Merge pull request #386 from ninjatao/worker_automate

Worker automation uses more resource.
This commit is contained in:
Yair Morgenstern 2018-12-31 14:49:20 +02:00 committed by GitHub
commit 7f9ca0fd3d
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 22 additions and 10 deletions

View file

@ -30,7 +30,7 @@ class WorkerAutomation(val unit: MapUnit) {
return
}
if (tile.improvementInProgress == null && tile.isLand()) {
val improvement = chooseImprovement(tile)
val improvement = chooseImprovement(tile, unit.civInfo)
if (tile.canBuildImprovement(improvement, unit.civInfo)) {
// What if we're stuck on this tile but can't build there?
tile.startWorkingOnImprovement(improvement, unit.civInfo)
@ -98,10 +98,10 @@ class WorkerAutomation(val unit: MapUnit) {
val workableTiles = currentTile.getTilesInDistance(4)
.filter {
(it.civilianUnit== null || it == currentTile)
&& it.improvement == null
&& (it.improvement == null || (it.hasViewableResource(unit.civInfo) && !it.containsGreatImprovement() && it.getTileResource().improvement != it.improvement))
&& it.isLand()
&& !it.getBaseTerrain().impassable
&& it.canBuildImprovement(chooseImprovement(it), unit.civInfo)
&& it.canBuildImprovement(chooseImprovement(it, unit.civInfo), unit.civInfo)
&& {val city=it.getCity(); city==null || it.getCity()?.civInfo == unit.civInfo}() // don't work tiles belonging to another civ
}.sortedByDescending { getPriority(it, unit.civInfo) }.toMutableList()
@ -131,14 +131,21 @@ class WorkerAutomation(val unit: MapUnit) {
return priority
}
private fun chooseImprovement(tile: TileInfo): TileImprovement {
private fun chooseImprovement(tile: TileInfo, civInfo: CivilizationInfo): TileImprovement {
val improvementStringForResource : String ?= when {
tile.resource == null || !tile.hasViewableResource(civInfo) -> null
tile.terrainFeature == "Marsh" -> "Remove Marsh"
tile.terrainFeature == "Jungle" -> "Remove Jungle"
tile.terrainFeature == "Forest" && tile.getTileResource().improvement!="Camp" -> "Remove Forest"
else -> tile.getTileResource().improvement
}
val improvementString = when {
tile.improvementInProgress != null -> tile.improvementInProgress
improvementStringForResource != null -> improvementStringForResource
tile.terrainFeature == "Jungle" -> "Trading post"
tile.terrainFeature == "Marsh" -> "Remove Marsh"
tile.terrainFeature == "Forest" &&
(tile.resource == null || tile.getTileResource().improvement!="Camp") -> "Lumber mill"
tile.resource != null -> tile.getTileResource().improvement
tile.terrainFeature == "Forest" -> "Lumber mill"
tile.baseTerrain == "Hill" -> "Mine"
tile.baseTerrain in listOf("Grassland","Desert","Plains") -> "Farm"
tile.baseTerrain == "Tundra" -> "Trading post"

View file

@ -44,6 +44,11 @@ open class TileInfo {
return toReturn
}
fun containsGreatImprovement(): Boolean {
if (getTileImprovement() == null) return false
return getTileImprovement()!!.name in listOf("Academy", "Landmark", "Manufactory", "Customs house")
}
//region pure functions
fun getUnits(): List<MapUnit> {
val list = ArrayList<MapUnit>(2)
@ -162,7 +167,7 @@ open class TileInfo {
if (improvement.improvingTech != null && observingCiv.tech.isResearched(improvement.improvingTech!!)) stats.add(improvement.improvingTechStats!!) // eg Chemistry for mines
if (improvement.name == "Trading post" && city != null && city.civInfo.policies.isAdopted("Free Thought"))
stats.science += 1f
if (improvement.name in listOf("Academy", "Landmark", "Manufactory", "Customs house") && observingCiv.policies.isAdopted("Freedom Complete"))
if (containsGreatImprovement() && observingCiv.policies.isAdopted("Freedom Complete"))
stats.add(improvement) // again, for the double effect
}

View file

@ -155,8 +155,8 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
val ourCombatStrength = Automation().evaluteCombatStrength(ourCivilization)
val theirCombatStrength = Automation().evaluteCombatStrength(otherCivilization)
if(ourCombatStrength==theirCombatStrength) return 0
if(ourCombatStrength==0) return 1000
if(theirCombatStrength==0) return -1000 // Chumps got no cities or units
if(ourCombatStrength==0) return -1000
if(theirCombatStrength==0) return 1000 // Chumps got no cities or units
if(ourCombatStrength>theirCombatStrength){
val absoluteAdvantage = ourCombatStrength-theirCombatStrength
val percentageAdvantage = absoluteAdvantage / theirCombatStrength.toFloat()