-- | Picking the AI actor to move and refreshing leader and non-leader targets. module Game.LambdaHack.Client.AI.PickActorM ( pickActorToMove, setTargetFromTactics ) 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.Misc import Game.LambdaHack.Common.MonadStateRead import Game.LambdaHack.Common.Point import Game.LambdaHack.Common.State import Game.LambdaHack.Common.Time import Game.LambdaHack.Common.Types import Game.LambdaHack.Content.ModeKind 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 => Maybe ActorId -> m ActorId {-# INLINE pickActorToMove #-} pickActorToMove maidToAvoid = do actorMaxSkills <- getsState sactorMaxSkills mleader <- getsClient sleader let oldAid = fromMaybe (error $ "" `showFailure` maidToAvoid) mleader oldBody <- getsState $ getActorBody oldAid let side = bfid oldBody arena = blid oldBody fact <- getsState $ (EM.! side) . sfactionD -- Find our actors on the current level only. ours <- getsState $ fidActorRegularAssocs side arena let pickOld = do void $ refreshTarget (oldAid, oldBody) return oldAid oursNotSleeping = filter (\(_, b) -> bwatch b /= WSleep) ours case oursNotSleeping of _ | -- Keep the leader: faction discourages client leader change on level, -- so will only be changed if 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.). snd (autoDungeonLevel fact) && 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 (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 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 aidBody return (aidBody, mtgt) oursTgtRaw <- mapM refresh oursNotSleeping fleeD <- getsClient sfleeD let 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 Nothing | not (aid == oldAid && actorWaits b) -> -- Not the old leader that was stuck last turn -- because he is likely to be still stuck. Just ((aid, b), tgt) Just aidToAvoid | aid /= aidToAvoid -> -- Not an attempted leader stuck this turn. Just ((aid, b), tgt) _ -> Nothing oursTgt = mapMaybe goodGeneric oursTgtRaw -- This should be kept in sync with @actionStrategy@. actorVulnerable ((aid, body), _) = do condInMelee <- condInMeleeM $ blid body let actorMaxSk = actorMaxSkills EM.! aid threatDistL <- getsState $ meleeThreatDistList aid (fleeL, _) <- fleeList aid condSupport1 <- condSupport 1 aid condSupport3 <- condSupport 3 aid condSolo <- condSoloM aid -- solo fighters aggresive canDeAmbientL <- getsState $ canDeAmbientList body let condCanFlee = not (null fleeL) speed1_5 = speedScale (3%2) (gearSpeed actorMaxSk) condCanMelee = actorCanMelee actorMaxSkills aid body condThreat n = not $ null $ takeWhile ((<= n) . fst) threatDistL threatAdj = takeWhile ((== 1) . fst) threatDistL condManyThreatAdj = length threatAdj >= 2 condFastThreatAdj = any (\(_, (aid2, _)) -> let actorMaxSk2 = actorMaxSkills EM.! aid2 in gearSpeed actorMaxSk2 > speed1_5) threatAdj heavilyDistressed = -- Actor hit by a projectile or similarly distressed. deltasSerious (bcalmDelta body) actorShines = Ability.getSk Ability.SkShine actorMaxSk > 0 aCanDeLightL | actorShines = [] | otherwise = canDeAmbientL canFleeFromLight = not $ null $ aCanDeLightL `intersect` map snd fleeL return $! -- This is a part of the condition for @flee@ in @PickActionM@. not condFastThreatAdj && if | condThreat 1 -> not condCanMelee || condManyThreatAdj && not condSupport1 && not condSolo | not condInMelee && (condThreat 2 || condThreat 5 && canFleeFromLight) -> not condCanMelee || not condSupport3 && not condSolo && not heavilyDistressed -- Not used: | condThreat 5 ... -- because actor should be picked anyway, to try to melee. | otherwise -> not condInMelee && heavilyDistressed -- Different from @PickActionM@: && not (EM.member aid fleeD) -- Make him a leader even if can't delight, etc. -- because he may instead take off light or otherwise -- cope with being pummeled by projectiles. -- He is still vulnerable, just not necessarily needs -- to flee, but may cover himself otherwise. -- && (not condCanProject || canFleeFromLight) && condCanFlee actorFled ((aid, _), _) = EM.member aid fleeD 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 allFoes <- getsState $ foeRegularList side (blid b) let closeFoes = filter ((<= 3) . chessDist (bpos b) . bpos) allFoes 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, -- even if his target is distant actorMeleeing ((aid, _), _) = condAnyFoeAdjM aid (oursVulnerable, oursSafe) <- partitionM actorVulnerable oursTgt let (oursFled, oursNotFled) = partition actorFled oursSafe (oursMeleeing, oursNotMeleeing) <- partitionM actorMeleeing oursNotFled (oursHearing, oursNotHearing) <- partitionM actorHearning oursNotMeleeing let actorRanged ((aid, body), _) = not $ actorCanMelee actorMaxSkills aid body targetTEnemy (_, TgtAndPath{tapTgt=TEnemy _}) = True targetTEnemy ( (_, b) , TgtAndPath{tapTgt=TPoint (TEnemyPos _) lid _} ) = lid == blid b targetTEnemy _ = False actorNoSupport ((aid, _), _) = do threatDistL <- getsState $ meleeThreatDistList aid condSupport2 <- condSupport 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 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 -- Lower overhead is better. overheadOurs :: ((ActorId, Actor), TgtAndPath) -> Int overheadOurs ((aid, _), TgtAndPath{tapPath=Nothing}) = 100 + if aid == oldAid then 1 else 0 overheadOurs abt@( (aid, b) , TgtAndPath{tapPath=Just AndPath{pathLen=d,pathGoal}} ) = -- 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 oursNotSleeping lDist p = [ chessDist (bpos b2) p | (aid2, b2) <- oursNotSleeping, aid2 /= aid] pDist p = let ld = lDist p in assert (not $ null ld) $ 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) 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 -- do your thing ASAP and retarget 1 -> -200 -- prevent others from occupying the tile _ -> if d < 8 then d `div` 4 else 2 + d `div` 10) + (if aid == oldAid then 1 else 0) positiveOverhead sk = let ov = 200 - overheadOurs sk in if ov <= 0 then 1 else ov candidates = [ oursVulnerable , oursSupport , oursNoSupport , oursPos , oursFled -- if just fled, keep him safe, out of action , oursMeleeing ++ oursTEnemyBlocked -- make melee a leader to displace or at least melee -- without overhead if all others blocked , 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. condInMelee <- condInMeleeM $ blid b when (ftactic (gplayer fact) `elem` [Ability.TFollow, Ability.TFollowNoItems] && not condInMelee) $ void $ refreshTarget (aid, b) return aid _ -> return oldAid -- | Inspect the tactics of the actor and set his target according to it. setTargetFromTactics :: MonadClient m => ActorId -> m () {-# INLINE setTargetFromTactics #-} setTargetFromTactics oldAid = do mleader <- getsClient sleader let !_A = assert (mleader /= Just oldAid) () oldBody <- getsState $ getActorBody oldAid moldTgt <- getsClient $ EM.lookup oldAid . stargetD condInMelee <- condInMeleeM $ blid oldBody let side = bfid oldBody arena = blid oldBody fact <- getsState $ (EM.! side) . sfactionD let explore = void $ refreshTarget (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 (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@ tactic 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 -- If leader not on this level, 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 ftactic $ gplayer 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