[freeciv-ai] AI diplomacy v5 (PR#2413)
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AI Diplomacy patch v5. Notable changes:
- We now get pissed at allies who don't help us (although we still don't
remember such insults).
- We break shared vision before going to war or ditching useless allies.
- We talk like humans do. Well, almost. We're not entirely Turing
certified yet.
- We do NOT give away our capital!
- We do NOT betray our allies. Well, at least not if we don't really
mean to.
- We try to become best pals with everyone if we lead the space race.
- We try to pick fights with civilizations closer to our homeland rather
than that other guy on the other side of the map. Try to.
- We know about teams, and don't backstab team members anymore.
- We go straight to war if that is what we mean to do, not stopping by
neutrality.
- We bitch at our friends even if we can't suggest treaties to them, if
they can to us.
- We have a lots less bugs now than we used to. Really. And we have lots
of new interesting bugs, too!
Lots of thanks to Jordi Negrevernis i Font for bug reporting and
playtesting.
All the big features are in except hatred. A lot of tuning work remains to
do be done, but for that it needs playtesting. So go for it!
- Per
/**********************************************************************
Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
***********************************************************************/
#ifndef FC__ADVATTITUDE_H
#define FC__ADVATTITUDE_H
struct player;
struct ai_choice;
struct Treaty;
struct Clause;
struct ai_data;
void ai_diplomacy_calculate(struct player *pplayer, struct ai_data *ai);
void ai_treaty_react(struct player *pplayer, struct player *aplayer,
struct Clause *pclause);
void ai_treaty_evaluate(struct player *pplayer, struct player *aplayer,
struct Treaty *ptreaty);
#endif /* FC__ADVATTITUDE_H */
/**********************************************************************
Freeciv - Copyright (C) 1996 - A Kjeldberg, L Gregersen, P Unold
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
***********************************************************************/
#include "city.h"
#include "tech.h"
#include "diptreaty.h"
#include "player.h"
#include "game.h"
#include "support.h"
#include "shared.h"
#include "packets.h"
#include "rand.h"
#include "log.h"
#include "events.h"
#include "mem.h"
#include "citytools.h"
#include "diplhand.h"
#include "plrhand.h"
#include "maphand.h"
#include "settlers.h" /* amortize */
#include "spaceship.h"
#include "aidata.h"
#include "aitools.h"
#include "advmilitary.h"
#include "advdiplomacy.h"
#define LOG_DIPL LOG_NORMAL
/* Prototypes */
static int ai_goldequiv_city(struct city *pcity);
static int ai_goldequiv_tech(struct player *pplayer, Tech_Type_id tech);
static int ai_war_desire(struct player *pplayer, struct player *aplayer,
struct ai_data *ai);
static int ai_war_fear(struct player *pplayer, struct player *aplayer,
struct ai_data *ai);
static bool ai_attitude(struct ai_data *at, enum diplomacy_type dtype);
static int ai_goldequiv_clause(struct player *pplayer, struct player *aplayer,
struct Clause *pclause, struct ai_data *ai);
/* PATCH TODO LIST:
-> make "away" AI mode where the AI doesn't do diplomacy
-> advmilitary.c, fix diplomat tech want excess
-> ai_suggest_clauses(...), if balance is not ok?
-> allow AIs to cheat an embassy on meet in beginning?
*/
/**********************************************************************
NOTES ON THIS AI DIPLOMACY FILE:
-> Be very careful with infinities - they can lead to overflows.
-> Everything is measured in gold, even treaties. However, treaties
are meant to be broken, if that is measured profitable.
-> Some players can be give attitudes (see aidata.h). These can
severely impair an ai's ability to pursue a diplomacy to its
own gain, but it is very good for modpacks and easy difficulties.
-> We rely on omniscience here. Really.
***********************************************************************/
/**********************************************************************
Send a diplomatic message. Use this instead of notify because we
may want to highligh/present these messages differently in the
future.
TODO: Replace E_DIPLOMATIC_INCIDENT with a new type.
TODO: Rewrite ...
***********************************************************************/
#define diplo_notify(pplayer, text, ...) \
notify_player_ex(pplayer, -1, -1, E_DIPLOMATIC_INCIDENT, text, __VA_ARGS__);
#define TALK(x) "*" #x "(AI)* "
/**********************************************************************
Evaluate gold worth of a single clause in a treaty. Note that it
sometimes matter a great deal who is giving what to whom, and
sometimes (such as with treaties) it does not matter at all.
***********************************************************************/
static int ai_goldequiv_clause(struct player *pplayer,
struct player *aplayer,
struct Clause *pclause,
struct ai_data *ai)
{
int worth[MAX_NUM_PLAYERS]; /* worth of what X gives */
int i;
bool give = (pplayer == pclause->from);
int receiver, giver;
for (i = 0; i < MAX_NUM_PLAYERS; i++) {
worth[i] = 0;
}
giver = pclause->from->player_no;
if (give) {
receiver = aplayer->player_no;
} else {
receiver = pplayer->player_no;
}
switch (pclause->type) {
case CLAUSE_ADVANCE: {
int tech_cost;
if (give) {
tech_cost = ai_goldequiv_tech(aplayer, pclause->value);
} else {
tech_cost = ai_goldequiv_tech(pplayer, pclause->value);
}
/* Share and expect being shared brotherly between allies */
if (pplayers_allied(pplayer, aplayer)) {
tech_cost /= 10;
}
/* Calculate in tech leak to our enemies, guess 50% chance */
if (give) {
players_iterate(eplayer) {
if (pplayers_allied(aplayer, eplayer) && aplayer != eplayer
&& get_invention(eplayer, pclause->value) != TECH_KNOWN) {
worth[eplayer->player_no] -=
ai_goldequiv_tech(eplayer, pclause->value) / 2;
}
} players_iterate_end;
}
worth[receiver] += tech_cost;
/* FIXME: We should calculate use of tech for allies too, but we
need to look just how the tech exchange code turns out
first. - Per */
} break;
case CLAUSE_ALLIANCE:
case CLAUSE_PEACE:
case CLAUSE_CEASEFIRE: {
/* TODO: Note that right now most of this code is dead code because
* we set war_desire to zero for everyone but our no 1 target at
* another place in the code. - Per */
int war_desire = ai->diplomacy.other[aplayer->player_no].war_desire;
/* Attitude adjustment: Don't be too eager to get into a relationship
* that you can't stomach getting out of. */
if (ai_attitude(ai, DIP_BACKSTABBER)) {
war_desire /= 1.5;
}
if (ai_attitude(ai, DIP_TRUSTWORTHY)) {
war_desire *= 1.5;
}
/* Breaking treaties give us penalties on future diplomacy, so
* avoid flip-flopping treaty/war with our enemy. */
if (aplayer == ai->diplomacy.target
&& !ai_attitude(ai, DIP_BACKSTABBER)) {
war_desire *= 3;
}
/* No peace to our chosen victim if we are militarist */
if (aplayer == ai->diplomacy.target
&& ai_attitude(ai, DIP_MILITARIST)) {
worth[pplayer->player_no] = -FC_INFINITY;
}
/* We don't want treaties that obstruct our aims, but if war_desire
is negative then we want 'em this much. */
worth[pplayer->player_no] += -(war_desire * TRADE_WEIGHTING
* city_list_size(&aplayer->cities));
freelog(LOG_DIPL, "(%s ai diplo) Calculating pact with %s as (%d*%d*%d=)%d",
pplayer->name, aplayer->name,
war_desire, TRADE_WEIGHTING, city_list_size(&aplayer->cities),
worth[pplayer->player_no]);
/* Modify for peace */
if (pclause->type == CLAUSE_PEACE) {
if (!pplayers_non_attack(pplayer, aplayer)) {
diplo_notify(aplayer, TALK(%s) "Let us first cease hostilies, %s",
pplayer->name, aplayer->name);
return -FC_INFINITY;
} else {
worth[pplayer->player_no] *= 1.5;
}
}
/* Modify for alliance */
if (pclause->type == CLAUSE_ALLIANCE) {
bool player_is_allied_with_ally = FALSE;
players_iterate(check_pl) {
/* We want to ally our ally's allies to prevent
* ugly wars between allies */
if (check_pl != pplayer && check_pl != aplayer
&& pplayers_allied(pplayer, check_pl)
&& pplayers_allied(aplayer, check_pl)) {
player_is_allied_with_ally = TRUE;
}
} players_iterate_end;
if (!pplayers_in_peace(pplayer, aplayer)) {
diplo_notify(aplayer, TALK(%s) "Let us first cease hostilies, %s",
pplayer->name, aplayer->name);
return -FC_INFINITY;
} else if (!player_is_allied_with_ally) {
worth[pplayer->player_no] *= 3;
} else {
/* Let's all join hands! */
worth[pplayer->player_no] = 1;
}
}
/* Modify for reputation */
i = (GAME_DEFAULT_REPUTATION - aplayer->reputation)
* city_list_size(&aplayer->cities) / 4;
if (i != 0) {
worth[pplayer->player_no] -= i;
freelog(LOG_DIPL, "(%s ai diplo) %s has reputation %d, penalised with
%d",
pplayer->name, aplayer->name, aplayer->reputation, i);
}
} break;
case CLAUSE_GOLD:
worth[receiver] += pclause->value;
break;
case CLAUSE_SEAMAP:
/* Very silly algorithm 1: Sea map more worth if enemy has more
cities. Reasoning is he has more use of seamap for settling
new areas the more cities he has already. */
if (!give || pplayers_allied(pplayer, aplayer)) {
/* Useless to us - we're omniscient! And allies get it for free! */
worth[receiver] = 0;
break;
}
worth[receiver] += 25 * city_list_size(&aplayer->cities);
if (give && ai_attitude(ai, DIP_XENOPHOBE)) {
worth[receiver] *= 3; /* "And what exactly do you want with this...?" */
}
break;
case CLAUSE_MAP:
/* Very silly algorithm 2: Land map more worth the more cities
we have, since we expose all of these to the enemy. */
if (!give || pplayers_allied(pplayer, aplayer)) {
/* Useless to us - we're omniscient! And allies get it for free! */
worth[receiver] = 0;
break;
}
worth[receiver] += 75 * city_list_size(&pplayer->cities);
/* Inflate numbers if not peace */
if (!pplayers_in_peace(pplayer, aplayer)) {
if (!give && ai_attitude(ai, DIP_TRADER)) {
worth[receiver] *= 2;
} else if (give && ai_attitude(ai, DIP_MILITARIST)) {
worth[receiver] *= 10;
} else {
worth[receiver] *= 3;
}
}
if (give && ai_attitude(ai, DIP_XENOPHOBE)) {
worth[giver] -= FC_INFINITY; /* NEVER!!! */
}
break;
case CLAUSE_CITY: {
struct city *offer = city_list_find_id(&(pclause->from)->cities,
pclause->value);
if (!offer || offer->owner != giver) {
/* City destroyed or taken during negotiations */
break;
}
worth[receiver] += ai_goldequiv_city(offer);
if (give) {
/* AI must be crazy to trade away its cities, but traders do/are */
if (ai_attitude(ai, DIP_TRADER)
&& pplayers_in_peace(pplayer, aplayer)) {
worth[receiver] *= 2;
} else {
worth[receiver] *= 15;
}
if (city_got_building(offer, B_PALACE)) {
worth[receiver] = FC_INFINITY; /* never! */
}
}
break;
}
case CLAUSE_VISION:
if (give) {
if (pplayers_allied(pplayer, aplayer)) {
worth[receiver] = 0;
} else {
/* so out of the question */
worth[receiver] += FC_INFINITY;
}
} else {
worth[receiver] = 1; /* We are omniscient, so... */
}
break;
} /* end of switch */
i = 0; /* balance */
/* Check externalities */
players_iterate(eplayer) {
/* We are supposed to give away something, check how this benefits
our enemies */
if (give && eplayer != aplayer && pplayers_at_war(eplayer, pplayer)) {
i += worth[eplayer->player_no];
}
/* We receive something, check how this benefits our friends */
if (!give && eplayer != pplayer && eplayer != aplayer
&& pplayers_allied(eplayer, pplayer)) {
i -= worth[eplayer->player_no];
}
} players_iterate_end;
/* wrt pplayer */
i += worth[pplayer->player_no];
i -= worth[aplayer->player_no];
/* Returns balance of what they offer vs what we offer */
if (give) {
freelog(LOG_DIPL, "(%s ai diplo) evaluating clause from %s to %s as worth
%d",
pplayer->name, pplayer->name, aplayer->name, i);
} else {
freelog(LOG_DIPL, "(%s ai diplo) evaluating clause from %s to %s as worth
%d",
pplayer->name, aplayer->name, pplayer->name, i);
}
return i;
}
/**********************************************************************
pplayer is AI player, aplayer is the other player involved, treaty
is the treaty being considered. It is all a question about money :-)
***********************************************************************/
void ai_treaty_evaluate(struct player *pplayer, struct player *aplayer,
struct Treaty *ptreaty)
{
struct packet_diplomacy_info packet;
int balance = 0;
bool has_treaty = FALSE;
struct ai_data *ai = ai_data_get(pplayer);
assert(!is_barbarian(pplayer));
packet.plrno0 = pplayer->player_no;
packet.plrno1 = aplayer->player_no;
packet.plrno_from = pplayer->player_no;
/* Evaluate clauses */
clause_list_iterate(ptreaty->clauses, pclause) {
balance += ai_goldequiv_clause(pplayer, aplayer, pclause, ai);
if (is_pact_clause(pclause->type)) {
has_treaty = TRUE;
}
} clause_list_iterate_end;
/* If we are at war, and no peace is offered, then no deal */
if (pplayers_at_war(pplayer, aplayer) && !has_treaty) {
return;
}
/* Accept if balance is good */
if (balance >= 0) {
handle_diplomacy_accept_treaty(pplayer, &packet);
}
}
/**********************************************************************
Reactions from AI on clauses being agreed on.
***********************************************************************/
void ai_treaty_react(struct player *pplayer,
struct player *aplayer,
struct Clause *pclause)
{
switch (pclause->type) {
case CLAUSE_ALLIANCE:
diplo_notify(aplayer, TALK(%s) "Yes, may we forever stand united, %s",
pplayer->name, aplayer->name);
freelog(LOG_NORMAL, "(%s ai diplo) %s allies with %s!",
pplayer->name, pplayer->name, aplayer->name);
break;
case CLAUSE_PEACE:
diplo_notify(aplayer, TALK(%s) "Yes, peace in our time!",
pplayer->name);
freelog(LOG_NORMAL, "(%s ai diplo) %s makes peace with %s",
pplayer->name, pplayer->name, aplayer->name);
break;
case CLAUSE_CEASEFIRE:
diplo_notify(aplayer, TALK(%s) "Agreed. No more hostilities, %s",
pplayer->name, aplayer->name);
freelog(LOG_NORMAL, "(%s ai diplo) %s agrees to ceasefire with %s",
pplayer->name, pplayer->name, aplayer->name);
break;
default:
break;
}
}
/**********************************************************************
Return TRUE iff given player has given attitude.
***********************************************************************/
static bool ai_attitude(struct ai_data *ai, enum diplomacy_type dtype)
{
return BOOL_VAL(ai->diplomacy.personality & dtype);
}
/**********************************************************************
Check if we can win by space race victory. We can do this if we have
a spacerace lead.
***********************************************************************/
static bool ai_space_victory(struct player *pplayer, struct ai_data *ai)
{
struct player_spaceship *our_ship = &pplayer->spaceship;
int our_arrival = MAX((int) our_ship->travel_time -
- (game.year - our_ship->launch_year), 1);
if (game.spacerace == FALSE || our_ship->state == SSHIP_NONE) {
return FALSE;
}
players_iterate(aplayer) {
struct player_spaceship *enemy_ship = &aplayer->spaceship;
int enemy_arrival = MAX((int) enemy_ship->travel_time -
- (game.year - enemy_ship->launch_year), 1);
if (enemy_ship->state > our_ship->state) {
return FALSE;
}
if (enemy_ship->state == SSHIP_LAUNCHED
&& our_ship->state == SSHIP_LAUNCHED
&& enemy_arrival >= our_arrival) {
return FALSE;
}
} players_iterate_end;
return TRUE;
}
/**********************************************************************
Calculate our desire to go to war against aplayer (or our hatred of
aplayer).
***********************************************************************/
static int ai_war_desire(struct player *pplayer, struct player *aplayer,
struct ai_data *ai)
{
int kill_desire, arrival, our_arrival;
struct player_spaceship *ship = &aplayer->spaceship;
struct player_spaceship *our_ship = &pplayer->spaceship;
/* Show some weakness */
if (!pplayers_at_war(pplayer, aplayer)
&& ai_attitude(ai, DIP_TRUSTWORTHY)) {
return 0;
}
/* We can aim for an allied victory */
if (!ai_attitude(ai, DIP_MEGALOMANIAC)
&& pplayers_allied(pplayer, aplayer)) {
return 0;
}
/* Number of cities is a player's base potential. */
kill_desire = city_list_size(&aplayer->cities);
/* Count settlers in production for us, indicating our expansionism,
* while counting all enemy settlers as (worst case) indicators of
* enemy expansionism */
city_list_iterate(pplayer->cities, pcity) {
if (pcity->is_building_unit
&& unit_type_flag(pcity->currently_building, F_CITIES)) {
kill_desire -= 1;
}
} city_list_iterate_end;
unit_list_iterate(aplayer->units, punit) {
if (unit_flag(punit, F_CITIES)) { kill_desire += 1; }
} unit_list_iterate_end;
/* Count big cities as twice the threat */
city_list_iterate(aplayer->cities, pcity) {
kill_desire += pcity->size > 8 ? 1 : 0;
} city_list_iterate_end;
/* Tech lead is worrisome */
kill_desire += MAX(aplayer->research.techs_researched -
pplayer->research.techs_researched, 0);
/* Spacerace loss we will not allow! */
if (ship->state >= SSHIP_STARTED) {
/* add potential */
kill_desire += city_list_size(&aplayer->cities);
}
if (our_ship->state >= SSHIP_LAUNCHED) {
our_arrival = MAX((int) our_ship->travel_time -
(game.year - our_ship->launch_year), 1);
} else { our_arrival = FC_INFINITY; }
if (ship->state >= SSHIP_LAUNCHED) {
arrival = MAX((int) ship->travel_time -
(game.year - ship->launch_year), 1);
if (arrival < our_arrival) {
/* The first division is for the unlikely case of several
simultaneous ship launches, the second to avoid overflows */
kill_desire = FC_INFINITY / arrival / 2;
ai->diplomacy.timer = FC_INFINITY;
ai->diplomacy.strategy = WIN_CAPITAL;
}
}
/* Jealousy */
/* FIME: add score comparisons here, but add code for cacheing
score results first, or we will spam the CPU - Per */
/* Amortize by distance */
return amortize(kill_desire,
ai->diplomacy.other[aplayer->player_no].distance);
}
/**********************************************************************
Calculate relative military strength of us vs him
TODO: special checks for nukes (they inflate our numbers), and
add in allies
***********************************************************************/
static int ai_war_fear(struct player *pplayer, struct player *aplayer,
struct ai_data *ai)
{
int them = 1;
/* relative military strength */
unit_list_iterate(aplayer->units, punit) {
them += ai_unit_attack_desirability(punit->type);
} unit_list_iterate_end;
return (them / ai->diplomacy.mil_strength)
- (ai->diplomacy.mil_strength / them);
}
/**********************************************************************
How much is tech worth to player measured in gold
***********************************************************************/
static int ai_goldequiv_tech(struct player *pplayer, Tech_Type_id tech)
{
int worth;
if (get_invention(pplayer, tech) == TECH_KNOWN) {
return 0;
}
worth = total_bulbs_required_for_goal(pplayer, tech) * TRADE_WEIGHTING;
worth += pplayer->ai.tech_want[tech] / 8; /* often way too much */
if (get_invention(pplayer, tech) == TECH_REACHABLE) {
worth /= 2;
}
freelog(LOG_DIPL, "(%s ai diplo) %s goldequiv'ed to %d (had want %d)",
pplayer->name, get_tech_name(pplayer, tech), worth,
pplayer->ai.tech_want[tech]);
return worth;
}
/**********************************************************************
How much is city worth measured in gold
***********************************************************************/
static int ai_goldequiv_city(struct city *pcity)
{
int worth;
struct player *pplayer = city_owner(pcity);
worth = pcity->size * 150; /* reasonable base cost */
built_impr_iterate(pcity, impr) {
if (improvement_types[impr].is_wonder && !wonder_obsolete(impr)) {
worth += improvement_types[impr].build_cost;
} else {
worth += (improvement_types[impr].build_cost / 4);
}
} built_impr_iterate_end;
if (city_unhappy(pcity)) {
worth *= 0.75;
}
freelog(LOG_DIPL, "(%s ai diplo) city %s goldequiv'ed to %d",
pplayer->name, pcity->name, worth);
return worth;
}
/**********************************************************************
Suggest a treaty from pplayer to aplayer
***********************************************************************/
static void ai_diplomacy_suggest(struct player *pplayer,
struct player *aplayer,
enum clause_type what)
{
struct packet_diplomacy_info packet;
if (!player_has_embassy(pplayer, aplayer)) {
return;
}
packet.plrno_from = pplayer->player_no;
packet.plrno0 = pplayer->player_no;
packet.plrno1 = aplayer->player_no;
packet.clause_type = what;
packet.value = 0; /* dummy */
handle_diplomacy_init(pplayer, &packet);
handle_diplomacy_create_clause(pplayer, &packet);
}
/**********************************************************************
Only ever called for AI players and never for barbarians.
***********************************************************************/
void ai_diplomacy_calculate(struct player *pplayer, struct ai_data *ai)
{
int war_desire = 0;
int war_fear = 0;
struct player *target = NULL;
struct city *palace = find_palace(pplayer);
if (!pplayer->is_alive) {
return; /* doh */
}
/* Stop war against a dead player */
if (ai->diplomacy.target && !ai->diplomacy.target->is_alive) {
freelog(LOG_DIPL, "(%s ai diplo) Target player %s is dead. Victory!",
pplayer->name, ai->diplomacy.target->name);
ai->diplomacy.timer = 0;
ai->diplomacy.target = NULL;
if (ai->diplomacy.strategy == WIN_CAPITAL) {
ai->diplomacy.strategy = WIN_OPEN;
}
}
/* Calculate our military strength */
ai->diplomacy.mil_strength = 1;
unit_list_iterate(pplayer->units, punit) {
ai->diplomacy.mil_strength += ai_unit_attack_desirability(punit->type);
} unit_list_iterate_end;
/* Ensure that we don't prematurely end an ongoing war */
if (ai->diplomacy.timer-- > 0) {
return;
}
/*
* Calculate average distances to other players' empires. A
* possibly unwarranted assumption here is that our palace will
* be located in the middle of our empire. If we don't have one, punt.
*/
players_iterate(aplayer) {
int cities = 0;
int dists = 0;
if (pplayer == aplayer || !palace) {
ai->diplomacy.other[aplayer->player_no].distance = 0;
continue;
}
city_list_iterate(aplayer->cities, pcity) {
cities++;
dists += real_map_distance(palace->x, palace->y, pcity->x, pcity->y);
} city_list_iterate_end;
if (cities > 0) {
ai->diplomacy.other[aplayer->player_no].distance = dists / cities;
} else {
ai->diplomacy.other[aplayer->player_no].distance = 0;
}
} players_iterate_end;
/* Can we win by space race? */
if (ai_space_victory(pplayer, ai)) {
freelog(LOG_DIPL, "%s going for space race victory!", pplayer->name);
ai->diplomacy.strategy = WIN_SPACE; /* Yes! */
}
/* Calculate our fears and desires, and find desired war target */
players_iterate(aplayer) {
enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
bool want_avoid_war = FALSE;
/* We don't fear/hate ourselves, those we don't know and those we're
* allied to (unless we're the backstabbing type) or team members. */
if (aplayer == pplayer
|| ds == DS_NO_CONTACT
|| (pplayer->team != TEAM_NONE && pplayer->team == aplayer->team)
|| (ds == DS_ALLIANCE && !ai_attitude(ai, DIP_BACKSTABBER))) {
ai->diplomacy.other[aplayer->player_no].war_desire = 0;
ai->diplomacy.other[aplayer->player_no].war_fear = 0;
continue;
}
ai->diplomacy.other[aplayer->player_no].war_fear =
ai_war_fear(pplayer, aplayer, ai);
ai->diplomacy.other[aplayer->player_no].war_desire =
ai_war_desire(pplayer, aplayer, ai);
/* We don't want war if we can win through the space race. */
if (ai->diplomacy.strategy == WIN_SPACE) {
ai->diplomacy.other[aplayer->player_no].war_desire /= 3;
want_avoid_war = TRUE;
continue;
}
/* Loyalty: hate our allies' enemies */
players_iterate(eplayer) {
if (pplayers_allied(pplayer, eplayer)
&& !ai_attitude(ai, DIP_BACKSTABBER)
&& pplayers_at_war(aplayer, eplayer)) {
ai->diplomacy.other[aplayer->player_no].war_desire *= 3;
want_avoid_war = FALSE;
}
} players_iterate_end;
/* Chicken out */
if (want_avoid_war) {
freelog(LOG_DIPL, "%s chickening out from war_desire with %s",
pplayer->name, aplayer->name);
ai->diplomacy.other[aplayer->player_no].war_desire = -1;
continue;
}
/* Strongly prefer players we are at war with already */
if (pplayers_non_attack(pplayer, aplayer)) {
ai->diplomacy.other[aplayer->player_no].war_desire /= 2;
}
freelog(LOG_DIPL, "(%s ai diplo) Against %s we have war desire "
"%d and fear %d", pplayer->name, aplayer->name,
ai->diplomacy.other[aplayer->player_no].war_desire,
ai->diplomacy.other[aplayer->player_no].war_fear);
/* Find best target */
if (ai->diplomacy.other[aplayer->player_no].war_desire > war_desire) {
target = aplayer;
war_desire = ai->diplomacy.other[aplayer->player_no].war_desire;
war_fear = ai->diplomacy.other[aplayer->player_no].war_fear;
}
} players_iterate_end;
if (!target) {
freelog(LOG_DEBUG, "(%s ai diplo) Found no target.", pplayer->name);
ai->diplomacy.target = NULL;
return;
}
if (target != ai->diplomacy.target) {
if (ai->diplomacy.target) {
freelog(LOG_DIPL, "(%s ai diplo) Changing target from %s to %s",
pplayer->name, ai->diplomacy.target->name, target->name);
} else {
freelog(LOG_DIPL, "(%s ai diplo) Setting target to %s",
pplayer->name, target->name);
}
ai->diplomacy.target = target;
players_iterate(aplayer) {
ai->diplomacy.other[aplayer->player_no].ally_patience = 0;
} players_iterate_end;
}
if (!pplayers_at_war(pplayer, target)) {
freelog(LOG_DIPL, "(%s ai diplo) Declaring war on %s",
pplayer->name, target->name);
diplo_notify(target, TALK(%s) "Peace in ... some other time",
pplayer->name);
if (gives_shared_vision(pplayer, target)) {
remove_shared_vision(pplayer, target);
}
while (!pplayers_at_war(pplayer, target)) {
handle_player_cancel_pact(pplayer, target->player_no);
}
/* continue war at least in this arbitrary number of turns to show
* some spine */
ai->diplomacy.timer = 6;
}
/* Opportunism, Inc */
players_iterate(aplayer) {
enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
if (is_barbarian(aplayer) /* no barbarism */
|| aplayer == pplayer /* no self-indulgence */
|| aplayer == target /* no mercy */
|| !aplayer->is_alive /* and no necromancy! */
|| aplayer->reputation < GAME_DEFAULT_REPUTATION / 2) {
continue; /* hah! */
}
/* Is there a player with whom we are allied to which is at
* war with this player? If so, keep war going. */
players_iterate(eplayer) {
if (pplayers_allied(pplayer, eplayer)
&& pplayers_at_war(aplayer, eplayer)) {
continue;
}
} players_iterate_end;
/* Talk is cheap, and so is peace, so fake friendliness */
ai->diplomacy.other[aplayer->player_no].war_desire = -1;
/* Spam control */
if (ai->diplomacy.other[aplayer->player_no].spam > 0) {
ai->diplomacy.other[aplayer->player_no].spam--;
}
if ((!player_has_embassy(pplayer, aplayer)
&& !player_has_embassy(aplayer, pplayer))
|| ds == DS_NO_CONTACT) {
continue;
}
if (ai->diplomacy.other[aplayer->player_no].spam > 0) {
/* Don't spam */
continue;
}
/* Canvass support from existing friends for our war, and try to
* make friends with enemies. Then we wait some turns until next time
* we spam them with our gibbering chatter. */
ai->diplomacy.other[aplayer->player_no].spam = myrand(4)+3;
switch (ds) {
case DS_ALLIANCE:
if (pplayers_at_war(aplayer, target)) {
break;
}
freelog(LOG_DIPL, "(%s ai diplo) demanding support from %s to crush %s",
pplayer->name, aplayer->name, target->name);
switch (ai->diplomacy.other[aplayer->player_no].ally_patience--) {
case 0:
diplo_notify(aplayer, TALK(%s) "Greetings our most trustworthy ally, "
"we call upon you to destroy our enemy, %s", pplayer->name,
target->name);
break;
case -1:
diplo_notify(aplayer, TALK(%s) "Greetings ally, I see you have not yet "
"made war with our enemy, %s. Why do I need to remind "
"you of your promises?", pplayer->name, target->name);
break;
case -2:
diplo_notify(aplayer, TALK(%s) "Dishonoured one, we made a pact of "
"alliance, and yet you remain at peace with our mortal "
"enemy, %s! This is unacceptable, our alliance is no "
"more!", pplayer->name, target->name);
freelog(LOG_DIPL, "(%s ai diplo) breaking useless alliance with %s",
pplayer->name, aplayer->name);
handle_player_cancel_pact(pplayer, aplayer->player_no);
if (gives_shared_vision(pplayer, aplayer)) {
remove_shared_vision(pplayer, aplayer);
}
break;
}
break;
case DS_PEACE:
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_ALLIANCE);
diplo_notify(aplayer, TALK(%s) "Greetings friend, may we suggest "
"a joint campaign against %s?", pplayer->name, target->name);
freelog(LOG_DIPL, "(%s ai diplo) requesting support from %s to crush %s",
pplayer->name, aplayer->name, target->name);
break;
case DS_CEASEFIRE:
case DS_NEUTRAL:
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_PEACE);
diplo_notify(aplayer, TALK(%s) "Greetings friend, may we suggest "
"a joint campaign against %s?", pplayer->name, target->name);
freelog(LOG_DIPL, "(%s ai diplo) requesting support from %s to crush %s",
pplayer->name, aplayer->name, target->name);
break;
case DS_WAR:
diplo_notify(aplayer, TALK(%s) "%s is threatening us both, may we suggest"
" a cessation of hostilities?", pplayer->name, target->name);
freelog(LOG_DIPL, "(%s ai diplo) requesting peace from %s to crush %s",
pplayer->name, aplayer->name, target->name);
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_CEASEFIRE);
break;
default:
assert(FALSE);
break;
}
} players_iterate_end;
}
? ai/advdiplomacy.c
? ai/advdiplomacy.h
Index: ai/Makefile.am
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/Makefile.am,v
retrieving revision 1.12
diff -u -r1.12 Makefile.am
--- ai/Makefile.am 2002/11/25 19:18:08 1.12
+++ ai/Makefile.am 2003/01/04 03:14:05
@@ -21,6 +21,8 @@
advmilitary.h \
advscience.c \
advscience.h \
+ advdiplomacy.c \
+ advdiplomacy.h \
advspace.c \
advspace.h \
advtrade.c \
Index: ai/aidata.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.c,v
retrieving revision 1.7
diff -u -r1.7 aidata.c
--- ai/aidata.c 2003/01/02 11:59:29 1.7
+++ ai/aidata.c 2003/01/04 03:14:05
@@ -26,10 +26,12 @@
#include "mem.h"
#include "citytools.h"
+#include "diplhand.h"
+#include "maphand.h"
#include "settlers.h"
#include "unittools.h"
-#include "maphand.h"
+#include "advdiplomacy.h"
#include "advmilitary.h"
#include "aicity.h"
#include "aitools.h"
@@ -192,6 +194,12 @@
}
} unit_list_iterate_end;
+ /* Diplomacy */
+
+ if (pplayer->ai.control && !is_barbarian(pplayer)) {
+ ai_diplomacy_calculate(pplayer, ai);
+ }
+
/*
* Priorities. NEVER set these to zero! Weight values are usually
* multiplied by these values, so be careful with them. They are
@@ -219,6 +227,33 @@
free(ai->threats.continent); ai->threats.continent = NULL;
free(ai->stats.workers); ai->stats.workers = NULL;
free(ai->stats.cities); ai->stats.cities = NULL;
+
+ /* Otherwise our meeting schedule will be so full we won't have time
+ * for new offerings! Note that I find this acceptable for human players
+ * trying to talk to AI players, since AI players respond immediately. */
+ cancel_all_meetings(pplayer);
+}
+
+/**************************************************************************
+ Initialize with sane values
+**************************************************************************/
+void ai_data_init(struct player *pplayer) {
+ struct ai_data *ai = &aidata[pplayer->player_no];
+ int i;
+
+ ai->diplomacy.target = NULL;
+ ai->diplomacy.strategy = WIN_OPEN;
+ ai->diplomacy.timer = 0;
+ ai->diplomacy.personality = 0;
+ ai->diplomacy.mil_strength = 0;
+
+ for (i = 0; i < MAX_NUM_PLAYERS; i++) {
+ ai->diplomacy.other[i].war_desire = 0;
+ ai->diplomacy.other[i].war_fear = 0;
+ ai->diplomacy.other[i].spam = 0;
+ ai->diplomacy.other[i].distance = 0;
+ ai->diplomacy.other[i].ally_patience = 0;
+ }
}
/**************************************************************************
Index: ai/aidata.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aidata.h,v
retrieving revision 1.5
diff -u -r1.5 aidata.h
--- ai/aidata.h 2003/01/02 11:59:29 1.5
+++ ai/aidata.h 2003/01/04 03:14:05
@@ -24,7 +24,43 @@
* start of every turn.
*/
+enum winning_strategy {
+ WIN_OPEN, /* still undetermined */
+ WIN_WAR, /* we have no other choice than to crush all opposition */
+ WIN_SPACE, /* we will race for space, peace very important */
+ WIN_CAPITAL /* we cannot win unless we take war_target's capital */
+};
+
+/* FIXME: these should be set by difficulty and civworld */
+enum diplomacy_type {
+ DIP_NONE = 0, /* No attitude */
+ DIP_PACIFIST = 1, /* War desire -50% if positive */
+ DIP_MILITARIST = 2, /* War desire +50% if positive */
+ DIP_TRADER = 4, /* Worth of our offer -25%, trade cities */
+ DIP_GREEDY = 8, /* Worth of our offer +50% */
+ DIP_XENOPHOBE = 16, /* Only ever agrees to ceasefire and tech */
+ DIP_TRUSTWORTHY = 32, /* Does not break treaties unless violated */
+ DIP_BACKSTABBER = 64, /* Happily agrees to anything and then... */
+ DIP_MEGALOMANIAC = 128/* Does not share victory */
+};
+
struct ai_data {
+ /* AI diplomacy */
+ struct {
+ enum winning_strategy strategy;
+ int timer; /* pursue our goals with some stubbornness, in turns */
+ struct {
+ int war_desire; /* desire for war or peace */
+ int war_fear; /* fear of this player's military might */
+ int spam; /* timer to avoid spamming a player with chat */
+ int distance; /* average distance to that player's cities */
+ int ally_patience; /* we EXPECT our allies to help us! */
+ } other[MAX_NUM_PLAYERS];
+ struct player *target; /* concentrate on this player */
+ int mil_strength; /* Estimate of our military strength */
+ int personality; /* Personality traits */
+ } diplomacy;
+
/* Long-term threats, not to be confused with short-term danger */
struct {
bool invasions; /* check if we need to consider invasions */
@@ -63,6 +99,8 @@
int angry_priority;
int pollution_priority;
};
+
+void ai_data_init(struct player *pplayer);
void ai_data_turn_init(struct player *pplayer);
void ai_data_turn_done(struct player *pplayer);
Index: client/civclient.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/civclient.c,v
retrieving revision 1.159
diff -u -r1.159 civclient.c
--- client/civclient.c 2003/01/01 11:51:32 1.159
+++ client/civclient.c 2003/01/04 03:14:05
@@ -815,6 +815,30 @@
}
/**************************************************************************
+ Returns TRUE iff the client can do diplomatic meetings with another
+ given player.
+**************************************************************************/
+bool can_meet_with_player(struct player *pplayer)
+{
+ return (pplayer->is_alive
+ && pplayer != game.player_ptr
+ && player_has_embassy(game.player_ptr, pplayer)
+ && (pplayer->is_connected || pplayer->ai.control)
+ && can_client_issue_orders());
+}
+
+/**************************************************************************
+ Returns TRUE iff the client can get intelligence from another
+ given player.
+**************************************************************************/
+bool can_intel_with_player(struct player *pplayer)
+{
+ return (pplayer->is_alive
+ && pplayer != game.player_ptr
+ && player_has_embassy(game.player_ptr, pplayer));
+}
+
+/**************************************************************************
Return TRUE if the client can change the view; i.e. if the mapview is
active. This function should be called each time before allowing the
user to do mapview actions.
Index: client/civclient.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/civclient.h,v
retrieving revision 1.25
diff -u -r1.25 civclient.h
--- client/civclient.h 2003/01/01 11:51:32 1.25
+++ client/civclient.h 2003/01/04 03:14:05
@@ -56,6 +56,8 @@
void real_timer_callback(void);
bool can_client_issue_orders(void);
bool can_client_change_view(void);
+bool can_meet_with_player(struct player *pplayer);
+bool can_intel_with_player(struct player *pplayer);
void client_game_init(void);
void client_game_free(void);
Index: client/gui-gtk/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-gtk/plrdlg.c,v
retrieving revision 1.43
diff -u -r1.43 plrdlg.c
--- client/gui-gtk/plrdlg.c 2003/01/01 11:51:33 1.43
+++ client/gui-gtk/plrdlg.c 2003/01/04 03:14:05
@@ -499,20 +499,10 @@
can_client_issue_orders()
&& gives_shared_vision(game.player_ptr, pplayer));
- if (pplayer->is_alive
- && pplayer != game.player_ptr
- && player_has_embassy(game.player_ptr, pplayer)) {
- if (pplayer->is_connected)
- gtk_widget_set_sensitive(players_meet_command,
- can_client_issue_orders());
- else
- gtk_widget_set_sensitive(players_meet_command, FALSE);
- gtk_widget_set_sensitive(players_int_command, TRUE);
- return;
- }
-
- gtk_widget_set_sensitive(players_meet_command, FALSE);
- gtk_widget_set_sensitive(players_int_command, FALSE);
+ gtk_widget_set_sensitive(players_meet_command,
+ can_meet_with_player(pplayer));
+ gtk_widget_set_sensitive(players_int_command,
+ can_intel_with_player(pplayer));
}
void players_list_ucallback(GtkWidget *w, gint row, gint column)
Index: client/gui-gtk-2.0/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-gtk-2.0/plrdlg.c,v
retrieving revision 1.13
diff -u -r1.13 plrdlg.c
--- client/gui-gtk-2.0/plrdlg.c 2002/12/30 02:32:02 1.13
+++ client/gui-gtk-2.0/plrdlg.c 2003/01/04 03:14:05
@@ -161,13 +161,9 @@
gtk_widget_set_sensitive(players_vision_command,
gives_shared_vision(game.player_ptr, plr));
- if (plr->is_alive
- && plr != game.player_ptr
- && player_has_embassy(game.player_ptr, plr)) {
- gtk_widget_set_sensitive(players_meet_command, plr->is_connected);
- gtk_widget_set_sensitive(players_int_command, TRUE);
- return;
- }
+ gtk_widget_set_sensitive(players_meet_command, can_meet_with_player(plr));
+ gtk_widget_set_sensitive(players_int_command, can_intel_with_player(plr));
+ return;
}
gtk_widget_set_sensitive(players_meet_command, FALSE);
Index: client/gui-mui/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-mui/plrdlg.c,v
retrieving revision 1.25
diff -u -r1.25 plrdlg.c
--- client/gui-mui/plrdlg.c 2002/11/14 09:14:57 1.25
+++ client/gui-mui/plrdlg.c 2003/01/04 03:14:05
@@ -208,17 +208,10 @@
set(player_vision_button, MUIA_Disabled,
!gives_shared_vision(game.player_ptr, pplayer));
- if (pplayer->is_alive
- && pplayer != game.player_ptr
- && player_has_embassy(game.player_ptr, pplayer))
- {
- if (pplayer->is_connected)
- set(player_meet_button, MUIA_Disabled, FALSE);
- else
- set(player_meet_button, MUIA_Disabled, TRUE);
- set(player_intelligence_button, MUIA_Disabled, FALSE);
- return;
- }
+ set(player_meet_button, MUIA_Disabled, !can_meet_with_player(pplayer));
+ set(player_intelligence_button, MUIA_Disabled,
+ !can_intel_with_player(pplayer));
+ return;
}
set(player_meet_button, MUIA_Disabled, TRUE);
Index: client/gui-win32/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-win32/plrdlg.c,v
retrieving revision 1.10
diff -u -r1.10 plrdlg.c
--- client/gui-win32/plrdlg.c 2002/11/14 09:14:59 1.10
+++ client/gui-win32/plrdlg.c 2003/01/04 03:14:05
@@ -237,19 +237,10 @@
EnableWindow(GetDlgItem(players_dialog, ID_PLAYERS_VISION),
gives_shared_vision(game.player_ptr, pplayer));
- if (pplayer->is_alive
- && pplayer != game.player_ptr
- && player_has_embassy(game.player_ptr, pplayer)) {
- if (pplayer->is_connected)
- EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_MEET), TRUE);
- else
- EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_MEET), FALSE);
- EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_INT), TRUE);
- return;
- }
-
- EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_MEET), FALSE);
- EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_INT), FALSE);
+ EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_MEET),
+ can_meet_with_player(pplayer));
+ EnableWindow(GetDlgItem(players_dialog,ID_PLAYERS_INT),
+ can_intel_with_player(pplayer));
}
/******************************************************************
Index: client/gui-xaw/plrdlg.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/gui-xaw/plrdlg.c,v
retrieving revision 1.34
diff -u -r1.34 plrdlg.c
--- client/gui-xaw/plrdlg.c 2002/11/29 20:11:59 1.34
+++ client/gui-xaw/plrdlg.c 2003/01/04 03:14:06
@@ -310,16 +310,8 @@
XtSetSensitive(players_vision_command,
gives_shared_vision(game.player_ptr, pplayer));
- if (pplayer->is_alive
- && pplayer != game.player_ptr
- && player_has_embassy(game.player_ptr, pplayer)) {
- if(pplayer->is_connected)
- XtSetSensitive(players_meet_command, TRUE);
- else
- XtSetSensitive(players_meet_command, FALSE);
- XtSetSensitive(players_int_command, TRUE);
- return;
- }
+ XtSetSensitive(players_meet_command, can_meet_with_player(pplayer));
+ XtSetSensitive(players_int_command, can_intel_with_player(pplayer));
}
XtSetSensitive(players_meet_command, FALSE);
XtSetSensitive(players_int_command, FALSE);
Index: common/player.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/player.c,v
retrieving revision 1.105
diff -u -r1.105 player.c
--- common/player.c 2002/12/16 05:35:31 1.105
+++ common/player.c 2003/01/04 03:14:06
@@ -610,6 +610,23 @@
}
/***************************************************************
+ Returns true iff players are allied or at peace.
+***************************************************************/
+bool pplayers_in_peace(const struct player *pplayer,
+ const struct player *pplayer2)
+{
+ enum diplstate_type ds = pplayer_get_diplstate(pplayer, pplayer2)->type;
+
+ if (pplayer == pplayer2) {
+ return TRUE;
+ }
+ if (is_barbarian(pplayer) || is_barbarian(pplayer2)) {
+ return FALSE;
+ }
+ return (ds == DS_ALLIANCE || ds == DS_PEACE);
+}
+
+/***************************************************************
returns true iff players have peace or cease-fire
***************************************************************/
bool pplayers_non_attack(const struct player *pplayer,
Index: common/player.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/player.h,v
retrieving revision 1.89
diff -u -r1.89 player.h
--- common/player.h 2002/12/16 05:35:31 1.89
+++ common/player.h 2003/01/04 03:14:06
@@ -257,6 +257,8 @@
const struct player *pplayer2);
bool pplayers_allied(const struct player *pplayer,
const struct player *pplayer2);
+bool pplayers_in_peace(const struct player *pplayer,
+ const struct player *pplayer2);
bool pplayers_non_attack(const struct player *pplayer,
const struct player *pplayer2);
Index: server/diplhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/diplhand.c,v
retrieving revision 1.65
diff -u -r1.65 diplhand.c
--- server/diplhand.c 2002/11/15 21:24:30 1.65
+++ server/diplhand.c 2003/01/04 03:14:07
@@ -37,6 +37,8 @@
#include "settlers.h"
#include "unittools.h"
+#include "advdiplomacy.h"
+
#include "diplhand.h"
#define SPECLIST_TAG treaty
@@ -286,6 +288,8 @@
pgiver = pclause->from;
pdest = (plr0==pgiver) ? plr1 : plr0;
+ ai_treaty_react(pgiver, pdest, pclause);
+
switch (pclause->type) {
case CLAUSE_ADVANCE:
notify_player_ex(pdest, -1, -1, E_TECH_GAIN,
@@ -425,6 +429,12 @@
PACKET_DIPLOMACY_REMOVE_CLAUSE, packet);
lsend_packet_diplomacy_info(&plr1->connections,
PACKET_DIPLOMACY_REMOVE_CLAUSE, packet);
+ if (plr0->ai.control) {
+ ai_treaty_evaluate(plr0, plr1, ptreaty);
+ }
+ if (plr1->ai.control) {
+ ai_treaty_evaluate(plr1, plr0, ptreaty);
+ }
}
}
@@ -468,6 +478,12 @@
lsend_packet_diplomacy_info(&plr1->connections,
PACKET_DIPLOMACY_CREATE_CLAUSE,
packet);
+ if (plr0->ai.control) {
+ ai_treaty_evaluate(plr0, plr1, ptreaty);
+ }
+ if (plr1->ai.control) {
+ ai_treaty_evaluate(plr1, plr0, ptreaty);
+ }
}
}
}
@@ -536,15 +552,18 @@
plr0=&game.players[packet->plrno0];
plr1=&game.players[packet->plrno1];
+ assert(plr0 != plr1);
+
if (!find_treaty(plr0, plr1)) {
- if (plr0->ai.control || plr1->ai.control) {
- notify_player(plr0, _("AI controlled players cannot participate in "
- "diplomatic meetings."));
+ if (is_barbarian(plr0) || is_barbarian(plr1)) {
+ notify_player(plr0, _("Your diplomatic envoy was decapitated!"));
return;
}
-
- if (player_has_embassy(plr0, plr1) && plr0->is_connected &&
- plr0->is_alive && plr1->is_connected && plr1->is_alive) {
+ if (player_has_embassy(plr0, plr1)
+ && (plr0->is_connected || plr0->ai.control)
+ && plr0->is_alive
+ && (plr1->is_connected || plr1->ai.control)
+ && plr1->is_alive) {
struct Treaty *ptreaty;
ptreaty=fc_malloc(sizeof(struct Treaty));
@@ -582,6 +601,7 @@
return;
}
players_iterate(other_player) {
+
if ( (ptreaty=find_treaty(pplayer, other_player))) {
struct packet_diplomacy_info packet;
Index: server/plrhand.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/plrhand.c,v
retrieving revision 1.253
diff -u -r1.253 plrhand.c
--- server/plrhand.c 2002/12/18 17:36:20 1.253
+++ server/plrhand.c 2003/01/04 03:14:07
@@ -1328,6 +1328,7 @@
if (initmap)
player_map_allocate(pplayer);
player_init(pplayer);
+ ai_data_init(pplayer);
player_init_island_imprs(pplayer, map.num_continents);
}
@@ -1573,10 +1574,10 @@
* but for now AI players are always at war.
*/
players_iterate(other_player) {
- cplayer->diplstates[other_player->player_no].type = DS_WAR;
+ cplayer->diplstates[other_player->player_no].type = DS_NEUTRAL;
cplayer->diplstates[other_player->player_no].has_reason_to_cancel = 0;
cplayer->diplstates[other_player->player_no].turns_left = 0;
- other_player->diplstates[cplayer->player_no].type = DS_WAR;
+ other_player->diplstates[cplayer->player_no].type = DS_NEUTRAL;
other_player->diplstates[cplayer->player_no].has_reason_to_cancel = 0;
other_player->diplstates[cplayer->player_no].turns_left = 0;
@@ -1602,7 +1603,7 @@
for(i = 0; i<game.num_tech_types ; i++)
cplayer->research.inventions[i] = pplayer->research.inventions[i];
cplayer->turn_done = TRUE; /* Have other things to think about - paralysis*/
- cplayer->embassy = 0; /* all embassys destroyed */
+ cplayer->embassy = 0; /* all embassies destroyed */
/* Do the ai */
Index: server/srv_main.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/srv_main.c,v
retrieving revision 1.110
diff -u -r1.110 srv_main.c
--- server/srv_main.c 2002/12/18 17:36:20 1.110
+++ server/srv_main.c 2003/01/04 03:14:07
@@ -90,6 +90,7 @@
#include "unithand.h"
#include "unittools.h"
+#include "advdiplomacy.h"
#include "advmilitary.h"
#include "aidata.h"
#include "aihand.h"
- [freeciv-ai] AI diplomacy v5 (PR#2413),
Per I. Mathisen via RT <=
- Message not available
- Message not available
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