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

86 lines
3.0 KiB
Lua

local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local M = wesnoth.map
local ca_ogres_flee = {}
function ca_ogres_flee:evaluation()
local units = AH.get_units_with_moves { side = wesnoth.current.side }
if (not units[1]) then return 0 end
return 110000
end
function ca_ogres_flee:execution()
local units = AH.get_units_with_moves { side = wesnoth.current.side }
local units_noMP = wesnoth.units.find_on_map { side = wesnoth.current.side,
formula = 'movement_left = 0'
}
local width, height = wesnoth.get_map_size()
-- Need the enemy map and enemy attack map if avoid_enemies is set
local enemies = wesnoth.units.find_on_map { { "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } } }
local enemy_attack_map = BC.get_attack_map(enemies)
local max_rating, best_hex, best_unit = - math.huge
for i,u in ipairs(units) do
local reach = wesnoth.find_reach(u)
for j,r in ipairs(reach) do
local unit_in_way = wesnoth.units.get(r[1], r[2])
if (not unit_in_way) or (unit_in_way == u) then
-- First rating is distance from a map edge
local dist_left = r[1] - 1
local dist_right = width - r[1]
local dist_top_left = M.distance_between(r[1], r[2], 4, 1)
local dist_top_right = M.distance_between(r[1], r[2], 40, 1)
local dist_bottom = height - r[2]
local dist = math.min(dist_left, dist_right, dist_top_left, dist_top_right, dist_bottom)
local rating = - dist
-- If we can reach the edge, we do so
if (dist == 0) then rating = rating + 1000 end
local enemy_weight = 0.5
local enemy_rating = - (enemy_attack_map.units:get(r[1], r[2]) or 0) * enemy_weight
local enemy_rating = 0
for k,e in ipairs(enemies) do
local dist = M.distance_between(r[1], r[2], e.x, e.y)
enemy_rating = enemy_rating + math.sqrt(dist)
end
rating = rating + enemy_rating
-- Also, maximize distance from own units that have already moved
local own_unit_weight = 0.5
local own_unit_rating = 0
for k,u_noMP in ipairs(units_noMP) do
local dist = M.distance_between(r[1], r[2], u_noMP.x, u_noMP.y)
own_unit_rating = own_unit_rating + math.sqrt(dist)
end
rating = rating + own_unit_rating * own_unit_weight
if (rating > max_rating) then
best_hex = { r[1], r[2] }
best_unit = u
max_rating = rating
end
end
end
end
if best_hex then
AH.movefull_outofway_stopunit(ai, best_unit, best_hex[1], best_hex[2])
else
ai.stopunit_moves(best_unit)
end
end
return ca_ogres_flee