wesnoth/data/ai/micro_ais/cas/ca_bottleneck_move.lua
Celtic Minstrel aaa2dc4ece Rollback possibility of wesnoth.get_units matching recall list units
Now it's renamed to wesnoth.units.find_on_map.

wesnoth.units.find implements the case of finding units on either the map or a recall list.
2019-11-15 22:39:09 -05:00

484 lines
20 KiB
Lua

local H = wesnoth.require "helper"
local LS = wesnoth.require "location_set"
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local MAISD = wesnoth.require "ai/micro_ais/micro_ai_self_data.lua"
local M = wesnoth.map
local BD_unit, BD_hex
local BD_level_up_defender, BD_level_up_weapon, BD_bottleneck_moves_done
local BD_is_my_territory, BD_def_map, BD_healer_map, BD_leadership_map, BD_healing_map
local function bottleneck_is_my_territory(map, enemy_map)
-- Create map that contains 'true' for all hexes that are
-- on the AI's side of the map
-- Get copy of leader to do pathfinding from each hex to the
-- front-line hexes, both own (stored in @map) and enemy (@enemy_map) front-line hexes
-- If there is no leader, use first unit found
local unit = wesnoth.units.find_on_map { side = wesnoth.current.side, canrecruit = 'yes' }[1]
if (not unit) then unit = wesnoth.units.find_on_map { side = wesnoth.current.side }[1] end
local dummy_unit = unit:clone()
local territory_map = LS.create()
local width, height = wesnoth.get_map_size()
for x = 1,width do
for y = 1,height do
-- The hex might have been covered already previously
if (not territory_map:get(x,y)) then
dummy_unit.x, dummy_unit.y = x, y
-- Find lowest movement cost to own front-line hexes
local min_cost, best_path = math.huge
map:iter(function(xm, ym, v)
local path, cost = AH.find_path_with_shroud(dummy_unit, xm, ym, { ignore_units = true })
if (cost < min_cost) then
min_cost, best_path = cost, path
end
end)
-- And the same to the enemy front line
local min_cost_enemy, best_path_enemy = math.huge
enemy_map:iter(function(xm, ym, v)
local path, cost = AH.find_path_with_shroud(dummy_unit, xm, ym, { ignore_units = true })
if (cost < min_cost_enemy) then
min_cost_enemy, best_path_enemy = cost, path
end
end)
-- We can set the flags for the hexes along the entire path
-- for efficiency reasons (this is pretty slow, esp. on large maps)
if (min_cost < min_cost_enemy) then
for _,step in ipairs(best_path) do
territory_map:insert(step[1], step[2], true)
end
else -- We do need to use 0's in this case though, false won't work
for _,step in ipairs(best_path_enemy) do
territory_map:insert(step[1], step[2], 0)
end
end
end
end
end
-- Now we need to go over it again and delete all the zeros
territory_map:iter(function(x, y, v)
if (territory_map:get(x, y) == 0) then territory_map:remove(x, y) end
end)
return territory_map
end
local function bottleneck_triple_from_locs(locs, max_value)
-- Turn comma-separated lists of values in @key_x,@key_y into a location set.
-- Add a rating that has @max_value as its maximum, differentiated by order in the list.
local coords = AH.table_copy(locs)
for i,coord in ipairs(coords) do
coord[3] = max_value + 10 - i * 10
end
return LS.of_triples(coords)
end
local function bottleneck_create_positioning_map(max_value, data)
-- Create the positioning maps for the healers and leaders, if not given by WML keys
-- @max_value: the rating value for the first hex in the set
-- BD_def_map must have been created when this function is called.
-- Find all locations adjacent to def_map.
-- This might include hexes on the line itself.
-- Only store those that are not in enemy territory.
local map = LS.create()
BD_def_map:iter(function(x, y, v)
for xa,ya in H.adjacent_tiles(x, y) do
if BD_is_my_territory:get(xa, ya) then
local rating = BD_def_map:get(x, y) or 0
rating = rating + (map:get(xa, ya) or 0)
map:insert(xa, ya, rating)
end
end
end)
-- We need to sort the map, and assign descending values
local locs = map:to_triples()
table.sort(locs, function(a, b) return a[3] > b[3] end)
for i,loc in ipairs(locs) do loc[3] = max_value + 10 - i * 10 end
map = LS.of_triples(locs)
-- We merge the defense map into this, as healers/leaders (by default)
-- can take position on the front line
map:union_merge(BD_def_map,
function(x, y, v1, v2) return v1 or v2 end
)
return map
end
local function bottleneck_get_rating(unit, x, y, has_leadership, is_healer, data)
-- Calculate rating of a unit @unit at coordinates (@x,@y).
-- Don't want to extract @is_healer and @has_leadership inside this function, as it is very slow.
-- Thus they are provided as parameters from the calling function.
local rating = 0
-- Defense positioning rating
-- We exclude healers/leaders here, as we don't necessarily want them on the front line
if (not is_healer) and (not has_leadership) then
rating = BD_def_map:get(x, y) or 0
end
-- Healer positioning rating
if is_healer then
local healer_rating = BD_healer_map:get(x, y) or 0
if (healer_rating > rating) then rating = healer_rating end
end
-- Leadership unit positioning rating
if has_leadership then
local leadership_rating = BD_leadership_map:get(x, y) or 0
-- If leadership unit is injured -> prefer hexes next to healers
if (unit.hitpoints < unit.max_hitpoints) then
for xa,ya in H.adjacent_tiles(x, y) do
local adjacent_unit = wesnoth.units.get(xa, ya)
if adjacent_unit and (adjacent_unit.__cfg.usage == "healer") then
leadership_rating = leadership_rating + 100
break
end
end
end
if (leadership_rating > rating) then rating = leadership_rating end
end
-- Injured unit positioning
if (unit.hitpoints < unit.max_hitpoints) then
local healing_rating = BD_healing_map:get(x, y) or 0
if (healing_rating > rating) then rating = healing_rating end
end
-- If this did not produce a positive rating, we add a
-- distance-based rating, to get units to the bottleneck in the first place
if (rating <= 0) and BD_is_my_territory:get(x, y) then
local combined_dist = 0
BD_def_map:iter(function(x_def, y_def, v)
combined_dist = combined_dist + M.distance_between(x, y, x_def, y_def)
end)
combined_dist = combined_dist / BD_def_map:size()
rating = 1000 - combined_dist * 10.
end
-- Now add the unit specific rating.
if (rating > 0) then
rating = rating + unit.hitpoints/10. + unit.experience/100.
end
return rating
end
local function bottleneck_move_out_of_way(unit_in_way, data)
-- Find the best move out of the way for a unit @unit_in_way and choose the
-- shortest possible move. Returns nil if no move was found.
if (unit_in_way.side ~= wesnoth.current.side) then return nil end
local reach = wesnoth.find_reach(unit_in_way)
local all_units = AH.get_visible_units(wesnoth.current.side)
local occ_hexes = LS:create()
for _,unit in ipairs(all_units) do
occ_hexes:insert(unit.x, unit.y)
end
local best_reach, best_hex = - math.huge
for _,loc in ipairs(reach) do
if BD_is_my_territory:get(loc[1], loc[2]) and (not occ_hexes:get(loc[1], loc[2])) then
-- Criterion: MP left after the move has been done
if (loc[3] > best_reach) then
best_reach, best_hex = loc[3], { loc[1], loc[2] }
end
end
end
return best_hex
end
local ca_bottleneck_move = {}
function ca_bottleneck_move:evaluation(cfg, data)
if cfg.active_side_leader and
(not MAISD.get_mai_self_data(data, cfg.ai_id, "side_leader_activated"))
then
local can_still_recruit = false -- Enough gold left for another recruit?
for _,recruit_type in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
if (wesnoth.unit_types[recruit_type].cost <= wesnoth.sides[wesnoth.current.side].gold) then
can_still_recruit = true
break
end
end
if (not can_still_recruit) then
MAISD.set_mai_self_data(data, cfg.ai_id, { side_leader_activated = true })
end
end
local units = {}
if MAISD.get_mai_self_data(data, cfg.ai_id, "side_leader_activated") then
units = AH.get_units_with_moves { side = wesnoth.current.side }
else
units = AH.get_units_with_moves { side = wesnoth.current.side, canrecruit = 'no' }
end
if (not units[1]) then return 0 end
-- Set up the array that tells the AI where to defend the bottleneck
local locs = AH.get_multi_named_locs_xy('', cfg)
BD_def_map = bottleneck_triple_from_locs(locs, 10000)
-- Territory map, describing which hex is on AI's side of the bottleneck
-- This one is a bit expensive, esp. on large maps -> don't delete every move and reuse
-- However, after a reload, BD_is_my_territory is empty
-- -> need to recalculate in that case also
if (not BD_is_my_territory) or (type(BD_is_my_territory) == 'string') then
local enemy_locs = AH.get_multi_named_locs_xy('enemy', cfg)
local enemy_map = bottleneck_triple_from_locs(enemy_locs, 10000)
BD_is_my_territory = bottleneck_is_my_territory(BD_def_map, enemy_map)
end
-- Healer positioning map
local healer_locs = AH.get_multi_named_locs_xy('healer', cfg)
if healer_locs[1] then
BD_healer_map = bottleneck_triple_from_locs(healer_locs, 5000)
else
BD_healer_map = bottleneck_create_positioning_map(5000, data)
end
-- Use def_map values for any healer hexes that are defined in def_map as well
BD_healer_map:inter_merge(BD_def_map,
function(x, y, v1, v2) return v2 or v1 end
)
-- Leadership position map
local leadership_locs = AH.get_multi_named_locs_xy('leadership', cfg)
if leadership_locs[1] then
BD_leadership_map = bottleneck_triple_from_locs(leadership_locs, 4000)
else
BD_leadership_map = bottleneck_create_positioning_map(4000, data)
end
-- Use def_map values for any leadership hexes that are defined in def_map as well
BD_leadership_map:inter_merge(BD_def_map,
function(x, y, v1, v2) return v2 or v1 end
)
-- Healing map: positions next to healers
-- Healers get moved with higher priority, so don't need to check their MP
local healers = wesnoth.units.find_on_map { side = wesnoth.current.side, ability = "healing" }
BD_healing_map = LS.create()
for _,healer in ipairs(healers) do
for xa,ya in H.adjacent_tiles(healer.x, healer.y) do
-- Cannot be on the line, and needs to be in own territory
if BD_is_my_territory:get(xa, ya) then
local min_dist = math.huge
BD_def_map:iter( function(xd, yd, vd)
local dist_line = M.distance_between(xa, ya, xd, yd)
if (dist_line < min_dist) then min_dist = dist_line end
end)
if (min_dist > 0) then
BD_healing_map:insert(xa, ya, 3000 + min_dist) -- Farther away from enemy is good
end
end
end
end
-- Now on to evaluating possible moves:
-- First, get the rating of all units in their current positions
-- A move is only considered if it improves the overall rating,
-- that is, its rating must be higher than:
-- 1. the rating of the unit on the target hex (if there is one)
-- 2. the rating of the currently considered unit on its current hex
local all_units = wesnoth.units.find_on_map { side = wesnoth.current.side }
local current_rating_map = LS.create()
for _,unit in ipairs(all_units) do
-- Is this a healer or leadership unit?
local is_healer = (unit.__cfg.usage == "healer")
local has_leadership = AH.has_ability(unit, "leadership")
local rating = bottleneck_get_rating(unit, unit.x, unit.y, has_leadership, is_healer, data)
current_rating_map:insert(unit.x, unit.y, rating)
-- A unit that cannot move any more, (or at least cannot move out of the way)
-- must be considered to have a very high rating (it's in the best position
-- it can possibly achieve)
local best_move_away = bottleneck_move_out_of_way(unit, data)
if (not best_move_away) then current_rating_map:insert(unit.x, unit.y, 20000) end
end
local enemies = AH.get_attackable_enemies()
local attacks = {}
for _,enemy in ipairs(enemies) do
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
if BD_is_my_territory:get(xa, ya) then
local unit_in_way = wesnoth.units.get(xa, ya)
if (not AH.is_visible_unit(wesnoth.current.side, unit_in_way)) then
unit_in_way = nil
end
local data = { x = xa, y = ya,
defender = enemy,
defender_level = enemy.level,
unit_in_way = unit_in_way
}
table.insert(attacks, data)
end
end
end
-- Get a map of the allies, as hexes occupied by allied units count as
-- reachable, but must be excluded. This could also be done below by
-- using bottleneck_move_out_of_way(), but this is much faster
local allies = AH.get_visible_units(wesnoth.current.side, {
{ "filter_side", { { "allied_with", { side = wesnoth.current.side } } } },
{ "not", { side = wesnoth.current.side } }
})
local allies_map = LS.create()
for _,ally in ipairs(allies) do
allies_map:insert(ally.x, ally.y)
end
local max_rating, best_unit, best_hex = 0
for _,unit in ipairs(units) do
local is_healer = (unit.__cfg.usage == "healer")
local has_leadership = AH.has_ability(unit, "leadership")
local reach = wesnoth.find_reach(unit)
for _,loc in ipairs(reach) do
local rating = bottleneck_get_rating(unit, loc[1], loc[2], has_leadership, is_healer, data)
-- A move is only considered if it improves the overall rating,
-- that is, its rating must be higher than:
-- 1. the rating of the unit on the target hex (if there is one)
if current_rating_map:get(loc[1], loc[2])
and (current_rating_map:get(loc[1], loc[2]) >= rating)
then
rating = 0
end
-- 2. the rating of the currently considered unit on its current hex
if (rating <= current_rating_map:get(unit.x, unit.y)) then rating = 0 end
-- If the target hex is occupied, give it a small penalty
if current_rating_map:get(loc[1], loc[2]) then rating = rating - 0.001 end
-- Also need to exclude hexes occupied by an allied unit
if allies_map:get(loc[1], loc[2]) then rating = 0 end
-- Now only valid and possible moves should have a rating > 0
if (rating > max_rating) then
max_rating, best_unit, best_hex = rating, unit, { loc[1], loc[2] }
end
-- Finally, we check whether a level-up attack is possible from this hex
-- Level-up-attacks will always get a rating greater than any move
for _,attack in ipairs(attacks) do
-- Only do calc. if there's a theoretical chance for leveling up (speeds things up a lot)
local eff_defender_level = attack.defender_level
if (eff_defender_level == 0) then eff_defender_level = 0.5 end
if (attack.x == loc[1]) and (attack.y == loc[2]) and
(unit.max_experience - unit.experience <= wesnoth.game_config.kill_experience * eff_defender_level)
then
for n_weapon,weapon in ipairs(unit.attacks) do
local att_stats, def_stats = BC.simulate_combat_loc(unit, { attack.x, attack.y }, attack.defender, n_weapon)
-- Execute level-up attack when:
-- 1. max_experience-experience <= target.level*combat_experience and chance to die = 0
-- 2. kill_experience enough for leveling up and chance to die = 0
-- and chance to kill > 66% and remaining av hitpoints > 20
-- #1 is a definite level up, #2 is not, so #1 gets priority
local level_up_rating = 0
-- Note: in this conditional it needs to be the real defender level, not eff_defender_level
if (unit.max_experience - unit.experience <= wesnoth.game_config.combat_experience * attack.defender_level) then
if (att_stats.hp_chance[0] == 0) then
-- Weakest enemy is best (favors stronger weapon)
level_up_rating = 15000 - def_stats.average_hp
end
elseif (att_stats.hp_chance[0] == 0)
and (def_stats.hp_chance[0] >= 0.66)
and (att_stats.average_hp >= 20)
then
-- Strongest attacker and weakest enemy is best
level_up_rating = 14000 + att_stats.average_hp - def_stats.average_hp / 2.
end
-- Small penalty if there's a unit in the way
-- We also need to check whether this unit can actually move out of the way
if attack.unit_in_way then
if bottleneck_move_out_of_way(attack.unit_in_way, data) then
level_up_rating = level_up_rating - 0.001
else
level_up_rating = 0
end
end
if (level_up_rating > max_rating) then
max_rating, best_unit, best_hex = level_up_rating, unit, { loc[1], loc[2] }
BD_level_up_defender = attack.defender
BD_level_up_weapon = n_weapon
end
end
end
end
end
end
-- Set the variables for the exec() function
if (not best_hex) then
BD_bottleneck_moves_done = true
else
-- If there's another unit in the best location, moving it out of the way becomes the best move
local unit_in_way = wesnoth.units.find_on_map { x = best_hex[1], y = best_hex[2],
{ "not", { id = best_unit.id } }
}[1]
if (not AH.is_visible_unit(wesnoth.current.side, unit_in_way)) then
unit_in_way = nil
end
if unit_in_way then
best_hex = bottleneck_move_out_of_way(unit_in_way, data)
best_unit = unit_in_way
BD_level_up_defender = nil
BD_level_up_weapon = nil
end
BD_bottleneck_moves_done = false
BD_unit, BD_hex = best_unit, best_hex
end
return cfg.ca_score
end
function ca_bottleneck_move:execution(cfg, data)
if BD_bottleneck_moves_done then
local units = {}
if MAISD.get_mai_self_data(data, cfg.ai_id, "side_leader_activated") then
units = AH.get_units_with_moves { side = wesnoth.current.side }
else
units = AH.get_units_with_moves { side = wesnoth.current.side, canrecruit = 'no' }
end
for _,unit in ipairs(units) do
AH.checked_stopunit_moves(ai, unit)
end
else
-- Don't want full move, as this might be stepping out of the way
local cfg = { partial_move = true, weapon = BD_level_up_weapon }
AH.robust_move_and_attack(ai, BD_unit, BD_hex, BD_level_up_defender, cfg)
end
-- Now delete almost everything
-- Keep only BD_is_my_territory because it is very expensive
BD_unit, BD_hex = nil, nil
BD_level_up_defender, BD_level_up_weapon = nil, nil
BD_bottleneck_moves_done = nil
BD_def_map, BD_healer_map, BD_leadership_map, BD_healing_map = nil, nil, nil, nil
end
return ca_bottleneck_move