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March 2003: [freeciv-ai] AI Diplomacy v8 (PR#2413) |
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[freeciv-ai] AI Diplomacy v8 (PR#2413)[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
This is a new version of the AI Diplomacy patch with substantial rewrites of some portions of the patch. Thanks to Jordi, Richard and Chris for playtesting the previous version (I hope I didn't forget anyone now). CHANGES: - treaties now based on trust, not gold alone - allow space victory for team members - make hatred count more - disallow negative hatred - ensure ally patience is correctly zeroed when war declared - if you get a "No" from a human player, don't ask again - fixed insane gold equivalence of techs when there is a huge research disparity - fixed many other bugs - you can give the AI gifts, it will like you more (more trust, but hatred remains unchanged) - you can no longer agree with AI to lower your treaty level - lots of other stuff I am sure Please playtest. I will now start working on the diplomacy rules that I discussed earlier. It will make AI Diplomacy so much more enjoyable. Also included is a savegame for testing. - Per
/**********************************************************************
Freeciv - Copyright (C) 2003 - 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.
***********************************************************************/
#ifndef FC__ADVDIPLOMACY_H
#define FC__ADVDIPLOMACY_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_evaluate(struct player *pplayer, struct player *aplayer,
struct Treaty *ptreaty);
void ai_treaty_accepted(struct player *pplayer, struct player *aplayer,
struct Treaty *ptreaty);
#endif
/**********************************************************************
Freeciv - Copyright (C) 2003 - 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.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#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);
/* one hundred thousand */
#define BIG_NUMBER 100000
static bool diplomacy_verbose = TRUE;
/**********************************************************************
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.
***********************************************************************/
static int dist_to_empire(struct player *pplayer, struct player *target)
{
int cities = 0;
int dists = 0;
struct city *palace = find_palace(pplayer);
if (pplayer == target || !palace || !target->is_alive) {
return 1;
}
city_list_iterate(target->cities, pcity) {
cities++;
dists += real_map_distance(palace->x, palace->y, pcity->x, pcity->y);
} city_list_iterate_end;
if (cities > 0) {
return MAX(dists / cities, 1);
} else {
return 1;
}
}
/**********************************************************************
Returns NULL iff aplayer is not allied to someone we are at war with.
Otherwise returns a player struct pointer to first player that is a
problem.
***********************************************************************/
static struct player *pplayer_allied_with_enemy(struct player *pplayer,
struct player *aplayer)
{
assert(pplayer->is_alive && aplayer->is_alive);
players_iterate(check_pl) {
if (check_pl == pplayer || check_pl == aplayer
|| !check_pl->is_alive) {
continue;
}
if (pplayers_allied(check_pl, aplayer)
&& pplayers_at_war(pplayer, check_pl)) {
return check_pl;
}
} players_iterate_end;
return NULL;
}
/**********************************************************************
Returns NULL iff aplayer is not at war to someone we are allied with.
Otherwise returns a player struct pointer to first player that is a
problem.
***********************************************************************/
static struct player *pplayer_war_with_ally(struct player *pplayer,
struct player *aplayer)
{
assert(pplayer->is_alive && aplayer->is_alive);
players_iterate(check_pl) {
if (check_pl == pplayer || check_pl == aplayer
|| !check_pl->is_alive) {
continue;
}
if (pplayers_allied(check_pl, pplayer)
&& pplayers_at_war(aplayer, check_pl)) {
return check_pl;
}
} players_iterate_end;
return NULL;
}
/**********************************************************************
Returns TRUE iff aplayer is allied to one of our allies and is not
allied to someone we are at war with. Otherwise FALSE.
***********************************************************************/
static bool pplayer_is_allied_with_ally(struct player *pplayer,
struct player *aplayer)
{
bool value = FALSE;
assert(pplayer->is_alive && aplayer->is_alive);
players_iterate(check_pl) {
if (check_pl == pplayer || check_pl == aplayer
|| !check_pl->is_alive) {
continue;
}
if (pplayers_allied(pplayer, check_pl)
&& pplayers_allied(check_pl, aplayer)) {
value = TRUE;
} else if (pplayers_allied(check_pl, aplayer)
&& pplayers_at_war(pplayer, check_pl)) {
return FALSE;
}
} players_iterate_end;
return value;
}
/**********************************************************************
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, ...) \
if (diplomacy_verbose) { \
notify_player_ex(pplayer, -1, -1, E_DIPLOMACY, text, __VA_ARGS__); \
}
#define TALK(x) "*" #x "(AI)* "
/**********************************************************************
Convert lack of trust into demand for gold. (I leave it up to our
math nerds to convert this function into something more elegant - Per)
***********************************************************************/
static int mistrust_to_gold(int missing_trust)
{
if (missing_trust >= 0) {
return 0;
} else if (missing_trust < 0 && missing_trust > -3) {
return missing_trust * 10;
} else if (missing_trust <= -3 && missing_trust > -5) {
return missing_trust * 50;
} else if (missing_trust <= -5 && missing_trust > -7) {
return missing_trust * 100;
} else if (missing_trust <= -7 && missing_trust > -9) {
return missing_trust * 200;
} else if (missing_trust <= -9 && missing_trust > -11) {
return missing_trust * 500;
} else if (missing_trust <= -11 && missing_trust > -13) {
return missing_trust * 1000;
} else {
return -BIG_NUMBER;
}
}
/**********************************************************************
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,
bool verbose)
{
int worth = 0; /* worth for pplayer of what aplayer gives */
bool give = (pplayer == pclause->from);
int receiver, giver;
struct ai_diplomacy *adip = &ai->diplomacy.other[aplayer->player_no];
diplomacy_verbose = verbose;
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 if (get_invention(pplayer, pclause->value) != TECH_KNOWN) {
worth += ai_goldequiv_tech(pplayer, pclause->value);
}
/* Share and expect being shared brotherly between allies */
if (pplayers_allied(pplayer, aplayer)) {
worth = 0;
break;
}
/* 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(pplayer, eplayer)) {
/* Don't risk it falling into enemy hands */
worth = -BIG_NUMBER;
break;
}
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:
{
struct player *alliedenemy = pplayer_allied_with_enemy(pplayer, aplayer);
struct player *warally = pplayer_war_with_ally(pplayer, aplayer);
/* This guy is at war with one of our allies. */
if (warally) {
diplo_notify(aplayer, TALK(%s) "First make peace with %s, %s",
pplayer->name, warally->name, aplayer->name);
worth = -BIG_NUMBER;
break;
}
/* And this guy is allied to one of our enemies. */
if (alliedenemy) {
diplo_notify(aplayer, TALK(%s) "First break alliance with %s, %s",
pplayer->name, alliedenemy->name, aplayer->name);
worth = -BIG_NUMBER;
break;
}
}
/* Check if we can trust this guy. If we want to blast off to space,
* we don't care, though. */
if ((GAME_DEFAULT_REPUTATION / 2 > aplayer->reputation
|| adip->hatred > 2) && ai->diplomacy.strategy != WIN_SPACE) {
worth = -BIG_NUMBER;
break;
}
/* Reduce treaty level? */
{
enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
if ((pclause->type == CLAUSE_PEACE && ds > DS_PEACE)
|| (pclause->type == CLAUSE_CEASEFIRE && ds > DS_CEASEFIRE)) {
diplo_notify(aplayer, TALK(%s) "I will not let you go that easy, %s.",
pplayer->name, aplayer->name);
worth = -BIG_NUMBER;
break;
}
}
/* Let's all hold hands in one happy family */
if (pplayer_is_allied_with_ally(pplayer, aplayer)) {
worth = 0;
break;
}
/* Breaking treaties give us penalties on future diplomacy, so
* avoid flip-flopping treaty/war with our chosen enemy. */
if (aplayer == ai->diplomacy.target) {
worth = -BIG_NUMBER;
break;
}
/* Steps of the ladder */
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);
worth = -BIG_NUMBER;
} else {
worth = mistrust_to_gold(adip->trust - 10);
}
} else if (pclause->type == CLAUSE_ALLIANCE) {
if (!pplayers_in_peace(pplayer, aplayer)) {
diplo_notify(aplayer, TALK(%s) "Let us first make peace, %s",
pplayer->name, aplayer->name);
worth = -BIG_NUMBER;
} else {
worth = mistrust_to_gold(adip->trust - 25);
}
/* Ceasefire */
} else {
worth = mistrust_to_gold(adip->trust);
}
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! */
worth = 0;
} else {
/* 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! */
worth = 0;
} else {
/* 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);
worth = 0;
} else if (give) {
/* AI must be crazy to trade away its cities */
worth -= ai_goldequiv_city(offer);
if (city_got_building(offer, B_PALACE)) {
worth = -BIG_NUMBER; /* Never! Ever! */
} else {
worth *= 15;
}
} else {
worth = ai_goldequiv_city(offer);
}
break;
}
case CLAUSE_VISION:
if (give) {
if (pplayers_allied(pplayer, aplayer)) {
worth = 0;
} else {
/* so out of the question */
worth = -BIG_NUMBER;
}
} else {
worth = 0; /* We are omniscient, so... */
}
break;
} /* end of switch */
diplomacy_verbose = TRUE;
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 total_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) {
total_balance += ai_goldequiv_clause(pplayer, aplayer, pclause, ai, TRUE);
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 (total_balance >= 0) {
handle_diplomacy_accept_treaty(pplayer, &packet);
}
}
/**********************************************************************
Comments to player from AI on clauses being agreed on. Does not
alter any state.
***********************************************************************/
static void ai_treaty_react(struct player *pplayer,
struct player *aplayer,
struct Clause *pclause)
{
switch (pclause->type) {
case CLAUSE_ALLIANCE:
if (pplayer_is_allied_with_ally(pplayer, aplayer)) {
diplo_notify(aplayer, TALK(%s) "Welcome into our alliance %s!",
pplayer->name, aplayer->name);
} else {
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;
}
}
/**********************************************************************
pplayer is AI player, aplayer is the other player involved, ptreaty
is the treaty accepted.
***********************************************************************/
void ai_treaty_accepted(struct player *pplayer, struct player *aplayer,
struct Treaty *ptreaty)
{
int total_balance = 0;
bool gift = TRUE;
struct ai_data *ai = ai_data_get(pplayer);
struct ai_diplomacy *adip = &ai->diplomacy.other[aplayer->player_no];
/* Evaluate clauses */
clause_list_iterate(ptreaty->clauses, pclause) {
int balance = ai_goldequiv_clause(pplayer, aplayer, pclause, ai, TRUE);
total_balance += balance;
gift = (gift && (balance >= 0));
ai_treaty_react(pplayer, aplayer, pclause);
} clause_list_iterate_end;
/* Rather arbitrary algorithm */
if (total_balance > 0 && gift) {
int i = total_balance / (city_list_size(&pplayer->cities) * 50);
adip->trust += i;
freelog(LOG_DIPL, "%s's gift to %s increased trust by %d",
aplayer->name, pplayer->name, i);
}
}
/**********************************************************************
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.
***********************************************************************/
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;
struct ai_diplomacy *adip = &ai->diplomacy.other[aplayer->player_no];
/* 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 * adip->hatred * 10;
/* Amortize by distance */
return amortize(kill_desire, adip->distance);
}
/**********************************************************************
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) * 3;
worth += pplayer->ai.tech_want[tech] / 3;
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[MAX_NUM_PLAYERS];
int best_desire = 0;
struct player *target = NULL;
memset(war_desire, 0, sizeof(war_desire));
assert(pplayer->ai.control);
if (!pplayer->is_alive) {
return; /* duh */
}
/* If we have been wronged, crank up hatred. If allied, may reduce.
* Increase trust in peace and conditions are right. */
players_iterate(aplayer) {
int a = aplayer->player_no;
struct ai_diplomacy *adip = &ai->diplomacy.other[a];
if (pplayer == aplayer || !aplayer->is_alive) {
continue;
}
adip->hatred += pplayer->diplstates[a].has_reason_to_cancel;
if (pplayers_allied(pplayer, aplayer) && myrand(4) == 0
&& adip->hatred > 0) {
adip->hatred--;
}
if (pplayers_non_attack(pplayer, aplayer)
&& !pplayer->diplstates[a].has_reason_to_cancel
&& !pplayer_allied_with_enemy(pplayer, aplayer)
&& !pplayer_war_with_ally(pplayer, aplayer)
&& adip->ally_patience >= 0) {
adip->trust++;
freelog(LOG_DIPL, "(%s ai diplo) Increased trust in %s by one",
pplayer->name, aplayer->name);
} else if (pplayers_at_war(pplayer, aplayer)
|| pplayer->diplstates[a].has_reason_to_cancel) {
adip->trust = 0;
freelog(LOG_DIPL, "(%s ai diplo) Trust in %s crushed to zero",
pplayer->name, aplayer->name);
} else {
freelog(LOG_DEBUG, "(%s ai diplo) Trust in %s is unchanged",
pplayer->name, aplayer->name);
}
} 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;
}
}
/* Ensure that we don't prematurely end an ongoing war */
if (ai->diplomacy.timer-- > 0) {
return;
}
/* Calculate average distances to other players' empires. */
players_iterate(aplayer) {
ai->diplomacy.other[aplayer->player_no].distance =
dist_to_empire(pplayer, aplayer);
} 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 desires, and find desired war target */
players_iterate(aplayer) {
enum diplstate_type ds = pplayer_get_diplstate(pplayer, aplayer)->type;
/* We don't 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) {
continue;
}
war_desire[aplayer->player_no] = 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
&& !pplayer_war_with_ally(pplayer, aplayer)) {
continue;
}
/* Strongly prefer players we are at war with already */
if (pplayers_non_attack(pplayer, aplayer)) {
war_desire[aplayer->player_no] /= 2;
}
freelog(LOG_DEBUG, "(%s ai diplo) Against %s we have war desire "
"%d ", pplayer->name, aplayer->name,
war_desire[aplayer->player_no]);
/* Find best target */
if (war_desire[aplayer->player_no] > best_desire) {
target = aplayer;
best_desire = war_desire[aplayer->player_no];
}
} players_iterate_end;
if (!target) {
freelog(LOG_DEBUG, "(%s ai diplo) Found no target.", pplayer->name);
ai->diplomacy.target = NULL;
return;
}
/* Switch to target */
if (target != ai->diplomacy.target) {
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;
}
}
/**********************************************************************
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;
ai->diplomacy.other[target->player_no].trust = 0;
}
/**********************************************************************
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
|| (pplayer->team != TEAM_NONE && aplayer->team == pplayer->team)) {
continue;
}
/* A spaceship victory is always one single player's or team'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;
struct ai_diplomacy *adip = &ai->diplomacy.other[aplayer->player_no];
struct Clause clause;
/* Meaningless values, but rather not have them unset. */
clause.from = pplayer;
clause.value = 0;
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;
}
/* Spam control */
if (adip->spam > 0) {
adip->spam--;
}
if ((!player_has_embassy(pplayer, aplayer)
&& !player_has_embassy(aplayer, pplayer))
|| ds == DS_NO_CONTACT) {
continue;
}
if (adip->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)) {
adip->spam = myrand(4) + 3;
} else {
/* Less important. */
adip->spam = myrand(8) + 6 * adip->hatred + 1;
}
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);
adip->ally_patience = 0;
break;
} else if (!target) {
adip->ally_patience = 0;
break;
}
freelog(LOG_DIPL, "(%s ai diplo) demanding support from %s to crush %s",
pplayer->name, aplayer->name, target->name);
switch (adip->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 */
adip->hatred++;
adip->trust = 0;
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:
clause.type = CLAUSE_ALLIANCE;
if (ai_goldequiv_clause(pplayer, aplayer, &clause, ai, FALSE) < 0
|| (adip->asked_about_alliance && !aplayer->ai.control)) {
break; /* never */
}
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_ALLIANCE, 0);
adip->asked_about_alliance = !aplayer->ai.control;
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:
clause.type = CLAUSE_PEACE;
if (ai_goldequiv_clause(pplayer, aplayer, &clause, ai, FALSE) < 0
|| (adip->asked_about_peace && !aplayer->ai.control)) {
break; /* never */
}
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_PEACE, 0);
adip->asked_about_peace = !aplayer->ai.control;
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:
clause.type = CLAUSE_CEASEFIRE;
if (ai_goldequiv_clause(pplayer, aplayer, &clause, ai, FALSE) < 0
|| (adip->asked_about_ceasefire && !aplayer->ai.control)) {
break; /* never */
}
ai_diplomacy_suggest(pplayer, aplayer, CLAUSE_CEASEFIRE, 0);
adip->asked_about_ceasefire = !aplayer->ai.control;
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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