wesnoth/data/ai/micro_ais/cas/ca_goto.lua
2021-03-06 15:08:54 -08:00

269 lines
10 KiB
Lua

local H = wesnoth.require "helper"
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local LS = wesnoth.require "location_set"
local MAIUV = wesnoth.require "ai/micro_ais/micro_ai_unit_variables.lua"
local MAISD = wesnoth.require "ai/micro_ais/micro_ai_self_data.lua"
local M = wesnoth.map
local function custom_cost(x, y, unit, avoid_map, enemy_map, enemy_attack_map, multiplier)
local terrain = wesnoth.current.map[{x, y}]
local move_cost = unit:movement_on(terrain)
if avoid_map and avoid_map:get(x, y) then
move_cost = move_cost + AH.no_path
end
if enemy_map then
move_cost = move_cost + (enemy_map:get(x,y) or 0)
move_cost = move_cost + (enemy_attack_map.units:get(x,y) or 0) * multiplier
end
return move_cost
end
local ca_goto, GO_units, GO_locs, GO_avoid_map = {}
function ca_goto:evaluation(cfg, data)
-- If cfg.release_all_units_at_goal is set, check whether the goal has
-- already been reached, in which case we do not do anything
if MAISD.get_mai_self_data(data, cfg.ai_id, "release_all") then
return 0
end
local all_units = AH.get_units_with_moves {
{ "and", { side = wesnoth.current.side } },
{ "and", wml.get_child(cfg, "filter") }
}
local units = {}
if cfg.release_unit_at_goal then
for _,unit in ipairs(all_units) do
if (not MAIUV.get_mai_unit_variables(unit, cfg.ai_id, "release")) then
table.insert(units, unit)
end
end
else
units = all_units
end
if (not units[1]) then return 0 end
-- For convenience, we check for locations here, and just pass that to the exec function
-- This is mostly to make the unique_goals option easier
local all_locs = AH.get_locations_no_borders(wml.get_child(cfg, "filter_location"))
if (#all_locs == 0) then return 0 end
-- Exclude locations specified in an [avoid] tag in either the Micro AI or the default AI
GO_avoid_map = AH.get_avoid_map(ai, wml.get_child(cfg, "avoid"), true)
local valid_locs = {} -- Copying to new table is faster than deleting elements
for _,loc in ipairs(all_locs) do
if (not GO_avoid_map:get(loc[1], loc[2])) then
table.insert(valid_locs, loc)
end
end
if (#valid_locs == 0) then return 0 end
-- If 'unique_goals' is set, check whether there are locations left to go to.
-- This does not have to be a persistent variable
local locs = {}
if cfg.unique_goals then
-- First, some cleanup of previous turn data
local str = 'goal_taken_' .. (wesnoth.current.turn - 1)
local old_goals = MAISD.get_mai_self_data(data, cfg.ai_id)
for goal,_ in pairs(old_goals) do
if string.find(goal, str) then
old_goals[goal] = nil -- This also removes it from data
end
end
-- Now on to the current turn
for _,loc in ipairs(valid_locs) do
local str = 'goal_taken_' .. wesnoth.current.turn .. '_' .. loc[1] .. '_' .. loc[2]
if (not MAISD.get_mai_self_data(data, cfg.ai_id, str)) then
table.insert(locs, loc)
end
end
else
locs = valid_locs
end
if (not locs[1]) then return 0 end
-- Now store units and locs, so that we don't need to duplicate this in the exec function
GO_units, GO_locs = units, locs
return cfg.ca_score
end
function ca_goto:execution(cfg, data)
local units, locs = GO_units, GO_locs
local enemy_map, enemy_attack_map, avoid_enemies
if cfg.avoid_enemies then
avoid_enemies = tonumber(cfg.avoid_enemies)
if (not avoid_enemies) then
wml.error("Goto AI avoid_enemies= requires a number as argument")
elseif (avoid_enemies <= 0) then
wml.error("Goto AI avoid_enemies= argument must be >0")
end
local enemies = AH.get_visible_units(wesnoth.current.side, {
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
})
local live_enemies = {}
for _,enemy in ipairs(enemies) do
if (not enemy.status.petrified) then
table.insert(live_enemies, enemy)
end
end
enemy_map = LS.create()
for _,enemy in ipairs(enemies) do
enemy_map:insert(enemy.x, enemy.y, (enemy_map:get(enemy.x, enemy.y) or 0) + 1000)
end
for _,enemy in ipairs(live_enemies) do
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
enemy_map:insert(xa, ya, (enemy_map:get(xa, ya) or 0) + 10)
end
end
enemy_attack_map = BC.get_attack_map(live_enemies)
end
local max_rating, closest_hex, best_path, best_unit = - math.huge
for _,unit in ipairs(units) do
for _,loc in ipairs(locs) do
-- If cfg.use_straight_line is set, we simply find the closest
-- hex to the goal that the unit can get to
if cfg.use_straight_line then
local hex, _, rating = AH.find_best_move(unit, function(x, y)
local r = -M.distance_between(x, y, loc[1], loc[2])
-- Also add distance from unit as very small rating component
-- This is mostly here to keep unit in place when no better hexes are available
r = r - M.distance_between(x, y, unit.x, unit.y) / 1000.
return r
end, { avoid_map = GO_avoid_map, no_random = true })
if (rating > max_rating) then
max_rating = rating
closest_hex, best_unit = hex, unit
end
else -- Otherwise find the best path to take
local path, cost
if avoid_enemies then
path, cost = wesnoth.find_path(unit, loc[1], loc[2], {
calculate = function(x, y, current_cost)
return custom_cost(x, y, unit, GO_avoid_map, enemy_map, enemy_attack_map, avoid_enemies)
end
})
else
local enemy_at_goal
if cfg.ignore_enemy_at_goal then
enemy_at_goal = wesnoth.units.get(loc[1], loc[2])
if enemy_at_goal and wesnoth.sides.is_enemy(wesnoth.current.side, enemy_at_goal.side) then
enemy_at_goal:extract()
else
enemy_at_goal = nil
end
end
path, cost = AH.find_path_with_avoid(unit, loc[1], loc[2], GO_avoid_map, { ignore_enemies = cfg.ignore_units })
if enemy_at_goal then
enemy_at_goal:to_map()
--- Give massive penalty for this goal hex
cost = cost + 100
end
end
-- Make all hexes within the unit's current MP equivalent
if (cost <= unit.moves) then cost = 0 end
local rating = - cost
-- Add a small penalty for hexes occupied by an allied unit
local unit_in_way = wesnoth.units.get(loc[1], loc[2])
if unit_in_way and (unit_in_way ~= unit) then
rating = rating - 0.01
end
if (rating > max_rating) then
max_rating = rating
closest_hex, best_unit, best_path = loc, unit, path
end
end
end
end
-- If 'unique_goals' is set, mark this location as being taken
if cfg.unique_goals then
local str = 'goal_taken_' .. wesnoth.current.turn .. '_' .. closest_hex[1] .. '_' .. closest_hex[2]
local tmp_table = {}
tmp_table[str] = true
MAISD.insert_mai_self_data(data, cfg.ai_id, tmp_table)
end
-- If any of the non-standard path finding options were used,
-- we need to pick the farthest reachable hex along that path
-- For simplicity, we do it for all types of pathfinding here,
-- rather than using ai_helper.next_hop for standard pathfinding
-- Also, straight-line does not produce a path, so we do that first
if not best_path then
best_path = AH.find_path_with_avoid(best_unit, closest_hex[1], closest_hex[2], GO_avoid_map)
end
-- Now go through the hexes along that path, use normal path finding
-- We cannot ignore units in this case though, as we need to determine which hexes
-- the unit can actually get to
closest_hex = best_path[1]
for i = 2,#best_path do
local sub_path, sub_cost = AH.find_path_with_avoid(best_unit, best_path[i][1], best_path[i][2], GO_avoid_map)
if sub_cost <= best_unit.moves then
local unit_in_way = wesnoth.units.get(best_path[i][1], best_path[i][2])
if (not AH.is_visible_unit(wesnoth.current.side, unit_in_way)) then
closest_hex = best_path[i]
end
else
break
end
end
local remove_movement = cfg.remove_movement
if (remove_movement == nil) then remove_movement = true end
if closest_hex then
AH.checked_move_full(ai, best_unit, closest_hex[1], closest_hex[2])
elseif remove_movement then
AH.checked_stopunit_moves(ai, best_unit)
end
if (not best_unit) or (not best_unit.valid) then return end
-- If release_unit_at_goal= or release_all_units_at_goal= key is set:
-- Check if the unit made it to one of the goal hexes
-- This needs to be done for the original goal hexes, not by checking the SLF again,
-- as that might have changed based on the new situation on the map
if cfg.release_unit_at_goal or cfg.release_all_units_at_goal then
local is_unit_at_goal = false
for _,loc in ipairs(locs) do
if (best_unit.x == loc[1]) and (best_unit.y == loc[2]) then
is_unit_at_goal = true
break
end
end
if is_unit_at_goal then
if cfg.release_unit_at_goal then
MAIUV.set_mai_unit_variables(best_unit, cfg.ai_id, { release = true })
end
if cfg.release_all_units_at_goal then
MAISD.insert_mai_self_data(data, cfg.ai_id, { release_all = true })
end
end
end
GO_units, GO_locs = nil, nil
end
return ca_goto