mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-27 16:50:45 +00:00

New functions print_ts() and print_ts_delta(). Update functions find_best_move() and get_attack_combos(). Use new 1.11.2 syntax and functionality.
1397 lines
50 KiB
Lua
1397 lines
50 KiB
Lua
local H = wesnoth.require "lua/helper.lua"
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local W = H.set_wml_action_metatable {}
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local LS = wesnoth.require "lua/location_set.lua"
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local ai_helper = {}
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----- Debugging helper functions ------
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function ai_helper.show_messages()
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-- Returns true or false (hard-coded). To be used to
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-- show messages if in debug mode
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-- Just edit the following line (easier than trying to set WML variable)
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local show_messages_flag = false
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if wesnoth.game_config.debug then return show_messages_flag end
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return false
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end
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function ai_helper.print_exec()
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-- Returns true or false (hard-coded). To be used to
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-- show which CA is being executed if in debug mode
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-- Just edit the following line (easier than trying to set WML variable)
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local print_exec_flag = false
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if wesnoth.game_config.debug then return print_exec_flag end
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return false
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end
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function ai_helper.print_eval()
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-- Returns true or false (hard-coded). To be used to
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-- show which CA is being evaluated if in debug mode
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-- Just edit the following line (easier than trying to set WML variable)
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local print_eval_flag = false
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if wesnoth.game_config.debug then return print_eval_flag end
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return false
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end
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function ai_helper.done_eval_messages(start_time, ca_name)
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ca_name = ca_name or 'unknown'
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local dt = wesnoth.get_time_stamp() /1000. - start_time
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if ai_helper.print_eval() then
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ai_helper.print_ts_delta(start_time, ' - Done evaluating ' .. ca_name .. ':')
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end
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if (dt >= 10) then
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W.message{
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speaker = 'narrator',
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caption = 'Evaluation of candidate action ' .. ca_name .. ' took ' .. dt .. ' seconds',
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message = 'This took a really long time (which it should not). If you can, would you mind sending us a screen grab of this situation? Thanks!'
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}
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end
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end
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function ai_helper.clear_labels()
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-- Clear all labels on a map
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local w,h,b = wesnoth.get_map_size()
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for x = 1,w do
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for y = 1,h do
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W.label { x = x, y = y, text = "" }
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end
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end
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end
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function ai_helper.put_labels(map, factor)
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-- Take map (location set) and put label containing 'value' onto the map
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-- factor: multiply by 'factor' if set
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-- print 'nan' if element exists but is not a number
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factor = factor or 1
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ai_helper.clear_labels()
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map:iter(function(x, y, data)
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local out = tonumber(data) or 'nan'
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if (out ~= 'nan') then out = out * factor end
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W.label { x = x, y = y, text = out }
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end)
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end
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function ai_helper.print_ts(...)
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-- Print arguments preceded by a time stamp in seconds
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-- Also returns that time stamp
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local ts = wesnoth.get_time_stamp() / 1000.
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local arg = {...}
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arg[#arg+1] = string.format('[ t = %.3f ]', ts)
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print(table.unpack(arg))
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return ts
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end
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function ai_helper.print_ts_delta(start_time, ...)
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-- start_time: time stamp in seconds as returned by wesnoth.get_time_stamp / 1000.
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-- Same as ai_helper.print_ts(), but also adds time elapsed since
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-- the time given in the first argument (in seconds)
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-- Returns time stamp as well as time elapsed
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local ts = wesnoth.get_time_stamp() / 1000.
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local delta = ts - start_time
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local arg = {...}
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arg[#arg+1] = string.format('[ t = %.3f, dt = %.3f ]', ts, delta)
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print(table.unpack(arg))
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return ts, delta
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end
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----- General functionality and maths helper functions ------
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function ai_helper.got_1_11()
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if not wesnoth.compare_versions then return false end
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return wesnoth.compare_versions(wesnoth.game_config.version, ">=", "1.11.0")
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end
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function ai_helper.filter(input, condition)
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-- equivalent of filter() function in Formula AI
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local filtered_table = {}
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for i,v in ipairs(input) do
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if condition(v) then
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--print(i, "true")
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table.insert(filtered_table, v)
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end
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end
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return filtered_table
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end
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function ai_helper.choose(input, value)
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-- equivalent of choose() function in Formula AI
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-- Returns element of a table with the largest 'value' (a function)
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-- Also returns the max value and the index
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local max_value = -9e99
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local best_input = nil
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local best_key = nil
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for k,v in pairs(input) do
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if value(v) > max_value then
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max_value = value(v)
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best_input = v
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best_key = k
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end
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--print(k, value(v), max_value)
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end
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return best_input, max_value, best_key
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end
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function ai_helper.random(min, max)
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-- Use this function as Lua's 'math.random' is not replay or MP safe
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if not max then min, max = 1, min end
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wesnoth.fire("set_variable", { name = "LUA_random", rand = string.format("%d..%d", min, max) })
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local res = wesnoth.get_variable "LUA_random"
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wesnoth.set_variable "LUA_random"
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return res
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end
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function ai_helper.table_copy(t)
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-- Make a copy of a table (rather than just another pointer to the same table)
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local copy = {}
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for k,v in pairs(t) do copy[k] = v end
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return copy
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end
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function ai_helper.array_merge(a1, a2)
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-- Merge two arrays
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-- I want to do this without overwriting t1 or t2 -> create a new table
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-- This only works with arrays, not general tables
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local merger = {}
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for i,a in pairs(a1) do table.insert(merger, a) end
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for i,a in pairs(a2) do table.insert(merger, a) end
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return merger
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end
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function ai_helper.serialize(input)
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-- Convert 'input' to a string in a format corresponding to the type of the input
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-- The string is all put into one line
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local str = ''
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if (type(input) == "number") or (type(input) == "boolean") then
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str = tostring(input)
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elseif type(input) == "string" then
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str = string.format("%q", input)
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elseif type(input) == "table" then
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str = str .. "{ "
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for k,v in pairs(input) do
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str = str .. "[" .. ai_helper.serialize(k) .. "] = "
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str = str .. ai_helper.serialize(v)
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str = str .. ", "
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end
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str = str .. "}"
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else
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error("cannot serialize a " .. type(input))
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end
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return str
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end
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function ai_helper.split(str, sep)
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-- Split a string into a table using the delimiter
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local sep, fields = sep or ",", {}
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local pattern = string.format("([^%s]+)", sep)
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string.gsub(str, pattern, function(c) fields[#fields+1] = c end)
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return fields
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end
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--------- Location set related helper functions ----------
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function ai_helper.get_LS_xy(index)
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-- Get the x,y coordinates from a location set index
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-- For some reason, there doesn't seem to be a LS function for this
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local tmp_set = LS.create()
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tmp_set.values[index] = 1
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local xy = tmp_set:to_pairs()[1]
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return xy[1], xy[2]
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end
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function ai_helper.LS_of_triples(table)
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-- Create a location set from a table of 3-element tables
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-- Elements 1 and 2 are x,y coordinates, #3 is value to be inserted
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local set = LS.create()
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for k,t in pairs(table) do
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set:insert(t[1], t[2], t[3])
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end
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return set
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end
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function ai_helper.to_triples(set)
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local res = {}
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set:iter(function(x, y, v) table.insert(res, { x, y, v }) end)
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return res
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end
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function ai_helper.LS_random_hex(set)
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-- Select a random hex from the hexes in location set 'set'
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-- This seems "inelegant", but I can't come up with another way without creating an extra array
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-- Return -1, -1 if set is empty
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local r = ai_helper.random(set:size())
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local i, xr, yr = 1, -1, -1
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set:iter( function(x, y, v)
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if (i == r) then xr, yr = x, y end
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i = i + 1
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end)
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return xr, yr
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end
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--------- Location, position or hex related helper functions ----------
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function ai_helper.find_opposite_hex_adjacent(hex, center_hex)
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-- Find the hex that is opposite of 'hex' w.r.t. 'center_hex'
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-- Both input hexes are of format { x, y }
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-- Output: {opp_x, opp_y} -- or nil if 'hex' and 'center_hex' are not adjacent (or no opposite hex is found, e.g. for hexes on border)
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-- If the two input hexes are not adjacent, return nil
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if (H.distance_between(hex[1], hex[2], center_hex[1], center_hex[2]) ~= 1) then return nil end
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-- Finding the opposite x position is easy
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local opp_x = center_hex[1] + (center_hex[1] - hex[1])
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-- y is slightly more tricky, because of the hexagonal shape, but there's a neat trick
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-- that saves us from having to build in a lot of if statements
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-- Among the adjacent hexes, it is the one with the correct x, and y _different_ from hex[2]
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for x, y in H.adjacent_tiles(center_hex[1], center_hex[2]) do
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if (x == opp_x) and (y ~= hex[2]) then return { x, y } end
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end
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return nil
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end
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function ai_helper.find_opposite_hex(hex, center_hex)
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-- Find the hex that is opposite of 'hex' w.r.t. 'center_hex'
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-- Using "square coordinate" method by JaMiT
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-- Note: this also works for non-adjacent hexes, but might return hexes that are not on the map!
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-- Both input hexes are of format { x, y }
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-- Output: {opp_x, opp_y}
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-- Finding the opposite x position is easy
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local opp_x = center_hex[1] + (center_hex[1] - hex[1])
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-- Going to "square geometry" for y coordinate
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local y_sq = hex[2] * 2 - (hex[1] % 2)
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local yc_sq = center_hex[2] * 2 - (center_hex[1] % 2)
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-- Now the same equation as for x can be used for y
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local opp_y = yc_sq + (yc_sq - y_sq)
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opp_y = math.floor((opp_y + 1) / 2)
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return {opp_x, opp_y}
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end
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function ai_helper.is_opposite_adjacent(hex1, hex2, center_hex)
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-- Returns true if 'hex1' and 'hex2' are opposite from each other w.r.t center_hex
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local opp_hex = ai_helper.find_opposite_hex_adjacent(hex1, center_hex)
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if opp_hex and (opp_hex[1] == hex2[1]) and (opp_hex[2] == hex2[2]) then return true end
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return false
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end
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function ai_helper.get_closest_location(hex, location_filter, unit)
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-- Get the location closest to 'hex' (in format { x, y })
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-- that matches 'location_filter' (in WML table format)
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-- A unit can be passed as an optional third parameter, in which case the
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-- terrain needs to be passable for that unit
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-- Returns nil if no terrain matching the filter was found
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-- Find the maximum distance from 'hex' that's possible on the map
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local max_distance = 0
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local width, height = wesnoth.get_map_size()
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local to_top_left = H.distance_between(hex[1], hex[2], 0, 0)
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if (to_top_left > max_distance) then max_distance = to_top_left end
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local to_top_right = H.distance_between(hex[1], hex[2], width+1, 0)
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if (to_top_right > max_distance) then max_distance = to_top_right end
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local to_bottom_left = H.distance_between(hex[1], hex[2], 0, height+1)
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if (to_bottom_left > max_distance) then max_distance = to_bottom_left end
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local to_bottom_right = H.distance_between(hex[1], hex[2], width+1, height+1)
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if (to_bottom_right > max_distance) then max_distance = to_bottom_right end
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--print(max_distance)
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local radius = 0
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while (radius <= max_distance) do
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local loc_filter = {}
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if (radius == 0) then
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loc_filter = {
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{ "and", { x = hex[1], y = hex[2], radius = radius } },
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}
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else
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loc_filter = {
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{ "and", { x = hex[1], y = hex[2], radius = radius } },
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{ "not", { x = hex[1], y = hex[2], radius = radius - 1 } },
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}
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end
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for k,v in pairs(location_filter) do loc_filter[k] = v end
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local locs = wesnoth.get_locations(loc_filter)
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if unit then
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for i,l in ipairs(locs) do
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local movecost = wesnoth.unit_movement_cost(unit, wesnoth.get_terrain(l[1], l[2]))
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if (movecost < 99) then return l end
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end
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else
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if locs[1] then return locs[1] end
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end
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radius = radius + 1
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end
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return nil
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end
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function ai_helper.get_passable_locations(location_filter, unit)
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-- Finds all locations matching 'location_filter' that are passable for
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-- 'unit'. This also excludes hexes on the map border.
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-- 'unit' is optional: if omitted, all hexes matching the filter, but
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-- excluding border hexes are returned
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-- All hexes that are not on the map border
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local width, height = wesnoth.get_map_size()
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local all_locs = wesnoth.get_locations{
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x = '1-' .. width,
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y = '1-' .. height,
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{ "and", location_filter }
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}
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-- If 'unit' is provided, exclude terrain that's impassable for the unit
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-- table.delete() can be slow for large arrays -> build a new table
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if unit then
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local locs = {}
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for i,l in ipairs(all_locs) do
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local movecost = wesnoth.unit_movement_cost(unit, wesnoth.get_terrain(l[1], l[2]))
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if (movecost < 99) then table.insert(locs, l) end
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end
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return locs
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end
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return all_locs
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end
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function ai_helper.distance_map(units, map)
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-- Get the distance map for all units in 'units' (as a location set)
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-- DM = sum ( distance_from_unit )
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-- This is done for all elements of 'map' (a locations set), or for the entire map if 'map' is not given
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local DM = LS.create()
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if map then
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map:iter(function(x, y, data)
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local dist = 0
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for i,u in ipairs(units) do
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dist = dist + H.distance_between(u.x, u.y, x, y)
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end
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DM:insert(x, y, dist)
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end)
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else
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local w,h,b = wesnoth.get_map_size()
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for x = 1,w do
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for y = 1,h do
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local dist = 0
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for i,u in ipairs(units) do
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dist = dist + H.distance_between(u.x, u.y, x, y)
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end
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DM:insert(x, y, dist)
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end
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end
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end
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--ai_helper.put_labels(DM)
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--W.message {speaker="narrator", message="Distance map" }
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return DM
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end
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function ai_helper.inverse_distance_map(units, map)
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-- Get the inverse distance map for all units in 'units' (as a location set)
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-- IDM = sum ( 1 / (distance_from_unit+1) )
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-- This is done for all elements of 'map' (a locations set), or for the entire map if 'map' is not given
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local IDM = LS.create()
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if map then
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map:iter(function(x, y, data)
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local dist = 0
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for i,u in ipairs(units) do
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dist = dist + 1. / (H.distance_between(u.x, u.y, x, y) + 1)
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end
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IDM:insert(x, y, dist)
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end)
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else
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local w,h,b = wesnoth.get_map_size()
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for x = 1,w do
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for y = 1,h do
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local dist = 0
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for i,u in ipairs(units) do
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dist = dist + 1. / (H.distance_between(u.x, u.y, x, y) + 1)
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end
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IDM:insert(x, y, dist)
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end
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end
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end
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--ai_helper.put_labels(IDM)
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--W.message {speaker="narrator", message="Inverse distance map" }
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return IDM
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end
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function ai_helper.generalized_distance(x1, y1, x2, y2)
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-- determines "distance of (x1,y1) from (x2,y2) even if
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-- x2 and y2 are not necessarily both given (or not numbers)
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-- Return 0 if neither is given
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if (not x2) and (not y2) then return 0 end
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-- If only one of the parameters is set
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if (not x2) then return math.abs(y1 - y2) end
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if (not y2) then return math.abs(x1 - x2) end
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-- Otherwise, return standard distance
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return H.distance_between(x1, y1, x2, y2)
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end
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function ai_helper.xyoff(x, y, ori, hex)
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-- Finds hexes at a certain offset from x,y
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-- ori: direction/orientation: north (0), ne (1), se (2), s (3), sw (4), nw (5)
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-- hex: string for the hex to be queried. Possible values:
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-- 's': self, 'u': up, 'lu': left up, 'ld': left down, 'ru': right up, 'rd': right down
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-- This is all relative "looking" in the direction of 'ori'
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-- returns x,y for the queried hex
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-- Unlike Lua default, we count 'ori' from 0 (north) to 5 (nw), so that modulo operator can be used
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ori = ori % 6
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if (hex == 's') then return x, y end
|
|
|
|
-- This is all done with ifs, to keep it as fast as possible
|
|
if (ori == 0) then -- "north"
|
|
if (hex == 'u') then return x, y-1 end
|
|
if (hex == 'd') then return x, y+1 end
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'lu') then return x-1, y-dy end
|
|
if (hex == 'ld') then return x-1, y+1-dy end
|
|
if (hex == 'ru') then return x+1, y-dy end
|
|
if (hex == 'rd') then return x+1, y+1-dy end
|
|
end
|
|
|
|
if (ori == 1) then -- "north-east"
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'u') then return x+1, y-dy end
|
|
if (hex == 'd') then return x-1, y+1-dy end
|
|
if (hex == 'lu') then return x, y-1 end
|
|
if (hex == 'ld') then return x-1, y-dy end
|
|
if (hex == 'ru') then return x+1, y+1-dy end
|
|
if (hex == 'rd') then return x, y+1 end
|
|
end
|
|
|
|
if (ori == 2) then -- "south-east"
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'u') then return x+1, y+1-dy end
|
|
if (hex == 'd') then return x-1, y-dy end
|
|
if (hex == 'lu') then return x+1, y-dy end
|
|
if (hex == 'ld') then return x, y-1 end
|
|
if (hex == 'ru') then return x, y+1 end
|
|
if (hex == 'rd') then return x-1, y+1-dy end
|
|
end
|
|
|
|
if (ori == 3) then -- "south"
|
|
if (hex == 'u') then return x, y+1 end
|
|
if (hex == 'd') then return x, y-1 end
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'lu') then return x+1, y+1-dy end
|
|
if (hex == 'ld') then return x+1, y-dy end
|
|
if (hex == 'ru') then return x-1, y+1-dy end
|
|
if (hex == 'rd') then return x-1, y-dy end
|
|
end
|
|
|
|
if (ori == 4) then -- "south-west"
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'u') then return x-1, y+1-dy end
|
|
if (hex == 'd') then return x+1, y-dy end
|
|
if (hex == 'lu') then return x, y+1 end
|
|
if (hex == 'ld') then return x+1, y+1-dy end
|
|
if (hex == 'ru') then return x-1, y-dy end
|
|
if (hex == 'rd') then return x, y-1 end
|
|
end
|
|
|
|
if (ori == 5) then -- "north-west"
|
|
local dy = 0
|
|
if (x % 2) == 1 then dy=1 end
|
|
if (hex == 'u') then return x-1, y-dy end
|
|
if (hex == 'd') then return x+1, y+1-dy end
|
|
if (hex == 'lu') then return x-1, y+1-dy end
|
|
if (hex == 'ld') then return x, y+1 end
|
|
if (hex == 'ru') then return x, y-1 end
|
|
if (hex == 'rd') then return x+1, y-dy end
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
function ai_helper.split_location_list_to_strings(list)
|
|
-- Convert a list of locations as returned by wesnoth.get_locations into a pair of strings
|
|
-- suitable for passing in as x,y coordinate lists to wesnoth.get_locations.
|
|
-- Could alternatively convert to a WML table and use the find_in argument, but this is simpler.
|
|
local locsx, locsy = {}, {}
|
|
for i,loc in ipairs(list) do
|
|
locsx[i] = loc[1]
|
|
locsy[i] = loc[2]
|
|
end
|
|
locsx = table.concat(locsx, ",")
|
|
locsy = table.concat(locsy, ",")
|
|
|
|
return locsx, locsy
|
|
end
|
|
|
|
--------- Unit related helper functions ----------
|
|
|
|
function ai_helper.get_live_units(filter)
|
|
-- Same as wesnoth.get_units(), except that it only returns non-petrified units
|
|
|
|
filter = filter or {}
|
|
|
|
-- So that 'filter' in calling function is not modified (if it's a variable):
|
|
local live_filter = ai_helper.table_copy(filter)
|
|
|
|
local filter_not_petrified = { "not", {
|
|
{ "filter_wml", {
|
|
{ "status", { petrified = "yes" } }
|
|
} }
|
|
} }
|
|
|
|
-- Combine the two filters. Doing it this way around is much easier (always works, no ifs required),
|
|
-- but it means we need to make a copy of the filter above, so that the original does not get changed
|
|
table.insert(live_filter, filter_not_petrified)
|
|
|
|
return wesnoth.get_units(live_filter)
|
|
end
|
|
|
|
function ai_helper.get_closest_enemy(loc)
|
|
-- Get the closest enemy to loc, or the leader if loc not specified
|
|
local x, y
|
|
|
|
local enemies = ai_helper.get_live_units {
|
|
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
|
|
}
|
|
|
|
if not loc then
|
|
local leader = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'yes' }[1]
|
|
x = leader.x
|
|
y = leader.y
|
|
else
|
|
x = loc[1]
|
|
y = loc[2]
|
|
end
|
|
|
|
local closest_distance, location = 9e99, {}
|
|
for i,u in ipairs(enemies) do
|
|
enemy_distance = H.distance_between(x, y, u.x, u.y)
|
|
if enemy_distance < closest_distance then
|
|
closest_distance = enemy_distance
|
|
location = { x = u.x, y = u.y}
|
|
end
|
|
end
|
|
|
|
return closest_distance, location
|
|
end
|
|
|
|
function ai_helper.has_ability(unit, ability)
|
|
-- Returns true/false depending on whether unit has the given ability
|
|
local has_ability = false
|
|
local abilities = H.get_child(unit.__cfg, "abilities")
|
|
if abilities then
|
|
if H.get_child(abilities, ability) then has_ability = true end
|
|
end
|
|
return has_ability
|
|
end
|
|
|
|
function ai_helper.has_weapon_special(unit, special)
|
|
-- Returns true/false depending on whether unit has a weapon with the given special
|
|
-- Also returns the number of the first poisoned weapon
|
|
local weapon_number = 0
|
|
for att in H.child_range(unit.__cfg, 'attack') do
|
|
weapon_number = weapon_number + 1
|
|
for sp in H.child_range(att, 'specials') do
|
|
if H.get_child(sp, special) then
|
|
return true, weapon_number
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
function ai_helper.get_cheapest_recruit_cost()
|
|
local cheapest_unit_cost = 9e99
|
|
for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
|
|
if wesnoth.unit_types[recruit_id].cost < cheapest_unit_cost then
|
|
cheapest_unit_cost = wesnoth.unit_types[recruit_id].cost
|
|
end
|
|
end
|
|
return cheapest_unit_cost
|
|
end
|
|
|
|
--------- Move related helper functions ----------
|
|
|
|
ai_helper.no_path = 42424242 -- Value returned by engine for distance when no path is found
|
|
|
|
function ai_helper.get_dst_src_units(units, cfg)
|
|
-- Get the dst_src LS for 'units'
|
|
-- cfg: configuration table
|
|
-- - moves: if set to 'max' use max_moves of units, rather than current moves
|
|
|
|
local max_moves = false
|
|
if cfg then
|
|
if (cfg['moves'] == 'max') then max_moves = true end
|
|
end
|
|
|
|
local dstsrc = LS.create()
|
|
for i,u in ipairs(units) do
|
|
-- If {moves = 'max} is set
|
|
local tmp = u.moves
|
|
if max_moves then
|
|
u.moves = u.max_moves
|
|
end
|
|
local reach = wesnoth.find_reach(u)
|
|
if max_moves then
|
|
u.moves = tmp
|
|
end
|
|
for j,r in ipairs(reach) do
|
|
local tmp = dstsrc:get(r[1], r[2]) or {}
|
|
table.insert(tmp, { x = u.x, y = u.y })
|
|
dstsrc:insert(r[1], r[2], tmp)
|
|
end
|
|
end
|
|
return dstsrc
|
|
end
|
|
|
|
function ai_helper.get_dst_src(units)
|
|
-- Produces the same output as ai.get_dst_src() (available in 1.11.0)
|
|
-- If units is given, use them, otherwise do it for all units on the current side
|
|
|
|
local my_units = {}
|
|
if units then
|
|
my_units = units
|
|
else
|
|
my_units = wesnoth.get_units { side = wesnoth.current.side }
|
|
end
|
|
|
|
return ai_helper.get_dst_src_units(my_units)
|
|
end
|
|
|
|
function ai_helper.get_enemy_dst_src()
|
|
-- Produces the same output as ai.get_enemy_dst_src() (available in 1.11.0)
|
|
|
|
local enemies = wesnoth.get_units {
|
|
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side} } } }
|
|
}
|
|
|
|
return ai_helper.get_dst_src_units(enemies, { moves = 'max' })
|
|
end
|
|
|
|
function ai_helper.my_moves()
|
|
-- Produces a table with each (numerical) field of form:
|
|
-- [1] = { dst = { x = 7, y = 16 },
|
|
-- src = { x = 6, y = 16 } }
|
|
|
|
local dstsrc = ai.get_dstsrc()
|
|
|
|
local my_moves = {}
|
|
for key,value in pairs(dstsrc) do
|
|
--print("src: ",value[1].x,value[1].y," -- dst: ",key.x,key.y)
|
|
table.insert( my_moves,
|
|
{ src = { x = value[1].x , y = value[1].y },
|
|
dst = { x = key.x , y = key.y }
|
|
}
|
|
)
|
|
end
|
|
|
|
return my_moves
|
|
end
|
|
|
|
function ai_helper.enemy_moves()
|
|
-- Produces a table with each (numerical) field of form:
|
|
-- [1] = { dst = { x = 7, y = 16 },
|
|
-- src = { x = 6, y = 16 } }
|
|
|
|
local dstsrc = ai.get_enemy_dstsrc()
|
|
|
|
local enemy_moves = {}
|
|
for key,value in pairs(dstsrc) do
|
|
--print("src: ",value[1].x,value[1].y," -- dst: ",key.x,key.y)
|
|
table.insert( enemy_moves,
|
|
{ src = { x = value[1].x , y = value[1].y },
|
|
dst = { x = key.x , y = key.y }
|
|
}
|
|
)
|
|
end
|
|
|
|
return enemy_moves
|
|
end
|
|
|
|
function ai_helper.next_hop(unit, x, y, cfg)
|
|
-- Finds the next "hop" of 'unit' on its way to (x,y)
|
|
-- Returns coordinates of the endpoint of the hop (or nil if no path to
|
|
-- (x,y) is found for the unit), and movement cost to get there
|
|
-- only unoccupied hexes are considered
|
|
-- cfg: standard extra options for wesnoth.find_path()
|
|
-- plus:
|
|
-- ignore_own_units: if set to true, then own units that can move out of the way are ignored
|
|
|
|
local path, cost = wesnoth.find_path(unit, x, y, cfg)
|
|
|
|
-- If unit cannot get there:
|
|
if cost >= ai_helper.no_path then return nil, cost end
|
|
|
|
-- If none of the hexes are unoccupied, use current position as default
|
|
local next_hop, nh_cost = { unit.x, unit.y }, 0
|
|
|
|
-- Go through loop to find reachable, unoccupied hex along the path
|
|
-- Start at second index, as first is just the unit position itself
|
|
for i = 2,#path do
|
|
local sub_path, sub_cost = wesnoth.find_path( unit, path[i][1], path[i][2], cfg)
|
|
|
|
if sub_cost <= unit.moves then
|
|
local unit_in_way = wesnoth.get_unit(path[i][1], path[i][2])
|
|
|
|
-- If ignore_own_units is set, ignore own side units that can move out of the way
|
|
if cfg and cfg.ignore_own_units then
|
|
if unit_in_way and (unit_in_way.side == unit.side) then
|
|
local reach = ai_helper.get_reachable_unocc(unit_in_way)
|
|
if (reach:size() > 1) then unit_in_way = nil end
|
|
end
|
|
end
|
|
|
|
if not unit_in_way then
|
|
next_hop, nh_cost = path[i], sub_cost
|
|
end
|
|
else
|
|
break
|
|
end
|
|
end
|
|
|
|
return next_hop, nh_cost
|
|
end
|
|
|
|
function ai_helper.can_reach(unit, x, y, cfg)
|
|
-- Returns true if unit can reach (x,y), else false
|
|
-- This only returns true if the hex is unoccupied, or at most occupied by unit on same side as 'unit'
|
|
-- that can move away (can be modified with options below)
|
|
-- cfg:
|
|
-- moves = 'max' use max_moves instead of current moves
|
|
-- ignore_units: if true, ignore both own and enemy units
|
|
-- exclude_occupied: if true, exclude hex if there's a unit there, irrespective of value of 'ignore_units'
|
|
|
|
-- If 'cfg' is not set, we need it as an empty array
|
|
cfg = cfg or {}
|
|
|
|
-- Is there a unit at the goal hex?
|
|
local unit_in_way = wesnoth.get_unit(x, y)
|
|
|
|
-- If there is, and 'exclude_occupied' is set, always return false
|
|
if (cfg.exclude_occupied) and unit_in_way then return false end
|
|
|
|
-- Otherwise, if 'ignore_units' is not set, return false if there's a unit of other side,
|
|
-- or a unit of own side that cannot move away (this might be slow, don't know)
|
|
if (not cfg.ignore_units) then
|
|
-- If there's a unit at the goal that's not on own side (even ally), return false
|
|
if unit_in_way and (unit_in_way.side ~= unit.side) then return false end
|
|
|
|
-- If the unit in the way is on 'unit's' side and cannot move away, also return false
|
|
if unit_in_way and (unit_in_way.side == unit.side) then
|
|
-- need to pass the cfg here so that it works for enemy units (generally with no moves left) also
|
|
local move_away = ai_helper.get_reachable_unocc(unit_in_way, cfg)
|
|
if (move_away:size() <= 1) then return false end
|
|
end
|
|
end
|
|
|
|
-- After all that, test whether our unit can actually get there
|
|
-- Set moves to max_moves, if { moves = 'max' } is set
|
|
local old_moves = unit.moves
|
|
if (cfg.moves == 'max') then unit.moves = unit.max_moves end
|
|
|
|
local can_reach = false
|
|
local path, cost = wesnoth.find_path(unit, x, y, cfg)
|
|
if (cost <= unit.moves) then can_reach = true end
|
|
|
|
-- Reset moves
|
|
unit.moves = old_moves
|
|
|
|
return can_reach
|
|
end
|
|
|
|
function ai_helper.get_reachable_unocc(unit, cfg)
|
|
-- Get all reachable hexes for unit that are unoccupied (incl. by allied units)
|
|
-- Returned array is a location set, with value = 1 for each reachable hex
|
|
-- cfg: parameters to wesnoth.find_reach, such as { additional_turns = 1 }
|
|
-- additional, { moves = 'max' } can be set inside cfg, which sets unit MP to max_moves before calculation
|
|
|
|
local old_moves = unit.moves
|
|
if cfg then
|
|
if (cfg.moves == 'max') then unit.moves = unit.max_moves end
|
|
end
|
|
|
|
local reach = LS.create()
|
|
local initial_reach = wesnoth.find_reach(unit, cfg)
|
|
|
|
for i,loc in ipairs(initial_reach) do
|
|
local unit_in_way = wesnoth.get_unit(loc[1], loc[2])
|
|
if not unit_in_way then
|
|
reach:insert(loc[1], loc[2], 1)
|
|
end
|
|
end
|
|
|
|
-- Also need to include the hex the unit is on itself
|
|
reach:insert(unit.x, unit.y, 1)
|
|
|
|
-- Reset unit moves (can be done whether it was changed or not)
|
|
unit.moves = old_moves
|
|
|
|
return reach
|
|
end
|
|
|
|
function ai_helper.find_best_move(units, rating_function, cfg)
|
|
-- Find the best move and best unit based on 'rating_function'
|
|
-- INPUTS:
|
|
-- units: single unit or table of units
|
|
-- rating_function: function(x, y) with rating function for the hexes the unit can reach
|
|
-- cfg: table with elements
|
|
-- labels: if set, put labels with ratings onto map
|
|
-- no_random: if set, do not add random value between 0.0001 and 0.0099 to each hex
|
|
-- (otherwise that's the default)
|
|
-- OUTPUTS:
|
|
-- best_hex: format { x, y }
|
|
-- best_unit: unit for which this rating function produced the maximum value
|
|
-- max_rating: the rating found for this hex/unit combination
|
|
-- If no valid moves were found, best_unit and best_hex are empty arrays
|
|
|
|
-- If 'cfg' is not set, we need it as an empty array
|
|
cfg = cfg or {}
|
|
|
|
-- If this is an individual unit, turn it into an array
|
|
if units.hitpoints then units = { units } end
|
|
|
|
local max_rating, best_hex, best_unit = -9e99, {}, {}
|
|
for i,u in ipairs(units) do
|
|
-- Hexes each unit can reach
|
|
local reach_map = ai_helper.get_reachable_unocc(u)
|
|
reach_map:iter( function(x, y, v)
|
|
-- Rate based on rating_function argument
|
|
local rating = rating_function(x, y)
|
|
|
|
-- If cfg.random is set, add some randomness (on 0.0001 - 0.0099 level)
|
|
if (not cfg.no_random) then rating = rating + ai_helper.random(99) / 10000. end
|
|
-- If cfg.labels is set: insert values for label map
|
|
if cfg.labels then reach_map:insert(x, y, rating) end
|
|
|
|
if rating > max_rating then
|
|
max_rating, best_hex, best_unit = rating, { x, y }, u
|
|
end
|
|
end)
|
|
if cfg.labels then ai_helper.put_labels(reach_map) end
|
|
end
|
|
|
|
return best_hex, best_unit, max_rating
|
|
end
|
|
|
|
function ai_helper.move_unit_out_of_way(ai, unit, cfg)
|
|
-- Find best close location to move unit to
|
|
-- Main rating is the moves the unit still has left after that
|
|
-- Other, configurable, parameters are given to function in 'cfg':
|
|
-- - dx, dy: the direction in which moving out of the way is preferred
|
|
-- - labels: if set, display labels of the rating for each hex the unit can reach
|
|
|
|
cfg = cfg or {}
|
|
|
|
local reach = wesnoth.find_reach(unit)
|
|
local reach_map = LS.create()
|
|
|
|
local max_rating, best_hex = -9e99, {}
|
|
for i,r in ipairs(reach) do
|
|
local unit_in_way = wesnoth.get_unit(r[1], r[2])
|
|
if (not unit_in_way) then -- also excludes current hex
|
|
local rating = r[3] -- also disfavors hexes next to enemy units for which r[3] = 0
|
|
|
|
if cfg.dx then rating = rating + (r[1] - unit.x) * cfg.dx end
|
|
if cfg.dy then rating = rating + (r[2] - unit.y) * cfg.dy end
|
|
|
|
if cfg.labels then reach_map:insert(r[1], r[2], rating) end
|
|
|
|
if (rating > max_rating) then
|
|
max_rating, best_hex = rating, { r[1], r[2] }
|
|
end
|
|
end
|
|
end
|
|
if cfg.labels then ai_helper.put_labels(reach_map) end
|
|
|
|
if (max_rating > -9e99) then
|
|
--W.message { speaker = unit.id, message = 'Moving out of way' }
|
|
ai.move(unit, best_hex[1], best_hex[2])
|
|
end
|
|
end
|
|
|
|
function ai_helper.movefull_stopunit(ai, unit, x, y)
|
|
-- Does ai.move_full for a unit if not at (x,y), otherwise ai.stopunit_moves
|
|
-- Uses ai_helper.next_hop(), so that it works if unit cannot get there in one move
|
|
-- Coordinates can be given as x and y components, or as a 2-element table { x, y }
|
|
if (type(x) ~= 'number') then
|
|
if x[1] then
|
|
x, y = x[1], x[2]
|
|
else
|
|
x, y = x.x, x.y
|
|
end
|
|
end
|
|
|
|
local next_hop = ai_helper.next_hop(unit, x, y)
|
|
if next_hop and ((next_hop[1] ~= unit.x) or (next_hop[2] ~= unit.y)) then
|
|
ai.move_full(unit, next_hop[1], next_hop[2])
|
|
else
|
|
ai.stopunit_moves(unit)
|
|
end
|
|
end
|
|
|
|
function ai_helper.movefull_outofway_stopunit(ai, unit, x, y, cfg)
|
|
-- Same as ai_help.movefull_stopunit(), but also moves unit out of way if there is one
|
|
-- Additional input: cfg for ai_helper.move_unit_out_of_way()
|
|
if (type(x) ~= 'number') then
|
|
if x[1] then
|
|
x, y = x[1], x[2]
|
|
else
|
|
x, y = x.x, x.y
|
|
end
|
|
end
|
|
|
|
-- Only move unit out of way if the main unit can get there
|
|
local path, cost = wesnoth.find_path(unit, x, y)
|
|
if (cost <= unit.moves) then
|
|
local unit_in_way = wesnoth.get_unit(x, y)
|
|
if unit_in_way and ((unit_in_way.x ~= unit.x) or (unit_in_way.y ~= unit.y)) then
|
|
--W.message { speaker = 'narrator', message = 'Moving out of way' }
|
|
ai_helper.move_unit_out_of_way(ai, unit_in_way, cfg)
|
|
end
|
|
end
|
|
|
|
local next_hop = ai_helper.next_hop(unit, x, y)
|
|
if next_hop and ((next_hop[1] ~= unit.x) or (next_hop[2] ~= unit.y)) then
|
|
ai.move_full(unit, next_hop[1], next_hop[2])
|
|
else
|
|
ai.stopunit_moves(unit)
|
|
end
|
|
end
|
|
|
|
---------- Attack related helper functions --------------
|
|
|
|
function ai_helper.get_attacks_unit(unit, cfg)
|
|
-- Get all attacks a unit can do
|
|
-- This includes a variety of configurable options, passed in the 'cfg' table
|
|
-- cfg: table with config parameters
|
|
-- moves: "current" (default for units on current side) or "max" (always used for units on other sides)
|
|
-- include_occupied (false): if set, also include hexes occupied by own-side units that can move away
|
|
-- simulate_combat (false): if set, also simulate the combat and return result (this is slow; only set if needed)
|
|
|
|
-- Returns {} if no attacks can be done, otherwise table with fields
|
|
-- dst: { x = x, y = y } of attack position
|
|
-- src: { x = x, y = y } of attacking unit (don't use id, could be ambiguous)
|
|
-- target: { x = x, y = y } of defending unit
|
|
-- att_stats, def_stats: as returned by wesnoth.simulate_combat (if cfg.simulate_combat is set)
|
|
-- attack_hex_occupied: boolean storing whether an own unit that can move away is on the attack hex
|
|
|
|
cfg = cfg or {}
|
|
|
|
-- 'moves' can be either "current" or "max"
|
|
-- For unit on current side: use "current" by default, or override by cfg.moves
|
|
local moves = cfg.moves or "current"
|
|
-- For unit on any other side, only moves="max" makes sense
|
|
if (unit.side ~= wesnoth.current.side) then moves = "max" end
|
|
|
|
-- Need to find reachable hexes that are
|
|
-- 1. next to a (non-petrified) enemy unit
|
|
-- 2. not occupied by a unit of a different side (incl. allies)
|
|
W.store_reachable_locations {
|
|
{ "filter", { x = unit.x, y = unit.y } },
|
|
{ "filter_location", {
|
|
{ "filter_adjacent_location", {
|
|
{ "filter", {
|
|
{ "filter_side",
|
|
{ { "enemy_of", { side = unit.side } } }
|
|
},
|
|
{ "not", {
|
|
{ "filter_wml", {
|
|
{ "status", { petrified = "yes" } } -- This is important!
|
|
} }
|
|
} }
|
|
} }
|
|
} },
|
|
{ "not", {
|
|
{ "filter", { { "not", { side = unit.side } } } }
|
|
} }
|
|
} },
|
|
moves = moves,
|
|
variable = "tmp_locs"
|
|
}
|
|
|
|
local attack_loc = H.get_variable_array("tmp_locs")
|
|
W.clear_variable { name = "tmp_locs" }
|
|
--print("reachable attack locs:", unit.id, #attack_loc)
|
|
|
|
-- Variable to store attacks
|
|
local attacks = {}
|
|
-- Current position of unit
|
|
local x1, y1 = unit.x, unit.y
|
|
|
|
-- Go through all attack locations
|
|
for i,p in pairs(attack_loc) do
|
|
|
|
-- At this point, units on the side of 'unit' can still be at the attack hex.
|
|
-- By default, exclude those hexes, but if 'include_occupied' is set
|
|
-- units that can move away are fine
|
|
|
|
-- Flag whether a potential unit_in_way can move away
|
|
-- We also set this to true if there is no unit in the way
|
|
local can_move_away = true
|
|
|
|
local unit_in_way = wesnoth.get_unit(p.x, p.y)
|
|
-- If unit_in_way is the unit itself, that doesn't count
|
|
if unit_in_way and (unit_in_way.x == unit.x) and (unit_in_way.y == unit.y) then unit_in_way = nil end
|
|
|
|
-- If there's a unit_in_way, and it is not the unit itself, check whether it can move away
|
|
if unit_in_way then
|
|
if (not cfg.include_occupied) then
|
|
can_move_away = false
|
|
else
|
|
local move_away = ai_helper.get_reachable_unocc(unit_in_way, { moves = moves })
|
|
if (move_away:size() <= 1) then can_move_away = false end
|
|
--print('Can move away:', unit_in_way.id, can_move_away)
|
|
end
|
|
end
|
|
-- Now can_move_away = true if there's no unit, or if it can move away
|
|
|
|
if can_move_away then
|
|
-- Put 'unit' at this position
|
|
-- Remove any unit that might be there first, except if this is the unit itself
|
|
if unit_in_way then wesnoth.extract_unit(unit_in_way) end
|
|
|
|
wesnoth.put_unit(p.x, p.y, unit)
|
|
--print(i,' attack pos:',p.x,p.y)
|
|
|
|
-- As there might be several attackable units from a position, need to find all those
|
|
local targets = wesnoth.get_units {
|
|
{ "filter_side",
|
|
{ { "enemy_of", { side = unit.side } } }
|
|
},
|
|
{ "not", {
|
|
{ "filter_wml", {
|
|
{ "status", { petrified = "yes" } } -- This is important!
|
|
} }
|
|
} },
|
|
{ "filter_location",
|
|
{ { "filter_adjacent_location", { x = p.x, y = p.y } } }
|
|
}
|
|
}
|
|
--print(' number targets: ',#targets)
|
|
|
|
local attack_hex_occupied = false
|
|
if unit_in_way then attack_hex_occupied = true end
|
|
|
|
for j,t in pairs(targets) do
|
|
local att_stats, def_stats = nil, nil
|
|
if cfg.simulate_combat then
|
|
att_stats, def_stats = wesnoth.simulate_combat(unit, t)
|
|
end
|
|
|
|
table.insert(attacks, {
|
|
dst = { x = p.x, y = p.y },
|
|
src = { x = x1, y = y1 },
|
|
target = { x = t.x, y = t.y },
|
|
att_stats = att_stats,
|
|
def_stats = def_stats,
|
|
attack_hex_occupied = attack_hex_occupied
|
|
} )
|
|
end
|
|
|
|
-- Put unit(s) back
|
|
wesnoth.put_unit(x1, y1, unit)
|
|
if unit_in_way then wesnoth.put_unit(p.x, p.y, unit_in_way) end
|
|
end
|
|
end
|
|
|
|
return attacks
|
|
end
|
|
|
|
function ai_helper.get_attacks(units, cfg)
|
|
-- Wrapper function for ai_helper.get_attacks_unit
|
|
-- Returns the same sort of table (and cfg has the same structure), but for the attacks of several units
|
|
|
|
local attacks = {}
|
|
for k,u in pairs(units) do
|
|
local attacks_unit = ai_helper.get_attacks_unit(u, cfg)
|
|
|
|
if attacks_unit[1] then
|
|
for i,a in ipairs(attacks_unit) do
|
|
table.insert(attacks, a)
|
|
end
|
|
end
|
|
end
|
|
|
|
return attacks
|
|
end
|
|
|
|
function ai_helper.add_next_attack_combo_level(combos, attacks)
|
|
-- This is called from ai_helper.get_attack_combos_full() and
|
|
-- builds up the combos for the next recursion level.
|
|
-- It also calls the next recursion level, if possible
|
|
-- Important: function needs to make a copy of the input array, otherwise original is changed
|
|
|
|
-- Set up the array, if this is the first recursion level
|
|
if (not combos) then combos = {} end
|
|
|
|
-- Array to hold combinations for this recursion level only
|
|
local combos_this_level = {}
|
|
|
|
for i,a in ipairs(attacks) do
|
|
local dst = a.dst.y + a.dst.x * 1000. -- attack hex (src)
|
|
local src = a.src.y + a.src.x * 1000. -- attacker hex (dst)
|
|
if (not combos[1]) then -- if this is the first recursion level, set up new combos for this level
|
|
--print('New array')
|
|
local move = {}
|
|
move[dst] = src
|
|
table.insert(combos_this_level, move)
|
|
else
|
|
-- Otherwise, we need to go through the already existing elements in 'combos'
|
|
-- to see if either hex, or attacker is already used; and then add new attack to each
|
|
for j,combo in ipairs(combos) do
|
|
local this_combo = {} -- needed because tables are pointers, need to create a separate one
|
|
local add_combo = true
|
|
for d,s in pairs(combo) do
|
|
if (d == dst) or (s == src) then
|
|
add_combo = false
|
|
break
|
|
end
|
|
this_combo[d] = s -- insert individual moves to a combo
|
|
end
|
|
if add_combo then -- and add it into the array, if it contains only unique moves
|
|
this_combo[dst] = src
|
|
table.insert(combos_this_level, this_combo)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local combos_next_level = {}
|
|
if combos_this_level[1] then -- If moves were found for this level, also find those for the next level
|
|
combos_next_level = ai_helper.add_next_attack_combo_level(combos_this_level, attacks)
|
|
end
|
|
|
|
-- Finally, combine this level and next level combos
|
|
combos_this_level = ai_helper.array_merge(combos_this_level, combos_next_level)
|
|
return combos_this_level
|
|
end
|
|
|
|
function ai_helper.get_attack_combos_full(units, enemy)
|
|
-- Calculate attack combination result by 'units' on 'enemy'
|
|
-- All combinations of all units are taken into account, as well as their order
|
|
-- This can result in a _very_ large number of possible combinations
|
|
-- Use ai_helper.get_attack_combos() instead if order does not matter
|
|
-- Return value:
|
|
-- 1. Attack combinations in form { dst = src }
|
|
|
|
-- The combos are obtained by recursive call of ai_helper.add_next_attack_combo_level()
|
|
|
|
local attacks = ai_helper.get_attacks(units)
|
|
--print('# all attacks', #attacks)
|
|
-- Eliminate those that are not on 'enemy'
|
|
for i = #attacks,1,-1 do
|
|
if (attacks[i].target.x ~= enemy.x) or (attacks[i].target.y ~= enemy.y) then
|
|
table.remove(attacks, i)
|
|
end
|
|
end
|
|
--print('# enemy attacks', #attacks)
|
|
if (not attacks[1]) then return {} end
|
|
|
|
-- This recursive function does all the work:
|
|
local combos = ai_helper.add_next_attack_combo_level(combos, attacks)
|
|
|
|
return combos
|
|
end
|
|
|
|
function ai_helper.get_attack_combos(units, enemy, cfg)
|
|
-- Calculate attack combination result by 'units' on 'enemy'
|
|
-- All the unit/hex combinations are considered, but without specifying the order of the
|
|
-- attacks. Use ai_helper.get_attack_combos_full() if order matters.
|
|
-- cfg: A config table to be passed on to ai_helper.get_attacks
|
|
-- Return values:
|
|
-- 1. Attack combinations in form { dst = src }
|
|
-- 2. All the attacks indexed by [dst][src]
|
|
|
|
-- We don't need the full attacks here, just the coordinates,
|
|
-- so for speed reasons, we do not use ai_helper.get_attacks()
|
|
|
|
-- For units on the current side, we need to make sure that
|
|
-- there isn't a unit in the way that cannot move any more
|
|
-- TODO: generalize it so that it works not only for units with moves=0, but blocked units etc.
|
|
local blocked_hexes = LS.create()
|
|
if units[1] and (units[1].side == wesnoth.current.side) then
|
|
local all_units = wesnoth.get_units { side = wesnoth.current.side }
|
|
for i,u in ipairs(all_units) do
|
|
if (u.moves == 0) then
|
|
blocked_hexes:insert(u.x, u.y)
|
|
end
|
|
end
|
|
end
|
|
--ai_helper.print_ts('blocked_hexes:size()', blocked_hexes:size())
|
|
|
|
local old_moves = {}
|
|
-- For sides other than the current, we always use max_moves,
|
|
-- for the current side we always use current moves
|
|
for i,u in ipairs(units) do
|
|
if (u.side ~= wesnoth.current.side) then
|
|
old_moves[i] = u.moves
|
|
u.moves = u.max_moves
|
|
end
|
|
end
|
|
|
|
-- Find which units in 'units' can get to hexes next to the enemy
|
|
local attacks_dst_src = {}
|
|
local found_attacks = false
|
|
for x, y in H.adjacent_tiles(enemy.x, enemy.y) do
|
|
|
|
-- Make sure the hex is not occupied by unit that cannot move out of the way
|
|
|
|
local dst = x * 1000 + y
|
|
|
|
for i,u in ipairs(units) do
|
|
if ((u.x == x) and (u.y == y)) or (not blocked_hexes:get(x, y)) then
|
|
|
|
-- helper.distance_between() is much faster than wesnoth.find_path()
|
|
--> pre-filter using the former
|
|
local cost = H.distance_between(u.x, u.y, x, y)
|
|
|
|
-- If the distance is <= the unit's MP, then see if it can actually get there
|
|
-- This also means that only short paths have to be evaluated (in most situations)
|
|
if (cost <= u.moves) then
|
|
local path -- since cost is already defined outside this block
|
|
path, cost = wesnoth.find_path(u, x, y)
|
|
end
|
|
|
|
if (cost <= u.moves) then
|
|
-- for attack by no unit on this hex
|
|
if (not attacks_dst_src[dst]) then
|
|
attacks_dst_src[dst] = { 0, u.x * 1000 + u.y }
|
|
found_attacks = true -- since attacks_dst_src is not a simple array, this is easier
|
|
else
|
|
table.insert(attacks_dst_src[dst], u.x * 1000 + u.y )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Reset moves for all units
|
|
for i,u in ipairs(units) do
|
|
if (u.side ~= wesnoth.current.side) then
|
|
u.moves = old_moves[i]
|
|
end
|
|
end
|
|
|
|
--ai_helper.print_ts('Attacks selected', found_attacks)
|
|
if (not found_attacks) then return {}, {} end
|
|
|
|
-- Now we set up an array of all attack combinations
|
|
-- at this time, this includes all the 'no unit attacks this hex' elements
|
|
-- which have a value of 0 for 'src'
|
|
-- They need to be kept in this part, so that we get the combos that do not
|
|
-- use the maximum amount of units possible. They will be eliminated below.
|
|
local attack_array = {}
|
|
-- For all values of 'dst'
|
|
for dst,ads in pairs(attacks_dst_src) do
|
|
local org_array = ai_helper.table_copy(attack_array)
|
|
attack_array = {}
|
|
|
|
-- Go through all the values of 'src'
|
|
for i,src in ipairs(ads) do
|
|
-- If the array does not exist, set it up
|
|
if (not org_array[1]) then
|
|
local tmp = {}
|
|
tmp[dst] = src
|
|
table.insert(attack_array, tmp)
|
|
else -- otherwise, add the new dst-src pair to each element of the existing array
|
|
for j,o in ipairs(org_array) do
|
|
-- but only do so if that 'src' value does not exist already
|
|
-- except for 0's those all need to be kept
|
|
local add_attack = true
|
|
for d,s in pairs(o) do
|
|
if (s == src) and (src ~=0) then
|
|
add_attack = false
|
|
break
|
|
end
|
|
end
|
|
-- Finally, add it to the array
|
|
if add_attack then
|
|
local tmp = ai_helper.table_copy(o)
|
|
tmp[dst] = src
|
|
table.insert(attack_array, tmp)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--ai_helper.print_ts('#attack_array before:', #attack_array)
|
|
|
|
-- Now eliminate all the 0s
|
|
-- Also eliminate the combo that has no attacks on any hex (all zeros)
|
|
local i_empty = 0
|
|
for i,att in ipairs(attack_array) do
|
|
local count = 0
|
|
for dst,src in pairs(att) do
|
|
if (src == 0) then
|
|
att[dst] = nil
|
|
else
|
|
count = count + 1
|
|
end
|
|
end
|
|
if (count == 0) then i_empty = i end
|
|
end
|
|
-- This last step eliminates the "empty attack combo" (the one with all zeros)
|
|
table.remove(attack_array, i_empty)
|
|
--ai_helper.print_ts('#attack_array after:', #attack_array)
|
|
|
|
return attack_array
|
|
end
|
|
|
|
function ai_helper.get_unit_time_of_day_bonus(alignment, lawful_bonus)
|
|
local multiplier = 1
|
|
if (lawful_bonus ~= 0) then
|
|
if (alignment == 'lawful') then
|
|
multiplier = (1 + lawful_bonus / 100.)
|
|
elseif (alignment == 'chaotic') then
|
|
multiplier = (1 - lawful_bonus / 100.)
|
|
elseif (alignment == 'liminal') then
|
|
multipler = (1 - math.abs(lawful_bonus) / 100.)
|
|
end
|
|
end
|
|
return multiplier
|
|
end
|
|
|
|
return ai_helper
|