wfl 'recruitment.fai' {ai/formula/lib/map_evaluation.fai} {ai/formula/lib/util.fai} def get_terrain_types(ai*, locations) map( locations, 'l', fast_map[l].id ) where fast_map = location_to_terrain_map(ai); def get_villages_on_terrain_map( ai*, locations_map ) filter( villages, locations_map[self] ); # for now important locations are villages only # def mark_important_locations(ai*, location_map ) map( location_map, if( tmp_villages[key], 1000, value ) ) where tmp_villages = tomap( get_locations_surroundings( ai, get_villages_on_terrain_map( ai, location_map ), 1 ) ); def get_important_locations(ai* ) keys( map( ai.vars.side_terrain, value >= 1000 ) ); def enemy_leaders( ai* ) sum( map( enemies, 'enemy', filter( units_of_side[enemy], canrecruit ) ) ); def find_enemies_part( ai*, locations_map) tomap( enemy_leaders, map( enemy_leaders, 'leader', sum( map( keys(locations_map), 'location', distance_between( location, leader.loc ) ) ) ) ) where enemy_leaders = enemy_leaders( ai ); def find_enemies( ai*, locations_map) filter( keys(enemies_part), 'leader', enemies_part[leader] <= average( values( enemies_part ) ) ) where enemies_part = find_enemies_part( ai, locations_map ); def direct_enemies_units( ai* ) sum( map( vars.direct_enemies, 'enemy', units_of_side[enemy.side] ) ); def direct_enemies_recruits( ai* ) sum( map( vars.direct_enemies, 'enemy', recruits_of_side[enemy.side] ) ); # returns map of important locations and number of their occurrences on a gamemap for example: [ 'forest' -> 10 ] # def important_locations_map(ai*) tomap(get_terrain_types(ai, get_important_locations(ai))); def my_recruits_defense(ai*) tomap( map(my_recruits, id), map( my_recruits, 'recruit', sum(values(map( important_locs, defense_on(recruit, id_translator[key]) * value ))) ) ) where important_locs = important_locations_map(ai), id_translator = id_to_location_map(ai); def my_recruits_movement_cost(ai*) tomap( map(my_recruits, id), map( my_recruits, 'recruit', sum(values(map( important_locs, movement_cost(recruit, id_translator[key]) * value ))) ) ) where important_locs = important_locations_map(ai), id_translator = id_to_location_map(ai); def locally_normalize_to_highest( input_map ) map( input_map, (value * 100)/max ) where max = highest_value(input_map); def locally_normalize_to_lowest( input_map ) map( input_map, (value * 100)/min ) where min = lowest_value(input_map); # look for who we fight against # def enemy_leaders(ai*) map( enemies, 'enemy_side', find(units_of_side[enemy_side], canrecruit ) ); def distance_to_enemies(ai*) tomap( enemies, map( enemy_leaders(ai), distance_between( my_leader.loc, loc ) )); # not used anymore def find_important_opponents(ai*) keys(filter( dist_en, value 5, en_units, en_recruis ) where en_units = direct_enemies_units(ai), en_recruis = direct_enemies_recruits(ai); def evaluate_attacker_against_opponents(ai*, unit, enemy_units) sum( map( enemy_units, 'enemy_unit', sum( map( [ max_possible_damage_with_retaliation( unit, enemy_unit ) ], max( [ self[0], self[1] ] )*3 ) ) ) ); def evaluate_defender_against_opponents(ai*, unit, enemy_units) sum( map( enemy_units, 'enemy_unit', sum( map( [ max_possible_damage_with_retaliation( enemy_unit, unit ) ], max( [ self[0] - self[2], self[1] - self[3] ] )*5 ) ) ) ); def evaluate_recruits_offensive_combat(ai*, recruits, enemy_units) map( recruits, 'recruit', evaluate_attacker_against_opponents( ai, recruit, enemy_units ) ); def evaluate_recruits_defensive_combat(ai*, recruits, enemy_units) map( recruits, 'recruit', evaluate_defender_against_opponents( ai, recruit, enemy_units ) ); def combine_maps_mul( map_A, map_B ) map( map_A, value * map_B[key] ); def combine_maps_sub( map_A, map_B ) map( map_A, value - map_B[key] ); def combine_maps_add( map_A, map_B ) map( map_A, value + map_B[key] ); def combine_maps_div( map_A, map_B ) map( map_A, value / map_B[key] ); # [ locally_normalize_to_highest(my_recruits_defense(self)), tomap(map(my_recruits, id),map(my_recruits, hitpoints) ), locally_normalize_to_lowest(my_recruits_movement_cost(self)), tomap(map(my_recruits, id),map(my_recruits, max_moves))] # def consider_unit_cost(ai*) make_positive_only(map( cost_map, (value - average(values(cost_map))) * 80)) where cost_map = tomap(map(my_recruits, id),map(my_recruits, cost )); def defense_hp_eval(ai*, recruits_id_map) locally_normalize_to_highest( combine_maps_mul( my_recruits_defense(self), tomap(recruits_id_map, map( my_recruits, hitpoints*15) ) ) ); def movement_eval(ai*, recruits_id_map) locally_normalize_to_highest( make_positive_only( map( combine_maps_div( my_recruits_movement_cost( ai ), tomap( recruits_id_map, map( my_recruits, max_moves ) ) ), -value ) ) ); def fighting_eval(ai*, recruits_id_map) make_positive_only( combine_maps_sub( tomap(recruits_id_map, evaluate_recruits_offensive_combat( ai, my_recruits, current_enemies ) ), tomap(recruits_id_map, evaluate_recruits_defensive_combat( ai, my_recruits, current_enemies ) ) ) ) where current_enemies = current_enemies(ai); def level_zero_malus(ai*) map( lvl_map, if(value = 0, 40, 0) ) where lvl_map = tomap( map(my_recruits, id), map(my_recruits, level ) ); #tmp function # def filter_out( input_map, comparable_map ) filter( input_map, comparable_map[key] > comp_val) where comp_val = average(values(comparable_map))/2; def calculate_recruits(ai*) change_numbers_to_percents( combine_maps_sub( combine_maps_add( combine_maps_add( defense_hp_eval(ai, recruits_id_map ), movement_eval(ai, recruits_id_map) ), multiply_values( fighting_eval(ai,recruits_id_map), 5 ) ), combine_maps_add( consider_unit_cost(ai), level_zero_malus(ai) ) ) ) where recruits_id_map = map(my_recruits, id); def unit_chooser(ai*,unit_map) choose( keys(unit_map), 'unit_type', unit_map[unit_type] - ( ( 100 * size( filter( my_units, type = unit_type ) ) ) / size(my_units) ) ); if( vars.side_terrain, if(vars.direct_enemies, if(vars.turn_initialized = turn, safe_call( recruit(unit_chooser(self, vars.recruits_map)), end ), [ set_var(debug_print('turn_initialized'), turn) , set_var(debug_print('recruits_map'), calculate_recruits(self)) ] ), set_var( 'direct_enemies', find_enemies(self, vars.side_terrain ) ) ), set_var('side_terrain', mark_important_locations( self, calculate_map_ownership( recruits_of_side, map(filter(sum(units_of_side), canrecruit), loc), 4, 7, 4 ) ) ) ) wflend