------- Move To Any Enemy CA -------------- -- Move AI units toward any enemy on the map. This has a very low CA score and -- only kicks in when the AI would do nothing else. It prevents the AI from -- being inactive on maps without enemy leaders and villages. -- It has a very simple algorithm that does well enough in many cases, but should -- be considered a fall-back option. If more complex behavior is desired, use -- the move-to-targets CA and customize it with [goal] tags. That works even -- on maps without enemy leaders and villages. local AH = wesnoth.require "ai/lua/ai_helper.lua" local MTAE_unit, MTAE_destination local ca_move_to_any_enemy = {} function ca_move_to_any_enemy:evaluation(cfg, data, filter_own) local start_time, ca_name = wesnoth.ms_since_init() / 1000., 'move_to_any_enemy' if AH.print_eval() then AH.print_ts(' - Evaluating move_to_any_enemy CA:') end local units = AH.get_units_with_moves({ side = wesnoth.current.side, canrecruit = 'no', { "and", filter_own } }, true) if (not units[1]) then -- No units with moves left if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end local avoid_map = AH.get_avoid_map(ai, nil, true) -- In principle we don't even need to pass avoid_map here, as the loop below also -- checks this, but we might as well eliminate unreachable enemies right away local enemies = AH.get_attackable_enemies({}, wesnoth.current.side, { avoid_map = avoid_map }) if (not enemies[1]) then if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end -- Presort unit/enemy pairs by distance in hexes to avoid unnecessary path finding. -- As AI units are dealt with one by one below, this only needs to be done individually -- for each AI unit, not for the whole set of pairs. local unit_distances = {} for i,u in ipairs(units) do local enemy_distances = {} for j,e in ipairs(enemies) do local dist = wesnoth.map.distance_between(u, e) table.insert(enemy_distances, { x = e.x, y = e.y, dist = dist }) end -- Sort enemies by distance for this AI unit table.sort(enemy_distances, function(a, b) return (a.dist < b.dist) end) table.insert(unit_distances, { x = u.x, y = u.y, enemy_distances = enemy_distances }) end -- Finally, sort AI units by distance to their closest enemies table.sort(unit_distances, function(a, b) return (a.enemy_distances[1].dist < b.enemy_distances[1].dist) end) local unit, destination -- Find the closest enemies to the sorted AI units. This does not need to find the absolutely best -- combination, such as which hex adjacent to the unit is best, as these enemies are out -- of reach of the AI (otherwise other CAs would have triggered previously). -- This moves one AI unit at a time in order to speed up evaluation. for i,ud in ipairs(unit_distances) do local u = wesnoth.units.get(ud.x, ud.y) local best_cost, best_path = AH.no_path, nil for j,ed in ipairs(ud.enemy_distances) do -- Only do path finding if the distance to the enemy in less than the current best path cost, -- otherwise it is impossible to find a shorter path. if (not best_path) or (ed.dist < best_cost) then if (not avoid_map:get(ed.x, ed.y)) then local path, cost = AH.find_path_with_avoid(u, ed.x, ed.y, avoid_map, { ignore_enemies = true }) if (cost < best_cost) then best_cost = cost best_path = path end end end end if best_path then MTAE_destination = AH.next_hop(u, nil, nil, { path = best_path, avoid_map = avoid_map }) if (MTAE_destination[1] ~= u.x) or (MTAE_destination[2] ~= u.y) then MTAE_unit = u if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 1000 end end end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return 0 end function ca_move_to_any_enemy:execution(cfg, data) if AH.print_exec() then AH.print_ts(' Executing move_to_any_enemy CA') end AH.robust_move_and_attack(ai, MTAE_unit, MTAE_destination) MTAE_unit, MTAE_destination = nil,nil end return ca_move_to_any_enemy