Bottleneck Defense Micro AI: code cleanup

This commit is contained in:
mattsc 2014-04-19 10:51:20 -07:00
parent 992ebe1358
commit 83d23fac52
2 changed files with 172 additions and 222 deletions

View file

@ -4,75 +4,73 @@ local H = wesnoth.require "lua/helper.lua"
local ca_bottleneck_attack = {}
function ca_bottleneck_attack:evaluation(ai, cfg, self)
-- All units with attacks_left and enemies next to them
-- This will be much easier once the 'attacks' variable is implemented
local attackers = AH.get_units_with_attacks {
side = wesnoth.current.side,
{ "filter_adjacent", {
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
} }
}
--print("\n\nAttackers:",#attackers)
if (not attackers[1]) then return 0 end
-- Now loop through the attackers, and all attacks for each
local max_rating, best_att, best_tar, best_weapon = 0, {}, {}, -1
for i,a in ipairs(attackers) do
local max_rating, best_attacker, best_target, best_weapon = -9e99
for _,attacker in ipairs(attackers) do
local targets = wesnoth.get_units {
{ "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } },
{ "filter_adjacent", { id = a.id } }
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
{ "filter_adjacent", { id = attacker.id } }
}
--print(" ",a.id,#targets)
for j,t in ipairs(targets) do
for _,target in ipairs(targets) do
local n_weapon = 0
for weapon in H.child_range(a.__cfg, "attack") do
for weapon in H.child_range(attacker.__cfg, "attack") do
n_weapon = n_weapon + 1
local att_stats, def_stats = wesnoth.simulate_combat(a, n_weapon, t)
local att_stats, def_stats = wesnoth.simulate_combat(attacker, n_weapon, target)
local rating = 0
local rating
-- This is an acceptable attack if:
-- 1. There is no counter attack
-- 2. Probability of death is >=67% for enemy, 0% for attacker
if (att_stats.hp_chance[a.hitpoints] == 1)
if (att_stats.hp_chance[attacker.hitpoints] == 1)
or ((def_stats.hp_chance[0] >= 0.67) and (att_stats.hp_chance[0] == 0))
then
rating = 1000 + t.max_hitpoints + def_stats.hp_chance[0]*100 + att_stats.average_hp - def_stats.average_hp
-- if there's a chance to make the kill, unit closest to leveling up goes first, otherwise the other way around
rating = target.max_hitpoints + def_stats.hp_chance[0] * 100
rating = rating + att_stats.average_hp - def_stats.average_hp
-- If there's a chance to make the kill, unit closest to leveling up goes first,
-- otherwise the other way around
if (def_stats.hp_chance[0] >= 0.67) then
rating = rating + (a.experience - a.max_experience) / 10.
rating = rating + (attacker.experience - attacker.max_experience) / 10.
else
rating = rating - (a.experience - a.max_experience) / 10.
rating = rating - (attacker.experience - attacker.max_experience) / 10.
end
end
--print(a.id, t.id,weapon.name, rating)
if rating > max_rating then
max_rating, best_att, best_tar, best_weapon = rating, a, t, n_weapon
if rating and (rating > max_rating) then
max_rating = rating
best_attacker, best_target, best_weapon = attacker, target, n_weapon
end
end
end
end
--print("Best attack:",best_att.id, best_tar.id, max_rating, best_weapon)
if max_rating == 0 then
if (not best_attacker) then
-- In this case we take attacks away from all units
-- This is done so that the RCA AI CAs can be kept in place
self.data.BD_bottleneck_attacks_done = true
else
self.data.BD_bottleneck_attacks_done = false
self.data.BD_attacker = best_att
self.data.BD_target = best_tar
self.data.BD_attacker = best_attacker
self.data.BD_target = best_target
self.data.BD_weapon = best_weapon
end
return cfg.ca_score
end
function ca_bottleneck_attack:execution(ai, cfg, self)
if self.data.BD_bottleneck_attacks_done then
local units = AH.get_units_with_attacks { side = wesnoth.current.side }
for i,u in ipairs(units) do
AH.checked_stopunit_attacks(ai, u)
for _,unit in ipairs(units) do
AH.checked_stopunit_attacks(ai, unit)
end
else
AH.checked_attack(ai, self.data.BD_attacker, self.data.BD_target, self.data.BD_weapon)

View file

@ -9,22 +9,22 @@ local function bottleneck_is_my_territory(map, enemy_map)
-- on the AI's side of the map
-- Get copy of leader to do pathfinding from each hex to the
-- front-line hexes, both own (stored in 'map') and enemy (enemy_map) front-line hexes
-- front-line hexes, both own (stored in @map) and enemy (@enemy_map) front-line hexes
-- If there is no leader, use first unit found
local unit = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'yes' }[1]
if (not unit) then unit = wesnoth.get_units { side = wesnoth.current.side }[1] end
local dummy_unit = wesnoth.copy_unit(unit)
local territory_map = LS.create()
local w,h,b = wesnoth.get_map_size()
for x = 1,w do
for y = 1,h do
local width, height = wesnoth.get_map_size()
for x = 1,width do
for y = 1,height do
-- The hex might have been covered already previously
if (not territory_map:get(x,y)) then
dummy_unit.x, dummy_unit.y = x, y
-- Find lowest movement cost to own front-line hexes
local min_cost, best_path = 9e99, {}
local min_cost, best_path = 9e99
map:iter(function(xm, ym, v)
local path, cost = wesnoth.find_path(dummy_unit, xm, ym, { ignore_units = true })
if (cost < min_cost) then
@ -33,7 +33,7 @@ local function bottleneck_is_my_territory(map, enemy_map)
end)
-- And the same to the enemy front line
local min_cost_enemy, best_path_enemy = 9e99, {}
local min_cost_enemy, best_path_enemy = 9e99
enemy_map:iter(function(xm, ym, v)
local path, cost = wesnoth.find_path(dummy_unit, xm, ym, { ignore_units = true })
if (cost < min_cost_enemy) then
@ -41,15 +41,15 @@ local function bottleneck_is_my_territory(map, enemy_map)
end
end)
-- We can set this for the entire path
-- We can set the flags for the hexes along the entire path
-- for efficiency reasons (this is pretty slow, esp. on large maps)
if (min_cost < min_cost_enemy) then
for i,p in ipairs(best_path) do
territory_map:insert(p[1], p[2], true)
for _,step in ipairs(best_path) do
territory_map:insert(step[1], step[2], true)
end
else -- We do need to use 0's in this case though, false won't work
for i,p in ipairs(best_path_enemy) do
territory_map:insert(p[1], p[2], 0)
for _,step in ipairs(best_path_enemy) do
territory_map:insert(step[1], step[2], 0)
end
end
end
@ -65,7 +65,8 @@ local function bottleneck_is_my_territory(map, enemy_map)
end
local function bottleneck_triple_from_keys(key_x, key_y, max_value)
-- Turn 'key_x= key_y=' comma-separated lists into a location set
-- Turn comma-separated lists of values in @key_x,@key_y into a location set.
-- Add a rating that has @max_value as its maximum, differentiated by order in the list.
local coords = {}
for x in string.gmatch(key_x, "%d+") do
table.insert(coords, { x })
@ -73,7 +74,7 @@ local function bottleneck_triple_from_keys(key_x, key_y, max_value)
local i = 1
for y in string.gmatch(key_y, "%d+") do
table.insert(coords[i], y)
table.insert(coords[i], max_value + 10 - i * 10) -- the rating
table.insert(coords[i], max_value + 10 - i * 10)
i = i + 1
end
@ -82,16 +83,16 @@ end
local function bottleneck_create_positioning_map(max_value, self)
-- Create the positioning maps for the healers and leaders, if not given by WML keys
-- Max_value: the rating value for the first hex in the set
-- @max_value: the rating value for the first hex in the set
-- self.data.BD_def_map must have been created when this function is called.
-- First, find all locations adjacent to def_map
-- This might include hexes on the line itself, but
-- only store those that are not in enemy territory
-- Find all locations adjacent to def_map.
-- This might include hexes on the line itself.
-- Only store those that are not in enemy territory.
local map = LS.create()
self.data.BD_def_map:iter( function(x, y, v)
for xa, ya in H.adjacent_tiles(x, y) do
self.data.BD_def_map:iter(function(x, y, v)
for xa,ya in H.adjacent_tiles(x, y) do
if self.data.BD_is_my_territory:get(xa, ya) then
-- This rating adds up the scores of all the adjacent def_map hexes
local rating = self.data.BD_def_map:get(x, y) or 0
rating = rating + (map:get(xa, ya) or 0)
map:insert(xa, ya, rating)
@ -102,10 +103,10 @@ local function bottleneck_create_positioning_map(max_value, self)
-- We need to sort the map, and assign descending values
local locs = AH.to_triples(map)
table.sort(locs, function(a, b) return a[3] > b[3] end)
for i,l in ipairs(locs) do l[3] = max_value + 10 - i * 10 end
for i,loc in ipairs(locs) do loc[3] = max_value + 10 - i * 10 end
map = AH.LS_of_triples(locs)
-- Finally, we merge the defense map into this, as healers/leaders (by default)
-- We merge the defense map into this, as healers/leaders (by default)
-- can take position on the front line
map:union_merge(self.data.BD_def_map,
function(x, y, v1, v2) return v1 or v2 end
@ -115,11 +116,12 @@ local function bottleneck_create_positioning_map(max_value, self)
end
local function bottleneck_get_rating(unit, x, y, has_leadership, is_healer, self)
-- Calculate rating of a unit at the given coordinates
-- Don't want to extract is_healer and has_leadership inside this function, as it is very slow
-- thus they are provided as parameters from the calling function
-- Calculate rating of a unit @unit at coordinates (@x,@y).
-- Don't want to extract @is_healer and @has_leadership inside this function, as it is very slow.
-- Thus they are provided as parameters from the calling function.
local rating = 0
-- Defense positioning rating
-- We exclude healers/leaders here, as we don't necessarily want them on the front line
if (not is_healer) and (not has_leadership) then
@ -138,14 +140,13 @@ local function bottleneck_get_rating(unit, x, y, has_leadership, is_healer, self
-- If leadership unit is injured -> prefer hexes next to healers
if (unit.hitpoints < unit.max_hitpoints) then
for xa, ya in H.adjacent_tiles(x, y) do
local adj = wesnoth.get_unit(xa, ya)
if adj and (adj.__cfg.usage == "healer") then
for xa,ya in H.adjacent_tiles(x, y) do
local adjacent_unit = wesnoth.get_unit(xa, ya)
if adjacent_unit and (adjacent_unit.__cfg.usage == "healer") then
leadership_rating = leadership_rating + 100
break
end
end
end
if (leadership_rating > rating) then rating = leadership_rating end
@ -168,7 +169,7 @@ local function bottleneck_get_rating(unit, x, y, has_leadership, is_healer, self
rating = 1000 - combined_dist * 10.
end
-- Now add the unit specific rating
-- Now add the unit specific rating.
if (rating > 0) then
rating = rating + unit.hitpoints/10. + unit.experience/100.
end
@ -176,53 +177,42 @@ local function bottleneck_get_rating(unit, x, y, has_leadership, is_healer, self
return rating
end
local function bottleneck_move_out_of_way(unit, self)
-- Find the best move out of the way for a unit
-- and choose the shortest possible move
-- Returns nil if no move was found
local function bottleneck_move_out_of_way(unit_in_way, self)
-- Find the best move out of the way for a unit @unit_in_way and choose the
-- shortest possible move. Returns nil if no move was found.
-- just a sanity check: unit to move out of the way needs to be on our side:
if (unit.side ~= wesnoth.current.side) then return nil end
if (unit_in_way.side ~= wesnoth.current.side) then return nil end
local reach = wesnoth.find_reach(unit)
local reach = wesnoth.find_reach(unit_in_way)
-- Find all the occupied hexes, by any unit
-- (too slow if we do this inside the loop for a specific hex)
local all_units = wesnoth.get_units { }
local occ_hexes = LS:create()
for i,u in ipairs(all_units) do
occ_hexes:insert(u.x, u.y)
for _,unit in ipairs(all_units) do
occ_hexes:insert(unit.x, unit.y)
end
-- find the closest unoccupied reachable hex in the east
local best_reach, best_hex = -1, {}
for i,r in ipairs(reach) do
if self.data.BD_is_my_territory:get(r[1], r[2]) and (not occ_hexes:get(r[1], r[2])) then
-- Best hex to move out of way to:
-- (r[3] > best_reach) : move shorter than previous best move
if (r[3] > best_reach) then
best_reach, best_hex = r[3], { r[1], r[2] }
local best_reach, best_hex = -9e99
for _,loc in ipairs(reach) do
if self.data.BD_is_my_territory:get(loc[1], loc[2]) and (not occ_hexes:get(loc[1], loc[2])) then
-- Criterion: MP left after the move has been done
if (loc[3] > best_reach) then
best_reach, best_hex = loc[3], { loc[1], loc[2] }
end
end
end
--print("Best reach: ",unit.id, best_reach, best_hex[1], best_hex[2])
if best_reach > -1 then return best_hex end
return best_hex
end
local ca_bottleneck_move = {}
function ca_bottleneck_move:evaluation(ai, cfg, self)
-- Check whether the side leader should be included or not
if cfg.active_side_leader and
(not MAISD.get_mai_self_data(self.data, cfg.ai_id, "side_leader_activated"))
then
local can_still_recruit = false -- enough gold left for another recruit?
local recruit_list = wesnoth.sides[wesnoth.current.side].recruit
for i,recruit_type in ipairs(recruit_list) do
local cost = wesnoth.unit_types[recruit_type].cost
local current_gold = wesnoth.sides[wesnoth.current.side].gold
if (cost <= current_gold) then
local can_still_recruit = false -- Enough gold left for another recruit?
for _,recruit_type in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do
if (wesnoth.unit_types[recruit_type].cost <= wesnoth.sides[wesnoth.current.side].gold) then
can_still_recruit = true
break
end
@ -232,23 +222,18 @@ function ca_bottleneck_move:evaluation(ai, cfg, self)
end
end
-- Now find all units, including the leader or not, depending on situation and settings
local units = {}
if MAISD.get_mai_self_data(self.data, cfg.ai_id, "side_leader_activated") then
units = AH.get_units_with_moves { side = wesnoth.current.side }
else
units = AH.get_units_with_moves { side = wesnoth.current.side, canrecruit = 'no' }
end
-- If there's no units with moves left, nothing to be done here
if (not units[1]) then return 0 end
-- Set up the arrays that tell the AI where to defend the bottleneck
-- Get the x and y coordinates (this assumes that cfg.x and cfg.y have the same length)
-- Set up the array that tells the AI where to defend the bottleneck
self.data.BD_def_map = bottleneck_triple_from_keys(cfg.x, cfg.y, 10000)
--AH.put_labels(self.data.BD_def_map)
-- Get the territory map, describing which hex is on AI's side of the bottleneck
-- Territory map, describing which hex is on AI's side of the bottleneck
-- This one is a bit expensive, esp. on large maps -> don't delete every move and reuse
-- However, after a reload, self.data.BD_is_my_territory is an empty string
-- -> need to recalculate in that case also (the reason is that is_my_territory is not a WML table)
@ -256,57 +241,48 @@ function ca_bottleneck_move:evaluation(ai, cfg, self)
local enemy_map = bottleneck_triple_from_keys(cfg.enemy_x, cfg.enemy_y, 10000)
self.data.BD_is_my_territory = bottleneck_is_my_territory(self.data.BD_def_map, enemy_map)
end
--AH.put_labels(self.data.BD_is_my_territory)
-- Setting up healer positioning map
-- Healer positioning map
if cfg.healer_x and cfg.healer_y then
-- If healer_x,healer_y are given, extract locs from there
self.data.BD_healer_map = bottleneck_triple_from_keys(cfg.healer_x, cfg.healer_y, 5000)
else
-- Otherwise create the map here
self.data.BD_healer_map = bottleneck_create_positioning_map(5000, self)
end
-- Use def_map values for any healer hexes that are defined in def_map as well
self.data.BD_healer_map:inter_merge(self.data.BD_def_map,
function(x, y, v1, v2) return v2 or v1 end
)
--AH.put_labels(self.data.BD_healer_map)
-- Setting up leadership position map
-- If leadership_x, leadership_y are not given, we create the leadership positioning array
-- Leadership position map
if cfg.leadership_x and cfg.leadership_y then
-- If leadership_x,leadership_y are given, extract locs from there
self.data.BD_leadership_map = bottleneck_triple_from_keys(cfg.leadership_x, cfg.leadership_y, 4000)
else
-- Otherwise create the map here
self.data.BD_leadership_map = bottleneck_create_positioning_map(4000, self)
end
-- Use def_map values for any leadership hexes that are defined in def_map as well
self.data.BD_leadership_map:inter_merge(self.data.BD_def_map,
function(x, y, v1, v2) return v2 or v1 end
)
--AH.put_labels(self.data.BD_leadership_map)
-- healing map: positions next to healers, needs to be calculated each move
-- Healing map: positions next to healers
-- Healers get moved with higher priority, so don't need to check their MP
local healers = wesnoth.get_units { side = wesnoth.current.side, ability = "healing" }
self.data.BD_healing_map = LS.create()
for i,h in ipairs(healers) do
for x, y in H.adjacent_tiles(h.x, h.y) do
for _,healer in ipairs(healers) do
for xa,ya in H.adjacent_tiles(healer.x, healer.y) do
-- Cannot be on the line, and needs to be in own territory
if self.data.BD_is_my_territory:get(x, y) then
if self.data.BD_is_my_territory:get(xa, ya) then
local min_dist = 9e99
self.data.BD_def_map:iter( function(xd, yd, vd)
local dist_line = H.distance_between(x, y, xd, yd)
local dist_line = H.distance_between(xa, ya, xd, yd)
if (dist_line < min_dist) then min_dist = dist_line end
end)
if (min_dist > 0) then
self.data.BD_healing_map:insert(x, y, 3000 + min_dist) -- farther away from enemy is good
self.data.BD_healing_map:insert(xa, ya, 3000 + min_dist) -- Farther away from enemy is good
end
end
end
end
--AH.put_labels(self.data.BD_healing_map)
-- Now on to evaluating possible moves:
-- First, get the rating of all units in their current positions
@ -314,38 +290,36 @@ function ca_bottleneck_move:evaluation(ai, cfg, self)
-- that is, its rating must be higher than:
-- 1. the rating of the unit on the target hex (if there is one)
-- 2. the rating of the currently considered unit on its current hex
local all_units = wesnoth.get_units { side = wesnoth.current.side }
local occ_hexes = LS.create()
local current_rating_map = LS.create()
for i,u in ipairs(all_units) do
for _,unit in ipairs(all_units) do
-- Is this a healer or leadership unit?
local is_healer = (u.__cfg.usage == "healer")
local has_leadership = AH.has_ability(u, "leadership")
local is_healer = (unit.__cfg.usage == "healer")
local has_leadership = AH.has_ability(unit, "leadership")
local rating = bottleneck_get_rating(u, u.x, u.y, has_leadership, is_healer, self)
occ_hexes:insert(u.x, u.y, rating)
local rating = bottleneck_get_rating(unit, unit.x, unit.y, has_leadership, is_healer, self)
current_rating_map:insert(unit.x, unit.y, rating)
-- A unit that cannot move any more, (or at least cannot move out of the way)
-- must be considered to have a very high rating (it's in the best position
-- it can possibly achieve)
local best_move_away = bottleneck_move_out_of_way(u, self)
if (not best_move_away) then occ_hexes:insert(u.x, u.y, 20000) end
local best_move_away = bottleneck_move_out_of_way(unit, self)
if (not best_move_away) then current_rating_map:insert(unit.x, unit.y, 20000) end
end
--AH.put_labels(occ_hexes)
-- Find all attack positions next to enemies
-- This is done up here rather than in the loop, because it's too slow otherwise
local enemies = AH.get_live_units {
{ "filter_side", {{"enemy_of", {side = wesnoth.current.side} }} }
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } }
}
local attacks = {}
for i,e in ipairs(enemies) do
for x,y in H.adjacent_tiles(e.x, e.y) do
if self.data.BD_is_my_territory:get(x,y) then
local unit_in_way = wesnoth.get_unit(x, y)
local data = { x = x, y = y,
defender = e,
defender_level = wesnoth.unit_types[e.type].level,
for _,enemy in ipairs(enemies) do
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
if self.data.BD_is_my_territory:get(xa, ya) then
local unit_in_way = wesnoth.get_unit(xa, ya)
local data = { x = xa, y = ya,
defender = enemy,
defender_level = wesnoth.unit_types[enemy.type].level,
unit_in_way = unit_in_way
}
table.insert(attacks, data)
@ -353,129 +327,110 @@ function ca_bottleneck_move:evaluation(ai, cfg, self)
end
end
-- Go through all units with moves left
-- Variables to store best unit/move
local max_rating, best_unit, best_hex = 0, {}, {}
for i,u in ipairs(units) do
local max_rating, best_unit, best_hex = 0
for _,unit in ipairs(units) do
local is_healer = (unit.__cfg.usage == "healer")
local has_leadership = AH.has_ability(unit, "leadership")
-- Is this a healer or leadership unit?
local is_healer = (u.__cfg.usage == "healer")
local has_leadership = AH.has_ability(u, "leadership")
local current_rating = bottleneck_get_rating(u, u.x, u.y, has_leadership, is_healer, self)
--print("Finding move for:",u.id, u.x, u.y, current_rating)
-- Find the best move for all hexes the unit can reach ...
local reach = wesnoth.find_reach(u)
for i,r in ipairs(reach) do
local rating = bottleneck_get_rating(u, r[1], r[2], has_leadership, is_healer, self)
--print(" ->",r[1],r[2],rating,occ_hexes:get(r[1], r[2]))
--reach_map:insert(r[1], r[2], rating)
local reach = wesnoth.find_reach(unit)
for _,loc in ipairs(reach) do
local rating = bottleneck_get_rating(unit, loc[1], loc[2], has_leadership, is_healer, self)
-- A move is only considered if it improves the overall rating,
-- that is, its rating must be higher than:
-- 1. the rating of the unit on the target hex (if there is one)
-- 2. the rating of the currently considered unit on its current hex
if occ_hexes:get(r[1], r[2]) and (occ_hexes:get(r[1], r[2]) >= rating) then rating = 0 end
if (rating <= current_rating) then rating = 0 end
--print(" ->",r[1],r[2],rating,occ_hexes:get(r[1], r[2]))
if current_rating_map:get(loc[1], loc[2])
and (current_rating_map:get(loc[1], loc[2]) >= rating)
then
rating = 0
end
-- If the target hex is occupied, give it a (very) small penalty
if occ_hexes:get(r[1], r[2]) then rating = rating - 0.001 end
-- 2. the rating of the currently considered unit on its current hex
if (rating <= current_rating_map:get(unit.x, unit.y)) then rating = 0 end
-- If the target hex is occupied, give it a small penalty
if current_rating_map:get(loc[1], loc[2]) then rating = rating - 0.001 end
-- Now only valid and possible moves should have a rating > 0
if rating > max_rating then
max_rating, best_unit, best_hex = rating, u, { r[1], r[2] }
if (rating > max_rating) then
max_rating, best_unit, best_hex = rating, unit, { loc[1], loc[2] }
end
-- Finally, we check whether a level-up attack is possible from this hex
-- Level-up-attacks will always get a rating greater than any move
-- So if this is the case, they are done first
for j,a in ipairs(attacks) do
for _,attack in ipairs(attacks) do
-- Only do calc. if there's a theoretical chance for leveling up (speeds things up a lot)
if (a.x == r[1]) and (a.y == r[2]) and (u.max_experience - u.experience <= 8 * a.defender_level) then
--print('Evaluating attack', u.id, a.x, a.y, a.defender.x, a.defender.y)
-- For this one, we really want to go through all weapons individually
-- as the best chosen automatically might not be the best for this specific task
if (attack.x == loc[1]) and (attack.y == loc[2]) and
(unit.max_experience - unit.experience <= 8 * attack.defender_level)
then
local n_weapon = 0
for weapon in H.child_range(u.__cfg, "attack") do
for weapon in H.child_range(unit.__cfg, "attack") do
n_weapon = n_weapon + 1
local att_stats, def_stats = BC.simulate_combat_loc(u, { a.x, a.y }, a.defender, n_weapon)
local att_stats, def_stats = BC.simulate_combat_loc(unit, { attack.x, attack.y }, attack.defender, n_weapon)
-- Level-up attack when:
-- Execute level-up attack when:
-- 1. max_experience-experience <= target.level and chance to die = 0
-- 2. max_experience-experience <= target.level*8 and chance to die = 0
-- and chance to kill > 66% and remaining av hitpoints > 20
-- #1 is a definite level up, #2 is not, so #1 gets priority
local lu_rating = 0
if (u.max_experience - u.experience <= a.defender_level) then
local level_up_rating = 0
if (unit.max_experience - unit.experience <= attack.defender_level) then
if (att_stats.hp_chance[0] == 0) then
-- weakest enemy is best (favors stronger weapon)
lu_rating = 15000 - def_stats.average_hp
-- Weakest enemy is best (favors stronger weapon)
level_up_rating = 15000 - def_stats.average_hp
end
else
if (u.max_experience - u.experience <= 8 * a.defender_level) and (att_stats.hp_chance[0] == 0) and (def_stats.hp_chance[0] >= 0.66) and (att_stats.average_hp >= 20) then
-- strongest attacker and weakest enemy is best
lu_rating = 14000 + att_stats.average_hp - def_stats.average_hp/2.
if (unit.max_experience - unit.experience <= 8 * attack.defender_level)
and (att_stats.hp_chance[0] == 0)
and (def_stats.hp_chance[0] >= 0.66)
and (att_stats.average_hp >= 20)
then
-- Strongest attacker and weakest enemy is best
level_up_rating = 14000 + att_stats.average_hp - def_stats.average_hp / 2.
end
end
-- Very small penalty if there's a unit in the way
-- Small penalty if there's a unit in the way
-- We also need to check whether this unit can actually move out of the way
if a.unit_in_way then
local moow = bottleneck_move_out_of_way(a.unit_in_way, self)
if moow then
lu_rating = lu_rating - 0.001
if attack.unit_in_way then
if bottleneck_move_out_of_way(attack.unit_in_way, self) then
level_up_rating = level_up_rating - 0.001
else
lu_rating = 0
level_up_rating = 0
end
end
--print("Level-up rating:",lu_rating)
if (lu_rating > max_rating) then
max_rating, best_unit, best_hex = lu_rating, u, { r[1], r[2] }
-- The following are also needed in this case
-- We don't have to worry about unsetting them, as LU attacks
-- always have higher priority than any other move
self.data.BD_lu_defender = a.defender
self.data.BD_lu_weapon = n_weapon
if (level_up_rating > max_rating) then
max_rating, best_unit, best_hex = level_up_rating, unit, { loc[1], loc[2] }
self.data.BD_level_up_defender = attack.defender
self.data.BD_level_up_weapon = n_weapon
end
end
end
end
end
--AH.put_labels(reach_map)
end
--print("Best move:",best_unit.id,max_rating,best_hex[1],best_hex[2])
-- Finally, if there's another unit in the best location,
-- moving it out of the way becomes the best move
-- It has been checked that this is possible
local unit_in_way = wesnoth.get_units { x = best_hex[1], y = best_hex[2],
{ "not", { id = best_unit.id } }
}[1]
if unit_in_way then
best_hex = bottleneck_move_out_of_way(unit_in_way, self)
best_unit = unit_in_way
--print("Moving out of way:", best_unit.id, best_hex[1], best_hex[2])
-- Also need to delete the level-up attack fields
-- They will be reset on the next turn
self.data.BD_lu_defender = nil
self.data.BD_lu_weapon = nil
end
-- Set the variables for the exec() function
if max_rating == 0 then
-- In this case we take MP away from all units
-- This is done so that the RCA AI CAs can be kept in place
if (not best_hex) then
self.data.BD_bottleneck_moves_done = true
else
-- If there's another unit in the best location, moving it out of the way becomes the best move
local unit_in_way = wesnoth.get_units { x = best_hex[1], y = best_hex[2],
{ "not", { id = best_unit.id } }
}[1]
if unit_in_way then
best_hex = bottleneck_move_out_of_way(unit_in_way, self)
best_unit = unit_in_way
self.data.BD_level_up_defender = nil
self.data.BD_level_up_weapon = nil
end
self.data.BD_bottleneck_moves_done = false
self.data.BD_unit = best_unit
self.data.BD_hex = best_hex
self.data.BD_unit, self.data.BD_hex = best_unit, best_hex
end
return cfg.ca_score
end
@ -487,29 +442,26 @@ function ca_bottleneck_move:execution(ai, cfg, self)
else
units = AH.get_units_with_moves { side = wesnoth.current.side, canrecruit = 'no' }
end
for i,u in ipairs(units) do
AH.checked_stopunit_moves(ai, u)
for _,unit in ipairs(units) do
AH.checked_stopunit_moves(ai, unit)
end
else
--print("Moving unit:",self.data.BD_unit.id, self.data.BD_unit.x, self.data.BD_unit.y, " ->", best_hex[1], best_hex[2], " -- turn:", wesnoth.current.turn)
if (self.data.BD_unit.x ~= self.data.BD_hex[1]) or (self.data.BD_unit.y ~= self.data.BD_hex[2]) then -- test needed for level-up move
AH.checked_move(ai, self.data.BD_unit, self.data.BD_hex[1], self.data.BD_hex[2]) -- don't want full move, as this might be stepping out of the way
if (self.data.BD_unit.x ~= self.data.BD_hex[1]) or (self.data.BD_unit.y ~= self.data.BD_hex[2]) then
-- Don't want full move, as this might be stepping out of the way
AH.checked_move(ai, self.data.BD_unit, self.data.BD_hex[1], self.data.BD_hex[2])
end
if (not self.data.BD_unit) or (not self.data.BD_unit.valid) then return end
-- If this is a move for a level-up attack, do the attack also
if self.data.BD_lu_defender then
--print("Level-up attack",self.data.BD_unit.id, self.data.BD_lu_defender.id, self.data.BD_lu_weapon)
AH.checked_attack(ai, self.data.BD_unit, self.data.BD_lu_defender, self.data.BD_lu_weapon)
if self.data.BD_level_up_defender then
AH.checked_attack(ai, self.data.BD_unit, self.data.BD_level_up_defender, self.data.BD_level_up_weapon)
end
end
-- Now delete almost everything
-- Keep: self.data.BD_is_my_territory, [micro_ai]side_leader_activated=
-- Keep only self.data.BD_is_my_territory because it is very expensive
self.data.BD_unit, self.data.BD_hex = nil, nil
self.data.BD_lu_defender, self.data.BD_lu_weapon = nil, nil
self.data.BD_level_up_defender, self.data.BD_level_up_weapon = nil, nil
self.data.BD_bottleneck_moves_done = nil
self.data.BD_def_map, self.data.BD_healer_map, self.data.BD_leadership_map, self.data.BD_healing_map = nil, nil, nil, nil
end