608 lines
27 KiB
Lua
608 lines
27 KiB
Lua
return {
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init = function(ai)
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-- Grab a useful separate CA as a starting point
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local generic_rush = wesnoth.require("ai/lua/move_to_any_target.lua").init(ai)
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-- More generic grunt rush (and can, in fact, be used with other unit types as well)
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local H = wesnoth.require "helper"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local BC = wesnoth.require "ai/lua/battle_calcs.lua"
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local LS = wesnoth.require "location_set"
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local HS = wesnoth.require "ai/micro_ais/cas/ca_healer_move.lua"
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local R = wesnoth.require "ai/lua/retreat.lua"
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local M = wesnoth.map
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local function print_time(...)
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if generic_rush.data.turn_start_time then
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AH.print_ts_delta(generic_rush.data.turn_start_time, ...)
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else
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AH.print_ts(...)
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end
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end
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------ Stats at beginning of turn -----------
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-- This will be blacklisted after first execution each turn
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function generic_rush:stats_eval()
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local score = 999999
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return score
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end
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function generic_rush:stats_exec()
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local tod = wesnoth.get_time_of_day()
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AH.print_ts(' Beginning of Turn ' .. wesnoth.current.turn .. ' (' .. tod.name ..') stats')
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generic_rush.data.turn_start_time = wesnoth.get_time_stamp() / 1000.
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for i,s in ipairs(wesnoth.sides) do
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local total_hp = 0
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local units = AH.get_live_units { side = s.side }
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for i,u in ipairs(units) do total_hp = total_hp + u.hitpoints end
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local leader = wesnoth.get_units { side = s.side, canrecruit = 'yes' }[1]
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if leader then
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print(' Player ' .. s.side .. ' (' .. leader.type .. '): ' .. #units .. ' Units with total HP: ' .. total_hp)
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end
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end
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end
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------- Recruit CA --------------
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local params = {
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score_function = (function() return 300000 end),
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min_turn_1_recruit = (function() return generic_rush:castle_switch_eval() > 0 end),
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leader_takes_village = (function()
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if generic_rush:castle_switch_eval() > 0 then
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local take_village = #(wesnoth.get_villages {
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x = generic_rush.data.leader_target[1],
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y = generic_rush.data.leader_target[2]
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}) > 0
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return take_village
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end
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return true
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end
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)
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}
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wesnoth.require("ai/lua/generic_recruit_engine.lua").init(generic_rush, params)
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-------- Castle Switch CA --------------
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local function get_reachable_enemy_leaders(unit)
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-- We're cheating a little here and also find hidden enemy leaders. That's
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-- because a human player could make a pretty good educated guess as to where
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-- the enemy leaders are likely to be while the AI does not know how to do that.
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local potential_enemy_leaders = AH.get_live_units { canrecruit = 'yes',
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{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
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}
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local enemy_leaders = {}
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for j,e in ipairs(potential_enemy_leaders) do
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local path, cost = wesnoth.find_path(unit, e.x, e.y, { ignore_units = true, viewing_side = 0 })
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if cost < AH.no_path then
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table.insert(enemy_leaders, e)
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end
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end
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return enemy_leaders
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end
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function generic_rush:castle_switch_eval()
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'castle_switch'
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if AH.print_eval() then print_time(' - Evaluating castle_switch CA:') end
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if ai.aspects.passive_leader then
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-- Turn off this CA if the leader is passive
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return 0
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end
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local leader = wesnoth.get_units {
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side = wesnoth.current.side,
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canrecruit = 'yes',
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formula = '(movement_left = total_movement) and (hitpoints = max_hitpoints)'
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}[1]
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if not leader then
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-- CA is irrelevant if no leader or the leader may have moved from another CA
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self.data.leader_target = nil
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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local cheapest_unit_cost = AH.get_cheapest_recruit_cost()
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if self.data.leader_target and wesnoth.sides[wesnoth.current.side].gold >= cheapest_unit_cost then
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-- make sure move is still valid
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local next_hop = AH.next_hop(leader, self.data.leader_target[1], self.data.leader_target[2])
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if next_hop and next_hop[1] == self.data.leader_target[1]
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and next_hop[2] == self.data.leader_target[2] then
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return self.data.leader_score
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end
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end
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local width,height,border = wesnoth.get_map_size()
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local keeps = wesnoth.get_locations {
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terrain = 'K*,K*^*,*^K*', -- Keeps
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x = '1-'..width,
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y = '1-'..height,
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{ "not", { {"filter", {}} }}, -- That have no unit
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{ "not", { radius = 6, {"filter", { canrecruit = 'yes',
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{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
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}} }}, -- That are not too close to an enemy leader
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{ "not", {
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x = leader.x, y = leader.y, terrain = 'K*,K*^*,*^K*',
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radius = 3,
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{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
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}}, -- That are not close and connected to a keep the leader is on
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{ "filter_adjacent_location", {
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terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*'
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}} -- That are not one-hex keeps
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}
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if #keeps < 1 then
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-- Skip if there aren't extra keeps to evaluate
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-- In this situation we'd only switch keeps if we were running away
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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local enemy_leaders = get_reachable_enemy_leaders(leader)
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-- Look for the best keep
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local best_score, best_loc, best_turns = 0, {}, 3
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for i,loc in ipairs(keeps) do
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-- Only consider keeps within 2 turns movement
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local path, cost = wesnoth.find_path(leader, loc[1], loc[2])
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local score = 0
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-- Prefer closer keeps to enemy
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local turns = math.ceil(cost/leader.max_moves)
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if turns <= 2 then
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score = 1/turns
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for j,e in ipairs(enemy_leaders) do
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score = score + 1 / M.distance_between(loc[1], loc[2], e.x, e.y)
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end
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if score > best_score then
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best_score = score
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best_loc = loc
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best_turns = turns
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end
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end
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end
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-- If we're on a keep,
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-- don't move to another keep unless it's much better when uncaptured villages are present
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if best_score > 0 and wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then
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local close_unowned_village = (wesnoth.get_villages {
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{ "and", {
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x = leader.x,
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y = leader.y,
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radius = leader.max_moves
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}},
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owner_side = 0
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})[1]
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if close_unowned_village then
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local score = 1/best_turns
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for j,e in ipairs(enemy_leaders) do
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-- count all distances as three less than they actually are
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score = score + 1 / (M.distance_between(leader.x, leader.y, e.x, e.y) - 3)
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end
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if score > best_score then
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best_score = 0
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end
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end
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end
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if best_score > 0 then
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local next_hop = AH.next_hop(leader, best_loc[1], best_loc[2])
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if next_hop and ((next_hop[1] ~= leader.x) or (next_hop[2] ~= leader.y)) then
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-- See if there is a nearby village that can be captured without delaying progress
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local close_villages = wesnoth.get_villages( {
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{ "and", { x = next_hop[1], y = next_hop[2], radius = leader.max_moves }},
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owner_side = 0 })
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for i,loc in ipairs(close_villages) do
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local path_village, cost_village = wesnoth.find_path(leader, loc[1], loc[2])
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if cost_village <= leader.moves then
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local dummy_leader = wesnoth.copy_unit(leader)
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dummy_leader.x = loc[1]
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dummy_leader.y = loc[2]
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local path_keep, cost_keep = wesnoth.find_path(dummy_leader, best_loc[1], best_loc[2])
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local turns_from_keep = math.ceil(cost_keep/leader.max_moves)
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if turns_from_keep < best_turns
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or (turns_from_keep == 1 and wesnoth.sides[wesnoth.current.side].gold < cheapest_unit_cost)
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then
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-- There is, go there instead
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next_hop = loc
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break
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end
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end
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end
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end
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self.data.leader_target = next_hop
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-- if we're on a keep, wait until there are no movable units on the castle before moving off
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self.data.leader_score = 290000
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if wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then
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local castle = wesnoth.get_locations {
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x = "1-"..width, y = "1-"..height,
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{ "and", {
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x = leader.x, y = leader.y, radius = 200,
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{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
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}}
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}
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local should_wait = false
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for i,loc in ipairs(castle) do
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local unit = wesnoth.get_unit(loc[1], loc[2])
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if (not AH.is_visible_unit(wesnoth.current.side, unit)) then
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should_wait = false
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break
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elseif unit.moves > 0 then
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should_wait = true
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end
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end
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if should_wait then
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self.data.leader_score = 15000
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end
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end
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return self.data.leader_score
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end
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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function generic_rush:castle_switch_exec()
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local leader = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'yes' }[1]
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if AH.print_exec() then print_time(' Executing castle_switch CA') end
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if AH.show_messages() then wesnoth.wml_actions.message { speaker = leader.id, message = 'Switching castles' } end
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AH.checked_move(ai, leader, self.data.leader_target[1], self.data.leader_target[2])
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self.data.leader_target = nil
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end
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------- Grab Villages CA --------------
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function generic_rush:grab_villages_eval()
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'grab_villages'
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if AH.print_eval() then print_time(' - Evaluating grab_villages CA:') end
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-- Check if there are units with moves left
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local units = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'no',
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formula = 'movement_left > 0'
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}
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if (not units[1]) then
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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local enemies = AH.get_attackable_enemies()
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local villages = wesnoth.get_villages()
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-- Just in case:
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if (not villages[1]) then
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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--print('#units, #enemies', #units, #enemies)
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-- First check if attacks are possible for any unit
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local return_value = 200000
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-- If one with > 50% chance of kill is possible, set return_value to lower than combat CA
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local attacks = ai.get_attacks()
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--print(#attacks)
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for i,a in ipairs(attacks) do
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if (#a.movements == 1) and (a.chance_to_kill > 0.5) then
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return_value = 90000
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break
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end
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end
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-- Also find which locations can be attacked by enemies
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local enemy_attack_map = BC.get_attack_map(enemies).units
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-- Now we go through the villages and units
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local max_rating, best_village, best_unit = -9e99, {}, {}
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local village_ratings = {}
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for j,v in ipairs(villages) do
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-- First collect all information that only depends on the village
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local village_rating = 0 -- This is the unit independent rating
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local unit_in_way = wesnoth.get_unit(v[1], v[2])
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-- If an enemy can get within one move of the village, we want to hold it
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if enemy_attack_map:get(v[1], v[2]) then
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--print(' within enemy reach', v[1], v[2])
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village_rating = village_rating + 100
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end
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-- Unowned and enemy-owned villages get a large bonus
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local owner = wesnoth.get_village_owner(v[1], v[2])
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if (not owner) then
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village_rating = village_rating + 10000
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else
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if wesnoth.is_enemy(owner, wesnoth.current.side) then village_rating = village_rating + 20000 end
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end
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local enemy_distance_from_village = AH.get_closest_enemy(v)
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-- Now we go on to the unit-dependent rating
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local best_unit_rating = -9e99
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local reachable = false
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for i,u in ipairs(units) do
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-- Skip villages that have units other than 'u' itself on them
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local village_occupied = false
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if AH.is_visible_unit(wesnoth.current.side, unit_in_way) and ((unit_in_way ~= u)) then
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village_occupied = true
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end
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-- Rate all villages that can be reached and are unoccupied by other units
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if (not village_occupied) then
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-- Path finding is expensive, so we do a first cut simply by distance
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-- There is no way a unit can get to the village if the distance is greater than its moves
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local dist = M.distance_between(u.x, u.y, v[1], v[2])
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if (dist <= u.moves) then
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local path, cost = wesnoth.find_path(u, v[1], v[2])
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if (cost <= u.moves) then
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village_rating = village_rating - 1
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reachable = true
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--print('Can reach:', u.id, v[1], v[2], cost)
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local rating = 0
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-- Prefer strong units if enemies can reach the village, injured units otherwise
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if enemy_attack_map:get(v[1], v[2]) then
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rating = rating + u.hitpoints
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else
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rating = rating + u.max_hitpoints - u.hitpoints
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end
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-- Prefer not backtracking and moving more distant units to capture villages
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local enemy_distance_from_unit = AH.get_closest_enemy({u.x, u.y})
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rating = rating - (enemy_distance_from_village + enemy_distance_from_unit)/5
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if (rating > best_unit_rating) then
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best_unit_rating, best_unit = rating, u
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end
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--print(' rating:', rating)
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end
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end
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end
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end
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village_ratings[v] = {village_rating, best_unit, reachable}
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end
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for j,v in ipairs(villages) do
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local rating = village_ratings[v][1]
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if village_ratings[v][3] and rating > max_rating then
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max_rating, best_village, best_unit = rating, v, village_ratings[v][2]
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end
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end
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--print('max_rating', max_rating)
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if (max_rating > -9e99) then
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self.data.unit, self.data.village = best_unit, best_village
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if (max_rating >= 1000) then
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return return_value
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else
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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end
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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function generic_rush:grab_villages_exec()
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if AH.print_exec() then print_time(' Executing grab_villages CA') end
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if AH.show_messages() then wesnoth.wml_actions.message { speaker = self.data.unit.id, message = 'Grab villages' } end
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AH.movefull_stopunit(ai, self.data.unit, self.data.village)
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self.data.unit, self.data.village = nil, nil
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end
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------- Spread Poison CA --------------
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function generic_rush:spread_poison_eval()
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'spread_poison'
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if AH.print_eval() then print_time(' - Evaluating spread_poison CA:') end
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-- If a unit with a poisoned weapon can make an attack, we'll do that preferentially
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-- (with some exceptions)
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local poisoners = AH.get_live_units { side = wesnoth.current.side,
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formula = 'attacks_left > 0',
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{ "filter_wml", {
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{ "attack", {
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{ "specials", {
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{ "poison", { } }
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} }
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} }
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} },
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canrecruit = 'no'
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}
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--print('#poisoners', #poisoners)
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if (not poisoners[1]) then
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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local attacks = AH.get_attacks(poisoners)
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--print('#attacks', #attacks)
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if (not attacks[1]) then
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if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
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return 0
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end
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-- Go through all possible attacks with poisoners
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local max_rating, best_attack = -9e99, {}
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for i,a in ipairs(attacks) do
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local attacker = wesnoth.get_unit(a.src.x, a.src.y)
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local defender = wesnoth.get_unit(a.target.x, a.target.y)
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-- Don't try to poison a unit that cannot be poisoned
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local cant_poison = defender.status.poisoned or defender.status.unpoisonable
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-- For now, we also simply don't poison units on villages (unless standard combat CA does it)
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local on_village = wesnoth.get_terrain_info(wesnoth.get_terrain(defender.x, defender.y)).village
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-- Also, poisoning units that would level up through the attack or could level on their turn as a result is very bad
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local about_to_level = defender.max_experience - defender.experience <= (wesnoth.unit_types[attacker.type].level * 2)
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if (not cant_poison) and (not on_village) and (not about_to_level) then
|
|
-- Strongest enemy gets poisoned first
|
|
local rating = defender.hitpoints
|
|
|
|
-- Always attack enemy leader, if possible
|
|
if defender.canrecruit then rating = rating + 1000 end
|
|
|
|
-- Enemies that can regenerate are not good targets
|
|
if wesnoth.unit_ability(defender, 'regenerate') then rating = rating - 1000 end
|
|
|
|
-- More priority to enemies on strong terrain
|
|
local defender_defense = 100 - wesnoth.unit_defense(defender, wesnoth.get_terrain(defender.x, defender.y))
|
|
rating = rating + defender_defense / 4.
|
|
|
|
-- For the same attacker/defender pair, go to strongest terrain
|
|
local attack_defense = 100 - wesnoth.unit_defense(attacker, wesnoth.get_terrain(a.dst.x, a.dst.y))
|
|
rating = rating + attack_defense / 2.
|
|
--print('rating', rating)
|
|
|
|
-- And from village everything else being equal
|
|
local is_village = wesnoth.get_terrain_info(wesnoth.get_terrain(a.dst.x, a.dst.y)).village
|
|
if is_village then rating = rating + 0.5 end
|
|
|
|
if rating > max_rating then
|
|
max_rating, best_attack = rating, a
|
|
end
|
|
end
|
|
end
|
|
|
|
if (max_rating > -9e99) then
|
|
self.data.attack = best_attack
|
|
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
|
|
return 190000
|
|
end
|
|
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
|
|
return 0
|
|
end
|
|
|
|
function generic_rush:spread_poison_exec()
|
|
local attacker = wesnoth.get_unit(self.data.attack.src.x, self.data.attack.src.y)
|
|
-- If several attacks have poison, this will always find the last one
|
|
local is_poisoner, poison_weapon = AH.has_weapon_special(attacker, "poison")
|
|
|
|
if AH.print_exec() then print_time(' Executing spread_poison CA') end
|
|
if AH.show_messages() then wesnoth.wml_actions.message { speaker = attacker.id, message = 'Poison attack' } end
|
|
|
|
AH.robust_move_and_attack(ai, attacker, self.data.attack.dst, self.data.attack.target, { weapon = poison_weapon })
|
|
|
|
self.data.attack = nil
|
|
end
|
|
|
|
------- Place Healers CA --------------
|
|
|
|
function generic_rush:place_healers_eval()
|
|
if HS:evaluation(ai, {}, self) > 0 then
|
|
return 95000
|
|
end
|
|
return 0
|
|
end
|
|
|
|
function generic_rush:place_healers_exec()
|
|
HS:execution(ai, nil, self)
|
|
end
|
|
|
|
------- Retreat CA --------------
|
|
|
|
function generic_rush:retreat_injured_units_eval()
|
|
local units = wesnoth.get_units {
|
|
side = wesnoth.current.side,
|
|
formula = 'movement_left > 0'
|
|
}
|
|
local unit, loc = R.retreat_injured_units(units)
|
|
if unit then
|
|
self.data.retreat_unit = unit
|
|
self.data.retreat_loc = loc
|
|
|
|
-- First check if attacks are possible for any unit
|
|
-- If one with > 50% chance of kill is possible, set return_value to lower than combat CA
|
|
local attacks = ai.get_attacks()
|
|
for i,a in ipairs(attacks) do
|
|
if (#a.movements == 1) and (a.chance_to_kill > 0.5) then
|
|
return 95000
|
|
end
|
|
end
|
|
return 205000
|
|
end
|
|
return 0
|
|
end
|
|
|
|
function generic_rush:retreat_injured_units_exec()
|
|
AH.robust_move_and_attack(ai, self.data.retreat_unit, self.data.retreat_loc)
|
|
self.data.retreat_unit = nil
|
|
self.data.retreat_loc = nil
|
|
end
|
|
|
|
------- Village Hunt CA --------------
|
|
-- Give extra priority to seeking villages if we have less than our share
|
|
-- our share is defined as being slightly more than the total/the number of sides
|
|
|
|
function generic_rush:village_hunt_eval()
|
|
local villages = wesnoth.get_villages()
|
|
|
|
if not villages[1] then
|
|
return 0
|
|
end
|
|
|
|
local my_villages = wesnoth.get_villages { owner_side = wesnoth.current.side }
|
|
|
|
if #my_villages > #villages / #wesnoth.sides then
|
|
return 0
|
|
end
|
|
|
|
local allied_villages = wesnoth.get_villages { {"filter_owner", { {"ally_of", { side = wesnoth.current.side }} }} }
|
|
if #allied_villages == #villages then
|
|
return 0
|
|
end
|
|
|
|
local units = wesnoth.get_units {
|
|
side = wesnoth.current.side,
|
|
canrecruit = false,
|
|
formula = 'movement_left > 0'
|
|
}
|
|
|
|
if not units[1] then
|
|
return 0
|
|
end
|
|
|
|
return 30000
|
|
end
|
|
|
|
function generic_rush:village_hunt_exec()
|
|
local unit = wesnoth.get_units({
|
|
side = wesnoth.current.side,
|
|
canrecruit = false,
|
|
formula = 'movement_left > 0'
|
|
})[1]
|
|
|
|
local villages = wesnoth.get_villages()
|
|
local target, best_cost = nil, AH.no_path
|
|
for i,v in ipairs(villages) do
|
|
if not wesnoth.match_location(v[1], v[2], { {"filter_owner", { {"ally_of", { side = wesnoth.current.side }} }} }) then
|
|
local path, cost = wesnoth.find_path(unit, v[1], v[2], { ignore_units = true, max_cost = best_cost })
|
|
if cost < best_cost then
|
|
target = v
|
|
best_cost = cost
|
|
end
|
|
end
|
|
end
|
|
|
|
if target then
|
|
local x, y = wesnoth.find_vacant_tile(target[1], target[2], unit)
|
|
local dest = AH.next_hop(unit, x, y)
|
|
AH.checked_move(ai, unit, dest[1], dest[2])
|
|
end
|
|
end
|
|
|
|
return generic_rush
|
|
end
|
|
}
|