AI Ranged units no longer head towards defeated cities

This commit is contained in:
Yair Morgenstern 2018-08-08 08:26:23 +03:00
parent 0ac87fa8c4
commit 376ae64e77
2 changed files with 88 additions and 66 deletions

View file

@ -12,13 +12,64 @@ import com.unciv.logic.map.MapUnit
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.utils.getRandom
import com.unciv.ui.worldscreen.unit.UnitAction
import com.unciv.ui.worldscreen.unit.UnitActions
class UnitAutomation{
fun automateUnitMoves(unit: MapUnit) {
if (unit.name == "Settler") {
automateSettlerActions(unit)
return
}
if (unit.name == "Worker") {
WorkerAutomation(unit).automateWorkerAction()
return
}
if(unit.name.startsWith("Great")) return // I don't know what to do with you yet.
val unitActions = UnitActions().getUnitActions(unit,UnCivGame.Current.worldScreen)
if (tryUpgradeUnit(unit, unitActions)) return
// Accompany settlers
if (tryAccompanySettler(unit)) return
if (unit.health < 50) {
healUnit(unit)
return
} // do nothing but heal
// if there is an attackable unit in the vicinity, attack!
if (tryAttackNearbyEnemy(unit)) return
if (tryGarrisoningUnit(unit)) return
if (unit.health < 80) {
healUnit(unit)
return
} // do nothing but heal until 80 health
// find the closest enemy unit that we know of within 5 spaces and advance towards it
if (tryAdvanceTowardsCloseEnemy(unit)) return
if (unit.health < 100) {
healUnit(unit)
return
}
// Focus all units without a specific target on the enemy city closest to one of our cities
if (tryHeadTowardsEnemyCity(unit)) return
// else, go to a random space
randomWalk(unit)
// if both failed, then... there aren't any reachable tiles. Which is possible.
}
fun healUnit(unit:MapUnit) {
// If we're low on health then heal
// todo: go to a more defensible place if there is one
val tilesInDistance = unit.getDistanceToTiles().keys
val unitTile = unit.getTile()
@ -70,78 +121,53 @@ class UnitAutomation{
return attackableTiles
}
fun automateUnitMoves(unit: MapUnit) {
private fun tryAdvanceTowardsCloseEnemy(unit: MapUnit): Boolean {
var closeEnemies = unit.getTile().getTilesInDistance(5)
.filter{ containsAttackableEnemy(it, unit.civInfo) && unit.movementAlgs().canReach(it)}
if(unit.getBaseUnit().unitType.isRanged())
closeEnemies = closeEnemies.filterNot { it.isCityCenter() && it.getCity()!!.health==1 }
if (unit.name == "Settler") {
automateSettlerActions(unit)
return
val closestEnemy = closeEnemies.minBy { it.arialDistanceTo(unit.getTile()) }
if (closestEnemy != null) {
unit.movementAlgs().headTowards(closestEnemy)
return true
}
return false
}
if (unit.name == "Worker") {
WorkerAutomation(unit).automateWorkerAction()
return
private fun tryAccompanySettler(unit: MapUnit): Boolean {
val closeTileWithSettler = unit.getDistanceToTiles().keys.firstOrNull {
it.civilianUnit != null && it.civilianUnit!!.name == "Settler"
}
if (closeTileWithSettler != null && unit.canMoveTo(closeTileWithSettler)) {
unit.movementAlgs().headTowards(closeTileWithSettler)
return true
}
return false
}
if(unit.name.startsWith("Great")) return // I don't know what to do with you yet.
val unitActions = UnitActions().getUnitActions(unit,UnCivGame.Current.worldScreen)
if(unit.getBaseUnit().upgradesTo!=null) {
private fun tryUpgradeUnit(unit: MapUnit, unitActions: List<UnitAction>): Boolean {
if (unit.getBaseUnit().upgradesTo != null) {
val upgradedUnit = GameBasics.Units[unit.getBaseUnit().upgradesTo!!]!!
if (upgradedUnit.isBuildable(unit.civInfo)) {
val goldCostOfUpgrade = (upgradedUnit.cost - unit.getBaseUnit().cost) * 2 + 10
val upgradeAction = unitActions.firstOrNull { it.name.startsWith("Upgrade to") }
if (upgradeAction != null && unit.civInfo.gold > goldCostOfUpgrade) {
upgradeAction.action()
return
return true
}
}
}
return false
}
// Accompany settlers
val closeTileWithSettler = unit.getDistanceToTiles().keys.firstOrNull{
it.civilianUnit!=null && it.civilianUnit!!.name=="Settler"}
if(closeTileWithSettler != null && unit.canMoveTo(closeTileWithSettler)){
unit.movementAlgs().headTowards(closeTileWithSettler)
return
}
if (unit.health < 50) {
healUnit(unit)
return
} // do nothing but heal
// if there is an attackable unit in the vicinity, attack!
if (tryAttackNearbyEnemy(unit)) return
if (tryGarrisoningUnit(unit)) return
if (unit.health < 80) {
healUnit(unit)
return
} // do nothing but heal until 80 health
// find the closest enemy unit that we know of within 5 spaces and advance towards it
val closestEnemy = unit.getTile().getTilesInDistance(5)
.firstOrNull { containsAttackableEnemy(it,unit.civInfo) && unit.movementAlgs().canReach(it) }
if (closestEnemy != null) {
unit.movementAlgs().headTowards(closestEnemy)
return
}
if (unit.health < 100) {
healUnit(unit)
return
}
// Focus all units without a specific target on the enemy city closest to one of our cities
val enemyCities = unit.civInfo.exploredTiles.map { unit.civInfo.gameInfo.tileMap[it] }
.filter { it.isCityCenter() && it.getOwner()!=unit.civInfo }
if(enemyCities.isNotEmpty() && unit.civInfo.cities.isNotEmpty()) {
private fun tryHeadTowardsEnemyCity(unit: MapUnit): Boolean {
var enemyCities = unit.civInfo.exploredTiles.map { unit.civInfo.gameInfo.tileMap[it] }
.filter { it.isCityCenter() && it.getOwner() != unit.civInfo }
if(unit.getBaseUnit().unitType.isRanged())
enemyCities = enemyCities.filterNot { it.getCity()!!.health==1 }
if (enemyCities.isNotEmpty() && unit.civInfo.cities.isNotEmpty()) {
val closestReachableEnemyCity = enemyCities
.filter { unit.movementAlgs().canReach(it) }
.minBy { city ->
@ -149,13 +175,10 @@ class UnitAutomation{
}
if (closestReachableEnemyCity != null) {
unit.movementAlgs().headTowards(closestReachableEnemyCity)
return
return true
}
}
// else, go to a random space
randomWalk(unit)
// if both failed, then... there aren't any reachable tiles. Which is possible.
return false
}
private fun tryAttackNearbyEnemy(unit: MapUnit): Boolean {
@ -177,7 +200,6 @@ class UnitAutomation{
if (unit.getBaseUnit().unitType.isMelee() && capturableCity!=null)
enemyTileToAttack = capturableCity // enter it quickly, top priority!
else if (nonCityTilesToAttack.isNotEmpty()) // second priority, units
enemyTileToAttack = nonCityTilesToAttack.minBy { Battle().getMapCombatantOfTile(it.tileToAttack)!!.getHealth() }
else if (cityWithHealthLeft!=null) enemyTileToAttack = cityWithHealthLeft// third priority, city

View file

@ -43,7 +43,7 @@ class CityConstructions {
}
fun getCityProductionTextForCityButton(): String {
var result = currentConstruction
var result = currentConstruction.tr()
if (SpecialConstruction.getSpecialConstructions().none { it.name==result })
result += "\r\n" + turnsToConstruction(currentConstruction) + " {turns}".tr()
return result