From d113a88e21c75da518074b9666b2dc9f49c53ab3 Mon Sep 17 00:00:00 2001 From: Duan Tao Date: Wed, 13 Mar 2019 18:13:39 +0800 Subject: [PATCH] AIs negociate peace. --- .../logic/automation/NextTurnAutomation.kt | 67 ++++++++++++++----- .../diplomacy/DiplomacyManager.kt | 2 +- 2 files changed, 53 insertions(+), 16 deletions(-) diff --git a/core/src/com/unciv/logic/automation/NextTurnAutomation.kt b/core/src/com/unciv/logic/automation/NextTurnAutomation.kt index 7fc72b2d6c..426f7b1718 100644 --- a/core/src/com/unciv/logic/automation/NextTurnAutomation.kt +++ b/core/src/com/unciv/logic/automation/NextTurnAutomation.kt @@ -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 + } } } } diff --git a/core/src/com/unciv/logic/civilization/diplomacy/DiplomacyManager.kt b/core/src/com/unciv/logic/civilization/diplomacy/DiplomacyManager.kt index 8ed491af42..042d8ad095 100644 --- a/core/src/com/unciv/logic/civilization/diplomacy/DiplomacyManager.kt +++ b/core/src/com/unciv/logic/civilization/diplomacy/DiplomacyManager.kt @@ -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)