              gain -= 350; // difficulty
         *                              else if ( Form1.game.playerList[ players[ p ] ].foreignRelation[ ib.info ].politic == (byte)Form1.relationPolType.war )
         *                              gain += 300;
         *                      else
         *                              gain -= 200; // difficulty
         *              }
         *              else if ( ib.type == (byte)nego.infoType.politicTreaty )
         *              {
         *                      if ( ib.info == (byte)Form1.relationPolType.ceaseFire )
         *                              gain += wiw * -40;
         *                      else if ( ib.info == (byte)Form1.relationPolType.peace )
         *                              gain += wiw * -10;
         *                      else if ( ib.info == (byte)Form1.relationPolType.alliance || ib.info == (byte)Form1.relationPolType.Protected || ib.info == (byte)Form1.relationPolType.Protector )
         *                              gain += wiw * -10;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.economicTreaty )
         *              {
         *                      gain += 10;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.votes )
         *              {
         *                      gain += 10;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.giveCity )
         *              {
         *                      gain -= cityValuePerPop * Form1.game.playerList[ players[ p ] ].cityList[ ib.info ].population + cityValuePerBuilding * Form1.game.playerList[ players[ p ] ].cityList[ ib.info ].buildingCount;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.giveContactWith )
         *              {
         *                      gain -= contact;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.giveMap )
         *              {
         *                      if ( ib.info == 0 ) // world map
         *                      {
         *                              int tot = 0;
         *
         *                              for ( int x = 0; x < Form1.game.width; x++ )
         *                                      for ( int y = 0; y < Form1.game.height; y++ )
         *                                              if ( !Form1.game.playerList[ players[ p ] ].discovered[ x, y ] && Form1.game.playerList[ players[ ( p + 1 ) % 2 ] ].discovered[ x, y ] )
         *                                                      tot++;
         *
         *                              gain -= tot * mapPerCase;
         *                      }
         *                      else // territory map
         *                      {
         *                              int tot = 0;
         *
         *                              for ( int x = 0; x < Form1.game.width; x++ )
         *                                      for ( int y = 0; y < Form1.game.height; y++ )
         *                                              if ( !Form1.game.playerList[ players[ p ] ].discovered[ x, y ] && Form1.game.grid[ x, y ].territory - 1 == players[ ( p + 1 ) % 2 ] )
         *                                                      tot++;
         *
         *                              gain -= tot * mapPerCase;
         *                      }
         *              }
         *              else if ( ib.type == (byte)nego.infoType.giveTechno )
         *              {
         *                      gain -= Statistics.technologies[ ib.info ].cost * techno;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.threat )
         *              {
         *                      if ( ib.info == 0 ) // war
         *                              gain += wiw * 50;
         *                      else if ( ib.info == 1 ) // embargo
         *                              gain += wiw * 10; // var with exchanges
         *                              else // alliance
         *                              gain += wiw * 20;
         *              }
         *              else if ( ib.type == (byte)nego.infoType.giveRegion )
         *              {
         *                      for ( int c = 1; c <= Form1.game.playerList[ players[ p ] ].cityNumber; c++ )
         *                              if ( Form1.game.playerList[ players[ p ] ].cityList[ c ].state != (byte)enums.cityState.dead && Form1.game.playerList[ players[ p ] ].cityList[ c ].originalOwner == ib.info )
         *                                      gain -= cityValuePerPop * Form1.game.playerList[ players[ p ] ].cityList[ ib.info ].population + cityValuePerBuilding * Form1.game.playerList[ players[ p ] ].cityList[ ib.info ].buildingCount;
         *              }
         *
         *              return gain;
         *      }*/

        #endregion

        #region fillProp
        /// <summary>
        ///
        /// </summary>
        /// <param name="p">ai pos who evaluates</param>
        /// <returns></returns>
        public static negoList fillProp(negoList list, int p)
        {
            /*		negoList oriList = /*new negoList( list.players );
             *              oriList =* list.getClone();			*/

            negoList tempList = list.getClone();

            long[] gain = tempList.getTotalGain();
            int[]  whw  = tempList.whatHeWants(p);

            while (gain[p] < 0)
            {
                long[] possibilities = new long[tempList.Length];
                bool[] valid         = new bool[tempList.Length];

                for (int i = 0; i < tempList.Length; i++)
                {
                    if (!tempList.list[i].accepted)
                    {
                        long[] pg = tempList.getPossibleGain(i);
                        if (
                            pg[p] > 0 &&
                            pg[(p + 1) % 2] + gain[(p + 1) % 2] > 0
                            )
                        {
                            possibilities[i] = whw[i] * 300 + pg[p];                                   //pg[ p ] - pg[ ( p + 1 ) % 2 ];
                            valid[i]         = true;
                        }
                    }
                }

                int[] order = count.descOrder(possibilities);
                if (valid[order[0]])
                {
                    long[] pg = tempList.getPossibleGain(order[0]);

                    for (int k = 0; k < 2; k++)
                    {
                        gain[k] += pg[k];
                    }

                    tempList.add(order[0]);
                }
                else
                {
                    break;
                }
            }

            if (tempList.giveMoney[p] == 0)
            {
                while (
                    gain[p] < 0 &&
                    tempList.giveMoney[(p + 1) % 2] < tempList.canGiveMoney[(p + 1) % 2]
                    )
                {
                    gain[p]           += 1;
                    gain[(p + 1) % 2] -= 1;
                    tempList.addToGiveMoney((p + 1) % 2, 1);
                }

                while (
                    gain[p] < 0 &&
                    tempList.moneyPerTurn[(p + 1) % 2] < tempList.canGivePerTurn[(p + 1) % 2]
                    )
                {
                    gain[p]           += tempList.getValuePerTurn(1);
                    gain[(p + 1) % 2] -= tempList.getValuePerTurn(1);
                    tempList.addToMoneyPerTurn((p + 1) % 2, 1);
                }
            }

            if (gain[p] > 0)
            {
                return(tempList);
            }
            else
            {
                return(null);
            }
        }