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Merge pull request #432 from ninjatao/ai_exchange_tech
Ai exchange tech
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commit
0e5c1843fe
@ -58,11 +58,11 @@ class GameInfo {
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while(thisPlayer.playerType==PlayerType.AI){
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NextTurnAutomation().automateCivMoves(thisPlayer)
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if (thisPlayer.tech.techsToResearch.isEmpty()) { // should belong in automation? yes/no?
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val researchableTechs = GameBasics.Technologies.values
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.filter { !thisPlayer.tech.isResearched(it.name) && thisPlayer.tech.canBeResearched(it.name) }
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thisPlayer.tech.techsToResearch.add(researchableTechs.minBy { it.cost }!!.name)
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}
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// if (thisPlayer.tech.techsToResearch.isEmpty()) { // should belong in automation? yes/no?
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// val researchableTechs = GameBasics.Technologies.values
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// .filter { !thisPlayer.tech.isResearched(it.name) && thisPlayer.tech.canBeResearched(it.name) }
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// thisPlayer.tech.techsToResearch.add(researchableTechs.minBy { it.cost }!!.name)
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// }
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switchTurn()
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}
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@ -2,31 +2,99 @@ package com.unciv.logic.automation
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.trade.TradeLogic
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import com.unciv.logic.trade.TradeOffer
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import com.unciv.logic.trade.TradeType
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tech.Technology
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import com.unciv.models.gamebasics.tr
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import com.unciv.ui.utils.getRandom
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import kotlin.math.min
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class NextTurnAutomation{
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fun automateCivMoves(civInfo: CivilizationInfo) {
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exchangeTechs(civInfo)
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chooseTechToResearch(civInfo)
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adoptPolicy(civInfo)
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exchangeLuxuries(civInfo)
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declareWar(civInfo)
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automateCityBombardment(civInfo)
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buyBuildingOrUnit(civInfo)
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automateUnits(civInfo)
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reassignWorkedTiles(civInfo)
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trainSettler(civInfo)
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}
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private fun buyBuildingOrUnit(civInfo: CivilizationInfo) {
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//allow ai spending money to purchase building & unit. Buying staff has slightly lower priority than buying tech.
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for (city in civInfo.cities.sortedByDescending{ it.population.population }) {
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val construction = city.cityConstructions.getCurrentConstruction()
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if (construction.canBePurchased()
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&& city.civInfo.gold / 3 >= construction.getGoldCost(civInfo.policies.getAdoptedPolicies()) ) {
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city.cityConstructions.purchaseBuilding(construction.name)
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}
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}
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}
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private fun exchangeTechs(civInfo: CivilizationInfo) {
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val otherCivList = civInfo.diplomacy.values.map { it.otherCiv() }.
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filter { it.playerType == PlayerType.AI && !it.isBarbarianCivilization() }.
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sortedBy { it.tech.techsResearched.size }
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for (otherCiv in otherCivList) {
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val tradeLogic = TradeLogic(civInfo, otherCiv)
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var ourGold = tradeLogic.ourAvailableOffers.first { it.type == TradeType.Gold }.amount
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val ourTradableTechs = tradeLogic.ourAvailableOffers
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.filter { it.type == TradeType.Technology }
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val theirTradableTechs = tradeLogic.theirAvailableOffers
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.filter { it.type == TradeType.Technology }
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for (theirOffer in theirTradableTechs) {
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val theirValue = tradeLogic.evaluateOffer(theirOffer, false)
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val ourOfferList = ourTradableTechs.filter{
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tradeLogic.evaluateOffer(it, false) == theirValue
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&& !tradeLogic.currentTrade.ourOffers.contains(it) }
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if (ourOfferList.isNotEmpty()) {
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tradeLogic.currentTrade.ourOffers.add(ourOfferList.getRandom())
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tradeLogic.currentTrade.theirOffers.add(theirOffer)
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} else {
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//try to buy tech with money, not spending more than 1/3 of treasury
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if (ourGold / 2 >= theirValue)
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{
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tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, theirValue))
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tradeLogic.currentTrade.theirOffers.add(theirOffer)
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ourGold -= theirValue
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}
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}
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}
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if (tradeLogic.currentTrade.theirOffers.isNotEmpty()) {
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tradeLogic.acceptTrade()
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}
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}
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}
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private fun chooseTechToResearch(civInfo: CivilizationInfo) {
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if (civInfo.tech.techsToResearch.isEmpty()) {
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val researchableTechs = GameBasics.Technologies.values.filter { civInfo.tech.canBeResearched(it.name) }
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val techToResearch = researchableTechs.groupBy { it.cost }.minBy { it.key }!!.value.getRandom()
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civInfo.tech.techsResearched.add(techToResearch.name)
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val researchableTechs = GameBasics.Technologies.values.filter { !civInfo.tech.isResearched(it.name) && civInfo.tech.canBeResearched(it.name) }
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val techsGroups = researchableTechs.groupBy { it.cost }
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val costs = techsGroups.keys.sorted()
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val tech: Technology
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val techsCheapest = techsGroups[costs[0]]!!
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//Do not consider advanced techs if only one tech left in cheapest groupe
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if (techsCheapest.size == 1 || costs.size == 1) {
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tech = techsCheapest.getRandom()
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} else {
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//Choose randomly between cheapest and second cheapest groupe
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val techsAdvanced = techsGroups[costs[1]]!!
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tech = (techsCheapest + techsAdvanced).getRandom()
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}
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civInfo.tech.techsToResearch.add(tech.name)
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}
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}
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@ -147,4 +215,4 @@ class NextTurnAutomation{
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}
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}
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}
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}
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@ -2,6 +2,7 @@ package com.unciv.logic.city
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import com.badlogic.gdx.graphics.Color
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.models.gamebasics.Building
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tr
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@ -145,7 +146,6 @@ class CityConstructions {
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if (inProgressConstructions[currentConstruction]!! >= productionCost) {
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constructionComplete(construction)
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}
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}
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fun constructionComplete(construction: IConstruction) {
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@ -8,6 +8,7 @@ interface IConstruction : INamed, ICivilopedia {
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fun getGoldCost(adoptedPolicies: HashSet<String>): Int
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fun isBuildable(construction: CityConstructions): Boolean
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fun postBuildEvent(construction: CityConstructions) // Yes I'm hilarious.
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fun canBePurchased(): Boolean
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}
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@ -35,6 +36,9 @@ open class SpecialConstruction(override var name: String, override val descripti
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}
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}
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override fun canBePurchased(): Boolean {
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return false
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int {
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throw Exception("Impossible!")
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@ -91,7 +91,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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return value
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}
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}
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TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*10
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TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*20
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TradeType.Strategic_Resource -> {
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if(otherCivIsRecieving) {
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val resources = ourCivilization.getCivResourcesByName()
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@ -211,4 +211,4 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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transferTrade(ourCivilization,otherCivilization,currentTrade)
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transferTrade(otherCivilization,ourCivilization,currentTrade.reverse())
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}
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}
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}
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@ -149,6 +149,9 @@ class Building : NamedStats(), IConstruction{
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return stats
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}
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override fun canBePurchased(): Boolean {
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return !isWonder
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int {
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return if (!isWonder && culture != 0f && adoptedPolicies.contains("Piety")) (cost * 0.85).toInt()
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@ -81,6 +81,10 @@ class BaseUnit : INamed, IConstruction, ICivilopedia {
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return unit
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}
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override fun canBePurchased(): Boolean {
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return true
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int = cost
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override fun getGoldCost(adoptedPolicies: HashSet<String>): Int {
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@ -123,9 +123,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
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row()
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val purchaseConstructionButton: TextButton
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if (construction !is SpecialConstruction &&
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!(construction is Building && construction.isWonder)) {
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if (construction.canBePurchased()) {
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val buildingGoldCost = construction.getGoldCost(city.civInfo.policies.getAdoptedPolicies())
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purchaseConstructionButton = TextButton("Buy for [$buildingGoldCost] gold".tr(), CameraStageBaseScreen.skin)
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purchaseConstructionButton.onClick("coin") {
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