ExpAI retreat: count amount of hp healed when choosing retreat location

This commit is contained in:
mattsc 2013-11-01 08:40:33 -07:00
parent 456f60a9ee
commit 938b2e6520

View file

@ -2,8 +2,10 @@
Functions to support the retreat of injured units
]=]
local H = wesnoth.require "lua/helper.lua"
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local LS = wesnoth.require "lua/location_set.lua"
local retreat_functions = {}
@ -71,31 +73,75 @@ function retreat_functions.retreat_injured_units(units)
end
end
function retreat_functions.get_retreat_injured_units(healees, healing_terrain_only)
function retreat_functions.get_healing_locations()
local possible_healers = AH.get_live_units {
{ "filter_side", {{"allied_with", {side = wesnoth.current.side} }} }
}
local healing_locs = LS.create()
for i,u in ipairs(possible_healers) do
-- Only consider healers that cannot move this turn
if u.moves == 0 or u.side ~= wesnoth.current.side then
local heal_amount = 0
local cure = 0
local abilities = H.get_child(u.__cfg, "abilities") or {}
for ability in H.child_range(abilities, "heals") do
heal_amount = ability.value
if ability.poison == "slowed" then
cure = 1
elseif ability.poison == "cured" then
cure = 2
end
end
if heal_amount + cure > 0 then
for x, y in H.adjacent_tiles(u.x, u.y) do
local old_values = healing_locs:get(x, y) or {0, 0}
local best_heal = math.max(old_values[0] or heal_amount)
local best_cure = math.max(old_values[1] or cure)
healing_locs:insert(u.x, u.y, {best_heal, best_cure})
end
end
end
end
return healing_locs
end
function retreat_functions.get_retreat_injured_units(healees, regenerates)
-- 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 healing_locs = retreat_functions.get_healing_locations()
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
if not regenerates 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)
local heal_amount = wesnoth.get_terrain_info(wesnoth.get_terrain(loc[1], loc[2])).healing or 0
if heal_amount == true then
-- handle deprecated syntax
-- TODO: remove this when removed from game
heal_amount = 8
end
local curing = 0
if heal_amount > 0 then
curing = 2
end
local healer_values = healing_locs:get(loc[1], loc[2]) or {0, 0}
heal_amount = math.max(heal_amount, healer_values[1])
curing = math.max(curing, healer_values[2])
table.insert(location_subset, {loc[1], loc[2], heal_amount, curing})
end
if location_subset[1] then
-- If healing terrain is available, restrict retreat locations to it
possible_locations = location_subset
end
possible_locations = location_subset
end
local base_rating = - u.hitpoints + u.max_hitpoints / 2.
@ -107,22 +153,45 @@ function retreat_functions.get_retreat_injured_units(healees, healing_terrain_on
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
local heal_score = 0
if regenerates then
heal_score = math.min(8, u.max_hitpoints - u.hitpoints)
else
if u.status.poisoned then
if loc[4] > 0 then
heal_score = math.min(8, u.hitpoints - 1)
if loc[4] == 2 then
-- This value is arbitrary, it just represents the ability to heal on the turn after
heal_score = heal_score + 1
end
end
else
heal_score = math.min(loc[3], u.max_hitpoints - u.hitpoints)
end
end
-- Penalty for each enemy that can reach location
rating = rating - (enemy_attack_map.units:get(loc[1], loc[2]) or 0) * 10
-- Huge penalty for each enemy that can reach location,
-- this is the single most important point (and non-linear)
local enemy_count = enemy_attack_map.units:get(loc[1], loc[2]) or 0
rating = rating - enemy_count * 100000
-- 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
if enemy_count == 0 then
-- Bonus if we can rest heal
-- TODO: Always apply bonus if unit has healthy trait
heal_score = heal_score + 2
end
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
rating = rating + heal_score^2
if (rating > max_rating) then
max_rating, best_loc, best_unit = rating, loc, u
end