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[freeciv-ai] AI Diplomacy v7 (PR#2413)
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[freeciv-ai] AI Diplomacy v7 (PR#2413)

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To: undisclosed-recipients:;
Subject: [freeciv-ai] AI Diplomacy v7 (PR#2413)
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Thu, 20 Feb 2003 16:17:38 -0800
Reply-to: rt@xxxxxxxxxxxxxx

This is an update. CHANGES:
  - I've simplified some of the code.
  - We don't give away techs to someone who is allied to someone we are at
war with.
  - We evaluate the value of offered techs to our allies.
  - Fixed some bugs.

Please playtest and report back.

  - Per

? 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      2003/02/21 00:10:13
@@ -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 1.10
diff -u -r1.10 aidata.c
--- ai/aidata.c 2003/02/10 21:43:40     1.10
+++ ai/aidata.c 2003/02/21 00:10:13
@@ -22,14 +22,17 @@
 #include "game.h"
 #include "government.h"
 #include "map.h"
+#include "rand.h"
 #include "unit.h"
 #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"
@@ -195,6 +198,12 @@
     }
   } 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
@@ -223,6 +232,28 @@
   free(ai->threats.continent); ai->threats.continent = NULL;
   free(ai->stats.workers);     ai->stats.workers = NULL;
   free(ai->stats.cities);      ai->stats.cities = NULL;
+}
+
+/**************************************************************************
+  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.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 = i; /* pseudorandom */
+    ai->diplomacy.other[i].distance = 1;
+    ai->diplomacy.other[i].ally_patience = 0;
+    ai->diplomacy.other[i].hatred = 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 2003/02/21 00:10:13
@@ -24,7 +24,30 @@
  * 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 */
+};
+
 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! */
+      int hatred;     /* like negative reputation, only worse */
+    } other[MAX_NUM_PLAYERS];
+    struct player *target;    /* concentrate on this player */
+    int mil_strength;         /* Estimate of our military strength */
+  } diplomacy;
+
   /* Long-term threats, not to be confused with short-term danger */
   struct {
     bool invasions;   /* check if we need to consider invasions */
@@ -63,6 +86,8 @@
   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 1.163
diff -u -r1.163 civclient.c
--- client/civclient.c  2003/02/13 00:48:45     1.163
+++ client/civclient.c  2003/02/21 00:10:13
@@ -820,7 +820,7 @@
   return (pplayer->is_alive
           && pplayer != game.player_ptr
           && player_has_embassy(game.player_ptr, pplayer)
-          && pplayer->is_connected
+          && (pplayer->is_connected || pplayer->ai.control)
           && can_client_issue_orders());
 }
 
Index: client/options.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/client/options.c,v
retrieving revision 1.77
diff -u -r1.77 options.c
--- client/options.c    2002/12/21 14:19:05     1.77
+++ client/options.c    2003/02/21 00:10:13
@@ -278,6 +278,7 @@
   GEN_EV(N_("Wonder: Started"),                       E_WONDER_STARTED),
   GEN_EV(N_("Wonder: Stopped"),                       E_WONDER_STOPPED),
   GEN_EV(N_("Wonder: Will Finish Next Turn"),         E_WONDER_WILL_BE_BUILT),
+  GEN_EV(N_("Diplomatic Message"),                    E_DIPLOMACY),
   GEN_EV_TERMINATOR
 };
 
Index: common/events.h
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/events.h,v
retrieving revision 1.22
diff -u -r1.22 events.h
--- common/events.h     2002/05/07 07:40:53     1.22
+++ common/events.h     2003/02/21 00:10:14
@@ -102,6 +102,7 @@
   E_WONDER_STARTED,
   E_WONDER_STOPPED,
   E_WONDER_WILL_BE_BUILT,
+  E_DIPLOMACY,
   /* 
    * Note: If you add a new event, make sure you make a similar change
    * to the events array in client/options.c using GEN_EV and to
Index: common/player.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/common/player.c,v
retrieving revision 1.111
diff -u -r1.111 player.c
--- common/player.c     2003/02/12 22:22:33     1.111
+++ common/player.c     2003/02/21 00:10:14
@@ -561,6 +561,23 @@
 }
 
 /***************************************************************
+  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 1.94
diff -u -r1.94 player.h
--- common/player.h     2003/02/15 15:35:02     1.94
+++ common/player.h     2003/02/21 00:10:14
@@ -260,6 +260,8 @@
                    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   2003/02/21 00:10:14
@@ -37,6 +37,8 @@
 #include "settlers.h"
 #include "unittools.h"
 
+#include "advdiplomacy.h"
+
 #include "diplhand.h"
 
 #define SPECLIST_TAG treaty
@@ -286,8 +288,16 @@
       pgiver = pclause->from;
       pdest = (plr0==pgiver) ? plr1 : plr0;
 
+      ai_treaty_react(pgiver, pdest, pclause);
+
       switch (pclause->type) {
       case CLAUSE_ADVANCE:
+        /* It is possible that two players open the diplomacy dialog
+         * and try to give us the same tech at the same time. This
+         * should be handled discreetly instead of giving a core dump. */
+        if (get_invention(pdest, pclause->value) == TECH_KNOWN) {
+          break;
+        }
        notify_player_ex(pdest, -1, -1, E_TECH_GAIN,
                         _("Game: You are taught the knowledge of %s."),
                         get_tech_name(pdest, pclause->value));
@@ -425,6 +435,12 @@
                                 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 +484,12 @@
       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 +558,18 @@
   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 +607,7 @@
     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 1.260
diff -u -r1.260 plrhand.c
--- server/plrhand.c    2003/02/12 22:22:34     1.260
+++ server/plrhand.c    2003/02/21 00:10:14
@@ -1327,6 +1327,7 @@
     player_map_allocate(pplayer);
   }
   player_init(pplayer);
+  ai_data_init(pplayer);
 }
 
 /********************************************************************** 
@@ -1570,10 +1571,10 @@
    * 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;
     
@@ -1599,7 +1600,7 @@
   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 1.114
diff -u -r1.114 srv_main.c
--- server/srv_main.c   2003/02/12 22:22:35     1.114
+++ server/srv_main.c   2003/02/21 00:10:14
@@ -90,6 +90,7 @@
 #include "unithand.h"
 #include "unittools.h"
 
+#include "advdiplomacy.h"
 #include "advmilitary.h"
 #include "aidata.h"
 #include "aihand.h"
@@ -465,6 +466,9 @@
   } players_iterate_end;
 
   players_iterate(pplayer) {
+    if (pplayer->ai.control && !is_barbarian(pplayer)) {
+      ai_diplomacy_actions(pplayer);
+    }
     send_player_cities(pplayer);
   } players_iterate_end;
 
/********************************************************************** 
 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_diplomacy_actions(struct player *pplayer);

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) 2002 - The Freeciv Team
   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 "diptreaty.h"
#include "events.h"
#include "game.h"
#include "packets.h"
#include "player.h"
#include "rand.h"
#include "log.h"
#include "mem.h"
#include "nation.h"
#include "shared.h"
#include "support.h"
#include "tech.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_DEBUG
#define LOG_DIPL2 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 int ai_goldequiv_clause(struct player *pplayer, struct player *aplayer, 
                               struct Clause *pclause, struct ai_data *ai);

/* one hundred thousand */
#define BIG_NUMBER 100000

/********************************************************************** 
  Send a diplomatic message. Use this instead of notify directly 
  because we may want to highligh/present these messages differently 
  in the future.
***********************************************************************/
#define diplo_notify(pplayer, text, ...) \
  notify_player_ex(pplayer, -1, -1, E_DIPLOMACY, 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 = 0; /* worth for pplayer of what aplayer gives */
  bool give = (pplayer == pclause->from);
  int receiver, giver;

  giver = pclause->from->player_no;
  if (give) {
    receiver = aplayer->player_no;
  } else {
    receiver = pplayer->player_no;
  }

  switch (pclause->type) {
  case CLAUSE_ADVANCE:
    if (give) {
      worth -= ai_goldequiv_tech(aplayer, pclause->value);
    } else {
      worth += ai_goldequiv_tech(pplayer, pclause->value);
    }

    /* Share and expect being shared brotherly between allies */
    if (pplayers_allied(pplayer, aplayer)) {
      return 0;
    }

    /* Calculate in tech leak to our opponents, guess 50% chance */
    players_iterate(eplayer) {
      if (eplayer == aplayer
          || eplayer == pplayer
          || !eplayer->is_alive
          || get_invention(eplayer, pclause->value) == TECH_KNOWN) {
        continue;
      }
      if (give && pplayers_allied(aplayer, eplayer)) {
        if (pplayers_at_war(aplayer, eplayer)) {
          /* Don't risk it falling into enemy hands */
          return -BIG_NUMBER;
        }
        worth -= ai_goldequiv_tech(eplayer, pclause->value) / 2;
      } else if (!give && pplayers_allied(pplayer, eplayer)) {
        /* We can enrichen our side with this tech */
        worth += ai_goldequiv_tech(eplayer, pclause->value) / 4;
      }
    } players_iterate_end;
  break;

  case CLAUSE_ALLIANCE:
  case CLAUSE_PEACE:
  case CLAUSE_CEASEFIRE:
    worth = ai->diplomacy.other[aplayer->player_no].war_desire;

    /* Breaking treaties give us penalties on future diplomacy, so
     * avoid flip-flopping treaty/war with our enemy. */
    if (aplayer == ai->diplomacy.target) {
      worth *= 3;
    }

    /* We don't want treaties that obstruct our aims, but if cost
       is negative then we want 'em this much. */
    worth -= worth * TRADE_WEIGHTING * MIN(city_list_size(&aplayer->cities), 
20);
    freelog(LOG_DIPL, "(%s ai diplo) Calculating pact with %s as (%d*%d*%d=)%d",
            pplayer->name, aplayer->name, worth, TRADE_WEIGHTING, 
            MIN(20, city_list_size(&aplayer->cities)),
            worth);

    /* 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 {
        /* Big decision */
        worth *= 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
            && check_pl->is_alive
            && pplayers_allied(pplayer, check_pl)) {
          if (pplayers_allied(aplayer, check_pl)) {
            player_is_allied_with_ally = TRUE;
          } else if (pplayers_at_war(aplayer, check_pl)) {
            diplo_notify(aplayer, TALK(%s) "First make peace with %s, %s",
                         pplayer->name, check_pl->name, aplayer->name);
            return -FC_INFINITY;
          }
        }
      } players_iterate_end;
      if (!pplayers_in_peace(pplayer, aplayer)) {
        diplo_notify(aplayer, TALK(%s) "Let us first make peace, %s",
                     pplayer->name, aplayer->name);
        return -FC_INFINITY;
      } else if (!player_is_allied_with_ally) {
        /* Really big decision */
        worth *= 3;
      } else {
        /* An ally's ally: Let's all join hands! */
        worth = MAX(1, worth);
      }
    }

    /* Modify for reputation (this one hurts hard) */
    worth -= (GAME_DEFAULT_REPUTATION - aplayer->reputation) 
              * city_list_size(&aplayer->cities) / 4;
  break;

  case CLAUSE_GOLD:
    if (give) {
      worth -= pclause->value;
    } else {
      worth += pclause->value;
    }
    break;

  case CLAUSE_SEAMAP:
    if (!give || pplayers_allied(pplayer, aplayer)) {
      /* Useless to us - we're omniscient! And allies get it for free! */
      return 0;
    }
    /* 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. */
    worth -= 25 * city_list_size(&aplayer->cities);
    break;

  case CLAUSE_MAP:
    if (!give || pplayers_allied(pplayer, aplayer)) {
      /* Useless to us - we're omniscient! And allies get it for free! */
      return 0;
    }
    /* Very silly algorithm 2: Land map more worth the more cities
       we have, since we expose all of these to the enemy. */
    worth -= 75 * city_list_size(&pplayer->cities);
    /* Inflate numbers if not peace */
    if (!pplayers_in_peace(pplayer, aplayer)) {
      worth *= 3;
    }
    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 */
      diplo_notify(aplayer, TALK(%s) "You don't have the offered city!",
                   pplayer->name);
      return 0;
    }
    if (give) {
      /* AI must be crazy to trade away its cities */
      worth -= ai_goldequiv_city(offer);
      if (city_got_building(offer, B_PALACE)) {
        return -FC_INFINITY; /* Never! Ever! */
      } else {
        return (worth * 15);
      }
    } else {
      return ai_goldequiv_city(offer);      
    }
    break;
  }

  case CLAUSE_VISION:
    if (give) {
      if (pplayers_allied(pplayer, aplayer)) {
        return 0;
      } else {
        /* so out of the question */
        return -FC_INFINITY;
      }
    } else {
      worth = 0; /* We are omniscient, so... */
    }
    break;
  } /* end of switch */

  return worth;
}

/********************************************************************** 
  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);
  }
}

/********************************************************************** 
  Comments to player from AI on clauses being agreed on. Does not
  alter any state.
***********************************************************************/
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_DIPL2, "(%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_DIPL2, "(%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_DIPL2, "(%s ai diplo) %s agrees to ceasefire with %s",
              pplayer->name, pplayer->name, aplayer->name);
      break;
    default:
      break;
  }
}

/********************************************************************** 
  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 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 (!aplayer->is_alive) {
      continue;
    }

    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;
  enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
  bool cancel_excuse = 
            pplayer->diplstates[aplayer->player_no].has_reason_to_cancel;

  /* 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 division is for the unlikely case of several 
         simultaneous ship launches. */
      kill_desire = BIG_NUMBER / arrival / 2;
      ai->diplomacy.timer = BIG_NUMBER;
      ai->diplomacy.strategy = WIN_CAPITAL;
    }
  }

  /* Modify by which treaties we would have to break, and what
   * excuses we have to do so. */
  if (!cancel_excuse) {
    if (ds == DS_CEASEFIRE) {
      kill_desire -= kill_desire / 10; /* 10% off */
    } else if (ds == DS_NEUTRAL) {
      kill_desire -= kill_desire / 7; /* 15% off */
    } else if (ds == DS_PEACE) {
      kill_desire -= kill_desire / 5; /* 20% off */
    } else if (ds == DS_ALLIANCE) {
      kill_desire -= kill_desire / 3; /* 33% off here, more later */
    }
  }

  /* Modify by hatred */
  kill_desire += kill_desire / 100
                 * ai->diplomacy.other[aplayer->player_no].hatred * 10;

  /* Amortize by distance */
  return amortize(kill_desire, 
                  ai->diplomacy.other[aplayer->player_no].distance);
}

/********************************************************************** 
  Calculate relative military strength of us vs him. This is not the
  place to calculate the worth of his 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 a 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,
                                 int value)
{
  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 = value;

  handle_diplomacy_init(pplayer, &packet);
  handle_diplomacy_create_clause(pplayer, &packet);
}

/********************************************************************** 
  Calculate our diplomatic predispositions here. Don't do anything.

  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);

  assert(pplayer->ai.control);
  if (!pplayer->is_alive) {
    return; /* doh */
  }

  /* If we have been wronged, crank up hatred. If allied, may reduce. */
  players_iterate(aplayer) {
    ai->diplomacy.other[aplayer->player_no].hatred +=
            pplayer->diplstates[aplayer->player_no].has_reason_to_cancel;
    if (pplayers_allied(pplayer, aplayer) && myrand(4)) {
      ai->diplomacy.other[aplayer->player_no].hatred--;
    }
  } players_iterate_end;

  /* Stop war against a dead player */
  if (ai->diplomacy.target && !ai->diplomacy.target->is_alive) {
    freelog(LOG_DIPL2, "(%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 || !aplayer->is_alive) {
      ai->diplomacy.other[aplayer->player_no].distance = 1;
      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 = MAX(dists / cities, 1);
    } else {
      ai->diplomacy.other[aplayer->player_no].distance = 1;
    }
  } players_iterate_end;

  /* Can we win by space race? */
  if (ai_space_victory(pplayer)) {
    freelog(LOG_DIPL2, "%s going for space race victory!", pplayer->name);
    ai->diplomacy.strategy = WIN_SPACE; /* Yes! */
  } else {
    if (ai->diplomacy.strategy == WIN_SPACE) {
       ai->diplomacy.strategy = WIN_OPEN;
    }
  }

  /* 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 or team members. */
    if (aplayer == pplayer
        || !aplayer->is_alive
        || ds == DS_NO_CONTACT
        || (pplayer->team != TEAM_NONE && pplayer->team == aplayer->team)
        || ds == DS_ALLIANCE) {
      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)
          && pplayers_at_war(aplayer, eplayer)
          && eplayer->is_alive) {
        ai->diplomacy.other[aplayer->player_no].war_desire *= 3;
        want_avoid_war = FALSE;
      }
    } players_iterate_end;

    /* Chicken out */
    if (want_avoid_war) {
      freelog(LOG_DIPL2, "%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_DEBUG, "(%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;
  }
}

/********************************************************************** 
  Balance a suggested treaty. TODO: Suggest other things than gold.
***********************************************************************/
static void ai_balance_treaty(struct player *pplayer, struct ai_data *ai,
                              struct player *aplayer)
{
  int gold = myrand((pplayer->economic.gold - pplayer->ai.est_upkeep) / 2) 
             + (pplayer->economic.gold - pplayer->ai.est_upkeep) / 2;
  struct Treaty *ptreaty = find_treaty(pplayer, aplayer);
  int balance = 0;

  if (!ptreaty) {
    /* No treaty to balance out */
    return;
  }

  clause_list_iterate(ptreaty->clauses, pclause) {
    balance += ai_goldequiv_clause(pplayer, aplayer, pclause, ai);
  } clause_list_iterate_end;
  balance--;

  if (balance > 0) {
    gold = MIN(balance, gold);
    ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_GOLD, gold);
  }
}

/********************************************************************** 
  Offer techs to other player and ask for techs we need.
***********************************************************************/
static void ai_share_techs(struct player *pplayer,
                           struct player *aplayer)
{
  int index;

  for (index = A_FIRST; index < game.num_tech_types; index++) {
    if ((get_invention(pplayer, index) != TECH_KNOWN)
        && (get_invention(aplayer, index) == TECH_KNOWN)) {
      ai_diplomacy_suggest(aplayer, pplayer, CLAUSE_ADVANCE, index);
    } else if ((get_invention(pplayer, index) == TECH_KNOWN)
        && (get_invention(aplayer, index) != TECH_KNOWN)) {
      ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_ADVANCE, index);
    }
  }
  if (!gives_shared_vision(pplayer, aplayer)) {
    ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_VISION, 0);
  }
  if (!gives_shared_vision(aplayer, pplayer)) {
    ai_diplomacy_suggest(aplayer, pplayer, CLAUSE_VISION, 0);
  }
}

/********************************************************************** 
  Go to war.
***********************************************************************/
static void ai_go_to_war(struct player *pplayer, struct ai_data *ai,
                         struct player *target)
{
  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 = myrand(4) + 3
                        + ai->diplomacy.other[target->player_no].hatred;
}

/********************************************************************** 
  Do diplomatic actions. Must be called only after calculate function
  above has been run for _all_ AI players.

  Only ever called for AI players and never for barbarians.
***********************************************************************/
void ai_diplomacy_actions(struct player *pplayer)
{
  struct ai_data *ai = ai_data_get(pplayer);
  struct player *target = ai->diplomacy.target;

  assert(pplayer->ai.control);
  if (!pplayer->is_alive) {
    return;
  }

  /*** If we are greviously insulted, go to war. ***/

  players_iterate(aplayer) {
    if (aplayer->reputation < GAME_DEFAULT_REPUTATION / 2
        && ai->diplomacy.other[aplayer->player_no].hatred > 2
        && pplayer->diplstates[aplayer->player_no].has_reason_to_cancel == 2) {
      freelog(LOG_DIPL2, "(%s ai diplo) Declaring war on %s in revenge",
              pplayer->name, target->name);
      diplo_notify(target, TALK(%s) "I will NOT accept such behaviour! This "
                   "means WAR!", pplayer->name);
      ai_go_to_war(pplayer, ai, aplayer);
    }
  } players_iterate_end;

  /*** Stop other players from winning by space race ***/

  if (ai->diplomacy.strategy != WIN_SPACE) {
    players_iterate(aplayer) {
      if (!aplayer->is_alive || aplayer == pplayer) {
        continue;
      }
      /* A spaceship victory is always one single player's victory */
      if (ai_space_victory(aplayer)) {
        if (pplayer->spaceship.state == SSHIP_LAUNCHED
            && pplayers_allied(pplayer, aplayer)) {
          diplo_notify(aplayer, TALK(%s) "Your attempt to conquer space for "
                       "yourself alone betray your true intentions, and I "
                       "will have no more of our alliance!", pplayer->name);
          handle_player_cancel_pact(pplayer, aplayer->player_no);
          if (gives_shared_vision(pplayer, aplayer)) {
            remove_shared_vision(pplayer, aplayer);
          }
        } else {
          diplo_notify(aplayer, TALK(%s) "Your attempt to unilaterally "
                       "dominate outer space is highly offensive. If you "
                       "do not stop constructing your spaceship, "
                       "I may be forced to take action!", pplayer->name);
        }
      }
    } players_iterate_end;
  }

  /*** Declare war ***/

  if (target && !pplayers_at_war(pplayer, target)) {
    freelog(LOG_DIPL2, "(%s ai diplo) Declaring war on %s",
            pplayer->name, target->name);
    if (pplayer->diplstates[target->player_no].has_reason_to_cancel > 0) {
      /* We have good reason */
      diplo_notify(target, TALK(%s) "Your despicable actions will not go "
                   "unpunished!", pplayer->name);
    } if (ai->diplomacy.other[target->player_no].hatred > 2) {
      /* We once had good reason */
      diplo_notify(target, TALK(%s) "Finally I get around to taking "
                   "revenge for the things you have done to me!", 
                   pplayer->name);
    } else {
      /* We have no good reason... so what? */
      diplo_notify(target, TALK(%s) "Peace in ... some other time",
                   pplayer->name);
    }
    ai_go_to_war(pplayer, ai, target);
  }

  /*** Opportunism, Inc. Try to make peace with everyone else ***/

  players_iterate(aplayer) {
    enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
    bool transitive_war = FALSE;

    if (is_barbarian(aplayer)    /* no barbarism */
        || aplayer == pplayer    /* no self-indulgence */
        || aplayer == target     /* no mercy */
        || !aplayer->is_alive) { /* and no necromancy! */
      continue; /* hah! */
    }

    /* Is there a player that we are allied to which is at
     * war with this player? If so, keep war going. */
    players_iterate(eplayer) {
      if (pplayers_allied(pplayer, eplayer)
          && eplayer->is_alive
          && pplayers_at_war(eplayer, aplayer)) {
        transitive_war = TRUE;
      }
    } players_iterate_end;
    if (transitive_war) {
      continue;
    }

    /* Some players we want treaties with badly */
    if (ai->diplomacy.other[aplayer->player_no].hatred == 0
        && ai->diplomacy.other[aplayer->player_no].war_fear > 0
        && aplayer->reputation > GAME_DEFAULT_REPUTATION / 2) {
      ai->diplomacy.other[aplayer->player_no].war_desire = 
        -(ai->diplomacy.other[aplayer->player_no].war_fear
          * aplayer->reputation / GAME_DEFAULT_REPUTATION);
    } else {
      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. */
    if (!pplayers_allied(pplayer, aplayer)) {
      ai->diplomacy.other[aplayer->player_no].spam = myrand(4)+3;
    } else {
      /* Less important. */
      ai->diplomacy.other[aplayer->player_no].spam = myrand(12)+6;
    }
    switch (ds) {
      case DS_ALLIANCE:
      if ((pplayer->team != TEAM_NONE && aplayer->team == pplayer->team)
          || (target && pplayers_at_war(aplayer, target))) {
        /* Share techs only with team mates and _reliable_ allies */
        ai_share_techs(pplayer, aplayer);
        break;
      } else if (!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_DIPL2, "(%s ai diplo) breaking useless alliance with %s",
                pplayer->name, aplayer->name);
        handle_player_cancel_pact(pplayer, aplayer->player_no); /* peace */
        ai->diplomacy.other[aplayer->player_no].hatred++;
        if (pplayer->diplstates[aplayer->player_no].has_reason_to_cancel > 0) {
          handle_player_cancel_pact(pplayer, aplayer->player_no); /* neutral */
        }
        if (gives_shared_vision(pplayer, aplayer)) {
          remove_shared_vision(pplayer, aplayer);
        }
        break;
      }
      break;

      case DS_PEACE:
      if (aplayer->reputation < GAME_DEFAULT_REPUTATION / 2
          || ai->diplomacy.other[aplayer->player_no].hatred > 2) {
        break; /* never */
      }
      /* If war desire > 0 we may not accept the treaty which we ourselves
       * propose! */
      ai->diplomacy.other[aplayer->player_no].war_desire =
             MIN(0, ai->diplomacy.other[aplayer->player_no].war_desire);
      ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_ALLIANCE, 0);
      ai_balance_treaty(pplayer, ai, aplayer);
      if (target) {
        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);
      } else {
        diplo_notify(aplayer, TALK(%s) "You have proven a good friend, %s. How "
                     "about going into an alliance?", pplayer->name, 
                     aplayer->name);
        freelog(LOG_DIPL, "(%s ai diplo) requesting alliance from %s",
                pplayer->name, aplayer->name);
      }
      break;

      case DS_CEASEFIRE:
      case DS_NEUTRAL:
      if (aplayer->reputation < GAME_DEFAULT_REPUTATION / 4
          || ai->diplomacy.other[aplayer->player_no].hatred > 4) {
        break;
      }
      /* If war desire > 0 we may not accept the treaty which we ourselves
       * propose! */
      ai->diplomacy.other[aplayer->player_no].war_desire =
             MIN(0, ai->diplomacy.other[aplayer->player_no].war_desire);
      ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_PEACE, 0);
      ai_balance_treaty(pplayer, ai, aplayer);
      if (target) {
        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 peace from %s to crush %s",
                pplayer->name, aplayer->name, target->name);
      } else {
        diplo_notify(aplayer, TALK(%s) "I have seen little aggression from you, 
"
                     "%s. Maybe you can be trusted. Shall we sign a peace 
treaty?", 
                     pplayer->name, aplayer->name);
        freelog(LOG_DIPL, "(%s ai diplo) requesting peace from %s",
                pplayer->name, aplayer->name);
      }
      break;

      case DS_WAR:
      if (!target && ai->diplomacy.strategy != WIN_SPACE) {
        /* Don't end wars if we don't have other targets, or we can win
         * through other means. */
        break;
      }
      ai->diplomacy.other[aplayer->player_no].war_desire =
             MIN(0, ai->diplomacy.other[aplayer->player_no].war_desire);
      ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_CEASEFIRE, 0);
      ai_balance_treaty(pplayer, ai, aplayer);
      if (target) {
        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 ceasefire from %s to crush 
%s",
                pplayer->name, aplayer->name, target->name);
      } else {
        diplo_notify(aplayer, TALK(%s) "War is such a terrible waste. Perhaps 
we "
                     "can find a more civilized way of dealing with each 
other?",
                     pplayer->name);
        freelog(LOG_DIPL, "(%s ai diplo) requesting ceasefire from %s",
                pplayer->name, aplayer->name);
      }
      break;

      default:
      assert(FALSE);
      break;
    }
  } players_iterate_end;
}

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