Messenger Escort Micro AI: code cleanup
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4 changed files with 77 additions and 120 deletions
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@ -3,15 +3,13 @@ local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local messenger_next_waypoint = wesnoth.require "ai/micro_ais/cas/ca_messenger_f_next_waypoint.lua"
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local function messenger_find_enemies_in_way(unit, goal_x, goal_y)
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local function messenger_find_enemies_in_way(messenger, goal_x, goal_y)
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-- Returns the first unit on or next to the path of the messenger
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-- unit: proxy table for the messenger unit
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-- goal_x, goal_y: coordinates of the goal toward which the messenger moves
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-- @messenger: proxy table for the messenger unit
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-- @goal_x,@goal_y: coordinates of the goal toward which the messenger moves
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-- Returns proxy table for the first unit found, or nil if none was found
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local path, cost = wesnoth.find_path(unit, goal_x, goal_y, { ignore_units = true })
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-- If unit cannot get there:
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local path, cost = wesnoth.find_path(messenger, goal_x, goal_y, { ignore_units = true })
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if cost >= 42424242 then return end
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-- The second path hex is the first that is important for the following analysis
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@ -20,119 +18,88 @@ local function messenger_find_enemies_in_way(unit, goal_x, goal_y)
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-- Is there an enemy unit on the second path hex?
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-- This would be caught by the adjacent hex check later, but not in the right order
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local enemy = wesnoth.get_units { x = path[2][1], y = path[2][2],
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{ "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } }
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{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } }
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}[1]
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if enemy then
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--print(' enemy on second path hex:',enemy.id)
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return enemy
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end
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if enemy then return enemy end
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-- After that, go through adjacent hexes of all the other path hexes
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for i = 2, #path do
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local path_hex = path[i]
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local sub_path, sub_cost = wesnoth.find_path( unit, path_hex[1], path_hex[2], { ignore_units = true })
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if sub_cost <= unit.moves then
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-- Check for enemy units on one of the adjacent hexes (which includes 2 hexes on path)
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for x, y in H.adjacent_tiles(path_hex[1], path_hex[2]) do
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local enemy = wesnoth.get_units { x = x, y = y,
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{ "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } }
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for i = 2,#path do
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local sub_path, sub_cost = wesnoth.find_path(messenger, path[i][1], path[i][2], { ignore_units = true })
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if (sub_cost <= messenger.moves) then
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for xa,ya in H.adjacent_tiles(path[i][1], path[i][2]) do
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local enemy = wesnoth.get_units { x = xa, y = ya,
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{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } }
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}[1]
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if enemy then
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--print(' enemy next to path hex:',enemy.id)
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return enemy
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end
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if enemy then return enemy end
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end
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else -- If we've reached the end of the path for this turn
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return
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end
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end
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-- If no unit was found, return nil
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return
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end
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local function messenger_find_clearing_attack(unit, goal_x, goal_y)
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local function messenger_find_clearing_attack(messenger, goal_x, goal_y)
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-- Check if an enemy is in the way of the messenger
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-- If so, find attack that would "clear" that enemy out of the way
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-- unit: proxy table for the messenger unit
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-- goal_x, goal_y: coordinates of the goal toward which the messenger moves
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-- If so, find attack that would clear that enemy out of the way
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-- @messenger: proxy table for the messenger unit
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-- @goal_x,@goal_y: coordinates of the goal toward which the messenger moves
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-- Returns proxy table containing the attack, or nil if none was found
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local enemy_in_way = messenger_find_enemies_in_way(unit, goal_x, goal_y)
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-- If none found, don't attack, just move
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if not enemy_in_way then return end
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local enemy_in_way = messenger_find_enemies_in_way(messenger, goal_x, goal_y)
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if (not enemy_in_way) then return end
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local max_rating, best_attack = -9e99, {}
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--print('Finding attacks on',enemy_in_way.name,enemy_in_way.id)
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-- Find all units that can attack this enemy
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local units = AH.get_units_with_attacks {
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side = wesnoth.current.side,
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{ "not", { id = unit.id } }
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{ "not", { id = messenger.id } }
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}
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if (not units[1]) then return end
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local attacks = AH.get_attacks(units, { simulate_combat = true })
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for i, att in ipairs(attacks) do
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if (att.target.x == enemy_in_way.x) and (att.target.y == enemy_in_way.y) then
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local max_rating, best_attack = -9e99
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for _,attack in ipairs(attacks) do
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if (attack.target.x == enemy_in_way.x) and (attack.target.y == enemy_in_way.y) then
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-- Rating: expected HP of attacker and defender
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local rating = att.att_stats.average_hp - 2 * att.def_stats.average_hp
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--print(' rating:', rating)
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local rating = attack.att_stats.average_hp - 2 * attack.def_stats.average_hp
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if (rating > max_rating) then
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max_rating = rating
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best_attack = att
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max_rating, best_attack = rating, attack
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end
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end
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end
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-- If attack on this enemy_in_way is possible, return it
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if (max_rating > -9e99) then return best_attack end
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if best_attack then return best_attack end
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-- If we got here, that means there's an enemy in the way, but none of the units can reach it
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--> try to fight our way to that enemy
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--print('Find different attack to get to enemy in way')
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for i, att in ipairs(attacks) do
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for _,attack in ipairs(attacks) do
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-- Rating: expected HP of attacker and defender
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local rating = att.att_stats.average_hp - 2 * att.def_stats.average_hp
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local rating = attack.att_stats.average_hp - 2 * attack.def_stats.average_hp
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-- plus, give a huge bonus for closeness to enemy_in_way
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local tmp_defender = wesnoth.get_unit(att.target.x, att.target.y)
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-- Give a huge bonus for closeness to enemy_in_way
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local tmp_defender = wesnoth.get_unit(attack.target.x, attack.target.y)
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local dist = H.distance_between(enemy_in_way.x, enemy_in_way.y, tmp_defender.x, tmp_defender.y)
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--print(' distance:',enemy_in_way.id, tmp_defender.id, dist)
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rating = rating + 100. / dist
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--print(' rating:', rating)
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if (rating > max_rating) then
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max_rating = rating
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best_attack = att
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max_rating, best_attack = rating, attack
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end
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end
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if (max_rating > -9e99) then
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return best_attack
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else
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return
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end
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if best_attack then return best_attack end
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end
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local ca_messenger_attack = {}
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function ca_messenger_attack:evaluation(ai, cfg, self)
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-- Attack units in the path of the messenger
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-- id: id of the messenger unit
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-- goal_x, goal_y: coordinates of the goal toward which the messenger moves
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local messenger = wesnoth.get_units{ side = wesnoth.current.side, id = cfg.id }[1]
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local messenger = wesnoth.get_units { side = wesnoth.current.side, id = cfg.id }[1]
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if (not messenger) then return 0 end
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local x, y = messenger_next_waypoint(messenger, cfg)
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-- See if there's an enemy in the way that should be attacked
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local attack = messenger_find_clearing_attack(messenger, x, y)
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if attack then
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@ -10,16 +10,16 @@ local function get_escort(cfg)
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end
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local function get_messenger(cfg)
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local messenger = wesnoth.get_units{ side = wesnoth.current.side, id = cfg.id }[1]
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local messenger = wesnoth.get_units { side = wesnoth.current.side, id = cfg.id }[1]
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return messenger
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end
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local ca_messenger_escort_move = {}
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function ca_messenger_escort_move:evaluation(ai, cfg)
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-- Move escort units close to messenger, and in between messenger and enemies
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-- The messenger has moved at this time, so we don't need to exclude him
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-- But we check that he exist (not for this scenario, but for others)
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-- Move escort units close to messenger and in between messenger and enemies.
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-- The messenger has moved at this time, so we don't need to exclude him,
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-- but we check that he exist
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if (not get_escort(cfg)) then return 0 end
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if (not get_messenger(cfg)) then return 0 end
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return cfg.ca_score
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@ -29,36 +29,33 @@ function ca_messenger_escort_move:execution(ai, cfg)
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local escort = get_escort(cfg)
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local messenger = get_messenger(cfg)
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-- Distance from messenger for each hex the unit can reach
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local reach = LS.of_pairs(wesnoth.find_reach(escort))
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local dist_messenger = AH.distance_map({messenger}, reach)
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local dist_messenger = AH.distance_map({ messenger }, reach)
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local enemies = wesnoth.get_units {
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{ "filter_side", {{"enemy_of", {side = wesnoth.current.side} }} }
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{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } }
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}
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-- Rating (in the end, we pick the _minimum _rating):
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-- Rating (in the end, we pick the _minimum_ rating):
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-- 1. Minimize distance from enemies
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local rating = AH.distance_map(enemies, reach)
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-- 2. This one favors hexes in between messenger and enemies
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rating:union_merge(dist_messenger, function(x, y, v1, v2)
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return v1 + v2*#enemies
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return v1 + v2 * #enemies
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end)
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-- 3. Strongly prefer hexes close to the messenger
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rating:union_merge(dist_messenger, function(x, y, v1, v2)
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return v1 + v2^2
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end)
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--AH.put_labels(rating)
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-- Now find hex with minimum value that is unoccupied
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min_rating, best_hex = 9e99, {}
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min_rating, best_hex = 9e99
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rating:iter(function(x, y, r)
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local unit_in_way = wesnoth.get_units{ x = x, y = y, { "not", { id = escort.id } } }[1]
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local unit_in_way = wesnoth.get_units { x = x, y = y, { "not", { id = escort.id } } }[1]
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if (not unit_in_way) and (r < min_rating) then
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min_rating, best_hex = r, { x, y }
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end
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end)
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-- and move the unit there
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AH.movefull_stopunit(ai, escort, best_hex)
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end
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@ -8,13 +8,13 @@ return function(messenger, cfg)
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local waypoint_x = AH.split(cfg.waypoint_x, ",")
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local waypoint_y = AH.split(cfg.waypoint_y, ",")
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for i,w in ipairs(waypoint_x) do
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for i,_ in ipairs(waypoint_x) do
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waypoint_x[i] = tonumber(waypoint_x[i])
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waypoint_y[i] = tonumber(waypoint_y[i])
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end
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-- If we're within 3 hexes of the next waypoint, we go on to the one after that
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-- except if that one's the last one already
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-- If we're within 3 hexes of the next waypoint, we go on to the one
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-- after that except if it's the last one
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local dist_wp = H.distance_between(messenger.x, messenger.y, waypoint_x[wp], waypoint_y[wp])
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if (dist_wp <= 3) and (wp < #waypoint_x) then wp = wp + 1 end
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@ -6,14 +6,11 @@ local messenger_next_waypoint = wesnoth.require "ai/micro_ais/cas/ca_messenger_f
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local ca_messenger_move = {}
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function ca_messenger_move:evaluation(ai, cfg)
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-- Move the messenger (unit with passed id) toward goal, attack adjacent unit if possible
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-- without retaliation or little expected damage with high chance of killing the enemy
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-- Move the messenger toward goal, potentially attack adjacent unit
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local messenger = AH.get_units_with_moves { id = cfg.id }[1]
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if messenger then
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return cfg.ca_score
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end
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if messenger then return cfg.ca_score end
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return 0
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end
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@ -35,14 +32,14 @@ function ca_messenger_move:execution(ai, cfg)
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if (not next_hop) then next_hop = { messenger.x, messenger.y } end
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-- Compare this to the "ideal path"
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local path, cost = wesnoth.find_path(messenger, x, y, { ignore_units = 'yes' })
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local opt_hop, opt_cost = { messenger.x, messenger.y }, 0
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for i, p in ipairs(path) do
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local sub_path, sub_cost = wesnoth.find_path(messenger, p[1], p[2])
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local path = wesnoth.find_path(messenger, x, y, { ignore_units = 'yes' })
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local optimum_hop, optimum_cost = { messenger.x, messenger.y }, 0
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for _,step in ipairs(path) do
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local sub_path, sub_cost = wesnoth.find_path(messenger, step[1], step[2])
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if sub_cost > messenger.moves then
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break
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else
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local unit_in_way = wesnoth.get_unit(p[1], p[2])
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local unit_in_way = wesnoth.get_unit(step[1], step[2])
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if unit_in_way and (unit_in_way.side == messenger.side) then
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local reach = AH.get_reachable_unocc(unit_in_way)
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@ -50,38 +47,35 @@ function ca_messenger_move:execution(ai, cfg)
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end
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if not unit_in_way then
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opt_hop, nh_cost = p, sub_cost
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optimum_hop, nh_cost = step, sub_cost
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end
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end
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end
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--print(next_hop[1], next_hop[2], opt_hop[1], opt_hop[2])
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-- Now compare how long it would take from the end of both of these options
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local x1, y1 = messenger.x, messenger.y
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local x_current, y_current = messenger.x, messenger.y
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local unit_in_way = wesnoth.get_unit(next_hop[1], next_hop[2])
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if (unit_in_way == messenger) then unit_in_way = nil end
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if unit_in_way then wesnoth.extract_unit(unit_in_way) end
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wesnoth.put_unit(next_hop[1], next_hop[2], messenger)
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local tmp, cost1 = wesnoth.find_path(messenger, x, y, {ignore_units = 'yes'})
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local _, cost1 = wesnoth.find_path(messenger, x, y, { ignore_units = 'yes' })
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local unit_in_way2 = wesnoth.get_unit(opt_hop[1], opt_hop[2])
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local unit_in_way2 = wesnoth.get_unit(optimum_hop[1], optimum_hop[2])
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if (unit_in_way2 == messenger) then unit_in_way2 = nil end
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if unit_in_way2 then wesnoth.extract_unit(unit_in_way2) end
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wesnoth.put_unit(opt_hop[1], opt_hop[2], messenger)
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local tmp, cost2 = wesnoth.find_path(messenger, x, y, {ignore_units = 'yes'})
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wesnoth.put_unit(optimum_hop[1], optimum_hop[2], messenger)
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local _, cost2 = wesnoth.find_path(messenger, x, y, { ignore_units = 'yes' })
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wesnoth.put_unit(x1, y1, messenger)
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wesnoth.put_unit(x_current, y_current, messenger)
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if unit_in_way then wesnoth.put_unit(unit_in_way) end
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if unit_in_way2 then wesnoth.put_unit(unit_in_way2) end
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--print(cost1, cost2)
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-- If cost2 is significantly less, that means that the other path might overall be faster
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-- even though it is currently blocked
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if (cost2 + messenger.max_moves/2 < cost1) then next_hop = opt_hop end
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--print(next_hop[1], next_hop[2])
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-- If cost2 is significantly less, that means that the optimum path might
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-- overall be faster even though it is currently blocked
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if (cost2 + messenger.max_moves/2 < cost1) then next_hop = optimum_hop end
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if next_hop and ((next_hop[1] ~= messenger.x) or (next_hop[2] ~= messenger.y)) then
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local unit_in_way = wesnoth.get_unit(next_hop[1], next_hop[2])
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@ -94,22 +88,22 @@ function ca_messenger_move:execution(ai, cfg)
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end
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if (not messenger) or (not messenger.valid) then return end
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-- We also test whether an attack without retaliation or with little damage is possible
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-- Test whether an attack without retaliation or with little damage is possible
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if (messenger.attacks_left <= 0) then return end
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if (not H.get_child(messenger.__cfg, 'attack')) then return end
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local targets = wesnoth.get_units {
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{ "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } },
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{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
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{ "filter_adjacent", { id = cfg.id } }
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}
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local max_rating, best_tar, best_weapon = -9e99, {}, -1
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for i,t in ipairs(targets) do
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local max_rating, best_target, best_weapon = -9e99
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for _,target in ipairs(targets) do
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local n_weapon = 0
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for weapon in H.child_range(messenger.__cfg, "attack") do
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n_weapon = n_weapon + 1
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local att_stats, def_stats = wesnoth.simulate_combat(messenger, n_weapon, t)
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local att_stats, def_stats = wesnoth.simulate_combat(messenger, n_weapon, target)
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local rating = -9e99
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-- This is an acceptable attack if:
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@ -122,25 +116,25 @@ function ca_messenger_move:execution(ai, cfg)
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if (att_stats.hp_chance[messenger.hitpoints] == 1)
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or (def_stats.hp_chance[0] >= tonumber(enemy_death_chance)) and (att_stats.hp_chance[0] <= tonumber(messenger_death_chance))
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then
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rating = t.max_hitpoints + def_stats.hp_chance[0]*100 + att_stats.average_hp - def_stats.average_hp
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rating = target.max_hitpoints + def_stats.hp_chance[0]*100 + att_stats.average_hp - def_stats.average_hp
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end
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--print(messenger.id, t.id,weapon.name, rating)
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if rating > max_rating then
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max_rating, best_tar, best_weapon = rating, t, n_weapon
|
||||
|
||||
if (rating > max_rating) then
|
||||
max_rating, best_target, best_weapon = rating, target, n_weapon
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if max_rating > -9e99 then
|
||||
AH.checked_attack(ai, messenger, best_tar, best_weapon)
|
||||
if best_target then
|
||||
AH.checked_attack(ai, messenger, best_target, best_weapon)
|
||||
else
|
||||
-- Otherwise, always attack enemy on last waypoint
|
||||
-- Always attack enemy on last waypoint
|
||||
local waypoint_x = AH.split(cfg.waypoint_x, ",")
|
||||
local waypoint_y = AH.split(cfg.waypoint_y, ",")
|
||||
local target = wesnoth.get_units {
|
||||
x = tonumber(waypoint_x[#waypoint_x]),
|
||||
y = tonumber(waypoint_y[#waypoint_y]),
|
||||
{ "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } },
|
||||
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
|
||||
{ "filter_adjacent", { id = cfg.id } }
|
||||
}[1]
|
||||
|
||||
|
@ -150,7 +144,6 @@ function ca_messenger_move:execution(ai, cfg)
|
|||
end
|
||||
if (not messenger) or (not messenger.valid) then return end
|
||||
|
||||
-- Finally, make sure unit is really done after this
|
||||
AH.checked_stopunit_attacks(ai, messenger)
|
||||
end
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue