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https://github.com/wesnoth/wesnoth
synced 2025-04-27 22:55:08 +00:00

Also backtracked the removal of wesnoth.get_recall_units, which is now available as wesnoth.units.find_on_recall - it's just more convenient than passing x=recall to wesnoth.units.find
116 lines
4.3 KiB
Lua
116 lines
4.3 KiB
Lua
local H = wesnoth.require "helper"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local messenger_next_waypoint = wesnoth.require "ai/micro_ais/cas/ca_messenger_f_next_waypoint.lua"
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local best_attack
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local function messenger_find_enemies_in_way(messenger, goal_x, goal_y)
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-- Returns the first unit on or next to the path of the messenger
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-- @messenger: proxy table for the messenger unit
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-- @goal_x,@goal_y: coordinates of the goal toward which the messenger moves
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-- Returns proxy table for the first unit found, or nil if none was found
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local path, cost = AH.find_path_with_shroud(messenger, goal_x, goal_y, { ignore_units = true })
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if cost >= 42424242 then return end
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-- The second path hex is the first that is important for the following analysis
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if (not path[2]) then return end
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-- Is there an enemy unit on the second path hex?
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-- This would be caught by the adjacent hex check later, but not in the right order
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local enemy = wesnoth.units.get(path[2][1], path[2][2])
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if AH.is_attackable_enemy(enemy) then return enemy end
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-- After that, go through adjacent hexes of all the other path hexes
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for i = 2,#path do
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local sub_path, sub_cost = AH.find_path_with_shroud(messenger, path[i][1], path[i][2], { ignore_units = true })
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if (sub_cost <= messenger.moves) then
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for xa,ya in H.adjacent_tiles(path[i][1], path[i][2]) do
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local enemy = wesnoth.units.get(xa, ya)
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if AH.is_attackable_enemy(enemy) then return enemy end
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end
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else -- If we've reached the end of the path for this turn
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return
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end
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end
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end
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local function messenger_find_clearing_attack(messenger, goal_x, goal_y, cfg)
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-- Check if an enemy is in the way of the messenger
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-- If so, find attack that would clear that enemy out of the way
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-- @messenger: proxy table for the messenger unit
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-- @goal_x,@goal_y: coordinates of the goal toward which the messenger moves
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-- Returns proxy table containing the attack, or nil if none was found
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local enemy_in_way = messenger_find_enemies_in_way(messenger, goal_x, goal_y)
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if (not enemy_in_way) then return end
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local filter = wml.get_child(cfg, "filter") or { id = cfg.id }
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local units = AH.get_units_with_attacks {
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side = wesnoth.current.side,
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{ "not", filter },
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{ "and", wml.get_child(cfg, "filter_second") }
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}
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if (not units[1]) then return end
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local attacks = AH.get_attacks(units, { simulate_combat = true })
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local max_rating = - math.huge
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for _,attack in ipairs(attacks) do
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if (attack.target.x == enemy_in_way.x) and (attack.target.y == enemy_in_way.y) then
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-- Rating: expected HP of attacker and defender
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local rating = attack.att_stats.average_hp - 2 * attack.def_stats.average_hp
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if (rating > max_rating) then
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max_rating, best_attack = rating, attack
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end
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end
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end
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if best_attack then return best_attack end
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-- If we got here, that means there's an enemy in the way, but none of the units can reach it
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--> try to fight our way to that enemy
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for _,attack in ipairs(attacks) do
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-- Rating: expected HP of attacker and defender
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local rating = attack.att_stats.average_hp - 2 * attack.def_stats.average_hp
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-- Give a huge bonus for closeness to enemy_in_way
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local tmp_defender = wesnoth.units.get(attack.target.x, attack.target.y)
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local dist = wesnoth.map.distance_between(enemy_in_way.x, enemy_in_way.y, tmp_defender.x, tmp_defender.y)
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rating = rating + 100. / dist
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if (rating > max_rating) then
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max_rating, best_attack = rating, attack
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end
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end
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if best_attack then return best_attack end
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end
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local ca_messenger_attack = {}
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function ca_messenger_attack:evaluation(cfg)
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-- Attack units in the path of the messengers
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local messenger, x, y = messenger_next_waypoint(cfg)
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if (not messenger) then return 0 end
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local attack = messenger_find_clearing_attack(messenger, x, y, cfg)
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if attack then
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return cfg.ca_score
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end
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return 0
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end
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function ca_messenger_attack:execution(cfg)
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AH.robust_move_and_attack(ai, best_attack.src, best_attack.dst, best_attack.target)
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best_attack = nil
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end
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return ca_messenger_attack
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