wesnoth/data/ai/formula/level_up_attack_eval.fai
2018-03-12 03:48:59 +11:00

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wfl 'level_up_attack_move.fai'
# Score will be the probability * 100 of attacker unit (me) killing target unit #
# (target) if attacker can level up and if the highest probable outcome #
# is attacker killing target. #
# function calc_exp returns exp gain for a kill of unit with level#
def calc_exp(level)
if(level = 0, 4, level * 8);
# function returns best defensive loc reachable by attacker to attack enemy #
def get_best_defense_loc(moves, attacker, enemy)
choose(filter(map(filter(moves, src=attacker.loc), dst),
distance_between(self, enemy.loc) = 1),
defense_on(attacker, self));
if(calc_exp(target.level) > (me.max_experience - me.experience),
if(battle_outcome[1].hitpoints_left[0] = 0,
if(battle_outcome[0].hitpoints_left[0] > 0,
if(max(battle_outcome[1].probability) = battle_outcome[1].probability[0],
battle_outcome[1].probability[0] / 100,
-5),
-5),
-5),
-5)
where battle_outcome = calculate_outcome(me.loc, get_best_defense_loc(my_moves.moves, me, target), target.loc)
wflend