module Game.LambdaHack.Client.AI.PickActorM
( pickActorToMove, useTactics
) where
import Prelude ()
import Game.LambdaHack.Common.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.Frequency
import Game.LambdaHack.Common.Item
import Game.LambdaHack.Common.Misc
import Game.LambdaHack.Common.MonadStateRead
import Game.LambdaHack.Common.Point
import Game.LambdaHack.Common.Random
import Game.LambdaHack.Common.State
import Game.LambdaHack.Common.Time
import Game.LambdaHack.Content.ModeKind
pickActorToMove :: MonadClient m => Maybe ActorId -> m ActorId
{-# INLINE pickActorToMove #-}
pickActorToMove maidToAvoid = do
actorAspect <- getsClient sactorAspect
mleader <- getsClient _sleader
let oldAid = fromMaybe (assert `failure` maidToAvoid) mleader
oldBody <- getsState $ getActorBody oldAid
let side = bfid oldBody
arena = blid oldBody
fact <- getsState $ (EM.! side) . sfactionD
ours <- getsState $ filter (isNothing . btrajectory . snd)
. actorRegularAssocs (== side) arena
let pickOld = do
void $ refreshTarget (oldAid, oldBody)
return oldAid
case ours of
_ |
snd (autoDungeonLevel fact) && isNothing maidToAvoid
-> pickOld
[] -> assert `failure` (oldAid, oldBody)
[_] -> pickOld
_ -> do
let refresh aidBody = do
mtgt <- refreshTarget aidBody
return (aidBody, mtgt)
goodGeneric (_, Nothing) = Nothing
goodGeneric (_, Just TgtAndPath{tapPath=NoPath}) = Nothing
goodGeneric ((aid, b), Just tgt) = case maidToAvoid of
Nothing | not (aid == oldAid && waitedLastTurn b) ->
Just ((aid, b), tgt)
Just aidToAvoid | aid /= aidToAvoid ->
Just ((aid, b), tgt)
_ -> Nothing
oursTgtRaw <- mapM refresh ours
let oursTgt = mapMaybe goodGeneric oursTgtRaw
actorVulnerable ((aid, body), _) = do
scondInMelee <- getsClient scondInMelee
let condInMelee = fromMaybe (assert `failure` condInMelee)
(scondInMelee EM.! blid body)
ar = fromMaybe (assert `failure` aid)
(EM.lookup aid actorAspect)
threatDistL <- meleeThreatDistList aid
(fleeL, _) <- fleeList aid
condSupport1 <- condSupport 1 aid
condSupport2 <- condSupport 2 aid
canDeAmbientL <- getsState $ canDeAmbientList body
let condCanFlee = not (null fleeL)
speed1_5 = speedScale (3%2) (bspeed body ar)
condCanMelee = actorCanMelee actorAspect aid body
condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL
threatAdj = takeWhile ((== 1) . fst) threatDistL
condManyThreatAdj = length threatAdj >= 2
condFastThreatAdj =
any (\(_, (aid2, b2)) ->
let ar2 = actorAspect EM.! aid2
in bspeed b2 ar2 > speed1_5)
threatAdj
heavilyDistressed =
deltaSerious (bcalmDelta body)
actorShines = aShine ar > 0
aCanDeLightL | actorShines = []
| otherwise = canDeAmbientL
canFleeFromLight =
not $ null $ aCanDeLightL `intersect` map snd fleeL
return $!
not condFastThreatAdj
&& if | condThreat 1 -> not condCanMelee
|| condManyThreatAdj && not condSupport1
| not condInMelee
&& (condThreat 2 || condThreat 5 && canFleeFromLight) ->
not condCanMelee
|| not condSupport2 && not heavilyDistressed
| otherwise ->
not condInMelee
&& heavilyDistressed
&& condCanFlee
actorHearning (_, TgtAndPath{ tapTgt=TPoint TEnemyPos{} _ _
, tapPath=NoPath }) =
return False
actorHearning (_, TgtAndPath{ tapTgt=TPoint TEnemyPos{} _ _
, tapPath=AndPath{pathLen} })
| pathLen <= 2 =
return False
actorHearning ((_aid, b), _) = do
allFoes <- getsState $ warActorRegularList side (blid b)
let closeFoes = filter ((<= 3) . chessDist (bpos b) . bpos) allFoes
mildlyDistressed = deltaMild (bcalmDelta b)
return $! mildlyDistressed
&& null closeFoes
actorMeleeing ((aid, _), _) = condAnyFoeAdjM aid
(oursVulnerable, oursSafe) <- partitionM actorVulnerable oursTgt
(oursMeleeing, oursNotMeleeing) <- partitionM actorMeleeing oursSafe
(oursHearing, oursNotHearing) <- partitionM actorHearning oursNotMeleeing
let actorRanged ((aid, body), _) =
not $ actorCanMelee actorAspect aid body
targetTEnemy (_, TgtAndPath{tapTgt=TEnemy{}}) = True
targetTEnemy (_, TgtAndPath{tapTgt=TPoint TEnemyPos{} _ _}) = True
targetTEnemy _ = False
actorNoSupport ((aid, _), _) = do
threatDistL <- meleeThreatDistList aid
condSupport2 <- condSupport 2 aid
let condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL
return $! condThreat 5 && not condSupport2
(oursRanged, oursNotRanged) = partition actorRanged oursNotHearing
(oursTEnemyAll, oursOther) = partition targetTEnemy oursNotRanged
notSwapReady abt@((_, b), _)
(ab2, Just t2@TgtAndPath{tapPath=
AndPath{pathList=q : _}}) =
let source = bpos b
retry = False
enemyTgtOrenemyPos = targetTEnemy abt
enemyTgt2OrenemyPos2 = targetTEnemy (ab2, t2)
in not (q == source
|| retry
|| enemyTgtOrenemyPos && not enemyTgt2OrenemyPos2)
notSwapReady _ _ = True
targetBlocked abt@((aid, body), TgtAndPath{tapPath}) = case tapPath of
AndPath{pathList= q : _} ->
waitedLastTurn body
&& any (\abt2@((aid2, body2), _) ->
aid2 /= aid
&& 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
then ([], oursTEnemy)
else (oursNoSupportRaw, oursSupportRaw)
(oursBlocked, oursPos) =
partition targetBlocked $ oursRanged ++ oursOther
overheadOurs :: ((ActorId, Actor), TgtAndPath) -> Int
overheadOurs ((aid, _), TgtAndPath{tapPath=NoPath}) =
100 + if aid == oldAid then 1 else 0
overheadOurs abt@( (aid, b)
, TgtAndPath{tapPath=AndPath{pathLen=d,pathGoal}} ) =
let maxSpread = 3 + length ours
pDist p = minimum [ chessDist (bpos b2) p
| (aid2, b2) <- ours, aid2 /= aid]
aidDist = pDist (bpos b)
diffDist = pDist pathGoal - aidDist
sign = if diffDist <= 0 then -1 else 1
formationValue =
sign * (abs diffDist `max` maxSpread)
* (aidDist `max` maxSpread) ^ (2 :: Int)
fightValue | targetTEnemy abt =
- fromEnum (bhp b `div` (10 * oneM))
| otherwise = 0
in formationValue `div` 3 + fightValue
+ (if targetBlocked abt then 5 else 0)
+ (case d of
0 -> -400
1 -> -200
_ -> if d < 8 then d `div` 4 else 2 + d `div` 10)
+ (if aid == oldAid then 1 else 0)
positiveOverhead ab =
let ov = 200 - overheadOurs ab
in if ov <= 0 then 1 else ov
candidates = [ oursVulnerable
, oursSupport
, oursNoSupport
, oursPos
, oursMeleeing ++ oursTEnemyBlocked
, oursHearing
, oursBlocked
]
case filter (not . null) candidates of
l : _ -> do
let freq = toFreq "candidates for AI leader"
$ map (positiveOverhead &&& id) l
((aid, _), _) <- rndToAction $ frequency freq
s <- getState
modifyClient $ updateLeader aid s
return aid
_ -> return oldAid
useTactics :: MonadClient m => ActorId -> m ()
{-# INLINE useTactics #-}
useTactics oldAid = do
oldBody <- getsState $ getActorBody oldAid
scondInMelee <- getsClient scondInMelee
let condInMelee = fromMaybe (assert `failure` condInMelee)
(scondInMelee EM.! blid oldBody)
mleader <- getsClient _sleader
let !_A = assert (mleader /= Just oldAid) ()
let side = bfid oldBody
arena = blid oldBody
fact <- getsState $ (EM.! side) . sfactionD
let explore = void $ refreshTarget (oldAid, oldBody)
setPath mtgt = case mtgt of
Nothing -> return False
Just TgtAndPath{tapTgt} -> do
tap <- createPath oldAid tapTgt
case tap of
TgtAndPath{tapPath=NoPath} -> return False
_ -> do
modifyClient $ \cli ->
cli {stargetD = EM.insert oldAid tap (stargetD cli)}
return True
follow = case mleader of
Nothing -> explore
Just leader -> do
onLevel <- getsState $ memActor leader arena
if not onLevel || condInMelee then explore
else do
mtgt <- getsClient $ EM.lookup leader . stargetD
tgtPathSet <- setPath mtgt
let enemyPath = Just TgtAndPath{ tapTgt = TEnemy leader True
, tapPath = NoPath }
unless tgtPathSet $ do
enemyPathSet <- setPath enemyPath
unless enemyPathSet
explore
case ftactic $ gplayer fact of
TExplore -> explore
TFollow -> follow
TFollowNoItems -> follow
TMeleeAndRanged -> explore
TMeleeAdjacent -> explore
TBlock -> return ()
TRoam -> explore
TPatrol -> explore