wesnoth/data/ai/micro_ais/cas/ca_simple_attack.lua
mattsc 5fc48b3e88 Micro AIs: don't check for specific value of move rating
Don’t check whether rating equals (or doesn’t equal) -9e99 or the like,
verify that a valid move was found instead.  Also, avoid setting
variables to empty tables if not needed.
2014-04-18 07:54:56 -07:00

73 lines
2.4 KiB
Lua

local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local LS = wesnoth.require "lua/location_set.lua"
local ca_simple_attack = {}
function ca_simple_attack:evaluation(ai, cfg, self)
local units = AH.get_units_with_attacks {
side = wesnoth.current.side,
{ "and", cfg.filter }
}
if (not units[1]) then return 0 end
-- If cfg.filter_second is set, set up a map (location set)
-- of enemies that it is okay to attack
local enemy_map
if cfg.filter_second then
local enemies = wesnoth.get_units {
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
{ "and", cfg.filter_second }
}
if (not enemies[1]) then return 0 end
enemy_map = LS.create()
for _,enemy in ipairs(enemies) do enemy_map:insert(enemy.x, enemy.y) end
end
-- Now find the best of the possible attacks
local attacks = AH.get_attacks(units, { include_occupied = true })
if (not attacks[1]) then return 0 end
local max_rating, best_attack = -9e99
for _, att in ipairs(attacks) do
local valid_target = true
if cfg.filter_second and (not enemy_map:get(att.target.x, att.target.y)) then
valid_target = false
end
if valid_target then
local attacker = wesnoth.get_unit(att.src.x, att.src.y)
local enemy = wesnoth.get_unit(att.target.x, att.target.y)
local dst = { att.dst.x, att.dst.y }
local rating = BC.attack_rating(attacker, enemy, dst)
if (rating > max_rating) then
max_rating, best_attack = rating, att
end
end
end
if best_attack then
self.data.SA_attack = best_attack
return cfg.ca_score
end
return 0
end
function ca_simple_attack:execution(ai, cfg, self)
local attacker = wesnoth.get_unit(self.data.SA_attack.src.x, self.data.SA_attack.src.y)
local defender = wesnoth.get_unit(self.data.SA_attack.target.x, self.data.SA_attack.target.y)
AH.movefull_outofway_stopunit(ai, attacker, self.data.SA_attack.dst.x, self.data.SA_attack.dst.y)
if (not attacker) or (not attacker.valid) then return end
if (not defender) or (not defender.valid) then return end
AH.checked_attack(ai, attacker, defender, (cfg.weapon or -1))
self.data.SA_attack = nil
end
return ca_simple_attack