local H = wesnoth.require "lua/helper.lua" local LS = wesnoth.require "lua/location_set.lua" local AH = wesnoth.require "ai/lua/ai_helper.lua" local BC = wesnoth.require "ai/lua/battle_calcs.lua" local function get_protected_units(cfg) local units = {} for _,id in ipairs(cfg.id) do table.insert(units, AH.get_units_with_moves { id = id }[1]) end return units end local ca_protect_unit_move = {} function ca_protect_unit_move:evaluation(ai, cfg, self) if get_protected_units(cfg)[1] then return 94999 end return 0 end function ca_protect_unit_move:execution(ai, cfg, self) -- Find and execute best (safest) move toward goal local protected_units = get_protected_units(cfg) -- Need to take the protected units off the map, as they don't count into the map scores -- as long as they can still move for _,unit in ipairs(protected_units) do wesnoth.extract_unit(unit) end local units = wesnoth.get_units { side = wesnoth.current.side } local enemy_units = wesnoth.get_units { { "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } } } local attack_map = BC.get_attack_map(units).units -- enemy attack map local enemy_attack_map = BC.get_attack_map(enemy_units).units -- enemy attack map -- Now put the protected units back out there for _,unit in ipairs(protected_units) do wesnoth.put_unit(unit) end -- We move the weakest (fewest HP unit) first local unit = AH.choose(protected_units, function(u) return - u.hitpoints end) local goal = {} for i,id in ipairs(cfg.id) do if (unit.id == id) then goal = { cfg.goal_x[i], cfg.goal_y[i] } end end local reach_map = AH.get_reachable_unocc(unit) local enemy_inverse_distance_map = AH.inverse_distance_map(enemy_units, reach_map) local terrain_defense_map = LS.create() reach_map:iter(function(x, y, data) terrain_defense_map:insert(x, y, 100 - wesnoth.unit_defense(unit, wesnoth.get_terrain(x, y))) end) local goal_distance_map = LS.create() reach_map:iter(function(x, y, data) goal_distance_map:insert(x, y, H.distance_between(x, y, goal[1], goal[2])) end) -- Configuration parameters (no option to change these enabled at the moment) local enemy_weight = self.data.PU_enemy_weight or 100. local my_unit_weight = self.data.PU_my_unit_weight or 1. local distance_weight = self.data.PU_distance_weight or 3. local terrain_weight = self.data.PU_terrain_weight or 0.1 -- If there are no enemies left, only distance to goal matters -- This is to avoid rare situations where moving toward goal rating is canceled by rating for moving away from own units if (not enemy_units[1]) then enemy_weight = 0 my_unit_weight = 0 distance_weight = 3 terrain_weight = 0 end local max_rating, best_hex = -9e99 for ind,_ in pairs(reach_map.values) do local rating = (attack_map.values[ind] or 0) * my_unit_weight - (enemy_attack_map.values[ind] or 0) * enemy_weight rating = rating - goal_distance_map.values[ind] * distance_weight rating = rating + terrain_defense_map.values[ind] * terrain_weight rating = rating + (enemy_attack_map.values[ind] or 0) / 10. if (rating > max_rating) then max_rating, best_hex = rating, ind end end AH.movefull_stopunit(ai, unit, AH.get_LS_xy(best_hex)) end return ca_protect_unit_move