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The ai_helper functions are optimized for speed (as much as possible in a general setting) and do all the necessary tests. For example, get_units_with_attacks() checks both whether the unit has attacks left, and whether it has any attacks in the first place. (cherry-picked from commit 75843541bcf92e743b911ef49046c54a050e8a0f)
63 lines
1.9 KiB
Lua
63 lines
1.9 KiB
Lua
------- Move To Any Enemy CA --------------
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-- Move AI units toward any enemy on the map. This has a very low CA score and
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-- only kicks in when the AI would do nothing else. It prevents the AI from
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-- being inactive on maps without enemy leaders and villages.
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local MTAE_unit, MTAE_destination
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local ca_move_to_any_enemy = {}
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function ca_move_to_any_enemy:evaluation(cfg, data)
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'move_to_any_enemy'
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if AH.print_eval() then AH.print_ts(' - Evaluating move_to_any_enemy CA:') end
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local units = AH.get_units_with_moves {
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side = wesnoth.current.side,
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canrecruit = 'no'
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}
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if (not units[1]) then
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-- No units with moves left
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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local unit, destination
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-- Find a unit that has a path to an space close to an enemy
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for i,u in ipairs(units) do
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local distance, target = AH.get_closest_enemy({u.x, u.y})
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if target then
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unit = u
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local x, y = wesnoth.find_vacant_tile(target.x, target.y)
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destination = AH.next_hop(unit, x, y)
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if destination then
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break
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end
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end
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end
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if (not destination) then
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-- No path was found
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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MTAE_destination = destination
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MTAE_unit = unit
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 1000
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end
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function ca_move_to_any_enemy:execution(cfg, data)
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if AH.print_exec() then AH.print_ts(' Executing move_to_any_enemy CA') end
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AH.checked_move(ai, MTAE_unit, MTAE_destination[1], MTAE_destination[2])
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MTAE_unit, MTAE_destination = nil,nil
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end
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return ca_move_to_any_enemy
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