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Goto Micro AI: code cleanup
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mattsc committed Apr 16, 2014
1 parent 3b8b923 commit 9396f20
Showing 1 changed file with 41 additions and 59 deletions.
100 changes: 41 additions & 59 deletions data/ai/micro_ais/cas/ca_goto.lua
Expand Up @@ -5,9 +5,9 @@ local LS = wesnoth.require "lua/location_set.lua"
local MAIUV = wesnoth.require "ai/micro_ais/micro_ai_unit_variables.lua"
local MAISD = wesnoth.require "ai/micro_ais/micro_ai_self_data.lua"

local function custom_cost(x, y, u, enemy_map, enemy_attack_map, multiplier)
local function custom_cost(x, y, unit, enemy_map, enemy_attack_map, multiplier)
local terrain = wesnoth.get_terrain(x, y)
local move_cost = wesnoth.unit_movement_cost(u, terrain)
local move_cost = wesnoth.unit_movement_cost(unit, terrain)

move_cost = move_cost + (enemy_map:get(x,y) or 0)
move_cost = move_cost + (enemy_attack_map.units:get(x,y) or 0) * multiplier
Expand All @@ -18,10 +18,8 @@ end
local ca_goto = {}

function ca_goto:evaluation(ai, cfg, self)

-- If cfg.release_all_units_at_goal is set, check
-- whether the goal has already been reached, in
-- which case we do not do anything
-- If cfg.release_all_units_at_goal is set, check whether the goal has
-- already been reached, in which case we do not do anything
if MAISD.get_mai_self_data(self.data, cfg.ai_id, "release_all") then
return 0
end
Expand All @@ -46,7 +44,7 @@ function ca_goto:evaluation(ai, cfg, self)

-- Now on to the current turn
local str = 'GO_goals_taken_' .. wesnoth.current.turn
for _, loc in ipairs(all_locs) do
for _,loc in ipairs(all_locs) do
if (not self.data[str]) or (not self.data[str]:get(loc[1], loc[2])) then
table.insert(locs, loc)
end
Expand All @@ -56,16 +54,14 @@ function ca_goto:evaluation(ai, cfg, self)
end
if (not locs[1]) then return 0 end

-- Find the goto units
local all_units = AH.get_units_with_moves {
side = wesnoth.current.side,
{ "and", cfg.filter }
}

-- Exclude released units
local units = {}
if cfg.release_unit_at_goal then
for _, unit in ipairs(all_units) do
for _,unit in ipairs(all_units) do
if (not MAIUV.get_mai_unit_variables(unit, cfg.ai_id, "release")) then
table.insert(units, unit)
end
Expand All @@ -82,9 +78,8 @@ function ca_goto:evaluation(ai, cfg, self)
end

function ca_goto:execution(ai, cfg, self)
local units, locs = self.data.GO_units, self.data.GO_locs -- simply for convenience
local units, locs = self.data.GO_units, self.data.GO_locs

-- Need the enemy map and enemy attack map if avoid_enemies is set
local enemy_map, enemy_attack_map
if cfg.avoid_enemies then
if (type(cfg.avoid_enemies) ~= 'number') then
Expand All @@ -93,56 +88,56 @@ function ca_goto:execution(ai, cfg, self)
H.wml_error("Goto AI avoid_enemies= argument must be >0")
end

local enemies = wesnoth.get_units { { "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } } }
local enemies = wesnoth.get_units { { "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } } }

enemy_map = LS.create()
for i,e in ipairs(enemies) do
enemy_map:insert(e.x, e.y, (enemy_map:get(e.x, e.y) or 0) + 1000)
for x, y in H.adjacent_tiles(e.x, e.y) do
enemy_map:insert(x, y, (enemy_map:get(x, y) or 0) + 10)
for _,enemy in ipairs(enemies) do
enemy_map:insert(enemy.x, enemy.y, (enemy_map:get(enemy.x, enemy.y) or 0) + 1000)
for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do
enemy_map:insert(xa, ya, (enemy_map:get(xa, ya) or 0) + 10)
end
end

enemy_attack_map = BC.get_attack_map(enemies)
end

local closest_hex, best_path, best_unit, max_rating = {}, nil, {}, -9e99
for i,u in ipairs(units) do
for i,l in ipairs(locs) do

-- If use_straight_line is set, we simply find the closest
local max_rating, closest_hex, best_path, best_unit = -9e99
for _,unit in ipairs(units) do
for _,loc in ipairs(locs) do
-- If cfg.use_straight_line is set, we simply find the closest
-- hex to the goal that the unit can get to
if cfg.use_straight_line then
local hex, unit, rating = AH.find_best_move(u, function(x, y)
local r = - H.distance_between(x, y, l[1], l[2])
local hex, _, rating = AH.find_best_move(unit, function(x, y)
local r = - H.distance_between(x, y, loc[1], loc[2])
-- Also add distance from unit as very small rating component
-- This is mostly here to keep unit in place when no better hexes are available
r = r - H.distance_between(x, y, u.x, u.y) / 1000.
r = r - H.distance_between(x, y, unit.x, unit.y) / 1000.
return r
end, { no_random = true })

if (rating > max_rating) then
max_rating = rating
closest_hex, best_unit = hex, u
closest_hex, best_unit = hex, unit
end
else -- Otherwise find the best path to take
local path, cost
if cfg.avoid_enemies then
path, cost = wesnoth.find_path(u, l[1], l[2],
path, cost = wesnoth.find_path(unit, loc[1], loc[2],
function(x, y, current_cost)
return custom_cost(x, y, u, enemy_map, enemy_attack_map, cfg.avoid_enemies)
end)
return custom_cost(x, y, unit, enemy_map, enemy_attack_map, cfg.avoid_enemies)
end
)
else
local enemy_at_goal
if cfg.ignore_enemy_at_goal then
enemy_at_goal = wesnoth.get_unit(l[1], l[2])
enemy_at_goal = wesnoth.get_unit(loc[1], loc[2])
if enemy_at_goal and wesnoth.is_enemy(wesnoth.current.side, enemy_at_goal.side) then
wesnoth.extract_unit(enemy_at_goal)
else
enemy_at_goal = nil
end
end
path, cost = wesnoth.find_path(u, l[1], l[2], { ignore_units = cfg.ignore_units })
path, cost = wesnoth.find_path(unit, loc[1], loc[2], { ignore_units = cfg.ignore_units })
if enemy_at_goal then
wesnoth.put_unit(enemy_at_goal)
--- Give massive penalty for this goal hex
Expand All @@ -151,26 +146,23 @@ function ca_goto:execution(ai, cfg, self)
end

-- Make all hexes within the unit's current MP equaivalent
if (cost <= u.moves) then cost = 0 end
if (cost <= unit.moves) then cost = 0 end

rating = - cost
local rating = - cost

-- Add a small penalty for occupied hexes
-- (this mean occupied by an allied unit, as enemies make the hex unreachable)
local unit_in_way = wesnoth.get_unit(l[1], l[2])
if unit_in_way and (unit_in_way ~= u) then
-- Add a small penalty for hexes occupied by an allied unit
local unit_in_way = wesnoth.get_unit(loc[1], loc[2])
if unit_in_way and (unit_in_way ~= unit) then
rating = rating - 0.01
end

if (rating > max_rating) then
max_rating = rating
closest_hex, best_unit = l, u
best_path = path
closest_hex, best_unit, best_path = loc, unit, path
end
end
end
end
--print(best_unit.id, best_unit.x, best_unit.y, closest_hex[1], closest_hex[2], max_rating)

-- If 'unique_goals' is set, mark this location as being taken
if cfg.unique_goals then
Expand All @@ -181,8 +173,8 @@ function ca_goto:execution(ai, cfg, self)

-- If any of the non-standard path finding options were used,
-- we need to pick the farthest reachable hex along that path
-- For simplicity, we simply do it for all kinds of pathfinding here,
-- rather than using ai_helper.next_hop for the standard
-- For simplicity, we do it for all types of pathfinding here,
-- rather than using ai_helper.next_hop for standard pathfinding
-- Also, straight-line does not produce a path, so we do that first
if not best_path then
best_path = wesnoth.find_path(best_unit, closest_hex[1], closest_hex[2])
Expand All @@ -202,43 +194,33 @@ function ca_goto:execution(ai, cfg, self)
end
end

if closest_hex then
AH.checked_move_full(ai, best_unit, closest_hex[1], closest_hex[2])
else
AH.checked_stopunit_moves(ai, best_unit)
end
AH.checked_move_full(ai, best_unit, closest_hex[1], closest_hex[2])
if (not best_unit) or (not best_unit.valid) then return end

-- If release_unit_at_goal= or release_all_units_at_goal= key is set:
-- Check if the unit made it to one of the goal hexes
-- This needs to be done for the original goal hexes, not checking the SLF again,
-- This needs to be done for the original goal hexes, not by checking the SLF again,
-- as that might have changed based on the new situation on the map
if cfg.release_unit_at_goal or cfg.release_all_units_at_goal then
local unit_at_goal = false
for i,l in ipairs(locs) do
if (best_unit.x == l[1]) and (best_unit.y == l[2]) then
unit_at_goal = true
local is_unit_at_goal = false
for _,loc in ipairs(locs) do
if (best_unit.x == loc[1]) and (best_unit.y == loc[2]) then
is_unit_at_goal = true
break
end
end

-- If a unit was found, mark either it or all units as released
-- Needs to be stored persistently in self.data meaning:
-- 1. Needs to be in WML table format
-- 2. Keys cannot contain certain characters -> everything potentially user-defined needs to be in values
if unit_at_goal then
if is_unit_at_goal then
if cfg.release_unit_at_goal then
MAIUV.set_mai_unit_variables(best_unit, cfg.ai_id, { release = true })
end

if cfg.release_all_units_at_goal then
--print("Releasing all units")
MAISD.insert_mai_self_data(self.data, cfg.ai_id, { release_all = true })
end
end
end

-- And some cleanup
self.data.GO_units, self.data.GO_locs = nil, nil
end

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