wesnoth/data/ai/lua/battle_calcs.lua
Celtic Minstrel aaa2dc4ece Rollback possibility of wesnoth.get_units matching recall list units
Now it's renamed to wesnoth.units.find_on_map.

wesnoth.units.find implements the case of finding units on either the map or a recall list.
2019-11-15 22:39:09 -05:00

1601 lines
73 KiB
Lua

local H = wesnoth.require "helper"
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local LS = wesnoth.require "location_set"
local M = wesnoth.map
-- This is a collection of Lua functions used for custom AI development.
-- Note that this is still work in progress with significant changes occurring
-- frequently. Backward compatibility cannot be guaranteed at this time in
-- development releases, but it is of course easily possible to copy a function
-- from a previous release directly into an add-on if it is needed there.
local battle_calcs = {}
function battle_calcs.unit_attack_info(unit, cache)
-- Return a table containing information about attack-related properties of @unit
-- The result can be cached if variable @cache is given
-- This is done in order to avoid duplication of slow processes, such as access to unit.__cfg
-- Return table has fields:
-- - attacks: the attack tables from unit.__cfg
-- - resist_mod: resistance modifiers (multiplicative factors) index by attack type
-- - alignment: just that
-- Set up a cache index. We use id+max_hitpoints+side, since the
-- unit can level up. Side is added to avoid the problem of MP leaders sometimes having
-- the same id when the game is started from the command-line
local cind = 'UI-' .. unit.id .. unit.max_hitpoints .. unit.side
-- If cache for this unit exists, return it
if cache and cache[cind] then
return cache[cind]
end
-- Otherwise collect the information
local unit_cfg = unit.__cfg
local unit_info = {
attacks = {},
resist_mod = {},
alignment = unit_cfg.alignment
}
local attacks = unit.attacks
for i_a = 1,#attacks do
local attack = attacks[i_a]
-- Extract information for specials; we do this first because some
-- custom special might have the same name as one of the default scalar fields
local a = {}
for _,sp in ipairs(attack.specials) do
if (sp[1] == 'damage') then -- this is 'backstab'
if (sp[2].id == 'backstab') then
a.backstab = true
else
if (sp[2].id == 'charge') then a.charge = true end
end
else
-- magical, marksman
if (sp[1] == 'chance_to_hit') then
a[sp[2].id or 'no_id'] = true
else
a[sp[1]] = true
end
end
end
-- Now extract the scalar (string and number) values from attack
a.damage = attack.damage
a.type = attack.type
a.range = attack.range
-- number must be defined for battle_calcs.best_weapons()
a.number = attack.number or 0
table.insert(unit_info.attacks, a)
end
local attack_types = { "arcane", "blade", "cold", "fire", "impact", "pierce" }
for _,attack_type in ipairs(attack_types) do
unit_info.resist_mod[attack_type] = unit:resistance(attack_type) / 100.
end
if cache then cache[cind] = unit_info end
return unit_info
end
function battle_calcs.strike_damage(attacker, defender, att_weapon, def_weapon, dst, cache)
-- Return the single strike damage of an attack by @attacker on @defender
-- Also returns the other information about the attack (since we're accessing the information already anyway)
-- Here, @att_weapon and @def_weapon are the weapon numbers in Lua counts, i.e., counts start at 1
-- If @def_weapon = 0, return 0 for defender damage
-- This can be used for defenders that do not have the right kind of weapon, or if
-- only the attacker damage is of interest
-- @dst: attack location, to take terrain time of day, illumination etc. into account
-- For the defender, the current location is assumed
--
-- 'cache' can be given to cache strike damage and to pass through to battle_calcs.unit_attack_info()
-- Set up a cache index. We use id+max_hitpoints+side for each unit, since the
-- unit can level up.
-- Also need to add the weapons and lawful_bonus values for each unit
local att_lawful_bonus = wesnoth.get_time_of_day({ dst[1], dst[2], true }).lawful_bonus
local def_lawful_bonus = wesnoth.get_time_of_day({ defender.x, defender.y, true }).lawful_bonus
local cind = 'SD-' .. attacker.id .. attacker.max_hitpoints .. attacker.side
cind = cind .. 'x' .. defender.id .. defender.max_hitpoints .. defender.side
cind = cind .. '-' .. att_weapon .. 'x' .. def_weapon
cind = cind .. '-' .. att_lawful_bonus .. 'x' .. def_lawful_bonus
-- If cache for this unit exists, return it
if cache and cache[cind] then
return cache[cind].att_damage, cache[cind].def_damage, cache[cind].att_attack, cache[cind].def_attack
end
local attacker_info = battle_calcs.unit_attack_info(attacker, cache)
local defender_info = battle_calcs.unit_attack_info(defender, cache)
-- Attacker base damage
local att_damage = attacker_info.attacks[att_weapon].damage
-- Opponent resistance modifier
local att_multiplier = defender_info.resist_mod[attacker_info.attacks[att_weapon].type] or 1
-- TOD modifier
att_multiplier = att_multiplier * AH.get_unit_time_of_day_bonus(attacker_info.alignment, att_lawful_bonus)
-- Now do all this for the defender, if def_weapon ~= 0
local def_damage, def_multiplier = 0, 1.
if (def_weapon ~= 0) then
-- Defender base damage
def_damage = defender_info.attacks[def_weapon].damage
-- Opponent resistance modifier
def_multiplier = attacker_info.resist_mod[defender_info.attacks[def_weapon].type] or 1
-- TOD modifier
def_multiplier = def_multiplier * AH.get_unit_time_of_day_bonus(defender_info.alignment, def_lawful_bonus)
end
-- Take 'charge' into account
if attacker_info.attacks[att_weapon].charge then
att_damage = att_damage * 2
def_damage = def_damage * 2
end
-- Rounding of .5 values is done differently depending on whether the
-- multiplier is greater or smaller than 1
if (att_multiplier > 1) then
att_damage = H.round(att_damage * att_multiplier - 0.001)
else
att_damage = H.round(att_damage * att_multiplier + 0.001)
end
if (def_weapon ~= 0) then
if (def_multiplier > 1) then
def_damage = H.round(def_damage * def_multiplier - 0.001)
else
def_damage = H.round(def_damage * def_multiplier + 0.001)
end
end
if cache then
cache[cind] = {
att_damage = att_damage,
def_damage = def_damage,
att_attack = attacker_info.attacks[att_weapon],
def_attack = defender_info.attacks[def_weapon]
}
end
return att_damage, def_damage, attacker_info.attacks[att_weapon], defender_info.attacks[def_weapon]
end
function battle_calcs.best_weapons(attacker, defender, dst, cache)
-- Return the number (index) of the best weapons for @attacker and @defender
-- @dst: attack location, to take terrain time of day, illumination etc. into account
-- For the defender, the current location is assumed
-- Ideally, we would do a full attack_rating here for all combinations,
-- but that would take too long. So we simply define the best weapons
-- as those that has the biggest difference between
-- damage done and damage received (the latter divided by 2)
-- Returns 0 if defender does not have a weapon for this range
--
-- 'cache' can be given to cache best weapons
-- Set up a cache index. We use id+max_hitpoints+side for each unit, since the
-- unit can level up.
-- Also need to add the weapons and lawful_bonus values for each unit
local att_lawful_bonus = wesnoth.get_time_of_day({ dst[1], dst[2], true }).lawful_bonus
local def_lawful_bonus = wesnoth.get_time_of_day({ defender.x, defender.y, true }).lawful_bonus
local cind = 'BW-' .. attacker.id .. attacker.max_hitpoints .. attacker.side
cind = cind .. 'x' .. defender.id .. defender.max_hitpoints .. defender.side
cind = cind .. '-' .. att_lawful_bonus .. 'x' .. def_lawful_bonus
-- If cache for this unit exists, return it
if cache and cache[cind] then
return cache[cind].best_att_weapon, cache[cind].best_def_weapon
end
local attacker_info = battle_calcs.unit_attack_info(attacker, cache)
local defender_info = battle_calcs.unit_attack_info(defender, cache)
-- Best attacker weapon
local max_rating, best_att_weapon, best_def_weapon = - math.huge, 0, 0
for att_weapon_number,att_weapon in ipairs(attacker_info.attacks) do
local att_damage = battle_calcs.strike_damage(attacker, defender, att_weapon_number, 0, { dst[1], dst[2] }, cache)
local max_def_rating, tmp_best_def_weapon = - math.huge, 0
for def_weapon_number,def_weapon in ipairs(defender_info.attacks) do
if (def_weapon.range == att_weapon.range) then
local def_damage = battle_calcs.strike_damage(defender, attacker, def_weapon_number, 0, { defender.x, defender.y }, cache)
local def_rating = def_damage * def_weapon.number
if (def_rating > max_def_rating) then
max_def_rating, tmp_best_def_weapon = def_rating, def_weapon_number
end
end
end
local rating = att_damage * att_weapon.number
if (max_def_rating > - math.huge) then rating = rating - max_def_rating / 2. end
if (rating > max_rating) then
max_rating, best_att_weapon, best_def_weapon = rating, att_weapon_number, tmp_best_def_weapon
end
end
if cache then
cache[cind] = { best_att_weapon = best_att_weapon, best_def_weapon = best_def_weapon }
end
return best_att_weapon, best_def_weapon
end
function battle_calcs.add_next_strike(cfg, arr, n_att, n_def, att_strike, hit_miss_counts, hit_miss_str)
-- Recursive function that sets up the sequences of strikes (misses and hits)
-- Each call corresponds to one strike of one of the combattants and can be
-- either miss (value 0) or hit (1)
--
-- Inputs:
-- - @cfg: config table with sub-tables att/def for the attacker/defender with the following fields:
-- - strikes: total number of strikes
-- - max_hits: maximum number of hits the unit can survive
-- - firststrike: set to true if attack has firststrike special
-- - @arr: an empty array that will hold the output table
-- - Other parameters of for recursion purposes only and are initialized below
-- On the first call of this function, initialize variables
-- Counts for hits/misses by both units:
-- - Indices 1 & 2: hit/miss for attacker
-- - Indices 3 & 4: hit/miss for defender
hit_miss_counts = hit_miss_counts or { 0, 0, 0, 0 }
hit_miss_str = hit_miss_str or '' -- string with the hit/miss sequence; for visualization only
-- Strike counts
-- - n_att/n_def = number of strikes taken by attacker/defender
-- - att_strike: if true, it's the attacker's turn, otherwise it's the defender's turn
if (not n_att) then
if cfg.def.firststrike and (not cfg.att.firststrike) then
n_att = 0
n_def = 1
att_strike = false
else
n_att = 1
n_def = 0
att_strike = true
end
else
if att_strike then
if (n_def < cfg.def.strikes) then
n_def = n_def + 1
att_strike = false
else
n_att = n_att + 1
end
else
if (n_att < cfg.att.strikes) then
n_att = n_att + 1
att_strike = true
else
n_def = n_def + 1
end
end
end
-- Create both a hit and a miss
for i = 0,1 do -- 0:miss, 1: hit
-- hit/miss counts and string for this call
local tmp_hmc = AH.table_copy(hit_miss_counts)
local tmp_hmstr = ''
-- Flag whether the opponent was killed by this strike
local killed_opp = false -- Defaults to falso
if att_strike then
tmp_hmstr = hit_miss_str .. i -- attacker hit/miss in string: 0 or 1
tmp_hmc[i+1] = tmp_hmc[i+1] + 1 -- Increment hit/miss counts
-- Set variable if opponent was killed:
if (tmp_hmc[2] > cfg.def.max_hits) then killed_opp = true end
-- Even values of n are strikes by the defender
else
tmp_hmstr = hit_miss_str .. (i+2) -- defender hit/miss in string: 2 or 3
tmp_hmc[i+3] = tmp_hmc[i+3] + 1 -- Increment hit/miss counts
-- Set variable if opponent was killed:
if (tmp_hmc[4] > cfg.att.max_hits) then killed_opp = true end
end
-- If we've reached the total number of strikes, add this hit/miss combination to table,
-- but only if the opponent wasn't killed, as that would end the battle
if (n_att + n_def < cfg.att.strikes + cfg.def.strikes) and (not killed_opp) then
battle_calcs.add_next_strike(cfg, arr, n_att, n_def, att_strike, tmp_hmc, tmp_hmstr)
-- Otherwise, call the next recursion level
else
table.insert(arr, { hit_miss_str = tmp_hmstr, hit_miss_counts = tmp_hmc })
end
end
end
function battle_calcs.battle_outcome_coefficients(cfg, cache)
-- Determine the coefficients needed to calculate the hitpoint probability distribution
-- of a given battle
-- Inputs:
-- - @cfg: config table with sub-tables att/def for the attacker/defender with the following fields:
-- - strikes: total number of strikes
-- - max_hits: maximum number of hits the unit can survive
-- - firststrike: whether the unit has firststrike weapon special on this attack
-- The result can be cached if variable 'cache' is given
--
-- Output: table with the coefficients needed to calculate the distribution for both attacker and defender
-- First index: number of hits landed on the defender. Each of those contains an array of
-- coefficient tables, of format:
-- { num = value, am = value, ah = value, dm = value, dh = value }
-- This gives one term in a sum of form:
-- num * ahp^ah * (1-ahp)^am * dhp^dh * (1-dhp)^dm
-- where ahp is the probability that the attacker will land a hit
-- and dhp is the same for the defender
-- Terms that have exponents of 0 are omitted
-- Set up the cache id
local cind = 'coeff-' .. cfg.att.strikes .. '-' .. cfg.att.max_hits
if cfg.att.firststrike then cind = cind .. 'fs' end
cind = cind .. 'x' .. cfg.def.strikes .. '-' .. cfg.def.max_hits
if cfg.def.firststrike then cind = cind .. 'fs' end
-- If cache for this unit exists, return it
if cache and cache[cind] then
return cache[cind].coeffs_att, cache[cind].coeffs_def
end
-- Get the hit/miss counts for the battle
local hit_miss_counts = {}
battle_calcs.add_next_strike(cfg, hit_miss_counts)
-- We first calculate the coefficients for the defender HP distribution
-- so this is sorted by the number of hits the attacker lands
-- 'counts' is an array 4 layers deep, where the indices are the number of misses/hits
-- are the indices in order attacker miss, attacker hit, defender miss, defender hit
-- This is so that they can be grouped by number of attacker hits/misses, for
-- subsequent simplification
-- The element value is number of times we get the given combination of hits/misses
local counts = {}
for _,count in ipairs(hit_miss_counts) do
local i1 = count.hit_miss_counts[1]
local i2 = count.hit_miss_counts[2]
local i3 = count.hit_miss_counts[3]
local i4 = count.hit_miss_counts[4]
if not counts[i1] then counts[i1] = {} end
if not counts[i1][i2] then counts[i1][i2] = {} end
if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end
counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1
end
local coeffs_def = {}
for am,v1 in pairs(counts) do -- attacker miss count
for ah,v2 in pairs(v1) do -- attacker hit count
-- Set up the exponent coefficients for attacker hits/misses
local exp = {} -- Array for an individual set of coefficients
-- Only populate those indices that have exponents > 0
if (am > 0) then exp.am = am end
if (ah > 0) then exp.ah = ah end
-- We combine results by testing whether they produce the same sum
-- with two very different hit probabilities, hp1 = 0.6, hp2 = 0.137
-- This will only happen is the coefficients add up to multiples of 1
local sum1, sum2 = 0,0
local hp1, hp2 = 0.6, 0.137
for dm,v3 in pairs(v2) do -- defender miss count
for dh,num in pairs(v3) do -- defender hit count
sum1 = sum1 + num * hp1^dh * (1 - hp1)^dm
sum2 = sum2 + num * hp2^dh * (1 - hp2)^dm
end
end
-- Now, coefficients are set up for each value of total hits by attacker
-- This holds all the coefficients that need to be added to get the propability
-- of the defender receiving this number of hits
if (not coeffs_def[ah]) then coeffs_def[ah] = {} end
-- If sum1 and sum2 are equal, that means all the defender probs added up to 1, or
-- multiple thereof, which means the can all be combine in the calculation
if (math.abs(sum1 - sum2) < 1e-9) then
exp.num = sum1
table.insert(coeffs_def[ah], exp)
-- If not, the defender probs don't add up to something nice and all
-- need to be calculated one by one
else
for dm,v3 in pairs(v2) do -- defender miss count
for dh,num in pairs(v3) do -- defender hit count
local tmp_exp = AH.table_copy(exp)
tmp_exp.num = num
if (dm > 0) then tmp_exp.dm = dm end
if (dh > 0) then tmp_exp.dh = dh end
table.insert(coeffs_def[ah], tmp_exp)
end
end
end
end
end
-- Now we do the same for the HP distribution of the attacker,
-- which means everything needs to be sorted by defender hits
local counts = {}
for _,count in ipairs(hit_miss_counts) do
local i1 = count.hit_miss_counts[3] -- note that the order here is different from above
local i2 = count.hit_miss_counts[4]
local i3 = count.hit_miss_counts[1]
local i4 = count.hit_miss_counts[2]
if not counts[i1] then counts[i1] = {} end
if not counts[i1][i2] then counts[i1][i2] = {} end
if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end
counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1
end
local coeffs_att = {}
for dm,v1 in pairs(counts) do -- defender miss count
for dh,v2 in pairs(v1) do -- defender hit count
-- Set up the exponent coefficients for attacker hits/misses
local exp = {} -- Array for an individual set of coefficients
-- Only populate those indices that have exponents > 0
if (dm > 0) then exp.dm = dm end
if (dh > 0) then exp.dh = dh end
-- We combine results by testing whether they produce the same sum
-- with two very different hit probabilities, hp1 = 0.6, hp2 = 0.137
-- This will only happen is the coefficients add up to multiples of 1
local sum1, sum2 = 0,0
local hp1, hp2 = 0.6, 0.137
for am,v3 in pairs(v2) do -- attacker miss count
for ah,num in pairs(v3) do -- attacker hit count
sum1 = sum1 + num * hp1^ah * (1 - hp1)^am
sum2 = sum2 + num * hp2^ah * (1 - hp2)^am
end
end
-- Now, coefficients are set up for each value of total hits by attacker
-- This holds all the coefficients that need to be added to get the propability
-- of the defender receiving this number of hits
if (not coeffs_att[dh]) then coeffs_att[dh] = {} end
-- If sum1 and sum2 are equal, that means all the defender probs added up to 1, or
-- multiple thereof, which means the can all be combine in the calculation
if (math.abs(sum1 - sum2) < 1e-9) then
exp.num = sum1
table.insert(coeffs_att[dh], exp)
-- If not, the defender probs don't add up to something nice and all
-- need to be calculated one by one
else
for am,v3 in pairs(v2) do -- defender miss count
for ah,num in pairs(v3) do -- defender hit count
local tmp_exp = AH.table_copy(exp)
tmp_exp.num = num
if (am > 0) then tmp_exp.am = am end
if (ah > 0) then tmp_exp.ah = ah end
table.insert(coeffs_att[dh], tmp_exp)
end
end
end
end
end
-- The probability for the number of hits with the most terms can be skipped
-- and 1-sum(other_terms) can be used instead. Set a flag for which term to skip
local max_number, biggest_equation = 0, -1
for hits,v in pairs(coeffs_att) do
local number = 0
for _,c in pairs(v) do number = number + 1 end
if (number > max_number) then
max_number, biggest_equation = number, hits
end
end
coeffs_att[biggest_equation].skip = true
local max_number, biggest_equation = 0, -1
for hits,v in pairs(coeffs_def) do
local number = 0
for _,c in pairs(v) do number = number + 1 end
if (number > max_number) then
max_number, biggest_equation = number, hits
end
end
coeffs_def[biggest_equation].skip = true
if cache then cache[cind] = { coeffs_att = coeffs_att, coeffs_def = coeffs_def } end
return coeffs_att, coeffs_def
end
function battle_calcs.print_coefficients()
-- Print out the set of coefficients for a given number of attacker and defender strikes
-- Also print numerical values for a given hit probability
-- This function is for debugging purposes only
-- Configure these values at will
local attacker_strikes, defender_strikes = 3, 3 -- number of strikes
local att_hit_prob, def_hit_prob = 0.8, 0.4 -- probability of landing a hit attacker/defender
local attacker_coeffs = true -- attacker coefficients if set to true, defender coefficients otherwise
local defender_firststrike, attacker_firststrike = true, false
-- Go through all combinations of maximum hits either attacker or defender can survive
-- Note how this has to be crossed between ahits and defender_strikes and vice versa
for ahits = defender_strikes,0,-1 do
for dhits = attacker_strikes,0,-1 do
-- Get the coefficients for this case
local cfg = {
att = { strikes = attacker_strikes, max_hits = ahits, firststrike = attacker_firststrike },
def = { strikes = defender_strikes, max_hits = dhits, firststrike = defender_firststrike }
}
local coeffs, dummy = {}, {}
if attacker_coeffs then
coeffs = battle_calcs.battle_outcome_coefficients(cfg)
else
dummy, coeffs = battle_calcs.battle_outcome_coefficients(cfg)
end
std_print()
std_print('Attacker: ' .. cfg.att.strikes .. ' strikes, can survive ' .. cfg.att.max_hits .. ' hits')
std_print('Defender: ' .. cfg.def.strikes .. ' strikes, can survive ' .. cfg.def.max_hits .. ' hits')
std_print('Chance of hits on defender: ')
-- The first indices of coeffs are the possible number of hits the attacker can land on the defender
for hits = 0,#coeffs do
local hit_prob = 0. -- probability for this number of hits
local str = '' -- output string
local combs = coeffs[hits] -- the combinations of coefficients to be evaluated
for i,exp in ipairs(combs) do -- exp: exponents (and factor) for a set
local prob = exp.num -- probability for this set
str = str .. exp.num
if exp.am then
prob = prob * (1 - att_hit_prob) ^ exp.am
str = str .. ' pma^' .. exp.am
end
if exp.ah then
prob = prob * att_hit_prob ^ exp.ah
str = str .. ' pha^' .. exp.ah
end
if exp.dm then
prob = prob * (1 - def_hit_prob) ^ exp.dm
str = str .. ' pmd^' .. exp.dm
end
if exp.dh then
prob = prob * def_hit_prob ^ exp.dh
str = str .. ' phd^' .. exp.dh
end
hit_prob = hit_prob + prob -- total probabilty for this number of hits landed
if (i ~= #combs) then str = str .. ' + ' end
end
local skip_str = ''
if combs.skip then skip_str = ' (skip)' end
std_print(hits .. skip_str .. ': ' .. str)
std_print(' = ' .. hit_prob)
end
end
end
end
function battle_calcs.hp_distribution(coeffs, att_hit_prob, def_hit_prob, starting_hp, damage, opp_attack)
-- Multiply out the coefficients from battle_calcs.battle_outcome_coefficients()
-- For a given attacker and defender hit/miss probability
-- Also needed: the starting HP for the unit and the damage done by the opponent
-- and the opponent attack information @opp_attack
local stats = { hp_chance = {}, average_hp = 0 }
local skip_hp, skip_prob = -1, 1
for hits = 0,#coeffs do
local hp = starting_hp - hits * damage
if (hp < 0) then hp = 0 end
-- Calculation of the outcome with the most terms can be skipped
if coeffs[hits].skip then
skip_hp = hp
else
local hp_prob = 0. -- probability for this number of hits
for _,exp in ipairs(coeffs[hits]) do -- exp: exponents (and factor) for a set
local prob = exp.num -- probability for this set
if exp.am then prob = prob * (1 - att_hit_prob) ^ exp.am end
if exp.ah then prob = prob * att_hit_prob ^ exp.ah end
if exp.dm then prob = prob * (1 - def_hit_prob) ^ exp.dm end
if exp.dh then prob = prob * def_hit_prob ^ exp.dh end
hp_prob = hp_prob + prob -- total probabilty for this number of hits landed
end
stats.hp_chance[hp] = hp_prob
stats.average_hp = stats.average_hp + hp * hp_prob
-- Also subtract this probability from the total prob. (=1), to get prob. of skipped outcome
skip_prob = skip_prob - hp_prob
end
end
-- Add in the outcome that was skipped
stats.hp_chance[skip_hp] = skip_prob
stats.average_hp = stats.average_hp + skip_hp * skip_prob
-- And always set hp_chance[0] since it is of such importance in the analysis
stats.hp_chance[0] = stats.hp_chance[0] or 0
-- Add poison probability
if opp_attack and opp_attack.poison then
stats.poisoned = 1. - stats.hp_chance[starting_hp]
else
stats.poisoned = 0
end
-- Add slow probability
if opp_attack and opp_attack.slow then
stats.slowed = 1. - stats.hp_chance[starting_hp]
else
stats.slowed = 0
end
return stats
end
function battle_calcs.battle_outcome(attacker, defender, cfg, cache)
-- Calculate the stats of a combat by @attacker vs. @defender
-- @cfg: optional input parameters
-- - att_weapon/def_weapon: attacker/defender weapon number
-- if not given, get "best" weapon (Note: both must be given, or they will both be determined)
-- - dst: { x, y }: the attack location; defaults to { attacker.x, attacker.y }
-- @cache: to be passed on to other functions. battle_outcome itself is not cached, too many factors enter
cfg = cfg or {}
local dst = cfg.dst or { attacker.x, attacker.y }
local att_weapon, def_weapon = 0, 0
if (not cfg.att_weapon) or (not cfg.def_weapon) then
att_weapon, def_weapon = battle_calcs.best_weapons(attacker, defender, dst, cache)
else
att_weapon, def_weapon = cfg.att_weapon, cfg.def_weapon
end
-- Collect all the information needed for the calculation
-- Strike damage and numbers
local att_damage, def_damage, att_attack, def_attack =
battle_calcs.strike_damage(attacker, defender, att_weapon, def_weapon, { dst[1], dst[2] }, cache)
-- Take swarm into account
local att_strikes, def_strikes = att_attack.number, 0
if (def_damage > 0) then
def_strikes = def_attack.number
end
if att_attack.swarm then
att_strikes = math.floor(att_strikes * attacker.hitpoints / attacker.max_hitpoints)
end
if def_attack and def_attack.swarm then
def_strikes = math.floor(def_strikes * defender.hitpoints / defender.max_hitpoints)
end
-- Maximum number of hits that either unit can survive
local att_max_hits = math.floor((attacker.hitpoints - 1) / def_damage)
if (att_max_hits > def_strikes) then att_max_hits = def_strikes end
local def_max_hits = math.floor((defender.hitpoints - 1) / att_damage)
if (def_max_hits > att_strikes) then def_max_hits = att_strikes end
-- Probability of landing a hit
local att_hit_prob = defender:defense(wesnoth.get_terrain(defender.x, defender.y)) / 100.
local def_hit_prob = attacker:defense(wesnoth.get_terrain(dst[1], dst[2])) / 100.
-- Magical: attack and defense, and under all circumstances
if att_attack.magical then att_hit_prob = 0.7 end
if def_attack and def_attack.magical then def_hit_prob = 0.7 end
-- Marksman: attack only, and only if terrain defense is less
if att_attack.marksman and (att_hit_prob < 0.6) then
att_hit_prob = 0.6
end
-- Get the coefficients for this kind of combat
local def_firstrike = false
if def_attack and def_attack.firststrike then def_firstrike = true end
local cfg = {
att = { strikes = att_strikes, max_hits = att_max_hits, firststrike = att_attack.firststrike },
def = { strikes = def_strikes, max_hits = def_max_hits, firststrike = def_firstrike }
}
local att_coeffs, def_coeffs = battle_calcs.battle_outcome_coefficients(cfg, cache)
-- And multiply out the factors
-- Note that att_hit_prob, def_hit_prob need to be in that order for both calls
local att_stats = battle_calcs.hp_distribution(att_coeffs, att_hit_prob, def_hit_prob, attacker.hitpoints, def_damage, def_attack)
local def_stats = battle_calcs.hp_distribution(def_coeffs, att_hit_prob, def_hit_prob, defender.hitpoints, att_damage, att_attack)
return att_stats, def_stats
end
function battle_calcs.simulate_combat_fake()
-- A function to return a fake simulate_combat result
-- Debug function to test how long simulate_combat takes
-- It doesn't need any arguments -> can be called with the arguments of other simulate_combat functions
local att_stats, def_stats = { hp_chance = {} }, { hp_chance = {} }
att_stats.hp_chance[0] = 0
att_stats.hp_chance[21], att_stats.hp_chance[23], att_stats.hp_chance[25], att_stats.hp_chance[27] = 0.125, 0.375, 0.375, 0.125
att_stats.poisoned, att_stats.slowed, att_stats.average_hp = 0.875, 0, 24
def_stats.hp_chance[0], def_stats.hp_chance[2], def_stats.hp_chance[10] = 0.09, 0.42, 0.49
def_stats.poisoned, def_stats.slowed, def_stats.average_hp = 0, 0, 1.74
return att_stats, def_stats
end
function battle_calcs.simulate_combat_loc(attacker, dst, defender, weapon)
-- Get simulate_combat results for unit @attacker attacking unit @defender
-- when on terrain of same type as that at @dst, which is of form { x, y }
-- If @weapon is set, use that weapon (Lua index starting at 1), otherwise use best weapon
local attacker_dst = attacker:clone()
attacker_dst.x, attacker_dst.y = dst[1], dst[2]
if weapon then
return wesnoth.simulate_combat(attacker_dst, weapon, defender)
else
return wesnoth.simulate_combat(attacker_dst, defender)
end
end
function battle_calcs.attack_rating(attacker, defender, dst, cfg, cache)
-- Returns a common (but configurable) rating for attacks
-- Inputs:
-- @attacker: attacker unit
-- @defender: defender unit
-- @dst: the attack location in form { x, y }
-- @cfg: table of optional inputs and configurable rating parameters
-- Optional inputs:
-- - att_stats, def_stats: if given, use these stats, otherwise calculate them here
-- Note: these are calculated in combination, that is they either both need to be passed or both be omitted
-- - att_weapon/def_weapon: the attacker/defender weapon to be used if calculating battle stats here
-- This parameter is meaningless (unused) if att_stats/def_stats are passed
-- Defaults to weapon that does most damage to the opponent
-- Note: as with the stats, they either both need to be passed or both be omitted
-- @cache: cache table to be passed to battle_calcs.battle_outcome
--
-- Returns:
-- - Overall rating for the attack or attack combo
-- - Defender rating: not additive for attack combos; needs to be calculated for the
-- defender stats of the last attack in a combo (that works for everything except
-- the rating whether the defender is about to level in the attack combo)
-- - Attacker rating: this one is split up into two terms:
-- - a term that is additive for individual attacks in a combo
-- - a term that needs to be average for the individual attacks in a combo
-- - att_stats, def_stats: useful if they were calculated here, rather than passed down
cfg = cfg or {}
-- Set up the config parameters for the rating
local enemy_leader_weight = cfg.enemy_leader_weight or 5.
local defender_starting_damage_weight = cfg.defender_starting_damage_weight or 0.33
local xp_weight = cfg.xp_weight or 0.25
local level_weight = cfg.level_weight or 1.0
local defender_level_weight = cfg.defender_level_weight or 1.0
local distance_leader_weight = cfg.distance_leader_weight or 0.002
local defense_weight = cfg.defense_weight or 0.1
local occupied_hex_penalty = cfg.occupied_hex_penalty or -0.001
local own_value_weight = cfg.own_value_weight or 1.0
-- Get att_stats, def_stats
-- If they are passed in cfg, use those
local att_stats, def_stats = {}, {}
if (not cfg.att_stats) or (not cfg.def_stats) then
-- If cfg specifies the weapons use those, otherwise use "best" weapons
-- In the latter case, cfg.???_weapon will be nil, which will be passed on
local battle_cfg = { att_weapon = cfg.att_weapon, def_weapon = cfg.def_weapon, dst = dst }
att_stats,def_stats = battle_calcs.battle_outcome(attacker, defender, battle_cfg, cache)
else
att_stats, def_stats = cfg.att_stats, cfg.def_stats
end
-- We also need the leader (well, the location at least)
-- because if there's no other difference, prefer location _between_ the leader and the defender
local leader = wesnoth.units.find_on_map { side = attacker.side, canrecruit = 'yes' }[1]
------ All the attacker contributions: ------
-- Add up rating for the attacking unit
-- We add this up in units of fraction of max_hitpoints
-- It is multiplied by unit cost later, to get a gold equivalent value
-- Average damage to unit is negative rating
local damage = attacker.hitpoints - att_stats.average_hp
-- Count poisoned as additional damage done by poison times probability of being poisoned
if (att_stats.poisoned ~= 0) then
damage = damage + wesnoth.game_config.poison_amount * (att_stats.poisoned - att_stats.hp_chance[0])
end
-- Count slowed as additional 6 HP damage times probability of being slowed
if (att_stats.slowed ~= 0) then
damage = damage + 6 * (att_stats.slowed - att_stats.hp_chance[0])
end
-- If attack is from a healing location, count that as slightly more than the healing amount
damage = damage - 1.25 * wesnoth.get_terrain_info(wesnoth.get_terrain(dst[1], dst[2])).healing
-- Equivalently, if attack is adjacent to an unoccupied healing location, that's bad
for xa,ya in H.adjacent_tiles(dst[1], dst[2]) do
local healing = wesnoth.get_terrain_info(wesnoth.get_terrain(xa, ya)).healing
if (healing > 0) and (not wesnoth.units.get(xa, ya)) then
damage = damage + 1.25 * healing
end
end
if (damage < 0) then damage = 0 end
-- Fraction damage (= fractional value of the unit)
local value_fraction = - damage / attacker.max_hitpoints
-- Additional, subtract the chance to die, in order to (de)emphasize units that might die
value_fraction = value_fraction - att_stats.hp_chance[0]
-- In addition, potentially leveling up in this attack is a huge bonus,
-- proportional to the chance of it happening and the chance of not dying itself
local level_bonus = 0.
local defender_level = defender.level
if (attacker.max_experience - attacker.experience <= defender_level * wesnoth.game_config.combat_experience) then
level_bonus = 1. - att_stats.hp_chance[0]
else
if (defender_level == 0) then defender_level = 0.5 end
if (attacker.max_experience - attacker.experience <= defender_level * wesnoth.game_config.kill_experience) then
level_bonus = (1. - att_stats.hp_chance[0]) * def_stats.hp_chance[0]
end
end
value_fraction = value_fraction + level_bonus * level_weight
-- Now convert this into gold-equivalent value
local attacker_value = attacker.cost
-- Being closer to leveling is good (this makes AI prefer units with lots of XP)
local xp_bonus = attacker.experience / attacker.max_experience
attacker_value = attacker_value * (1. + xp_bonus * xp_weight)
local attacker_rating = value_fraction * attacker_value
------ Now (most of) the same for the defender ------
-- Average damage to defender is positive rating
local damage = defender.hitpoints - def_stats.average_hp
-- Count poisoned as additional damage done by poison times probability of being poisoned
if (def_stats.poisoned ~= 0) then
damage = damage + wesnoth.game_config.poison_amount * (def_stats.poisoned - def_stats.hp_chance[0])
end
-- Count slowed as additional 6 HP damage times probability of being slowed
if (def_stats.slowed ~= 0) then
damage = damage + 6 * (def_stats.slowed - def_stats.hp_chance[0])
end
-- If defender is on a healing location, count that as slightly more than the healing amount
damage = damage - 1.25 * wesnoth.get_terrain_info(wesnoth.get_terrain(defender.x, defender.y)).healing
if (damage < 0) then damage = 0. end
-- Fraction damage (= fractional value of the unit)
local value_fraction = damage / defender.max_hitpoints
-- Additional, add the chance to kill, in order to emphasize enemies we might be able to kill
value_fraction = value_fraction + def_stats.hp_chance[0]
-- In addition, the defender potentially leveling up in this attack is a huge penalty,
-- proportional to the chance of it happening and the chance of not dying itself
local defender_level_penalty = 0.
local attacker_level = attacker.level
if (defender.max_experience - defender.experience <= attacker_level * wesnoth.game_config.combat_experience) then
defender_level_penalty = 1. - def_stats.hp_chance[0]
else
if (attacker_level == 0) then attacker_level = 0.5 end
if (defender.max_experience - defender.experience <= attacker_level * wesnoth.game_config.kill_experience) then
defender_level_penalty = (1. - def_stats.hp_chance[0]) * att_stats.hp_chance[0]
end
end
value_fraction = value_fraction - defender_level_penalty * defender_level_weight
-- Now convert this into gold-equivalent value
local defender_value = defender.cost
-- If this is the enemy leader, make damage to it much more important
if defender.canrecruit then
defender_value = defender_value * enemy_leader_weight
end
-- And prefer to attack already damaged enemies
local defender_starting_damage_fraction = (defender.max_hitpoints - defender.hitpoints) / defender.max_hitpoints
defender_value = defender_value * (1. + defender_starting_damage_fraction * defender_starting_damage_weight)
-- Being closer to leveling is good, we want to get rid of those enemies first
local xp_bonus = defender.experience / defender.max_experience
defender_value = defender_value * (1. + xp_bonus * xp_weight)
-- If defender is on a village, add a bonus rating (we want to get rid of those preferentially)
-- So yes, this is positive, even though it's a plus for the defender
-- Note: defenders on healing locations also got a negative damage rating above (these don't exactly cancel each other though)
if wesnoth.get_terrain_info(wesnoth.get_terrain(defender.x, defender.y)).village then
defender_value = defender_value * (1. + 10. / attacker.max_hitpoints)
end
-- We also add a few contributions that are not directly attack/damage dependent
-- These are added to the defender rating for two reasons:
-- 1. Defender rating is positive (and thus contributions can be made positive)
-- 2. It is then independent of value of aggression (cfg.own_value_weight)
--
-- These are kept small though, so they mostly only serve as tie breakers
-- And yes, they might bring the overall rating from slightly negative to slightly positive
-- or vice versa, but as that is only approximate anyway, we keep it this way for simplicity
-- We don't need a bonus for good terrain for the attacker, as that is covered in the damage calculation
-- However, we add a small bonus for good terrain defense of the _defender_ on the _attack_ hex
-- This is in order to take good terrain away from defender on next move, all else being equal
local defender_defense = - defender:defense(wesnoth.get_terrain(dst[1], dst[2])) / 100.
defender_value = defender_value + defender_defense * defense_weight
-- Get a very small bonus for hexes in between defender and AI leader
-- 'relative_distances' is larger for attack hexes closer to the side leader (possible values: -1 .. 1)
if leader then
local relative_distances =
M.distance_between(defender.x, defender.y, leader.x, leader.y)
- M.distance_between(dst[1], dst[2], leader.x, leader.y)
defender_value = defender_value + relative_distances * distance_leader_weight
end
-- Add a very small penalty for attack hexes occupied by other units
-- Note: it must be checked previously that the unit on the hex can move away
if (dst[1] ~= attacker.x) or (dst[2] ~= attacker.y) then
if wesnoth.units.get(dst[1], dst[2]) then
defender_value = defender_value + occupied_hex_penalty
end
end
local defender_rating = value_fraction * defender_value
-- Finally apply factor of own unit weight to defender unit weight
attacker_rating = attacker_rating * own_value_weight
local rating = defender_rating + attacker_rating
return rating, defender_rating, attacker_rating, att_stats, def_stats
end
function battle_calcs.attack_combo_stats(tmp_attackers, tmp_dsts, defender, cache, cache_this_move)
-- Calculate attack combination outcomes using
-- @tmp_attackers: array of attacker units (this is done so that
-- the units need not be found here, as likely doing it in the
-- calling function is more efficient (because of repetition)
-- @tmp_dsts: array of the hexes (format { x, y }) from which the attackers attack
-- must be in same order as @attackers
-- @defender: the unit being attacked
-- @cache: the cache table to be passed through to other battle_calcs functions
-- attack_combo_stats itself is not cached, except for in cache_this_move below
-- @cache_this_move: an optional table of pre-calculated attack outcomes
-- - This is different from the other cache tables used in this file
-- - This table may only persist for this move (move, not turn !!!), as otherwise too many things change
--
-- Return values:
-- - The rating for this attack combination calculated from battle_calcs.attack_rating() results
-- - The sorted attackers and dsts arrays
-- - att_stats: an array of stats for each attacker, in the same order as 'attackers'
-- - defender combo stats: one set of stats containing the defender stats after the attack combination
-- - def_stats: an array of defender stats for each individual attack, in the same order as 'attackers'
cache_this_move = cache_this_move or {}
-- We first simulate and rate the individual attacks
local ratings, tmp_attacker_ratings = {}, {}
local tmp_att_stats, tmp_def_stats = {}, {}
local defender_ind = defender.x * 1000 + defender.y
for i,attacker in ipairs(tmp_attackers) do
-- Initialize or use the 'cache_this_move' table
local att_ind = attacker.x * 1000 + attacker.y
local dst_ind = tmp_dsts[i][1] * 1000 + tmp_dsts[i][2]
if (not cache_this_move[defender_ind]) then cache_this_move[defender_ind] = {} end
if (not cache_this_move[defender_ind][att_ind]) then cache_this_move[defender_ind][att_ind] = {} end
if (not cache_this_move[defender_ind][att_ind][dst_ind]) then
-- Get the base rating
local base_rating, def_rating, att_rating, att_stats, def_stats =
battle_calcs.attack_rating(attacker, defender, tmp_dsts[i], {}, cache )
tmp_attacker_ratings[i] = att_rating
tmp_att_stats[i], tmp_def_stats[i] = att_stats, def_stats
-- But for combos, also want units with highest attack outcome uncertainties to go early
-- So that we can change our mind in case of unfavorable outcome
--local outcome_variance = 0
--local av = tmp_def_stats[i].average_hp
--local n_outcomes = 0
--for hp,p in pairs(tmp_def_stats[i].hp_chance) do
-- if (p > 0) then
-- local dhp_norm = (hp - av) / defender.max_hitpoints * defender.cost
-- local dvar = p * dhp_norm^2
-- outcome_variance = outcome_variance + dvar
-- n_outcomes = n_outcomes + 1
-- end
--end
--outcome_variance = outcome_variance / n_outcomes
-- Note that this is a variance, not a standard deviations (as in, it's squared),
-- so it does not matter much for low-variance attacks, but takes on large values for
-- high variance attacks. I think that is what we want.
local rating = base_rating --+ outcome_variance
-- If attacker has attack with 'slow' special, it should always go first
-- Almost, bonus should not be quite as high as a really high CTK
-- This isn't quite true in reality, but can be refined later
if AH.has_weapon_special(attacker, "slow") then
rating = rating + defender.cost / 2.
end
ratings[i] = { i, rating, base_rating, def_rating, att_rating }
-- Now add this attack to the cache_this_move table, so that next time around, we don't have to do this again
cache_this_move[defender_ind][att_ind][dst_ind] = {
rating = { -1, rating, base_rating, def_rating, att_rating }, -- Cannot use { i, rating, ... } here, as 'i' might be different next time
attacker_ratings = tmp_attacker_ratings[i],
att_stats = tmp_att_stats[i],
def_stats = tmp_def_stats[i]
}
else
local tmp_rating = cache_this_move[defender_ind][att_ind][dst_ind].rating
tmp_rating[1] = i
ratings[i] = tmp_rating
tmp_attacker_ratings[i] = cache_this_move[defender_ind][att_ind][dst_ind].attacker_ratings
tmp_att_stats[i] = cache_this_move[defender_ind][att_ind][dst_ind].att_stats
tmp_def_stats[i] = cache_this_move[defender_ind][att_ind][dst_ind].def_stats
end
end
-- Now sort all the arrays based on this rating
-- This will give the order in which the individual attacks are executed
table.sort(ratings, function(a, b) return a[2] > b[2] end)
-- Reorder attackers, dsts in this order
local attackers, dsts, att_stats, def_stats, attacker_ratings = {}, {}, {}, {}, {}
for i,rating in ipairs(ratings) do
attackers[i], dsts[i] = tmp_attackers[rating[1]], tmp_dsts[rating[1]]
end
-- Only keep the stats/ratings for the first attacker, the rest needs to be recalculated
att_stats[1], def_stats[1] = tmp_att_stats[ratings[1][1]], tmp_def_stats[ratings[1][1]]
attacker_ratings[1] = tmp_attacker_ratings[ratings[1][1]]
tmp_attackers, tmp_dsts, tmp_att_stats, tmp_def_stats, tmp_attacker_ratings = nil, nil, nil, nil, nil
-- Then we go through all the other attacks and calculate the outcomes
-- based on all the possible outcomes of the previous attacks
for i = 2,#attackers do
att_stats[i] = { hp_chance = {} }
def_stats[i] = { hp_chance = {} }
local dst_ind = dsts[i][1] * 1000 + dsts[i][2]
for hp1,prob1 in pairs(def_stats[i-1].hp_chance) do -- Note: need pairs(), not ipairs() !!
if (hp1 == 0) then
att_stats[i].hp_chance[attackers[i].hitpoints] =
(att_stats[i].hp_chance[attackers[i].hitpoints] or 0) + prob1
def_stats[i].hp_chance[0] = (def_stats[i].hp_chance[0] or 0) + prob1
else
local org_hp = defender.hitpoints
defender.hitpoints = hp1
local ast, dst
local att_ind_i = attackers[i].x * 1000 + attackers[i].y
if (not cache_this_move[defender_ind][att_ind_i][dst_ind][hp1]) then
ast, dst = battle_calcs.battle_outcome(attackers[i], defender, { dst = dsts[i] } , cache)
cache_this_move[defender_ind][att_ind_i][dst_ind][hp1] = { ast = ast, dst = dst }
else
ast = cache_this_move[defender_ind][att_ind_i][dst_ind][hp1].ast
dst = cache_this_move[defender_ind][att_ind_i][dst_ind][hp1].dst
end
defender.hitpoints = org_hp
for hp2,prob2 in pairs(ast.hp_chance) do
att_stats[i].hp_chance[hp2] = (att_stats[i].hp_chance[hp2] or 0) + prob1 * prob2
end
for hp2,prob2 in pairs(dst.hp_chance) do
def_stats[i].hp_chance[hp2] = (def_stats[i].hp_chance[hp2] or 0) + prob1 * prob2
end
-- Also do poisoned, slowed
if (not att_stats[i].poisoned) then
att_stats[i].poisoned = ast.poisoned
att_stats[i].slowed = ast.slowed
def_stats[i].poisoned = 1. - (1. - dst.poisoned) * (1. - def_stats[i-1].poisoned)
def_stats[i].slowed = 1. - (1. - dst.slowed) * (1. - def_stats[i-1].slowed)
end
end
end
-- Get the average HP
local av_hp = 0
for hp,prob in pairs(att_stats[i].hp_chance) do av_hp = av_hp + hp * prob end
att_stats[i].average_hp = av_hp
local av_hp = 0
for hp,prob in pairs(def_stats[i].hp_chance) do av_hp = av_hp + hp * prob end
def_stats[i].average_hp = av_hp
end
-- Get the total rating for this attack combo:
-- = sum of all the attacker ratings and the defender rating with the final def_stats
-- Rating for first attack exists already
local def_rating = ratings[1][4]
local att_rating = ratings[1][5]
-- The others need to be calculated with the new stats
for i = 2,#attackers do
local cfg = { att_stats = att_stats[i], def_stats = def_stats[i] }
local r, dr, ar = battle_calcs.attack_rating(attackers[i], defender, dsts[i], cfg, cache)
def_rating = dr
att_rating = att_rating + ar
end
local rating = def_rating + att_rating
return rating, attackers, dsts, att_stats, def_stats[#attackers], def_stats
end
function battle_calcs.get_attack_map_unit(unit, cfg)
-- Get all hexes that @unit can attack
-- Return value is a location set, where the values are tables, containing
-- - units: the number of units (always 1 for this function)
-- - hitpoints: the combined hitpoints of the units
-- - srcs: an array containing the positions of the units
-- @cfg: table with config parameters
-- max_moves: if set use max_moves for units (this setting is always used for units on other sides)
cfg = cfg or {}
-- 'moves' can be either "current" or "max"
-- For unit on current side: use "current" by default, or override by cfg.moves
local max_moves = cfg.max_moves
-- For unit on any other side, only max_moves=true makes sense
if (unit.side ~= wesnoth.current.side) then max_moves = true end
local old_moves = unit.moves
if max_moves then unit.moves = unit.max_moves end
local reach = {}
reach.units = LS.create()
reach.hitpoints = LS.create()
-- Also for units on the other side, take all units on this side with
-- MP left off the map (for enemy pathfinding)
local units_MP = {}
if (unit.side ~= wesnoth.current.side) then
local all_units = wesnoth.units.find_on_map { side = wesnoth.current.side }
for _,unit in ipairs(all_units) do
if (unit.moves > 0) then
table.insert(units_MP, unit)
unit:extract()
end
end
end
-- Find hexes the unit can reach
local initial_reach = wesnoth.find_reach(unit, cfg)
-- Put the units back out there
if (unit.side ~= wesnoth.current.side) then
for _,uMP in ipairs(units_MP) do uMP:to_map() end
end
for _,loc in ipairs(initial_reach) do
reach.units:insert(loc[1], loc[2], 1)
reach.hitpoints:insert(loc[1], loc[2], unit.hitpoints)
for xa,ya in H.adjacent_tiles(loc[1], loc[2]) do
reach.units:insert(xa, ya, 1)
reach.hitpoints:insert(xa, ya, unit.hitpoints)
end
end
if max_moves then unit.moves = old_moves end
return reach
end
function battle_calcs.get_attack_map(units, cfg)
-- Get all hexes that @units can attack. This is really just a wrapper
-- function for battle_calcs.get_attack_map_unit()
-- Return value is a location set, where the values are tables, containing
-- - units: the number of units (always 1 for this function)
-- - hitpoints: the combined hitpoints of the units
-- - srcs: an array containing the positions of the units
-- @cfg: table with config parameters
-- max_moves: if set use max_moves for units (this setting is always used for units on other sides)
local attack_map1 = {}
attack_map1.units = LS.create()
attack_map1.hitpoints = LS.create()
for _,unit in ipairs(units) do
local attack_map2 = battle_calcs.get_attack_map_unit(unit, cfg)
attack_map1.units:union_merge(attack_map2.units, function(x, y, v1, v2)
return (v1 or 0) + v2
end)
attack_map1.hitpoints:union_merge(attack_map2.hitpoints, function(x, y, v1, v2)
return (v1 or 0) + v2
end)
end
return attack_map1
end
function battle_calcs.relative_damage_map(units, enemies, cache)
-- Returns a location set map containing the relative damage of
-- @units vs. @enemies on the part of the map that the combined units
-- can reach. The damage is calculated as the sum of defender_rating
-- from attack_rating(), and thus (roughly) in gold units.
-- Also returns the same maps for the own and enemy units only
-- (with the enemy_damage_map having positive sign, while in the
-- overall damage map it is subtracted)
-- Get the attack maps for each unit in 'units' and 'enemies'
local my_attack_maps, enemy_attack_maps = {}, {}
for i,unit in ipairs(units) do
my_attack_maps[i] = battle_calcs.get_attack_map_unit(unit, cfg)
end
for i,e in ipairs(enemies) do
enemy_attack_maps[i] = battle_calcs.get_attack_map_unit(e, cfg)
end
-- Get the damage rating for each unit in 'units'. It is the maximum
-- defender_rating (roughly the damage that it can do in units of gold)
-- against any of the enemy units
local unit_ratings = {}
for i,unit in ipairs(units) do
local max_rating, best_enemy = - math.huge, {}
for _,enemy in ipairs(enemies) do
local rating, defender_rating, attacker_rating =
battle_calcs.attack_rating(unit, enemy, { unit.x, unit.y }, { enemy_leader_weight = 1 }, cache)
local eff_rating = defender_rating
if (eff_rating > max_rating) then
max_rating = eff_rating
best_enemy = enemy
end
end
unit_ratings[i] = { rating = max_rating, unit_id = u.id, enemy_id = best_enemy.id }
end
-- Then we want the same thing for all of the enemy units (for the counter attack on enemy turn)
local enemy_ratings = {}
for i,enemy in ipairs(enemies) do
local max_rating, best_unit = - math.huge, {}
for _,unit in ipairs(units) do
local rating, defender_rating, attacker_rating =
battle_calcs.attack_rating(enemy, unit, { enemy.x, enemy.y }, { enemy_leader_weight = 1 }, cache)
local eff_rating = defender_rating
if (eff_rating > max_rating) then
max_rating = eff_rating
best_unit = unit
end
end
enemy_ratings[i] = { rating = max_rating, unit_id = best_unit.id, enemy_id = enemy.id }
end
-- The damage map is now the sum of these ratings for each unit that can attack a given hex,
-- counting own-unit ratings as positive, enemy ratings as negative
local damage_map, own_damage_map, enemy_damage_map = LS.create(), LS.create(), LS.create()
for i,_ in ipairs(units) do
my_attack_maps[i].units:iter(function(x, y, v)
own_damage_map:insert(x, y, (own_damage_map:get(x, y) or 0) + unit_ratings[i].rating)
damage_map:insert(x, y, (damage_map:get(x, y) or 0) + unit_ratings[i].rating)
end)
end
for i,_ in ipairs(enemies) do
enemy_attack_maps[i].units:iter(function(x, y, v)
enemy_damage_map:insert(x, y, (enemy_damage_map:get(x, y) or 0) + enemy_ratings[i].rating)
damage_map:insert(x, y, (damage_map:get(x, y) or 0) - enemy_ratings[i].rating)
end)
end
return damage_map, own_damage_map, enemy_damage_map
end
function battle_calcs.best_defense_map(units, cfg)
-- Get a defense rating map of all hexes all units in @units can reach
-- For each hex, the value is the maximum of any of the units that can reach that hex
-- @cfg: table with config parameters
-- max_moves: if set use max_moves for units (this setting is always used for units on other sides)
-- ignore_these_units: table of enemy units whose ZoC is to be ignored for route finding
cfg = cfg or {}
local defense_map = LS.create()
if cfg.ignore_these_units then
for _,unit in ipairs(cfg.ignore_these_units) do unit:extract() end
end
for _,unit in ipairs(units) do
-- Set max_moves according to the cfg value
local max_moves = cfg.max_moves
-- For unit on other than current side, only max_moves=true makes sense
if (unit.side ~= wesnoth.current.side) then max_moves = true end
local old_moves = unit.moves
if max_moves then unit.moves = unit.max_moves end
local reach = wesnoth.find_reach(unit, cfg)
if max_moves then unit.moves = old_moves end
for _,loc in ipairs(reach) do
local defense = 100 - unit:defense(wesnoth.get_terrain(loc[1], loc[2]))
if (defense > (defense_map:get(loc[1], loc[2]) or - math.huge)) then
defense_map:insert(loc[1], loc[2], defense)
end
end
end
if cfg.ignore_these_units then
for _,unit in ipairs(cfg.ignore_these_units) do unit:to_map() end
end
return defense_map
end
function battle_calcs.get_attack_combos_subset(units, enemy, cfg)
-- Calculate combinations of attacks by @units on @enemy
-- This method does *not* produce all possible attack combinations, but is
-- meant to have a good chance to find either the best combination,
-- or something close to it, by only considering a subset of all possibilities.
-- It is also configurable to stop accumulating combinations when certain criteria are met.
--
-- The return value is an array of attack combinations, where each element is another
-- array of tables containing 'dst' and 'src' fields of the attacking units. It can be
-- specified whether the order of the attacks matters or not (see below).
--
-- Note: This function is optimized for speed, not elegance
--
-- Note 2: The structure of the returned table is different from the (current) return value
-- of ai_helper.get_attack_combos(), since the order of attacks never matters for the latter.
-- TODO: consider making the two consistent (not sure yet whether that is advantageous)
--
-- @cfg: Table of optional configuration parameters
-- - order_matters: if set, keep attack combos that use the same units on the same
-- hexes, but in different attack order (default: false)
-- - max_combos: stop adding attack combos if this number of combos has been reached
-- default: assemble all possible combinations
-- - max_time: stop adding attack combos if this much time (in seconds) has passed
-- default: assemble all possible combinations
-- note: this counts the time from the first call to add_attack(), not to
-- get_attack_combos_cfg(), so there's a bit of extra overhead in here.
-- This is done to prevent the return of no combos at all
-- Note 2: there is some overhead involved in reading the time from the system,
-- so don't use this unless it's needed
-- - skip_presort: by default, the units are presorted in order of the unit with
-- the highest rating first. This has the advantage of likely finding the best
-- (or at least close to the best) attack combination earlier, but it add overhead,
-- so it's actually a disadvantage for small numbers of combinations. skip_presort
-- specifies the number of units up to which the presorting is skipped. Default: 5
cfg = cfg or {}
cfg.order_matters = cfg.order_matters or false
cfg.max_combos = cfg.max_combos or math.huge
cfg.max_time = cfg.max_time or false
cfg.skip_presort = cfg.skip_presort or 5
----- begin add_attack() -----
-- Recursive local function adding another attack to the current combo
-- and adding the current combo to the overall attack_combos array
local function add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg)
local time_up = false
if cfg.max_time and (wesnoth.get_time_stamp() / 1000. - cfg.start_time >= cfg.max_time) then
time_up = true
end
-- Go through all the units
for ind_att,attack in ipairs(attacks) do -- 'attack' is array of all attacks for the unit
-- Then go through the individual attacks of the unit ...
for _,att in ipairs(attack) do
-- But only if this hex is not used yet and
-- the cutoff criteria are not met
if (not hexes_used[att.dst]) and (not time_up) and (#attack_combos < cfg.max_combos) then
-- Mark this hex as used by this unit
hexes_used[att.dst] = attack.src
-- Set up a string uniquely identifying the unit/attack hex pairs
-- for current_combo. This is used to exclude pairs that already
-- exist in a different order (if 'cfg.order_matters' is not set)
-- For this, we also add the numerical value of the attack_hex to
-- the 'hexes_used' table (in addition to the line above)
local str = ''
if (not cfg.order_matters) then
hexes_used[reachable_hexes[att.dst]] = attack.src
for ind_hex = 1,n_reach do
if hexes_used[ind_hex] then
str = str .. hexes_used[ind_hex] .. '-'
else
str = str .. '0-'
end
end
end
-- 'combos_str' contains all the strings of previous combos
-- (if 'cfg.order_matters' is not set)
-- Only add this combo if it does not yet exist
if (not combos_str[str]) then
-- Add the string identifyer to the array
if (not cfg.order_matters) then
combos_str[str] = true
end
-- Add the attack to 'current_combo'
table.insert(current_combo, { dst = att.dst, src = attack.src })
-- And *copy* the content of 'current_combo' into 'attack_combos'
local n_combos = #attack_combos + 1
attack_combos[n_combos] = {}
for ind_combo,combo in pairs(current_combo) do attack_combos[n_combos][ind_combo] = combo end
-- Finally, remove the current unit for 'attacks' for the call to the next recursion level
table.remove(attacks, ind_att)
add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg)
-- Reinsert the unit
table.insert(attacks, ind_att, attack)
-- And remove the last element (current attack) from 'current_combo'
table.remove(current_combo)
end
-- And mark the hex as usable again
if (not cfg.order_matters) then
hexes_used[reachable_hexes[att.dst]] = nil
end
hexes_used[att.dst] = nil
-- *** Important ***: We *only* consider one attack hex per unit, the
-- first that is found in the array of attacks for the unit. As they
-- are sorted by terrain defense, we simply use the first in the table
-- the unit can reach that is not occupied
-- That's what the 'break' does here:
break
end
end
end
end
----- end add_attack() -----
-- For units on the current side, we need to make sure that
-- there isn't a unit of the same side in the way that cannot move any more
-- Set up an array of hexes blocked in such a way
-- For units on other sides we always assume that they can move away
local blocked_hexes = LS.create()
if units[1] and (units[1].side == wesnoth.current.side) then
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
local unit_in_way = wesnoth.units.get(xa, ya)
if unit_in_way then
-- Units on the same side are blockers if they cannot move away
if (unit_in_way.side == wesnoth.current.side) then
local reach = wesnoth.find_reach(unit_in_way)
if (#reach <= 1) then
blocked_hexes:insert(unit_in_way.x, unit_in_way.y)
end
else -- Units on other sides are always blockers
blocked_hexes:insert(unit_in_way.x, unit_in_way.y)
end
end
end
end
-- For sides other than the current, we always use max_moves,
-- for the current side we always use current moves
local old_moves = {}
for i,unit in ipairs(units) do
if (unit.side ~= wesnoth.current.side) then
old_moves[i] = unit.moves
unit.moves = unit.max_moves
end
end
-- Now set up an array containing the attack locations for each unit
local attacks = {}
-- We also need a numbered array of the possible attack hex coordinates
-- The order doesn't matter, as long as it is fixed
local reachable_hexes = {}
for i,unit in ipairs(units) do
local locs = {} -- attack locations for this unit
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
local loc = {} -- attack location information for this unit for this hex
-- Make sure the hex is not occupied by unit that cannot move out of the way
if (not blocked_hexes:get(xa, ya) or ((xa == unit.x) and (ya == unit.y))) then
-- Check whether the unit can get to the hex
-- wesnoth.map.distance_between() is much faster than wesnoth.find_path()
--> pre-filter using the former
local cost = M.distance_between(unit.x, unit.y, xa, ya)
-- If the distance is <= the unit's MP, then see if it can actually get there
-- This also means that only short paths have to be evaluated (in most situations)
if (cost <= unit.moves) then
local path -- since cost is already defined outside this block
path, cost = AH.find_path_with_shroud(unit, xa, ya)
end
-- If the unit can get to this hex
if (cost <= unit.moves) then
-- Store information about it in 'loc' and add this to 'locs'
-- Want coordinates (dst) and terrain defense (for sorting)
loc.dst = xa * 1000 + ya
loc.hit_prob = unit:defense(wesnoth.get_terrain(xa, ya))
table.insert(locs, loc)
-- Also mark this hex as usable
reachable_hexes[loc.dst] = true
end
end
end
-- Also add some top-level information for the unit
if locs[1] then
locs.src = unit.x * 1000 + unit.y -- The current position of the unit
locs.unit_i = i -- The position of the unit in the 'units' array
-- Now sort the possible attack locations for this unit by terrain defense
table.sort(locs, function(a, b) return a.hit_prob < b.hit_prob end)
-- Finally, add the attack locations for this unit to the 'attacks' array
table.insert(attacks, locs)
end
end
-- Reset moves for all units
for i,unit in ipairs(units) do
if (unit.side ~= wesnoth.current.side) then
unit.moves = old_moves[i]
end
end
-- If the number of units that can attack is greater than cfg.skip_presort:
-- We also sort the attackers by their attack rating on their favorite hex
-- The motivation is that by starting with the strongest unit, we'll find the
-- best attack combo earlier, and it is more likely to find the best (or at
-- least a good combo) even when not all attack combinations are collected.
if (#attacks > cfg.skip_presort) then
for _,attack in ipairs(attacks) do
local dst = attack[1].dst
local x, y = math.floor(dst / 1000), dst % 1000
attack.rating = battle_calcs.attack_rating(units[attack.unit_i], enemy, { x, y })
end
table.sort(attacks, function(a, b) return a.rating > b.rating end)
end
-- To simplify and speed things up in the following, the field values
-- 'reachable_hexes' table needs to be consecutive integers
-- We also want a variable containing the number of elements in the array
-- (#reachable_hexes doesn't work because they keys are location indices)
local n_reach = 0
for k,hex in pairs(reachable_hexes) do
n_reach = n_reach + 1
reachable_hexes[k] = n_reach
end
-- If cfg.max_time is set, record the start time
-- For convenience, we store this in cfg
if cfg.max_time then
cfg.start_time = wesnoth.get_time_stamp() / 1000.
end
-- All this was just setting up the required information, now we call the
-- recursive function setting up the array of attackcombinations
local attack_combos = {} -- This will contain the return value
-- Temporary arrays (but need to be persistent across the recursion levels)
local combos_str, current_combo, hexes_used = {}, {}, {}
add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg)
cfg.start_time = nil
return attack_combos
end
return battle_calcs