wesnoth/data/ai/micro_ais/cas/ca_simple_attack.lua
mattsc 70e3fc58bd Micro AIs: add check for valid attacks and error message
This will now check whether the attack intended to be done with
ai.attack is possible and display an error message if it is not.
2014-02-27 17:06:18 -08:00

86 lines
2.8 KiB
Lua

local H = wesnoth.require "lua/helper.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)
-- Find all units that can attack and match the SUF
local units = wesnoth.get_units {
side = wesnoth.current.side,
formula = '$this_unit.attacks_left > 0',
{ "and", cfg.filter }
}
-- Eliminate units without attacks
for i = #units,1,-1 do
if (not H.get_child(units[i].__cfg, 'attack')) then
table.remove(units, i)
end
end
--print('#units', #units)
if (not units[1]) then return 0 end
-- Get all possible attacks
local attacks = AH.get_attacks(units, { include_occupied = true })
--print('#attacks', #attacks)
if (not attacks[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 }
}
--print('#enemies', #enemies)
if (not enemies[1]) then return 0 end
enemy_map = LS.create()
for i,e in ipairs(enemies) do enemy_map:insert(e.x, e.y) end
end
-- Now find the best of the possible attacks
local max_rating, best_attack = -9e99, {}
for i, 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)
--print('rating:', rating, attacker.id, enemy.id)
if (rating > max_rating) then
max_rating = rating
best_attack = att
end
end
end
if (max_rating > -9e99) then
self.data.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.attack.src.x, self.data.attack.src.y)
local defender = wesnoth.get_unit(self.data.attack.target.x, self.data.attack.target.y)
AH.movefull_outofway_stopunit(ai, attacker, self.data.attack.dst.x, self.data.attack.dst.y)
AH.checked_attack(ai, attacker, defender, (cfg.weapon or -1))
self.data.attack = nil
end
return ca_simple_attack