wesnoth/data/ai/lua/ca_move_to_any_enemy.lua
mattsc 6ed684af73 move-to-any-enemy CA: stop eval if no enemies
Otherwise there is an error caused by one of the sort functions later in the code.
2022-07-03 06:48:47 -07:00

103 lines
4.4 KiB
Lua

------- Move To Any Enemy CA --------------
-- Move AI units toward any enemy on the map. This has a very low CA score and
-- only kicks in when the AI would do nothing else. It prevents the AI from
-- being inactive on maps without enemy leaders and villages.
-- It has a very simple algorithm that does well enough in many cases, but should
-- be considered a fall-back option. If more complex behavior is desired, use
-- the move-to-targets CA and customize it with [goal] tags. That works even
-- on maps without enemy leaders and villages.
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local MTAE_unit, MTAE_destination
local ca_move_to_any_enemy = {}
function ca_move_to_any_enemy:evaluation(cfg, data, filter_own)
local start_time, ca_name = wesnoth.ms_since_init() / 1000., 'move_to_any_enemy'
if AH.print_eval() then AH.print_ts(' - Evaluating move_to_any_enemy CA:') end
local units = AH.get_units_with_moves({
side = wesnoth.current.side,
canrecruit = 'no',
{ "and", filter_own }
}, true)
if (not units[1]) then
-- No units with moves left
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local avoid_map = AH.get_avoid_map(ai, nil, true)
-- In principle we don't even need to pass avoid_map here, as the loop below also
-- checks this, but we might as well eliminate unreachable enemies right away
local enemies = AH.get_attackable_enemies({}, wesnoth.current.side, { avoid_map = avoid_map })
if (not enemies[1]) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
-- Presort unit/enemy pairs by distance in hexes to avoid unnecessary path finding.
-- As AI units are dealt with one by one below, this only needs to be done individually
-- for each AI unit, not for the whole set of pairs.
local unit_distances = {}
for i,u in ipairs(units) do
local enemy_distances = {}
for j,e in ipairs(enemies) do
local dist = wesnoth.map.distance_between(u, e)
table.insert(enemy_distances, { x = e.x, y = e.y, dist = dist })
end
-- Sort enemies by distance for this AI unit
table.sort(enemy_distances, function(a, b) return (a.dist < b.dist) end)
table.insert(unit_distances, { x = u.x, y = u.y, enemy_distances = enemy_distances })
end
-- Finally, sort AI units by distance to their closest enemies
table.sort(unit_distances, function(a, b) return (a.enemy_distances[1].dist < b.enemy_distances[1].dist) end)
local unit, destination
-- Find the closest enemies to the sorted AI units. This does not need to find the absolutely best
-- combination, such as which hex adjacent to the unit is best, as these enemies are out
-- of reach of the AI (otherwise other CAs would have triggered previously).
-- This moves one AI unit at a time in order to speed up evaluation.
for i,ud in ipairs(unit_distances) do
local u = wesnoth.units.get(ud.x, ud.y)
local best_cost, best_path = AH.no_path, nil
for j,ed in ipairs(ud.enemy_distances) do
-- Only do path finding if the distance to the enemy in less than the current best path cost,
-- otherwise it is impossible to find a shorter path.
if (not best_path) or (ed.dist < best_cost) then
if (not avoid_map:get(ed.x, ed.y)) then
local path, cost = AH.find_path_with_avoid(u, ed.x, ed.y, avoid_map, { ignore_enemies = true })
if (cost < best_cost) then
best_cost = cost
best_path = path
end
end
end
end
if best_path then
MTAE_destination = AH.next_hop(u, nil, nil, { path = best_path, avoid_map = avoid_map })
if (MTAE_destination[1] ~= u.x) or (MTAE_destination[2] ~= u.y) then
MTAE_unit = u
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 1000
end
end
end
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
function ca_move_to_any_enemy:execution(cfg, data)
if AH.print_exec() then AH.print_ts(' Executing move_to_any_enemy CA') end
AH.robust_move_and_attack(ai, MTAE_unit, MTAE_destination)
MTAE_unit, MTAE_destination = nil,nil
end
return ca_move_to_any_enemy