return { -- init parameters: -- ai_cas: an object reference to store the CAs and associated data -- the CA will use the function names ai_cas:recruit_rushers_eval/exec, so should be referenced by the object name used by the calling AI -- ai_cas also has the functions find_best_recruit, find_best_recruit_hex and analyze_enemy_unit added to it -- find_best_recruit, find_best_recruit_hex may be useful for writing recruitment code separately from the engine -- params: parameters to configure recruitment -- score_function: function that returns the CA score when recruit_rushers_eval wants to recruit -- (default returns the RCA recruitment score) -- randomness: a measure of randomness in recruitment -- higher absolute values increase randomness, with values above about 3 being close to completely random -- (default = 0.1) -- min_turn_1_recruit: function that returns true if only enough units to grab nearby villages should be recruited turn 1, false otherwise -- (default always returns false) -- leader_takes_village: function that returns true if and only if the leader is going to move to capture a village this turn -- (default returns 'not ai.aspects.passive_leader') -- enemy_types: array of default enemy unit types to consider if there are no enemies on the map -- and no enemy sides exist or have recruit lists -- Note: the recruiting code assumes full knowledge of units on the map and the recruit lists of other sides for the purpose of -- finding the best unit types to recruit. It does not work otherwise. It assumes normal vision of the AI side (that is, it disregards -- hidden enemy units) for determining from which keep hex the leader should recruit and on which castle hexes to recruit new units init = function(ai_cas, params) if not params then params = {} end math.randomseed(os.time()) local AH = wesnoth.require "ai/lua/ai_helper.lua" local M = wesnoth.map local LS = wesnoth.require "location_set" local recruit_data = {} local no_village_cost = function(recruit_id) return wesnoth.unit_types[recruit_id].cost+wesnoth.unit_types[recruit_id].level+wesnoth.sides[wesnoth.current.side].village_gold end local get_hp_efficiency = function (table, recruit_id) -- raw durability is a function of hp and the regenerates ability -- efficiency decreases faster than cost increases to avoid recruiting many expensive units -- there is a requirement for bodies in order to block movement -- There is currently an assumption that opponents will average about 15 damage per strike -- and that two units will attack per turn until the unit dies to estimate the number of hp -- gained from regeneration local effective_hp = wesnoth.unit_types[recruit_id].max_hitpoints local unit = wesnoth.units.create { type = recruit_id, random_traits = false, name = "X", random_gender = false } -- Find the best regeneration ability and use it to estimate hp regained by regeneration local abilities = wml.get_child(unit.__cfg, "abilities") local regen_amount = 0 if abilities then for regen in wml.child_range(abilities, "regenerate") do if regen.value > regen_amount then regen_amount = regen.value end end effective_hp = effective_hp + (regen_amount * effective_hp/30) end local hp_score = math.max(math.log(effective_hp/20),0.01) local efficiency = hp_score/(wesnoth.unit_types[recruit_id].cost^2) local no_village_efficiency = hp_score/(no_village_cost(recruit_id)^2) table[recruit_id] = {efficiency, no_village_efficiency} return {efficiency, no_village_efficiency} end local efficiency = {} setmetatable(efficiency, { __index = get_hp_efficiency }) function poisonable(unit) return not unit.status.unpoisonable end function drainable(unit) return not unit.status.undrainable end function get_best_defense(unit) local terrain_archetypes = { "Wo", "Ww", "Wwr", "Ss", "Gt", "Ds", "Ft", "Hh", "Mm", "Vi", "Ch", "Uu", "At", "Qt", "^Uf", "Xt" } local best_defense = 100 for i, terrain in ipairs(terrain_archetypes) do local defense = unit:defense(terrain) if defense < best_defense then best_defense = defense end end return best_defense end function analyze_enemy_unit(enemy_type, ally_type) local function get_best_attack(attacker, defender, defender_defense, attacker_defense, can_poison) -- Try to find the average damage for each possible attack and return the one that deals the most damage. -- Would be preferable to call simulate combat, but that requires the defender to be on the map according -- to documentation and we are looking for hypothetical situations so would have to search for available -- locations for the defender that would have the desired defense. We would also need to remove nearby units -- in order to ensure that adjacent units are not modifying the result. In addition, the time of day is -- assumed to be neutral here, which is not assured in the simulation. -- Ideally, this function would be a clone of simulate combat, but run for each time of day in the scenario and on arbitrary terrain. -- In several cases this function only approximates the correct value (eg Thunderguard vs Goblin Spearman has damage capped by target health) -- In some cases (like poison), this approximation is preferred to the actual value. local best_damage = 0 local best_attack local best_poison_damage = 0 -- Steadfast is currently disabled because it biases the AI too much in favour of Guardsmen -- Basically it sees the defender stats for damage and wrongfully concludes that the unit is amazing -- This may be rectifiable by looking at retaliation damage as well. local steadfast = false for attack in wml.child_range(wesnoth.unit_types[attacker.type].__cfg, "attack") do local defense = defender_defense local poison = false local damage_multiplier = 1 local damage_bonus = 0 local weapon_damage = attack.damage for special in wml.child_range(attack, 'specials') do local mod if wml.get_child(special, 'poison') and can_poison then poison = true end -- Handle marksman and magical mod = wml.get_child(special, 'chance_to_hit') if mod then if mod.value then if mod.cumulative then if mod.value > defense then defense = mod.value end else defense = mod.value end elseif mod.add then defense = defense + mod.add elseif mod.sub then defense = defense - mod.sub elseif mod.multiply then defense = defense * mod.multiply elseif mod.divide then defense = defense / mod.divide end end -- Handle most damage specials (assumes all are cumulative) mod = wml.get_child(special, 'damage') if mod and mod.active_on ~= "defense" then local special_multiplier = 1 local special_bonus = 0 if mod.multiply then special_multiplier = special_multiplier*mod.multiply end if mod.divide then special_multiplier = special_multiplier/mod.divide end if mod.add then special_bonus = special_bonus+mod.add end if mod.subtract then special_bonus = special_bonus-mod.subtract end if mod.backstab then -- Assume backstab happens on only 1/2 of attacks -- TODO: find out what actual probability of getting to backstab is damage_multiplier = damage_multiplier*(special_multiplier*0.5 + 0.5) damage_bonus = damage_bonus+(special_bonus*0.5) if mod.value then weapon_damage = (weapon_damage+mod.value)/2 end else damage_multiplier = damage_multiplier*special_multiplier damage_bonus = damage_bonus+special_bonus if mod.value then weapon_damage = mod.value end end end end -- Handle drain for defender local drain_recovery = 0 local defender_attacks = defender.attacks for i_d = 1,#defender_attacks do local defender_attack = defender_attacks[i_d] if (defender_attack.range == attack.range) then for _,sp in ipairs(defender_attack.specials) do if (sp[1] == 'drains') and drainable(attacker) then -- TODO: calculate chance to hit -- currently assumes 50% chance to hit using supplied constant local attacker_resistance = attacker:resistance(defender_attack.type) drain_recovery = (defender_attack.damage*defender_attack.number*attacker_resistance*attacker_defense/2)/10000 end end end end defense = defense/100.0 local resistance = defender:resistance(attack.type) if steadfast and (resistance < 100) then resistance = 100 - ((100 - resistance) * 2) if (resistance < 50) then resistance = 50 end end local base_damage = (weapon_damage+damage_bonus)*resistance*damage_multiplier if (resistance > 100) then base_damage = base_damage-1 end base_damage = math.floor(base_damage/100 + 0.5) if (base_damage < 1) and (attack.damage > 0) then -- Damage is always at least 1 base_damage = 1 end local attack_damage = base_damage*attack.number*defense-drain_recovery local poison_damage = 0 if poison then -- Add poison damage * probability of poisoning poison_damage = wesnoth.game_config.poison_amount*(1-((1-defense)^attack.number)) end if (not best_attack) or (attack_damage+poison_damage > best_damage+best_poison_damage) then best_damage = attack_damage best_poison_damage = poison_damage best_attack = attack end end return best_attack, best_damage, best_poison_damage end -- Use cached information when possible: this is expensive local analysis = {} if not recruit_data.analyses then recruit_data.analyses = {} else if recruit_data.analyses[enemy_type] then analysis = recruit_data.analyses[enemy_type] or {} end end if analysis[ally_type] then return analysis[ally_type] end local unit = wesnoth.units.create { type = enemy_type, random_traits = false, name = "X", random_gender = false } local can_poison = poisonable(unit) and (not unit:ability('regenerate')) local flat_defense = unit:defense("Gt") local best_defense = get_best_defense(unit) local recruit = wesnoth.units.create { type = ally_type, random_traits = false, name = "X", random_gender = false } local recruit_flat_defense = recruit:defense("Gt") local recruit_best_defense = get_best_defense(recruit) local can_poison_retaliation = poisonable(recruit) and (not recruit:ability('regenerate')) best_flat_attack, best_flat_damage, flat_poison = get_best_attack(recruit, unit, flat_defense, recruit_best_defense, can_poison) best_high_defense_attack, best_high_defense_damage, high_defense_poison = get_best_attack(recruit, unit, best_defense, recruit_flat_defense, can_poison) best_retaliation, best_retaliation_damage, retaliation_poison = get_best_attack(unit, recruit, recruit_flat_defense, best_defense, can_poison_retaliation) local result = { offense = { attack = best_flat_attack, damage = best_flat_damage, poison_damage = flat_poison }, defense = { attack = best_high_defense_attack, damage = best_high_defense_damage, poison_damage = high_defense_poison }, retaliation = { attack = best_retaliation, damage = best_retaliation_damage, poison_damage = retaliation_poison } } analysis[ally_type] = result -- Cache result before returning recruit_data.analyses[enemy_type] = analysis return analysis[ally_type] end function can_slow(unit) local attacks = unit.attacks for i_a = 1,#attacks do for _,sp in ipairs(attacks[i_a].specials) do if (sp[1] == 'slow') then return true end end end return false end function get_hp_ratio_with_gold() function sum_gold_for_sides(side_filter) -- sum positive amounts of gold for a set of sides -- positive only because it is used to estimate the number of enemy units that could appear -- and negative numbers shouldn't subtract from the number of units on the map local gold = 0 local sides = wesnoth.get_sides(side_filter) for i,s in ipairs(sides) do if s.gold > 0 then gold = gold + s.gold end end return gold end -- Hitpoint ratio of own units / enemy units -- Also convert available gold to a hp estimate my_units = AH.get_live_units { { "filter_side", {{"allied_with", {side = wesnoth.current.side} }} } } enemies = AH.get_live_units { { "filter_side", {{"enemy_of", {side = wesnoth.current.side} }} } } local my_hp, enemy_hp = 0, 0 for i,u in ipairs(my_units) do my_hp = my_hp + u.hitpoints end for i,u in ipairs(enemies) do enemy_hp = enemy_hp + u.hitpoints end my_hp = my_hp + sum_gold_for_sides({{"allied_with", {side = wesnoth.current.side} }})*2.3 enemy_hp = enemy_hp+sum_gold_for_sides({{"enemy_of", {side = wesnoth.current.side} }})*2.3 hp_ratio = my_hp/(enemy_hp + 1e-6) return hp_ratio end function do_recruit_eval(data) -- Check if leader is on keep local leader = wesnoth.units.find_on_map { side = wesnoth.current.side, canrecruit = 'yes' }[1] if (not leader) or (not wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep) then return 0 end -- Check if there is enough gold to recruit a unit local cheapest_unit_cost = AH.get_cheapest_recruit_cost() if cheapest_unit_cost > wesnoth.sides[wesnoth.current.side].gold then return 0 end -- Check for space to recruit a unit get_current_castle(leader, data) local no_space = true for i,c in ipairs(data.castle.locs) do local unit = wesnoth.units.get(c[1], c[2]) if (not AH.is_visible_unit(wesnoth.current.side, unit)) then no_space = false break end end if no_space then return 0 end -- Check for minimal recruit option if wesnoth.current.turn == 1 and params.min_turn_1_recruit and params.min_turn_1_recruit() then if not get_village_target(leader, data)[1] then return 0 end end if not data.recruit then data.recruit = init_data(leader) end data.recruit.cheapest_unit_cost = cheapest_unit_cost local score = 180010 -- default score if one not provided, just above RCA AI recruiting if params.score_function then score = params.score_function() end return score end function init_data(leader) local data = {} -- Count enemies of each type local enemies = AH.get_live_units { { "filter_side", {{"enemy_of", {side = wesnoth.current.side} }}} } local enemy_counts = {} local enemy_types = {} local possible_enemy_recruit_count = 0 local function add_unit_type(unit_type) if not enemy_counts[unit_type] then table.insert(enemy_types, unit_type) enemy_counts[unit_type] = 1 else enemy_counts[unit_type] = enemy_counts[unit_type] + 1 end end -- Collect all enemies on map for i, unit in ipairs(enemies) do add_unit_type(unit.type) end -- Collect all possible enemy recruits and count them as virtual enemies local enemy_sides = wesnoth.get_sides({ { "enemy_of", {side = wesnoth.current.side} }, { "has_unit", { canrecruit = true }} }) for i, side in ipairs(enemy_sides) do possible_enemy_recruit_count = possible_enemy_recruit_count + #(wesnoth.sides[side.side].recruit) for j, unit_type in ipairs(wesnoth.sides[side.side].recruit) do add_unit_type(unit_type) end end -- If no enemies were found, check params.enemy_types, -- otherwise add a small number of "representative" unit types if #enemy_types == 0 then if params.enemy_types then for _,enemy_type in ipairs(params.enemy_types) do add_unit_type(enemy_type) end else add_unit_type('Orcish Grunt') add_unit_type('Orcish Archer') add_unit_type('Wolf Rider') add_unit_type('Spearman') add_unit_type('Bowman') add_unit_type('Cavalryman') end end data.enemy_counts = enemy_counts data.enemy_types = enemy_types data.num_enemies = math.max(#enemies, 1) data.possible_enemy_recruit_count = possible_enemy_recruit_count return data end function ai_cas:recruit_rushers_eval() local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'recruit_rushers' if AH.print_eval() then AH.print_ts(' - Evaluating recruit_rushers CA:') end local score = do_recruit_eval(recruit_data) if score == 0 then -- We're done for the turn, discard data recruit_data.recruit = nil end if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end return score end function ai_cas:recruit_rushers_exec() if AH.print_exec() then AH.print_ts(' Executing recruit_rushers CA') end if AH.show_messages() then wesnoth.wml_actions.message { speaker = 'narrator', message = 'Recruiting' } end local enemy_counts = recruit_data.recruit.enemy_counts local enemy_types = recruit_data.recruit.enemy_types local num_enemies = recruit_data.recruit.num_enemies local hp_ratio = get_hp_ratio_with_gold() -- Determine effectiveness of recruitable units against each enemy unit type local recruit_effectiveness = {} local recruit_vulnerability = {} local attack_type_count = {} -- The number of units who will likely use a given attack type local attack_range_count = {} -- The number of units who will likely use a given attack range local unit_attack_type_count = {} -- The attack types a unit will use local unit_attack_range_count = {} -- The ranges a unit will use local enemy_type_count = 0 local poisoner_count = 0.1 -- Number of units with a poison attack (set to slightly > 0 because we divide by it later) local poisonable_count = 0 -- Number of units that the opponents control that are hurt by poison local recruit_count = {} for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do recruit_count[recruit_id] = #(AH.get_live_units { side = wesnoth.current.side, type = recruit_id, canrecruit = 'no' }) end for i, unit_type in ipairs(enemy_types) do enemy_type_count = enemy_type_count + 1 local poison_vulnerable = false for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do local analysis = analyze_enemy_unit(unit_type, recruit_id) if not recruit_effectiveness[recruit_id] then recruit_effectiveness[recruit_id] = {damage = 0, poison_damage = 0} recruit_vulnerability[recruit_id] = 0 end recruit_effectiveness[recruit_id].damage = recruit_effectiveness[recruit_id].damage + analysis.defense.damage * enemy_counts[unit_type]^2 if analysis.defense.poison_damage and analysis.defense.poison_damage > 0 then poison_vulnerable = true recruit_effectiveness[recruit_id].poison_damage = recruit_effectiveness[recruit_id].poison_damage + analysis.defense.poison_damage * enemy_counts[unit_type]^2 end recruit_vulnerability[recruit_id] = recruit_vulnerability[recruit_id] + (analysis.retaliation.damage * enemy_counts[unit_type])^3 local attack_type = analysis.defense.attack.type if not attack_type_count[attack_type] then attack_type_count[attack_type] = 0 end attack_type_count[attack_type] = attack_type_count[attack_type] + recruit_count[recruit_id] local attack_range = analysis.defense.attack.range if not attack_range_count[attack_range] then attack_range_count[attack_range] = 0 end attack_range_count[attack_range] = attack_range_count[attack_range] + recruit_count[recruit_id] if not unit_attack_type_count[recruit_id] then unit_attack_type_count[recruit_id] = {} end unit_attack_type_count[recruit_id][attack_type] = true if not unit_attack_range_count[recruit_id] then unit_attack_range_count[recruit_id] = {} end unit_attack_range_count[recruit_id][attack_range] = true end if poison_vulnerable then poisonable_count = poisonable_count + enemy_counts[unit_type] end end for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do -- Count the number of units with the poison ability -- This could be wrong if all the units on the enemy side are immune to poison, but since poison has no effect then anyway it doesn't matter if recruit_effectiveness[recruit_id].poison_damage > 0 then poisoner_count = poisoner_count + recruit_count[recruit_id] end end -- Subtract the number of possible recruits for the enemy from the list of poisonable units -- This works perfectly unless some of the enemy recruits cannot be poisoned. -- However, there is no problem with this since poison is generally less useful in such situations and subtracting them too discourages such recruiting local poison_modifier = math.max(0, math.min(((poisonable_count-recruit_data.recruit.possible_enemy_recruit_count) / (poisoner_count*5)), 1))^2 for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do -- Ensure effectiveness and vulnerability are positive. -- Negative values imply that drain is involved and the amount drained is very high if recruit_effectiveness[recruit_id].damage <= 0 then recruit_effectiveness[recruit_id].damage = 0.01 else recruit_effectiveness[recruit_id].damage = (recruit_effectiveness[recruit_id].damage / (num_enemies)^2)^0.5 end recruit_effectiveness[recruit_id].poison_damage = (recruit_effectiveness[recruit_id].poison_damage / (num_enemies)^2)^0.5 * poison_modifier if recruit_vulnerability[recruit_id] <= 0 then recruit_vulnerability[recruit_id] = 0.01 else recruit_vulnerability[recruit_id] = (recruit_vulnerability[recruit_id] / ((num_enemies)^2))^0.5 end end -- Correct count of units for each range local most_common_range local most_common_range_count = 0 for range, count in pairs(attack_range_count) do attack_range_count[range] = count/enemy_type_count if attack_range_count[range] > most_common_range_count then most_common_range = range most_common_range_count = attack_range_count[range] end end -- Correct count of units for each attack type for attack_type, count in pairs(attack_type_count) do attack_type_count[attack_type] = count/enemy_type_count end local recruit_type local leader = wesnoth.units.find_on_map { side = wesnoth.current.side, canrecruit = 'yes' }[1] repeat recruit_data.recruit.best_hex, recruit_data.recruit.target_hex = ai_cas:find_best_recruit_hex(leader, recruit_data) recruit_type = ai_cas:find_best_recruit(attack_type_count, unit_attack_type_count, recruit_effectiveness, recruit_vulnerability, attack_range_count, unit_attack_range_count, most_common_range_count) until recruit_type if wesnoth.unit_types[recruit_type].cost <= wesnoth.sides[wesnoth.current.side].gold then AH.checked_recruit(ai, recruit_type, recruit_data.recruit.best_hex[1], recruit_data.recruit.best_hex[2]) -- If the recruited unit cannot reach the target hex, return it to the pool of targets if recruit_data.recruit.target_hex and recruit_data.recruit.target_hex[1] then local unit = wesnoth.units.get(recruit_data.recruit.best_hex[1], recruit_data.recruit.best_hex[2]) local path, cost = wesnoth.find_path(unit, recruit_data.recruit.target_hex[1], recruit_data.recruit.target_hex[2], {viewing_side=0, max_cost=unit.max_moves+1}) if cost > unit.max_moves then -- The last village added to the list should be the one we tried to aim for, check anyway local last = #recruit_data.castle.assigned_villages_x if (recruit_data.castle.assigned_villages_x[last] == recruit_data.recruit.target_hex[1]) and (recruit_data.castle.assigned_villages_y[last] == recruit_data.recruit.target_hex[2]) then table.remove(recruit_data.castle.assigned_villages_x) table.remove(recruit_data.castle.assigned_villages_y) end end end return true else -- This results in the CA being blacklisted -> clear cache recruit_data.recruit = nil return false end end function get_current_castle(leader, data) if (not data.castle) or (data.castle.x ~= leader.x) or (data.castle.y ~= leader.y) then data.castle = { locs = AH.get_locations_no_borders { { "filter_vision", { side = wesnoth.current.side, visible = 'yes' } }, { "and", { x = leader.x, y = leader.y, radius = 200, { "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } } }} }, x = leader.x, y = leader.y } end end function ai_cas:find_best_recruit_hex(leader, data) -- Find the best recruit hex -- First choice: a hex that can reach an unowned village -- Second choice: a hex close to the enemy get_current_castle(leader, data) local best_hex, village = get_village_target(leader, data) if village[1] then table.insert(data.castle.assigned_villages_x, village[1]) table.insert(data.castle.assigned_villages_y, village[2]) else -- no available village, look for hex closest to enemy leader -- and also the closest enemy local max_rating = -1 local enemy_leaders = AH.get_attackable_enemies { canrecruit = 'yes' } local closest_enemy = AH.get_closest_enemy() for i,c in ipairs(data.castle.locs) do local rating = 0 local unit = wesnoth.units.get(c[1], c[2]) if (not AH.is_visible_unit(wesnoth.current.side, unit)) then for j,e in ipairs(enemy_leaders) do rating = rating + 1 / M.distance_between(c[1], c[2], e.x, e.y) ^ 2. end if closest_enemy then rating = rating + 1 / M.distance_between(c[1], c[2], closest_enemy.x, closest_enemy.y) ^ 2. end if (rating > max_rating) then max_rating, best_hex = rating, { c[1], c[2] } end end end end if AH.print_eval() then if village[1] then std_print("Recruit at: " .. best_hex[1] .. "," .. best_hex[2] .. " -> " .. village[1] .. "," .. village[2]) else std_print("Recruit at: " .. best_hex[1] .. "," .. best_hex[2]) end end return best_hex, village end function ai_cas:find_best_recruit(attack_type_count, unit_attack_type_count, recruit_effectiveness, recruit_vulnerability, attack_range_count, unit_attack_range_count, most_common_range_count) -- Find best recruit based on damage done to enemies present, speed, and hp/gold ratio local recruit_scores = {} local best_scores = {offense = 0, defense = 0, move = 0} local best_hex = recruit_data.recruit.best_hex local target_hex = recruit_data.recruit.target_hex local reference_hex = target_hex[1] and target_hex or best_hex local enemy_location, distance_to_enemy = AH.get_closest_enemy(reference_hex, wesnoth.current.side, { viewing_side = 0 }) -- If no enemy is on the map, then we first use closest enemy start hex, -- and if that does not exist either, a location mirrored w.r.t the center of the map if not enemy_location then local enemy_sides = wesnoth.get_sides({ { "enemy_of", {side = wesnoth.current.side} } }) local min_dist = math.huge for _, side in ipairs(enemy_sides) do local enemy_start_hex = wesnoth.special_locations[side.side] if enemy_start_hex then local dist = wesnoth.map.distance_between(reference_hex[1], reference_hex[2], enemy_start_hex[1], enemy_start_hex[2]) if dist < min_dist then min_dist = dist enemy_location = { x = enemy_start_hex[1], y = enemy_start_hex[2] } end end end if not enemy_location then local width, height = wesnoth.get_map_size() enemy_location = { x = width + 1 - reference_hex[1], y = height + 1 - reference_hex[2] } end distance_to_enemy = wesnoth.map.distance_between(reference_hex[1], reference_hex[2], enemy_location.x, enemy_location.y) end local gold_limit = math.huge if recruit_data.castle.loose_gold_limit >= recruit_data.recruit.cheapest_unit_cost then gold_limit = recruit_data.castle.loose_gold_limit end local recruitable_units = {} for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do -- Count number of units with the same attack type. Used to avoid recruiting too many of the same unit local attack_types = 0 local recruit_count = 0 for attack_type, count in pairs(unit_attack_type_count[recruit_id]) do attack_types = attack_types + 1 recruit_count = recruit_count + attack_type_count[attack_type] end recruit_count = recruit_count / attack_types local recruit_modifier = 1+recruit_count/50 local efficiency_index = 1 local unit_cost = wesnoth.unit_types[recruit_id].cost -- Use time to enemy to encourage recruiting fast units when the opponent is far away (game is beginning or we're winning) -- Base distance on local recruit_unit = wesnoth.units.create { type = recruit_id, x = best_hex[1], y = best_hex[2], random_traits = false, name = "X", random_gender = false } if target_hex[1] then local path, cost = wesnoth.find_path(recruit_unit, target_hex[1], target_hex[2], {viewing_side=0, max_cost=wesnoth.unit_types[recruit_id].max_moves+1}) if cost > wesnoth.unit_types[recruit_id].max_moves then -- Unit cost is effectively higher if cannot reach the village efficiency_index = 2 unit_cost = no_village_cost(recruit_id) end -- Later calculations are based on where the unit will be after initial move recruit_unit.x = target_hex[1] recruit_unit.y = target_hex[2] end local path, cost = wesnoth.find_path(recruit_unit, enemy_location.x, enemy_location.y, {ignore_units = true}) local time_to_enemy = cost / wesnoth.unit_types[recruit_id].max_moves local move_score = 1 / (time_to_enemy * unit_cost^0.5) local eta = math.ceil(time_to_enemy) if target_hex[1] then -- expect a 1 turn delay to reach village eta = eta + 1 end -- divide the lawful bonus by eta before running it through the function because the function converts from 0 centered to 1 centered local lawful_bonus = 0 local eta_turn = wesnoth.current.turn + eta if eta_turn <= wesnoth.game_config.last_turn then lawful_bonus = wesnoth.get_time_of_day(wesnoth.current.turn + eta).lawful_bonus / eta^2 end local damage_bonus = AH.get_unit_time_of_day_bonus(recruit_unit.__cfg.alignment, lawful_bonus) -- Estimate effectiveness on offense and defense local offense_score = (recruit_effectiveness[recruit_id].damage*damage_bonus+recruit_effectiveness[recruit_id].poison_damage) /(wesnoth.unit_types[recruit_id].cost^0.3*recruit_modifier^4) local defense_score = efficiency[recruit_id][efficiency_index]/recruit_vulnerability[recruit_id] local unit_score = {offense = offense_score, defense = defense_score, move = move_score} recruit_scores[recruit_id] = unit_score for key, score in pairs(unit_score) do if score > best_scores[key] then best_scores[key] = score end end if can_slow(recruit_unit) then unit_score["slows"] = true end if recruit_unit:matches { ability = "healing" } then unit_score["heals"] = true end if recruit_unit:matches { ability = "skirmisher" } then unit_score["skirmisher"] = true end recruitable_units[recruit_id] = recruit_unit end local healer_count, healable_count = get_unit_counts_for_healing() local best_score = 0 local recruit_type local offense_weight = 2.5 local defense_weight = 1/hp_ratio^0.5 local move_weight = math.max((distance_to_enemy/20)^2, 0.25) local randomness = params.randomness or 0.1 -- Bonus for higher-level units, as unit cost is penalized otherwise local high_level_fraction = params.high_level_fraction or 0 local all_units = AH.get_live_units { side = wesnoth.current.side, { "not", { canrecruit = "yes" }} } local level_count = {} for _,unit in ipairs(all_units) do local level = unit.level level_count[level] = (level_count[level] or 0) + 1 end local min_recruit_level, max_recruit_level = math.huge, -math.huge for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do local level = wesnoth.unit_types[recruit_id].level if (level < min_recruit_level) then min_recruit_level = level end if (level > max_recruit_level) then max_recruit_level = level end end if (min_recruit_level < 1) then min_recruit_level = 1 end local unit_deficit = {} for i=min_recruit_level+1,max_recruit_level do -- If no non-leader units are on the map yet, we set up the situation as if there were -- one of each level. This is in order to get the situation for the first recruit right. local n_units = #all_units local n_units_this_level = level_count[i] or 0 if (n_units == 0) then n_units = max_recruit_level - min_recruit_level n_units_this_level = 1 end unit_deficit[i] = high_level_fraction ^ (i - min_recruit_level) * n_units - n_units_this_level end for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do local level_bonus = 0 local level = wesnoth.unit_types[recruit_id].level if (level > min_recruit_level) and (unit_deficit[level] > 0) then level_bonus = 0.25 * unit_deficit[level]^2 end local scores = recruit_scores[recruit_id] local offense_score = (scores["offense"]/best_scores["offense"])^0.5 local defense_score = (scores["defense"]/best_scores["defense"])^0.5 local move_score = (scores["move"]/best_scores["move"])^0.5 local bonus = math.random()*randomness if scores["slows"] then bonus = bonus + 0.4 end if scores["heals"] then bonus = bonus + (healable_count/(healer_count+1))/20 end if scores["skirmisher"] then bonus = bonus + 0.1 end for attack_range, count in pairs(unit_attack_range_count[recruit_id]) do bonus = bonus + 0.02 * most_common_range_count / (attack_range_count[attack_range]+1) end local race = wesnoth.races[wesnoth.unit_types[recruit_id].__cfg.race] local num_traits = race and race.num_traits or 0 bonus = bonus + 0.03 * num_traits^2 if target_hex[1] then recruitable_units[recruit_id].x = best_hex[1] recruitable_units[recruit_id].y = best_hex[2] local path, cost = wesnoth.find_path(recruitable_units[recruit_id], target_hex[1], target_hex[2], {viewing_side=0, max_cost=wesnoth.unit_types[recruit_id].max_moves+1}) if cost > wesnoth.unit_types[recruit_id].max_moves then -- penalty if the unit can't reach the target village bonus = bonus - 0.2 end end local score = offense_score*offense_weight + defense_score*defense_weight + move_score*move_weight + bonus + level_bonus if AH.print_eval() then std_print(recruit_id .. " score: " .. offense_score*offense_weight .. " + " .. defense_score*defense_weight .. " + " .. move_score*move_weight .. " + " .. bonus .. " + " .. level_bonus .. " = " .. score) end if score > best_score and wesnoth.unit_types[recruit_id].cost <= gold_limit then best_score = score recruit_type = recruit_id end end return recruit_type end function get_unit_counts_for_healing() local healers = #AH.get_live_units { side = wesnoth.current.side, ability = "healing", { "not", { canrecruit = "yes" }} } local healable = #AH.get_live_units { side = wesnoth.current.side, { "not", { ability = "regenerates" }} } return healers, healable end function get_village_target(leader, data) -- Only consider villages reachable by our fastest unit local fastest_unit_speed = 0 for i, recruit_id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do if wesnoth.unit_types[recruit_id].max_moves > fastest_unit_speed then fastest_unit_speed = wesnoth.unit_types[recruit_id].max_moves end end -- get a list of all unowned and enemy-owned villages within fastest_unit_speed -- this may have false positives (villages that can't be reached due to difficult/impassible terrain) local exclude_map = LS.create() if data.castle.assigned_villages_x and data.castle.assigned_villages_x[1] then for i,x in ipairs(data.castle.assigned_villages_x) do exclude_map:insert(x, data.castle.assigned_villages_y[i]) end end local all_villages = wesnoth.get_villages() local villages = {} for _,v in ipairs(all_villages) do local owner = wesnoth.get_village_owner(v[1], v[2]) if ((not owner) or wesnoth.is_enemy(owner, wesnoth.current.side)) and (not exclude_map:get(v[1], v[2])) then for _,loc in ipairs(data.castle.locs) do local dist = M.distance_between(v[1], v[2], loc[1], loc[2]) if (dist <= fastest_unit_speed) then table.insert(villages, v) break end end end end local hex, target, shortest_distance = {}, {}, AH.no_path if not data.castle.assigned_villages_x then data.castle.assigned_villages_x = {} data.castle.assigned_villages_y = {} if not ai.aspects.passive_leader and (not params.leader_takes_village or params.leader_takes_village()) then -- skip one village for the leader for i,v in ipairs(villages) do local path, cost = wesnoth.find_path(leader, v[1], v[2], {max_cost = leader.max_moves+1}) if cost <= leader.max_moves then table.insert(data.castle.assigned_villages_x, v[1]) table.insert(data.castle.assigned_villages_y, v[2]) table.remove(villages, i) break end end end end local village_count = #villages local test_units = get_test_units() local num_recruits = #test_units local total_village_distance = {} for j,c in ipairs(data.castle.locs) do c_index = c[1] + c[2]*1000 total_village_distance[c_index] = 0 for i,v in ipairs(villages) do total_village_distance[c_index] = total_village_distance[c_index] + M.distance_between(c[1], c[2], v[1], v[2]) end end local width,height,border = wesnoth.get_map_size() if (not recruit_data.unit_distances) then recruit_data.unit_distances = {} end for i,v in ipairs(villages) do local close_castle_hexes = {} for _,loc in ipairs(data.castle.locs) do local dist = M.distance_between(v[1], v[2], loc[1], loc[2]) if (dist <= fastest_unit_speed) then if (not wesnoth.units.get(loc[1], loc[2])) then table.insert(close_castle_hexes, loc) end end end for u,unit in ipairs(test_units) do test_units[u].x = v[1] test_units[u].y = v[2] end local viable_village = false local village_best_hex, village_shortest_distance = {}, AH.no_path for j,c in ipairs(close_castle_hexes) do if c[1] > 0 and c[2] > 0 and c[1] <= width and c[2] <= height then local distance = 0 for x,unit in ipairs(test_units) do local key = unit.type .. '_' .. v[1] .. '-' .. v[2] .. '_' .. c[1] .. '-' .. c[2] local path, unit_distance if (not recruit_data.unit_distances[key]) then path, unit_distance = wesnoth.find_path(unit, c[1], c[2], {viewing_side=0, max_cost=fastest_unit_speed+1}) recruit_data.unit_distances[key] = unit_distance else unit_distance = recruit_data.unit_distances[key] end distance = distance + unit_distance -- Village is only viable if at least one unit can reach it if unit_distance <= unit.max_moves then viable_village = true end end distance = distance / num_recruits if distance < village_shortest_distance or (distance == village_shortest_distance and distance < AH.no_path and total_village_distance[c[1] + c[2]*1000] > total_village_distance[village_best_hex[1]+village_best_hex[2]*1000]) then village_best_hex = c village_shortest_distance = distance end end end if village_shortest_distance < shortest_distance then hex = village_best_hex target = v shortest_distance = village_shortest_distance end if not viable_village then -- this village could not be reached by any unit -- eliminate it from consideration table.insert(data.castle.assigned_villages_x, v[1]) table.insert(data.castle.assigned_villages_y, v[2]) village_count = village_count - 1 end end data.castle.loose_gold_limit = math.floor(wesnoth.sides[wesnoth.current.side].gold/village_count + 0.5) return hex, target end function get_test_units() local test_units, num_recruits = {}, 0 local movetypes = {} for x,id in ipairs(wesnoth.sides[wesnoth.current.side].recruit) do local custom_movement = wml.get_child(wesnoth.unit_types[id].__cfg, "movement_costs") local movetype = wesnoth.unit_types[id].__cfg.movement_type if custom_movement or (not movetypes[movetype]) or (movetypes[movetype] < wesnoth.unit_types[id].max_moves) then if not custom_movement then movetypes[movetype] = wesnoth.unit_types[id].max_moves end num_recruits = num_recruits + 1 test_units[num_recruits] = wesnoth.units.create({ type = id, side = wesnoth.current.side, random_traits = false, name = "X", random_gender = false }) end end return test_units end end -- init() }