mirror of
https://github.com/wesnoth/wesnoth
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301 lines
13 KiB
Lua
301 lines
13 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 LS = wesnoth.require "lua/location_set.lua"
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-- Evaluation process:
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--
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-- Find all enemy units that could be caused to level up by an attack
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-- - If only units that would cause them to level up can attack, CA score = 100,010.
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-- This means the attack will be done before the default AI attacks, so that AI
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-- units do not get used otherwise by the default AI.
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-- - If units that would not cause a leveling can also attack, CA score = 99,990,
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-- meaning we see whether the default AI attacks that unit with one of those first.
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-- We also check whether it is possible to move an own unit out of the way
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--
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-- Attack rating:
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-- 0. If the CTD (chance to die) of the AI unit is larger than the value of
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-- aggression for the side, do not do the attack
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-- 1. Otherwise, if the attack might result in a kill, do that preferentially:
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-- rating = CTD of defender - CTD of attacker
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-- 2. Otherwise, if the enemy is poisoned, do not attack (wait for it
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-- weaken and attack on a later turn)
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-- 3. Otherwise, calculate damage done to enemy (as if it were not leveling) and
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-- own unit, expressed in partial loss of unit value (gold) and minimize both.
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-- Damage to enemy is minimized because we want to level it with the weakest AI unit,
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-- so that we can follow up with stronger units. In addition, use of poison or
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-- slow attacks is strongly discouraged. See code for exact equations.
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local ca_attack_highxp = {}
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function ca_attack_highxp:evaluation(cfg, data)
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-- Note: (most of) the code below is set up to maximize speed. Do not
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-- "simplify" this unless you understand exactly what that means
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-- E.g., getting all units, plus looping over them, is much faster than using a filter
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local all_units = wesnoth.get_units()
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local max_unit_level = 0
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local units = {}
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for _,unit in ipairs(all_units) do
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if (unit.side == wesnoth.current.side) and (unit.attacks_left > 0) and (#unit.attacks > 0) then
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table.insert(units, unit)
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local level = wesnoth.unit_types[unit.type].level
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if (level > max_unit_level) then
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max_unit_level = level
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end
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end
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end
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if (not units[1]) then return 0 end
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-- Mark enemies as potential targets if they are close enough to an AI unit
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-- that could trigger them leveling up; this is not a sufficient criterion,
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-- but it is much faster than path finding, so it is done for preselection.
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local target_infos = {}
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for i_t,enemy in ipairs(all_units) do
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if wesnoth.is_enemy(wesnoth.current.side, enemy.side) then
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local XP_to_levelup = enemy.max_experience - enemy.experience
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if (max_unit_level >= XP_to_levelup) then
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local potential_target = false
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local ind_attackers, ind_other_units = {}, {}
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for i_u,unit in ipairs(units) do
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if (H.distance_between(enemy.x, enemy.y, unit.x, unit.y) <= unit.moves + 1) then
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if (wesnoth.unit_types[unit.type].level >= XP_to_levelup) then
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potential_target = true
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table.insert(ind_attackers, i_u)
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else
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table.insert(ind_other_units, i_u)
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end
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end
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end
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if potential_target then
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local target_info = {
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ind_target = i_t,
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ind_attackers = ind_attackers,
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ind_other_units = ind_other_units
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}
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table.insert(target_infos, target_info)
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end
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end
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end
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end
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if (not target_infos[1]) then return 0 end
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-- The following location sets are used so that we at most need to call
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-- find_reach() and wesnoth.copy_unit() once per unit
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local reaches = LS.create()
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local attacker_copies = LS.create()
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local aggression = ai.get_aggression()
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local max_ca_score, max_rating, best_attack = 0, 0
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for _,target_info in ipairs(target_infos) do
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local target = all_units[target_info.ind_target]
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local can_force_level = {}
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local attack_hexes = LS.create()
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for xa,ya in H.adjacent_tiles(target.x, target.y) do
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local unit_in_way = wesnoth.get_unit(xa, ya)
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if unit_in_way then
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if (unit_in_way.side == wesnoth.current.side) then
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local uiw_reach
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if reaches:get(unit_in_way.x, unit_in_way.y) then
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uiw_reach = reaches:get(unit_in_way.x, unit_in_way.y)
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else
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uiw_reach = wesnoth.find_reach(unit_in_way)
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reaches:insert(unit_in_way.x, unit_in_way.y, uiw_reach)
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end
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-- Check whether the unit to move out of the way has an unoccupied hex to move to.
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-- We do not deal with cases where a unit can move out of the way for a
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-- unit that is moving out of the way of the initial unit (etc.).
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local can_move = false
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for _,uiw_loc in ipairs(uiw_reach) do
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-- Unit in the way of the unit in the way
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local uiw_uiw = wesnoth.get_unit(uiw_loc[1], uiw_loc[2])
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if (not uiw_uiw) then
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can_move = true
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break
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end
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end
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if (not can_move) then
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-- Keep this case as the unit in the way might be a potential attacker
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attack_hexes:insert(xa, ya, unit_in_way.id)
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else
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attack_hexes:insert(xa, ya, 'can_move_away')
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end
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end
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else
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attack_hexes:insert(xa, ya, 'empty')
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end
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end
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attack_hexes:iter(function(xa, ya, occupied)
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for _,i_a in ipairs(target_info.ind_attackers) do
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local attacker = units[i_a]
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if (occupied == 'empty') or (occupied == 'can_move_away') then
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-- If the hex is not blocked, check all potential attackers
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local reach
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if reaches:get(attacker.x, attacker.y) then
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reach = reaches:get(attacker.x, attacker.y)
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else
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reach = wesnoth.find_reach(attacker)
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reaches:insert(attacker.x, attacker.y, reach)
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end
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for _,loc in ipairs(reach) do
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if (loc[1] == xa) and (loc[2] == ya) then
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local tmp = {
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ind_attacker = i_a,
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dst = { x = xa, y = ya },
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src = { x = attacker.x, y = attacker.y }
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}
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table.insert(can_force_level, tmp)
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break
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end
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end
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else
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-- If hex is blocked by own units, check whether this unit
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-- is one of the potential attackers
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if (attacker.id == occupied) then
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local tmp = {
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ind_attacker = i_a,
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dst = { x = xa, y = ya },
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src = { x = attacker.x, y = attacker.y }
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}
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table.insert(can_force_level, tmp)
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end
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end
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end
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end)
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-- If a leveling attack is possible, check whether any of the other
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-- units (those with too low a level to force leveling up) can get there
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local ca_score = 100010
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attack_hexes:iter(function(xa, ya, occupied)
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if (ca_score == 100010) then -- cannot break out of the iteration with goto
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for _,i_u in ipairs(target_info.ind_other_units) do
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local unit = units[i_u]
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if (occupied == 'empty') or (occupied == 'can_move_away') then
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-- If the hex is not blocked, check if unit can get there
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local reach
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if reaches:get(unit.x, unit.y) then
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reach = reaches:get(unit.x, unit.y)
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else
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reach = wesnoth.find_reach(unit)
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reaches:insert(unit.x, unit.y, reach)
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end
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for _,loc in ipairs(reach) do
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if (loc[1] == xa) and (loc[2] == ya) then
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ca_score = 99990
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goto found_unit
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end
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end
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else
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-- If hex is blocked by own units, check whether this unit
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-- is one of the potential attackers
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if (unit.id == occupied) then
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ca_score = 99990
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goto found_unit
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end
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end
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end
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-- It is sufficient to find one unit that can get to any attack hex
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::found_unit::
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end
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end)
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if (ca_score >= max_ca_score) then
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for _,attack_info in ipairs(can_force_level) do
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local attacker = units[attack_info.ind_attacker]
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local attacker_copy
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if attacker_copies:get(attacker.x, attacker.y) then
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attacker_copy = attacker_copies:get(attacker.x, attacker.y)
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else
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attacker_copy = wesnoth.copy_unit(attacker)
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attacker_copies:insert(attacker.x, attacker.y, attacker_copy)
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end
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attacker_copy.x = attack_info.dst.x
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attacker_copy.y = attack_info.dst.y
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-- Choose the attacker that would do the *least* damage.
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-- We want the damage distribution here as if the target were not to level up
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-- the chance to die is the same in either case
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local old_experience = target.experience
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target.experience = 0
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local att_stats, def_stats, att_weapon = wesnoth.simulate_combat(attacker_copy, target)
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target.experience = old_experience
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local rating = -1000
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if (att_stats.hp_chance[0] <= aggression) then
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if (def_stats.hp_chance[0] > 0) then
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rating = 5000 + def_stats.hp_chance[0] - att_stats.hp_chance[0]
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elseif target.status.poisoned then
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rating = -1002
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else
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rating = 1000
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local enemy_value_loss = (target.hitpoints - def_stats.average_hp) / target.max_hitpoints
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enemy_value_loss = enemy_value_loss * wesnoth.unit_types[target.type].cost
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-- We want the _least_ damage to the enemy, so the minus sign is no typo!
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rating = rating - enemy_value_loss
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local own_value_loss = (attacker_copy.hitpoints - att_stats.average_hp) / attacker_copy.max_hitpoints
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own_value_loss = own_value_loss + att_stats.hp_chance[0]
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own_value_loss = own_value_loss * wesnoth.unit_types[attacker_copy.type].cost
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rating = rating - own_value_loss
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-- Strongly discourage poison or slow attacks
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if att_weapon.poisons or att_weapon.slows then
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rating = rating - 100
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end
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-- Minor penalty if the attack hex is occupied
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if (attack_hexes:get(attack_info.dst.x, attack_info.dst.y) == 'can_move_away') then
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rating = rating - 0.001
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end
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end
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end
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if (rating > max_rating)
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or ((rating > 0) and (ca_score > max_ca_score))
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then
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max_rating = rating
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max_ca_score = ca_score
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best_attack = attack_info
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best_attack.target = { x = target.x, y = target.y }
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best_attack.ca_score = ca_score
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end
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end
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end
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end
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if best_attack then
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data.XP_attack = best_attack
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end
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return max_ca_score
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end
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function ca_attack_highxp:execution(cfg, data)
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local attacker = wesnoth.get_unit(data.XP_attack.src.x, data.XP_attack.src.y)
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local defender = wesnoth.get_unit(data.XP_attack.target.x, data.XP_attack.target.y)
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AH.movefull_outofway_stopunit(ai, attacker, data.XP_attack.dst.x, data.XP_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)
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data.XP_attack = nil
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end
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return ca_attack_highxp
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