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[[The Wesnoth repository started off as CVS in September 2003 on SourceForge. In September 2005 it was converted to Subversion using cvs2svn and hosted at Gna!; the last CVS commit corresponded to Subversion r8374. In March 2013 it was converted to git by ESR using reposurgeon 2.30; the last Subversion commit was r56594. In the process, several small, abandoned experimental branches were removed. For all branches known to have been merged to trunk merge points were found and patched in. Comments have been massaged into git summary + body form; revision references have been lifted to action stamps. Conversion comments are, like this one, enclosed in double square brackets. Typos in change comments have often been quietly fixed. Some abbreviations (notably for mainline campaign names) have been made more uniform than they were in the Subversion comments. Infix "::" to mark a campaign-scenario pair (as in "HttT::12" has sometimes been inserted for clarity and to shorten summary lines. Two branches, website/ and resources/, have been merged to trunk, where their history now appears as that of those two top-level directories rather than as separate branches. Subversion property settings, and the commits in the Subversion history that manipulated them, are almost all gone. A few have been translated to .gitignore files and setting of executable bits. There are a few committers that we have been unable to identify. These are: uso zas uid65860 uid66289 uid67456 uid68698 uid68803 uid68842 uid68850 uid68852 uid69097 uid69206 The uid names seem to have been mechanically generated from Wesnoth forum postings. Committer lines for all of these have been left without a domain name in the email address.]]
292 lines
8.3 KiB
C++
292 lines
8.3 KiB
C++
/*
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Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
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Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
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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.
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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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#include "ai_move.hpp"
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#include "display.hpp"
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#include "game_config.hpp"
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#include "log.hpp"
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#include "util.hpp"
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#include <iostream>
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namespace ai {
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struct move_cost_calculator
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{
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move_cost_calculator(const unit& u, const gamemap& map,
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const game_data& data,
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const std::map<location,unit>& units,
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const gamemap::location& loc,
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const std::multimap<location,location>& dstsrc)
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: unit_(u), map_(map), data_(data), units_(units),
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move_type_(u.type().movement_type()), loc_(loc), dstsrc_(dstsrc)
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{}
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double cost(const location& loc) const
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{
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if(!map_.on_board(loc))
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return 1000.0;
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//if this unit can move to that location this turn, it has a very
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//very low cost
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typedef std::multimap<location,location>::const_iterator Itor;
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std::pair<Itor,Itor> range = dstsrc_.equal_range(loc);
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while(range.first != range.second) {
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if(range.first->first == loc)
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return 0.01;
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++range.first;
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}
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const gamemap::TERRAIN terrain =
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map_.underlying_terrain(map_[loc.x][loc.y]);
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const double modifier = 1.0;//move_type_.defense_modifier(map_,terrain);
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const double move_cost = move_type_.movement_cost(map_,terrain);
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double enemies = 0;
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/* //is this stuff responsible for making it take a long time?
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location adj[7];
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adj[0] = loc;
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get_adjacent_tiles(loc,adj+1);
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for(int i = 0; i != 7; ++i) {
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const std::map<location,unit>::const_iterator en=units_.find(adj[i]);
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//at the moment, don't allow any units to be in the path
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if(i == 0 && en != units_.end()) {
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return 1000.0;
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}
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if(en != units_.end() && en->second.side() == enemy_) {
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enemies += 1.0;
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}
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}
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*/
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const double res = modifier*move_cost + enemies*2.0;
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assert(res > 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 game_data& data_;
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const std::map<location,unit>& units_;
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const unit_movement_type& move_type_;
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const gamemap::location loc_;
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const std::multimap<location,location> dstsrc_;
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};
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std::vector<target> find_targets(
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const gamemap& map, std::map<location,unit>& units,
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std::vector<team>& teams, int current_team
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)
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{
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log_scope("finding targets...");
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team& tm = teams[current_team-1];
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std::vector<target> targets;
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if(tm.village_value() > 0.0) {
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const std::vector<location>& towers = map.towers();
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for(std::vector<location>::const_iterator t = towers.begin();
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t != towers.end(); ++t) {
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assert(map.on_board(*t));
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bool get_tower = true;
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for(int i = 0; i != teams.size(); ++i) {
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if(!tm.is_enemy(i+1) && teams[i].owns_tower(*t)) {
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get_tower = false;
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break;
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}
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}
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if(get_tower) {
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targets.push_back(target(*t,tm.village_value()));
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}
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}
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}
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std::vector<team::target>& team_targets = tm.targets();
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//find the enemy leaders and explicit targets
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std::map<location,unit>::const_iterator u;
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for(u = units.begin(); u != units.end(); ++u) {
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//is an enemy leader
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if(u->second.can_recruit() && tm.is_enemy(u->second.side())) {
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assert(map.on_board(u->first));
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targets.push_back(target(u->first,tm.leader_value()));
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}
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//explicit targets for this team
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for(std::vector<team::target>::iterator j = team_targets.begin();
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j != team_targets.end(); ++j) {
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if(u->second.matches_filter(j->criteria)) {
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std::cerr << "found explicit target..." << j->value << "\n";
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targets.push_back(target(u->first,j->value));
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}
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}
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}
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std::vector<double> new_values;
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for(std::vector<target>::iterator i = targets.begin();
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i != targets.end(); ++i) {
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new_values.push_back(i->value);
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for(std::vector<target>::const_iterator j = targets.begin();
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j != targets.end(); ++j) {
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if(i->loc == j->loc) {
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continue;
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}
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const double distance = abs(j->loc.x - i->loc.x) +
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abs(j->loc.y - i->loc.y);
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new_values.back() += j->value/(distance*distance);
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}
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}
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assert(new_values.size() == targets.size());
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for(int n = 0; n != new_values.size(); ++n) {
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std::cerr << "target value: " << targets[n].value << " -> " << new_values[n] << "\n";
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targets[n].value = new_values[n];
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}
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return targets;
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}
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std::pair<location,location> choose_move(
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std::vector<target>& targets,
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const std::multimap<location,location>& dstsrc,
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std::map<location,unit>& units,
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const gamemap& map, const std::vector<team>& teams,
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int current_team,
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const game_data& data
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)
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{
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log_scope("choosing move");
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std::vector<target>::const_iterator ittg;
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for(ittg = targets.begin(); ittg != targets.end(); ++ittg) {
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assert(map.on_board(ittg->loc));
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}
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paths::route best_route;
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std::map<location,unit>::iterator best = units.end();
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double best_rating = 0.1;
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std::vector<target>::iterator best_target = targets.end();
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std::map<location,unit>::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() != current_team || u->second.can_recruit() ||
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u->second.movement_left() <= 0)) {
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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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std::cout << "no eligible units found\n";
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return std::pair<location,location>();
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}
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//guardian units stay put
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if(u->second.is_guardian()) {
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std::cerr << u->second.type().name() << " is guardian, staying still\n";
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return std::pair<location,location>(u->first,u->first);
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}
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const move_cost_calculator cost_calc(u->second,map,data,units,
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u->first,dstsrc);
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//choose the best target for that unit
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for(std::vector<target>::iterator tg = targets.begin();
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tg != targets.end(); ++tg) {
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assert(map.on_board(tg->loc));
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const paths::route cur_route = a_star_search(u->first,tg->loc,
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minimum(tg->value/best_rating,100.0),cost_calc);
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const double rating = tg->value/cur_route.move_left;
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std::cerr << tg->value << "/" << cur_route.move_left << " = " << rating << "\n";
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if(best_target == targets.end() || rating > best_rating) {
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best_rating = rating;
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best_target = tg;
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best = u;
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best_route = cur_route;
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}
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}
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if(best_target == targets.end()) {
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std::cout << "no eligible targets found\n";
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return std::pair<location,location>();
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}
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//now see if any other unit can put a better bid forward
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for(++u; u != units.end(); ++u) {
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if(u->second.side() != current_team || u->second.can_recruit() ||
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u->second.movement_left() <= 0) {
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continue;
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}
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const move_cost_calculator calc(u->second,map,data,units,
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u->first,dstsrc);
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const paths::route cur_route = a_star_search(u->first,best_target->loc,
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minimum(best_target->value/best_rating,100.0),calc);
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const double rating = best_target->value/cur_route.move_left;
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if(best == units.end() || rating > best_rating) {
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best_rating = rating;
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best = u;
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best_route = cur_route;
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}
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}
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assert(best_target >= targets.begin() && best_target < targets.end());
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best_target->value -= best->second.type().cost()/20.0;
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if(best_target->value <= 0.0)
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targets.erase(best_target);
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for(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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for(std::vector<location>::reverse_iterator ri =
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best_route.steps.rbegin(); ri != best_route.steps.rend(); ++ri) {
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if(game_config::debug) {
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display::debug_highlight(*ri,0.2);
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}
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typedef std::multimap<location,location>::const_iterator Itor;
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std::pair<Itor,Itor> its = dstsrc.equal_range(*ri);
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while(its.first != its.second) {
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if(its.first->second == best->first) {
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return std::pair<location,location>(its.first->second,
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its.first->first);
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}
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++its.first;
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}
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}
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if(best != units.end()) {
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std::cout << "Could not make good move, staying still\n";
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return std::pair<location,location>(best->first,best->first);
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}
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std::cout << "Could not find anywhere to move!\n";
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return std::pair<location,location>();
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}
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}
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