|
|
|
@ -1,873 +0,0 @@
|
|
|
|
|
/* $Id$ */
|
|
|
|
|
/*
|
|
|
|
|
Copyright (C) 2009 - 2010 by Yurii Chernyi <terraninfo@terraninfo.net>
|
|
|
|
|
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
|
|
|
|
|
|
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
|
|
|
it under the terms of the GNU General Public License version 2
|
|
|
|
|
or at your option any later version.
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
|
but WITHOUT ANY WARRANTY.
|
|
|
|
|
|
|
|
|
|
See the COPYING file for more details.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @file ai/testing/ca_default_move_to_targets.cpp
|
|
|
|
|
* Strategic movement routine, taken from default AI
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "ca_default_move_to_targets.hpp"
|
|
|
|
|
|
|
|
|
|
#include "../composite/ai.hpp"
|
|
|
|
|
#include "../actions.hpp"
|
|
|
|
|
#include "../../foreach.hpp"
|
|
|
|
|
#include "../../log.hpp"
|
|
|
|
|
#include "../../terrain_filter.hpp"
|
|
|
|
|
#include "../../pathfind/pathfind.hpp"
|
|
|
|
|
|
|
|
|
|
namespace ai {
|
|
|
|
|
|
|
|
|
|
namespace testing_ai_default {
|
|
|
|
|
|
|
|
|
|
static lg::log_domain log_ai_testing_ca_default_move_to_targets("ai/ca/default_move_to_targets");
|
|
|
|
|
#define DBG_AI LOG_STREAM(debug, log_ai_testing_ca_default_move_to_targets)
|
|
|
|
|
#define LOG_AI LOG_STREAM(info, log_ai_testing_ca_default_move_to_targets)
|
|
|
|
|
#define WRN_AI LOG_STREAM(warn, log_ai_testing_ca_default_move_to_targets)
|
|
|
|
|
#define ERR_AI LOG_STREAM(err, log_ai_testing_ca_default_move_to_targets)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
struct move_cost_calculator : pathfind::cost_calculator
|
|
|
|
|
{
|
|
|
|
|
move_cost_calculator(const unit& u, const gamemap& map,
|
|
|
|
|
const unit_map& units, const move_map& enemy_dstsrc)
|
|
|
|
|
: unit_(u), map_(map), units_(units),
|
|
|
|
|
enemy_dstsrc_(enemy_dstsrc),
|
|
|
|
|
max_moves_(u.total_movement()),
|
|
|
|
|
avoid_enemies_(u.usage() == "scout")
|
|
|
|
|
{}
|
|
|
|
|
|
|
|
|
|
double cost(const map_location& loc, const double) const
|
|
|
|
|
{
|
|
|
|
|
const t_translation::t_terrain terrain = map_[loc];
|
|
|
|
|
|
|
|
|
|
const double move_cost = unit_.movement_cost(terrain);
|
|
|
|
|
|
|
|
|
|
if(move_cost > max_moves_) // impassable
|
|
|
|
|
return getNoPathValue();
|
|
|
|
|
|
|
|
|
|
double res = move_cost;
|
|
|
|
|
if(avoid_enemies_){
|
|
|
|
|
res *= 1.0 + enemy_dstsrc_.count(loc);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//if there is a unit (even a friendly one) on this tile, we increase the cost to
|
|
|
|
|
//try discourage going through units, to thwart the 'single file effect'
|
|
|
|
|
if (units_.count(loc))
|
|
|
|
|
res *= 4.0;
|
|
|
|
|
|
|
|
|
|
return res;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
const unit& unit_;
|
|
|
|
|
const gamemap& map_;
|
|
|
|
|
const unit_map& units_;
|
|
|
|
|
const move_map& enemy_dstsrc_;
|
|
|
|
|
const int max_moves_;
|
|
|
|
|
const bool avoid_enemies_;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class remove_wrong_targets {
|
|
|
|
|
public:
|
|
|
|
|
remove_wrong_targets(const readonly_context &context)
|
|
|
|
|
:avoid_(context.get_avoid()), map_(context.get_info().map)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool operator()(const target &t){
|
|
|
|
|
if (!map_.on_board(t.loc)) {
|
|
|
|
|
DBG_AI << "removing target "<< t.loc << " due to it not on_board" << std::endl;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (t.value<=0) {
|
|
|
|
|
DBG_AI << "removing target "<< t.loc << " due to value<=0" << std::endl;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (avoid_.match(t.loc)) {
|
|
|
|
|
DBG_AI << "removing target "<< t.loc << " due to 'avoid' match" << std::endl;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
private:
|
|
|
|
|
const terrain_filter &avoid_;
|
|
|
|
|
const gamemap &map_;
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
default_move_to_targets_phase::default_move_to_targets_phase( rca_context &context, const config &cfg )
|
|
|
|
|
: candidate_action(context,cfg)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
default_move_to_targets_phase::~default_move_to_targets_phase()
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double default_move_to_targets_phase::evaluate()
|
|
|
|
|
{
|
|
|
|
|
return get_score();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void default_move_to_targets_phase::execute()
|
|
|
|
|
{
|
|
|
|
|
unit_map::const_iterator leader = get_info().units.find_leader(get_side());
|
|
|
|
|
gamemap &map_ = get_info().map;
|
|
|
|
|
LOG_AI << "finding targets...\n";
|
|
|
|
|
std::vector<target> targets;
|
|
|
|
|
for(;;) {
|
|
|
|
|
if(targets.empty()) {
|
|
|
|
|
targets = find_targets(leader,get_enemy_dstsrc());
|
|
|
|
|
targets.insert(targets.end(),additional_targets().begin(),
|
|
|
|
|
additional_targets().end());
|
|
|
|
|
LOG_AI << "Found " << targets.size() << " targets\n";
|
|
|
|
|
if(targets.empty()) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
targets.erase( std::remove_if(targets.begin(),targets.end(),remove_wrong_targets(*this)), targets.end() );
|
|
|
|
|
|
|
|
|
|
if(targets.empty()) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "choosing move with " << targets.size() << " targets\n";
|
|
|
|
|
std::pair<map_location,map_location> move = choose_move(targets, get_srcdst(),
|
|
|
|
|
get_dstsrc(), get_enemy_dstsrc());
|
|
|
|
|
LOG_AI << "choose_move ends with " << targets.size() << " targets\n";
|
|
|
|
|
|
|
|
|
|
for(std::vector<target>::const_iterator ittg = targets.begin();
|
|
|
|
|
ittg != targets.end(); ++ittg) {
|
|
|
|
|
assert(map_.on_board(ittg->loc));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(move.first.valid() == false || move.second.valid() == false) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert (map_.on_board(move.first)
|
|
|
|
|
&& map_.on_board(move.second));
|
|
|
|
|
|
|
|
|
|
LOG_AI << "move: " << move.first << " -> " << move.second << '\n';
|
|
|
|
|
|
|
|
|
|
move_result_ptr move_ptr = execute_move_action(move.first,move.second,true);
|
|
|
|
|
|
|
|
|
|
if(!move_ptr->is_ok()) {
|
|
|
|
|
WRN_AI << "unexpected outcome of move"<<std::endl;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// structure storing the maximal possible rating of a target
|
|
|
|
|
struct rated_target{
|
|
|
|
|
rated_target(const std::vector<target>::iterator& t, double r) : tg(t), max_rating(r) {};
|
|
|
|
|
std::vector<target>::iterator tg;
|
|
|
|
|
double max_rating;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// compare maximal possible rating of targets
|
|
|
|
|
// we can be smarter about the equal case, but keep old behavior for the moment
|
|
|
|
|
struct rated_target_comparer {
|
|
|
|
|
bool operator()(const rated_target& a, const rated_target& b) const {
|
|
|
|
|
return a.max_rating > b.max_rating;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double default_move_to_targets_phase::rate_target(const target& tg, const unit_map::iterator& u,
|
|
|
|
|
const move_map& dstsrc, const move_map& enemy_dstsrc,
|
|
|
|
|
const pathfind::plain_route& rt)
|
|
|
|
|
{
|
|
|
|
|
double move_cost = rt.move_cost;
|
|
|
|
|
|
|
|
|
|
if(move_cost > 0) {
|
|
|
|
|
// if this unit can move to that location this turn, it has a very very low cost
|
|
|
|
|
typedef std::multimap<map_location,map_location>::const_iterator multimapItor;
|
|
|
|
|
std::pair<multimapItor,multimapItor> locRange = dstsrc.equal_range(u->get_location());
|
|
|
|
|
while (locRange.first != locRange.second) {
|
|
|
|
|
if (locRange.first->second == u->get_location()) {
|
|
|
|
|
move_cost = 0;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
++locRange.first;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
double rating = tg.value;
|
|
|
|
|
|
|
|
|
|
if(rating == 0)
|
|
|
|
|
return rating; // all following operations are only multiplications of 0
|
|
|
|
|
|
|
|
|
|
// far target have a lower rating
|
|
|
|
|
if(move_cost > 0) {
|
|
|
|
|
rating /= move_cost;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//for 'support' targets, they are rated much higher if we can get there within two turns,
|
|
|
|
|
//otherwise they are worthless to go for at all.
|
|
|
|
|
if(tg.type == target::SUPPORT) {
|
|
|
|
|
if (move_cost <= u->movement_left()*2) {
|
|
|
|
|
rating *= 10.0;
|
|
|
|
|
} else {
|
|
|
|
|
rating = 0.0;
|
|
|
|
|
return rating;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//scouts do not like encountering enemies on their paths
|
|
|
|
|
if (u->usage() == "scout") {
|
|
|
|
|
//scouts get a bonus for going after villages
|
|
|
|
|
if(tg.type == target::VILLAGE) {
|
|
|
|
|
rating *= get_scout_village_targeting();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::set<map_location> enemies_guarding;
|
|
|
|
|
enemies_along_path(rt.steps,enemy_dstsrc,enemies_guarding);
|
|
|
|
|
// note that an empty route means no guardian and thus optimal rating
|
|
|
|
|
|
|
|
|
|
if(enemies_guarding.size() > 1) {
|
|
|
|
|
rating /= enemies_guarding.size();
|
|
|
|
|
} else {
|
|
|
|
|
//scouts who can travel on their route without coming in range of many enemies
|
|
|
|
|
//get a massive bonus, so that they can be processed first, and avoid getting
|
|
|
|
|
//bogged down in lots of grouping
|
|
|
|
|
rating *= 100;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return rating;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
std::pair<map_location,map_location> default_move_to_targets_phase::choose_move(std::vector<target>& targets, const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc)
|
|
|
|
|
{
|
|
|
|
|
log_scope2(log_ai_testing_ca_default_move_to_targets, "choosing move");
|
|
|
|
|
|
|
|
|
|
raise_user_interact();
|
|
|
|
|
unit_map &units_ = get_info().units;
|
|
|
|
|
gamemap &map_ = get_info().map;
|
|
|
|
|
|
|
|
|
|
unit_map::iterator u;
|
|
|
|
|
|
|
|
|
|
//find the first eligible unit
|
|
|
|
|
for(u = units_.begin(); u != units_.end(); ++u) {
|
|
|
|
|
if (!(u->side() != get_side() || u->can_recruit() || u->movement_left() <= 0 || u->incapacitated())) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(u == units_.end()) {
|
|
|
|
|
LOG_AI << "no eligible units found\n";
|
|
|
|
|
return std::pair<map_location,map_location>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//guardian units stay put
|
|
|
|
|
if (u->get_state("guardian")) {
|
|
|
|
|
LOG_AI << u->type_id() << " is guardian, staying still\n";
|
|
|
|
|
return std::make_pair(u->get_location(), u->get_location());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const pathfind::plain_route dummy_route;
|
|
|
|
|
assert(dummy_route.steps.empty() && dummy_route.move_cost == 0);
|
|
|
|
|
|
|
|
|
|
// We will sort all targets by a quick maximal possible rating,
|
|
|
|
|
// so we will be able to start real work by the most promising ones
|
|
|
|
|
// and if its real value is better than other maximal values
|
|
|
|
|
// then we can skip them.
|
|
|
|
|
|
|
|
|
|
std::vector<rated_target> rated_targets;
|
|
|
|
|
for(std::vector<target>::iterator tg = targets.begin(); tg != targets.end(); ++tg) {
|
|
|
|
|
// passing a dummy route to have the maximal rating
|
|
|
|
|
double max_rating = rate_target(*tg, u, dstsrc, enemy_dstsrc, dummy_route);
|
|
|
|
|
rated_targets.push_back( rated_target(tg, max_rating) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//use stable_sort for the moment to preserve old AI behavior
|
|
|
|
|
std::stable_sort(rated_targets.begin(), rated_targets.end(), rated_target_comparer());
|
|
|
|
|
|
|
|
|
|
const move_cost_calculator cost_calc(*u, map_, units_, enemy_dstsrc);
|
|
|
|
|
|
|
|
|
|
pathfind::plain_route best_route;
|
|
|
|
|
unit_map::iterator best = units_.end();
|
|
|
|
|
double best_rating = -1.0;
|
|
|
|
|
|
|
|
|
|
std::vector<rated_target>::iterator best_rated_target = rated_targets.end();
|
|
|
|
|
|
|
|
|
|
std::vector<rated_target>::iterator rated_tg = rated_targets.begin();
|
|
|
|
|
|
|
|
|
|
for(; rated_tg != rated_targets.end(); ++rated_tg) {
|
|
|
|
|
const target& tg = *(rated_tg->tg);
|
|
|
|
|
|
|
|
|
|
LOG_AI << "Considering target at: " << tg.loc <<"\n";
|
|
|
|
|
assert(map_.on_board(tg.loc));
|
|
|
|
|
|
|
|
|
|
raise_user_interact();
|
|
|
|
|
|
|
|
|
|
// locStopValue controls how quickly we give up on the A* search, due
|
|
|
|
|
// to it seeming futile. Be very cautious about changing this value,
|
|
|
|
|
// as it can cause the AI to give up on searches and just do nothing.
|
|
|
|
|
const double locStopValue = 500.0;
|
|
|
|
|
pathfind::plain_route real_route = pathfind::a_star_search(u->get_location(), tg.loc, locStopValue, &cost_calc, map_.w(), map_.h());
|
|
|
|
|
|
|
|
|
|
if(real_route.steps.empty()) {
|
|
|
|
|
LOG_AI << "Can't reach target: " << locStopValue << " = " << tg.value << "/" << best_rating << "\n";
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
double real_rating = rate_target(tg, u, dstsrc, enemy_dstsrc, real_route);
|
|
|
|
|
|
|
|
|
|
LOG_AI << tg.value << "/" << real_route.move_cost << " = " << real_rating << "\n";
|
|
|
|
|
|
|
|
|
|
if(real_rating > best_rating){
|
|
|
|
|
best_rating = real_rating;
|
|
|
|
|
best_rated_target = rated_tg;
|
|
|
|
|
best_route = real_route;
|
|
|
|
|
best = u;
|
|
|
|
|
//prevent divivion by zero
|
|
|
|
|
//FIXME: stupid, should fix it at the division
|
|
|
|
|
if(best_rating == 0)
|
|
|
|
|
best_rating = 0.000000001;
|
|
|
|
|
|
|
|
|
|
// if already higher than the maximal values of the next ratings
|
|
|
|
|
// (which are sorted, so only need to check the next one)
|
|
|
|
|
// then we have found the best target.
|
|
|
|
|
if(rated_tg+1 != rated_targets.end() && best_rating >= (rated_tg+1)->max_rating)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "choose target...\n";
|
|
|
|
|
|
|
|
|
|
if(best_rated_target == rated_targets.end()) {
|
|
|
|
|
LOG_AI << "no eligible targets found\n";
|
|
|
|
|
return std::pair<map_location,map_location>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(best_rating >= 0);
|
|
|
|
|
std::vector<target>::iterator best_target = best_rated_target->tg;
|
|
|
|
|
|
|
|
|
|
//if we have the 'simple_targeting' flag set, then we don't
|
|
|
|
|
//see if any other units can put a better bid forward for this
|
|
|
|
|
//target
|
|
|
|
|
bool simple_targeting = get_simple_targeting();
|
|
|
|
|
|
|
|
|
|
if(simple_targeting == false) {
|
|
|
|
|
LOG_AI << "complex targeting...\n";
|
|
|
|
|
//now see if any other unit can put a better bid forward
|
|
|
|
|
for(++u; u != units_.end(); ++u) {
|
|
|
|
|
if (u->side() != get_side() || u->can_recruit() ||
|
|
|
|
|
u->movement_left() <= 0 || u->get_state("guardian") ||
|
|
|
|
|
u->incapacitated())
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
raise_user_interact();
|
|
|
|
|
|
|
|
|
|
const move_cost_calculator calc(*u, map_, units_, enemy_dstsrc);
|
|
|
|
|
const double locStopValue = std::min(best_target->value / best_rating, 100.0);
|
|
|
|
|
pathfind::plain_route cur_route = pathfind::a_star_search(u->get_location(), best_target->loc, locStopValue, &calc, map_.w(), map_.h());
|
|
|
|
|
|
|
|
|
|
if(cur_route.steps.empty()) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
double rating = rate_target(*best_target, u, dstsrc, enemy_dstsrc, cur_route);
|
|
|
|
|
|
|
|
|
|
if(best == units_.end() || rating > best_rating) {
|
|
|
|
|
best_rating = rating;
|
|
|
|
|
best = u;
|
|
|
|
|
best_route = cur_route;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "done complex targeting...\n";
|
|
|
|
|
} else {
|
|
|
|
|
u = units_.end();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "best unit: " << best->get_location() << '\n';
|
|
|
|
|
|
|
|
|
|
assert(best_target != targets.end());
|
|
|
|
|
|
|
|
|
|
//if our target is a position to support, then we
|
|
|
|
|
//see if we can move to a position in support of this target
|
|
|
|
|
if(best_target->type == target::SUPPORT) {
|
|
|
|
|
LOG_AI << "support...\n";
|
|
|
|
|
|
|
|
|
|
std::vector<map_location> locs;
|
|
|
|
|
access_points(srcdst, best->get_location(), best_target->loc, locs);
|
|
|
|
|
|
|
|
|
|
if(locs.empty() == false) {
|
|
|
|
|
LOG_AI << "supporting unit at " << best_target->loc.x + 1 << "," << best_target->loc.y + 1 << "\n";
|
|
|
|
|
map_location best_loc;
|
|
|
|
|
int best_defense = 0;
|
|
|
|
|
double best_vulnerability = 0.0;
|
|
|
|
|
int best_distance = 0;
|
|
|
|
|
|
|
|
|
|
for(std::vector<map_location>::const_iterator i = locs.begin(); i != locs.end(); ++i) {
|
|
|
|
|
const int distance = distance_between(*i,best_target->loc);
|
|
|
|
|
int defense = best->defense_modifier(map_.get_terrain(*i));
|
|
|
|
|
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
|
|
|
|
const double vulnerability = power_projection(*i,enemy_dstsrc);
|
|
|
|
|
|
|
|
|
|
if(best_loc.valid() == false || defense < best_defense || (defense == best_defense && vulnerability < best_vulnerability)) {
|
|
|
|
|
best_loc = *i;
|
|
|
|
|
best_defense = defense;
|
|
|
|
|
best_vulnerability = vulnerability;
|
|
|
|
|
best_distance = distance;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "returning support...\n";
|
|
|
|
|
return std::make_pair(best->get_location(), best_loc);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::map<map_location,pathfind::paths> dummy_possible_moves;
|
|
|
|
|
move_map fullmove_srcdst;
|
|
|
|
|
move_map fullmove_dstsrc;
|
|
|
|
|
calculate_possible_moves(dummy_possible_moves,fullmove_srcdst,fullmove_dstsrc,false,true);
|
|
|
|
|
|
|
|
|
|
bool dangerous = false;
|
|
|
|
|
|
|
|
|
|
if(get_grouping() != "no") {
|
|
|
|
|
LOG_AI << "grouping...\n";
|
|
|
|
|
const unit_map::const_iterator unit_at_target = units_.find(best_target->loc);
|
|
|
|
|
int movement = best->movement_left();
|
|
|
|
|
|
|
|
|
|
const bool defensive_grouping = get_grouping() == "defensive";
|
|
|
|
|
|
|
|
|
|
//we stop and consider whether the route to this
|
|
|
|
|
//target is dangerous, and whether we need to group some units to move in unison toward the target
|
|
|
|
|
//if any point along the path is too dangerous for our single unit, then we hold back
|
|
|
|
|
for(std::vector<map_location>::const_iterator i = best_route.steps.begin(); i != best_route.steps.end() && movement > 0; ++i) {
|
|
|
|
|
|
|
|
|
|
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
|
|
|
|
const double threat = power_projection(*i,enemy_dstsrc);
|
|
|
|
|
//FIXME: sukko doubled the power-projection them in the second test. ?
|
|
|
|
|
if ((threat >= best->hitpoints() && threat > power_projection(*i,fullmove_dstsrc)) ||
|
|
|
|
|
(i+1 >= best_route.steps.end()-1 && unit_at_target != units_.end() && current_team().is_enemy(unit_at_target->side()))) {
|
|
|
|
|
dangerous = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!defensive_grouping) {
|
|
|
|
|
movement -= best->movement_cost(map_.get_terrain(*i));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "done grouping...\n";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(dangerous) {
|
|
|
|
|
LOG_AI << "dangerous path\n";
|
|
|
|
|
std::set<map_location> group, enemies;
|
|
|
|
|
const map_location dst = form_group(best_route.steps,dstsrc,group);
|
|
|
|
|
enemies_along_path(best_route.steps,enemy_dstsrc,enemies);
|
|
|
|
|
|
|
|
|
|
const double our_strength = compare_groups(group,enemies,best_route.steps);
|
|
|
|
|
|
|
|
|
|
if(our_strength > 0.5 + get_caution()) {
|
|
|
|
|
LOG_AI << "moving group\n";
|
|
|
|
|
const bool res = move_group(dst,best_route.steps,group);
|
|
|
|
|
if(res) {
|
|
|
|
|
return std::pair<map_location,map_location>(map_location(1,1),map_location());
|
|
|
|
|
} else {
|
|
|
|
|
LOG_AI << "group didn't move " << group.size() << "\n";
|
|
|
|
|
|
|
|
|
|
//the group didn't move, so end the first unit in the group's turn, to prevent an infinite loop
|
|
|
|
|
return std::make_pair(best->get_location(), best->get_location());
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
LOG_AI << "massing to attack " << best_target->loc.x + 1 << "," << best_target->loc.y + 1
|
|
|
|
|
<< " " << our_strength << "\n";
|
|
|
|
|
|
|
|
|
|
const double value = best_target->value;
|
|
|
|
|
const map_location target_loc = best_target->loc;
|
|
|
|
|
const map_location loc = best->get_location();
|
|
|
|
|
const unit &un = *best;
|
|
|
|
|
|
|
|
|
|
targets.erase(best_target);
|
|
|
|
|
|
|
|
|
|
//find the best location to mass units at for an attack on the enemies
|
|
|
|
|
map_location best_loc;
|
|
|
|
|
double best_threat = 0.0;
|
|
|
|
|
int best_distance = 0;
|
|
|
|
|
|
|
|
|
|
const double max_acceptable_threat = un.hitpoints()/4;
|
|
|
|
|
|
|
|
|
|
std::set<map_location> mass_locations;
|
|
|
|
|
|
|
|
|
|
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = srcdst.equal_range(loc);
|
|
|
|
|
for(move_map::const_iterator i = itors.first; i != itors.second; ++i) {
|
|
|
|
|
const int distance = distance_between(target_loc,i->second);
|
|
|
|
|
const int defense = un.defense_modifier(map_.get_terrain(i->second));
|
|
|
|
|
//FIXME: suokko multiplied by 10 * get_caution(). ?
|
|
|
|
|
const double threat = (power_projection(i->second,enemy_dstsrc)*defense)/100;
|
|
|
|
|
|
|
|
|
|
if(best_loc.valid() == false || (threat < std::max<double>(best_threat,max_acceptable_threat) && distance < best_distance)) {
|
|
|
|
|
best_loc = i->second;
|
|
|
|
|
best_threat = threat;
|
|
|
|
|
best_distance = distance;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(threat < max_acceptable_threat) {
|
|
|
|
|
mass_locations.insert(i->second);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(std::set<map_location>::const_iterator j = mass_locations.begin(); j != mass_locations.end(); ++j) {
|
|
|
|
|
if(*j != best_loc && distance_between(*j,best_loc) < 3) {
|
|
|
|
|
LOG_AI << "found mass-to-attack target... " << *j << " with value: " << value*4.0 << "\n";
|
|
|
|
|
targets.push_back(target(*j,value*4.0,target::MASS));
|
|
|
|
|
best_target = targets.end() - 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return std::pair<map_location,map_location>(loc,best_loc);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(std::vector<map_location>::reverse_iterator ri =
|
|
|
|
|
best_route.steps.rbegin(); ri != best_route.steps.rend(); ++ri) {
|
|
|
|
|
|
|
|
|
|
if(game_config::debug) {
|
|
|
|
|
//game_display::debug_highlight(*ri,static_cast<size_t>(0.2));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//this is set to 'true' if we are hesitant to proceed because of enemy units,
|
|
|
|
|
//to rally troops around us.
|
|
|
|
|
bool is_dangerous = false;
|
|
|
|
|
|
|
|
|
|
typedef std::multimap<map_location,map_location>::const_iterator Itor;
|
|
|
|
|
std::pair<Itor,Itor> its = dstsrc.equal_range(*ri);
|
|
|
|
|
while(its.first != its.second) {
|
|
|
|
|
if(its.first->second == best->get_location()) {
|
|
|
|
|
if(!should_retreat(its.first->first,best,fullmove_srcdst,fullmove_dstsrc,enemy_dstsrc,
|
|
|
|
|
get_caution())) {
|
|
|
|
|
double value = best_target->value - best->cost()/20.0;
|
|
|
|
|
|
|
|
|
|
if(value > 0.0 && best_target->type != target::MASS) {
|
|
|
|
|
//there are enemies ahead. Rally troops around us to
|
|
|
|
|
//try to take the target
|
|
|
|
|
if(is_dangerous) {
|
|
|
|
|
LOG_AI << "found reinforcement target... " << its.first->first << " with value: " << value*2.0 << "\n";
|
|
|
|
|
targets.push_back(target(its.first->first,value*2.0,target::BATTLE_AID));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
best_target->value = value;
|
|
|
|
|
} else {
|
|
|
|
|
targets.erase(best_target);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "Moving to " << its.first->first.x + 1 << "," << its.first->first.y + 1 << "\n";
|
|
|
|
|
|
|
|
|
|
return std::pair<map_location,map_location>(its.first->second,its.first->first);
|
|
|
|
|
} else {
|
|
|
|
|
LOG_AI << "dangerous!\n";
|
|
|
|
|
is_dangerous = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
++its.first;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(best != units_.end()) {
|
|
|
|
|
LOG_AI << "Could not make good move, staying still\n";
|
|
|
|
|
|
|
|
|
|
//this sounds like the road ahead might be dangerous, and that's why we don't advance.
|
|
|
|
|
//create this as a target, attempting to rally units around
|
|
|
|
|
targets.push_back(target(best->get_location(), best_target->value));
|
|
|
|
|
best_target = targets.end() - 1;
|
|
|
|
|
return std::make_pair(best->get_location(), best->get_location());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "Could not find anywhere to move!\n";
|
|
|
|
|
return std::pair<map_location,map_location>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void default_move_to_targets_phase::access_points(const move_map& srcdst, const map_location& u, const map_location& dst, std::vector<map_location>& out)
|
|
|
|
|
{
|
|
|
|
|
unit_map &units_ = get_info().units;
|
|
|
|
|
gamemap &map_ = get_info().map;
|
|
|
|
|
const unit_map::const_iterator u_it = units_.find(u);
|
|
|
|
|
if(u_it == units_.end()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// unit_map single_unit(u_it->first, u_it->second);
|
|
|
|
|
|
|
|
|
|
const std::pair<move_map::const_iterator,move_map::const_iterator> locs = srcdst.equal_range(u);
|
|
|
|
|
for(move_map::const_iterator i = locs.first; i != locs.second; ++i) {
|
|
|
|
|
const map_location& loc = i->second;
|
|
|
|
|
if (int(distance_between(loc,dst)) <= u_it->total_movement()) {
|
|
|
|
|
pathfind::shortest_path_calculator calc(*u_it, current_team(), units_, get_info().teams, map_);
|
|
|
|
|
pathfind::plain_route rt = a_star_search(loc, dst, u_it->total_movement(), &calc, map_.w(), map_.h());
|
|
|
|
|
if(rt.steps.empty() == false) {
|
|
|
|
|
out.push_back(loc);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double default_move_to_targets_phase::compare_groups(const std::set<map_location>& our_group, const std::set<map_location>& their_group, const std::vector<map_location>& battlefield) const
|
|
|
|
|
{
|
|
|
|
|
const double a = rate_group(our_group,battlefield);
|
|
|
|
|
const double b = std::max<double>(rate_group(their_group,battlefield),0.01);
|
|
|
|
|
return a/b;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void default_move_to_targets_phase::enemies_along_path(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res)
|
|
|
|
|
{
|
|
|
|
|
for(std::vector<map_location>::const_iterator i = route.begin(); i != route.end(); ++i) {
|
|
|
|
|
map_location adj[6];
|
|
|
|
|
get_adjacent_tiles(*i,adj);
|
|
|
|
|
for(size_t n = 0; n != 6; ++n) {
|
|
|
|
|
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(adj[n]);
|
|
|
|
|
for(move_map::const_iterator j = itors.first; j != itors.second; ++j) {
|
|
|
|
|
res.insert(j->second);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
map_location default_move_to_targets_phase::form_group(const std::vector<map_location>& route, const move_map& dstsrc, std::set<map_location>& res)
|
|
|
|
|
{
|
|
|
|
|
unit_map &units_ = get_info().units;
|
|
|
|
|
if(route.empty()) {
|
|
|
|
|
return map_location();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::vector<map_location>::const_iterator i;
|
|
|
|
|
for(i = route.begin(); i != route.end(); ++i) {
|
|
|
|
|
if(units_.count(*i) > 0) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
size_t n = 0, nunits = res.size();
|
|
|
|
|
|
|
|
|
|
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(*i);
|
|
|
|
|
for(move_map::const_iterator j = itors.first; j != itors.second; ++j) {
|
|
|
|
|
if(res.count(j->second) != 0) {
|
|
|
|
|
++n;
|
|
|
|
|
} else {
|
|
|
|
|
const unit_map::const_iterator un = units_.find(j->second);
|
|
|
|
|
if (un == units_.end() || un->can_recruit() || un->movement_left() < un->total_movement()) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
res.insert(j->second);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//if not all our units can reach this position.
|
|
|
|
|
if(n < nunits) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(i != route.begin()) {
|
|
|
|
|
--i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return *i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool default_move_to_targets_phase::move_group(const map_location& dst, const std::vector<map_location>& route, const std::set<map_location>& units)
|
|
|
|
|
{
|
|
|
|
|
unit_map &units_ = get_info().units;
|
|
|
|
|
gamemap &map_ = get_info().map;
|
|
|
|
|
|
|
|
|
|
const std::vector<map_location>::const_iterator itor = std::find(route.begin(),route.end(),dst);
|
|
|
|
|
if(itor == route.end()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LOG_AI << "group has " << units.size() << " members\n";
|
|
|
|
|
|
|
|
|
|
map_location next;
|
|
|
|
|
|
|
|
|
|
size_t direction = 0;
|
|
|
|
|
|
|
|
|
|
//find the direction the group is moving in
|
|
|
|
|
if(itor+1 != route.end()) {
|
|
|
|
|
next = *(itor+1);
|
|
|
|
|
} else if(itor != route.begin()) {
|
|
|
|
|
next = *(itor-1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(next.valid()) {
|
|
|
|
|
map_location adj[6];
|
|
|
|
|
get_adjacent_tiles(dst,adj);
|
|
|
|
|
|
|
|
|
|
direction = std::find(adj,adj+6,next) - adj;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::deque<map_location> preferred_moves;
|
|
|
|
|
preferred_moves.push_back(dst);
|
|
|
|
|
|
|
|
|
|
std::map<map_location,pathfind::paths> possible_moves;
|
|
|
|
|
move_map srcdst, dstsrc;
|
|
|
|
|
calculate_possible_moves(possible_moves,srcdst,dstsrc,false);
|
|
|
|
|
|
|
|
|
|
bool gamestate_changed = false;
|
|
|
|
|
|
|
|
|
|
for(std::set<map_location>::const_iterator i = units.begin(); i != units.end(); ++i) {
|
|
|
|
|
const unit_map::const_iterator un = units_.find(*i);
|
|
|
|
|
if(un == units_.end()) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
map_location best_loc;
|
|
|
|
|
int best_defense = -1;
|
|
|
|
|
for(std::deque<map_location>::const_iterator j = preferred_moves.begin(); j != preferred_moves.end(); ++j) {
|
|
|
|
|
if(units_.count(*j)) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const std::pair<move_map::const_iterator,move_map::const_iterator> itors = dstsrc.equal_range(*j);
|
|
|
|
|
move_map::const_iterator m;
|
|
|
|
|
for(m = itors.first; m != itors.second; ++m) {
|
|
|
|
|
if(m->second == *i) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(m == itors.second) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int defense = un->defense_modifier(map_.get_terrain(*j));
|
|
|
|
|
if(best_loc.valid() == false || defense < best_defense) {
|
|
|
|
|
best_loc = *j;
|
|
|
|
|
best_defense = defense;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(best_loc.valid()) {
|
|
|
|
|
move_result_ptr move_res = execute_move_action(*i,best_loc);
|
|
|
|
|
gamestate_changed |= move_res->is_gamestate_changed();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//if we were ambushed or something went wrong, abort the group's movement.
|
|
|
|
|
if (!move_res->is_ok()) {
|
|
|
|
|
return gamestate_changed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
preferred_moves.erase(std::find(preferred_moves.begin(),preferred_moves.end(),best_loc));
|
|
|
|
|
|
|
|
|
|
//find locations that are 'perpendicular' to the direction of movement for further units to move to.
|
|
|
|
|
map_location adj[6];
|
|
|
|
|
get_adjacent_tiles(best_loc,adj);
|
|
|
|
|
for(size_t n = 0; n != 6; ++n) {
|
|
|
|
|
if(n != direction && ((n+3)%6) != direction && map_.on_board(adj[n]) &&
|
|
|
|
|
units_.count(adj[n]) == 0 && std::count(preferred_moves.begin(),preferred_moves.end(),adj[n]) == 0) {
|
|
|
|
|
preferred_moves.push_front(adj[n]);
|
|
|
|
|
LOG_AI << "added moves: " << adj[n].x + 1 << "," << adj[n].y + 1 << "\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
LOG_AI << "Could not move group member to any of " << preferred_moves.size() << " locations\n";
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return gamestate_changed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
double default_move_to_targets_phase::rate_group(const std::set<map_location>& group, const std::vector<map_location>& battlefield) const
|
|
|
|
|
{
|
|
|
|
|
unit_map &units_ = get_info().units;
|
|
|
|
|
gamemap &map_ = get_info().map;
|
|
|
|
|
|
|
|
|
|
double strength = 0.0;
|
|
|
|
|
for(std::set<map_location>::const_iterator i = group.begin(); i != group.end(); ++i) {
|
|
|
|
|
const unit_map::const_iterator u = units_.find(*i);
|
|
|
|
|
if(u == units_.end()) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const unit &un = *u;
|
|
|
|
|
|
|
|
|
|
int defense = 0;
|
|
|
|
|
for(std::vector<map_location>::const_iterator j = battlefield.begin(); j != battlefield.end(); ++j) {
|
|
|
|
|
defense += un.defense_modifier(map_.get_terrain(*j));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
defense /= battlefield.size();
|
|
|
|
|
|
|
|
|
|
int best_attack = 0;
|
|
|
|
|
const std::vector<attack_type>& attacks = un.attacks();
|
|
|
|
|
for(std::vector<attack_type>::const_iterator a = attacks.begin(); a != attacks.end(); ++a) {
|
|
|
|
|
const int strength = a->num_attacks()*a->damage();
|
|
|
|
|
best_attack = std::max<int>(strength,best_attack);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int rating = (defense*best_attack*un.hitpoints())/(100*un.max_hitpoints());
|
|
|
|
|
strength += double(rating);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return strength;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool default_move_to_targets_phase::should_retreat(const map_location& loc, const unit_map::const_iterator& un,
|
|
|
|
|
const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_dstsrc,
|
|
|
|
|
double caution)
|
|
|
|
|
{
|
|
|
|
|
if(caution <= 0.0) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
double optimal_terrain = best_defensive_position(un->get_location(), dstsrc,
|
|
|
|
|
srcdst, enemy_dstsrc).chance_to_hit/100.0;
|
|
|
|
|
const double proposed_terrain =
|
|
|
|
|
un->defense_modifier(get_info().map.get_terrain(loc))/100.0;
|
|
|
|
|
|
|
|
|
|
// The 'exposure' is the additional % chance to hit
|
|
|
|
|
// this unit receives from being on a sub-optimal defensive terrain.
|
|
|
|
|
const double exposure = proposed_terrain - optimal_terrain;
|
|
|
|
|
|
|
|
|
|
const double our_power = power_projection(loc,dstsrc);
|
|
|
|
|
const double their_power = power_projection(loc,enemy_dstsrc);
|
|
|
|
|
return caution*their_power*(1.0+exposure) > our_power;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // end of namespace testing_ai_default
|
|
|
|
|
|
|
|
|
|
} // end of namespace ai
|