local H = wesnoth.require "lua/helper.lua" local AH = wesnoth.require "ai/lua/ai_helper.lua" local LS = wesnoth.require "lua/location_set.lua" -- This is a collection of Lua functions used for custom AI development. -- Note that this is still work in progress with significant changes occurring -- frequently. Backward compatibility cannot be guaranteed at this time in -- development releases, but it is of course easily possible to copy a function -- from a previous release directly into an add-on if it is needed there. local battle_calcs = {} function battle_calcs.unit_attack_info(unit, cache) -- Return a table containing information about attack-related properties of @unit -- The result can be cached if variable @cache is given -- This is done in order to avoid duplication of slow processes, such as access to unit.__cfg -- Return table has fields: -- - attacks: the attack tables from unit.__cfg -- - resist_mod: resistance modifiers (multiplicative factors) index by attack type -- - alignment: just that -- Set up a cache index. We use id+max_hitpoints+side, since the -- unit can level up. Side is added to avoid the problem of MP leaders sometimes having -- the same id when the game is started from the command-line local cind = 'UI-' .. unit.id .. unit.max_hitpoints .. unit.side -- If cache for this unit exists, return it if cache and cache[cind] then return cache[cind] end -- Otherwise collect the information local unit_cfg = unit.__cfg local unit_info = { attacks = {}, resist_mod = {}, alignment = unit_cfg.alignment } for attack in H.child_range(unit_cfg, 'attack') do -- Extract information for specials; we do this first because some -- custom special might have the same name as one of the default scalar fields local a = {} for special in H.child_range(attack, 'specials') do for _,sp in ipairs(special) do if (sp[1] == 'damage') then -- this is 'backstab' if (sp[2].id == 'backstab') then a.backstab = true else if (sp[2].id == 'charge') then a.charge = true end end else -- magical, marksman if (sp[1] == 'chance_to_hit') then a[sp[2].id] = true else a[sp[1]] = true end end end end -- Now extract the scalar (string and number) values from attack for k,v in pairs(attack) do if (type(v) == 'number') or (type(v) == 'string') then a[k] = v end end table.insert(unit_info.attacks, a) end local attack_types = { "arcane", "blade", "cold", "fire", "impact", "pierce" } for _,attack_type in ipairs(attack_types) do unit_info.resist_mod[attack_type] = wesnoth.unit_resistance(unit, attack_type) / 100. end if cache then cache[cind] = unit_info end return unit_info end function battle_calcs.strike_damage(attacker, defender, att_weapon, def_weapon, dst, cache) -- Return the single strike damage of an attack by @attacker on @defender -- Also returns the other information about the attack (since we're accessing the information already anyway) -- Here, @att_weapon and @def_weapon are the weapon numbers in Lua counts, i.e., counts start at 1 -- If @def_weapon = 0, return 0 for defender damage -- This can be used for defenders that do not have the right kind of weapon, or if -- only the attacker damage is of interest -- @dst: attack location, to take terrain time of day, illumination etc. into account -- For the defender, the current location is assumed -- -- 'cache' can be given to cache strike damage and to pass through to battle_calcs.unit_attack_info() -- Set up a cache index. We use id+max_hitpoints+side for each unit, since the -- unit can level up. -- Also need to add the weapons and lawful_bonus values for each unit local att_lawful_bonus = wesnoth.get_time_of_day({ dst[1], dst[2], true }).lawful_bonus local def_lawful_bonus = wesnoth.get_time_of_day({ defender.x, defender.y, true }).lawful_bonus local cind = 'SD-' .. attacker.id .. attacker.max_hitpoints .. attacker.side cind = cind .. 'x' .. defender.id .. defender.max_hitpoints .. defender.side cind = cind .. '-' .. att_weapon .. 'x' .. def_weapon cind = cind .. '-' .. att_lawful_bonus .. 'x' .. def_lawful_bonus -- If cache for this unit exists, return it if cache and cache[cind] then return cache[cind].att_damage, cache[cind].def_damage, cache[cind].att_attack, cache[cind].def_attack end local attacker_info = battle_calcs.unit_attack_info(attacker, cache) local defender_info = battle_calcs.unit_attack_info(defender, cache) -- Attacker base damage local att_damage = attacker_info.attacks[att_weapon].damage -- Opponent resistance modifier local att_multiplier = defender_info.resist_mod[attacker_info.attacks[att_weapon].type] or 1 -- TOD modifier att_multiplier = att_multiplier * AH.get_unit_time_of_day_bonus(attacker_info.alignment, att_lawful_bonus) -- Now do all this for the defender, if def_weapon ~= 0 local def_damage, def_multiplier = 0, 1. if (def_weapon ~= 0) then -- Defender base damage def_damage = defender_info.attacks[def_weapon].damage -- Opponent resistance modifier def_multiplier = attacker_info.resist_mod[defender_info.attacks[def_weapon].type] or 1 -- TOD modifier def_multiplier = def_multiplier * AH.get_unit_time_of_day_bonus(defender_info.alignment, def_lawful_bonus) end -- Take 'charge' into account if attacker_info.attacks[att_weapon].charge then att_damage = att_damage * 2 def_damage = def_damage * 2 end -- Rounding of .5 values is done differently depending on whether the -- multiplier is greater or smaller than 1 if (att_multiplier > 1) then att_damage = H.round(att_damage * att_multiplier - 0.001) else att_damage = H.round(att_damage * att_multiplier + 0.001) end if (def_weapon ~= 0) then if (def_multiplier > 1) then def_damage = H.round(def_damage * def_multiplier - 0.001) else def_damage = H.round(def_damage * def_multiplier + 0.001) end end if cache then cache[cind] = { att_damage = att_damage, def_damage = def_damage, att_attack = attacker_info.attacks[att_weapon], def_attack = defender_info.attacks[def_weapon] } end return att_damage, def_damage, attacker_info.attacks[att_weapon], defender_info.attacks[def_weapon] end function battle_calcs.best_weapons(attacker, defender, dst, cache) -- Return the number (index) of the best weapons for @attacker and @defender -- @dst: attack location, to take terrain time of day, illumination etc. into account -- For the defender, the current location is assumed -- Ideally, we would do a full attack_rating here for all combinations, -- but that would take too long. So we simply define the best weapons -- as those that has the biggest difference between -- damage done and damage received (the latter divided by 2) -- Returns 0 if defender does not have a weapon for this range -- -- 'cache' can be given to cache best weapons -- Set up a cache index. We use id+max_hitpoints+side for each unit, since the -- unit can level up. -- Also need to add the weapons and lawful_bonus values for each unit local att_lawful_bonus = wesnoth.get_time_of_day({ dst[1], dst[2], true }).lawful_bonus local def_lawful_bonus = wesnoth.get_time_of_day({ defender.x, defender.y, true }).lawful_bonus local cind = 'BW-' .. attacker.id .. attacker.max_hitpoints .. attacker.side cind = cind .. 'x' .. defender.id .. defender.max_hitpoints .. defender.side cind = cind .. '-' .. att_lawful_bonus .. 'x' .. def_lawful_bonus -- If cache for this unit exists, return it if cache and cache[cind] then return cache[cind].best_att_weapon, cache[cind].best_def_weapon end local attacker_info = battle_calcs.unit_attack_info(attacker, cache) local defender_info = battle_calcs.unit_attack_info(defender, cache) -- Best attacker weapon local max_rating, best_att_weapon, best_def_weapon = -9e99, 0, 0 for att_weapon_number,att_weapon in ipairs(attacker_info.attacks) do local att_damage = battle_calcs.strike_damage(attacker, defender, att_weapon_number, 0, { dst[1], dst[2] }, cache) local max_def_rating, tmp_best_def_weapon = -9e99, 0 for def_weapon_number,def_weapon in ipairs(defender_info.attacks) do if (def_weapon.range == att_weapon.range) then local def_damage = battle_calcs.strike_damage(defender, attacker, def_weapon_number, 0, { defender.x, defender.y }, cache) local def_rating = def_damage * def_weapon.number if (def_rating > max_def_rating) then max_def_rating, tmp_best_def_weapon = def_rating, def_weapon_number end end end local rating = att_damage * att_weapon.number if (max_def_rating > -9e99) then rating = rating - max_def_rating / 2. end if (rating > max_rating) then max_rating, best_att_weapon, best_def_weapon = rating, att_weapon_number, tmp_best_def_weapon end end if cache then cache[cind] = { best_att_weapon = best_att_weapon, best_def_weapon = best_def_weapon } end return best_att_weapon, best_def_weapon end function battle_calcs.add_next_strike(cfg, arr, n_att, n_def, att_strike, hit_miss_counts, hit_miss_str) -- Recursive function that sets up the sequences of strikes (misses and hits) -- Each call corresponds to one strike of one of the combattants and can be -- either miss (value 0) or hit (1) -- -- Inputs: -- - @cfg: config table with sub-tables att/def for the attacker/defender with the following fields: -- - strikes: total number of strikes -- - max_hits: maximum number of hits the unit can survive -- - firststrike: set to true if attack has firststrike special -- - @arr: an empty array that will hold the output table -- - Other parameters of for recursion purposes only and are initialized below -- On the first call of this function, initialize variables -- Counts for hits/misses by both units: -- - Indices 1 & 2: hit/miss for attacker -- - Indices 3 & 4: hit/miss for defender hit_miss_counts = hit_miss_counts or { 0, 0, 0, 0 } hit_miss_str = hit_miss_str or '' -- string with the hit/miss sequence; for visualization only -- Strike counts -- - n_att/n_def = number of strikes taken by attacker/defender -- - att_strike: if true, it's the attacker's turn, otherwise it's the defender's turn if (not n_att) then if cfg.def.firststrike and (not cfg.att.firststrike) then n_att = 0 n_def = 1 att_strike = false else n_att = 1 n_def = 0 att_strike = true end else if att_strike then if (n_def < cfg.def.strikes) then n_def = n_def + 1 att_strike = false else n_att = n_att + 1 end else if (n_att < cfg.att.strikes) then n_att = n_att + 1 att_strike = true else n_def = n_def + 1 end end end -- Create both a hit and a miss for i = 0,1 do -- 0:miss, 1: hit -- hit/miss counts and string for this call local tmp_hmc = AH.table_copy(hit_miss_counts) local tmp_hmstr = '' -- Flag whether the opponent was killed by this strike local killed_opp = false -- Defaults to falso if att_strike then tmp_hmstr = hit_miss_str .. i -- attacker hit/miss in string: 0 or 1 tmp_hmc[i+1] = tmp_hmc[i+1] + 1 -- Increment hit/miss counts -- Set variable if opponent was killed: if (tmp_hmc[2] > cfg.def.max_hits) then killed_opp = true end -- Even values of n are strikes by the defender else tmp_hmstr = hit_miss_str .. (i+2) -- defender hit/miss in string: 2 or 3 tmp_hmc[i+3] = tmp_hmc[i+3] + 1 -- Increment hit/miss counts -- Set variable if opponent was killed: if (tmp_hmc[4] > cfg.att.max_hits) then killed_opp = true end end -- If we've reached the total number of strikes, add this hit/miss combination to table, -- but only if the opponent wasn't killed, as that would end the battle if (n_att + n_def < cfg.att.strikes + cfg.def.strikes) and (not killed_opp) then battle_calcs.add_next_strike(cfg, arr, n_att, n_def, att_strike, tmp_hmc, tmp_hmstr) -- Otherwise, call the next recursion level else table.insert(arr, { hit_miss_str = tmp_hmstr, hit_miss_counts = tmp_hmc }) end end end function battle_calcs.battle_outcome_coefficients(cfg, cache) -- Determine the coefficients needed to calculate the hitpoint probability distribution -- of a given battle -- Inputs: -- - @cfg: config table with sub-tables att/def for the attacker/defender with the following fields: -- - strikes: total number of strikes -- - max_hits: maximum number of hits the unit can survive -- - firststrike: whether the unit has firststrike weapon special on this attack -- The result can be cached if variable 'cache' is given -- -- Output: table with the coefficients needed to calculate the distribution for both attacker and defender -- First index: number of hits landed on the defender. Each of those contains an array of -- coefficient tables, of format: -- { num = value, am = value, ah = value, dm = value, dh = value } -- This gives one term in a sum of form: -- num * ahp^ah * (1-ahp)^am * dhp^dh * (1-dhp)^dm -- where ahp is the probability that the attacker will land a hit -- and dhp is the same for the defender -- Terms that have exponents of 0 are omitted -- Set up the cache id local cind = 'coeff-' .. cfg.att.strikes .. '-' .. cfg.att.max_hits if cfg.att.firststrike then cind = cind .. 'fs' end cind = cind .. 'x' .. cfg.def.strikes .. '-' .. cfg.def.max_hits if cfg.def.firststrike then cind = cind .. 'fs' end -- If cache for this unit exists, return it if cache and cache[cind] then return cache[cind].coeffs_att, cache[cind].coeffs_def end -- Get the hit/miss counts for the battle local hit_miss_counts = {} battle_calcs.add_next_strike(cfg, hit_miss_counts) -- We first calculate the coefficients for the defender HP distribution -- so this is sorted by the number of hits the attacker lands -- 'counts' is an array 4 layers deep, where the indices are the number of misses/hits -- are the indices in order attacker miss, attacker hit, defender miss, defender hit -- This is so that they can be grouped by number of attacker hits/misses, for -- subsequent simplification -- The element value is number of times we get the given combination of hits/misses local counts = {} for _,count in ipairs(hit_miss_counts) do local i1 = count.hit_miss_counts[1] local i2 = count.hit_miss_counts[2] local i3 = count.hit_miss_counts[3] local i4 = count.hit_miss_counts[4] if not counts[i1] then counts[i1] = {} end if not counts[i1][i2] then counts[i1][i2] = {} end if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1 end local coeffs_def = {} for am,v1 in pairs(counts) do -- attacker miss count for ah,v2 in pairs(v1) do -- attacker hit count -- Set up the exponent coefficients for attacker hits/misses local exp = {} -- Array for an individual set of coefficients -- Only populate those indices that have exponents > 0 if (am > 0) then exp.am = am end if (ah > 0) then exp.ah = ah end -- We combine results by testing whether they produce the same sum -- with two very different hit probabilities, hp1 = 0.6, hp2 = 0.137 -- This will only happen is the coefficients add up to multiples of 1 local sum1, sum2 = 0,0 local hp1, hp2 = 0.6, 0.137 for dm,v3 in pairs(v2) do -- defender miss count for dh,num in pairs(v3) do -- defender hit count sum1 = sum1 + num * hp1^dh * (1 - hp1)^dm sum2 = sum2 + num * hp2^dh * (1 - hp2)^dm end end -- Now, coefficients are set up for each value of total hits by attacker -- This holds all the coefficients that need to be added to get the propability -- of the defender receiving this number of hits if (not coeffs_def[ah]) then coeffs_def[ah] = {} end -- If sum1 and sum2 are equal, that means all the defender probs added up to 1, or -- multiple thereof, which means the can all be combine in the calculation if (math.abs(sum1 - sum2) < 1e-9) then exp.num = sum1 table.insert(coeffs_def[ah], exp) -- If not, the defender probs don't add up to something nice and all -- need to be calculated one by one else for dm,v3 in pairs(v2) do -- defender miss count for dh,num in pairs(v3) do -- defender hit count local tmp_exp = AH.table_copy(exp) tmp_exp.num = num if (dm > 0) then tmp_exp.dm = dm end if (dh > 0) then tmp_exp.dh = dh end table.insert(coeffs_def[ah], tmp_exp) end end end end end -- Now we do the same for the HP distribution of the attacker, -- which means everything needs to be sorted by defender hits local counts = {} for _,count in ipairs(hit_miss_counts) do local i1 = count.hit_miss_counts[3] -- note that the order here is different from above local i2 = count.hit_miss_counts[4] local i3 = count.hit_miss_counts[1] local i4 = count.hit_miss_counts[2] if not counts[i1] then counts[i1] = {} end if not counts[i1][i2] then counts[i1][i2] = {} end if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1 end local coeffs_att = {} for dm,v1 in pairs(counts) do -- defender miss count for dh,v2 in pairs(v1) do -- defender hit count -- Set up the exponent coefficients for attacker hits/misses local exp = {} -- Array for an individual set of coefficients -- Only populate those indices that have exponents > 0 if (dm > 0) then exp.dm = dm end if (dh > 0) then exp.dh = dh end -- We combine results by testing whether they produce the same sum -- with two very different hit probabilities, hp1 = 0.6, hp2 = 0.137 -- This will only happen is the coefficients add up to multiples of 1 local sum1, sum2 = 0,0 local hp1, hp2 = 0.6, 0.137 for am,v3 in pairs(v2) do -- attacker miss count for ah,num in pairs(v3) do -- attacker hit count sum1 = sum1 + num * hp1^ah * (1 - hp1)^am sum2 = sum2 + num * hp2^ah * (1 - hp2)^am end end -- Now, coefficients are set up for each value of total hits by attacker -- This holds all the coefficients that need to be added to get the propability -- of the defender receiving this number of hits if (not coeffs_att[dh]) then coeffs_att[dh] = {} end -- If sum1 and sum2 are equal, that means all the defender probs added up to 1, or -- multiple thereof, which means the can all be combine in the calculation if (math.abs(sum1 - sum2) < 1e-9) then exp.num = sum1 table.insert(coeffs_att[dh], exp) -- If not, the defender probs don't add up to something nice and all -- need to be calculated one by one else for am,v3 in pairs(v2) do -- defender miss count for ah,num in pairs(v3) do -- defender hit count local tmp_exp = AH.table_copy(exp) tmp_exp.num = num if (am > 0) then tmp_exp.am = am end if (ah > 0) then tmp_exp.ah = ah end table.insert(coeffs_att[dh], tmp_exp) end end end end end -- The probability for the number of hits with the most terms can be skipped -- and 1-sum(other_terms) can be used instead. Set a flag for which term to skip local max_number, biggest_equation = 0, -1 for hits,v in pairs(coeffs_att) do local number = 0 for _,c in pairs(v) do number = number + 1 end if (number > max_number) then max_number, biggest_equation = number, hits end end coeffs_att[biggest_equation].skip = true local max_number, biggest_equation = 0, -1 for hits,v in pairs(coeffs_def) do local number = 0 for _,c in pairs(v) do number = number + 1 end if (number > max_number) then max_number, biggest_equation = number, hits end end coeffs_def[biggest_equation].skip = true if cache then cache[cind] = { coeffs_att = coeffs_att, coeffs_def = coeffs_def } end return coeffs_att, coeffs_def end function battle_calcs.print_coefficients() -- Print out the set of coefficients for a given number of attacker and defender strikes -- Also print numerical values for a given hit probability -- This function is for debugging purposes only -- Configure these values at will local attacker_strikes, defender_strikes = 3, 3 -- number of strikes local att_hit_prob, def_hit_prob = 0.8, 0.4 -- probability of landing a hit attacker/defender local attacker_coeffs = true -- attacker coefficients if set to true, defender coefficients otherwise local defender_firststrike, attacker_firststrike = true, false -- Go through all combinations of maximum hits either attacker or defender can survive -- Note how this has to be crossed between ahits and defender_strikes and vice versa for ahits = defender_strikes,0,-1 do for dhits = attacker_strikes,0,-1 do -- Get the coefficients for this case local cfg = { att = { strikes = attacker_strikes, max_hits = ahits, firststrike = attacker_firststrike }, def = { strikes = defender_strikes, max_hits = dhits, firststrike = defender_firststrike } } local coeffs, dummy = {}, {} if attacker_coeffs then coeffs = battle_calcs.battle_outcome_coefficients(cfg) else dummy, coeffs = battle_calcs.battle_outcome_coefficients(cfg) end print() print('Attacker: ' .. cfg.att.strikes .. ' strikes, can survive ' .. cfg.att.max_hits .. ' hits') print('Defender: ' .. cfg.def.strikes .. ' strikes, can survive ' .. cfg.def.max_hits .. ' hits') print('Chance of hits on defender: ') -- The first indices of coeffs are the possible number of hits the attacker can land on the defender for hits = 0,#coeffs do local hit_prob = 0. -- probability for this number of hits local str = '' -- output string local combs = coeffs[hits] -- the combinations of coefficients to be evaluated for i,exp in ipairs(combs) do -- exp: exponents (and factor) for a set local prob = exp.num -- probability for this set str = str .. exp.num if exp.am then prob = prob * (1 - att_hit_prob) ^ exp.am str = str .. ' pma^' .. exp.am end if exp.ah then prob = prob * att_hit_prob ^ exp.ah str = str .. ' pha^' .. exp.ah end if exp.dm then prob = prob * (1 - def_hit_prob) ^ exp.dm str = str .. ' pmd^' .. exp.dm end if exp.dh then prob = prob * def_hit_prob ^ exp.dh str = str .. ' phd^' .. exp.dh end hit_prob = hit_prob + prob -- total probabilty for this number of hits landed if (i ~= #combs) then str = str .. ' + ' end end local skip_str = '' if combs.skip then skip_str = ' (skip)' end print(hits .. skip_str .. ': ' .. str) print(' = ' .. hit_prob) end end end end function battle_calcs.hp_distribution(coeffs, att_hit_prob, def_hit_prob, starting_hp, damage, opp_attack) -- Multiply out the coefficients from battle_calcs.battle_outcome_coefficients() -- For a given attacker and defender hit/miss probability -- Also needed: the starting HP for the unit and the damage done by the opponent -- and the opponent attack information @opp_attack local stats = { hp_chance = {}, average_hp = 0 } local skip_hp, skip_prob = -1, 1 for hits = 0,#coeffs do local hp = starting_hp - hits * damage if (hp < 0) then hp = 0 end -- Calculation of the outcome with the most terms can be skipped if coeffs[hits].skip then skip_hp = hp else local hp_prob = 0. -- probability for this number of hits for _,exp in ipairs(coeffs[hits]) do -- exp: exponents (and factor) for a set local prob = exp.num -- probability for this set if exp.am then prob = prob * (1 - att_hit_prob) ^ exp.am end if exp.ah then prob = prob * att_hit_prob ^ exp.ah end if exp.dm then prob = prob * (1 - def_hit_prob) ^ exp.dm end if exp.dh then prob = prob * def_hit_prob ^ exp.dh end hp_prob = hp_prob + prob -- total probabilty for this number of hits landed end stats.hp_chance[hp] = hp_prob stats.average_hp = stats.average_hp + hp * hp_prob -- Also subtract this probability from the total prob. (=1), to get prob. of skipped outcome skip_prob = skip_prob - hp_prob end end -- Add in the outcome that was skipped stats.hp_chance[skip_hp] = skip_prob stats.average_hp = stats.average_hp + skip_hp * skip_prob -- And always set hp_chance[0] since it is of such importance in the analysis stats.hp_chance[0] = stats.hp_chance[0] or 0 -- Add poison probability if opp_attack and opp_attack.poison then stats.poisoned = 1. - stats.hp_chance[starting_hp] else stats.poisoned = 0 end -- Add slow probability if opp_attack and opp_attack.slow then stats.slowed = 1. - stats.hp_chance[starting_hp] else stats.slowed = 0 end return stats end function battle_calcs.battle_outcome(attacker, defender, cfg, cache) -- Calculate the stats of a combat by @attacker vs. @defender -- @cfg: optional input parameters -- - att_weapon/def_weapon: attacker/defender weapon number -- if not given, get "best" weapon (Note: both must be given, or they will both be determined) -- - dst: { x, y }: the attack location; defaults to { attacker.x, attacker.y } -- @cache: to be passed on to other functions. battle_outcome itself is not cached, too many factors enter cfg = cfg or {} local dst = cfg.dst or { attacker.x, attacker.y } local att_weapon, def_weapon = 0, 0 if (not cfg.att_weapon) or (not cfg.def_weapon) then att_weapon, def_weapon = battle_calcs.best_weapons(attacker, defender, dst, cache) else att_weapon, def_weapon = cfg.att_weapon, cfg.def_weapon end -- Collect all the information needed for the calculation -- Strike damage and numbers local att_damage, def_damage, att_attack, def_attack = battle_calcs.strike_damage(attacker, defender, att_weapon, def_weapon, { dst[1], dst[2] }, cache) -- Take swarm into account local att_strikes, def_strikes = att_attack.number, 0 if (def_damage > 0) then def_strikes = def_attack.number end if att_attack.swarm then att_strikes = math.floor(att_strikes * attacker.hitpoints / attacker.max_hitpoints) end if def_attack and def_attack.swarm then def_strikes = math.floor(def_strikes * defender.hitpoints / defender.max_hitpoints) end -- Maximum number of hits that either unit can survive local att_max_hits = math.floor((attacker.hitpoints - 1) / def_damage) if (att_max_hits > def_strikes) then att_max_hits = def_strikes end local def_max_hits = math.floor((defender.hitpoints - 1) / att_damage) if (def_max_hits > att_strikes) then def_max_hits = att_strikes end -- Probability of landing a hit local att_hit_prob = wesnoth.unit_defense(defender, wesnoth.get_terrain(defender.x, defender.y)) / 100. local def_hit_prob = wesnoth.unit_defense(attacker, wesnoth.get_terrain(dst[1], dst[2])) / 100. -- Magical: attack and defense, and under all circumstances if att_attack.magical then att_hit_prob = 0.7 end if def_attack and def_attack.magical then def_hit_prob = 0.7 end -- Marksman: attack only, and only if terrain defense is less if att_attack.marksman and (att_hit_prob < 0.6) then att_hit_prob = 0.6 end -- Get the coefficients for this kind of combat local def_firstrike = false if def_attack and def_attack.firststrike then def_firstrike = true end local cfg = { att = { strikes = att_strikes, max_hits = att_max_hits, firststrike = att_attack.firststrike }, def = { strikes = def_strikes, max_hits = def_max_hits, firststrike = def_firstrike } } local att_coeffs, def_coeffs = battle_calcs.battle_outcome_coefficients(cfg, cache) -- And multiply out the factors -- Note that att_hit_prob, def_hit_prob need to be in that order for both calls local att_stats = battle_calcs.hp_distribution(att_coeffs, att_hit_prob, def_hit_prob, attacker.hitpoints, def_damage, def_attack) local def_stats = battle_calcs.hp_distribution(def_coeffs, att_hit_prob, def_hit_prob, defender.hitpoints, att_damage, att_attack) return att_stats, def_stats end function battle_calcs.simulate_combat_fake() -- A function to return a fake simulate_combat result -- Debug function to test how long simulate_combat takes -- It doesn't need any arguments -> can be called with the arguments of other simulate_combat functions local att_stats, def_stats = { hp_chance = {} }, { hp_chance = {} } att_stats.hp_chance[0] = 0 att_stats.hp_chance[21], att_stats.hp_chance[23], att_stats.hp_chance[25], att_stats.hp_chance[27] = 0.125, 0.375, 0.375, 0.125 att_stats.poisoned, att_stats.slowed, att_stats.average_hp = 0.875, 0, 24 def_stats.hp_chance[0], def_stats.hp_chance[2], def_stats.hp_chance[10] = 0.09, 0.42, 0.49 def_stats.poisoned, def_stats.slowed, def_stats.average_hp = 0, 0, 1.74 return att_stats, def_stats end function battle_calcs.simulate_combat_loc(attacker, dst, defender, weapon) -- Get simulate_combat results for unit @attacker attacking unit @defender -- when on terrain of same type as that at @dst, which is of form { x, y } -- If @weapon is set, use that weapon (Lua index starting at 1), otherwise use best weapon local attacker_dst = wesnoth.copy_unit(attacker) attacker_dst.x, attacker_dst.y = dst[1], dst[2] if weapon then return wesnoth.simulate_combat(attacker_dst, weapon, defender) else return wesnoth.simulate_combat(attacker_dst, defender) end end function battle_calcs.attack_rating(attacker, defender, dst, cfg, cache) -- Returns a common (but configurable) rating for attacks -- Inputs: -- @attacker: attacker unit -- @defender: defender unit -- @dst: the attack location in form { x, y } -- @cfg: table of optional inputs and configurable rating parameters -- Optional inputs: -- - att_stats, def_stats: if given, use these stats, otherwise calculate them here -- Note: these are calculated in combination, that is they either both need to be passed or both be omitted -- - att_weapon/def_weapon: the attacker/defender weapon to be used if calculating battle stats here -- This parameter is meaningless (unused) if att_stats/def_stats are passed -- Defaults to weapon that does most damage to the opponent -- Note: as with the stats, they either both need to be passed or both be omitted -- @cache: cache table to be passed to battle_calcs.battle_outcome -- -- Returns: -- - Overall rating for the attack or attack combo -- - Defender rating: not additive for attack combos; needs to be calculated for the -- defender stats of the last attack in a combo (that works for everything except -- the rating whether the defender is about to level in the attack combo) -- - Attacker rating: this one is split up into two terms: -- - a term that is additive for individual attacks in a combo -- - a term that needs to be average for the individual attacks in a combo -- - att_stats, def_stats: useful if they were calculated here, rather than passed down cfg = cfg or {} -- Set up the config parameters for the rating local enemy_leader_weight = cfg.enemy_leader_weight or 5. local defender_starting_damage_weight = cfg.defender_starting_damage_weight or 0.33 local xp_weight = cfg.xp_weight or 0.25 local level_weight = cfg.level_weight or 1.0 local defender_level_weight = cfg.defender_level_weight or 1.0 local distance_leader_weight = cfg.distance_leader_weight or 0.002 local defense_weight = cfg.defense_weight or 0.1 local occupied_hex_penalty = cfg.occupied_hex_penalty or -0.001 local own_value_weight = cfg.own_value_weight or 1.0 -- Get att_stats, def_stats -- If they are passed in cfg, use those local att_stats, def_stats = {}, {} if (not cfg.att_stats) or (not cfg.def_stats) then -- If cfg specifies the weapons use those, otherwise use "best" weapons -- In the latter case, cfg.???_weapon will be nil, which will be passed on local battle_cfg = { att_weapon = cfg.att_weapon, def_weapon = cfg.def_weapon, dst = dst } att_stats,def_stats = battle_calcs.battle_outcome(attacker, defender, battle_cfg, cache) else att_stats, def_stats = cfg.att_stats, cfg.def_stats end -- We also need the leader (well, the location at least) -- because if there's no other difference, prefer location _between_ the leader and the defender local leader = wesnoth.get_units { side = attacker.side, canrecruit = 'yes' }[1] ------ All the attacker contributions: ------ -- Add up rating for the attacking unit -- We add this up in units of fraction of max_hitpoints -- It is multiplied by unit cost later, to get a gold equivalent value -- Average damage to unit is negative rating local damage = attacker.hitpoints - att_stats.average_hp -- Count poisoned as additional 8 HP damage times probability of being poisoned if (att_stats.poisoned ~= 0) then damage = damage + 8 * (att_stats.poisoned - att_stats.hp_chance[0]) end -- Count slowed as additional 6 HP damage times probability of being slowed if (att_stats.slowed ~= 0) then damage = damage + 6 * (att_stats.slowed - att_stats.hp_chance[0]) end -- If attack is from a village, we count that as a 10 HP bonus local is_village = wesnoth.get_terrain_info(wesnoth.get_terrain(dst[1], dst[2])).village if is_village then damage = damage - 10. end -- If attack is adjacent to an unoccupied village, that's bad for xa,ya in H.adjacent_tiles(dst[1], dst[2]) do local is_adjacent_village = wesnoth.get_terrain_info(wesnoth.get_terrain(xa, ya)).village if is_adjacent_village and (not wesnoth.get_unit(xa, ya)) then damage = damage + 10 end end if (damage < 0) then damage = 0 end -- Fraction damage (= fractional value of the unit) local value_fraction = - damage / attacker.max_hitpoints -- Additional, subtract the chance to die, in order to (de)emphasize units that might die value_fraction = value_fraction - att_stats.hp_chance[0] -- In addition, potentially leveling up in this attack is a huge bonus, -- proportional to the chance of it happening and the chance of not dying itself local level_bonus = 0. local defender_level = wesnoth.unit_types[defender.type].level if (attacker.max_experience - attacker.experience <= defender_level) then level_bonus = 1. - att_stats.hp_chance[0] else if (attacker.max_experience - attacker.experience <= defender_level * 8) then level_bonus = (1. - att_stats.hp_chance[0]) * def_stats.hp_chance[0] end end value_fraction = value_fraction + level_bonus * level_weight -- Now convert this into gold-equivalent value local attacker_value = wesnoth.unit_types[attacker.type].cost -- Being closer to leveling is good (this makes AI prefer units with lots of XP) local xp_bonus = attacker.experience / attacker.max_experience attacker_value = attacker_value * (1. + xp_bonus * xp_weight) local attacker_rating = value_fraction * attacker_value ------ Now (most of) the same for the defender ------ -- Average damage to defender is positive rating local damage = defender.hitpoints - def_stats.average_hp -- Count poisoned as additional 8 HP damage times probability of being poisoned if (def_stats.poisoned ~= 0) then damage = damage + 8 * (def_stats.poisoned - def_stats.hp_chance[0]) end -- Count slowed as additional 6 HP damage times probability of being slowed if (def_stats.slowed ~= 0) then damage = damage + 6 * (def_stats.slowed - def_stats.hp_chance[0]) end -- If defender is on a village, we count that as a 10 HP bonus local is_village = wesnoth.get_terrain_info(wesnoth.get_terrain(defender.x, defender.y)).village if is_village then damage = damage - 10. end if (damage < 0) then damage = 0. end -- Fraction damage (= fractional value of the unit) local value_fraction = damage / defender.max_hitpoints -- Additional, add the chance to kill, in order to emphasize enemies we might be able to kill value_fraction = value_fraction + def_stats.hp_chance[0] -- In addition, the defender potentially leveling up in this attack is a huge penalty, -- proportional to the chance of it happening and the chance of not dying itself local defender_level_penalty = 0. local attacker_level = wesnoth.unit_types[attacker.type].level if (defender.max_experience - defender.experience <= attacker_level) then defender_level_penalty = 1. - def_stats.hp_chance[0] else if (defender.max_experience - defender.experience <= attacker_level * 8) then defender_level_penalty = (1. - def_stats.hp_chance[0]) * att_stats.hp_chance[0] end end value_fraction = value_fraction - defender_level_penalty * defender_level_weight -- Now convert this into gold-equivalent value local defender_value = wesnoth.unit_types[defender.type].cost -- If this is the enemy leader, make damage to it much more important if defender.canrecruit then defender_value = defender_value * enemy_leader_weight end -- And prefer to attack already damaged enemies local defender_starting_damage_fraction = (defender.max_hitpoints - defender.hitpoints) / defender.max_hitpoints defender_value = defender_value * (1. + defender_starting_damage_fraction * defender_starting_damage_weight) -- Being closer to leveling is good, we want to get rid of those enemies first local xp_bonus = defender.experience / defender.max_experience defender_value = defender_value * (1. + xp_bonus * xp_weight) -- If defender is on a village, add a bonus rating (we want to get rid of those preferentially) -- So yes, this is positive, even though it's a plus for the defender -- Defenders on villages also got a negative damage rating above (these don't exactly cancel each other though) local is_village = wesnoth.get_terrain_info(wesnoth.get_terrain(defender.x, defender.y)).village if is_village then defender_value = defender_value * (1. + 10. / attacker.max_hitpoints) end -- We also add a few contributions that are not directly attack/damage dependent -- These are added to the defender rating for two reasons: -- 1. Defender rating is positive (and thus contributions can be made positive) -- 2. It is then independent of value of aggression (cfg.own_value_weight) -- -- These are kept small though, so they mostly only serve as tie breakers -- And yes, they might bring the overall rating from slightly negative to slightly positive -- or vice versa, but as that is only approximate anyway, we keep it this way for simplicity -- We don't need a bonus for good terrain for the attacker, as that is covered in the damage calculation -- However, we add a small bonus for good terrain defense of the _defender_ on the _attack_ hex -- This is in order to take good terrain away from defender on next move, all else being equal local defender_defense = - wesnoth.unit_defense(defender, wesnoth.get_terrain(dst[1], dst[2])) / 100. defender_value = defender_value + defender_defense * defense_weight -- Get a very small bonus for hexes in between defender and AI leader -- 'relative_distances' is larger for attack hexes closer to the side leader (possible values: -1 .. 1) if leader then local relative_distances = H.distance_between(defender.x, defender.y, leader.x, leader.y) - H.distance_between(dst[1], dst[2], leader.x, leader.y) defender_value = defender_value + relative_distances * distance_leader_weight end -- Add a very small penalty for attack hexes occupied by other units -- Note: it must be checked previously that the unit on the hex can move away if (dst[1] ~= attacker.x) or (dst[2] ~= attacker.y) then if wesnoth.get_unit(dst[1], dst[2]) then defender_value = defender_value + occupied_hex_penalty end end local defender_rating = value_fraction * defender_value -- Finally apply factor of own unit weight to defender unit weight attacker_rating = attacker_rating * own_value_weight local rating = defender_rating + attacker_rating return rating, defender_rating, attacker_rating, att_stats, def_stats end function battle_calcs.attack_combo_stats(tmp_attackers, tmp_dsts, defender, cache, cache_this_move) -- Calculate attack combination outcomes using -- @tmp_attackers: array of attacker units (this is done so that -- the units need not be found here, as likely doing it in the -- calling function is more efficient (because of repetition) -- @tmp_dsts: array of the hexes (format { x, y }) from which the attackers attack -- must be in same order as @attackers -- @defender: the unit being attacked -- @cache: the cache table to be passed through to other battle_calcs functions -- attack_combo_stats itself is not cached, except for in cache_this_move below -- @cache_this_move: an optional table of pre-calculated attack outcomes -- - This is different from the other cache tables used in this file -- - This table may only persist for this move (move, not turn !!!), as otherwise too many things change -- -- Return values: -- - The rating for this attack combination calculated from battle_calcs.attack_rating() results -- - The sorted attackers and dsts arrays -- - att_stats: an array of stats for each attacker, in the same order as 'attackers' -- - defender combo stats: one set of stats containing the defender stats after the attack combination -- - def_stats: an array of defender stats for each individual attack, in the same order as 'attackers' cache_this_move = cache_this_move or {} -- We first simulate and rate the individual attacks local ratings, tmp_attacker_ratings = {}, {} local tmp_att_stats, tmp_def_stats = {}, {} local defender_ind = defender.x * 1000 + defender.y for i,attacker in ipairs(tmp_attackers) do -- Initialize or use the 'cache_this_move' table local att_ind = attacker.x * 1000 + attacker.y local dst_ind = tmp_dsts[i][1] * 1000 + tmp_dsts[i][2] if (not cache_this_move[defender_ind]) then cache_this_move[defender_ind] = {} end if (not cache_this_move[defender_ind][att_ind]) then cache_this_move[defender_ind][att_ind] = {} end if (not cache_this_move[defender_ind][att_ind][dst_ind]) then -- Get the base rating local base_rating, def_rating, att_rating, att_stats, def_stats = battle_calcs.attack_rating(attacker, defender, tmp_dsts[i], {}, cache ) tmp_attacker_ratings[i] = att_rating tmp_att_stats[i], tmp_def_stats[i] = att_stats, def_stats -- But for combos, also want units with highest attack outcome uncertainties to go early -- So that we can change our mind in case of unfavorable outcome --local outcome_variance = 0 --local av = tmp_def_stats[i].average_hp --local n_outcomes = 0 --for hp,p in pairs(tmp_def_stats[i].hp_chance) do -- if (p > 0) then -- local dhp_norm = (hp - av) / defender.max_hitpoints * wesnoth.unit_types[defender.type].cost -- local dvar = p * dhp_norm^2 --print(hp,p,av, dvar) -- outcome_variance = outcome_variance + dvar -- n_outcomes = n_outcomes + 1 -- end --end --outcome_variance = outcome_variance / n_outcomes --print('outcome_variance', outcome_variance) -- Note that this is a variance, not a standard deviations (as in, it's squared), -- so it does not matter much for low-variance attacks, but takes on large values for -- high variance attacks. I think that is what we want. local rating = base_rating --+ outcome_variance -- If attacker has attack with 'slow' special, it should always go first -- Almost, bonus should not be quite as high as a really high CTK -- This isn't quite true in reality, but can be refined later if AH.has_weapon_special(attacker, "slow") then rating = rating + wesnoth.unit_types[defender.type].cost / 2. end ratings[i] = { i, rating, base_rating, def_rating, att_rating } -- Now add this attack to the cache_this_move table, so that next time around, we don't have to do this again cache_this_move[defender_ind][att_ind][dst_ind] = { rating = { -1, rating, base_rating, def_rating, att_rating }, -- Cannot use { i, rating, ... } here, as 'i' might be different next time attacker_ratings = tmp_attacker_ratings[i], att_stats = tmp_att_stats[i], def_stats = tmp_def_stats[i] } else local tmp_rating = cache_this_move[defender_ind][att_ind][dst_ind].rating tmp_rating[1] = i ratings[i] = tmp_rating tmp_attacker_ratings[i] = cache_this_move[defender_ind][att_ind][dst_ind].attacker_ratings tmp_att_stats[i] = cache_this_move[defender_ind][att_ind][dst_ind].att_stats tmp_def_stats[i] = cache_this_move[defender_ind][att_ind][dst_ind].def_stats end end -- Now sort all the arrays based on this rating -- This will give the order in which the individual attacks are executed table.sort(ratings, function(a, b) return a[2] > b[2] end) -- Reorder attackers, dsts in this order local attackers, dsts, att_stats, def_stats, attacker_ratings = {}, {}, {}, {}, {} for i,rating in ipairs(ratings) do attackers[i], dsts[i] = tmp_attackers[rating[1]], tmp_dsts[rating[1]] end -- Only keep the stats/ratings for the first attacker, the rest needs to be recalculated att_stats[1], def_stats[1] = tmp_att_stats[ratings[1][1]], tmp_def_stats[ratings[1][1]] attacker_ratings[1] = tmp_attacker_ratings[ratings[1][1]] tmp_attackers, tmp_dsts, tmp_att_stats, tmp_def_stats, tmp_attacker_ratings = nil, nil, nil, nil, nil -- Then we go through all the other attacks and calculate the outcomes -- based on all the possible outcomes of the previous attacks for i = 2,#attackers do att_stats[i] = { hp_chance = {} } def_stats[i] = { hp_chance = {} } local dst_ind = dsts[i][1] * 1000 + dsts[i][2] for hp1,prob1 in pairs(def_stats[i-1].hp_chance) do -- Note: need pairs(), not ipairs() !! if (hp1 == 0) then att_stats[i].hp_chance[attackers[i].hitpoints] = (att_stats[i].hp_chance[attackers[i].hitpoints] or 0) + prob1 def_stats[i].hp_chance[0] = (def_stats[i].hp_chance[0] or 0) + prob1 else local org_hp = defender.hitpoints defender.hitpoints = hp1 local ast, dst local att_ind_i = attackers[i].x * 1000 + attackers[i].y if (not cache_this_move[defender_ind][att_ind_i][dst_ind][hp1]) then ast, dst = battle_calcs.battle_outcome(attackers[i], defender, { dst = dsts[i] } , cache) cache_this_move[defender_ind][att_ind_i][dst_ind][hp1] = { ast = ast, dst = dst } else ast = cache_this_move[defender_ind][att_ind_i][dst_ind][hp1].ast dst = cache_this_move[defender_ind][att_ind_i][dst_ind][hp1].dst end defender.hitpoints = org_hp for hp2,prob2 in pairs(ast.hp_chance) do att_stats[i].hp_chance[hp2] = (att_stats[i].hp_chance[hp2] or 0) + prob1 * prob2 end for hp2,prob2 in pairs(dst.hp_chance) do def_stats[i].hp_chance[hp2] = (def_stats[i].hp_chance[hp2] or 0) + prob1 * prob2 end -- Also do poisoned, slowed if (not att_stats[i].poisoned) then att_stats[i].poisoned = ast.poisoned att_stats[i].slowed = ast.slowed def_stats[i].poisoned = 1. - (1. - dst.poisoned) * (1. - def_stats[i-1].poisoned) def_stats[i].slowed = 1. - (1. - dst.slowed) * (1. - def_stats[i-1].slowed) end end end -- Get the average HP local av_hp = 0 for hp,prob in pairs(att_stats[i].hp_chance) do av_hp = av_hp + hp * prob end att_stats[i].average_hp = av_hp local av_hp = 0 for hp,prob in pairs(def_stats[i].hp_chance) do av_hp = av_hp + hp * prob end def_stats[i].average_hp = av_hp end -- Get the total rating for this attack combo: -- = sum of all the attacker ratings and the defender rating with the final def_stats -- Rating for first attack exists already local def_rating = ratings[1][4] local att_rating = ratings[1][5] -- The others need to be calculated with the new stats for i = 2,#attackers do local cfg = { att_stats = att_stats[i], def_stats = def_stats[i] } local r, dr, ar = battle_calcs.attack_rating(attackers[i], defender, dsts[i], cfg, cache) def_rating = dr att_rating = att_rating + ar end local rating = def_rating + att_rating return rating, attackers, dsts, att_stats, def_stats[#attackers], def_stats end function battle_calcs.get_attack_map_unit(unit, cfg) -- Get all hexes that @unit can attack -- Return value is a location set, where the values are tables, containing -- - units: the number of units (always 1 for this function) -- - hitpoints: the combined hitpoints of the units -- - srcs: an array containing the positions of the units -- @cfg: table with config parameters -- max_moves: if set use max_moves for units (this setting is always used for units on other sides) cfg = cfg or {} -- 'moves' can be either "current" or "max" -- For unit on current side: use "current" by default, or override by cfg.moves local max_moves = cfg.max_moves -- For unit on any other side, only max_moves=true makes sense if (unit.side ~= wesnoth.current.side) then max_moves = true end local old_moves = unit.moves if max_moves then unit.moves = unit.max_moves end local reach = {} reach.units = LS.create() reach.hitpoints = LS.create() -- Also for units on the other side, take all units on this side with -- MP left off the map (for enemy pathfinding) local units_MP = {} if (unit.side ~= wesnoth.current.side) then local all_units = wesnoth.get_units { side = wesnoth.current.side } for _,unit in ipairs(all_units) do if (unit.moves > 0) then table.insert(units_MP, unit) wesnoth.extract_unit(unit) end end end -- Find hexes the unit can reach local initial_reach = wesnoth.find_reach(unit, cfg) -- Put the units back out there if (unit.side ~= wesnoth.current.side) then for _,uMP in ipairs(units_MP) do wesnoth.put_unit(uMP) end end for _,loc in ipairs(initial_reach) do reach.units:insert(loc[1], loc[2], 1) reach.hitpoints:insert(loc[1], loc[2], unit.hitpoints) for xa,ya in H.adjacent_tiles(loc[1], loc[2]) do reach.units:insert(xa, ya, 1) reach.hitpoints:insert(xa, ya, unit.hitpoints) end end if max_moves then unit.moves = old_moves end return reach end function battle_calcs.get_attack_map(units, cfg) -- Get all hexes that @units can attack. This is really just a wrapper -- function for battle_calcs.get_attack_map_unit() -- Return value is a location set, where the values are tables, containing -- - units: the number of units (always 1 for this function) -- - hitpoints: the combined hitpoints of the units -- - srcs: an array containing the positions of the units -- @cfg: table with config parameters -- max_moves: if set use max_moves for units (this setting is always used for units on other sides) local attack_map1 = {} attack_map1.units = LS.create() attack_map1.hitpoints = LS.create() for _,unit in ipairs(units) do local attack_map2 = battle_calcs.get_attack_map_unit(unit, cfg) attack_map1.units:union_merge(attack_map2.units, function(x, y, v1, v2) return (v1 or 0) + v2 end) attack_map1.hitpoints:union_merge(attack_map2.hitpoints, function(x, y, v1, v2) return (v1 or 0) + v2 end) end return attack_map1 end function battle_calcs.relative_damage_map(units, enemies, cache) -- Returns a location set map containing the relative damage of -- @units vs. @enemies on the part of the map that the combined units -- can reach. The damage is calculated as the sum of defender_rating -- from attack_rating(), and thus (roughly) in gold units. -- Also returns the same maps for the own and enemy units only -- (with the enemy_damage_map having positive sign, while in the -- overall damage map it is subtracted) -- Get the attack maps for each unit in 'units' and 'enemies' local my_attack_maps, enemy_attack_maps = {}, {} for i,unit in ipairs(units) do my_attack_maps[i] = battle_calcs.get_attack_map_unit(unit, cfg) end for i,e in ipairs(enemies) do enemy_attack_maps[i] = battle_calcs.get_attack_map_unit(e, cfg) end -- Get the damage rating for each unit in 'units'. It is the maximum -- defender_rating (roughly the damage that it can do in units of gold) -- against any of the enemy units local unit_ratings = {} for i,unit in ipairs(units) do local max_rating, best_enemy = -9e99, {} for _,enemy in ipairs(enemies) do local rating, defender_rating, attacker_rating = battle_calcs.attack_rating(unit, enemy, { unit.x, unit.y }, { enemy_leader_weight = 1 }, cache) local eff_rating = defender_rating if (eff_rating > max_rating) then max_rating = eff_rating best_enemy = enemy end end unit_ratings[i] = { rating = max_rating, unit_id = u.id, enemy_id = best_enemy.id } end -- Then we want the same thing for all of the enemy units (for the counter attack on enemy turn) local enemy_ratings = {} for i,enemy in ipairs(enemies) do local max_rating, best_unit = -9e99, {} for _,unit in ipairs(units) do local rating, defender_rating, attacker_rating = battle_calcs.attack_rating(enemy, unit, { enemy.x, enemy.y }, { enemy_leader_weight = 1 }, cache) local eff_rating = defender_rating if (eff_rating > max_rating) then max_rating = eff_rating best_unit = unit end end enemy_ratings[i] = { rating = max_rating, unit_id = best_unit.id, enemy_id = enemy.id } end -- The damage map is now the sum of these ratings for each unit that can attack a given hex, -- counting own-unit ratings as positive, enemy ratings as negative local damage_map, own_damage_map, enemy_damage_map = LS.create(), LS.create(), LS.create() for i,_ in ipairs(units) do my_attack_maps[i].units:iter(function(x, y, v) own_damage_map:insert(x, y, (own_damage_map:get(x, y) or 0) + unit_ratings[i].rating) damage_map:insert(x, y, (damage_map:get(x, y) or 0) + unit_ratings[i].rating) end) end for i,_ in ipairs(enemies) do enemy_attack_maps[i].units:iter(function(x, y, v) enemy_damage_map:insert(x, y, (enemy_damage_map:get(x, y) or 0) + enemy_ratings[i].rating) damage_map:insert(x, y, (damage_map:get(x, y) or 0) - enemy_ratings[i].rating) end) end return damage_map, own_damage_map, enemy_damage_map end function battle_calcs.best_defense_map(units, cfg) -- Get a defense rating map of all hexes all units in @units can reach -- For each hex, the value is the maximum of any of the units that can reach that hex -- @cfg: table with config parameters -- max_moves: if set use max_moves for units (this setting is always used for units on other sides) -- ignore_these_units: table of enemy units whose ZoC is to be ignored for route finding cfg = cfg or {} local defense_map = LS.create() if cfg.ignore_these_units then for _,unit in ipairs(cfg.ignore_these_units) do wesnoth.extract_unit(unit) end end for _,unit in ipairs(units) do -- Set max_moves according to the cfg value local max_moves = cfg.max_moves -- For unit on other than current side, only max_moves=true makes sense if (unit.side ~= wesnoth.current.side) then max_moves = true end local old_moves = unit.moves if max_moves then unit.moves = unit.max_moves end local reach = wesnoth.find_reach(unit, cfg) if max_moves then unit.moves = old_moves end for _,loc in ipairs(reach) do local defense = 100 - wesnoth.unit_defense(unit, wesnoth.get_terrain(loc[1], loc[2])) if (defense > (defense_map:get(loc[1], loc[2]) or -9e99)) then defense_map:insert(loc[1], loc[2], defense) end end end if cfg.ignore_these_units then for _,unit in ipairs(cfg.ignore_these_units) do wesnoth.put_unit(unit) end end return defense_map end function battle_calcs.get_attack_combos_subset(units, enemy, cfg) -- Calculate combinations of attacks by @units on @enemy -- This method does *not* produce all possible attack combinations, but is -- meant to have a good chance to find either the best combination, -- or something close to it, by only considering a subset of all possibilities. -- It is also configurable to stop accumulating combinations when certain criteria are met. -- -- The return value is an array of attack combinations, where each element is another -- array of tables containing 'dst' and 'src' fields of the attacking units. It can be -- specified whether the order of the attacks matters or not (see below). -- -- Note: This function is optimized for speed, not elegance -- -- Note 2: The structure of the returned table is different from the (current) return value -- of ai_helper.get_attack_combos(), since the order of attacks never matters for the latter. -- TODO: consider making the two consistent (not sure yet whether that is advantageous) -- -- @cfg: Table of optional configuration parameters -- - order_matters: if set, keep attack combos that use the same units on the same -- hexes, but in different attack order (default: false) -- - max_combos: stop adding attack combos if this number of combos has been reached -- default: assemble all possible combinations -- - max_time: stop adding attack combos if this much time (in seconds) has passed -- default: assemble all possible combinations -- note: this counts the time from the first call to add_attack(), not to -- get_attack_combos_cfg(), so there's a bit of extra overhead in here. -- This is done to prevent the return of no combos at all -- Note 2: there is some overhead involved in reading the time from the system, -- so don't use this unless it's needed -- - skip_presort: by default, the units are presorted in order of the unit with -- the highest rating first. This has the advantage of likely finding the best -- (or at least close to the best) attack combination earlier, but it add overhead, -- so it's actually a disadvantage for small numbers of combinations. skip_presort -- specifies the number of units up to which the presorting is skipped. Default: 5 cfg = cfg or {} cfg.order_matters = cfg.order_matters or false cfg.max_combos = cfg.max_combos or 9e99 cfg.max_time = cfg.max_time or false cfg.skip_presort = cfg.skip_presort or 5 ----- begin add_attack() ----- -- Recursive local function adding another attack to the current combo -- and adding the current combo to the overall attack_combos array local function add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg) local time_up = false if cfg.max_time and (wesnoth.get_time_stamp() / 1000. - cfg.start_time >= cfg.max_time) then time_up = true end -- Go through all the units for ind_att,attack in ipairs(attacks) do -- 'attack' is array of all attacks for the unit -- Then go through the individual attacks of the unit ... for _,att in ipairs(attack) do -- But only if this hex is not used yet and -- the cutoff criteria are not met if (not hexes_used[att.dst]) and (not time_up) and (#attack_combos < cfg.max_combos) then -- Mark this hex as used by this unit hexes_used[att.dst] = attack.src -- Set up a string uniquely identifying the unit/attack hex pairs -- for current_combo. This is used to exclude pairs that already -- exist in a different order (if 'cfg.order_matters' is not set) -- For this, we also add the numerical value of the attack_hex to -- the 'hexes_used' table (in addition to the line above) local str = '' if (not cfg.order_matters) then hexes_used[reachable_hexes[att.dst]] = attack.src for ind_hex = 1,n_reach do if hexes_used[ind_hex] then str = str .. hexes_used[ind_hex] .. '-' else str = str .. '0-' end end end -- 'combos_str' contains all the strings of previous combos -- (if 'cfg.order_matters' is not set) -- Only add this combo if it does not yet exist if (not combos_str[str]) then -- Add the string identifyer to the array if (not cfg.order_matters) then combos_str[str] = true end -- Add the attack to 'current_combo' table.insert(current_combo, { dst = att.dst, src = attack.src }) -- And *copy* the content of 'current_combo' into 'attack_combos' local n_combos = #attack_combos + 1 attack_combos[n_combos] = {} for ind_combo,combo in pairs(current_combo) do attack_combos[n_combos][ind_combo] = combo end -- Finally, remove the current unit for 'attacks' for the call to the next recursion level table.remove(attacks, ind_att) add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg) -- Reinsert the unit table.insert(attacks, ind_att, attack) -- And remove the last element (current attack) from 'current_combo' table.remove(current_combo) end -- And mark the hex as usable again if (not cfg.order_matters) then hexes_used[reachable_hexes[att.dst]] = nil end hexes_used[att.dst] = nil -- *** Important ***: We *only* consider one attack hex per unit, the -- first that is found in the array of attacks for the unit. As they -- are sorted by terrain defense, we simply use the first in the table -- the unit can reach that is not occupied -- That's what the 'break' does here: break end end end end ----- end add_attack() ----- -- For units on the current side, we need to make sure that -- there isn't a unit of the same side in the way that cannot move any more -- Set up an array of hexes blocked in such a way -- For units on other sides we always assume that they can move away local blocked_hexes = LS.create() if units[1] and (units[1].side == wesnoth.current.side) then for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do local unit_in_way = wesnoth.get_unit(xa, ya) if unit_in_way then -- Units on the same side are blockers if they cannot move away if (unit_in_way.side == wesnoth.current.side) then local reach = wesnoth.find_reach(unit_in_way) if (#reach <= 1) then blocked_hexes:insert(unit_in_way.x, unit_in_way.y) end else -- Units on other sides are always blockers blocked_hexes:insert(unit_in_way.x, unit_in_way.y) end end end end -- For sides other than the current, we always use max_moves, -- for the current side we always use current moves local old_moves = {} for i,unit in ipairs(units) do if (unit.side ~= wesnoth.current.side) then old_moves[i] = unit.moves unit.moves = unit.max_moves end end -- Now set up an array containing the attack locations for each unit local attacks = {} -- We also need a numbered array of the possible attack hex coordinates -- The order doesn't matter, as long as it is fixed local reachable_hexes = {} for i,unit in ipairs(units) do local locs = {} -- attack locations for this unit for xa,ya in H.adjacent_tiles(enemy.x, enemy.y) do local loc = {} -- attack location information for this unit for this hex -- Make sure the hex is not occupied by unit that cannot move out of the way if (not blocked_hexes:get(xa, ya) or ((xa == unit.x) and (ya == unit.y))) then -- Check whether the unit can get to the hex -- helper.distance_between() is much faster than wesnoth.find_path() --> pre-filter using the former local cost = H.distance_between(unit.x, unit.y, xa, ya) -- If the distance is <= the unit's MP, then see if it can actually get there -- This also means that only short paths have to be evaluated (in most situations) if (cost <= unit.moves) then local path -- since cost is already defined outside this block path, cost = wesnoth.find_path(unit, xa, ya) end -- If the unit can get to this hex if (cost <= unit.moves) then -- Store information about it in 'loc' and add this to 'locs' -- Want coordinates (dst) and terrain defense (for sorting) loc.dst = xa * 1000 + ya loc.hit_prob = wesnoth.unit_defense(unit, wesnoth.get_terrain(xa, ya)) table.insert(locs, loc) -- Also mark this hex as usable reachable_hexes[loc.dst] = true end end end -- Also add some top-level information for the unit if locs[1] then locs.src = unit.x * 1000 + unit.y -- The current position of the unit locs.unit_i = i -- The position of the unit in the 'units' array -- Now sort the possible attack locations for this unit by terrain defense table.sort(locs, function(a, b) return a.hit_prob < b.hit_prob end) -- Finally, add the attack locations for this unit to the 'attacks' array table.insert(attacks, locs) end end -- Reset moves for all units for i,unit in ipairs(units) do if (unit.side ~= wesnoth.current.side) then unit.moves = old_moves[i] end end -- If the number of units that can attack is greater than cfg.skip_presort: -- We also sort the attackers by their attack rating on their favorite hex -- The motivation is that by starting with the strongest unit, we'll find the -- best attack combo earlier, and it is more likely to find the best (or at -- least a good combo) even when not all attack combinations are collected. if (#attacks > cfg.skip_presort) then for _,attack in ipairs(attacks) do local dst = attack[1].dst local x, y = math.floor(dst / 1000), dst % 1000 attack.rating = battle_calcs.attack_rating(units[attack.unit_i], enemy, { x, y }) end table.sort(attacks, function(a, b) return a.rating > b.rating end) end -- To simplify and speed things up in the following, the field values -- 'reachable_hexes' table needs to be consecutive integers -- We also want a variable containing the number of elements in the array -- (#reachable_hexes doesn't work because they keys are location indices) local n_reach = 0 for k,hex in pairs(reachable_hexes) do n_reach = n_reach + 1 reachable_hexes[k] = n_reach end -- If cfg.max_time is set, record the start time -- For convenience, we store this in cfg if cfg.max_time then cfg.start_time = wesnoth.get_time_stamp() / 1000. end -- All this was just setting up the required information, now we call the -- recursive function setting up the array of attackcombinations local attack_combos = {} -- This will contain the return value -- Temporary arrays (but need to be persistent across the recursion levels) local combos_str, current_combo, hexes_used = {}, {}, {} add_attack(attacks, reachable_hexes, n_reach, attack_combos, combos_str, current_combo, hexes_used, cfg) cfg.start_time = nil return attack_combos end return battle_calcs