wesnoth/data/ai/python/sample.py
2008-09-30 15:07:09 +01:00

397 lines
15 KiB
Python

#!WPY
"""This is a rather simple minded example of a python AI."""
import wesnoth, heapq, random
def pos(location):
"""Just a helper function for printing positions in debug messages."""
return "(%d, %d)" % (1 + location.x, 1 + location.y)
def debug(string):
pass
class AI:
"""A class representing our AI."""
def __init__(self):
"""This class is constructed once for each turn of the AI. To get
persistent variables across terms, which also are saved when the game is
saved, use set_variable and get_variable."""
self.team = wesnoth.get_current_team()
self.village_radius = 25
self.scout_villages = 3
self.recruit()
self.fight()
self.conquer()
def conquer(self):
"""Try to capture villages."""
villages = self.find_villages()
units = wesnoth.get_destinations_by_unit().keys()
# Construct a sorted list of (distance, unit, village) triples.
queue = []
for village in villages:
for unit in units:
d = self.get_distance(unit, village)
if d != None: heapq.heappush(queue, (d, unit, village))
# Now assign units to villages, and move them.
while queue:
d, unit, village = heapq.heappop(queue)
if unit in units and village in villages:
units.remove(unit)
villages.remove(village)
self.go_to(unit, village)
if not units: break
if not villages: break
def cumulate_damage(self, cumulated, hitpoints, new_damage):
cumulated2 = {}
for already, ap in cumulated.iteritems():
for hp, probability in new_damage.iteritems():
damage = int(already + hitpoints - hp)
cumulated2[damage] = cumulated2.get(damage, 0) + ap * probability
return cumulated2
def danger_estimate(self, unit, where, enemy):
"""Get some crude indication about how unsafe it is for unit to get
attacked by enemy at where."""
scores = []
u = wesnoth.get_units()[unit]
e = wesnoth.get_units()[enemy]
u_defense = u.defense_modifier(wesnoth.get_map(), where)
e_defense = e.defense_modifier(wesnoth.get_map(), enemy)
u_bonus = 100 - (u.type().alignment - 1) * wesnoth.get_gamestatus().lawful_bonus
e_bonus = 100 - (e.type().alignment - 1) * wesnoth.get_gamestatus().lawful_bonus
for attack in e.attacks():
score = attack.damage * attack.num_attacks * e_bonus / 100
score *= u_defense
score *= u.damage_against(attack) / 100
back = []
for retaliation in u.attacks():
if attack.range == retaliation.range:
x = retaliation.damage * retaliation.num_attacks * u_bonus / 100
x *= e_defense
x *= e.damage_against(retaliation) / 100
back.append(x)
if back:
r = max(back)
score -= r
heapq.heappush(scores, score)
return scores[0]
def danger(self, unit, location):
"""Try to estimate danger of moving unit to location."""
attackers = []
for enemy, destinations in wesnoth.get_enemy_destinations_by_unit():
for tile in wesnoth.get_adjacent_tiles(unit):
if tile in destinations:
heuristic = danger_estimate(unitm, location, enemy)
if heuristic > 0:
heapq.heappush(attackers, (-heuristic, enemy, tile))
result = 0
already = {}
while attackers:
danger, enemy, tile = heapq.heappop(attackers)
if not already[enemy] and not already[tile]:
danger = -danger
result += danger
already[enemy] = 1
already[tile] = 1
return result
def fight(self):
"""Attack enemies."""
enemies = wesnoth.get_enemy_destinations_by_unit().keys()
units = wesnoth.get_destinations_by_unit().keys()
# Get a list of all units we can possibly kill and their chance to kill.
# This is just a heuristic, ignoring ZoC and unit placement.
kills = []
for enemy in enemies:
e = wesnoth.get_units()[enemy]
k = {0: 1.0}
for unit, destinations in wesnoth.get_destinations_by_unit().iteritems():
u = wesnoth.get_units()[unit]
for tile in wesnoth.get_adjacent_tiles(enemy):
if tile in destinations:
own_hp, enemy_hp = u.attack_statistics(tile, enemy)
k = self.cumulate_damage(k, e.hitpoints, enemy_hp)
ctk = 0
for damage, p in k.iteritems():
if damage >= e.hitpoints:
ctk += p
if ctk:
heapq.heappush(kills, (-ctk, enemy))
# Now find positions from where own units can attack the to be killed
# enemies.
attacks = []
while kills:
ctk, enemy = heapq.heappop(kills)
e = wesnoth.get_units()[enemy]
ctk = -ctk
for tile in wesnoth.get_adjacent_tiles(enemy):
for unit in wesnoth.get_units_by_destination().get(tile, []):
u = wesnoth.get_units()[unit]
own_hp, enemy_hp = u.attack_statistics(tile, enemy)
score = e.hitpoints - sum([x[0] * x[1] for x in enemy_hp.iteritems()])
score -= u.hitpoints - sum([x[0] * x[1] for x in own_hp.iteritems()])
# This is so if there are two equally good attack
# possibilities, we chose the one on better terrain.
score *= 50 / u.defense_modifier(tile)
heapq.heappush(attacks, (-score, unit, tile, enemy))
#print own_hp, enemy_hp
debug("Score for %s at %s: %s<->%s: %f [%s]" % (u.name,
pos(unit), pos(tile), pos(enemy), score, e.name))
# Now assign units to enemies, and move and attack.
while attacks:
score, unit, tile, enemy = heapq.heappop(attacks)
score = -score
if unit in units and enemy in enemies:
#try:
loc = wesnoth.move_unit(unit, tile)
#except ValueError:
# loc = None
if loc == tile:
e = wesnoth.get_units()[enemy]
wesnoth.attack_unit(tile, enemy)
if not e.is_valid:
enemies.remove(enemy)
units.remove(unit)
if not units: break
def recruit(self):
"""Recruit units."""
# Check if there is any gold left first.
cheapest = min([x.cost for x in self.team.recruits()])
if self.team.gold < cheapest: return
# Find all keeps in the map.
keeps = self.find_keeps()
# Find our leader.
leader = None
for location, unit in wesnoth.get_units().iteritems():
if unit.side == self.team.side and unit.can_recruit:
leader = location
break
# Get number of villages to capture near to the leader.
villages = len([x for x in self.find_villages()
if leader.distance_to(x) < self.village_radius])
units_recruited = int(wesnoth.get_variable("units_recruited") or 0)
def attack_score(u1, u2):
"""Some crude score of u1 attacking u2."""
maxdeal = 0
for attack in u1.attacks():
deal = attack.damage * attack.num_attacks
deal *= u2.damage_from(attack) / 100.0
for defense in u2.attacks():
if attack.range == defense.range:
receive = defense.damage * defense.num_attacks
receive *= u1.damage_from(defense) / 100.0
deal -= receive
if deal > maxdeal: maxdeal = deal
return maxdeal
def recruit_score(recruit, speed, defense, aggression, resistance):
"""Score for recruiting the given unit type."""
need_for_speed = 3 * (villages / self.scout_villages -
units_recruited)
if need_for_speed < 0: need_for_speed = 0
v = speed * need_for_speed + defense * 0.1 + aggression + resistance
v += 1
if v < 1: v = 1
return v
# Try to figure out which units are good in this map.
map = wesnoth.get_map()
recruits = self.team.recruits()
recruits_list = []
for recruit in recruits:
speed = 0.0
defense = 0.0
n = map.x * map.y
for y in range(map.y):
for x in range(map.x):
location = wesnoth.get_location(x, y)
speed += recruit.movement_cost(location)
defense += 100 - recruit.defense_modifier(location)
speed = recruit.movement * n / speed
defense /= n
aggression = 0.0
resistance = 0.0
enemies = wesnoth.get_enemy_destinations_by_unit().keys()
n = len(enemies)
for location in enemies:
enemy = wesnoth.get_units()[location]
aggression += attack_score(recruit, enemy)
resistance -= attack_score(enemy, recruit)
aggression /= n
resistance /= n
debug("%s: speed: %f, defense: %f, aggression: %f, resistance: %f" %
(recruit.name, speed, defense, aggression, resistance))
recruits_list.append((recruit, speed, defense, aggression, resistance))
# Now recruit.
for location, unit in wesnoth.get_units().iteritems():
if unit.side == self.team.side and unit.can_recruit:
keepsort = []
for keep in keeps:
heapq.heappush(keepsort, (location.distance_to(keep), keep))
keep = keepsort[0][1]
self.go_to(location, keep)
for i in range(6): # up to 6 units (TODO: can be more)
# Get a random, weighted unit type from the available.
heap = []
total_v = 0
for r in recruits_list:
v = recruit_score(*r)
v *= v * v
total_v += v
heapq.heappush(heap, (-v, r[0]))
r = random.uniform(0, total_v)
while 1:
v, recruit = heapq.heappop(heap)
debug("%d %d" % (r, v))
r += v
if r <= 0: break
# Try to recruit it on the adjacent tiles
# TODO: actually, it should just use the nearest possible
# location
for position in wesnoth.get_adjacent_tiles(location):
if wesnoth.recruit_unit(recruit.name, position):
break
else:
# was not possible -> we're done
break
units_recruited += 1
wesnoth.set_variable("units_recruited", str(units_recruited))
def find_villages(self):
"""Find all villages which are unowned or owned by enemies."""
villages = []
m = wesnoth.get_map()
for x in range(m.x):
for y in range(m.y):
location = wesnoth.get_location(x, y)
if wesnoth.get_map().is_village(location):
for team in wesnoth.get_teams():
# does it alreadey belong to use or an ally?
if team.owns_village(location) and not team.is_enemy:
break
else:
# no, either it belongs to an enemy or to nobody
villages.append(location)
return villages
def find_keeps(self):
"""Find keep locations."""
keeps = []
m = wesnoth.get_map()
for x in range(m.x):
for y in range(m.y):
location = wesnoth.get_location(x, y)
if wesnoth.get_map().is_keep(location):
keeps.append(location)
return keeps
def get_distance(self, location, target, must_reach = False):
"""Find out how many turns it takes the unit at location to reach target."""
if location == target: return 0
unit = wesnoth.get_units()[location]
path = unit.find_path(location, target, 100)
extra = 0
if not path:
extra = 1
if must_reach: return None
for adjacent in wesnoth.get_adjacent_tiles(target):
# Consider 5 turns worth of movement of this unit.
path = unit.find_path(location, adjacent,
unit.type().movement * 5)
if path: break
else:
return None
l = 0
for location in path:
l += unit.movement_cost(location)
l -= unit.movement_left
l /= unit.type().movement
l += 1 + extra
return l
def attack(self, location, enemy):
"""Attack an enemy unit."""
wesnoth.attack_unit(location, enemy)
def go_to(self, location, target, must_reach = False):
"""Make a unit at the given location go to the given target.
Returns the reached position.
"""
if location == target: return location
# If target is occupied, try to go near it
unit_locations = wesnoth.get_units().keys()
if target in unit_locations:
if must_reach: return location
adjacent = wesnoth.get_adjacent_tiles(target)
targets = [x for x in adjacent if not x in unit_locations]
if targets:
target = targets[0]
else:
return location
# find a path
for l, unit in wesnoth.get_units().iteritems():
if location == l:
path = unit.find_path(location, target, unit.type().movement * 5)
break
else:
return location
if path:
possible_destinations = wesnoth.get_destinations_by_unit().get(location, [])
if must_reach:
if not target in path: return location
if not target in possible_destinations: return location
# find first reachable position in reversed path
path.reverse()
for p in path:
if p in possible_destinations and not p in unit_locations:
location = wesnoth.move_unit(location, p)
return location
return location
AI()