AI spread poison CA: use more complete attack rating

battle_calcs.attack_rating() includes most of the contributions to the previous rating, plus a lot more.
This commit is contained in:
mattsc 2019-12-07 08:01:43 -08:00
parent 2cc8cce0e8
commit 1ba7e9c76c

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@ -1,6 +1,7 @@
------- Spread Poison CA --------------
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local LS = wesnoth.require "location_set"
local SP_attack
@ -55,30 +56,29 @@ function ca_spread_poison:evaluation(cfg, data, filter_own)
local about_to_level = defender.max_experience - defender.experience <= (attacker.level * 2 * wesnoth.game_config.combat_experience)
if (not cant_poison) and (healing == 0) and (not about_to_level) then
-- Strongest enemy gets poisoned first
local rating = defender.hitpoints
local _, poison_weapon = AH.has_weapon_special(attacker, "poison")
local dst = { a.dst.x, a.dst.y }
local att_stats, def_stats = BC.simulate_combat_loc(attacker, dst, defender, poison_weapon)
local _, defender_rating, attacker_rating = BC.attack_rating(attacker, defender, dst, { att_stats = att_stats, def_stats = def_stats })
-- Always attack enemy leader, if possible
if defender.canrecruit then rating = rating + 1000 end
-- Enemies that can regenerate are not good targets
if defender:ability('regenerate') then rating = rating - 1000 end
-- As this is the spread poison CA, we want to emphasize poison damage more, but only for non-regenerating units.
-- For regenerating units this is actually a penalty, as the poison might be more useful elsewhere.
local additional_poison_rating = wesnoth.game_config.poison_amount * (def_stats.poisoned - def_stats.hp_chance[0])
additional_poison_rating = additional_poison_rating / defender.max_hitpoints * defender.cost
if defender:ability('regenerate') then
additional_poison_rating = - additional_poison_rating
end
-- More priority to enemies on strong terrain
local defender_defense = 100 - defender:defense(defender_terrain)
rating = rating + defender_defense / 4.
local defense_rating = (100 - defender:defense(defender_terrain)) / 100
-- For the same attacker/defender pair, go to strongest terrain
local attacker_terrain = wesnoth.get_terrain(a.dst.x, a.dst.y)
local attacker_defense = 100 - attacker:defense(attacker_terrain)
rating = rating + attacker_defense / 2.
local combat_rating = attacker_rating + defender_rating + additional_poison_rating
local total_rating = combat_rating + defense_rating
-- And from village everything else being equal
local is_village = wesnoth.get_terrain_info(attacker_terrain).village
if is_village then rating = rating + 0.5 end
if rating > max_rating then
max_rating, best_attack = rating, a
-- Only do the attack if combat_rating is positive. As there is a sizable
-- bonus for poisoning, this will be the case for most attacks.
if (combat_rating > 0) and (total_rating > max_rating) then
max_rating, best_attack = total_rating, a
end
end
end