-- | Picking the AI actor to move and refreshing leader and non-leader targets. module Game.LambdaHack.Client.AI.PickActorM ( pickActorToMove, setTargetFromDoctrines ) where import Prelude () import Game.LambdaHack.Core.Prelude import qualified Data.EnumMap.Strict as EM import Data.Ratio import Game.LambdaHack.Client.AI.ConditionM import Game.LambdaHack.Client.AI.PickTargetM import Game.LambdaHack.Client.Bfs import Game.LambdaHack.Client.BfsM import Game.LambdaHack.Client.MonadClient import Game.LambdaHack.Client.State import Game.LambdaHack.Common.Actor import Game.LambdaHack.Common.ActorState import Game.LambdaHack.Common.Faction import Game.LambdaHack.Common.Kind import Game.LambdaHack.Common.Level import Game.LambdaHack.Common.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.State import qualified Game.LambdaHack.Common.Tile as Tile import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.FactionKind (fskillsOther) import Game.LambdaHack.Core.Frequency import Game.LambdaHack.Core.Random import qualified Game.LambdaHack.Definition.Ability as Ability -- | Pick a new leader from among the actors on the current level. -- Refresh the target of the new leader, even if unchanged. pickActorToMove :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> Maybe ActorId -> m ActorId pickActorToMove foeAssocs friendAssocs maidToAvoid = do COps{coTileSpeedup} <- getsState scops actorMaxSkills <- getsState sactorMaxSkills mleader <- getsClient sleader let oldAid = fromMaybe (error $ "" `showFailure` maidToAvoid) mleader oldBody <- getsState $ getActorBody oldAid let side = bfid oldBody arena = blid oldBody lvl <- getLevel arena localTime <- getsState $ getLocalTime arena condInMelee <- condInMeleeM arena fact <- getsState $ (EM.! side) . sfactionD -- Find our actors on the current level only. ours <- getsState $ fidActorRegularAssocs side arena let pickOld = do void $ refreshTarget foeAssocs friendAssocs (oldAid, oldBody) return oldAid oursNotSleeping = filter (\(_, b) -> bwatch b /= WSleep) ours -- Faction discourages client leader change on level, because -- non-leader actors have the same skills as leader, so no point. -- Server is guaranteed to switch leader within a level occasionally, -- e.g., when the old leader dies, so this works fine. discouragedPointmanSwitchOnLevel = fskillsOther (gkind fact) == Ability.zeroSkills case oursNotSleeping of _ | -- Keep the leader: client is discouraged from leader switching, -- so it will only be changed if pointman waits (maidToAvoid) -- to avoid wasting his higher mobility. -- This is OK for monsters even if in melee, because both having -- a meleeing actor a leader (and higher DPS) and rescuing actor -- a leader (and so faster to get in melee range) is good. -- And we are guaranteed that only the two classes of actors are -- not waiting, with some exceptions (urgent unequip, flee via starts, -- melee-less trying to flee, first aid, etc.). discouragedPointmanSwitchOnLevel && isNothing maidToAvoid -> pickOld [] -> pickOld [(aidNotSleeping, bNotSleeping)] -> do -- Target of asleep actors won't change unless foe adjacent, -- which is caught without recourse to targeting. void $ refreshTarget foeAssocs friendAssocs (aidNotSleeping, bNotSleeping) return aidNotSleeping _ -> do -- At this point we almost forget who the old leader was -- and treat all party actors the same, eliminating candidates -- until we can't distinguish them any more, at which point we slightly -- prefer the old leader, if he is among the best candidates -- (to make the AI appear more human-like and easier to observe). let refresh aidBody = do mtgt <- refreshTarget foeAssocs friendAssocs aidBody return (aidBody, mtgt) oursTgtRaw <- mapM refresh oursNotSleeping oldFleeD <- getsClient sfleeD let recentlyFled aid = maybe False (\(_, time) -> timeRecent5 localTime time) (aid `EM.lookup` oldFleeD) goodGeneric (_, Nothing) = Nothing goodGeneric (_, Just TgtAndPath{tapPath=Nothing}) = Nothing -- this case means melee-less heroes adjacent to foes, etc. -- will never flee if melee is happening; but this is rare; -- this also ensures even if a lone actor melees and nobody -- can come to rescue, he will become and remain the leader, -- because otherwise an explorer would need to become a leader -- and fighter will be 1 clip slower for the whole fight, -- just for a few turns of exploration in return; -- -- also note that when the fighter then becomes a leader -- he may gain quite a lot of time via @swapTime@, -- and so be able to get a double blow on opponents -- or a safe blow and a withdraw (but only once); this is a mild -- exploit that encourages ambush camping (with a non-leader), -- but it's also a rather fun exploit and a straightforward -- consequence of the game mechanics, so it's OK for now goodGeneric ((aid, b), Just tgt) = case maidToAvoid of _ | aid == oldAid && actorWaits b -> Nothing -- Not the old leader that was stuck last turn -- because he is likely to be still stuck. Nothing -> Just ((aid, b), tgt) Just aidToAvoid -> if aid == aidToAvoid then Nothing -- not an attempted leader stuck this turn else Just ((aid, b), tgt) oursTgt = mapMaybe goodGeneric oursTgtRaw -- This should be kept in sync with @actionStrategy@, -- because it's a part of the condition for @flee@ in @PickActionM@. -- Comments are in the full copy. actorVulnerable ((aid, body), _) = do let actorMaxSk = actorMaxSkills EM.! aid condAnyHarmfulFoeAdj <- getsState $ anyHarmfulFoeAdj actorMaxSkills aid threatDistL <- getsState $ meleeThreatDistList foeAssocs aid (fleeL, _) <- fleeList foeAssocs aid condSupport1 <- condSupport friendAssocs 1 aid condSolo <- condAloneM friendAssocs aid let condCanFlee = not (null fleeL) heavilyDistressed = deltasSerious (bcalmDelta body) speed1_5 = speedScale (3%2) (gearSpeed actorMaxSk) condCanMelee = actorCanMelee actorMaxSkills aid body threatAdj = takeWhile ((== 1) . fst) threatDistL condManyThreatAdj = length threatAdj >= 2 condFastThreatAdj = any (\(_, (aid2, _)) -> let ar2 = actorMaxSkills EM.! aid2 in gearSpeed ar2 > speed1_5) threatAdj condNonStealthyThreatAdj = any (\(_, (aid2, b2)) -> let ar2 = actorMaxSkills EM.! aid2 in Ability.getSk Ability.SkShine ar2 > 0 || isLit (bpos b2)) threatAdj isLit pos = Tile.isLit coTileSpeedup (lvl `at` pos) fleeingMakesSense = not condCanMelee || (Ability.getSk Ability.SkSight actorMaxSk > 2 || Ability.getSk Ability.SkNocto actorMaxSk > 2) && (Ability.getSk Ability.SkShine actorMaxSk > 2 || condNonStealthyThreatAdj || null threatAdj) return $! not condFastThreatAdj && fleeingMakesSense && if | condAnyHarmfulFoeAdj -> not condCanMelee || condManyThreatAdj && not condSupport1 && not condSolo | condInMelee -> False | heavilyDistressed -> True -- Different from @PickActionM@: -- If under fire, do something quickly, always, -- because the actor clearly vulnerable, -- but don't make a leader only because threats close. | otherwise -> False && condCanFlee actorFled ((aid, _), _) = recentlyFled aid actorHearning (_, TgtAndPath{ tapTgt=TPoint TEnemyPos{} _ _ , tapPath=Nothing }) = return False actorHearning (_, TgtAndPath{ tapTgt=TPoint TEnemyPos{} _ _ , tapPath=Just AndPath{pathLen} }) | pathLen <= 2 = return False -- noise probably due to fleeing target actorHearning ((_aid, b), _) = do let closeFoes = filter ((<= 3) . chessDist (bpos b) . bpos . snd) foeAssocs actorHears = deltasHears (bcalmDelta b) return $! actorHears -- e.g., actor hears an enemy && null closeFoes -- the enemy not visible; a trap! -- AI has to be prudent and not lightly waste leader for meleeing. actorMeleeing ((aid, _), _) = getsState $ anyHarmfulFoeAdj actorMaxSkills aid (oursVulnerable, oursSafe) <- partitionM actorVulnerable oursTgt let (oursFled, oursNotFled) = partition actorFled oursSafe (oursMeleeingRaw, oursNotMeleeingRaw) <- partitionM actorMeleeing oursNotFled let actorMeleeingCanDisplace ( (aid, sb) , TgtAndPath{tapTgt=TEnemy target} ) = do tb <- getsState $ getActorBody target let actorMaxSk = actorMaxSkills EM.! target dEnemy <- getsState $ dispEnemy aid target actorMaxSk -- Some usual conditions ignored, because transient or rare. return $! checkAdjacent sb tb && dEnemy actorMeleeingCanDisplace _ = return False (oursMeleeingCanDisplace, oursMeleeing) <- partitionM actorMeleeingCanDisplace oursMeleeingRaw let adjStash ( (_, b) , TgtAndPath{tapTgt=TPoint TStash{} lid pos} ) = lid == arena && adjacent pos (bpos b) && isNothing (posToBigLvl pos lvl) adjStash _ = False (oursAdjStash, oursNotMeleeing) = partition adjStash oursNotMeleeingRaw (oursHearing, oursNotHearing) <- partitionM actorHearning oursNotMeleeing let actorRanged ((aid, body), _) = not $ actorCanMelee actorMaxSkills aid body targetTEnemy (_, TgtAndPath{tapTgt=TEnemy _}) = True targetTEnemy (_, TgtAndPath{tapTgt=TPoint TEnemyPos{} lid _}) = lid == arena targetTEnemy ((_, b), TgtAndPath{tapTgt=TPoint TStash{} lid pos}) = lid == arena && pos /= bpos b -- stashes as crucial as enemies. except when guarding them targetTEnemy _ = False actorNoSupport ((aid, _), _) = do threatDistL <- getsState $ meleeThreatDistList foeAssocs aid condSupport2 <- condSupport friendAssocs 2 aid let condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL -- If foes far, friends may still come, so we let him move. -- The net effect is that lone heroes close to foes freeze -- until support comes. return $! condThreat 5 && not condSupport2 (oursRanged, oursNotRanged) = partition actorRanged oursNotHearing (oursTEnemyAll, oursOther) = partition targetTEnemy oursNotRanged notSwapReady ((_, b), TgtAndPath{tapTgt=TPoint TStash{} lid pos}) _ = lid == arena && pos == bpos b -- not ready to follow goal if already guarding the stash notSwapReady abt@((_, b), _) (ab2, Just t2@TgtAndPath{tapPath= Just AndPath{pathList=q : _}}) = let source = bpos b tenemy = targetTEnemy abt tenemy2 = targetTEnemy (ab2, t2) -- Copied from 'displaceTowards': in not (q == source -- friend wants to swap || tenemy && not tenemy2) notSwapReady _ _ = True -- These are not necessarily stuck (perhaps can go around), -- but their current path is blocked by friends. -- As soon as friends move, path is recalcuated and they may -- become unstuck. targetBlocked abt@((aid, _), TgtAndPath{tapPath}) = case tapPath of Just AndPath{pathList= q : _} -> any (\abt2@((aid2, body2), _) -> aid2 /= aid -- in case pushed on goal && bpos body2 == q && notSwapReady abt abt2) oursTgtRaw _ -> False (oursTEnemyBlocked, oursTEnemy) = partition targetBlocked oursTEnemyAll (oursNoSupportRaw, oursSupportRaw) <- if length oursTEnemy <= 2 then return ([], oursTEnemy) else partitionM actorNoSupport oursTEnemy let (oursNoSupport, oursSupport) = if length oursSupportRaw <= 1 -- make sure picks random enough then ([], oursTEnemy) else (oursNoSupportRaw, oursSupportRaw) (oursBlocked, oursPos) = partition targetBlocked $ oursRanged ++ oursOther guarding ((_, b), Just TgtAndPath{tapTgt=TPoint TStash{} lid pos}) = lid == arena && pos == bpos b guarding _ = False -- Don't try to include a stash guard in formation, even if attacking -- or being attacked. Attackers would be targetted anyway. oursNotSleepingNorGuarding = filter (not . guarding) oursTgtRaw -- Lower overhead is better. overheadOurs :: ((ActorId, Actor), TgtAndPath) -> Int overheadOurs (_, TgtAndPath{tapPath=Nothing}) = 100 overheadOurs ((_, b), TgtAndPath{tapTgt=TPoint TStash{} lid pos}) | lid == arena && pos == bpos b = 200 -- guarding, poor choice overheadOurs abt@( (aid, b) , TgtAndPath{tapPath=Just AndPath{pathLen=d, ..}} ) = -- Keep proper formation. Too dense and exploration takes -- too long; too sparse and actors fight alone. -- Note that right now, while we set targets separately for each -- hero, perhaps on opposite borders of the map, -- we can't help that sometimes heroes are separated. let maxSpread = 3 + length oursNotSleepingNorGuarding lDist p = [ chessDist (bpos b2) p | ((aid2, b2), _) <- oursNotSleepingNorGuarding , aid2 /= aid ] pDist p = let ld = lDist p in if null ld then 0 else minimum ld aidDist = pDist (bpos b) -- Negative, if the goal gets us closer to the party. diffDist = pDist pathGoal - aidDist -- If actor already at goal or equidistant, count it as closer. sign = if diffDist <= 0 then -1 else 1 formationValue = sign * (abs diffDist `max` maxSpread) * (aidDist `max` maxSpread) ^ (2 :: Int) targetsEnemy = targetTEnemy abt fightValue = if targetsEnemy then - fromEnum (bhp b `div` (10 * oneM)) else 0 isLit pos = Tile.isLit coTileSpeedup (lvl `at` pos) -- solid tiles ignored, because not obvious if dark -- after removed actorMaxSk = actorMaxSkills EM.! aid actorShines = Ability.getSk Ability.SkShine actorMaxSk > 0 stepsIntoLight = not actorShines && not (isLit $ bpos b) && case pathList of [] -> False q : _ -> isLit q -- shortest path is through light even though may -- sidestep through dark in @chase@ or @flee@ in formationValue `div` 3 + fightValue + (case d of 0 -> -400 -- do your thing ASAP and retarget 1 | not targetsEnemy -> -200 -- prevent others from trying to occupy the tile; -- TStash that obscures a foe correctly handled here _ -> if d < 8 then d `div` 4 else 2 + d `div` 10) + (if aid == oldAid then 0 else 10) + (if stepsIntoLight then 30 else 0) -- Overheads above @maxBoundInt32@ are unlikely (and unsuppored in JS) -- and also capping the value does not distort the choice too much. positiveOverhead abt = min maxBoundInt32 $ max 1 $ 200 - overheadOurs abt candidates = [ oursAdjStash , oursVulnerable , oursSupport , oursNoSupport , oursPos , oursFled -- if just fled, but not vulnerable, -- keep him passive and safe, out of action , oursMeleeingCanDisplace -- prefer melee actors displacing than blocked -- actors trying to walk around them , oursTEnemyBlocked -- prefer blocked actors trying to walk around -- even if that causes overhead for the meleeing , oursMeleeing , oursHearing , oursBlocked ] case filter (not . null) candidates of l : _ -> do let freq = toFreq "candidates for AI leader" $ map (positiveOverhead &&& id) l ((aid, b), _) <- rndToAction $ frequency freq s <- getState modifyClient $ updateLeader aid s -- When you become a leader, stop following old leader, but follow -- his target, if still valid, to avoid distraction. when (gdoctrine fact `elem` [Ability.TFollow, Ability.TFollowNoItems] && not condInMelee) $ void $ refreshTarget foeAssocs friendAssocs (aid, b) return aid _ -> return oldAid -- | Inspect the doctrines of the actor and set his target according to it. setTargetFromDoctrines :: MonadClient m => [(ActorId, Actor)] -> [(ActorId, Actor)] -> ActorId -> m () setTargetFromDoctrines foeAssocs friendAssocs oldAid = do mleader <- getsClient sleader let !_A = assert (mleader /= Just oldAid) () oldBody <- getsState $ getActorBody oldAid moldTgt <- getsClient $ EM.lookup oldAid . stargetD let side = bfid oldBody arena = blid oldBody fact <- getsState $ (EM.! side) . sfactionD let explore = void $ refreshTarget foeAssocs friendAssocs (oldAid, oldBody) setPath mtgt = case (mtgt, moldTgt) of (Nothing, _) -> return False ( Just TgtAndPath{tapTgt=leaderTapTgt}, Just TgtAndPath{tapTgt=oldTapTgt,tapPath=Just oldTapPath} ) | leaderTapTgt == oldTapTgt -- targets agree && bpos oldBody == pathSource oldTapPath -> do -- nominal path void $ refreshTarget foeAssocs friendAssocs (oldAid, oldBody) return True -- already on target (Just TgtAndPath{tapTgt=leaderTapTgt}, _) -> do tap <- createPath oldAid leaderTapTgt case tap of TgtAndPath{tapPath=Nothing} -> return False _ -> do modifyClient $ \cli -> cli {stargetD = EM.insert oldAid tap (stargetD cli)} return True follow = case mleader of -- If no leader at all (forced @TFollow@ doctrine on an actor -- from a leaderless faction), fall back to @TExplore@. Nothing -> explore _ | bwatch oldBody == WSleep -> -- We could check skills, but it would be more complex. explore Just leader -> do onLevel <- getsState $ memActor leader arena condInMelee <- condInMeleeM arena -- If leader not on this level or if we are meleeing, -- and so following is not important, fall back to @TExplore@. if not onLevel || condInMelee then explore else do -- Copy over the leader's target, if any, or follow his position. mtgt <- getsClient $ EM.lookup leader . stargetD tgtPathSet <- setPath mtgt unless tgtPathSet $ do let nonEnemyPath = Just TgtAndPath { tapTgt = TNonEnemy leader , tapPath = Nothing } nonEnemyPathSet <- setPath nonEnemyPath unless nonEnemyPathSet -- If no path even to the leader himself, explore. explore case gdoctrine fact of Ability.TExplore -> explore Ability.TFollow -> follow Ability.TFollowNoItems -> follow Ability.TMeleeAndRanged -> explore -- needs to find ranged targets Ability.TMeleeAdjacent -> explore -- probably not needed, but may change Ability.TBlock -> return () -- no point refreshing target Ability.TRoam -> explore -- @TRoam@ is checked again inside @explore@ Ability.TPatrol -> explore -- WIP