fai -> wfl in FormulaAI files
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14 changed files with 1649 additions and 26 deletions
1623
data/ai/formula/engine.lua
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1623
data/ai/formula/engine.lua
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@ -1,4 +1,4 @@
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fai 'level_up_attack_move.fai'
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wfl 'level_up_attack_move.fai'
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# Score will be the probability * 100 of attacker unit (me) killing target unit #
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# (target) if attacker can level up and if the highest probable outcome #
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@ -25,4 +25,4 @@ if(calc_exp(target.level) > (me.max_experience - me.experience),
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-5)
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where battle_outcome = calculate_outcome(me.loc, get_best_defense_loc(my_moves.moves, me, target), target.loc)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'level_up_attack_move.fat'
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wfl 'level_up_attack_move.fat'
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# If move is chosen, attacker (me) will attack enemy unit (target) from the hex #
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# with highest defensive value. This move will only be chosen if the attacker #
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@ -7,4 +7,4 @@ fai 'level_up_attack_move.fat'
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attack(me.loc, get_best_defense_loc(my_moves.moves, me, target), target.loc)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'ai/formula/lib/map_evaluation.fai' #===== Evaluation how good unit is on a map ===== #
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wfl 'ai/formula/lib/map_evaluation.fai' #===== Evaluation how good unit is on a map ===== #
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# filter out important locations #
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@ -104,4 +104,4 @@ def units_average_defense(ai*, units_list, terrain_min_percent)
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units_list
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);
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'ai/formula/lib/recruitment.fai'
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wfl 'ai/formula/lib/recruitment.fai'
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def recruit_army(ai*,unit_map)
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choose(
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@ -29,4 +29,4 @@ def recruit_army(ai*,unit_map)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'ai/formula/lib/util.fai'
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wfl 'ai/formula/lib/util.fai'
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def sumarize_values( input_map )
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sum(
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@ -49,4 +49,4 @@ def sumarize_maps_values( map_A, map_B )
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value + map_A[key]
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);
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'new_recruitment.fai'
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wfl 'new_recruitment.fai'
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{ai/formula/lib/map_evaluation.fai}
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{ai/formula/lib/util.fai}
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@ -365,4 +365,4 @@ if( vars.side_terrain,
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)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'patrol.fai'
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wfl 'patrol.fai'
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def closest_unit(ai*, me)
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choose(
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@ -70,4 +70,4 @@ where path_to = if( enemy_units,
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shortest_path( me.loc, closest_unit(self, me).loc ),
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[]
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)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'poisoner_attack.fai'
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wfl 'poisoner_attack.fai'
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def get_best_defense_loc(moves, attacker, enemy)
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choose(filter(map(filter(moves, src=attacker.loc), dst),
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@ -10,4 +10,4 @@ def get_best_defense_loc(moves, attacker, enemy)
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where att_weap = index_of(['poison'],map(me.attacks,specials))
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'poisoner_eval.fai'
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wfl 'poisoner_eval.fai'
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{AI_CA_COMBAT_SCORE} + 100 +
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#rate units with regeneration as worse targets #
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@ -26,5 +26,5 @@ if( target.abilities,
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0
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)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'recruitment.fai'
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wfl 'recruitment.fai'
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{ai/formula/lib/map_evaluation.fai}
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{ai/formula/lib/util.fai}
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@ -332,4 +332,4 @@ if( vars.side_terrain,
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)
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'scouting_eval.fai'
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wfl 'scouting_eval.fai'
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if(me.loc = my_leader.loc,
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-5,
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@ -12,4 +12,4 @@ if( me.max_moves > 5,
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where enemies_in_range = filter( enemy_units, 'enemy', distance_between( me.loc, enemy.loc ) < me.max_moves),
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shroud = find_shroud()
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'scouting_move.fai'
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wfl 'scouting_move.fai'
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if(size(villages) != 0,
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move(me.loc, nearest_loc(nearest_loc(me.loc,villages),unit_moves(me.loc))),
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@ -6,4 +6,4 @@ if(size(villages) != 0,
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where villages = filter(unit_moves(me.loc),is_unowned_village(map,x,y)),
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shroud = find_shroud()
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faiend
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wflend
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@ -1,4 +1,4 @@
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fai 'lurker_moves.fai'
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wfl 'lurker_moves.fai'
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# run_file('ai/micro_ais/engines/lurker_moves.fai') #
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def is_swamp(map, xx, yy)
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@ -45,4 +45,4 @@ where possible_attacks = reachable_enemies_next_to_swamp( me.loc, my_attacks,map
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where swamp_in_reach = reachable_swamp(me.loc,map)
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faiend
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wflend
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