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ca.cpp
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1 /*
2  Copyright (C) 2009 - 2017 by Yurii Chernyi <terraninfo@terraninfo.net>
3  Part of the Battle for Wesnoth Project http://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 /**
16  * Default AI (Testing)
17  * @file
18  */
19 
20 #include "ai/default/ca.hpp"
21 #include "ai/actions.hpp"
22 #include "ai/manager.hpp"
23 #include "ai/composite/engine.hpp"
24 #include "ai/composite/rca.hpp"
25 #include "ai/composite/stage.hpp"
26 #include "game_board.hpp"
27 #include "game_classification.hpp"
28 #include "game_data.hpp"
29 #include "log.hpp"
30 #include "map/map.hpp"
31 #include "resources.hpp"
32 #include "team.hpp"
33 #include "units/unit.hpp"
34 #include "pathfind/pathfind.hpp"
35 #include "pathfind/teleport.hpp"
36 
37 #include <numeric>
38 #include <boost/dynamic_bitset.hpp>
39 
40 #include <SDL_timer.h>
41 
42 static lg::log_domain log_ai_testing_ai_default("ai/ca/testing_ai_default");
43 #define DBG_AI_TESTING_AI_DEFAULT LOG_STREAM(debug, log_ai_testing_ai_default)
44 #define LOG_AI_TESTING_AI_DEFAULT LOG_STREAM(info, log_ai_testing_ai_default)
45 #define WRN_AI_TESTING_AI_DEFAULT LOG_STREAM(warn, log_ai_testing_ai_default)
46 #define ERR_AI_TESTING_AI_DEFAULT LOG_STREAM(err, log_ai_testing_ai_default)
47 
48 
49 namespace ai {
50 
51 namespace ai_default_rca {
52 
53 //==============================================================
54 
55 goto_phase::goto_phase( rca_context &context, const config &cfg )
56  : candidate_action(context,cfg)
57  , move_()
58 {
59 }
60 
62 {
63 }
64 
66 {
67  // Execute goto-movements - first collect gotos in a list
68  std::vector<map_location> gotos;
69  unit_map &units_ = resources::gameboard->units();
70  const gamemap &map_ = resources::gameboard->map();
71 
72  for(unit_map::iterator ui = units_.begin(); ui != units_.end(); ++ui) {
73  if (ui->get_goto() == ui->get_location()) {
74  ui->set_goto(map_location());
75  } else if (ui->side() == get_side() && map_.on_board(ui->get_goto())) {
76  gotos.push_back(ui->get_location());
77  }
78  }
79 
80  for(std::vector<map_location>::const_iterator g = gotos.begin(); g != gotos.end(); ++g) {
81  unit_map::const_iterator ui = units_.find(*g);
82  // passive_leader: never moves or attacks
83  if(ui->can_recruit() && get_passive_leader() && !get_passive_leader_shares_keep()){
84  continue;//@todo: only bail out if goto is on keep
85  }
86  // end of passive_leader
87 
89 
91 
93  route = pathfind::a_star_search(ui->get_location(), ui->get_goto(), 10000.0, calc, map_.w(), map_.h(), &allowed_teleports);
94 
95  if (!route.steps.empty()){
96  move_ = check_move_action(ui->get_location(), route.steps.back(), true, true);
97  } else {
98  // there is no direct path (yet)
99  // go to the nearest hex instead.
100  // maybe a door will open later or something
101 
102  int closest_distance = -1;
103  std::pair<map_location,map_location> closest_move;
104  for(move_map::const_iterator i = get_dstsrc().begin(); i != get_dstsrc().end(); ++i) {
105  if(i->second != ui->get_location()) {
106  continue;
107  }
108  int distance = distance_between(i->first,ui->get_goto());
109  if(closest_distance == -1 || distance < closest_distance) {
110  closest_distance = distance;
111  closest_move = *i;
112  }
113  }
114  if(closest_distance != -1) {
115  move_ = check_move_action(ui->get_location(), closest_move.first);
116  } else {
117  continue;
118  }
119  }
120 
121  if (move_->is_ok()) {
122  return get_score();
123  }
124  }
125 
126  return BAD_SCORE;
127 }
128 
130 {
131  if (!move_) {
132  return;
133  }
134 
135  move_->execute();
136  if (!move_->is_ok()){
137  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
138  }
139 
140  // In some situations, a theoretically possible path is blocked by allies,
141  // resulting in the unit not moving. In this case, we remove all remaining
142  // movement from the unit in order to prevent blacklisting of the CA.
143  if (!move_->is_gamestate_changed()){
144  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute did not move unit; removing moves instead" << std::endl;
145  stopunit_result_ptr stopunit = check_stopunit_action(move_->get_unit_location(), true, false);
146  stopunit->execute();
147  }
148 }
149 
150 
151 //==============================================================
152 
154  : candidate_action(context,cfg),best_analysis_(),choice_rating_(-1000.0)
155 {
156 }
157 
159 {
160 }
161 
163 {
164  std::vector<std::string> options = get_recruitment_pattern();
165 
166  choice_rating_ = -1000.0;
167  int ticks = SDL_GetTicks();
168 
169  const std::vector<attack_analysis> analysis = get_attacks(); //passive_leader: in aspect_attacks::analyze_targets()
170 
171  int time_taken = SDL_GetTicks() - ticks;
172  LOG_AI_TESTING_AI_DEFAULT << "took " << time_taken << " ticks for " << analysis.size()
173  << " positions. Analyzing...\n";
174 
175  ticks = SDL_GetTicks();
176 
177  const int max_sims = 50000;
178  int num_sims = analysis.empty() ? 0 : max_sims/analysis.size();
179  if(num_sims < 20)
180  num_sims = 20;
181  if(num_sims > 40)
182  num_sims = 40;
183 
184  LOG_AI_TESTING_AI_DEFAULT << "simulations: " << num_sims << "\n";
185 
186  const int max_positions = 30000;
187  const int skip_num = analysis.size()/max_positions;
188 
189  std::vector<attack_analysis>::const_iterator choice_it = analysis.end();
190  for(std::vector<attack_analysis>::const_iterator it = analysis.begin();
191  it != analysis.end(); ++it) {
192 
193  if(skip_num > 0 && ((it - analysis.begin())%skip_num) && it->movements.size() > 1)
194  continue;
195 
196  const double rating = it->rating(get_aggression(),*this);
197  LOG_AI_TESTING_AI_DEFAULT << "attack option rated at " << rating << " ("
198  << (it->uses_leader ? get_leader_aggression() : get_aggression()) << ")\n";
199 
200  if(rating > choice_rating_) {
201  choice_it = it;
202  choice_rating_ = rating;
203  }
204  }
205 
206  time_taken = SDL_GetTicks() - ticks;
207  LOG_AI_TESTING_AI_DEFAULT << "analysis took " << time_taken << " ticks\n";
208 
209 
210  // suokko tested the rating against current_team().caution()
211  // Bad mistake -- the AI became extremely reluctant to attack anything.
212  // Documenting this in case someone has this bright idea again...*don't*...
213  if(choice_rating_ > 0.0) {
214  best_analysis_ = *choice_it;
215  return get_score();
216  } else {
217  return BAD_SCORE;
218  }
219 }
220 
222 {
223  assert(choice_rating_ > 0.0);
224  map_location from = best_analysis_.movements[0].first;
225  map_location to = best_analysis_.movements[0].second;
226  map_location target_loc = best_analysis_.target;
227 
228  if (from!=to) {
229  move_result_ptr move_res = execute_move_action(from,to,false);
230  if (!move_res->is_ok()) {
231  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok, move failed" << std::endl;
232  return;
233  }
234  }
235 
236  attack_result_ptr attack_res = check_attack_action(to, target_loc, -1);
237  if (!attack_res->is_ok()) {
238  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok, attack cancelled" << std::endl;
239  } else {
240  attack_res->execute();
241  if (!attack_res->is_ok()) {
242  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok, attack failed" << std::endl;
243  }
244  }
245 
246 }
247 
248 //==============================================================
249 
251  : candidate_action(context,cfg), auto_remove_(), dst_(), id_(), move_()
252 {
253 }
254 
256 {
257 }
258 
260 {
261 
262  const config &goal = get_leader_goal();
263  //passive leader can reach a goal
264  if (!goal) {
265  LOG_AI_TESTING_AI_DEFAULT << get_name() << "No goal found\n";
266  return BAD_SCORE;
267  }
268 
269  if (goal.empty()) {
270  LOG_AI_TESTING_AI_DEFAULT << get_name() << "Empty goal found\n";
271  return BAD_SCORE;
272  }
273 
274  double max_risk = goal["max_risk"].to_double(1 - get_caution());
275  auto_remove_ = goal["auto_remove"].to_bool();
276 
278  if (!dst_.valid()) {
279  ERR_AI_TESTING_AI_DEFAULT << "Invalid goal: "<<std::endl<<goal;
280  return BAD_SCORE;
281  }
282 
284  if (!leader.valid() || leader->incapacitated()) {
285  WRN_AI_TESTING_AI_DEFAULT << "Leader not found" << std::endl;
286  return BAD_SCORE;
287  }
288 
289  id_ = goal["id"].str();
290  if (leader->get_location() == dst_) {
291  //goal already reached
292  if (auto_remove_ && !id_.empty()) {
293  remove_goal(id_);
294  } else {
295  move_ = check_move_action(leader->get_location(), leader->get_location(), !auto_remove_);//we do full moves if we don't want to remove goal
296  if (move_->is_ok()) {
297  return get_score();
298  } else {
299  return BAD_SCORE;
300  }
301  }
302  }
303 
305  pathfind::plain_route route = a_star_search(leader->get_location(), dst_, 1000.0, calc,
307  if(route.steps.empty()) {
308  LOG_AI_TESTING_AI_DEFAULT << "route empty";
309  return BAD_SCORE;
310  }
311 
312  const pathfind::paths leader_paths(*leader, false, true, current_team());
313 
314  std::map<map_location,pathfind::paths> possible_moves;
315  possible_moves.emplace(leader->get_location(), leader_paths);
316 
317  map_location loc;
318  for (const map_location &l : route.steps)
319  {
320  if (leader_paths.destinations.contains(l) &&
321  power_projection(l, get_enemy_dstsrc()) < leader->hitpoints() * max_risk)
322  {
323  loc = l;
324  }
325  }
326 
327  if(loc.valid()) {
328  move_ = check_move_action(leader->get_location(), loc, false);
329  if (move_->is_ok()) {
330  return get_score();
331  }
332  }
333  return BAD_SCORE;
334 
335 }
336 
338 {
339  move_->execute();
340  if (!move_->is_ok()){
341  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
342  }
343  if (move_->get_unit_location()==dst_) {
344  //goal already reached
345  if (auto_remove_ && !id_.empty()) {
346  remove_goal(id_);
347  }
348  }
349 }
350 
352 {
353  config mod_ai;
354  mod_ai["side"] = get_side();
355  mod_ai["path"] = "aspect[leader_goal].facet["+id+"]";
356  mod_ai["action"] = "delete";
358 }
359 
360 //==============================================================
361 
363  : candidate_action(context,cfg),move_()
364 {
365 
366 }
367 
369 {
370 
371 }
372 
374 {
375  if (get_leader_ignores_keep()) {
376  return BAD_SCORE;
377  }
379  return BAD_SCORE;
380  }
381 
382  // 1. Collect all leaders in a list
383  // 2. Get the suitable_keep for each leader
384  // 3. Choose the leader with the nearest suitable_keep (and which still have moves)
385  // 4. If leader can reach this keep in 1 turn -> set move_ to there
386  // 5. If not -> Calculate the best move_ (use a-star search)
387  // 6. Save move_ for execution
388 
389  // 1.
390  const unit_map &units_ = resources::gameboard->units();
391  const std::vector<unit_map::const_iterator> leaders = units_.find_leaders(get_side());
392  if (leaders.empty()) {
393  return BAD_SCORE;
394  }
395 
396  // 2. + 3.
397  const unit* best_leader = nullptr;
398  map_location best_keep;
399  int shortest_distance = 99999;
400 
401  for (const unit_map::const_iterator& leader : leaders) {
402  if (leader->incapacitated() || leader->movement_left() == 0) {
403  continue;
404  }
405 
406  // Find where the leader can move
407  const ai::moves_map &possible_moves = get_possible_moves();
408  const ai::moves_map::const_iterator& p_it = possible_moves.find(leader->get_location());
409  if (p_it == possible_moves.end()) {
410  return BAD_SCORE;
411  }
412  const pathfind::paths leader_paths = p_it->second;
413 
414  const map_location& keep = suitable_keep(leader->get_location(), leader_paths);
415  if (keep == map_location::null_location() || keep == leader->get_location()) {
416  continue;
417  }
418 
420 
421  const pathfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*leader, current_team());
422 
423  pathfind::plain_route route;
424  route = pathfind::a_star_search(leader->get_location(), keep, 10000.0, calc, resources::gameboard->map().w(), resources::gameboard->map().h(), &allowed_teleports);
425 
426  if (!route.steps.empty() || route.move_cost < shortest_distance) {
427  best_leader = &(*leader);
428  best_keep = keep;
429  shortest_distance = route.move_cost;
430  }
431  }
432 
433  if (best_leader == nullptr) {
434  return BAD_SCORE;
435  }
436 
437  // 4.
438  const unit* leader = best_leader;
439  const map_location keep = best_keep;
440  const pathfind::paths leader_paths(*leader, false, true, current_team());
442  const pathfind::teleport_map allowed_teleports = pathfind::get_teleport_locations(*leader, current_team());
443 
444  if (leader_paths.destinations.contains(keep) && units_.count(keep) == 0) {
445  move_ = check_move_action(leader->get_location(), keep, false);
446  if (move_->is_ok()) {
447  return get_score();
448  }
449  }
450 
451  // 5.
452  // The leader can't move to his keep, try to move to the closest location
453  // to the keep where there are no enemies in range.
454  // Make a map of the possible locations the leader can move to,
455  // ordered by the distance from the keep.
456  typedef std::multimap<int, map_location> ordered_locations;
457  ordered_locations moves_toward_keep;
458 
459  pathfind::plain_route route;
460  route = pathfind::a_star_search(leader->get_location(), keep, 10000.0, calc, resources::gameboard->map().w(), resources::gameboard->map().h(), &allowed_teleports);
461 
462  // find next hop
464  int next_hop_cost = 0;
465  for (const map_location& step : route.steps) {
466  if (leader_paths.destinations.contains(step)) {
467  next_hop = step;
468  next_hop_cost += leader->movement_cost(resources::gameboard->map().get_terrain(step));
469  } else {
470  break;
471  }
472  }
473  if (next_hop == map_location::null_location()) {
474  return BAD_SCORE;
475  }
476  //define the next hop to have the lowest cost (0)
477  moves_toward_keep.emplace(0, next_hop);
478 
479  for (const pathfind::paths::step &dest : leader_paths.destinations) {
480  if (!units_.find(dest.curr).valid()) {
481  route = pathfind::a_star_search(dest.curr, next_hop, 10000.0, calc,
482  resources::gameboard->map().w(), resources::gameboard->map().h(), &allowed_teleports);
483  if (route.move_cost < next_hop_cost) {
484  moves_toward_keep.emplace(route.move_cost, dest.curr);
485  }
486  }
487  }
488 
489  // Find the first location which we can move to,
490  // without the threat of enemies.
491  for (const ordered_locations::value_type& pair : moves_toward_keep) {
492  const map_location& loc = pair.second;
493  if (get_enemy_dstsrc().count(loc) == 0) {
494  move_ = check_move_action(leader->get_location(), loc, true);
495  if (move_->is_ok()) {
496  return get_score();
497  }
498  }
499  }
500  return BAD_SCORE;
501 }
502 
504 {
505  move_->execute();
506  if (!move_->is_ok()) {
507  LOG_AI_TESTING_AI_DEFAULT << get_name() <<"::execute not ok" << std::endl;
508  }
509 }
510 
511 //==============================================================
512 
514  : candidate_action(context,cfg)
515  , keep_loc_()
516  , leader_loc_()
517  , best_leader_loc_()
518  , debug_(false)
519  , moves_()
520 {
521 }
522 
524 {
525 }
526 
528 {
529  moves_.clear();
532  if (!moves_.empty()) {
533  return get_score();
534  }
535  return BAD_SCORE;
536 }
537 
538 
540 {
541  unit_map &units_ = resources::gameboard->units();
542  unit_map::const_iterator leader = units_.find_leader(get_side());
543  // Move all the units to get villages, however move the leader last,
544  // so that the castle will be cleared if it wants to stop to recruit along the way.
545  std::pair<map_location,map_location> leader_move;
546 
547  for(tmoves::const_iterator i = moves_.begin(); i != moves_.end(); ++i) {
548 
549  if(leader != units_.end() && leader->get_location() == i->second) {
550  leader_move = *i;
551  } else {
552  if (resources::gameboard->find_visible_unit(i->first, current_team()) == units_.end()) {
553  move_result_ptr move_res = execute_move_action(i->second,i->first,true);
554  if (!move_res->is_ok()) {
555  return;
556  }
557 
558  const map_location loc = move_res->get_unit_location();
559  leader = units_.find_leader(get_side());
560  const unit_map::const_iterator new_unit = units_.find(loc);
561 
562  if (new_unit != units_.end() &&
563  power_projection(i->first, get_enemy_dstsrc()) >= new_unit->hitpoints() / 4.0)
564  {
565  LOG_AI_TESTING_AI_DEFAULT << "found support target... " << new_unit->get_location() << '\n';
566  //FIXME: suokko tweaked the constant 1.0 to the formula:
567  //25.0* current_team().caution() * power_projection(loc,enemy_dstsrc) / new_unit->second.hitpoints()
568  //Is this an improvement?
569 
570  ///@todo 1.7 check if this an improvement
571  //add_target(target(new_unit->first,1.0,target::SUPPORT));
572  }
573  }
574  }
575  }
576 
577  if(leader_move.second.valid()) {
578  if((resources::gameboard->find_visible_unit(leader_move.first , current_team()) == units_.end())
579  && resources::gameboard->map().is_village(leader_move.first)) {
580  move_result_ptr move_res = execute_move_action(leader_move.second,leader_move.first,true);
581  if (!move_res->is_ok()) {
582  return;
583  }
584  }
585  }
586 
587  return;
588 }
589 
591  const move_map& dstsrc, const move_map& enemy_dstsrc,
592  unit_map::const_iterator &leader)
593 {
594  DBG_AI_TESTING_AI_DEFAULT << "deciding which villages we want...\n";
595  unit_map &units_ = resources::gameboard->units();
596  const int ticks = SDL_GetTicks();
598  if(leader != units_.end()) {
599  keep_loc_ = nearest_keep(leader->get_location());
600  leader_loc_ = leader->get_location();
601  } else {
604  }
605 
607 
608  // Find our units who can move.
609  treachmap reachmap;
610  for(unit_map::const_iterator u_itor = units_.begin();
611  u_itor != units_.end(); ++u_itor) {
612  if(u_itor->can_recruit() && get_passive_leader()){
613  continue;
614  }
615  if(u_itor->side() == get_side() && u_itor->movement_left()) {
616  reachmap.emplace(u_itor->get_location(), std::vector<map_location>());
617  }
618  }
619 
620 
621  DBG_AI_TESTING_AI_DEFAULT << reachmap.size() << " units found who can try to capture a village.\n";
622 
623  find_villages(reachmap, moves_, dstsrc, enemy_dstsrc);
624 
625  treachmap::iterator itor = reachmap.begin();
626  while(itor != reachmap.end()) {
627  if(itor->second.empty()) {
628  itor = remove_unit(reachmap, moves_, itor);
629  } else {
630  ++itor;
631  }
632  }
633 
634  if(!reachmap.empty()) {
635  DBG_AI_TESTING_AI_DEFAULT << reachmap.size() << " units left after removing the ones who "
636  "can't reach a village, send the to the dispatcher.\n";
637 
638  dump_reachmap(reachmap);
639 
640  dispatch(reachmap, moves_);
641  } else {
642  DBG_AI_TESTING_AI_DEFAULT << "No more units left after removing the ones who can't reach a village.\n";
643  }
644 
645  LOG_AI_TESTING_AI_DEFAULT << "Village assignment done: " << (SDL_GetTicks() - ticks)
646  << " ms, resulted in " << moves_.size() << " units being dispatched.\n";
647 
648 }
649 
651  treachmap& reachmap,
652  tmoves& moves,
653  const std::multimap<map_location,map_location>& dstsrc,
654  const std::multimap<map_location,map_location>& enemy_dstsrc)
655 
656 {
657  std::map<map_location, double> vulnerability;
658 
659  const bool passive_leader = get_passive_leader();
660 
661  size_t min_distance = 100000;
662  const gamemap &map_ = resources::gameboard->map();
663  std::vector<team> &teams_ = resources::gameboard->teams();
664 
665  // When a unit is dispatched we need to make sure we don't
666  // dispatch this unit a second time, so store them here.
667  std::vector<map_location> dispatched_units;
668  for(std::multimap<map_location, map_location>::const_iterator
669  j = dstsrc.begin();
670  j != dstsrc.end(); ++j) {
671 
672  const map_location &current_loc = j->first;
673 
674  if(j->second == leader_loc_) {
675  if(passive_leader) {
676  continue;
677  }
678 
679  const size_t distance = distance_between(keep_loc_, current_loc);
680  if(distance < min_distance) {
681  min_distance = distance;
682  best_leader_loc_ = current_loc;
683  }
684  }
685 
686  if(std::find(dispatched_units.begin(), dispatched_units.end(),
687  j->second) != dispatched_units.end()) {
688  continue;
689  }
690 
691  if(map_.is_village(current_loc) == false) {
692  continue;
693  }
694 
695  bool want_village = true, owned = false;
696  for(size_t n = 0; n != teams_.size(); ++n) {
697  owned = teams_[n].owns_village(current_loc);
698  if(owned && !current_team().is_enemy(n+1)) {
699  want_village = false;
700  }
701 
702  if(owned) {
703  break;
704  }
705  }
706 
707  if(want_village == false) {
708  continue;
709  }
710 
711  // If it is a neutral village, and we have no leader,
712  // then the village is of no use to us, and we don't want it.
713  if(!owned && leader_loc_ == map_location::null_location()) {
714  continue;
715  }
716 
717  double threat = 0.0;
718  const std::map<map_location,double>::const_iterator vuln = vulnerability.find(current_loc);
719  if(vuln != vulnerability.end()) {
720  threat = vuln->second;
721  } else {
722  threat = power_projection(current_loc,enemy_dstsrc);
723  vulnerability.emplace(current_loc, threat);
724  }
725 
727  if (u == resources::gameboard->units().end() || u->get_state("guardian")) {
728  continue;
729  }
730 
731  const unit &un = *u;
732  //FIXME: suokko turned this 2:1 to 1.5:1.0.
733  //and dropped the second term of the multiplication. Is that better?
734  //const double threat_multipler = (current_loc == leader_loc?2:1) * current_team().caution() * 10;
735  if(un.hitpoints() < (threat*2*un.defense_modifier(map_.get_terrain(current_loc)))/100) {
736  continue;
737  }
738 
739  // If the next and previous destination differs from our current destination,
740  // we're the only one who can reach the village -> dispatch.
741  std::multimap<map_location, map_location>::const_iterator next = j;
742  ++next; // j + 1 fails
743  const bool at_begin = (j == dstsrc.begin());
744  std::multimap<map_location, map_location>::const_iterator prev = j; //FIXME seems not to work
745  if(!at_begin) {
746  --prev;
747  }
748 #if 1
749  if((next == dstsrc.end() || next->first != current_loc)
750  && (at_begin || prev->first != current_loc)) {
751 
752  move_result_ptr move_check_res = check_move_action(j->second,j->first,true);
753  if (move_check_res->is_ok()) {
754  DBG_AI_TESTING_AI_DEFAULT << "Dispatched unit at " << j->second << " to village " << j->first << '\n';
755  moves.emplace_back(j->first, j->second);
756  }
757  reachmap.erase(j->second);
758  dispatched_units.push_back(j->second);
759  continue;
760  }
761 #endif
762  reachmap[j->second].push_back(current_loc);
763  }
764 
765  DBG_AI_TESTING_AI_DEFAULT << moves.size() << " units already dispatched, "
766  << reachmap.size() << " left to evaluate.\n";
767 }
768 
770 {
771  DBG_AI_TESTING_AI_DEFAULT << "Starting simple dispatch.\n";
772 
773  // we now have a list with units with the villages they can reach.
774  // keep trying the following steps as long as one of them changes
775  // the state.
776  // 1. Dispatch units who can reach 1 village (if more units can reach that
777  // village only one can capture it, so use the first in the list.)
778  // 2. Villages which can only be reached by one unit get that unit dispatched
779  // to them.
780  size_t village_count = 0;
781  bool dispatched = true;
782  while(dispatched) {
783  dispatched = false;
784 
785  if(dispatch_unit_simple(reachmap, moves)) {
786  dispatched = true;
787  } else {
788  if(reachmap.empty()) {
789  DBG_AI_TESTING_AI_DEFAULT << "dispatch_unit_simple() found a final solution.\n";
790  break;
791  } else {
792  DBG_AI_TESTING_AI_DEFAULT << "dispatch_unit_simple() couldn't dispatch more units.\n";
793  }
794  }
795 
796  if(dispatch_village_simple(reachmap, moves, village_count)) {
797  dispatched = true;
798  } else {
799  if(reachmap.empty()) {
800  DBG_AI_TESTING_AI_DEFAULT << "dispatch_village_simple() found a final solution.\n";
801  break;
802  } else {
803  DBG_AI_TESTING_AI_DEFAULT << "dispatch_village_simple() couldn't dispatch more units.\n";
804  }
805  }
806 
807  if(!reachmap.empty() && dispatched) {
808  DBG_AI_TESTING_AI_DEFAULT << reachmap.size() << " unit(s) left restarting simple dispatching.\n";
809 
810  dump_reachmap(reachmap);
811  }
812  }
813 
814  if(reachmap.empty()) {
815  DBG_AI_TESTING_AI_DEFAULT << "No units left after simple dispatcher.\n";
816  return;
817  }
818 
819  DBG_AI_TESTING_AI_DEFAULT << reachmap.size() << " units left for complex dispatch with "
820  << village_count << " villages left.\n";
821 
822  dump_reachmap(reachmap);
823 
824  dispatch_complex(reachmap, moves, village_count);
825 }
826 
827 // Returns need further processing
828 // false Nothing has been modified or no units left
830 {
831  bool result = false;
832 
833  treachmap::iterator itor = reachmap.begin();
834  while(itor != reachmap.end()) {
835  if(itor->second.size() == 1) {
836  const map_location village = itor->second[0];
837  result = true;
838 
839  DBG_AI_TESTING_AI_DEFAULT << "Dispatched unit at " << itor->first << " to village " << village << '\n';
840  moves.emplace_back(village, itor->first);
841  reachmap.erase(itor++);
842 
843  if(remove_village(reachmap, moves, village)) {
844  itor = reachmap.begin();
845  }
846 
847  } else {
848  ++itor;
849  }
850  }
851 
852  // Test special cases.
853  if(reachmap.empty()) {
854  // We're done.
855  return false;
856  }
857 
858  if(reachmap.size() == 1) {
859  // One unit left.
860  DBG_AI_TESTING_AI_DEFAULT << "Dispatched _last_ unit at " << reachmap.begin()->first
861  << " to village " << reachmap.begin()->second[0] << '\n';
862 
863  moves.emplace_back(reachmap.begin()->second[0], reachmap.begin()->first);
864 
865  reachmap.clear();
866  // We're done.
867  return false;
868  }
869 
870  return result;
871 }
872 
874  treachmap& reachmap, tmoves& moves, size_t& village_count)
875 {
876 
877  bool result = false;
878  bool dispatched = true;
879  while(dispatched) {
880  dispatched = false;
881 
882  // build the reverse map
883  std::map<map_location /*village location*/,
884  std::vector<map_location /* units that can reach it*/> >reversemap;
885 
886  treachmap::const_iterator itor = reachmap.begin();
887  for(;itor != reachmap.end(); ++itor) {
888 
889  for(std::vector<map_location>::const_iterator
890  v_itor = itor->second.begin();
891  v_itor != itor->second.end(); ++v_itor) {
892 
893  reversemap[*v_itor].push_back(itor->first);
894 
895  }
896  }
897 
898  village_count = reversemap.size();
899 
900  itor = reversemap.begin();
901  while(itor != reversemap.end()) {
902  if(itor->second.size() == 1) {
903  // One unit can reach this village.
904  const map_location village = itor->first;
905  dispatched = true;
906  result = true;
907 
908  DBG_AI_TESTING_AI_DEFAULT << "Dispatched unit at " << itor->second[0] << " to village " << itor->first << '\n';
909  moves.emplace_back(itor->first, itor->second[0]);
910 
911  reachmap.erase(itor->second[0]);
912  remove_village(reachmap, moves, village);
913  // Get can go to some trouble to remove the unit from the other villages
914  // instead we abort this loop end do a full rebuild on the map.
915  break;
916  } else {
917  ++itor;
918  }
919  }
920  }
921 
922  return result;
923 }
924 
926  treachmap& reachmap, tmoves& moves, const map_location& village)
927 {
928  bool result = false;
929  treachmap::iterator itor = reachmap.begin();
930  while(itor != reachmap.end()) {
931  itor->second.erase(std::remove(itor->second.begin(), itor->second.end(), village), itor->second.end());
932  if(itor->second.empty()) {
933  result = true;
934  itor = remove_unit(reachmap, moves, itor);
935  } else {
936  ++itor;
937  }
938  }
939  return result;
940 }
941 
943  treachmap& reachmap, tmoves& moves, treachmap::iterator unit)
944 {
945  assert(unit->second.empty());
946 
947  if(unit->first == leader_loc_ && best_leader_loc_ != map_location::null_location()) {
948  DBG_AI_TESTING_AI_DEFAULT << "Dispatch leader at " << leader_loc_ << " closer to the keep at "
949  << best_leader_loc_ << '\n';
950 
951  moves.emplace_back(best_leader_loc_, leader_loc_);
952  }
953 
954  reachmap.erase(unit++);
955  return unit;
956 }
957 
959  treachmap& reachmap, tmoves& moves, const size_t village_count)
960 {
961  // ***** ***** Init and dispatch if every unit can reach every village.
962 
963  const size_t unit_count = reachmap.size();
964  // The maximum number of villages we can capture with the available units.
965  const size_t max_result = unit_count < village_count ? unit_count : village_count;
966 
967  assert(unit_count >= 2 && village_count >= 2);
968 
969  // Every unit can reach every village.
970  if(unit_count == 2 && village_count == 2) {
971  DBG_AI_TESTING_AI_DEFAULT << "Every unit can reach every village for 2 units, dispatch them.\n";
972  full_dispatch(reachmap, moves);
973  return;
974  }
975 
976  std::vector<map_location> units(unit_count);
977  std::vector<size_t> villages_per_unit(unit_count);
978  std::vector<map_location> villages;
979  std::vector<size_t> units_per_village(village_count);
980 
981  // We want to test the units, the ones who can reach the least
982  // villages first so this is our lookup map.
983  std::multimap<size_t /* villages_per_unit value*/,
984  size_t /*villages_per_unit index*/> unit_lookup;
985 
986  std::vector</*unit*/boost::dynamic_bitset</*village*/>> matrix(reachmap.size(), boost::dynamic_bitset<>(village_count));
987 
988  treachmap::const_iterator itor = reachmap.begin();
989  for(size_t u = 0; u < unit_count; ++u, ++itor) {
990  units[u] = itor->first;
991  villages_per_unit[u] = itor->second.size();
992  unit_lookup.emplace(villages_per_unit[u], u);
993 
994  assert(itor->second.size() >= 2);
995 
996  for(size_t v = 0; v < itor->second.size(); ++v) {
997 
998  size_t v_index;
999  // find the index of the v in the villages
1000  std::vector<map_location>::const_iterator v_itor =
1001  std::find(villages.begin(), villages.end(), itor->second[v]);
1002  if(v_itor == villages.end()) {
1003  v_index = villages.size(); // will be the last element after push_back.
1004  villages.push_back(itor->second[v]);
1005  } else {
1006  v_index = v_itor - villages.begin();
1007  }
1008 
1009  units_per_village[v_index]++;
1010 
1011  matrix[u][v_index] = true;
1012  }
1013  }
1014  for(std::vector<size_t>::const_iterator upv_it = units_per_village.begin();
1015  upv_it != units_per_village.end(); ++upv_it) {
1016 
1017  assert(*upv_it >=2);
1018  }
1019 
1020  if(debug_) {
1021  // Print header
1022  std::cerr << "Reach matrix:\n\nvillage";
1023  size_t u, v;
1024  for(v = 0; v < village_count; ++v) {
1025  std::cerr << '\t' << villages[v];
1026  }
1027  std::cerr << "\ttotal\nunit\n";
1028 
1029  // Print data
1030  for(u = 0; u < unit_count; ++u) {
1031  std::cerr << units[u];
1032 
1033  for(v = 0; v < village_count; ++v) {
1034  std::cerr << '\t' << matrix[u][v];
1035  }
1036  std::cerr << "\t" << villages_per_unit[u] << '\n';
1037  }
1038 
1039  // Print footer
1040  std::cerr << "total";
1041  for(v = 0; v < village_count; ++v) {
1042  std::cerr << '\t' << units_per_village[v];
1043  }
1044  std::cerr << '\n';
1045  }
1046 
1047  // Test the special case, everybody can reach all villages
1048  const bool reach_all = ((village_count == unit_count)
1049  && (std::accumulate(villages_per_unit.begin(), villages_per_unit.end(), size_t())
1050  == (village_count * unit_count)));
1051 
1052  if(reach_all) {
1053  DBG_AI_TESTING_AI_DEFAULT << "Every unit can reach every village, dispatch them\n";
1054  full_dispatch(reachmap, moves);
1055  reachmap.clear();
1056  return;
1057  }
1058 
1059  // ***** ***** Find a square
1060  std::multimap<size_t /* villages_per_unit value*/, size_t /*villages_per_unit index*/>
1061  ::const_iterator src_itor = unit_lookup.begin();
1062 
1063  while(src_itor != unit_lookup.end() && src_itor->first == 2) {
1064 
1065  for(std::multimap<size_t, size_t>::const_iterator
1066  dst_itor = unit_lookup.begin();
1067  dst_itor != unit_lookup.end(); ++ dst_itor) {
1068 
1069  // avoid comparing us with ourselves.
1070  if(src_itor == dst_itor) {
1071  continue;
1072  }
1073 
1074  boost::dynamic_bitset<> result = matrix[src_itor->second] & matrix[dst_itor->second];
1075  size_t matched = result.count();
1076 
1077  // we found a solution, dispatch
1078  if(matched == 2) {
1079  // Collect data
1080  size_t first = result.find_first();
1081  size_t second = result.find_next(first);
1082 
1083  const map_location village1 = villages[first];
1084  const map_location village2 = villages[second];
1085 
1086  const bool perfect = (src_itor->first == 2 &&
1087  dst_itor->first == 2 &&
1088  units_per_village[first] == 2 &&
1089  units_per_village[second] == 2);
1090 
1091  // Dispatch
1092  DBG_AI_TESTING_AI_DEFAULT << "Found a square.\nDispatched unit at " << units[src_itor->second]
1093  << " to village " << village1 << '\n';
1094  moves.emplace_back(village1, units[src_itor->second]);
1095 
1096  DBG_AI_TESTING_AI_DEFAULT << "Dispatched unit at " << units[dst_itor->second]
1097  << " to village " << village2 << '\n';
1098  moves.emplace_back(village2, units[dst_itor->second]);
1099 
1100  // Remove the units
1101  reachmap.erase(units[src_itor->second]);
1102  reachmap.erase(units[dst_itor->second]);
1103 
1104  // Evaluate and start correct function.
1105  if(perfect) {
1106  // We did a perfect dispatch 2 units who could visit 2 villages.
1107  // This means we didn't change the assertion for this functions
1108  // so call ourselves recursively, and finish afterwards.
1109  DBG_AI_TESTING_AI_DEFAULT << "Perfect dispatch, do complex again.\n";
1110  dispatch_complex(reachmap, moves, village_count - 2);
1111  return;
1112  } else {
1113  // We did a not perfect dispatch but we did modify things
1114  // so restart dispatching.
1115  DBG_AI_TESTING_AI_DEFAULT << "NON Perfect dispatch, do dispatch again.\n";
1116  remove_village(reachmap, moves, village1);
1117  remove_village(reachmap, moves, village2);
1118  dispatch(reachmap, moves);
1119  return;
1120  }
1121  }
1122  }
1123 
1124  ++src_itor;
1125  }
1126 
1127  // ***** ***** Do all permutations.
1128  // Now walk through all possible permutations
1129  // - test whether the suggestion is possible
1130  // - does it result in max_villages
1131  // - dispatch and ready
1132  // - is it's result better as the last best
1133  // - store
1134  std::vector<std::pair<map_location, map_location> > best_result;
1135 
1136  // Bruteforcing all possible permutations can result in a slow game.
1137  // So there needs to be a balance between the best possible result and
1138  // not too slow. From the test (at the end of the file) a good number is
1139  // picked. In general we shouldn't reach this point too often if we do
1140  // there are a lot of villages which are unclaimed and a lot of units
1141  // to claim them.
1142  const size_t max_options = 8;
1143  if(unit_count >= max_options && village_count >= max_options) {
1144 
1145  DBG_AI_TESTING_AI_DEFAULT << "Too many units " << unit_count << " and villages "
1146  << village_count<<" found, evaluate only the first "
1147  << max_options << " options;\n";
1148 
1149  std::vector<size_t> perm (max_options, 0);
1150  for(size_t i =0; i < max_options; ++i) {
1151  perm[i] = i;
1152  }
1153  while(std::next_permutation(perm.begin(), perm.end())) {
1154 
1155  // Get result for current permutation.
1156  std::vector<std::pair<map_location,map_location> > result;
1157  for(size_t u = 0; u < max_options; ++u) {
1158  if(matrix[u][perm[u]]) {
1159  result.emplace_back(villages[perm[u]], units[u]);
1160 
1161  }
1162  }
1163  if(result.size() == max_result) {
1164  best_result.swap(result);
1165  break;
1166  }
1167 
1168  if(result.size() > best_result.size()) {
1169  best_result.swap(result);
1170  }
1171  }
1172  // End of loop no optimal found, assign the best
1173  moves.insert(moves.end(), best_result.begin(), best_result.end());
1174 
1175  // Clean up the reachmap for dispatched units.
1176  for(const auto& unit_village_pair : best_result) {
1177  reachmap.erase(unit_village_pair.second);
1178  }
1179 
1180  // Try to dispatch whatever is left
1181  dispatch(reachmap, moves);
1182  return;
1183 
1184  } else if(unit_count <= village_count) {
1185 
1186  DBG_AI_TESTING_AI_DEFAULT << "Unit major\n";
1187 
1188  std::vector<size_t> perm (unit_count, 0);
1189  for(size_t i =0; i < unit_count; ++i) {
1190  perm[i] = i;
1191  }
1192  while(std::next_permutation(perm.begin(), perm.end())) {
1193  // Get result for current permutation.
1194  std::vector<std::pair<map_location,map_location> > result;
1195  for(size_t u = 0; u < unit_count; ++u) {
1196  if(matrix[u][perm[u]]) {
1197  result.emplace_back(villages[perm[u]], units[u]);
1198 
1199  }
1200  }
1201  if(result.size() == max_result) {
1202  moves.insert(moves.end(), result.begin(), result.end());
1203  reachmap.clear();
1204  return;
1205  }
1206 
1207  if(result.size() > best_result.size()) {
1208  best_result.swap(result);
1209  }
1210  }
1211  // End of loop no optimal found, assign the best
1212  moves.insert(moves.end(), best_result.begin(), best_result.end());
1213 
1214  // clean up the reachmap we need to test whether the leader is still there
1215  // and if so remove him manually to get him dispatched.
1216  for(const auto& unit_village_pair : best_result) {
1217  reachmap.erase(unit_village_pair.second);
1218  }
1219  treachmap::iterator unit = reachmap.find(leader_loc_);
1220  if(unit != reachmap.end()) {
1221  unit->second.clear();
1222  remove_unit(reachmap, moves, unit);
1223  }
1224  reachmap.clear();
1225 
1226  } else {
1227 
1228  DBG_AI_TESTING_AI_DEFAULT << "Village major\n";
1229 
1230  std::vector<size_t> perm (village_count, 0);
1231  for(size_t i =0; i < village_count; ++i) {
1232  perm[i] = i;
1233  }
1234  while(std::next_permutation(perm.begin(), perm.end())) {
1235  // Get result for current permutation.
1236  std::vector<std::pair<map_location,map_location> > result;
1237  for(size_t v = 0; v < village_count; ++v) {
1238  if(matrix[perm[v]][v]) {
1239  result.emplace_back(villages[v], units[perm[v]]);
1240 
1241  }
1242  }
1243  if(result.size() == max_result) {
1244  moves.insert(moves.end(), result.begin(), result.end());
1245  reachmap.clear();
1246  return;
1247  }
1248 
1249  if(result.size() > best_result.size()) {
1250  best_result.swap(result);
1251  }
1252  }
1253  // End of loop no optimal found, assigne the best
1254  moves.insert(moves.end(), best_result.begin(), best_result.end());
1255 
1256  // clean up the reachmap we need to test whether the leader is still there
1257  // and if so remove him manually to get him dispatched.
1258  for(const auto& unit_village_pair : best_result) {
1259  reachmap.erase(unit_village_pair.second);
1260  }
1261  treachmap::iterator unit = reachmap.find(leader_loc_);
1262  if(unit != reachmap.end()) {
1263  unit->second.clear();
1264  remove_unit(reachmap, moves, unit);
1265  }
1266  reachmap.clear();
1267  }
1268 }
1269 
1271 {
1272  treachmap::const_iterator itor = reachmap.begin();
1273  for(size_t i = 0; i < reachmap.size(); ++i, ++itor) {
1274  DBG_AI_TESTING_AI_DEFAULT << "Dispatched unit at " << itor->first
1275  << " to village " << itor->second[i] << '\n';
1276  moves.emplace_back(itor->second[i], itor->first);
1277  }
1278 }
1279 
1281 {
1282  if(!debug_) {
1283  return;
1284  }
1285 
1286  for(treachmap::const_iterator itor =
1287  reachmap.begin(); itor != reachmap.end(); ++itor) {
1288 
1289  std::cerr << "Reachlist for unit at " << itor->first;
1290 
1291  if(itor->second.empty()) {
1292  std::cerr << "\tNone";
1293  }
1294 
1295  for(std::vector<map_location>::const_iterator
1296  v_itor = itor->second.begin();
1297  v_itor != itor->second.end(); ++v_itor) {
1298 
1299  std::cerr << '\t' << *v_itor;
1300  }
1301  std::cerr << '\n';
1302 
1303  }
1304 }
1305 
1306 //==============================================================
1307 
1309  : candidate_action(context,cfg),move_()
1310 {
1311 }
1312 
1314 {
1315 }
1316 
1318 {
1319  // Find units in need of healing.
1320  unit_map &units_ = resources::gameboard->units();
1321  unit_map::iterator u_it = units_.begin();
1322  for(; u_it != units_.end(); ++u_it) {
1323  unit &u = *u_it;
1324 
1325  if(u.can_recruit() && get_passive_leader()){
1326  continue;
1327  }
1328 
1329  // If the unit is on our side, has lost as many or more than
1330  // 1/2 round worth of healing, and doesn't regenerate itself,
1331  // then try to find a vacant village for it to rest in.
1332  if(u.side() == get_side() &&
1335  !u.get_ability_bool("regenerate", *resources::gameboard))
1336  {
1337  // Look for the village which is the least vulnerable to enemy attack.
1338  typedef std::multimap<map_location,map_location>::const_iterator Itor;
1339  std::pair<Itor,Itor> it = get_srcdst().equal_range(u_it->get_location());
1340  double best_vulnerability = 100000.0;
1341  // Make leader units more unlikely to move to vulnerable villages
1342  const double leader_penalty = (u.can_recruit()?2.0:1.0);
1343  Itor best_loc = it.second;
1344  while(it.first != it.second) {
1345  const map_location& dst = it.first->second;
1346  if (resources::gameboard->map().gives_healing(dst) && (units_.find(dst) == units_.end() || dst == u_it->get_location())) {
1347  const double vuln = power_projection(dst, get_enemy_dstsrc());
1348  DBG_AI_TESTING_AI_DEFAULT << "found village with vulnerability: " << vuln << "\n";
1349  if(vuln < best_vulnerability) {
1350  best_vulnerability = vuln;
1351  best_loc = it.first;
1352  DBG_AI_TESTING_AI_DEFAULT << "chose village " << dst << '\n';
1353  }
1354  }
1355 
1356  ++it.first;
1357  }
1358 
1359  // If we have found an eligible village,
1360  // and we can move there without expecting to get whacked next turn:
1361  if(best_loc != it.second && best_vulnerability*leader_penalty < u.hitpoints()) {
1362  move_ = check_move_action(best_loc->first,best_loc->second,true);
1363  if (move_->is_ok()) {
1364  return get_score();
1365  }
1366  }
1367  }
1368  }
1369 
1370  return BAD_SCORE;
1371 }
1372 
1374 {
1375  LOG_AI_TESTING_AI_DEFAULT << "moving unit to village for healing...\n";
1376  move_->execute();
1377  if (!move_->is_ok()){
1378  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
1379  }
1380 }
1381 
1382 //==============================================================
1383 
1385  : candidate_action(context,cfg), move_()
1386 {
1387 }
1388 
1390 {
1391 }
1392 
1394 {
1395 
1396 
1397  // Get versions of the move map that assume that all units are at full movement
1398  const unit_map& units_ = resources::gameboard->units();
1399 
1400  //unit_map::const_iterator leader = units_.find_leader(get_side());
1401  std::vector<unit_map::const_iterator> leaders = units_.find_leaders(get_side());
1402  std::map<map_location,pathfind::paths> dummy_possible_moves;
1403 
1404  move_map fullmove_srcdst;
1405  move_map fullmove_dstsrc;
1406  calculate_possible_moves(dummy_possible_moves, fullmove_srcdst, fullmove_dstsrc,
1407  false, true, &get_avoid());
1408 
1409  /*map_location leader_adj[6];
1410  if(leader != units_.end()) {
1411  get_adjacent_tiles(leader->get_location(), leader_adj);
1412  }*/
1413  //int leader_adj_count = 0;
1414  std::vector<map_location> leaders_adj_v;
1415  for (unit_map::const_iterator leader : leaders) {
1416  map_location tmp_leader_adj[6];
1417  get_adjacent_tiles(leader->get_location(), tmp_leader_adj);
1418  for (map_location &loc : tmp_leader_adj) {
1419  bool found = false;
1420  for (map_location &new_loc : leaders_adj_v) {
1421  if(new_loc == loc){
1422  found = true;
1423  break;
1424  }
1425  }
1426  if(!found){
1427  leaders_adj_v.push_back(loc);
1428  }
1429  }
1430  }
1431  //leader_adj_count = leaders_adj_v.size();
1432 
1433 
1434  for(unit_map::const_iterator i = units_.begin(); i != units_.end(); ++i) {
1435  if (i->side() == get_side() &&
1436  i->movement_left() == i->total_movement() &&
1437  //leaders.find(*i) == leaders.end() && //unit_map::const_iterator(i) != leader &&
1438  std::find(leaders.begin(), leaders.end(), i) == leaders.end() &&
1439  !i->incapacitated())
1440  {
1441  // This unit still has movement left, and is a candidate to retreat.
1442  // We see the amount of power of each side on the situation,
1443  // and decide whether it should retreat.
1444  if(should_retreat(i->get_location(), i, fullmove_srcdst, fullmove_dstsrc, get_caution())) {
1445 
1446  bool can_reach_leader = false;
1447 
1448  // Time to retreat. Look for the place where the power balance
1449  // is most in our favor.
1450  // If we can't find anywhere where we like the power balance,
1451  // just try to get to the best defensive hex.
1452  typedef move_map::const_iterator Itor;
1453  std::pair<Itor,Itor> itors = get_srcdst().equal_range(i->get_location());
1454  map_location best_pos, best_defensive(i->get_location());
1455 
1456  double best_rating = -1000.0;
1457  int best_defensive_rating = i->defense_modifier(resources::gameboard->map().get_terrain(i->get_location()))
1458  - (resources::gameboard->map().is_village(i->get_location()) ? 10 : 0);
1459  while(itors.first != itors.second) {
1460 
1461  //if(leader != units_.end() && std::count(leader_adj,
1462  // leader_adj + 6, itors.first->second)) {
1463  if(std::find(leaders_adj_v.begin(), leaders_adj_v.end(), itors.first->second) != leaders_adj_v.end()){
1464 
1465  can_reach_leader = true;
1466  break;
1467  }
1468 
1469  // We rate the power balance of a hex based on our power projection
1470  // compared to theirs, multiplying their power projection by their
1471  // chance to hit us on the hex we're planning to flee to.
1472  const map_location& hex = itors.first->second;
1473  const int defense = i->defense_modifier(resources::gameboard->map().get_terrain(hex));
1474  const double our_power = power_projection(hex,get_dstsrc());
1475  const double their_power = power_projection(hex,get_enemy_dstsrc()) * double(defense)/100.0;
1476  const double rating = our_power - their_power;
1477  if(rating > best_rating) {
1478  best_pos = hex;
1479  best_rating = rating;
1480  }
1481 
1482  // Give a bonus for getting to a village.
1483  const int modified_defense = defense - (resources::gameboard->map().is_village(hex) ? 10 : 0);
1484 
1485  if(modified_defense < best_defensive_rating) {
1486  best_defensive_rating = modified_defense;
1487  best_defensive = hex;
1488  }
1489 
1490  ++itors.first;
1491  }
1492 
1493  // If the unit is in range of its leader, it should
1494  // never retreat -- it has to defend the leader instead.
1495  if(can_reach_leader) {
1496  continue;
1497  }
1498 
1499  if(!best_pos.valid()) {
1500  best_pos = best_defensive;
1501  }
1502 
1503  if(best_pos.valid()) {
1504  move_ = check_move_action(i->get_location(), best_pos, true);
1505  if (move_->is_ok()) {
1506  return get_score();
1507  }
1508  }
1509  }
1510  }
1511  }
1512 
1513  return BAD_SCORE;
1514 }
1515 
1517 {
1518  move_->execute();
1519  if (!move_->is_ok()){
1520  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
1521  }
1522 }
1523 
1524 
1525 
1526 bool retreat_phase::should_retreat(const map_location& loc, const unit_map::const_iterator& un, const move_map &srcdst, const move_map &dstsrc, double caution)
1527 {
1528  const move_map &enemy_dstsrc = get_enemy_dstsrc();
1529 
1530  if(caution <= 0.0) {
1531  return false;
1532  }
1533 
1534  double optimal_terrain = best_defensive_position(un->get_location(), dstsrc,
1535  srcdst, enemy_dstsrc).chance_to_hit/100.0;
1536  const double proposed_terrain =
1537  un->defense_modifier(resources::gameboard->map().get_terrain(loc)) / 100.0;
1538 
1539  // The 'exposure' is the additional % chance to hit
1540  // this unit receives from being on a sub-optimal defensive terrain.
1541  const double exposure = proposed_terrain - optimal_terrain;
1542 
1543  const double our_power = power_projection(loc,dstsrc);
1544  const double their_power = power_projection(loc,enemy_dstsrc);
1545  return caution*their_power*(1.0+exposure) > our_power;
1546 }
1547 
1548 
1549 //==============================================================
1550 
1552  : candidate_action(context,cfg)
1553 {
1554 }
1555 
1556 
1558 {
1559 }
1560 
1562 {
1563  ERR_AI_TESTING_AI_DEFAULT << get_name() << ": evaluate - not yet implemented" << std::endl;
1564  return BAD_SCORE;
1565 }
1566 
1567 
1568 
1570 {
1571  ERR_AI_TESTING_AI_DEFAULT << get_name() << ": execute - not yet implemented" << std::endl;
1572 }
1573 
1574 //==============================================================
1575 
1577  :candidate_action(context, cfg)
1578 {
1579 }
1580 
1582 {
1583 }
1584 
1586 {
1588  return BAD_SCORE;
1589  }
1590  bool allied_leaders_available = false;
1591  for(team &tmp_team : resources::gameboard->teams()) {
1592  if(!current_team().is_enemy(tmp_team.side())){
1593  std::vector<unit_map::unit_iterator> allied_leaders = resources::gameboard->units().find_leaders(get_side());
1594  if (!allied_leaders.empty()){
1595  allied_leaders_available = true;
1596  break;
1597  }
1598  }
1599  }
1600  if(allied_leaders_available){
1601  return get_score();
1602  }
1603  return BAD_SCORE;
1604 }
1605 
1607 {
1608  //get all AI leaders
1609  std::vector<unit_map::unit_iterator> ai_leaders = resources::gameboard->units().find_leaders(get_side());
1610 
1611  //calculate all possible moves (AI + allies)
1612  typedef std::map<map_location, pathfind::paths> path_map;
1613  path_map possible_moves;
1614  move_map friends_srcdst, friends_dstsrc;
1615  calculate_moves(resources::gameboard->units(), possible_moves, friends_srcdst, friends_dstsrc, false, true);
1616 
1617  //check for each ai leader if he should move away from his keep
1618  for (unit_map::unit_iterator &ai_leader : ai_leaders) {
1619  //only if leader is on a keep
1620  const map_location &keep = ai_leader->get_location();
1621  if ( !resources::gameboard->map().is_keep(keep) ) {
1622  continue;
1623  }
1624  map_location recruit_loc = pathfind::find_vacant_castle(*ai_leader);
1625  if(!resources::gameboard->map().on_board(recruit_loc)){
1626  continue;
1627  }
1628  bool friend_can_reach_keep = false;
1629 
1630  //for each leader, check if he's allied and can reach our keep
1631  for(path_map::const_iterator i = possible_moves.begin(); i != possible_moves.end(); ++i){
1632  const unit_map::const_iterator itor = resources::gameboard->units().find(i->first);
1633  team &leader_team = resources::gameboard->get_team(itor->side());
1634  if(itor != resources::gameboard->units().end() && itor->can_recruit() && itor->side() != get_side() && (leader_team.total_income() + leader_team.gold() > leader_team.minimum_recruit_price())){
1635  pathfind::paths::dest_vect::const_iterator tokeep = i->second.destinations.find(keep);
1636  if(tokeep != i->second.destinations.end()){
1637  friend_can_reach_keep = true;
1638  break;
1639  }
1640  }
1641  }
1642  //if there's no allied leader who can reach the keep, check next ai leader
1643  if(friend_can_reach_keep){
1644  //determine the best place the ai leader can move to
1645  map_location best_move;
1646  int defense_modifier = 100;
1647  for(pathfind::paths::dest_vect::const_iterator i = possible_moves[keep].destinations.begin()
1648  ; i != possible_moves[keep].destinations.end()
1649  ; ++i){
1650 
1651  //calculate_moves() above uses max. moves -> need to check movement_left of leader here
1652  if(distance_between(i->curr, keep) <= 3
1653  && static_cast<int>(distance_between(i->curr, keep)) <= ai_leader->movement_left()){
1654 
1655  int tmp_def_mod = ai_leader->defense_modifier(resources::gameboard->map().get_terrain(i->curr));
1656  if(tmp_def_mod < defense_modifier){
1657  defense_modifier = tmp_def_mod;
1658  best_move = i->curr;
1659  }
1660  }
1661  }
1662  //only move if there's a place with a good defense
1663  if(defense_modifier < 100){
1664  move_result_ptr move = check_move_action(keep, best_move, true);
1665  if(move->is_ok()){
1666  move->execute();
1667  if (!move->is_ok()){
1668  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
1669  }else{
1670  ai_leader->set_goto(keep);
1671  }
1672  }else{
1673  LOG_AI_TESTING_AI_DEFAULT << get_name() << "::execute not ok" << std::endl;
1674  }
1675  }
1676  }
1677  ai_leader->remove_movement_ai();
1678  }
1679  for(unit_map::unit_iterator &leader : ai_leaders) {
1680  leader->remove_movement_ai();
1681  }
1682  //ERR_AI_TESTING_AI_DEFAULT << get_name() << ": evaluate - not yet implemented" << std::endl;
1683 }
1684 
1685 
1686 //==============================================================
1687 
1688 
1689 } //end of namespace testing_ai_default
1690 
1691 } //end of namespace ai
void remove()
Removes a tip.
Definition: tooltip.cpp:189
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:221
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:337
virtual attack_result_ptr check_attack_action(const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon) override
Definition: contexts.hpp:551
std::vector< unit_iterator > find_leaders(int side)
Definition: map.cpp:357
virtual const unit_map & units() const
Definition: game_board.hpp:97
unit_iterator end()
Definition: map.hpp:415
std::vector< char_t > string
move_result_ptr move_
Definition: ca.hpp:51
virtual const attacks_vector & get_attacks() const override
Definition: contexts.hpp:675
std::vector< std::pair< map_location, map_location > > tmoves
Definition: ca.hpp:140
std::shared_ptr< stopunit_result > stopunit_result_ptr
Definition: game_info.hpp:102
virtual const map_location & nearest_keep(const map_location &loc) const override
Definition: contexts.hpp:943
This class represents a single unit of a specific type.
Definition: unit.hpp:101
bool dont_log(log_domain const &domain) const
Definition: log.hpp:123
void dispatch(treachmap &reachmap, tmoves &moves)
Dispatches all units to their best location.
Definition: ca.cpp:769
map_location find_vacant_castle(const unit &leader)
Wrapper for find_vacant_tile() when looking for a vacant castle tile near a leader.
Definition: pathfind.cpp:119
goto_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:55
size_t count(const map_location &loc) const
Definition: map.hpp:400
map_location best_leader_loc_
The best possible location for our leader if it can't reach a village.
Definition: ca.hpp:131
virtual stopunit_result_ptr check_stopunit_action(const map_location &unit_location, bool remove_movement=true, bool remove_attacks=false) override
Definition: contexts.hpp:575
unit_iterator find_leader(int side)
Definition: map.cpp:329
void dump_reachmap(treachmap &reachmap)
Shows which villages every unit can reach (debug function).
Definition: ca.cpp:1280
Managing the AI-Game interaction - AI actions and their results.
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.hpp:299
leader_shares_keep_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:1576
virtual std::string get_name() const
Get the name of the candidate action (useful for debug purposes)
Definition: rca.hpp:92
bool is_village(const map_location &loc) const
Definition: map.cpp:66
std::map< map_location, pathfind::paths > moves_map
The standard way in which a map of possible movement routes to location is recorded.
Definition: game_info.hpp:48
double get_score() const
Get the usual score of the candidate action without re-evaluation.
Definition: rca.cpp:72
map_location keep_loc_
Location of the keep the closest to our leader.
Definition: ca.hpp:125
bool dispatch_village_simple(treachmap &reachmap, tmoves &moves, size_t &village_count)
Definition: ca.cpp:873
virtual const move_map & get_srcdst() const override
Definition: contexts.hpp:851
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:162
std::shared_ptr< move_result > move_result_ptr
Definition: game_info.hpp:100
map_location target
Definition: contexts.hpp:92
dest_vect destinations
Definition: pathfind.hpp:99
unit_iterator begin()
Definition: map.hpp:405
The unit is poisoned - it loses health each turn.
Definition: unit.hpp:722
Composite AI stages.
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:1317
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:373
AI Support engine - creating specific ai components from config.
virtual const std::vector< team > & teams() const
Definition: game_board.hpp:92
virtual const map_location & suitable_keep(const map_location &leader_location, const pathfind::paths &leader_paths) override
get most suitable keep for leader - nearest free that can be reached in 1 turn, if none - return near...
Definition: contexts.hpp:980
-file sdl_utils.hpp
bool empty() const
Definition: config.cpp:750
std::shared_ptr< attack_result > attack_result_ptr
Definition: game_info.hpp:97
move_leader_to_keep_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:362
retreat_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:1384
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:527
#define ERR_AI_TESTING_AI_DEFAULT
Definition: ca.cpp:46
Default AI (Testing)
bool remove_village(treachmap &reachmap, tmoves &moves, const map_location &village)
Removes a village for all units, returns true if anything is deleted.
Definition: ca.cpp:925
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:1606
game_data * gamedata
Definition: resources.cpp:22
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:1393
t_translation::terrain_code get_terrain(const map_location &loc) const
Looks up terrain at a particular location.
Definition: map.cpp:301
std::multimap< map_location, map_location > move_map
The standard way in which a map of possible moves is recorded.
Definition: game_info.hpp:45
bool contains(const map_location &) const
Definition: pathfind.cpp:500
const config & options()
Definition: game.cpp:570
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:44
static lg::log_domain log_ai_testing_ai_default("ai/ca/testing_ai_default")
A small explanation about what's going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:58
team & get_team(int i)
Definition: game_board.hpp:94
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:259
std::vector< map_location > steps
Definition: pathfind.hpp:134
bool should_retreat(const map_location &loc, const unit_map::const_iterator &un, const move_map &srcdst, const move_map &dstsrc, double caution)
Definition: ca.cpp:1526
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:503
Structure which holds a single route between one location and another.
Definition: pathfind.hpp:131
bool valid() const
Definition: location.hpp:72
const map_location & get_location() const
The current map location this unit is at.
Definition: unit.hpp:1142
map_location curr
Definition: pathfind.hpp:87
size_t distance_between(const map_location &a, const map_location &b)
Function which gives the number of hexes between two tiles (i.e.
Definition: location.hpp:382
int hitpoints() const
The current number of hitpoints this unit has.
Definition: unit.hpp:394
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:1561
virtual double get_leader_aggression() const override
Definition: contexts.hpp:760
int w() const
Effective map width.
Definition: map.hpp:90
game_board * gameboard
Definition: resources.cpp:20
virtual bool get_passive_leader() const override
Definition: contexts.hpp:785
Encapsulates the map of the game.
Definition: map.hpp:34
virtual bool get_passive_leader_shares_keep() const override
Definition: contexts.hpp:791
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:1585
int max_hitpoints() const
The max number of hitpoints this unit can have.
Definition: unit.hpp:400
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit's defense on a given terrain.
Definition: unit.cpp:1535
virtual const move_map & get_enemy_dstsrc() const override
Definition: contexts.hpp:706
leader_control_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:1551
Managing the AIs lifecycle - headers.
virtual const std::vector< std::string > get_recruitment_pattern() const override
Definition: contexts.hpp:833
static void modify_active_ai_for_side(ai::side_number side, const config &cfg)
Modifies AI parameters for active AI of the given side.
Definition: manager.cpp:688
logger & debug()
Definition: log.cpp:97
static const map_location & null_location()
Definition: location.hpp:220
int move_cost
Movement cost for reaching the end of the route.
Definition: pathfind.hpp:136
#define DBG_AI_TESTING_AI_DEFAULT
Definition: ca.cpp:43
Encapsulates the map of the game.
Definition: location.hpp:40
plain_route a_star_search(const map_location &src, const map_location &dst, double stop_at, const cost_calculator &calc, const size_t width, const size_t height, const teleport_map *teleports, bool border)
map_location leader_loc_
Locaton of our leader.
Definition: ca.hpp:128
void dispatch_complex(treachmap &reachmap, tmoves &moves, const size_t village_count)
Dispatches the units to a village after the simple dispatching failed.
Definition: ca.cpp:958
get_healing_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:1308
bool debug_
debug log level for AI enabled?
Definition: ca.hpp:134
bool dispatch_unit_simple(treachmap &reachmap, tmoves &moves)
Dispatches all units who can reach one village.
Definition: ca.cpp:829
int h() const
Effective map height.
Definition: map.hpp:93
virtual const team & current_team() const override
Definition: contexts.hpp:536
const std::set< std::string > movetype::effects defense
Definition: movetype.cpp:782
bool get_state(const std::string &state) const
Check if the unit is affected by a status effect.
Definition: unit.cpp:1286
double g
Definition: astarsearch.cpp:64
std::vector< std::pair< map_location, map_location > > movements
Definition: contexts.hpp:93
virtual double power_projection(const map_location &loc, const move_map &dstsrc) const override
Function which finds how much 'power' a side can attack a certain location with.
Definition: contexts.hpp:803
#define LOG_AI_TESTING_AI_DEFAULT
Definition: ca.cpp:44
int movement_cost(const t_translation::terrain_code &terrain) const
Get the unit's movement cost on a particular terrain.
Definition: unit.hpp:1225
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:539
#define i
virtual side_number get_side() const override
Get the side number.
Definition: contexts.hpp:477
virtual move_result_ptr check_move_action(const map_location &from, const map_location &to, bool remove_movement=true, bool unreach_is_ok=false) override
Definition: contexts.hpp:556
bool can_recruit() const
Whether this unit can recruit other units - ie, are they a leader unit.
Definition: unit.hpp:482
std::map< map_location, std::vector< map_location > > treachmap
Definition: ca.hpp:137
virtual bool get_leader_ignores_keep() const override
Definition: contexts.hpp:773
void get_villages(const move_map &dstsrc, const move_map &enemy_dstsrc, unit_map::const_iterator &leader)
Definition: ca.cpp:590
virtual const gamemap & map() const
Definition: game_board.hpp:96
bool on_board(const map_location &loc) const
Tell if a location is on the map.
Definition: map.cpp:369
#define next(ls)
Definition: llex.cpp:32
void full_dispatch(treachmap &reachmap, tmoves &moves)
Dispatches all units to a village, every unit can reach every village.
Definition: ca.cpp:1270
treachmap::iterator remove_unit(treachmap &reachmap, tmoves &moves, treachmap::iterator unit)
Removes a unit which can't reach any village anymore.
Definition: ca.cpp:942
virtual const move_map & get_dstsrc() const override
Definition: contexts.hpp:700
int gold() const
Definition: team.hpp:188
get_villages_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:513
virtual double get_aggression() const override
Definition: contexts.hpp:638
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:1569
virtual void calculate_possible_moves(std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr) const override
Definition: contexts.hpp:585
defensive_position const & best_defensive_position(const map_location &unit, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc) const override
Definition: contexts.hpp:619
bool find(E event, F functor)
Tests whether an event handler is available.
map_location prev
Definition: astarsearch.cpp:65
Standard logging facilities (interface).
const teleport_map get_teleport_locations(const unit &u, const team &viewing_team, bool see_all, bool ignore_units, bool check_vision)
Definition: teleport.cpp:259
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:70
static const double BAD_SCORE
Definition: rca.hpp:37
Container associating units to locations.
Definition: map.hpp:99
virtual void calculate_moves(const unit_map &units, std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr, bool see_all=false) const override
Definition: contexts.hpp:593
virtual const terrain_filter & get_avoid() const override
Definition: contexts.hpp:688
int total_income() const
Definition: team.hpp:195
virtual double evaluate()
Evaluate the candidate action, resetting the internal state of the action.
Definition: ca.cpp:65
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:1373
unit_iterator find(size_t id)
Definition: map.cpp:311
bool valid() const
Definition: map.hpp:276
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:93
virtual move_result_ptr execute_move_action(const map_location &from, const map_location &to, bool remove_movement=true, bool unreach_is_ok=false) override
Definition: contexts.hpp:1030
combat_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:153
virtual double get_caution() const override
Definition: contexts.hpp:694
static map_location::DIRECTION n
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:129
virtual void execute()
Execute the candidate action.
Definition: ca.cpp:1516
#define WRN_AI_TESTING_AI_DEFAULT
Definition: ca.cpp:45
This module contains various pathfinding functions and utilities.
void remove_goal(const std::string &id)
Definition: ca.cpp:351
virtual const moves_map & get_possible_moves() const override
Definition: contexts.hpp:797
bool get_ability_bool(const std::string &tag_name, const map_location &loc, const display_context &dc) const
Checks whether this unit currently possesses or is affected by a given ability.
Definition: abilities.cpp:138
std::string::const_iterator iterator
Definition: tokenizer.hpp:24
unit_map * units
Definition: resources.cpp:34
int side() const
The side this unit belongs to.
Definition: unit.hpp:245
virtual config get_leader_goal() const override
Definition: contexts.hpp:767
void find_villages(treachmap &reachmap, tmoves &moves, const std::multimap< map_location, map_location > &dstsrc, const std::multimap< map_location, map_location > &enemy_dstsrc)
Definition: ca.cpp:650
move_leader_to_goals_phase(rca_context &context, const config &cfg)
Definition: ca.cpp:250
candidate action framework
attack_analysis best_analysis_
Definition: ca.hpp:67
int minimum_recruit_price() const
Definition: team.cpp:468