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https://github.com/wesnoth/wesnoth
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In addition to 'yes' and 'no', comma separated lists of leader ids are now also accepted as values for these aspects. This allows setting the behavior only for specific leaders.
1068 lines
53 KiB
Lua
1068 lines
53 KiB
Lua
return {
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-- init parameters:
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-- ai_cas: an object reference to store the CAs and associated data
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-- the CA will use the function names ai_cas:recruit_rushers_eval/exec, so should be referenced by the object name used by the calling AI
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-- ai_cas also has the functions find_best_recruit, find_best_recruit_hex and analyze_enemy_unit added to it
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-- find_best_recruit, find_best_recruit_hex may be useful for writing recruitment code separately from the engine
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-- params: parameters to configure recruitment
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-- score_function: function that returns the CA score when recruit_rushers_eval wants to recruit
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-- (default returns the RCA recruitment score)
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-- randomness: a measure of randomness in recruitment
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-- higher absolute values increase randomness, with values above about 3 being close to completely random
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-- (default = 0.1)
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-- min_turn_1_recruit: function that returns true if only enough units to grab nearby villages should be recruited turn 1, false otherwise
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-- (default always returns false)
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-- leader_takes_village: function that returns the score of the castle_switch CA as its first parameter.
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-- If this score is greater than zero, the second parameter is a boolean indicating whether the
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-- castle switch move will make the leader end up on a village.
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-- enemy_types: array of default enemy unit types to consider if there are no enemies on the map
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-- and no enemy sides exist or have recruit lists
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-- Note: the recruiting code assumes full knowledge of units on the map and the recruit lists of other sides for the purpose of
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-- finding the best unit types to recruit. It does not work otherwise. It assumes normal vision of the AI side (that is, it disregards
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-- hidden enemy units) for determining from which keep hex the leader should recruit and on which castle hexes to recruit new units
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init = function(ai_cas, params)
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if not params then
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params = {}
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end
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math.randomseed(os.time())
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local M = wesnoth.map
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local LS = wesnoth.require "location_set"
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local recruit_data = {}
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local no_village_cost = function(recruit_id)
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return wesnoth.unit_types[recruit_id].cost+wesnoth.unit_types[recruit_id].level+wesnoth.sides[wesnoth.current.side].village_gold
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end
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local get_hp_efficiency = function (table, recruit_id)
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-- raw durability is a function of hp and the regenerates ability
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-- efficiency decreases faster than cost increases to avoid recruiting many expensive units
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-- there is a requirement for bodies in order to block movement
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-- There is currently an assumption that opponents will average about 15 damage per strike
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-- and that two units will attack per turn until the unit dies to estimate the number of hp
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-- gained from regeneration
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local effective_hp = wesnoth.unit_types[recruit_id].max_hitpoints
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local unit = wesnoth.units.create {
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type = recruit_id,
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random_traits = false,
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name = "X",
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random_gender = false
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}
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-- Find the best regeneration ability and use it to estimate hp regained by regeneration
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local abilities = wml.get_child(unit.__cfg, "abilities")
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local regen_amount = 0
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if abilities then
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for regen in wml.child_range(abilities, "regenerate") do
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if regen.value > regen_amount then
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regen_amount = regen.value
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end
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end
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effective_hp = effective_hp + (regen_amount * effective_hp/30)
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end
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local hp_score = math.max(math.log(effective_hp/20),0.01)
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local efficiency = hp_score/(wesnoth.unit_types[recruit_id].cost^2)
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local no_village_efficiency = hp_score/(no_village_cost(recruit_id)^2)
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table[recruit_id] = {efficiency, no_village_efficiency}
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return {efficiency, no_village_efficiency}
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end
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local efficiency = {}
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setmetatable(efficiency, { __index = get_hp_efficiency })
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function poisonable(unit)
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return not unit.status.unpoisonable
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end
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function drainable(unit)
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return not unit.status.undrainable
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end
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function get_best_defense(unit)
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local terrain_archetypes = { "Wo", "Ww", "Wwr", "Ss", "Gt", "Ds", "Ft", "Hh", "Mm", "Vi", "Ch", "Uu", "At", "Qt", "^Uf", "Xt" }
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local best_defense = 100
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for i, terrain in ipairs(terrain_archetypes) do
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local defense = 100 - unit:defense_on(terrain)
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if defense < best_defense then
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best_defense = defense
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end
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end
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return best_defense
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end
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function analyze_enemy_unit(enemy_type, ally_type)
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local function get_best_attack(attacker, defender, defender_defense, attacker_defense, can_poison)
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-- Try to find the average damage for each possible attack and return the one that deals the most damage.
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-- Would be preferable to call simulate combat, but that requires the defender to be on the map according
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-- to documentation and we are looking for hypothetical situations so would have to search for available
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-- locations for the defender that would have the desired defense. We would also need to remove nearby units
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-- in order to ensure that adjacent units are not modifying the result. In addition, the time of day is
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-- assumed to be neutral here, which is not assured in the simulation.
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-- Ideally, this function would be a clone of simulate combat, but run for each time of day in the scenario and on arbitrary terrain.
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-- In several cases this function only approximates the correct value (eg Thunderguard vs Goblin Spearman has damage capped by target health)
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-- In some cases (like poison), this approximation is preferred to the actual value.
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local best_damage = 0
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local best_attack
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local best_poison_damage = 0
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-- Steadfast is currently disabled because it biases the AI too much in favour of Guardsmen
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-- Basically it sees the defender stats for damage and wrongfully concludes that the unit is amazing
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-- This may be rectifiable by looking at retaliation damage as well.
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local steadfast = false
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for attack in wml.child_range(wesnoth.unit_types[attacker.type].__cfg, "attack") do
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local defense = defender_defense
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local poison = false
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local damage_multiplier = 1
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local damage_bonus = 0
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local weapon_damage = attack.damage
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for special in wml.child_range(attack, 'specials') do
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local mod
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if wml.get_child(special, 'poison') and can_poison then
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poison = true
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end
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-- Handle marksman and magical
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mod = wml.get_child(special, 'chance_to_hit')
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if mod then
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if mod.value then
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if mod.cumulative then
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if mod.value > defense then
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defense = mod.value
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end
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else
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defense = mod.value
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end
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elseif mod.add then
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defense = defense + mod.add
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elseif mod.sub then
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defense = defense - mod.sub
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elseif mod.multiply then
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defense = defense * mod.multiply
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elseif mod.divide then
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defense = defense / mod.divide
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end
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end
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-- Handle most damage specials (assumes all are cumulative)
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mod = wml.get_child(special, 'damage')
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if mod and mod.active_on ~= "defense" then
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local special_multiplier = 1
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local special_bonus = 0
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if mod.multiply then
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special_multiplier = special_multiplier*mod.multiply
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end
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if mod.divide then
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special_multiplier = special_multiplier/mod.divide
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end
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if mod.add then
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special_bonus = special_bonus+mod.add
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end
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if mod.subtract then
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special_bonus = special_bonus-mod.subtract
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end
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if mod.backstab then
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-- Assume backstab happens on only 1/2 of attacks
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-- TODO: find out what actual probability of getting to backstab is
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damage_multiplier = damage_multiplier*(special_multiplier*0.5 + 0.5)
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damage_bonus = damage_bonus+(special_bonus*0.5)
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if mod.value then
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weapon_damage = (weapon_damage+mod.value)/2
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end
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else
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damage_multiplier = damage_multiplier*special_multiplier
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damage_bonus = damage_bonus+special_bonus
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if mod.value then
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weapon_damage = mod.value
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end
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end
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end
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end
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-- Handle drain for defender
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local drain_recovery = 0
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local defender_attacks = defender.attacks
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for i_d = 1,#defender_attacks do
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local defender_attack = defender_attacks[i_d]
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if (defender_attack.range == attack.range) then
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for _,sp in ipairs(defender_attack.specials) do
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if (sp[1] == 'drains') and drainable(attacker) then
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-- TODO: calculate chance to hit
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-- currently assumes 50% chance to hit using supplied constant
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local attacker_resistance = attacker:resistance_against(defender_attack.type)
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drain_recovery = (defender_attack.damage*defender_attack.number*(100-attacker_resistance)*attacker_defense/2)/10000
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end
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end
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end
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end
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defense = defense/100.0
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local resistance = defender:resistance_against(attack.type)
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if steadfast and (resistance > 0) then
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resistance = resistance * 2
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if (resistance > 50) then
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resistance = 50
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end
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end
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local base_damage = (weapon_damage+damage_bonus)*(100-resistance)*damage_multiplier
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if (resistance < 0) then
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base_damage = base_damage-1
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end
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base_damage = math.floor(base_damage/100 + 0.5)
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if (base_damage < 1) and (attack.damage > 0) then
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-- Damage is always at least 1
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base_damage = 1
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end
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local attack_damage = base_damage*attack.number*defense-drain_recovery
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local poison_damage = 0
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if poison then
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-- Add poison damage * probability of poisoning
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poison_damage = wesnoth.game_config.poison_amount*(1-((1-defense)^attack.number))
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end
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if (not best_attack) or (attack_damage+poison_damage > best_damage+best_poison_damage) then
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best_damage = attack_damage
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best_poison_damage = poison_damage
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best_attack = attack
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end
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end
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return best_attack, best_damage, best_poison_damage
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end
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-- Use cached information when possible: this is expensive
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local analysis = {}
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if not recruit_data.analyses then
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recruit_data.analyses = {}
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else
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if recruit_data.analyses[enemy_type] then
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analysis = recruit_data.analyses[enemy_type] or {}
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end
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end
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if analysis[ally_type] then
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return analysis[ally_type]
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end
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local unit = wesnoth.units.create {
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type = enemy_type,
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random_traits = false,
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name = "X",
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random_gender = false
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}
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local can_poison = poisonable(unit) and (not unit:ability('regenerate'))
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local flat_defense = 100 - unit:defense_on("Gt")
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local best_defense = get_best_defense(unit)
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local recruit = wesnoth.units.create {
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type = ally_type,
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random_traits = false,
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name = "X",
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random_gender = false
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}
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local recruit_flat_defense = 100 - recruit:defense_on("Gt")
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local recruit_best_defense = get_best_defense(recruit)
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local can_poison_retaliation = poisonable(recruit) and (not recruit:ability('regenerate'))
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best_flat_attack, best_flat_damage, flat_poison = get_best_attack(recruit, unit, flat_defense, recruit_best_defense, can_poison)
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best_high_defense_attack, best_high_defense_damage, high_defense_poison = get_best_attack(recruit, unit, best_defense, recruit_flat_defense, can_poison)
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best_retaliation, best_retaliation_damage, retaliation_poison = get_best_attack(unit, recruit, recruit_flat_defense, best_defense, can_poison_retaliation)
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local result = {
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offense = { attack = best_flat_attack, damage = best_flat_damage, poison_damage = flat_poison },
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defense = { attack = best_high_defense_attack, damage = best_high_defense_damage, poison_damage = high_defense_poison },
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retaliation = { attack = best_retaliation, damage = best_retaliation_damage, poison_damage = retaliation_poison }
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}
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analysis[ally_type] = result
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-- Cache result before returning
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recruit_data.analyses[enemy_type] = analysis
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return analysis[ally_type]
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end
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function can_slow(unit)
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local attacks = unit.attacks
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for i_a = 1,#attacks do
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for _,sp in ipairs(attacks[i_a].specials) do
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if (sp[1] == 'slow') then
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return true
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end
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end
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end
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return false
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end
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function get_hp_ratio_with_gold()
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function sum_gold_for_sides(side_filter)
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-- sum positive amounts of gold for a set of sides
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-- positive only because it is used to estimate the number of enemy units that could appear
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-- and negative numbers shouldn't subtract from the number of units on the map
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local gold = 0
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local sides = wesnoth.sides.find(side_filter)
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for i,s in ipairs(sides) do
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if s.gold > 0 then
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gold = gold + s.gold
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end
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end
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return gold
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end
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-- Hitpoint ratio of own units / enemy units
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-- Also convert available gold to a hp estimate
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my_units = AH.get_live_units {
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{ "filter_side", {{"allied_with", {side = wesnoth.current.side} }} }
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}
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enemies = AH.get_live_units {
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{ "filter_side", {{"enemy_of", {side = wesnoth.current.side} }} }
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}
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local my_hp, enemy_hp = 0, 0
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for i,u in ipairs(my_units) do my_hp = my_hp + u.hitpoints end
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for i,u in ipairs(enemies) do enemy_hp = enemy_hp + u.hitpoints end
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my_hp = my_hp + sum_gold_for_sides({{"allied_with", {side = wesnoth.current.side} }})*2.3
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enemy_hp = enemy_hp+sum_gold_for_sides({{"enemy_of", {side = wesnoth.current.side} }})*2.3
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hp_ratio = my_hp/(enemy_hp + 1e-6)
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return hp_ratio
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end
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function do_recruit_eval(data)
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-- Check if leader is on keep
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local leader = wesnoth.units.find_on_map {
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side = wesnoth.current.side,
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canrecruit = 'yes',
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{ "and", params.filter_own }
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}[1]
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if (not leader) or (not wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep) then
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return 0
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end
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-- Check if there is enough gold to recruit a unit
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local cheapest_unit_cost = AH.get_cheapest_recruit_cost()
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if cheapest_unit_cost > wesnoth.sides[wesnoth.current.side].gold then
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return 0
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end
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-- Check for space to recruit a unit
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get_current_castle(leader, data)
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local no_space = true
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for i,c in ipairs(data.castle.locs) do
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local unit = wesnoth.units.get(c[1], c[2])
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if (not AH.is_visible_unit(wesnoth.current.side, unit)) then
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no_space = false
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break
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end
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end
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if no_space then
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return 0
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end
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-- Check for minimal recruit option
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if wesnoth.current.turn == 1 and params.min_turn_1_recruit and params.min_turn_1_recruit() then
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if not get_village_target(leader, data)[1] then
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return 0
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end
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end
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if not data.recruit then
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data.recruit = init_data(leader)
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end
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data.recruit.cheapest_unit_cost = cheapest_unit_cost
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local score = 180010 -- default score if one not provided, just above RCA AI recruiting
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if params.score_function then
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score = params.score_function()
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end
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return score
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end
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function init_data(leader)
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local data = {}
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-- Count enemies of each type
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local enemies = AH.get_live_units {
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{ "filter_side", {{"enemy_of", {side = wesnoth.current.side} }}}
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}
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local enemy_counts = {}
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local enemy_types = {}
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local possible_enemy_recruit_count = 0
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local function add_unit_type(unit_type)
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if not enemy_counts[unit_type] then
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table.insert(enemy_types, unit_type)
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enemy_counts[unit_type] = 1
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else
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enemy_counts[unit_type] = enemy_counts[unit_type] + 1
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end
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end
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-- Collect all enemies on map
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for i, unit in ipairs(enemies) do
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add_unit_type(unit.type)
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end
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-- Collect all possible enemy recruits and count them as virtual enemies
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local enemy_sides = wesnoth.sides.find({
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{ "enemy_of", {side = wesnoth.current.side} },
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{ "has_unit", { canrecruit = true }} })
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for i, side in ipairs(enemy_sides) do
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possible_enemy_recruit_count = possible_enemy_recruit_count + #(wesnoth.sides[side.side].recruit)
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for j, unit_type in ipairs(wesnoth.sides[side.side].recruit) do
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add_unit_type(unit_type)
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end
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end
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-- If no enemies were found, check params.enemy_types,
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-- otherwise add a small number of "representative" unit types
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if #enemy_types == 0 then
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if params.enemy_types then
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for _,enemy_type in ipairs(params.enemy_types) do
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add_unit_type(enemy_type)
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end
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else
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add_unit_type('Orcish Grunt')
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add_unit_type('Orcish Archer')
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add_unit_type('Wolf Rider')
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add_unit_type('Spearman')
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add_unit_type('Bowman')
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add_unit_type('Cavalryman')
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end
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end
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data.enemy_counts = enemy_counts
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data.enemy_types = enemy_types
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data.num_enemies = math.max(#enemies, 1)
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data.possible_enemy_recruit_count = possible_enemy_recruit_count
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return data
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end
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function ai_cas:recruit_rushers_eval()
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'recruit_rushers'
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if AH.print_eval() then AH.print_ts(' - Evaluating recruit_rushers CA:') end
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local score = do_recruit_eval(recruit_data)
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if score == 0 then
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-- We're done for the turn, discard data
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recruit_data.recruit = nil
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end
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return score
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end
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function ai_cas:recruit_rushers_exec()
|
|
if AH.print_exec() then AH.print_ts(' Executing recruit_rushers CA') end
|
|
if AH.show_messages() then wesnoth.wml_actions.message { speaker = 'narrator', message = 'Recruiting' } end
|
|
|
|
local enemy_counts = recruit_data.recruit.enemy_counts
|
|
local enemy_types = recruit_data.recruit.enemy_types
|
|
local num_enemies = recruit_data.recruit.num_enemies
|
|
local hp_ratio = get_hp_ratio_with_gold()
|
|
|
|
-- Determine effectiveness of recruitable units against each enemy unit type
|
|
local recruit_effectiveness = {}
|
|
local recruit_vulnerability = {}
|
|
local attack_type_count = {} -- The number of units who will likely use a given attack type
|
|
local attack_range_count = {} -- The number of units who will likely use a given attack range
|
|
local unit_attack_type_count = {} -- The attack types a unit will use
|
|
local unit_attack_range_count = {} -- The ranges a unit will use
|
|
local enemy_type_count = 0
|
|
local poisoner_count = 0.1 -- Number of units with a poison attack (set to slightly > 0 because we divide by it later)
|
|
local poisonable_count = 0 -- Number of units that the opponents control that are hurt by poison
|
|
local recruit_count = {}
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
recruit_count[recruit_id] = #(AH.get_live_units { side = wesnoth.current.side, type = recruit_id, canrecruit = 'no' })
|
|
end
|
|
|
|
for i, unit_type in ipairs(enemy_types) do
|
|
enemy_type_count = enemy_type_count + 1
|
|
local poison_vulnerable = false
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
local analysis = analyze_enemy_unit(unit_type, recruit_id)
|
|
|
|
if not recruit_effectiveness[recruit_id] then
|
|
recruit_effectiveness[recruit_id] = {damage = 0, poison_damage = 0}
|
|
recruit_vulnerability[recruit_id] = 0
|
|
end
|
|
|
|
recruit_effectiveness[recruit_id].damage = recruit_effectiveness[recruit_id].damage + analysis.defense.damage * enemy_counts[unit_type]^2
|
|
if analysis.defense.poison_damage and analysis.defense.poison_damage > 0 then
|
|
poison_vulnerable = true
|
|
recruit_effectiveness[recruit_id].poison_damage = recruit_effectiveness[recruit_id].poison_damage +
|
|
analysis.defense.poison_damage * enemy_counts[unit_type]^2
|
|
end
|
|
recruit_vulnerability[recruit_id] = recruit_vulnerability[recruit_id] + (analysis.retaliation.damage * enemy_counts[unit_type])^3
|
|
|
|
local attack_type = analysis.defense.attack.type
|
|
if not attack_type_count[attack_type] then
|
|
attack_type_count[attack_type] = 0
|
|
end
|
|
attack_type_count[attack_type] = attack_type_count[attack_type] + recruit_count[recruit_id]
|
|
|
|
local attack_range = analysis.defense.attack.range
|
|
if not attack_range_count[attack_range] then
|
|
attack_range_count[attack_range] = 0
|
|
end
|
|
attack_range_count[attack_range] = attack_range_count[attack_range] + recruit_count[recruit_id]
|
|
|
|
if not unit_attack_type_count[recruit_id] then
|
|
unit_attack_type_count[recruit_id] = {}
|
|
end
|
|
unit_attack_type_count[recruit_id][attack_type] = true
|
|
|
|
if not unit_attack_range_count[recruit_id] then
|
|
unit_attack_range_count[recruit_id] = {}
|
|
end
|
|
unit_attack_range_count[recruit_id][attack_range] = true
|
|
end
|
|
if poison_vulnerable then
|
|
poisonable_count = poisonable_count + enemy_counts[unit_type]
|
|
end
|
|
end
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
-- Count the number of units with the poison ability
|
|
-- This could be wrong if all the units on the enemy side are immune to poison, but since poison has no effect then anyway it doesn't matter
|
|
if recruit_effectiveness[recruit_id].poison_damage > 0 then
|
|
poisoner_count = poisoner_count + recruit_count[recruit_id]
|
|
end
|
|
end
|
|
-- Subtract the number of possible recruits for the enemy from the list of poisonable units
|
|
-- This works perfectly unless some of the enemy recruits cannot be poisoned.
|
|
-- However, there is no problem with this since poison is generally less useful in such situations and subtracting them too discourages such recruiting
|
|
local poison_modifier = math.max(0, math.min(((poisonable_count-recruit_data.recruit.possible_enemy_recruit_count) / (poisoner_count*5)), 1))^2
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
-- Ensure effectiveness and vulnerability are positive.
|
|
-- Negative values imply that drain is involved and the amount drained is very high
|
|
if recruit_effectiveness[recruit_id].damage <= 0 then
|
|
recruit_effectiveness[recruit_id].damage = 0.01
|
|
else
|
|
recruit_effectiveness[recruit_id].damage = (recruit_effectiveness[recruit_id].damage / (num_enemies)^2)^0.5
|
|
end
|
|
recruit_effectiveness[recruit_id].poison_damage = (recruit_effectiveness[recruit_id].poison_damage / (num_enemies)^2)^0.5 * poison_modifier
|
|
if recruit_vulnerability[recruit_id] <= 0 then
|
|
recruit_vulnerability[recruit_id] = 0.01
|
|
else
|
|
recruit_vulnerability[recruit_id] = (recruit_vulnerability[recruit_id] / ((num_enemies)^2))^0.5
|
|
end
|
|
end
|
|
-- Correct count of units for each range
|
|
local most_common_range
|
|
local most_common_range_count = 0
|
|
for range, count in pairs(attack_range_count) do
|
|
attack_range_count[range] = count/enemy_type_count
|
|
if attack_range_count[range] > most_common_range_count then
|
|
most_common_range = range
|
|
most_common_range_count = attack_range_count[range]
|
|
end
|
|
end
|
|
-- Correct count of units for each attack type
|
|
for attack_type, count in pairs(attack_type_count) do
|
|
attack_type_count[attack_type] = count/enemy_type_count
|
|
end
|
|
|
|
local recruit_type
|
|
local leader = wesnoth.units.find_on_map {
|
|
side = wesnoth.current.side,
|
|
canrecruit = 'yes',
|
|
{ "and", params.filter_own }
|
|
}[1]
|
|
repeat
|
|
recruit_data.recruit.best_hex, recruit_data.recruit.target_hex = ai_cas:find_best_recruit_hex(leader, recruit_data)
|
|
recruit_type = ai_cas:find_best_recruit(attack_type_count, unit_attack_type_count, recruit_effectiveness, recruit_vulnerability, attack_range_count, unit_attack_range_count, most_common_range_count)
|
|
until recruit_type
|
|
|
|
if wesnoth.unit_types[recruit_type].cost <= wesnoth.sides[wesnoth.current.side].gold then
|
|
AH.checked_recruit(ai, recruit_type, recruit_data.recruit.best_hex[1], recruit_data.recruit.best_hex[2])
|
|
|
|
-- If the recruited unit cannot reach the target hex, return it to the pool of targets
|
|
if recruit_data.recruit.target_hex and recruit_data.recruit.target_hex[1] then
|
|
local unit = wesnoth.units.get(recruit_data.recruit.best_hex[1], recruit_data.recruit.best_hex[2])
|
|
local path, cost = wesnoth.find_path(unit, recruit_data.recruit.target_hex[1], recruit_data.recruit.target_hex[2], {viewing_side=0, max_cost=unit.max_moves+1})
|
|
if cost > unit.max_moves then
|
|
-- The last village added to the list should be the one we tried to aim for, check anyway
|
|
local last = #recruit_data.castle.assigned_villages_x
|
|
if (recruit_data.castle.assigned_villages_x[last] == recruit_data.recruit.target_hex[1]) and (recruit_data.castle.assigned_villages_y[last] == recruit_data.recruit.target_hex[2]) then
|
|
table.remove(recruit_data.castle.assigned_villages_x)
|
|
table.remove(recruit_data.castle.assigned_villages_y)
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
else
|
|
-- This results in the CA being blacklisted -> clear cache
|
|
recruit_data.recruit = nil
|
|
|
|
return false
|
|
end
|
|
end
|
|
|
|
function get_current_castle(leader, data)
|
|
if (not data.castle) or (data.castle.x ~= leader.x) or (data.castle.y ~= leader.y) then
|
|
data.castle = {
|
|
locs = AH.get_locations_no_borders {
|
|
{ "filter_vision", { side = wesnoth.current.side, visible = 'yes' } },
|
|
{ "and", {
|
|
x = leader.x, y = leader.y, radius = 200,
|
|
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
|
|
}}
|
|
},
|
|
x = leader.x,
|
|
y = leader.y
|
|
}
|
|
end
|
|
end
|
|
|
|
function ai_cas:find_best_recruit_hex(leader, data)
|
|
-- Find the best recruit hex
|
|
-- First choice: a hex that can reach an unowned village
|
|
-- Second choice: a hex close to the enemy
|
|
get_current_castle(leader, data)
|
|
|
|
local best_hex, village = get_village_target(leader, data)
|
|
if village[1] then
|
|
table.insert(data.castle.assigned_villages_x, village[1])
|
|
table.insert(data.castle.assigned_villages_y, village[2])
|
|
else
|
|
-- no available village, look for hex closest to enemy leader
|
|
-- and also the closest enemy
|
|
local max_rating = -1
|
|
|
|
local enemy_leaders = AH.get_attackable_enemies { canrecruit = 'yes' }
|
|
local closest_enemy = AH.get_closest_enemy()
|
|
|
|
for i,c in ipairs(data.castle.locs) do
|
|
local rating = 0
|
|
local unit = wesnoth.units.get(c[1], c[2])
|
|
if (not AH.is_visible_unit(wesnoth.current.side, unit)) then
|
|
for j,e in ipairs(enemy_leaders) do
|
|
rating = rating + 1 / M.distance_between(c[1], c[2], e.x, e.y) ^ 2.
|
|
end
|
|
if closest_enemy then
|
|
rating = rating + 1 / M.distance_between(c[1], c[2], closest_enemy.x, closest_enemy.y) ^ 2.
|
|
end
|
|
if (rating > max_rating) then
|
|
max_rating, best_hex = rating, { c[1], c[2] }
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if AH.print_eval() then
|
|
if village[1] then
|
|
std_print("Recruit at: " .. best_hex[1] .. "," .. best_hex[2] .. " -> " .. village[1] .. "," .. village[2])
|
|
else
|
|
std_print("Recruit at: " .. best_hex[1] .. "," .. best_hex[2])
|
|
end
|
|
end
|
|
return best_hex, village
|
|
end
|
|
|
|
function ai_cas:find_best_recruit(attack_type_count, unit_attack_type_count, recruit_effectiveness, recruit_vulnerability, attack_range_count, unit_attack_range_count, most_common_range_count)
|
|
-- Find best recruit based on damage done to enemies present, speed, and hp/gold ratio
|
|
local recruit_scores = {}
|
|
local best_scores = {offense = 0, defense = 0, move = 0}
|
|
local best_hex = recruit_data.recruit.best_hex
|
|
local target_hex = recruit_data.recruit.target_hex
|
|
|
|
local reference_hex = target_hex[1] and target_hex or best_hex
|
|
local enemy_location, distance_to_enemy = AH.get_closest_enemy(reference_hex, wesnoth.current.side, { viewing_side = 0 })
|
|
|
|
-- If no enemy is on the map, then we first use closest enemy start hex,
|
|
-- and if that does not exist either, a location mirrored w.r.t the center of the map
|
|
if not enemy_location then
|
|
local enemy_sides = wesnoth.sides.find({ { "enemy_of", {side = wesnoth.current.side} } })
|
|
local min_dist = math.huge
|
|
for _, side in ipairs(enemy_sides) do
|
|
local enemy_start_hex = wesnoth.special_locations[side.side]
|
|
if enemy_start_hex then
|
|
local dist = wesnoth.map.distance_between(reference_hex[1], reference_hex[2], enemy_start_hex[1], enemy_start_hex[2])
|
|
if dist < min_dist then
|
|
min_dist = dist
|
|
enemy_location = { x = enemy_start_hex[1], y = enemy_start_hex[2] }
|
|
end
|
|
end
|
|
end
|
|
if not enemy_location then
|
|
local width, height = wesnoth.get_map_size()
|
|
enemy_location = { x = width + 1 - reference_hex[1], y = height + 1 - reference_hex[2] }
|
|
end
|
|
distance_to_enemy = wesnoth.map.distance_between(reference_hex[1], reference_hex[2], enemy_location.x, enemy_location.y)
|
|
end
|
|
|
|
local gold_limit = math.huge
|
|
if recruit_data.castle.loose_gold_limit >= recruit_data.recruit.cheapest_unit_cost then
|
|
gold_limit = recruit_data.castle.loose_gold_limit
|
|
end
|
|
|
|
local recruitable_units = {}
|
|
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
-- Count number of units with the same attack type. Used to avoid recruiting too many of the same unit
|
|
local attack_types = 0
|
|
local recruit_count = 0
|
|
for attack_type, count in pairs(unit_attack_type_count[recruit_id]) do
|
|
attack_types = attack_types + 1
|
|
recruit_count = recruit_count + attack_type_count[attack_type]
|
|
end
|
|
recruit_count = recruit_count / attack_types
|
|
local recruit_modifier = 1+recruit_count/50
|
|
local efficiency_index = 1
|
|
local unit_cost = wesnoth.unit_types[recruit_id].cost
|
|
|
|
-- Use time to enemy to encourage recruiting fast units when the opponent is far away (game is beginning or we're winning)
|
|
-- Base distance on
|
|
local recruit_unit = wesnoth.units.create {
|
|
type = recruit_id,
|
|
x = best_hex[1],
|
|
y = best_hex[2],
|
|
random_traits = false,
|
|
name = "X",
|
|
random_gender = false
|
|
}
|
|
if target_hex[1] then
|
|
local path, cost = wesnoth.find_path(recruit_unit, target_hex[1], target_hex[2], {viewing_side=0, max_cost=wesnoth.unit_types[recruit_id].max_moves+1})
|
|
if cost > wesnoth.unit_types[recruit_id].max_moves then
|
|
-- Unit cost is effectively higher if cannot reach the village
|
|
efficiency_index = 2
|
|
unit_cost = no_village_cost(recruit_id)
|
|
end
|
|
|
|
-- Later calculations are based on where the unit will be after initial move
|
|
recruit_unit.x = target_hex[1]
|
|
recruit_unit.y = target_hex[2]
|
|
end
|
|
|
|
local path, cost = wesnoth.find_path(recruit_unit, enemy_location.x, enemy_location.y, {ignore_units = true})
|
|
local time_to_enemy = cost / wesnoth.unit_types[recruit_id].max_moves
|
|
local move_score = 1 / (time_to_enemy * unit_cost^0.5)
|
|
|
|
local eta = math.ceil(time_to_enemy)
|
|
if target_hex[1] then
|
|
-- expect a 1 turn delay to reach village
|
|
eta = eta + 1
|
|
end
|
|
-- divide the lawful bonus by eta before running it through the function because the function converts from 0 centered to 1 centered
|
|
|
|
local lawful_bonus = 0
|
|
local eta_turn = wesnoth.current.turn + eta
|
|
if eta_turn <= wesnoth.game_config.last_turn then
|
|
lawful_bonus = wesnoth.get_time_of_day(wesnoth.current.turn + eta).lawful_bonus / eta^2
|
|
end
|
|
local damage_bonus = AH.get_unit_time_of_day_bonus(recruit_unit.alignment, lawful_bonus)
|
|
-- Estimate effectiveness on offense and defense
|
|
local offense_score =
|
|
(recruit_effectiveness[recruit_id].damage*damage_bonus+recruit_effectiveness[recruit_id].poison_damage)
|
|
/(wesnoth.unit_types[recruit_id].cost^0.3*recruit_modifier^4)
|
|
local defense_score = efficiency[recruit_id][efficiency_index]/recruit_vulnerability[recruit_id]
|
|
|
|
local unit_score = {offense = offense_score, defense = defense_score, move = move_score}
|
|
recruit_scores[recruit_id] = unit_score
|
|
for key, score in pairs(unit_score) do
|
|
if score > best_scores[key] then
|
|
best_scores[key] = score
|
|
end
|
|
end
|
|
|
|
if can_slow(recruit_unit) then
|
|
unit_score["slows"] = true
|
|
end
|
|
if recruit_unit:matches { ability = "healing" } then
|
|
unit_score["heals"] = true
|
|
end
|
|
if recruit_unit:matches { ability = "skirmisher" } then
|
|
unit_score["skirmisher"] = true
|
|
end
|
|
recruitable_units[recruit_id] = recruit_unit
|
|
end
|
|
local healer_count, healable_count = get_unit_counts_for_healing()
|
|
local best_score = 0
|
|
local recruit_type
|
|
local offense_weight = 2.5
|
|
local defense_weight = 1/hp_ratio^0.5
|
|
local move_weight = math.max((distance_to_enemy/20)^2, 0.25)
|
|
local randomness = params.randomness or 0.1
|
|
|
|
-- Bonus for higher-level units, as unit cost is penalized otherwise
|
|
local high_level_fraction = params.high_level_fraction or 0
|
|
local all_units = AH.get_live_units {
|
|
side = wesnoth.current.side,
|
|
{ "not", { canrecruit = "yes" }}
|
|
}
|
|
local level_count = {}
|
|
for _,unit in ipairs(all_units) do
|
|
local level = unit.level
|
|
level_count[level] = (level_count[level] or 0) + 1
|
|
end
|
|
local min_recruit_level, max_recruit_level = math.huge, -math.huge
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
local level = wesnoth.unit_types[recruit_id].level
|
|
if (level < min_recruit_level) then min_recruit_level = level end
|
|
if (level > max_recruit_level) then max_recruit_level = level end
|
|
end
|
|
if (min_recruit_level < 1) then min_recruit_level = 1 end
|
|
local unit_deficit = {}
|
|
for i=min_recruit_level+1,max_recruit_level do
|
|
-- If no non-leader units are on the map yet, we set up the situation as if there were
|
|
-- one of each level. This is in order to get the situation for the first recruit right.
|
|
local n_units = #all_units
|
|
local n_units_this_level = level_count[i] or 0
|
|
if (n_units == 0) then
|
|
n_units = max_recruit_level - min_recruit_level
|
|
n_units_this_level = 1
|
|
end
|
|
unit_deficit[i] = high_level_fraction ^ (i - min_recruit_level) * n_units - n_units_this_level
|
|
end
|
|
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
local level_bonus = 0
|
|
local level = wesnoth.unit_types[recruit_id].level
|
|
if (level > min_recruit_level) and (unit_deficit[level] > 0) then
|
|
level_bonus = 0.25 * unit_deficit[level]^2
|
|
end
|
|
local scores = recruit_scores[recruit_id]
|
|
local offense_score = (scores["offense"]/best_scores["offense"])^0.5
|
|
local defense_score = (scores["defense"]/best_scores["defense"])^0.5
|
|
local move_score = (scores["move"]/best_scores["move"])^0.5
|
|
|
|
local bonus = math.random()*randomness
|
|
if scores["slows"] then
|
|
bonus = bonus + 0.4
|
|
end
|
|
if scores["heals"] then
|
|
bonus = bonus + (healable_count/(healer_count+1))/20
|
|
end
|
|
if scores["skirmisher"] then
|
|
bonus = bonus + 0.1
|
|
end
|
|
for attack_range, count in pairs(unit_attack_range_count[recruit_id]) do
|
|
bonus = bonus + 0.02 * most_common_range_count / (attack_range_count[attack_range]+1)
|
|
end
|
|
local race = wesnoth.races[wesnoth.unit_types[recruit_id].race]
|
|
local num_traits = race and race.num_traits or 0
|
|
bonus = bonus + 0.03 * num_traits^2
|
|
if target_hex[1] then
|
|
recruitable_units[recruit_id].x = best_hex[1]
|
|
recruitable_units[recruit_id].y = best_hex[2]
|
|
local path, cost = wesnoth.find_path(recruitable_units[recruit_id], target_hex[1], target_hex[2], {viewing_side=0, max_cost=wesnoth.unit_types[recruit_id].max_moves+1})
|
|
if cost > wesnoth.unit_types[recruit_id].max_moves then
|
|
-- penalty if the unit can't reach the target village
|
|
bonus = bonus - 0.2
|
|
end
|
|
end
|
|
|
|
local score = offense_score*offense_weight + defense_score*defense_weight + move_score*move_weight + bonus + level_bonus
|
|
|
|
if AH.print_eval() then
|
|
std_print(recruit_id .. " score: " .. offense_score*offense_weight .. " + " .. defense_score*defense_weight .. " + " .. move_score*move_weight .. " + " .. bonus .. " + " .. level_bonus .. " = " .. score)
|
|
end
|
|
if score > best_score and wesnoth.unit_types[recruit_id].cost <= gold_limit then
|
|
best_score = score
|
|
recruit_type = recruit_id
|
|
end
|
|
end
|
|
|
|
return recruit_type
|
|
end
|
|
|
|
function get_unit_counts_for_healing()
|
|
local healers = #AH.get_live_units {
|
|
side = wesnoth.current.side,
|
|
ability = "healing",
|
|
{ "not", { canrecruit = "yes" }}
|
|
}
|
|
local healable = #AH.get_live_units {
|
|
side = wesnoth.current.side,
|
|
{ "not", { ability = "regenerates" }}
|
|
}
|
|
return healers, healable
|
|
end
|
|
|
|
function get_village_target(leader, data)
|
|
-- Only consider villages reachable by our fastest unit
|
|
local fastest_unit_speed = 0
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
if wesnoth.unit_types[recruit_id].max_moves > fastest_unit_speed then
|
|
fastest_unit_speed = wesnoth.unit_types[recruit_id].max_moves
|
|
end
|
|
end
|
|
|
|
-- get a list of all unowned and enemy-owned villages within fastest_unit_speed
|
|
-- this may have false positives (villages that can't be reached due to difficult/impassible terrain)
|
|
local exclude_map = LS.create()
|
|
if data.castle.assigned_villages_x and data.castle.assigned_villages_x[1] then
|
|
for i,x in ipairs(data.castle.assigned_villages_x) do
|
|
exclude_map:insert(x, data.castle.assigned_villages_y[i])
|
|
end
|
|
end
|
|
|
|
local all_villages = wesnoth.get_villages()
|
|
local villages = {}
|
|
for _,v in ipairs(all_villages) do
|
|
local owner = wesnoth.get_village_owner(v[1], v[2])
|
|
if ((not owner) or wesnoth.sides.is_enemy(owner, wesnoth.current.side))
|
|
and (not exclude_map:get(v[1], v[2]))
|
|
then
|
|
for _,loc in ipairs(data.castle.locs) do
|
|
local dist = M.distance_between(v[1], v[2], loc[1], loc[2])
|
|
if (dist <= fastest_unit_speed) then
|
|
table.insert(villages, v)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local hex, target, shortest_distance = {}, {}, AH.no_path
|
|
|
|
if not data.castle.assigned_villages_x then
|
|
data.castle.assigned_villages_x = {}
|
|
data.castle.assigned_villages_y = {}
|
|
|
|
-- If castle_switch CA makes the unit end up on a village, skip one village for the leader.
|
|
-- Also do so if the leader is not passive. Note that the castle_switch CA will also return zero
|
|
-- when the leader is passive, but not only in that case.
|
|
local ltv_score, skip_one_village = 0
|
|
if params.leader_takes_village then
|
|
ltv_score, skip_one_village = params.leader_takes_village(leader)
|
|
end
|
|
if (ltv_score == 0) then
|
|
skip_one_village = not AH.is_passive_leader(ai.aspects.passive_leader, leader.id)
|
|
end
|
|
|
|
if skip_one_village then
|
|
-- skip one village for the leader
|
|
for i,v in ipairs(villages) do
|
|
local path, cost = wesnoth.find_path(leader, v[1], v[2], {max_cost = leader.max_moves+1})
|
|
if cost <= leader.max_moves then
|
|
table.insert(data.castle.assigned_villages_x, v[1])
|
|
table.insert(data.castle.assigned_villages_y, v[2])
|
|
table.remove(villages, i)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local village_count = #villages
|
|
local test_units = get_test_units()
|
|
local num_recruits = #test_units
|
|
local total_village_distance = {}
|
|
for j,c in ipairs(data.castle.locs) do
|
|
c_index = c[1] + c[2]*1000
|
|
total_village_distance[c_index] = 0
|
|
for i,v in ipairs(villages) do
|
|
total_village_distance[c_index] = total_village_distance[c_index] + M.distance_between(c[1], c[2], v[1], v[2])
|
|
end
|
|
end
|
|
|
|
local width,height,border = wesnoth.get_map_size()
|
|
if (not recruit_data.unit_distances) then recruit_data.unit_distances = {} end
|
|
for i,v in ipairs(villages) do
|
|
local close_castle_hexes = {}
|
|
for _,loc in ipairs(data.castle.locs) do
|
|
local dist = M.distance_between(v[1], v[2], loc[1], loc[2])
|
|
if (dist <= fastest_unit_speed) then
|
|
if (not wesnoth.units.get(loc[1], loc[2])) then
|
|
table.insert(close_castle_hexes, loc)
|
|
end
|
|
end
|
|
end
|
|
|
|
for u,unit in ipairs(test_units) do
|
|
test_units[u].x = v[1]
|
|
test_units[u].y = v[2]
|
|
end
|
|
|
|
local viable_village = false
|
|
local village_best_hex, village_shortest_distance = {}, AH.no_path
|
|
for j,c in ipairs(close_castle_hexes) do
|
|
if c[1] > 0 and c[2] > 0 and c[1] <= width and c[2] <= height then
|
|
local distance = 0
|
|
for x,unit in ipairs(test_units) do
|
|
local key = unit.type .. '_' .. v[1] .. '-' .. v[2] .. '_' .. c[1] .. '-' .. c[2]
|
|
local path, unit_distance
|
|
if (not recruit_data.unit_distances[key]) then
|
|
path, unit_distance = wesnoth.find_path(unit, c[1], c[2], {viewing_side=0, max_cost=fastest_unit_speed+1})
|
|
recruit_data.unit_distances[key] = unit_distance
|
|
else
|
|
unit_distance = recruit_data.unit_distances[key]
|
|
end
|
|
|
|
distance = distance + unit_distance
|
|
|
|
-- Village is only viable if at least one unit can reach it
|
|
if unit_distance <= unit.max_moves then
|
|
viable_village = true
|
|
end
|
|
end
|
|
distance = distance / num_recruits
|
|
|
|
if distance < village_shortest_distance
|
|
or (distance == village_shortest_distance and distance < AH.no_path
|
|
and total_village_distance[c[1] + c[2]*1000] > total_village_distance[village_best_hex[1]+village_best_hex[2]*1000])
|
|
then
|
|
village_best_hex = c
|
|
village_shortest_distance = distance
|
|
end
|
|
end
|
|
end
|
|
if village_shortest_distance < shortest_distance then
|
|
hex = village_best_hex
|
|
target = v
|
|
shortest_distance = village_shortest_distance
|
|
end
|
|
|
|
if not viable_village then
|
|
-- this village could not be reached by any unit
|
|
-- eliminate it from consideration
|
|
table.insert(data.castle.assigned_villages_x, v[1])
|
|
table.insert(data.castle.assigned_villages_y, v[2])
|
|
village_count = village_count - 1
|
|
end
|
|
end
|
|
|
|
data.castle.loose_gold_limit = math.floor(wesnoth.sides[wesnoth.current.side].gold/village_count + 0.5)
|
|
|
|
return hex, target
|
|
end
|
|
|
|
function get_test_units()
|
|
local test_units, num_recruits = {}, 0
|
|
local movetypes = {}
|
|
for x,id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
local custom_movement = wml.get_child(wesnoth.unit_types[id].__cfg, "movement_costs")
|
|
local movetype = wesnoth.unit_types[id].__cfg.movement_type
|
|
if custom_movement
|
|
or (not movetypes[movetype])
|
|
or (movetypes[movetype] < wesnoth.unit_types[id].max_moves)
|
|
then
|
|
if not custom_movement then
|
|
movetypes[movetype] = wesnoth.unit_types[id].max_moves
|
|
end
|
|
num_recruits = num_recruits + 1
|
|
test_units[num_recruits] = wesnoth.units.create({
|
|
type = id,
|
|
side = wesnoth.current.side,
|
|
random_traits = false,
|
|
name = "X",
|
|
random_gender = false
|
|
})
|
|
end
|
|
end
|
|
|
|
return test_units
|
|
end
|
|
end -- init()
|
|
}
|