wesnoth/data/ai/lua/ca_spread_poison.lua

109 lines
4.4 KiB
Lua

------- Spread Poison CA --------------
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local LS = wesnoth.require "location_set"
local SP_attack
local ca_spread_poison = {}
function ca_spread_poison:evaluation(cfg, data, filter_own)
local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'spread_poison'
if AH.print_eval() then AH.print_ts(' - Evaluating spread_poison CA:') end
-- If a unit with a poisoned weapon can make an attack, we'll do that preferentially
-- (with some exceptions)
local poisoners = AH.get_units_with_attacks { side = wesnoth.current.side,
{ "filter_wml", {
{ "attack", {
{ "specials", {
{ "poison", { } }
} }
} }
} },
canrecruit = 'no',
{ "and", filter_own }
}
if (not poisoners[1]) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local attacks = AH.get_attacks(poisoners)
if (not attacks[1]) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local avoid_map = LS.of_pairs(ai.aspects.avoid)
-- Go through all possible attacks with poisoners
local max_rating, best_attack = - math.huge
for i,a in ipairs(attacks) do
if (not avoid_map:get(a.dst.x, a.dst.y)) then
local attacker = wesnoth.units.get(a.src.x, a.src.y)
local defender = wesnoth.units.get(a.target.x, a.target.y)
-- Don't try to poison a unit that cannot be poisoned
local cant_poison = defender.status.poisoned or defender.status.unpoisonable
-- For now, we also simply don't poison units on healing locations (unless standard combat CA does it)
local defender_terrain = wesnoth.get_terrain(defender.x, defender.y)
local healing = wesnoth.get_terrain_info(defender_terrain).healing
-- Also, poisoning units that would level up through the attack or could level on their turn as a result is very bad
local about_to_level = defender.max_experience - defender.experience <= (attacker.level * 2 * wesnoth.game_config.combat_experience)
if (not cant_poison) and (healing == 0) and (not about_to_level) then
-- Strongest enemy gets poisoned first
local rating = defender.hitpoints
-- Always attack enemy leader, if possible
if defender.canrecruit then rating = rating + 1000 end
-- Enemies that can regenerate are not good targets
if defender:ability('regenerate') then rating = rating - 1000 end
-- More priority to enemies on strong terrain
local defender_defense = 100 - defender:defense(defender_terrain)
rating = rating + defender_defense / 4.
-- For the same attacker/defender pair, go to strongest terrain
local attacker_terrain = wesnoth.get_terrain(a.dst.x, a.dst.y)
local attacker_defense = 100 - attacker:defense(attacker_terrain)
rating = rating + attacker_defense / 2.
-- And from village everything else being equal
local is_village = wesnoth.get_terrain_info(attacker_terrain).village
if is_village then rating = rating + 0.5 end
if rating > max_rating then
max_rating, best_attack = rating, a
end
end
end
end
if best_attack then
SP_attack = best_attack
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 190000
end
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
function ca_spread_poison:execution(cfg, data)
local attacker = wesnoth.units.get(SP_attack.src.x, SP_attack.src.y)
-- If several attacks have poison, this will always find the last one
local is_poisoner, poison_weapon = AH.has_weapon_special(attacker, "poison")
if AH.print_exec() then AH.print_ts(' Executing spread_poison CA') end
if AH.show_messages() then wesnoth.wml_actions.message { speaker = attacker.id, message = 'Poison attack' } end
AH.robust_move_and_attack(ai, attacker, SP_attack.dst, SP_attack.target, { weapon = poison_weapon })
SP_attack = nil
end
return ca_spread_poison