nil_core/behavior/
recruit.rs1use crate::behavior::idle::IdleBehavior;
5use crate::behavior::{Behavior, BehaviorProcessor, BehaviorScore};
6use crate::continent::Coord;
7use crate::error::Result;
8use crate::ethic::EthicPowerAxis;
9use crate::infrastructure::building::academy::recruit_queue::AcademyRecruitOrderRequest;
10use crate::infrastructure::building::stable::recruit_queue::StableRecruitOrderRequest;
11use crate::infrastructure::building::workshop::recruit_queue::WorkshopRecruitOrderRequest;
12use crate::military::unit::prelude::*;
13use crate::military::unit::{AcademyUnitId, StableUnitId, WorkshopUnitId};
14use crate::world::World;
15use bon::Builder;
16use nil_util::iter::IterExt;
17use rand::random_range;
18use std::fmt::Debug;
19use std::marker::PhantomData;
20use std::num::NonZeroU32;
21use std::ops::{Add, ControlFlow};
22use strum::IntoEnumIterator;
23
24#[derive(Builder, Debug)]
25pub struct RecruitBehavior {
26 coord: Coord,
27}
28
29impl RecruitBehavior {
30 const MAX_IN_QUEUE: u8 = 2;
31}
32
33impl Behavior for RecruitBehavior {
34 fn score(&self, world: &World) -> Result<BehaviorScore> {
35 let infrastructure = world.infrastructure(self.coord)?;
36 let max_in_queue = f64::from(Self::MAX_IN_QUEUE);
37
38 macro_rules! score {
39 ($building:ident) => {{
40 if let Some(in_queue) = infrastructure
41 .$building()
42 .turns_in_recruit_queue()
43 {
44 BehaviorScore::new(1.0 - (in_queue / max_in_queue))
45 } else {
46 BehaviorScore::MIN
47 }
48 }};
49 }
50
51 let academy = score!(academy);
52 let stable = score!(stable);
53
54 Ok(academy.max(stable))
55 }
56
57 fn behave(&self, world: &mut World) -> Result<ControlFlow<()>> {
58 let mut behaviors = vec![IdleBehavior.boxed()];
59 macro_rules! push {
60 ($unit:ident, $id:expr) => {{
61 let behavior = RecruitUnitBehavior::builder()
62 .marker(PhantomData::<$unit>)
63 .coord(self.coord)
64 .unit($id)
65 .build()
66 .boxed();
67
68 behaviors.push(behavior);
69 }};
70 }
71
72 for id in UnitId::iter() {
73 match id {
74 UnitId::Archer => push!(Archer, id),
75 UnitId::Axeman => push!(Axeman, id),
76 UnitId::HeavyCavalry => push!(HeavyCavalry, id),
77 UnitId::LightCavalry => push!(LightCavalry, id),
78 UnitId::Pikeman => push!(Pikeman, id),
79 UnitId::Ram => push!(Ram, id),
80 UnitId::Swordsman => push!(Swordsman, id),
81 }
82 }
83
84 BehaviorProcessor::new(world, behaviors)
85 .take(usize::from(Self::MAX_IN_QUEUE))
86 .try_each()?;
87
88 Ok(ControlFlow::Break(()))
89 }
90}
91
92#[derive(Builder, Debug)]
93pub struct RecruitUnitBehavior<T>
94where
95 T: Unit + Debug,
96{
97 coord: Coord,
98 unit: UnitId,
99 marker: PhantomData<T>,
100}
101
102impl<T> Behavior for RecruitUnitBehavior<T>
103where
104 T: Unit + Debug + 'static,
105{
106 fn score(&self, world: &World) -> Result<BehaviorScore> {
107 let unit_box = UnitBox::from(self.unit);
108 let infrastructure = world.infrastructure(self.coord)?;
109
110 if !infrastructure
111 .building(unit_box.building())
112 .is_enabled()
113 {
114 return Ok(BehaviorScore::MIN);
115 }
116
117 if !unit_box
118 .infrastructure_requirements()
119 .has_required_levels(infrastructure)
120 {
121 return Ok(BehaviorScore::MIN);
122 }
123
124 let chunk = unit_box.chunk();
125 let owner = world.continent().owner_of(self.coord)?;
126 let ruler_ref = world.ruler(owner)?;
127
128 if !ruler_ref.has_resources(&chunk.resources()) {
129 return Ok(BehaviorScore::MIN);
130 }
131
132 if !world
133 .get_maintenance_balance(owner.clone())?
134 .add(chunk.maintenance() * 5u32)
135 .is_sustainable()
136 {
137 return Ok(BehaviorScore::MIN);
138 }
139
140 let mut score = BehaviorScore::new(random_range(0.8..=1.0));
141
142 if let Some(ethics) = ruler_ref.ethics() {
143 if unit_box.is_defensive() {
144 score *= match ethics.power() {
145 EthicPowerAxis::Militarist => 0.75,
146 EthicPowerAxis::FanaticMilitarist => 0.5,
147 EthicPowerAxis::Pacifist => 1.25,
148 EthicPowerAxis::FanaticPacifist => 1.5,
149 }
150 } else {
151 score *= match ethics.power() {
152 EthicPowerAxis::Militarist => 1.25,
153 EthicPowerAxis::FanaticMilitarist => 1.5,
154 EthicPowerAxis::Pacifist => 0.75,
155 EthicPowerAxis::FanaticPacifist => 0.5,
156 }
157 }
158 }
159
160 Ok(score)
161 }
162
163 fn behave(&self, world: &mut World) -> Result<ControlFlow<()>> {
164 if let Ok(id) = AcademyUnitId::try_from(self.unit) {
165 world.add_academy_recruit_order(&AcademyRecruitOrderRequest {
166 coord: self.coord,
167 unit: id,
168 chunks: NonZeroU32::MIN,
169 })?;
170 } else if let Ok(id) = StableUnitId::try_from(self.unit) {
171 world.add_stable_recruit_order(&StableRecruitOrderRequest {
172 coord: self.coord,
173 unit: id,
174 chunks: NonZeroU32::MIN,
175 })?;
176 } else if let Ok(id) = WorkshopUnitId::try_from(self.unit) {
177 world.add_workshop_recruit_order(&WorkshopRecruitOrderRequest {
178 coord: self.coord,
179 unit: id,
180 chunks: NonZeroU32::MIN,
181 })?;
182 }
183
184 Ok(ControlFlow::Continue(()))
185 }
186}