wesnoth/data/ai/lua/retreat.lua
2013-02-16 03:11:14 +00:00

127 lines
4.8 KiB
Lua

--[=[
Functions to support the retreat of injured units
]=]
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local retreat_functions = {}
-- Given a set of units, return one from the set that should retreat and the location to retreat to
-- Return nil if no unit needs to retreat
function retreat_functions.retreat_injured_units(units)
local min_hp = function(unit)
-- The minimum hp to retreat is a function of level and terrain defense
-- We want to stay longer on good terrain and leave early on very bad terrain
local hp_per_level = wesnoth.unit_defense(unit, wesnoth.get_terrain(unit.x, unit.y))/15
local level = wesnoth.unit_types[unit.type].level
-- Leaders are considered to be higher level because of their value
if unit.canrecruit then level = level+2 end
local min_hp = hp_per_level*(level+2)
-- Account for poison damage on next turn
if unit.status.poisoned then min_hp = min_hp + 8 end
-- Make sure that units are actually injured
if min_hp > unit.max_hitpoints - 4 then
min_hp = unit.max_hitpoints - 4
end
return min_hp
end
-- Split units into those that regenerate and those that do not
local regen, non_regen = {}, {}
for i,u in ipairs(units) do
if u.hitpoints < min_hp(u) then
if wesnoth.unit_ability(u, 'regenerate') then
table.insert(regen, u)
else
table.insert(non_regen, u)
end
end
end
-- First we retreat non-regenerating units to healing terrain
if non_regen[1] then
local unit, loc = retreat_functions.get_retreat_injured_units(non_regen, true)
if unit then
return unit, loc
end
end
-- Then we retreat regenerating units to terrain with high defense
if regen[1] then
local unit, loc = retreat_functions.get_retreat_injured_units(regen, false)
if unit then
return unit, loc
end
end
end
function retreat_functions.get_retreat_injured_units(healees, healing_terrain_only)
-- Only retreat to safe locations
local enemies = AH.get_live_units {
{ "filter_side", {{"enemy_of", {side = wesnoth.current.side} }} }
}
local enemy_attack_map = BC.get_attack_map(enemies)
local max_rating, best_loc, best_unit = -9e99, nil, nil
for i,u in ipairs(healees) do
local possible_locations = wesnoth.find_reach(u)
-- TODO: avoid ally's villages (may be preferable to lower rating so they will
-- be used if unit is very injured)
if healing_terrain_only then
-- Unit cannot self heal, make the terrain do it for us if possible
-- TODO: add hexes adjacent to healers (only those that will not move)
local location_subset = {}
for j,loc in ipairs(possible_locations) do
if wesnoth.get_terrain_info(wesnoth.get_terrain(loc[1], loc[2])).healing > 0 then
table.insert(location_subset, loc)
end
end
if location_subset[1] then
-- If healing terrain is available, restrict retreat locations to it
possible_locations = location_subset
end
end
local base_rating = - u.hitpoints + u.max_hitpoints / 2.
if u.status.poisoned then base_rating = base_rating + 8 end
if u.status.slowed then base_rating = base_rating + 4 end
base_rating = base_rating * 1000
for j,loc in ipairs(possible_locations) do
local unit_in_way = wesnoth.get_unit(loc[1], loc[2])
if (not unit_in_way) or ((unit_in_way.moves > 0) and (unit_in_way.side == wesnoth.current.side)) then
local rating = base_rating
-- Penalty for each enemy that can reach location
rating = rating - (enemy_attack_map.units:get(loc[1], loc[2]) or 0) * 10
-- Penalty based on terrain defense for unit
rating = rating - wesnoth.unit_defense(u, wesnoth.get_terrain(loc[1], loc[2]))/10
if (loc[1] == u.x) and (loc[2] == u.y) then
-- Bonus if we don't have to move (might get to rest heal)
rating = rating + 2
elseif unit_in_way then
-- Penalty if a unit has to move out of the way
-- (based on hp of moving unit)
rating = rating + unit_in_way.hitpoints - unit_in_way.max_hitpoints
end
if (rating > max_rating) then
max_rating, best_loc, best_unit = rating, loc, u
end
end
end
end
return best_unit, best_loc
end
return retreat_functions