wesnoth/data/ai/lua/generic_recruit_engine.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

1047 lines
52 KiB
Lua

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()
}