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Experimental AI: convert to using external CAs
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(cherry-picked from commit 5474785)
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mattsc committed Oct 7, 2018
1 parent 21c2e59 commit 8009475
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Showing 11 changed files with 690 additions and 698 deletions.
203 changes: 203 additions & 0 deletions data/ai/lua/ca_castle_switch.lua
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-------- Castle Switch CA --------------

local AH = wesnoth.require "ai/lua/ai_helper.lua"
local M = wesnoth.map

local function get_reachable_enemy_leaders(unit)
-- 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 j,e in ipairs(potential_enemy_leaders) do
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

return enemy_leaders
end

local ca_castle_switch = {}

function ca_castle_switch:evaluation(cfg, data)
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 leader = wesnoth.get_units {
side = wesnoth.current.side,
canrecruit = 'yes',
formula = '(movement_left = total_movement) and (hitpoints = max_hitpoints)'
}[1]
if not leader then
-- CA is irrelevant if no leader or the leader may have moved from another CA
data.leader_target = 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()

if data.leader_target and wesnoth.sides[wesnoth.current.side].gold >= cheapest_unit_cost then
-- make sure move is still valid
local next_hop = AH.next_hop(leader, data.leader_target[1], data.leader_target[2])
if next_hop and next_hop[1] == data.leader_target[1]
and next_hop[2] == data.leader_target[2] then
return data.leader_score
end
end

local width,height,border = wesnoth.get_map_size()
local keeps = wesnoth.get_locations {
terrain = 'K*,K*^*,*^K*', -- Keeps
x = '1-'..width,
y = '1-'..height,
{ "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)

-- Look for the best keep
local best_score, best_loc, best_turns = 0, {}, 3
for i,loc in ipairs(keeps) do
-- Only consider keeps within 2 turns movement
local path, cost = wesnoth.find_path(leader, loc[1], loc[2])
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
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, best_loc[1], best_loc[2])

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 = wesnoth.find_path(leader, loc[1], loc[2])
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])
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

data.leader_target = next_hop

-- if we're on a keep, wait until there are no movable units on the castle before moving off
data.leader_score = 290000
if wesnoth.get_terrain_info(wesnoth.get_terrain(leader.x, leader.y)).keep then
local castle = wesnoth.get_locations {
x = "1-"..width, y = "1-"..height,
{ "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.get_unit(loc[1], loc[2])
if (not AH.is_visible_unit(wesnoth.current.side, unit)) then
should_wait = false
break
elseif unit.moves > 0 then
should_wait = true
end
end
if should_wait then
data.leader_score = 15000
end
end

if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return data.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)
local leader = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'yes' }[1]

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, leader, data.leader_target[1], data.leader_target[2])
data.leader_target = nil
end

return ca_castle_switch
140 changes: 140 additions & 0 deletions data/ai/lua/ca_grab_villages.lua
@@ -0,0 +1,140 @@
------- Grab Villages CA --------------

local AH = wesnoth.require "ai/lua/ai_helper.lua"
local BC = wesnoth.require "ai/lua/battle_calcs.lua"
local M = wesnoth.map

local ca_grab_villages = {}

function ca_grab_villages:evaluation(cfg, data)
local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'grab_villages'
if AH.print_eval() then AH.print_ts(' - Evaluating grab_villages CA:') end

-- Check if there are units with moves left
local units = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'no',
formula = 'movement_left > 0'
}
if (not units[1]) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end

local enemies = AH.get_attackable_enemies()

local villages = wesnoth.get_villages()
-- Just in case:
if (not villages[1]) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end

-- First check if attacks are possible for any unit
local return_value = 200000
-- 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_value = 90000
break
end
end

-- Also find which locations can be attacked by enemies
local enemy_attack_map = BC.get_attack_map(enemies).units

-- Now we go through the villages and units
local max_rating, best_village, best_unit = - math.huge
local village_ratings = {}
for j,v in ipairs(villages) do
-- First collect all information that only depends on the village
local village_rating = 0 -- This is the unit independent rating

local unit_in_way = wesnoth.get_unit(v[1], v[2])

-- If an enemy can get within one move of the village, we want to hold it
if enemy_attack_map:get(v[1], v[2]) then
village_rating = village_rating + 100
end

-- Unowned and enemy-owned villages get a large bonus
local owner = wesnoth.get_village_owner(v[1], v[2])
if (not owner) then
village_rating = village_rating + 10000
else
if wesnoth.is_enemy(owner, wesnoth.current.side) then village_rating = village_rating + 20000 end
end

local enemy_distance_from_village = AH.get_closest_enemy(v)

-- Now we go on to the unit-dependent rating
local best_unit_rating = - math.huge
local reachable = false
for i,u in ipairs(units) do
-- Skip villages that have units other than 'u' itself on them
local village_occupied = false
if AH.is_visible_unit(wesnoth.current.side, unit_in_way) and ((unit_in_way ~= u)) then
village_occupied = true
end

-- Rate all villages that can be reached and are unoccupied by other units
if (not village_occupied) then
-- Path finding is expensive, so we do a first cut simply by distance
-- There is no way a unit can get to the village if the distance is greater than its moves
local dist = M.distance_between(u.x, u.y, v[1], v[2])
if (dist <= u.moves) then
local path, cost = wesnoth.find_path(u, v[1], v[2])
if (cost <= u.moves) then
village_rating = village_rating - 1
reachable = true
local rating = 0

-- Prefer strong units if enemies can reach the village, injured units otherwise
if enemy_attack_map:get(v[1], v[2]) then
rating = rating + u.hitpoints
else
rating = rating + u.max_hitpoints - u.hitpoints
end

-- Prefer not backtracking and moving more distant units to capture villages
local enemy_distance_from_unit = AH.get_closest_enemy({u.x, u.y})
rating = rating - (enemy_distance_from_village + enemy_distance_from_unit)/5

if (rating > best_unit_rating) then
best_unit_rating, best_unit = rating, u
end
end
end
end
end
village_ratings[v] = {village_rating, best_unit, reachable}
end
for j,v in ipairs(villages) do
local rating = village_ratings[v][1]
if village_ratings[v][3] and rating > max_rating then
max_rating, best_village, best_unit = rating, v, village_ratings[v][2]
end
end

if best_village then
data.unit, data.village = best_unit, best_village
if (max_rating >= 1000) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return return_value
else
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
end
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end

function ca_grab_villages:execution(cfg, data)
if AH.print_exec() then AH.print_ts(' Executing grab_villages CA') end
if AH.show_messages() then wesnoth.wml_actions.message { speaker = data.unit.id, message = 'Grab villages' } end

AH.movefull_stopunit(ai, data.unit, data.village)
data.unit, data.village = nil, nil
end

return ca_grab_villages

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