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https://github.com/wesnoth/wesnoth
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new candidate action:
...testing_ai_default::default_move_to_targets_phase - copy of default ai movements and targeting phase, as a candidate action
This commit is contained in:
parent
74978b6e3b
commit
afb3c3ce78
@ -61,7 +61,7 @@
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::simple_move_and_targeting_phase
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name=testing_ai_default::default_move_to_targets_phase
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score=15
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[/candidate_action]
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# [candidate_action]
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|
@ -108,6 +108,8 @@
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<Unit filename="..\..\src\ai\testing\aspect_attacks.hpp" />
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<Unit filename="..\..\src\ai\testing\ca.cpp" />
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<Unit filename="..\..\src\ai\testing\ca.hpp" />
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<Unit filename="..\..\src\ai\testing\ca_default_move_to_targets.cpp" />
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<Unit filename="..\..\src\ai\testing\ca_default_move_to_targets.hpp" />
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<Unit filename="..\..\src\ai\testing\stage_fallback.cpp" />
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<Unit filename="..\..\src\ai\testing\stage_fallback.hpp" />
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<Unit filename="..\..\src\ai\testing\stage_rca.cpp" />
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@ -137,6 +137,8 @@
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<Unit filename="..\..\src\ai\testing\aspect_attacks.hpp" />
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<Unit filename="..\..\src\ai\testing\ca.cpp" />
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<Unit filename="..\..\src\ai\testing\ca.hpp" />
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<Unit filename="..\..\src\ai\testing\ca_default_move_to_targets.cpp" />
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<Unit filename="..\..\src\ai\testing\ca_default_move_to_targets.hpp" />
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<Unit filename="..\..\src\ai\testing\stage_fallback.cpp" />
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<Unit filename="..\..\src\ai\testing\stage_fallback.hpp" />
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<Unit filename="..\..\src\ai\testing\stage_rca.cpp" />
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@ -4807,6 +4807,34 @@
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/>
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</FileConfiguration>
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</File>
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<File
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RelativePath="..\..\src\ai\testing\ca_default_move_to_targets.cpp"
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>
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<FileConfiguration
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Name="Debug|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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ObjectFile="$(IntDir)\ai\testing\"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Release|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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ObjectFile="$(IntDir)\ai\testing\"
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/>
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</FileConfiguration>
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<FileConfiguration
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Name="Debug (fast)|Win32"
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>
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<Tool
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Name="VCCLCompilerTool"
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ObjectFile="$(IntDir)\ai\testing\"
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/>
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</FileConfiguration>
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</File>
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<File
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RelativePath="..\..\src\ai\testing\stage_fallback.cpp"
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>
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@ -6102,6 +6130,10 @@
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RelativePath="..\..\src\ai\testing\ca.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\ai\testing\ca_default_move_to_targets.hpp"
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>
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</File>
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<File
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RelativePath="..\..\src\ai\testing\stage_fallback.hpp"
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>
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@ -193,6 +193,7 @@ set(wesnoth-main_SRC
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ai/registry.cpp
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ai/testing/aspect_attacks.cpp
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ai/testing/ca.cpp
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ai/testing/ca_default_move_to_targets.cpp
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ai/testing/stage_rca.cpp
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ai/testing/stage_fallback.cpp
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ai/testing.cpp
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@ -73,6 +73,7 @@ wesnoth_source = \
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ai/registry.cpp \
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ai/testing/aspect_attacks.cpp \
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ai/testing/ca.cpp \
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ai/testing/ca_default_move_to_targets.cpp \
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ai/testing/stage_rca.cpp \
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ai/testing/stage_fallback.cpp \
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ai/testing.cpp \
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@ -178,6 +178,7 @@ wesnoth_sources = Split("""
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ai/registry.cpp
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ai/testing/aspect_attacks.cpp
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ai/testing/ca.cpp
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ai/testing/ca_default_move_to_targets.cpp
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ai/testing/stage_rca.cpp
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ai/testing/stage_fallback.cpp
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ai/testing.cpp
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@ -28,6 +28,7 @@
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#include "registry.hpp"
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#include "testing/aspect_attacks.hpp"
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#include "testing/ca.hpp"
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#include "testing/ca_default_move_to_targets.hpp"
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#include "testing/stage_rca.hpp"
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#include "testing/stage_fallback.hpp"
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@ -104,6 +105,9 @@ static register_candidate_action_factory<testing_ai_default::retreat_phase>
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static register_candidate_action_factory<testing_ai_default::simple_move_and_targeting_phase>
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simple_move_and_targeting_phase_factory("testing_ai_default::simple_move_and_targeting_phase");
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static register_candidate_action_factory<testing_ai_default::default_move_to_targets_phase>
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default_move_to_targets_phase_factory("testing_ai_default::default_move_to_targets_phase");
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static register_candidate_action_factory<testing_ai_default::leader_control_phase>
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leader_control_phase_factory("testing_ai_default::leader_control_phase");
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873
src/ai/testing/ca_default_move_to_targets.cpp
Normal file
873
src/ai/testing/ca_default_move_to_targets.cpp
Normal file
@ -0,0 +1,873 @@
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/* $Id$ */
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/*
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Copyright (C) 2009 by Yurii Chernyi <terraninfo@terraninfo.net>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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/**
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* @file ai/testing/ca_default_move_to_targets.cpp
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* Strategic movement routine, taken from default AI
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*/
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#include "ca_default_move_to_targets.hpp"
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#include "../composite/ai.hpp"
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#include "../actions.hpp"
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#include "../../foreach.hpp"
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#include "../../log.hpp"
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namespace ai {
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namespace testing_ai_default {
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static lg::log_domain log_ai_testing_ca_default_move_to_targets("ai/testing/ca_default_move_to_targets");
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#define DBG_AI LOG_STREAM(debug, log_ai_testing_ca_default_move_to_targets)
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#define LOG_AI LOG_STREAM(info, log_ai_testing_ca_default_move_to_targets)
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#define WRN_AI LOG_STREAM(warn, log_ai_testing_ca_default_move_to_targets)
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#define ERR_AI LOG_STREAM(err, log_ai_testing_ca_default_move_to_targets)
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struct move_cost_calculator : cost_calculator
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{
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move_cost_calculator(const unit& u, const gamemap& map,
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const unit_map& units, const move_map& enemy_dstsrc)
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: unit_(u), map_(map), units_(units),
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enemy_dstsrc_(enemy_dstsrc),
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max_moves_(u.total_movement()),
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avoid_enemies_(u.usage() == "scout")
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{}
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double cost(const map_location& loc, const double) const
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{
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const t_translation::t_terrain terrain = map_[loc];
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const double move_cost = unit_.movement_cost(terrain);
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if(move_cost > max_moves_) // impassable
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return getNoPathValue();
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double res = move_cost;
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if(avoid_enemies_){
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res *= 1.0 + enemy_dstsrc_.count(loc);
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}
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//if there is a unit (even a friendly one) on this tile, we increase the cost to
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//try discourage going through units, to thwart the 'single file effect'
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if (units_.count(loc))
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res *= 4.0;
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return res;
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}
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private:
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const unit& unit_;
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const gamemap& map_;
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const unit_map& units_;
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const move_map& enemy_dstsrc_;
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const int max_moves_;
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const bool avoid_enemies_;
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};
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class remove_wrong_targets {
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public:
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remove_wrong_targets(const readonly_context &context)
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:avoid_(context.get_avoid()), map_(context.get_info().map)
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{
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}
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bool operator()(const target &t){
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if (!map_.on_board(t.loc)) {
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DBG_AI << "removing target "<< t.loc << " due to it not on_board" << std::endl;
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return true;
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}
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if (t.value<=0) {
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DBG_AI << "removing target "<< t.loc << " due to value<=0" << std::endl;
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return true;
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}
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if (avoid_.match(t.loc)) {
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DBG_AI << "removing target "<< t.loc << " due to 'avoid' match" << std::endl;
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return true;
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}
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return false;
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}
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private:
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const terrain_filter &avoid_;
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const gamemap &map_;
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};
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default_move_to_targets_phase::default_move_to_targets_phase( rca_context &context, const config &cfg )
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: candidate_action(context,cfg)
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{
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}
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default_move_to_targets_phase::~default_move_to_targets_phase()
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{
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}
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double default_move_to_targets_phase::evaluate()
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{
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return get_score();
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}
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bool default_move_to_targets_phase::execute()
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{
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bool gamestate_changed = false;
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unit_map::const_iterator leader = get_info().units.find_leader(get_side());
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gamemap &map_ = get_info().map;
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LOG_AI << "finding targets...\n";
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std::vector<target> targets;
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for(;;) {
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if(targets.empty()) {
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targets = find_targets(leader,get_enemy_dstsrc());
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targets.insert(targets.end(),additional_targets().begin(),
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additional_targets().end());
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LOG_AI << "Found " << targets.size() << " targets\n";
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if(targets.empty()) {
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break;
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}
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}
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targets.erase( std::remove_if(targets.begin(),targets.end(),remove_wrong_targets(*this)), targets.end() );
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if(targets.empty()) {
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break;
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}
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LOG_AI << "choosing move with " << targets.size() << " targets\n";
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std::pair<map_location,map_location> move = choose_move(targets, get_srcdst(),
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get_dstsrc(), get_enemy_dstsrc());
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LOG_AI << "choose_move ends with " << targets.size() << " targets\n";
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for(std::vector<target>::const_iterator ittg = targets.begin();
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ittg != targets.end(); ++ittg) {
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assert(map_.on_board(ittg->loc));
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}
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if(move.first.valid() == false || move.second.valid() == false) {
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break;
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}
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assert (map_.on_board(move.first)
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&& map_.on_board(move.second));
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LOG_AI << "move: " << move.first << " -> " << move.second << '\n';
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move_result_ptr move_ptr = execute_move_action(move.first,move.second,true);
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gamestate_changed |= move_ptr->is_gamestate_changed();
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if(!move_ptr->is_ok()) {
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WRN_AI << "unexpected outcome of move"<<std::endl;
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break;
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}
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}
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return gamestate_changed;;
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}
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// structure storing the maximal possible rating of a target
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struct rated_target{
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rated_target(const std::vector<target>::iterator& t, double r) : tg(t), max_rating(r) {};
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std::vector<target>::iterator tg;
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double max_rating;
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};
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// compare maximal possible rating of targets
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// we can be smarter about the equal case, but keep old behavior for the moment
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struct rated_target_comparer {
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bool operator()(const rated_target& a, const rated_target& b) const {
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return a.max_rating > b.max_rating;
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}
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};
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double default_move_to_targets_phase::rate_target(const target& tg, const unit_map::iterator& u,
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const move_map& dstsrc, const move_map& enemy_dstsrc,
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const plain_route& rt)
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{
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double move_cost = rt.move_cost;
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if(move_cost > 0) {
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// if this unit can move to that location this turn, it has a very very low cost
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typedef std::multimap<map_location,map_location>::const_iterator multimapItor;
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std::pair<multimapItor,multimapItor> locRange = dstsrc.equal_range(u->first);
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while (locRange.first != locRange.second) {
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if (locRange.first->second == u->first) {
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move_cost = 0;
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break;
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}
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++locRange.first;
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}
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}
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double rating = tg.value;
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if(rating == 0)
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return rating; // all following operations are only multiplications of 0
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// far target have a lower rating
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if(move_cost > 0) {
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rating /= move_cost;
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}
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//for 'support' targets, they are rated much higher if we can get there within two turns,
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//otherwise they are worthless to go for at all.
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if(tg.type == target::SUPPORT) {
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if(move_cost <= u->second.movement_left()*2) {
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rating *= 10.0;
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} else {
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rating = 0.0;
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return rating;
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}
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}
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//scouts do not like encountering enemies on their paths
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if(u->second.usage() == "scout") {
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//scouts get a bonus for going after villages
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if(tg.type == target::VILLAGE) {
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rating *= get_scout_village_targeting();
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}
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std::set<map_location> enemies_guarding;
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enemies_along_path(rt.steps,enemy_dstsrc,enemies_guarding);
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// note that an empty route means no guardian and thus optimal rating
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if(enemies_guarding.size() > 1) {
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rating /= enemies_guarding.size();
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} else {
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//scouts who can travel on their route without coming in range of many enemies
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//get a massive bonus, so that they can be processed first, and avoid getting
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//bogged down in lots of grouping
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rating *= 100;
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}
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}
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return rating;
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}
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std::pair<map_location,map_location> default_move_to_targets_phase::choose_move(std::vector<target>& targets, const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc)
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{
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log_scope2(log_ai_testing_ca_default_move_to_targets, "choosing move");
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raise_user_interact();
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unit_map &units_ = get_info().units;
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gamemap &map_ = get_info().map;
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unit_map::iterator u;
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//find the first eligible unit
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for(u = units_.begin(); u != units_.end(); ++u) {
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if(!(u->second.side() != get_side() || u->second.can_recruit() || u->second.movement_left() <= 0 || u->second.incapacitated())) {
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break;
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}
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}
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if(u == units_.end()) {
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LOG_AI << "no eligible units found\n";
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return std::pair<map_location,map_location>();
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}
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//guardian units stay put
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if(utils::string_bool(u->second.get_state("guardian"))) {
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LOG_AI << u->second.type_id() << " is guardian, staying still\n";
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return std::pair<map_location,map_location>(u->first,u->first);
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}
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const plain_route dummy_route;
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assert(dummy_route.steps.empty() && dummy_route.move_cost == 0);
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// We will sort all targets by a quick maximal possible rating,
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// so we will be able to start real work by the most promising ones
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// and if its real value is better than other maximal values
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// then we can skip them.
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std::vector<rated_target> rated_targets;
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for(std::vector<target>::iterator tg = targets.begin(); tg != targets.end(); ++tg) {
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// passing a dummy route to have the maximal rating
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double max_rating = rate_target(*tg, u, dstsrc, enemy_dstsrc, dummy_route);
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rated_targets.push_back( rated_target(tg, max_rating) );
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}
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//use stable_sort for the moment to preserve old AI behavior
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std::stable_sort(rated_targets.begin(), rated_targets.end(), rated_target_comparer());
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const move_cost_calculator cost_calc(u->second, map_, units_, enemy_dstsrc);
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plain_route best_route;
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unit_map::iterator best = units_.end();
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double best_rating = -1.0;
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std::vector<rated_target>::iterator best_rated_target = rated_targets.end();
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std::vector<rated_target>::iterator rated_tg = rated_targets.begin();
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for(; rated_tg != rated_targets.end(); ++rated_tg) {
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const target& tg = *(rated_tg->tg);
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LOG_AI << "Considering target at: " << tg.loc <<"\n";
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assert(map_.on_board(tg.loc));
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raise_user_interact();
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// locStopValue controls how quickly we give up on the A* search, due
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// to it seeming futile. Be very cautious about changing this value,
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// as it can cause the AI to give up on searches and just do nothing.
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const double locStopValue = 500.0;
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plain_route real_route = a_star_search(u->first, tg.loc, locStopValue, &cost_calc, map_.w(), map_.h());
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if(real_route.steps.empty()) {
|
||||
LOG_AI << "Can't reach target: " << locStopValue << " = " << tg.value << "/" << best_rating << "\n";
|
||||
continue;
|
||||
}
|
||||
|
||||
double real_rating = rate_target(tg, u, dstsrc, enemy_dstsrc, real_route);
|
||||
|
||||
LOG_AI << tg.value << "/" << real_route.move_cost << " = " << real_rating << "\n";
|
||||
|
||||
if(real_rating > best_rating){
|
||||
best_rating = real_rating;
|
||||
best_rated_target = rated_tg;
|
||||
best_route = real_route;
|
||||
best = u;
|
||||
//prevent divivion by zero
|
||||
//FIXME: stupid, should fix it at the division
|
||||
if(best_rating == 0)
|
||||
best_rating = 0.000000001;
|
||||
|
||||
// if already higher than the maximal values of the next ratings
|
||||
// (which are sorted, so only need to check the next one)
|
||||
// then we have found the best target.
|
||||
if(rated_tg+1 != rated_targets.end() && best_rating >= (rated_tg+1)->max_rating)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_AI << "choose target...\n";
|
||||
|
||||
if(best_rated_target == rated_targets.end()) {
|
||||
LOG_AI << "no eligible targets found\n";
|
||||
return std::pair<map_location,map_location>();
|
||||
}
|
||||
|
||||
assert(best_rating >= 0);
|
||||
std::vector<target>::iterator best_target = best_rated_target->tg;
|
||||
|
||||
//if we have the 'simple_targeting' flag set, then we don't
|
||||
//see if any other units can put a better bid forward for this
|
||||
//target
|
||||
bool simple_targeting = get_simple_targeting();
|
||||
|
||||
if(simple_targeting == false) {
|
||||
LOG_AI << "complex targeting...\n";
|
||||
//now see if any other unit can put a better bid forward
|
||||
for(++u; u != units_.end(); ++u) {
|
||||
if(u->second.side() != get_side() || u->second.can_recruit() ||
|
||||
u->second.movement_left() <= 0 || utils::string_bool(u->second.get_state("guardian")) || u->second.incapacitated()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
raise_user_interact();
|
||||
|
||||
const move_cost_calculator calc(u->second, map_, units_, enemy_dstsrc);
|
||||
const double locStopValue = std::min(best_target->value / best_rating, 100.0);
|
||||
plain_route cur_route = a_star_search(u->first, best_target->loc, locStopValue, &calc, map_.w(), map_.h());
|
||||
|
||||
if(cur_route.steps.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
double rating = rate_target(*best_target, u, dstsrc, enemy_dstsrc, cur_route);
|
||||
|
||||
if(best == units_.end() || rating > best_rating) {
|
||||
best_rating = rating;
|
||||
best = u;
|
||||
best_route = cur_route;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_AI << "done complex targeting...\n";
|
||||
} else {
|
||||
u = units_.end();
|
||||
}
|
||||
|
||||
LOG_AI << "best unit: " << best->first << '\n';
|
||||
|
||||
assert(best_target != targets.end());
|
||||
|
||||
//if our target is a position to support, then we
|
||||
//see if we can move to a position in support of this target
|
||||
if(best_target->type == target::SUPPORT) {
|
||||
LOG_AI << "support...\n";
|
||||
|
||||
std::vector<map_location> locs;
|
||||
access_points(srcdst,best->first,best_target->loc,locs);
|
||||
|
||||
if(locs.empty() == false) {
|
||||
LOG_AI << "supporting unit at " << best_target->loc.x + 1 << "," << best_target->loc.y + 1 << "\n";
|
||||
map_location best_loc;
|
||||
int best_defense = 0;
|
||||
double best_vulnerability = 0.0;
|
||||
int best_distance = 0;
|
||||
|
||||
for(std::vector<map_location>::const_iterator i = locs.begin(); i != locs.end(); ++i) {
|
||||
const int distance = distance_between(*i,best_target->loc);
|
||||
const int defense = best->second.defense_modifier(map_.get_terrain(*i));
|
||||
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
||||
const double vulnerability = power_projection(*i,enemy_dstsrc);
|
||||
|
||||
if(best_loc.valid() == false || defense < best_defense || (defense == best_defense && vulnerability < best_vulnerability)) {
|
||||
best_loc = *i;
|
||||
best_defense = defense;
|
||||
best_vulnerability = vulnerability;
|
||||
best_distance = distance;
|
||||
}
|
||||
}
|
||||
|
||||
LOG_AI << "returning support...\n";
|
||||
return std::pair<map_location,map_location>(best->first,best_loc);
|
||||
}
|
||||
}
|
||||
|
||||
std::map<map_location,paths> dummy_possible_moves;
|
||||
move_map fullmove_srcdst;
|
||||
move_map fullmove_dstsrc;
|
||||
calculate_possible_moves(dummy_possible_moves,fullmove_srcdst,fullmove_dstsrc,false,true);
|
||||
|
||||
bool dangerous = false;
|
||||
|
||||
if(get_grouping() != "no") {
|
||||
LOG_AI << "grouping...\n";
|
||||
const unit_map::const_iterator unit_at_target = units_.find(best_target->loc);
|
||||
int movement = best->second.movement_left();
|
||||
|
||||
const bool defensive_grouping = get_grouping() == "defensive";
|
||||
|
||||
//we stop and consider whether the route to this
|
||||
//target is dangerous, and whether we need to group some units to move in unison toward the target
|
||||
//if any point along the path is too dangerous for our single unit, then we hold back
|
||||
for(std::vector<map_location>::const_iterator i = best_route.steps.begin(); i != best_route.steps.end() && movement > 0; ++i) {
|
||||
|
||||
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
||||
const double threat = power_projection(*i,enemy_dstsrc);
|
||||
//FIXME: sukko doubled the power-projection them in the second test. ?
|
||||
if((threat >= double(best->second.hitpoints()) && threat > power_projection(*i,fullmove_dstsrc)) ||
|
||||
(i+1 >= best_route.steps.end()-1 && unit_at_target != units_.end() && current_team().is_enemy(unit_at_target->second.side()))) {
|
||||
dangerous = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if(!defensive_grouping) {
|
||||
movement -= best->second.movement_cost(map_.get_terrain(*i));
|
||||
}
|
||||
}
|
||||
|
||||
LOG_AI << "done grouping...\n";
|
||||
}
|
||||
|
||||
if(dangerous) {
|
||||
LOG_AI << "dangerous path\n";
|
||||
std::set<map_location> group, enemies;
|
||||
const map_location dst = form_group(best_route.steps,dstsrc,group);
|
||||
enemies_along_path(best_route.steps,enemy_dstsrc,enemies);
|
||||
|
||||
const double our_strength = compare_groups(group,enemies,best_route.steps);
|
||||
|
||||
if(our_strength > 0.5 + get_caution()) {
|
||||
LOG_AI << "moving group\n";
|
||||
const bool res = move_group(dst,best_route.steps,group);
|
||||
if(res) {
|
||||
return std::pair<map_location,map_location>(map_location(1,1),map_location());
|
||||
} else {
|
||||
LOG_AI << "group didn't move " << group.size() << "\n";
|
||||
|
||||
//the group didn't move, so end the first unit in the group's turn, to prevent an infinite loop
|
||||
return std::pair<map_location,map_location>(best->first,best->first);
|
||||
|
||||
}
|
||||
} else {
|
||||
LOG_AI << "massing to attack " << best_target->loc.x + 1 << "," << best_target->loc.y + 1
|
||||
<< " " << our_strength << "\n";
|
||||
|
||||
const double value = best_target->value;
|
||||
const map_location target_loc = best_target->loc;
|
||||
const map_location loc = best->first;
|
||||
const unit& un = best->second;
|
||||
|
||||
targets.erase(best_target);
|
||||
|
||||
//find the best location to mass units at for an attack on the enemies
|
||||
map_location best_loc;
|
||||
double best_threat = 0.0;
|
||||
int best_distance = 0;
|
||||
|
||||
const double max_acceptable_threat = un.hitpoints()/4;
|
||||
|
||||
std::set<map_location> mass_locations;
|
||||
|
||||
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = srcdst.equal_range(loc);
|
||||
for(move_map::const_iterator i = itors.first; i != itors.second; ++i) {
|
||||
const int distance = distance_between(target_loc,i->second);
|
||||
const int defense = un.defense_modifier(map_.get_terrain(i->second));
|
||||
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
||||
const double threat = (power_projection(i->second,enemy_dstsrc)*defense)/100;
|
||||
|
||||
if(best_loc.valid() == false || (threat < std::max<double>(best_threat,max_acceptable_threat) && distance < best_distance)) {
|
||||
best_loc = i->second;
|
||||
best_threat = threat;
|
||||
best_distance = distance;
|
||||
}
|
||||
|
||||
if(threat < max_acceptable_threat) {
|
||||
mass_locations.insert(i->second);
|
||||
}
|
||||
}
|
||||
|
||||
for(std::set<map_location>::const_iterator j = mass_locations.begin(); j != mass_locations.end(); ++j) {
|
||||
if(*j != best_loc && distance_between(*j,best_loc) < 3) {
|
||||
LOG_AI << "found mass-to-attack target... " << *j << " with value: " << value*4.0 << "\n";
|
||||
targets.push_back(target(*j,value*4.0,target::MASS));
|
||||
best_target = targets.end() - 1;
|
||||
}
|
||||
}
|
||||
|
||||
return std::pair<map_location,map_location>(loc,best_loc);
|
||||
}
|
||||
}
|
||||
|
||||
for(std::vector<map_location>::reverse_iterator ri =
|
||||
best_route.steps.rbegin(); ri != best_route.steps.rend(); ++ri) {
|
||||
|
||||
if(game_config::debug) {
|
||||
//game_display::debug_highlight(*ri,static_cast<size_t>(0.2));
|
||||
}
|
||||
|
||||
//this is set to 'true' if we are hesitant to proceed because of enemy units,
|
||||
//to rally troops around us.
|
||||
bool is_dangerous = false;
|
||||
|
||||
typedef std::multimap<map_location,map_location>::const_iterator Itor;
|
||||
std::pair<Itor,Itor> its = dstsrc.equal_range(*ri);
|
||||
while(its.first != its.second) {
|
||||
if(its.first->second == best->first) {
|
||||
if(!should_retreat(its.first->first,best,fullmove_srcdst,fullmove_dstsrc,enemy_dstsrc,
|
||||
get_caution())) {
|
||||
const double value = best_target->value - best->second.cost()/20.0;
|
||||
|
||||
if(value > 0.0 && best_target->type != target::MASS) {
|
||||
//there are enemies ahead. Rally troops around us to
|
||||
//try to take the target
|
||||
if(is_dangerous) {
|
||||
LOG_AI << "found reinforcement target... " << its.first->first << " with value: " << value*2.0 << "\n";
|
||||
targets.push_back(target(its.first->first,value*2.0,target::BATTLE_AID));
|
||||
}
|
||||
|
||||
best_target->value = value;
|
||||
} else {
|
||||
targets.erase(best_target);
|
||||
}
|
||||
|
||||
LOG_AI << "Moving to " << its.first->first.x + 1 << "," << its.first->first.y + 1 << "\n";
|
||||
|
||||
return std::pair<map_location,map_location>(its.first->second,its.first->first);
|
||||
} else {
|
||||
LOG_AI << "dangerous!\n";
|
||||
is_dangerous = true;
|
||||
}
|
||||
}
|
||||
|
||||
++its.first;
|
||||
}
|
||||
}
|
||||
|
||||
if(best != units_.end()) {
|
||||
LOG_AI << "Could not make good move, staying still\n";
|
||||
|
||||
//this sounds like the road ahead might be dangerous, and that's why we don't advance.
|
||||
//create this as a target, attempting to rally units around
|
||||
targets.push_back(target(best->first,best_target->value));
|
||||
best_target = targets.end() - 1;
|
||||
return std::pair<map_location,map_location>(best->first,best->first);
|
||||
}
|
||||
|
||||
LOG_AI << "Could not find anywhere to move!\n";
|
||||
return std::pair<map_location,map_location>();
|
||||
}
|
||||
|
||||
void default_move_to_targets_phase::access_points(const move_map& srcdst, const map_location& u, const map_location& dst, std::vector<map_location>& out)
|
||||
{
|
||||
unit_map &units_ = get_info().units;
|
||||
gamemap &map_ = get_info().map;
|
||||
const unit_map::const_iterator u_it = units_.find(u);
|
||||
if(u_it == units_.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// unit_map single_unit(u_it->first, u_it->second);
|
||||
|
||||
const std::pair<move_map::const_iterator,move_map::const_iterator> locs = srcdst.equal_range(u);
|
||||
for(move_map::const_iterator i = locs.first; i != locs.second; ++i) {
|
||||
const map_location& loc = i->second;
|
||||
if (int(distance_between(loc,dst)) <= u_it->second.total_movement()) {
|
||||
shortest_path_calculator calc(u_it->second, current_team(), units_, get_info().teams, map_);
|
||||
plain_route rt = a_star_search(loc, dst, u_it->second.total_movement(), &calc, map_.w(), map_.h());
|
||||
if(rt.steps.empty() == false) {
|
||||
out.push_back(loc);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
double default_move_to_targets_phase::compare_groups(const std::set<map_location>& our_group, const std::set<map_location>& their_group, const std::vector<map_location>& battlefield) const
|
||||
{
|
||||
const double a = rate_group(our_group,battlefield);
|
||||
const double b = std::max<double>(rate_group(their_group,battlefield),0.01);
|
||||
return a/b;
|
||||
}
|
||||
|
||||
|
||||
void default_move_to_targets_phase::enemies_along_path(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res)
|
||||
{
|
||||
for(std::vector<map_location>::const_iterator i = route.begin(); i != route.end(); ++i) {
|
||||
map_location adj[6];
|
||||
get_adjacent_tiles(*i,adj);
|
||||
for(size_t n = 0; n != 6; ++n) {
|
||||
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(adj[n]);
|
||||
for(move_map::const_iterator j = itors.first; j != itors.second; ++j) {
|
||||
res.insert(j->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
map_location default_move_to_targets_phase::form_group(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res)
|
||||
{
|
||||
unit_map &units_ = get_info().units;
|
||||
if(route.empty()) {
|
||||
return map_location();
|
||||
}
|
||||
|
||||
std::vector<map_location>::const_iterator i;
|
||||
for(i = route.begin(); i != route.end(); ++i) {
|
||||
if(units_.count(*i) > 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
size_t n = 0, nunits = res.size();
|
||||
|
||||
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(*i);
|
||||
for(move_map::const_iterator j = itors.first; j != itors.second; ++j) {
|
||||
if(res.count(j->second) != 0) {
|
||||
++n;
|
||||
} else {
|
||||
const unit_map::const_iterator un = units_.find(j->second);
|
||||
if(un == units_.end() || un->second.can_recruit() || un->second.movement_left() < un->second.total_movement()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
res.insert(j->second);
|
||||
}
|
||||
}
|
||||
|
||||
//if not all our units can reach this position.
|
||||
if(n < nunits) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(i != route.begin()) {
|
||||
--i;
|
||||
}
|
||||
|
||||
return *i;
|
||||
}
|
||||
|
||||
|
||||
bool default_move_to_targets_phase::move_group(const map_location& dst, const std::vector<map_location>& route, const std::set<map_location>& units)
|
||||
{
|
||||
unit_map &units_ = get_info().units;
|
||||
gamemap &map_ = get_info().map;
|
||||
|
||||
const std::vector<map_location>::const_iterator itor = std::find(route.begin(),route.end(),dst);
|
||||
if(itor == route.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
LOG_AI << "group has " << units.size() << " members\n";
|
||||
|
||||
map_location next;
|
||||
|
||||
size_t direction = 0;
|
||||
|
||||
//find the direction the group is moving in
|
||||
if(itor+1 != route.end()) {
|
||||
next = *(itor+1);
|
||||
} else if(itor != route.begin()) {
|
||||
next = *(itor-1);
|
||||
}
|
||||
|
||||
if(next.valid()) {
|
||||
map_location adj[6];
|
||||
get_adjacent_tiles(dst,adj);
|
||||
|
||||
direction = std::find(adj,adj+6,next) - adj;
|
||||
}
|
||||
|
||||
std::deque<map_location> preferred_moves;
|
||||
preferred_moves.push_back(dst);
|
||||
|
||||
std::map<map_location,paths> possible_moves;
|
||||
move_map srcdst, dstsrc;
|
||||
calculate_possible_moves(possible_moves,srcdst,dstsrc,false);
|
||||
|
||||
bool gamestate_changed = false;
|
||||
|
||||
for(std::set<map_location>::const_iterator i = units.begin(); i != units.end(); ++i) {
|
||||
const unit_map::const_iterator un = units_.find(*i);
|
||||
if(un == units_.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
map_location best_loc;
|
||||
int best_defense = -1;
|
||||
for(std::deque<map_location>::const_iterator j = preferred_moves.begin(); j != preferred_moves.end(); ++j) {
|
||||
if(units_.count(*j)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(*j);
|
||||
move_map::const_iterator m;
|
||||
for(m = itors.first; m != itors.second; ++m) {
|
||||
if(m->second == *i) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(m == itors.second) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const int defense = un->second.defense_modifier(map_.get_terrain(*j));
|
||||
if(best_loc.valid() == false || defense < best_defense) {
|
||||
best_loc = *j;
|
||||
best_defense = defense;
|
||||
}
|
||||
}
|
||||
|
||||
if(best_loc.valid()) {
|
||||
move_result_ptr move_res = execute_move_action(*i,best_loc);
|
||||
gamestate_changed |= move_res->is_gamestate_changed();
|
||||
|
||||
|
||||
//if we were ambushed or something went wrong, abort the group's movement.
|
||||
if (!move_res->is_ok()) {
|
||||
return gamestate_changed;
|
||||
}
|
||||
|
||||
preferred_moves.erase(std::find(preferred_moves.begin(),preferred_moves.end(),best_loc));
|
||||
|
||||
//find locations that are 'perpendicular' to the direction of movement for further units to move to.
|
||||
map_location adj[6];
|
||||
get_adjacent_tiles(best_loc,adj);
|
||||
for(size_t n = 0; n != 6; ++n) {
|
||||
if(n != direction && ((n+3)%6) != direction && map_.on_board(adj[n]) &&
|
||||
units_.count(adj[n]) == 0 && std::count(preferred_moves.begin(),preferred_moves.end(),adj[n]) == 0) {
|
||||
preferred_moves.push_front(adj[n]);
|
||||
LOG_AI << "added moves: " << adj[n].x + 1 << "," << adj[n].y + 1 << "\n";
|
||||
}
|
||||
}
|
||||
} else {
|
||||
LOG_AI << "Could not move group member to any of " << preferred_moves.size() << " locations\n";
|
||||
}
|
||||
}
|
||||
|
||||
return gamestate_changed;
|
||||
}
|
||||
|
||||
|
||||
double default_move_to_targets_phase::rate_group(const std::set<map_location>& group, const std::vector<map_location>& battlefield) const
|
||||
{
|
||||
unit_map &units_ = get_info().units;
|
||||
gamemap &map_ = get_info().map;
|
||||
|
||||
double strength = 0.0;
|
||||
for(std::set<map_location>::const_iterator i = group.begin(); i != group.end(); ++i) {
|
||||
const unit_map::const_iterator u = units_.find(*i);
|
||||
if(u == units_.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const unit& un = u->second;
|
||||
|
||||
int defense = 0;
|
||||
for(std::vector<map_location>::const_iterator j = battlefield.begin(); j != battlefield.end(); ++j) {
|
||||
defense += un.defense_modifier(map_.get_terrain(*j));
|
||||
}
|
||||
|
||||
defense /= battlefield.size();
|
||||
|
||||
int best_attack = 0;
|
||||
const std::vector<attack_type>& attacks = un.attacks();
|
||||
for(std::vector<attack_type>::const_iterator a = attacks.begin(); a != attacks.end(); ++a) {
|
||||
const int strength = a->num_attacks()*a->damage();
|
||||
best_attack = std::max<int>(strength,best_attack);
|
||||
}
|
||||
|
||||
const int rating = (defense*best_attack*un.hitpoints())/(100*un.max_hitpoints());
|
||||
strength += double(rating);
|
||||
}
|
||||
|
||||
return strength;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool default_move_to_targets_phase::should_retreat(const map_location& loc, const unit_map::const_iterator un,
|
||||
const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc,
|
||||
double caution)
|
||||
{
|
||||
if(caution <= 0.0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const double optimal_terrain = best_defensive_position(un->first, dstsrc,
|
||||
srcdst, enemy_dstsrc).chance_to_hit/100.0;
|
||||
const double proposed_terrain =
|
||||
un->second.defense_modifier(get_info().map.get_terrain(loc))/100.0;
|
||||
|
||||
// The 'exposure' is the additional % chance to hit
|
||||
// this unit receives from being on a sub-optimal defensive terrain.
|
||||
const double exposure = proposed_terrain - optimal_terrain;
|
||||
|
||||
const double our_power = power_projection(loc,dstsrc);
|
||||
const double their_power = power_projection(loc,enemy_dstsrc);
|
||||
return caution*their_power*(1.0+exposure) > our_power;
|
||||
}
|
||||
|
||||
} // end of namespace testing_ai_default
|
||||
|
||||
} // end of namespace ai
|
90
src/ai/testing/ca_default_move_to_targets.hpp
Normal file
90
src/ai/testing/ca_default_move_to_targets.hpp
Normal file
@ -0,0 +1,90 @@
|
||||
/* $Id$ */
|
||||
/*
|
||||
Copyright (C) 2009 by Yurii Chernyi <terraninfo@terraninfo.net>
|
||||
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License 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.
|
||||
|
||||
See the COPYING file for more details.
|
||||
*/
|
||||
|
||||
/**
|
||||
* @file ai/testing/ca_default_move_to_targets.hpp
|
||||
* Strategic movement routine, taken from default AI
|
||||
*/
|
||||
|
||||
#ifndef AI_TESTING_CA_DEFAULT_MOVE_TO_TARGETS_HPP_INCLUDED
|
||||
#define AI_TESTING_CA_DEFAULT_MOVE_TO_TARGETS_HPP_INCLUDED
|
||||
|
||||
#include "../../global.hpp"
|
||||
|
||||
#include "../composite/contexts.hpp"
|
||||
#include "../composite/rca.hpp"
|
||||
|
||||
#include "../../config.hpp"
|
||||
|
||||
#include <boost/shared_ptr.hpp>
|
||||
#include <vector>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(push)
|
||||
//silence "inherits via dominance" warnings
|
||||
#pragma warning(disable:4250)
|
||||
#endif
|
||||
|
||||
namespace ai {
|
||||
|
||||
namespace testing_ai_default {
|
||||
|
||||
class default_move_to_targets_phase : public candidate_action {
|
||||
public:
|
||||
|
||||
default_move_to_targets_phase( rca_context &context, const config &cfg );
|
||||
|
||||
virtual ~default_move_to_targets_phase();
|
||||
|
||||
virtual double evaluate();
|
||||
|
||||
virtual bool execute();
|
||||
|
||||
protected:
|
||||
void access_points(const move_map& srcdst, const map_location& u, const map_location& dst, std::vector<map_location>& out);
|
||||
|
||||
std::pair<map_location,map_location> choose_move(std::vector<target>& targets, const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc);
|
||||
|
||||
double compare_groups(const std::set<map_location>& our_group, const std::set<map_location>& their_group, const std::vector<map_location>& battlefield) const;
|
||||
|
||||
void enemies_along_path(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res);
|
||||
|
||||
map_location form_group(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res);
|
||||
|
||||
bool move_group(const map_location& dst, const std::vector<map_location>& route, const std::set<map_location>& units);
|
||||
|
||||
double rate_group(const std::set<map_location>& group, const std::vector<map_location>& battlefield) const;
|
||||
|
||||
/**
|
||||
* rate a target, but can also return the maximal possible rating
|
||||
* by passing a dummy route
|
||||
*/
|
||||
double rate_target(const target& tg, const unit_map::iterator& u,
|
||||
const move_map& dstsrc, const move_map& enemy_dstsrc,
|
||||
const plain_route& rt);
|
||||
|
||||
bool should_retreat(const map_location& loc, const unit_map::const_iterator un,
|
||||
const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc,
|
||||
double caution);
|
||||
};
|
||||
|
||||
} // of namespace testing_ai_default
|
||||
|
||||
} // of namespace ai
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(pop)
|
||||
#endif
|
||||
|
||||
#endif
|
Loading…
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Reference in New Issue
Block a user