Mods can handle situations where there is no military unit that is available for construction
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3 changed files with 21 additions and 23 deletions
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@ -20,29 +20,25 @@ object Automation {
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private fun rankStatsForCityWork(stats: Stats, city: CityInfo, foodWeight: Float = 1f): Float {
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private fun rankStatsForCityWork(stats: Stats, city: CityInfo, foodWeight: Float = 1f): Float {
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var rank = 0f
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var rank = 0f
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if(city.population.population < 5){
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if (city.population.population < 5) {
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// "small city" - we care more about food and less about global problems like gold science and culture
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// "small city" - we care more about food and less about global problems like gold science and culture
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rank += stats.food * 1.2f * foodWeight
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rank += stats.food * 1.2f * foodWeight
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rank += stats.production
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rank += stats.production
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rank += stats.science/2
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rank += stats.science / 2
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rank += stats.culture/2
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rank += stats.culture / 2
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rank += stats.gold / 5 // it's barely worth anything at this points
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rank += stats.gold / 5 // it's barely worth anything at this points
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}
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} else {
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else{
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if (stats.food <= 2 || city.civInfo.getHappiness() > 5) rank += stats.food * 1.2f * foodWeight //food get more value to keep city growing
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if (stats.food <= 2 || city.civInfo.getHappiness() > 5) rank += (stats.food * 1.2f * foodWeight) //food get more value to keep city growing
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else rank += (2.4f + (stats.food - 2) / 2) * foodWeight // 1.2 point for each food up to 2, from there on half a point
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else rank += ((2.4f + (stats.food - 2) / 2) * foodWeight) // 1.2 point for each food up to 2, from there on half a point
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if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem
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if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem
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else rank += stats.gold / 3 // 3 gold is worse than 2 production
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else rank += stats.gold / 3 // 3 gold is worse than 2 production
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rank += stats.production
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rank += stats.production
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rank += stats.science
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rank += stats.science
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if (city.tiles.size < 12 || city.civInfo.victoryType() == VictoryType.Cultural){
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if (city.tiles.size < 12 || city.civInfo.victoryType() == VictoryType.Cultural) {
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rank += stats.culture
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rank += stats.culture
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}
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} else rank += stats.culture / 2
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else{
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rank += stats.culture / 2
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}
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}
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}
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return rank
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return rank
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}
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}
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@ -53,19 +49,20 @@ object Automation {
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return rank
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return rank
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}
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}
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fun trainMilitaryUnit(city: CityInfo) {
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fun tryTrainMilitaryUnit(city: CityInfo) {
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val name = chooseMilitaryUnit(city)
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val chosenUnitName = chooseMilitaryUnit(city)
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city.cityConstructions.currentConstructionFromQueue = name
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if (chosenUnitName != null)
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city.cityConstructions.currentConstructionFromQueue = chosenUnitName
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}
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}
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fun chooseMilitaryUnit(city: CityInfo) : String {
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fun chooseMilitaryUnit(city: CityInfo) : String? {
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var militaryUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
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var militaryUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
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if (militaryUnits.map { it.name }.contains(city.cityConstructions.currentConstructionFromQueue))
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if (militaryUnits.map { it.name }.contains(city.cityConstructions.currentConstructionFromQueue))
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return city.cityConstructions.currentConstructionFromQueue
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return city.cityConstructions.currentConstructionFromQueue
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// This is so that the AI doesn't use all its aluminum on units and have none left for spaceship parts
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// This is so that the AI doesn't use all its aluminum on units and have none left for spaceship parts
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val aluminum = city.civInfo.getCivResourcesByName()["Aluminum"]
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val aluminum = city.civInfo.getCivResourcesByName()["Aluminum"]
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if (aluminum!=null && aluminum < 2) // mods may have no aluminum
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if (aluminum != null && aluminum < 2) // mods may have no aluminum
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militaryUnits.filter { it.requiredResource != "Aluminum" }
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militaryUnits.filter { it.requiredResource != "Aluminum" }
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val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()) { it.isWater || it.isCityCenter() }
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val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()) { it.isWater || it.isCityCenter() }
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@ -81,8 +78,9 @@ object Automation {
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&& militaryUnits.any { it.unitType == UnitType.Ranged }) // this is for city defence so get an archery unit if we can
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&& militaryUnits.any { it.unitType == UnitType.Ranged }) // this is for city defence so get an archery unit if we can
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chosenUnit = militaryUnits.filter { it.unitType == UnitType.Ranged }.maxBy { it.cost }!!
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chosenUnit = militaryUnits.filter { it.unitType == UnitType.Ranged }.maxBy { it.cost }!!
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else { // randomize type of unit and take the most expensive of its kind
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else { // randomize type of unit and take the most expensive of its kind
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val chosenUnitType = militaryUnits.map { it.unitType }.distinct().filterNot { it == UnitType.Scout }.toList().random()
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val availableTypes = militaryUnits.map { it.unitType }.distinct().filterNot { it == UnitType.Scout }.toList()
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chosenUnit = militaryUnits.filter { it.unitType == chosenUnitType }.maxBy { it.cost }!!
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if (availableTypes.isEmpty()) return null
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chosenUnit = militaryUnits.filter { it.unitType == availableTypes.random() }.maxBy { it.cost }!!
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}
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}
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return chosenUnit.name
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return chosenUnit.name
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}
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}
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@ -96,10 +96,11 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){
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}
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}
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private fun addMilitaryUnitChoice() {
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private fun addMilitaryUnitChoice() {
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if(!isAtWar && !cityIsOverAverageProduction) return // don't make any military units here. Infrastructure first!
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if (!isAtWar && !cityIsOverAverageProduction) return // don't make any military units here. Infrastructure first!
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if ((!isAtWar && civInfo.statsForNextTurn.gold > 0 && militaryUnits < cities * 2)
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if ((!isAtWar && civInfo.statsForNextTurn.gold > 0 && militaryUnits < cities * 2)
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|| (isAtWar && civInfo.gold > -50)) {
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|| (isAtWar && civInfo.gold > -50)) {
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val militaryUnit = Automation.chooseMilitaryUnit(cityInfo)
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val militaryUnit = Automation.chooseMilitaryUnit(cityInfo)
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if (militaryUnit == null) return
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val unitsToCitiesRatio = cities.toFloat() / (militaryUnits + 1)
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val unitsToCitiesRatio = cities.toFloat() / (militaryUnits + 1)
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// most buildings and civ units contribute the the civ's growth, military units are anti-growth
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// most buildings and civ units contribute the the civ's growth, military units are anti-growth
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var modifier = sqrt(unitsToCitiesRatio) / 2
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var modifier = sqrt(unitsToCitiesRatio) / 2
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@ -11,7 +11,6 @@ import com.unciv.logic.civilization.diplomacy.RelationshipLevel
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.trade.*
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import com.unciv.logic.trade.*
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import com.unciv.models.ruleset.ModOptions
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import com.unciv.models.ruleset.ModOptionsConstants
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import com.unciv.models.ruleset.ModOptionsConstants
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import com.unciv.models.ruleset.VictoryType
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import com.unciv.models.ruleset.VictoryType
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import com.unciv.models.ruleset.tech.Technology
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import com.unciv.models.ruleset.tech.Technology
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@ -473,7 +472,7 @@ object NextTurnAutomation{
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city.cityConstructions.chooseNextConstruction()
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city.cityConstructions.chooseNextConstruction()
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if (city.health < city.getMaxHealth())
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if (city.health < city.getMaxHealth())
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Automation.trainMilitaryUnit(city) // override previous decision if city is under attack
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Automation.tryTrainMilitaryUnit(city) // override previous decision if city is under attack
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}
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}
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}
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}
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