wesnoth/data/ai/formula/recruitment.fai

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7.2 KiB
Text

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<avg ))
where avg = (average(values(distance_to_enemies(ai)))*11)/10,
dist_en = distance_to_enemies(ai);
def current_enemies_units(ai*)
sum(map( find_important_opponents(ai), 'enemy_side',
units_of_side[ enemy_side ] ));
def current_enemies_recruits(ai*)
sum(map( find_important_opponents(ai), 'enemy_side',
recruits_of_side[ enemy_side ] ));
#
def current_enemies(ai*)
if( en_units.size > 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