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It’s slow for finding units with moves or attacks left. The alternative method of getting all units and then looping over the table with a condition is much faster.
78 lines
2.6 KiB
Lua
78 lines
2.6 KiB
Lua
local H = wesnoth.require "lua/helper.lua"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local BC = wesnoth.require "ai/lua/battle_calcs.lua"
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local LS = wesnoth.require "lua/location_set.lua"
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local ca_simple_attack = {}
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function ca_simple_attack:evaluation(ai, cfg, self)
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local units = AH.get_units_with_attacks {
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side = wesnoth.current.side,
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{ "and", cfg.filter }
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}
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if (not units[1]) then return 0 end
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-- Get all possible attacks
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local attacks = AH.get_attacks(units, { include_occupied = true })
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--print('#attacks', #attacks)
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if (not attacks[1]) then return 0 end
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-- If cfg.filter_second is set, set up a map (location set)
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-- of enemies that it is okay to attack
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local enemy_map
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if cfg.filter_second then
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local enemies = wesnoth.get_units {
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{ "filter_side", {{ "enemy_of", { side = wesnoth.current.side } }} },
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{ "and", cfg.filter_second }
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}
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--print('#enemies', #enemies)
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if (not enemies[1]) then return 0 end
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enemy_map = LS.create()
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for i,e in ipairs(enemies) do enemy_map:insert(e.x, e.y) end
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end
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-- Now find the best of the possible attacks
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local max_rating, best_attack = -9e99, {}
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for i, att in ipairs(attacks) do
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local valid_target = true
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if cfg.filter_second and (not enemy_map:get(att.target.x, att.target.y)) then
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valid_target = false
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end
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if valid_target then
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local attacker = wesnoth.get_unit(att.src.x, att.src.y)
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local enemy = wesnoth.get_unit(att.target.x, att.target.y)
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local dst = { att.dst.x, att.dst.y }
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local rating = BC.attack_rating(attacker, enemy, dst)
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--print('rating:', rating, attacker.id, enemy.id)
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if (rating > max_rating) then
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max_rating = rating
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best_attack = att
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end
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end
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end
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if (max_rating > -9e99) then
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self.data.attack = best_attack
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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_simple_attack:execution(ai, cfg, self)
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local attacker = wesnoth.get_unit(self.data.attack.src.x, self.data.attack.src.y)
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local defender = wesnoth.get_unit(self.data.attack.target.x, self.data.attack.target.y)
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AH.movefull_outofway_stopunit(ai, attacker, self.data.attack.dst.x, self.data.attack.dst.y)
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if (not attacker) or (not attacker.valid) then return end
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if (not defender) or (not defender.valid) then return end
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AH.checked_attack(ai, attacker, defender, (cfg.weapon or -1))
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self.data.attack = nil
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end
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return ca_simple_attack |