UtBS Out of the Frying Pan: Use Messenger Escort Micro AI for messenger side
The scenario was still using an old version of the AI code. Fixes the error reported on the forum at http://forums.wesnoth.org/viewtopic.php?t=38806 Also correct the goal hex for the messenger units, as they were heading to the wrong location.
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2 changed files with 11 additions and 333 deletions
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@ -1,298 +0,0 @@
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return {
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init = function(ai)
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local messenger_escort = {}
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-- Moves a messenger toward goal coordinates while protecting him and
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-- clearing his way with other units, if necessary
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local H = wesnoth.require "lua/helper.lua"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local LS = wesnoth.require "lua/location_set.lua"
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function messenger_escort:find_enemies_in_way(unit, 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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-- 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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if cost >= 42424242 then return end
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-- Exclude the hex the unit is currently on
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table.remove(path, 1)
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-- Is there an enemy unit on the first path hex itself?
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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[1][1], y = path[1][2],
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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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return enemy
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end
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-- After that, go through adjacent hexes of all the other path hexes
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for i, p in ipairs(path) do
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local sub_path, sub_cost = wesnoth.find_path( unit, p[1], p[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(p[1], p[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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}[1]
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if enemy then
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return enemy
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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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function messenger_escort:find_clearing_attack(unit, 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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-- Returns proxy table containing the attack, or nil if none was found
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local enemy_in_way = self: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 max_rating, best_attack = -9e99, {}
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-- Find all units that can attack this enemy
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local my_units = wesnoth.get_units{ side = wesnoth.current.side, formula = '$this_unit.attacks_left > 0',
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{ "not", { id = unit.id } }
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}
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if (not my_units[1]) then return end
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local my_attacks = AH.get_attacks(my_units)
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for i, att in ipairs(my_attacks) do
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if (att.defender_id == enemy_in_way.id) 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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if (rating > max_rating) then
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max_rating = rating
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best_attack = att
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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 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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for i, att in ipairs(my_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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-- plus, give a huge bonus for closeness to enemy_in_way
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local tmp_defender = wesnoth.get_units{ id = att.defender_id }[1]
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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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rating = rating + 100. / dist
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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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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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end
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-----------------------
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function messenger_escort:attack_eval(id, goal_x, goal_y)
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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 = id }[1]
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if not messenger then
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return 0
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end
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-- See if there's an enemy in the way that should be attacked
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local attack = self:find_clearing_attack(messenger, goal_x, goal_y)
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if attack then
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self.data.best_attack = attack
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return 300000
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end
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return 0
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end
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function messenger_escort:attack_exec()
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-- The test for 'side' is because leaders can have same ID in MP games (I reported that as a bug)
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local attacker = wesnoth.get_units{id = self.data.best_attack.attacker_id, side = wesnoth.current.side }[1]
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local defender = wesnoth.get_units{id = self.data.best_attack.defender_id,
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{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
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}[1]
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AH.movefull_stopunit(ai, attacker, self.data.best_attack.x, self.data.best_attack.y)
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ai.attack(attacker, defender)
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self.data.best_attack = nil
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end
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-----------------------
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function messenger_escort:messenger_move_eval(id)
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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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local messenger = wesnoth.get_units{ id = id, formula = '$this_unit.moves > 0' }[1]
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if messenger then return 290000 end
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return 0
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end
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function messenger_escort:messenger_move_exec(id, goal_x, goal_y)
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local messenger = wesnoth.get_units{ id = id, formula = '$this_unit.moves > 0' }[1]
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-- In case an enemy is on the goal hex:
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local x, y = wesnoth.find_vacant_tile(goal_x, goal_y, messenger)
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local next_hop = AH.next_hop(messenger, x, y)
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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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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_units{ x = p[1], y = p[2] }[1]
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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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end
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end
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end
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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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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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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(x1, y1, messenger)
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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 + 4 < cost1) then next_hop = opt_hop end
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AH.movefull_stopunit(ai, messenger, next_hop)
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-- We also test whether an attack without retaliation or with little damage is possible
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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_adjacent", { id = 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 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 rating = -9e99
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-- This is an acceptable attack if:
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-- 1. There is no counter attack
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-- 2. Probability of death is >=67% for enemy, 0% for attacker
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if (att_stats.hp_chance[messenger.hitpoints] == 1)
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or (def_stats.hp_chance[0] >= 0.67) and (att_stats.hp_chance[0] == 0)
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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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end
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if rating > max_rating then
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max_rating, best_tar, best_weapon = rating, t, n_weapon
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end
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end
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end
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if max_rating > -9e99 then
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ai.attack(messenger, best_tar, best_weapon-1)
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end
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-- Finally, make sure unit is really done after this
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ai.stopunit_all(messenger)
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end
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-----------------------
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function messenger_escort:other_move_eval()
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local messenger = wesnoth.get_units{ side = wesnoth.current.side, id = id }[1]
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if not messenger then
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return 0
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end
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-- Move other 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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local my_units = wesnoth.get_units{ side = wesnoth.current.side, formula = '$this_unit.moves > 0' }
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if my_units[1] then return 280000 end
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return 0
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end
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function messenger_escort:other_move_exec(id)
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local messenger = wesnoth.get_units{ id = id }[1]
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local my_units = wesnoth.get_units{ side = wesnoth.current.side, formula = '$this_unit.moves > 0' }
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-- Simply move units one at a time
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local next_unit = my_units[1]
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local reach = LS.of_pairs(wesnoth.find_reach(next_unit))
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-- Distance from messenger for each hex the unit can 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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}
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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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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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-- Now find hex with minimum value that is unoccupied
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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 = next_unit.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, next_unit, best_hex)
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end
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return messenger_escort
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end
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}
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@ -221,41 +221,7 @@
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user_team_name=_"Human Ally"
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{FLAG_VARIANT undead}
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{ai/aliases/stable_singleplayer.cfg}
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[ai]
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version=10710
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[engine]
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name="lua"
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code= <<
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local ai = ...
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return wesnoth.require("campaigns/Under_the_Burning_Suns/ai/messenger-escort_engine.lua").init(ai)
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>>
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[/engine]
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{MODIFY_AI_ADD_CANDIDATE_ACTION 1 main_loop (
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[candidate_action]
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engine=lua
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name=messenger_attack
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evaluation="return (...):attack_eval('messenger', 28, 1)"
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execution="(...):attack_exec()"
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[/candidate_action]
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)}
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{MODIFY_AI_ADD_CANDIDATE_ACTION 1 main_loop (
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[candidate_action]
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engine=lua
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name=messenger_move
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evaluation="return (...):messenger_move_eval('messenger')"
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execution="(...):messenger_move_exec('messenger', 28, 1)"
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[/candidate_action]
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)}
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{MODIFY_AI_ADD_CANDIDATE_ACTION 1 main_loop (
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[candidate_action]
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engine=lua
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name=protect_unit
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evaluation="return (...):other_move_eval('messenger')"
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execution="(...):other_move_exec('messenger')"
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[/candidate_action]
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)}
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[/ai]
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{MICRO_AI_MESSENGER_ESCORT}
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[/side]
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#Side=9 temple demons
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{CLEAR_VARIABLE loc_x}
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{CLEAR_VARIABLE loc_y}
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# Set up the Messenger Escort Micro AI
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[micro_ai]
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side=8
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ai_type=messenger_escort
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action=add
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id=messenger
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waypoint_x,waypoint_y=42,1
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[/micro_ai]
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[/then]
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[/if]
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[/event]
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