--[=[ Functions to support the retreat of injured units ]=] local AH = wesnoth.require "ai/lua/ai_helper.lua" local BC = wesnoth.require "ai/lua/battle_calcs.lua" local LS = wesnoth.require "location_set" local function print_dbg(...) local show_debug_info = false -- manually set to true/false depending on whether output is desired if wesnoth.game_config.debug and show_debug_info then std_print('Retreat debug: ', ...) end end local retreat_functions = {} function retreat_functions.min_hp(unit) -- The minimum hp to retreat is a function of hitpoints and terrain defense -- We want to stay longer on good terrain and leave early on bad terrain -- It can be influenced by the 'retreat_factor' AI aspect local retreat_factor = ai.aspects.retreat_factor -- Leaders are more valuable and should retreat earlier if unit.canrecruit then retreat_factor = retreat_factor * 1.5 end -- Higher retreat willingness on bad terrain retreat_factor = retreat_factor * (100 - unit:defense_on(wesnoth.current.map[unit])) / 50 local min_hp = retreat_factor * unit.max_hitpoints -- Account for poison damage on next turn if unit.status.poisoned then min_hp = min_hp + wesnoth.game_config.poison_amount end -- Large values of retreat_factor could cause fully healthy units to retreat. -- We require a unit to be down more than 10 HP, or half its HP for units with less than 20 max_HP. local max_hp = unit.max_hitpoints local max_min_hp = math.max(max_hp - 10, max_hp / 2) if (min_hp > max_min_hp) then min_hp = max_min_hp end local retreat_str = '' if (unit.hitpoints < min_hp) then retreat_str = ' --> retreat' end print_dbg(string.format('%-20s %3d/%-3d HP threshold: %5.1f HP%s', unit.id, unit.hitpoints, unit.max_hitpoints, min_hp, retreat_str)) return min_hp end -- Given a set of units, return one from the set that should retreat and the location to retreat to -- Return nil if no unit needs to retreat function retreat_functions.retreat_injured_units(units, avoid_map) -- Split units into those that regenerate and those that do not local regen, regen_amounts, non_regen = {}, {}, {} for i,u in ipairs(units) do if (u.hitpoints < retreat_functions.min_hp(u)) and ((not u.canrecruit) or (not ai.aspects.passive_leader)) then if u:ability('regenerate') then -- Find the best regeneration ability and use it to estimate hp regained by regeneration local abilities = wml.get_child(u.__cfg, "abilities") local regen_amount = 0 if abilities then for regenerates in wml.child_range(abilities, "regenerate") do if (tonumber(regenerates.value) or 0) > regen_amount then regen_amount = tonumber(regenerates.value) end end end table.insert(regen, u) table.insert(regen_amounts, regen_amount) else table.insert(non_regen, u) end end end -- First we retreat non-regenerating units to healing terrain, if they can get to a safe location local unit_nr, loc_nr, threat_nr if non_regen[1] then unit_nr, loc_nr, threat_nr = retreat_functions.get_retreat_injured_units(non_regen, {}, avoid_map) if unit_nr and (threat_nr == 0) then return unit_nr, loc_nr, threat_nr end end -- Then we retreat regenerating units to terrain with high defense, if they can get to a safe location local unit_r, loc_r, threat_r if regen[1] then unit_r, loc_r, threat_r = retreat_functions.get_retreat_injured_units(regen, regen_amounts, avoid_map) if unit_r and (threat_r == 0) then return unit_r, loc_r, threat_r end end -- The we retreat those that cannot get to a safe location (non-regenerating units first again) if unit_nr then return unit_nr, loc_nr, threat_nr end if unit_r then return unit_r, loc_r, threat_r end end function retreat_functions.get_healing_locations(possible_healers) 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 = wml.get_child(u.__cfg, "abilities") or {} for ability in wml.child_range(abilities, "heals") do heal_amount = (tonumber(ability.value) or 0) 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 wesnoth.current.map:iter_adjacent(u) 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(x, y, {best_heal, best_cure}) end end end end return healing_locs end function retreat_functions.get_retreat_injured_units(healees, regen_amounts, avoid_map) local retreat_enemy_weight = ai.aspects.retreat_enemy_weight local allies = AH.get_live_units { { "filter_side", { {"allied_with", { side = wesnoth.current.side } } } } } local healing_locs = retreat_functions.get_healing_locations(allies) -- These operations are somewhat expensive, don't do them if not necessary local enemy_attack_map, ally_attack_map if (retreat_enemy_weight ~= 0) then local enemies = AH.get_attackable_enemies() enemy_attack_map = BC.get_attack_map(enemies) ally_attack_map = BC.get_attack_map(allies) end local max_rating, best_loc, best_unit = - math.huge, nil, nil for i,u in ipairs(healees) do wesnoth.interface.handle_user_interact() local possible_locations = wesnoth.paths.find_reach(u) if (not regen_amounts[i]) then -- Unit cannot self heal, make the terrain do it for us if possible local location_subset = {} for j,loc in ipairs(possible_locations) do if (not avoid_map) or (not avoid_map:get(loc[1], loc[2])) then local heal_amount = wesnoth.terrain_types[wesnoth.current.map[loc]].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 -- Do not take villages from an allied side local owner = wesnoth.map.get_owner(loc) if owner and (owner ~= wesnoth.current.side) and (not wesnoth.sides.is_enemy(wesnoth.current.side, owner)) then -- If allow_ally_villages is true, injured units are allowed to take ally villages. -- However, they should do so with lower priority, which we do by halving the heal and cure amounts. if ai.aspects.allow_ally_villages then heal_amount = heal_amount / 2 curing = 1 else heal_amount = 0 end else curing = 2 end 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 end possible_locations = location_subset end local is_healthy = false for _,trait in ipairs(u.traits) do if (trait == 'healthy') then is_healthy = true break end end local base_rating = - u.hitpoints + u.max_hitpoints / 2. if u.status.poisoned then base_rating = base_rating + wesnoth.game_config.poison_amount end if u.status.slowed then base_rating = base_rating + 4 end base_rating = base_rating * 1000 print_dbg(string.format('check retreat hexes for: %-20s base_rating = %f8.1', u.id, base_rating)) for j,loc in ipairs(possible_locations) do local unit_in_way = wesnoth.units.get(loc[1], loc[2]) if (not AH.is_visible_unit(wesnoth.current.side, unit_in_way)) or ((unit_in_way.moves > 0) and (unit_in_way.side == wesnoth.current.side)) then local heal_score = 0 if regen_amounts[i] then heal_score = math.min(regen_amounts[i], u.max_hitpoints - u.hitpoints) else if u.status.poisoned then if loc[4] > 0 then heal_score = math.min(wesnoth.game_config.poison_amount, 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 -- Figure out the enemy threat - this is also needed to assess whether rest healing is likely local enemy_rating, enemy_count = 0, 0 if (retreat_enemy_weight ~= 0) then enemy_count = enemy_attack_map.units:get(loc[1], loc[2]) or 0 local enemy_hp = enemy_attack_map.hitpoints:get(loc[1], loc[2]) or 0 local ally_hp = ally_attack_map.hitpoints:get(loc[1], loc[2]) or 0 local hp_diff = ally_hp - enemy_hp * math.abs(retreat_enemy_weight) if (hp_diff > 0) then hp_diff = 0 end -- The rating is mostly the HP difference, but we still want to -- avoid threatened hexes even if we have the advantage enemy_rating = hp_diff - enemy_count * math.abs(retreat_enemy_weight) end if (loc[1] == u.x) and (loc[2] == u.y) and (not u.status.poisoned) then if is_healthy or enemy_count == 0 then -- Bonus if we can rest heal heal_score = heal_score + wesnoth.game_config.rest_heal_amount end end -- Only consider healing locations, except when retreat_enemy_weight is negative if (heal_score > 0) or (retreat_enemy_weight < 0) then local rating = base_rating + heal_score^2 rating = rating + enemy_rating -- Penalty based on terrain defense for unit rating = rating - (100 - u:defense_on(wesnoth.current.map[loc]))/10 -- Penalty if a unit has to move out of the way -- (based on hp of moving unit) if unit_in_way and ((loc[1] ~= u.x) or (loc[2] ~= u.y)) then rating = rating + unit_in_way.hitpoints - unit_in_way.max_hitpoints end print_dbg(string.format(' possible retreat hex: %3d,%-3d rating = %9.1f (heal_score = %5.1f, enemy_rating = %9.1f)', loc[1], loc[2], rating, heal_score, enemy_rating)) if (rating > max_rating) then max_rating, best_loc, best_unit = rating, loc, u end end end end end local threat = 0 if best_unit then threat = enemy_attack_map and enemy_attack_map.units:get(best_loc[1], best_loc[2]) or 0 print_dbg(string.format('found unit to retreat: %s --> %d,%d', best_unit.id, best_loc[1], best_loc[2])) end return best_unit, best_loc, threat end return retreat_functions