wesnoth/data/ai/lua/ca_castle_switch.lua
mattsc ab2c3bfcc2 AI: enable multiple leaders in castle_switch CA
Previously the CA would already move multiple leaders if all leaders were to be moved, but it would abandon moving any leader after finding one that should not move.
2019-12-06 08:18:47 -08:00

225 lines
9.3 KiB
Lua

-------- Castle Switch CA --------------
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local M = wesnoth.map
local CS_leader_score
-- Note that CS_leader and CS_leader_target are also needed by the recruiting CA, so they must be stored in 'data'
local function get_reachable_enemy_leaders(unit, avoid_map)
-- We're cheating a little here and also find hidden enemy leaders. That's
-- because a human player could make a pretty good educated guess as to where
-- the enemy leaders are likely to be while the AI does not know how to do that.
local potential_enemy_leaders = AH.get_live_units { canrecruit = 'yes',
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
}
local enemy_leaders = {}
for _,e in ipairs(potential_enemy_leaders) do
-- Cannot use AH.find_path_with_avoid() here as there might be enemies all around the enemy leader
if (not avoid_map:get(e.x, e.y)) then
local path, cost = wesnoth.find_path(unit, e.x, e.y, { ignore_units = true, viewing_side = 0 })
if cost < AH.no_path then
table.insert(enemy_leaders, e)
end
end
end
return enemy_leaders
end
local ca_castle_switch = {}
function ca_castle_switch:evaluation(cfg, data, filter_own)
local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'castle_switch'
if AH.print_eval() then AH.print_ts(' - Evaluating castle_switch CA:') end
if ai.aspects.passive_leader then
-- Turn off this CA if the leader is passive
return 0
end
local leaders = AH.get_units_with_moves({
side = wesnoth.current.side,
canrecruit = 'yes',
formula = '(movement_left = total_movement) and (hitpoints = max_hitpoints)',
{ "and", filter_own }
}, true)
if (not leaders[1]) then
-- CA is irrelevant if no leader or the leader may have moved from another CA
data.CS_leader, data.CS_leader_target = nil, nil
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local cheapest_unit_cost = AH.get_cheapest_recruit_cost()
local avoid_map = AH.get_avoid_map(ai, nil, true)
if data.CS_leader and wesnoth.sides[wesnoth.current.side].gold >= cheapest_unit_cost then
-- make sure move is still valid
local path, cost = AH.find_path_with_avoid(data.CS_leader, data.CS_leader_target[1], data.CS_leader_target[2], avoid_map)
local next_hop = AH.next_hop(data.CS_leader, nil, nil, { path = path, avoid_map = avoid_map })
if next_hop and next_hop[1] == data.CS_leader_target[1]
and next_hop[2] == data.CS_leader_target[2]
then
return CS_leader_score
else
data.CS_leader, data.CS_leader_target = nil, nil
end
end
-- Look for the best keep
local overall_best_score = 0
for _,leader in ipairs(leaders) do
local best_score, best_loc, best_turns, best_path = 0, {}, 3
local keeps = AH.get_locations_no_borders {
terrain = 'K*,K*^*,*^K*', -- Keeps
{ "not", { {"filter", {}} }}, -- That have no unit
{ "not", { radius = 6, {"filter", { canrecruit = 'yes',
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
}} }}, -- That are not too close to an enemy leader
{ "not", {
x = leader.x, y = leader.y, terrain = 'K*,K*^*,*^K*',
radius = 3,
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
}}, -- That are not close and connected to a keep the leader is on
{ "filter_adjacent_location", {
terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*'
}} -- That are not one-hex keeps
}
if #keeps < 1 then
-- Skip if there aren't extra keeps to evaluate
-- In this situation we'd only switch keeps if we were running away
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local enemy_leaders = get_reachable_enemy_leaders(leader, avoid_map)
for i,loc in ipairs(keeps) do
-- Only consider keeps within 2 turns movement
local path, cost = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map)
local score = 0
-- Prefer closer keeps to enemy
local turns = math.ceil(cost/leader.max_moves)
if turns <= 2 then
score = 1/turns
for j,e in ipairs(enemy_leaders) do
score = score + 1 / M.distance_between(loc[1], loc[2], e.x, e.y)
end
if score > best_score then
best_score = score
best_loc = loc
best_turns = turns
best_path = path
end
end
end
-- If we're on a keep,
-- don't move to another keep unless it's much better when uncaptured villages are present
if best_score > 0 and wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then
local close_unowned_village = (wesnoth.get_villages {
{ "and", {
x = leader.x,
y = leader.y,
radius = leader.max_moves
}},
owner_side = 0
})[1]
if close_unowned_village then
local score = 1/best_turns
for j,e in ipairs(enemy_leaders) do
-- count all distances as three less than they actually are
score = score + 1 / (M.distance_between(leader.x, leader.y, e.x, e.y) - 3)
end
if score > best_score then
best_score = 0
end
end
end
if best_score > 0 then
local next_hop = AH.next_hop(leader, nil, nil, { path = best_path, avoid_map = avoid_map })
if next_hop and ((next_hop[1] ~= leader.x) or (next_hop[2] ~= leader.y)) then
-- See if there is a nearby village that can be captured without delaying progress
local close_villages = wesnoth.get_villages( {
{ "and", { x = next_hop[1], y = next_hop[2], radius = leader.max_moves }},
owner_side = 0 })
for i,loc in ipairs(close_villages) do
local path_village, cost_village = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map)
if cost_village <= leader.moves then
local dummy_leader = leader:clone()
dummy_leader.x = loc[1]
dummy_leader.y = loc[2]
local path_keep, cost_keep = wesnoth.find_path(dummy_leader, best_loc[1], best_loc[2], avoid_map)
local turns_from_keep = math.ceil(cost_keep/leader.max_moves)
if turns_from_keep < best_turns
or (turns_from_keep == 1 and wesnoth.sides[wesnoth.current.side].gold < cheapest_unit_cost)
then
-- There is, go there instead
next_hop = loc
break
end
end
end
end
-- if we're on a keep, wait until there are no movable units on the castle before moving off
local leader_score = 195000
if wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then
local castle = AH.get_locations_no_borders {
{ "and", {
x = leader.x, y = leader.y, radius = 200,
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
}}
}
local should_wait = false
for i,loc in ipairs(castle) do
local unit = wesnoth.units.get(loc[1], loc[2])
if (not AH.is_visible_unit(wesnoth.current.side, unit)) then
should_wait = false
elseif unit.moves > 0 then
should_wait = true
break
end
end
if should_wait then
leader_score = 15000
end
end
best_score = best_score + leader_score
if (best_score > overall_best_score) then
overall_best_score = best_score
CS_leader_score = leader_score
data.CS_leader = leader
data.CS_leader_target = next_hop
end
end
end
if (overall_best_score > 0) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return CS_leader_score
end
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
function ca_castle_switch:execution(cfg, data, filter_own)
if AH.print_exec() then AH.print_ts(' Executing castle_switch CA') end
if AH.show_messages() then wesnoth.wml_actions.message { speaker = leader.id, message = 'Switching castles' } end
AH.checked_move(ai, data.CS_leader, data.CS_leader_target[1], data.CS_leader_target[2])
data.CS_leader, data.CS_leader_target = nil
end
return ca_castle_switch