wesnoth/data/ai/formula/opening.fai
2018-03-12 03:48:59 +11:00

114 lines
4 KiB
Text

def opening(ai*)
if(turn = 1, [
recruit('Skeleton Archer', loc(11,21)),
recruit('Dark Adept', loc(11,22)),
recruit('Dark Adept', loc(10,22)),
recruit('Skeleton Archer', loc(9,22)),
recruit('Ghost', loc(11,24)),
move(loc(11,23), loc(14,22)) ],
if(turn = 2, [
move(loc(11,21),loc(13,17)),
if(unit_at(loc(11,22)).max_moves = 6,
move(loc(11,22),loc(13,18)),
move(loc(11,22),loc(15,19))),
move(loc(10,22),loc(7,19)),
move(loc(9,22),loc(4,22)),
move(loc(11,24),loc(18,24)),
move(loc(14,22),loc(11,23)),
recruit('Dark Adept', loc(11,21)),
recruit('Dark Adept', loc(11,22)) ],
if(turn = 3, [
move(loc(18,24),loc(20,22)),
move(loc(15,19),loc(17,17)),
move(loc(4,22),loc(5,18)),
recruit('Skeleton Archer', loc(11,21)) ],
if(turn = 4, [
recruit('Skeleton Archer', loc(11,21)) ],
[]))));
def rate_position_defensiveness(ai*,src,dst)
units_can_reach(ai.my_moves, dst).size - units_can_reach(ai.enemy_moves, dst).size;
def rate_position_danger(ai*,unit,dst)
(100*sum(map(units_can_reach(ai.enemy_moves, dst), 'enemy', max_possible_damage(enemy, unit)*defense_on(unit, dst)))) / unit.hitpoints;
def build_attacks(attack_move)
if(attack_move,
map(attack_move.movements, attack(src, dst, attack_move.target)),
[]); def targets(ai)
ai.enemy_and_unowned_villages;
def distance_to_target(ai,dst)
min(map(targets(ai), distance_between(dst, self)));
def move_to_targets(ai*)
find(moves, src != my_leader.loc and rate_position_defensiveness(ai, src, dst) > 0)
where moves = sort(my_moves.moves, distance_to_target(ai, a.dst) < distance_to_target(ai, b.dst));
def get_village_captures(ai)
sum(map(ai.enemy_and_unowned_villages, 'village', map(units_can_reach(ai.my_moves, village), move(loc, village))), []);
def get_village_garrisons(ai*)
sum(map(my_villages, 'village', map(units_can_reach(ai.my_moves, village), move(loc, village))), []);
def uncontended_captures(ai)
filter(get_village_captures(ai), (src != ai.my_leader.loc) and (units_can_reach(ai.enemy_moves, dst).empty));
def move_to_keep(ai*)
if(keep_in_range,
move(my_leader.loc, keep_in_range),
null())
where keep_in_range = find(unit_moves(my_leader.loc), 'moveto', find(keeps, moveto = self));
def village_value(ai*) 400;
def rate_healing(unit*)
value * ((min(max_hitpoints - hitpoints, 8)*100)/max_hitpoints);
def rate_village_garrison(ai*, move_from, village)
if(find(enemy_moves, dst = village),
village_value(ai),
0);
def rate_village_capture(ai*,src,dst) village_value(ai);
def rate_village_proximity(ai*, unit, dst)
if(distance = 1,
0,
village_value(ai)/(distance/unit.max_moves + 1))
where distance = distance_to_nearest_unowned_village(dst);
def rate_move(ai*,src,dst)
if(is_village(map, dst),
rate_healing(u) + if(find(my_villages, self = dst),
rate_village_garrison(ai, src, dst),
rate_village_capture(ai, src, dst)),
rate_village_proximity(ai, u, dst)) - (danger*u.value)/2
where u = unit_at(src), danger = rate_position_danger(ai, unit_at(src), dst);
def rate_attack(ai*,attack)
if(attack,
(attack.chance_to_kill*attack.target_value + (((attack.avg_damage_inflicted*100)/unit_at(attack.target).max_hitpoints)*attack.target_value) + sum(map(attack.movements, rate_move(ai, src, dst))))/attack.movements.size,
null());
def get_best_move(ai*, candidate_moves)
if(rate_attack(ai, best_attack) >
if(best_move, rate_move(ai, best_move.src,
best_move.dst),
0),
build_attacks(best_attack),
[best_move])
where best_attack = choose(attacks, rate_attack(ai, self)),
best_move = choose(candidate_moves, rate_move(ai, src, dst));
def move_leader_to_keep(ai*)
if(dest,
[move(my_leader.loc, dest)],
[])
where dest = find(unit_moves(my_leader.loc), 'dst', find(keeps, 'keep', keep = dst));
if(vars.turn_opening != turn,
[set_var('turn_opening', turn)] + opening(self),
if(my_leader.loc and find(keeps, self = my_leader.loc) = null(),
move_leader_to_keep(self),
[]) + get_best_move(self, filter(my_moves.moves, src != my_leader.loc)) + [ recruit('Skeleton Archer', loc(11,21)), recruit('Dark Adept', loc(11,22)) ])