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-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========

DefineClass.AIArchetype = {
	__parents = { "Preset", },
	__generated_by_class = "PresetDef",

	properties = {
		{ category = "Execution", id = "Behaviors", 
			editor = "nested_list", default = false, base_class = "AIBehavior", },
		{ category = "Strategy", id = "PrefStance", name = "Stance Preference", help = "Stance to use in optimal positions", 
			editor = "choice", default = "Standing", items = function (self) return PresetGroupCombo("CombatStance", "Default") end, },
		{ category = "Execution", id = "MoveStance", name = "Movement Stance", 
			editor = "choice", default = "Standing", items = function (self) return PresetGroupCombo("CombatStance", "Default") end, },
		{ category = "Strategy", id = "OptLocSearchRadius", name = "Optimal Location Search Radius", help = "(in tiles)", 
			editor = "number", default = 20, min = 1, max = 100, },
		{ category = "Strategy", id = "OptLocPolicies", name = "Optimal Location Policies", 
			editor = "nested_list", default = false, base_class = "AIPositioningPolicy", class_filter = function (name, class, obj)
	return class.optimal_location
end, 
},
		{ category = "Targeting", id = "TargetBaseScore", name = "Base Score Weight", help = "Score weight based on default attack/aiming logic and chance to hit target.", 
			editor = "number", default = 100, scale = "%", },
		{ category = "Targeting", id = "TargetScoreRandomization", 
			editor = "number", default = 20, scale = "%", min = 0, max = 100, },
		{ category = "Targeting", id = "TargetingPolicies", name = "Additional Policies", help = "Additoinal targeting policies that modify target score (optional)", 
			editor = "nested_list", default = false, base_class = "AITargetingPolicy", },
		{ category = "Execution", id = "BaseAttackWeight", name = "Base Attack Weight", 
			editor = "number", default = 100, min = 0, },
		{ category = "Execution", id = "BaseMovementWeight", name = "Base Movement Weight", 
			editor = "number", default = 100, min = 0, },
		{ category = "Execution", id = "BaseAttackTargeting", help = "if any parts are set the unit will pick one of them randomly for each of its basic attacks; otherwise it will always use the default (torso) attacks", 
			editor = "set", default = false, items = function (self) return table.keys2(Presets.TargetBodyPart.Default) end, },
		{ category = "Execution", id = "TargetChangePolicy", help = 'Defines the way the unit handles a stituation where the intended attack target is no longer valid (e.g. dead or Downed). "restart" will force a complete reevaluation of the unit\'s turn, allowing them to perform additional movement if necessary, while "recalc" will only recalculate potential targets from the current position (default behavior).', 
			editor = "choice", default = "recalc", items = function (self) return {"recalc", "restart"} end, },
		{ category = "Execution", id = "FallbackAction", name = "Fallback Action", help = "Defines the way the unit reacts when the AI didn't find anything to do in its turn. By default units will revert to their Unaware status. If this is set to something else, the unit will first attempt to do the chosen action and still revert to Unaware if it fails to do so.", 
			editor = "choice", default = "revert", items = function (self) return { "revert", "overwatch" } end, },
		{ category = "Execution", id = "SignatureActions", name = "Signature Actions", 
			editor = "nested_list", default = false, base_class = "AISignatureAction", class_filter = function (name, class, obj)
	return not class.hidden
end, 
},
	},
	GlobalMap = "Archetypes",
	EditorIcon = "CommonAssets/UI/Icons/calculator",
	EditorMenubar = "Combat",
}

DefineClass.AIBaseHealPolicy = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "MaxHp", name = "Max Hit Points", help = "Percentage of max HP under which allies are considered as targets for healing.", 
			editor = "number", default = 70, scale = "%", min = 0, max = 100, },
		{ id = "BleedingWeight", name = "Bleeding Weight", help = "amount added to score if the target unit has Bleeding", 
			editor = "number", default = 30, min = 0, },
		{ id = "HpWeight", name = "Missing Hp Weight", help = "missing hp percent converts to score at this rate", 
			editor = "number", default = 100, scale = "%", min = 0, },
		{ id = "SelfHealMod", name = "Self Heal Modifier", help = "multiplies the result score when targeting the same unit", 
			editor = "number", default = 50, scale = "%", min = 0, },
		{ id = "CanUseMod", name = "Can Use Mod", help = "modifier applied if the heal action can be used this turn", 
			editor = "number", default = 100, },
	},
}

DefineClass.AICChanceToHit = {
	__parents = { "AIConsideration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Range", 
			editor = "range", default = range(1, 100), min = 0, max = 100, },
	},
	Name = T(706047359198, --[[ClassDef AI AICChanceToHit value]] "Chance to hit is <percent(RangeText)>"),
	ComboFormat = T(774449858743, --[[ClassDef AI AICChanceToHit value]] "Chance to hit"),
}

function AICChanceToHit:Score(obj, context)
	return obj:CalcChanceToHit(context.target, self)
end

DefineClass.AICMyDistanceTo = {
	__parents = { "AIConsideration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Target", 
			editor = "combo", default = "target", items = function (self) return {"target"} end, },
		{ id = "Range", 
			editor = "range", default = range(0, 0), min = 0, max = 1000000, },
	},
	Name = Untranslated("My distance to <Target> is <RangeText>"),
	ComboFormat = Untranslated("My distance to ..."),
}

function AICMyDistanceTo:Score(obj, context)
	local target = context.target
	if not target then
		return 0
	end
	local distance = obj:GetDist(target)
	local min = self.Range.from
	local max = self.Range.to
	if distance < min then
		return 0
	elseif distance >= max then
		return 100
	end
	return MulDiv(100, distance - min, max - min)
end

DefineClass.AICMyStatusEffect = {
	__parents = { "AIConsideration", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Effect", 
			editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", },
		{ id = "Status", 
			editor = "choice", default = "on", items = function (self) return {"on", "off"} end, },
	},
	Name = Untranslated("My status <Effect> is <Status>"),
	ComboFormat = Untranslated("My status effect"),
}

function AICMyStatusEffect:Score(obj, context)
	return obj:HasStatusEffect(id) and 100 or 0
end

DefineClass.AIConsideration = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	Name = "",
	ComboFormat = T(470337975431, --[[ClassDef AI AIConsideration value]] "<class>"),
}

function AIConsideration:Score(obj, context)
	return 0
end

function AIConsideration:GetEditorView()
	return Untranslated("<Name>")
end

function AIConsideration:GetRangeText()
	return T{570065600041, "[<min> - <max>]", min = self.Range.from, max = self.Range.to}
end

DefineClass.AIPolicyAttackAP = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyAttackAP:EvalDest(context, dest, grid_voxel)
	local unit = context.unit
	
	local ap = context.dest_ap[dest] or 0
	return ap > context.default_attack_cost and 100 or 0
end

DefineClass.AIPolicyDealDamage = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "CheckLOS", 
			editor = "bool", default = true, },
	},
}

function AIPolicyDealDamage:GetEditorView()
	return string.format("Deal Damage (%s)", self.CheckLOS and "w/ LOS" or "w/o LOS")
end

function AIPolicyDealDamage:EvalDest(context, dest, grid_voxel)
	if self.CheckLOS and not g_AIDestEnemyLOSCache[dest] then
		return 0
	end
	return context.dest_target_score[dest] or 0
end

DefineClass.AIPolicyDistanceFromStart = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Away", 
			editor = "bool", default = true, },
		{ id = "Distance", help = "in tiles", 
			editor = "number", default = 5, min = 0, },
	},
}

function AIPolicyDistanceFromStart:EvalDest(context, dest, grid_voxel)
	local upos = context.unit_stance_pos
	local threshold = self.Distance * const.SlabSizeX
	local dist = stance_pos_dist(dest, upos)
	if self.Away and dist >= threshold then
		return self.Weight
	elseif not self.Away and dist <= threshold then
		return self.Weight
	end
	return 0
end

function AIPolicyDistanceFromStart:GetEditorView()
	if self.Away then
		return string.format("Be %d tiles away from starting location", self.Distance)
	else
		return string.format("Be no more than %d tiles away from starting location", self.Distance)
	end
end

DefineClass.AIPolicyEvadeEnemies = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "RangeBase", name = "Preferred Range (Base)", 
			editor = "combo", default = "Effective", items = function (self) return { "Weapon", "Absolute" } end, },
		{ id = "Range", name = "Minimum Range", help = "Percent of base preferred range", 
			editor = "number", default = 80, min = 0, max = 1000, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyEvadeEnemies:GetEditorView()
	if self.RangeBase == "Absolute" then
		return string.format("Keep enemies farther than %d tiles", self.Range)
	end
	return string.format("Keep enemies farther than %d%% of weapon range", self.RangeBase)
end

function AIPolicyEvadeEnemies:EvalDest(context, dest, grid_voxel)
	local x, y, z = point_unpack(grid_voxel)
	local base_range = self.RangeBase == "Effective" and context.EffectiveRange or context.ExtremeRange
	local range = MulDivRound(self.Range, base_range, 100)
	
	local enemy_in_range
	for _, enemy in ipairs(context.enemies) do
		enemy_in_range = enemy_in_range or AIRangeCheck(context, grid_voxel, enemy, context.enemy_grid_voxel[enemy], self.RangeBase, false, self.Range)
	end
	
	return enemy_in_range and 0 or 100
end

DefineClass.AIPolicyFlanking = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "AllyPlannedPosition", help = "consider allies being on their destination positions instead of their current ones (when available)", 
			editor = "bool", default = false, },
		{ id = "ReserveAttackAP", name = "Reserve Attack AP", help = "do not consider locations where the unit will be out of ap and couldn't attack", 
			editor = "bool", default = false, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyFlanking:EvalDest(context, dest, grid_voxel)
	local unit = context.unit
	
	local ap = context.dest_ap[dest] or 0
	if self.ReserveAttackAP and ap < context.default_attack_cost then
		return 0
	end
	
	if not context.position_override then
		context.position_override = {}
		if self.AllyPlannedPosition then
			for _, ally in ipairs(unit.team.units) do
				local dest = ally.ai_context and ally.ai_context.ai_destination
				if dest then
					local x, y, z = stance_pos_unpack(dest)
					context.position_override[ally] = point(x, y, z)
				end
			end
		end
	end
	
	local x, y, z = stance_pos_unpack(dest)
	context.position_override[unit] = point(x, y, z)
	
	if not context.enemy_surrounded then
		context.enemy_surrounded = {}
		for _, enemy in ipairs(context.enemies) do
			if enemy:IsSurrounded() then
				context.enemy_surrounded[enemy] = true
			end
		end
	end
	
	local delta = 0
	for _, enemy in ipairs(context.enemies) do
		local new_surrounded = enemy:IsSurrounded(context.position_override)
		if new_surrounded and not context.enemy_surrounded[enemy] then
			delta = delta + 1
		elseif not new_surrounded and context.enemy_surrounded[enemy] then
			delta = delta - 1
		end
	end
	
	return delta *  self.Weight
end

DefineClass.AIPolicyHealingRange = {
	__parents = { "AIPositioningPolicy", "AIBaseHealPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyHealingRange:GetEditorView()
	return string.format("Be in range to heal allies under %d%% HP", self.MaxHp)
end

function AIPolicyHealingRange:EvalDest(context, dest, grid_voxel)
	local target, score = AISelectHealTarget(context, dest, grid_voxel, self)
	
	return score or 0
end

DefineClass.AIPolicyHighGround = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyHighGround:EvalDest(context, dest, grid_voxel)
	local ux, uy, uz = point_unpack(context.unit_grid_voxel)
	local x, y, z = point_unpack(grid_voxel)
	return self.Weight * (z - uz)
end

DefineClass.AIPolicyIndoorsOutdoors = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Indoors", 
			editor = "bool", default = true, },
	},
}

function AIPolicyIndoorsOutdoors:GetEditorView()
	return self.Indoors and "Be Indoors" or "Be Outdoors"
end

function AIPolicyIndoorsOutdoors:EvalDest(context, dest, grid_voxel)
	return AICheckIndoors(dest) == self.Indoors
end

DefineClass.AIPolicyLastEnemyPos = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyLastEnemyPos:EvalDest(context, dest, grid_voxel)
	local last_pos = context.unit.last_known_enemy_pos
	if not last_pos then return 0 end
	local dist = context.unit:GetDist(last_pos)
	local dx, dy, dz = stance_pos_unpack(dest)
	if dist == 0 then
		return (last_pos:Dist(dx, dy, dz) == 0) and self.Weight or 0
	end
	return  self.Weight - MulDivRound(last_pos:Dist(dx, dy, dz), self.Weight, dist)
end

DefineClass.AIPolicyLosToEnemy = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Invert", 
			editor = "bool", default = false, },
	},
}

function AIPolicyLosToEnemy:EvalDest(context, dest, grid_voxel)
	local los = g_AIDestEnemyLOSCache[dest]
	if self.Invert then
		return g_AIDestEnemyLOSCache[dest] and 0 or 100
	end
	return g_AIDestEnemyLOSCache[dest] and 100 or 0
end

function AIPolicyLosToEnemy:GetEditorView()
	if self.Invert then
		return "Do not have LOS to enemies"
	end
	return "Have LOS to enemies"
end

DefineClass.AIPolicyProximity = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "AllyPlannedPosition", help = "consider allies being on their destination positions instead of their current ones (when available)", 
			editor = "bool", default = false, 
			no_edit = function(self) return self.TargetUnits ~= "allies" end, },
		{ id = "TargetUnits", name = "TargetUnits", 
			editor = "choice", default = "enemies", items = function (self) return { "allies", "enemies"} end, },
		{ id = "TargetDist", name = "Target Distance", help = "which distance (in tiles) is used to score the target location", 
			editor = "choice", default = "min", items = function (self) return { "min", "average", "total"} end, },
		{ id = "MinScore", help = "scores below this will result in zero evaluation for this location", 
			editor = "number", default = 0, min = 0, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyProximity:EvalDest(context, dest, grid_voxel)
	local unit = context.unit
	local target_enemies = self.TargetUnits == "enemies"
	local units = target_enemies and context.enemies or context.allies
	local tdist = self.TargetDist
	
	local score = 0
	local num = 0
	local scale = const.SlabSizeX
	
	for _, other in ipairs(units) do
		if other ~= unit then
			local upos
			if target_enemies then
				upos = context.enemy_pack_pos_stance[other]
			else
				upos = context.ally_pack_pos_stance[other]
				if self.AllyPlannedPosition and other.ai_context then
					upos = other.ai_context.ai_destination or upos
				end
			end
			local dist = stance_pos_dist(dest, upos) / scale
			if tdist == "total" or tdist == "average" then
				score = score + dist
			else
				assert(tdist == "min")
				if not score or score > dist then
					score = dist
				end
			end
		end
	end
	
	if tdist == "average" and num > 0 then
		score = score / num
	end
	
	return score >= self.MinScore and score or 0
end

DefineClass.AIPolicyStimRange = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Rules", 
			editor = "nested_list", default = false, base_class = "AIStimRule", inclusive = true, },
		{ id = "CanTargetSelf", 
			editor = "bool", default = false, },
	},
}

function AIPolicyStimRange:GetEditorView()
	return string.format("Be in range to heal allies under %d%% HP", self.MaxHp)
end

function AIPolicyStimRange:EvalDest(context, dest, grid_voxel)
	context.voxel_stim_score = context.voxel_stim_score or {}
	if context.voxel_stim_score[grid_voxel] then
		return context.voxel_stim_score[grid_voxel]
	end
	
	local x, y, z = stance_pos_unpack(dest)
	local ppos = point_pack(x, y, z)
	
	local score, target
	local unit = context.unit
	if self.CanTargetSelf then
		score = AIEvalStimTarget(unit, unit, self.Rules)
		target = (score > 0) and unit
	end
	
	for _, ally in ipairs(context.allies) do
		if IsMeleeRangeTarget(unit, ppos, nil, ally) then
			local ally_score = AIEvalStimTarget(unit, ally, self.Rules)
			if ally_score > score then
				score, target = ally_score, ally
			elseif ally_score == score and unit:GetDist(target) > unit:GetDist(ally) then
				score, target = ally_score, ally
			end
		end
	end
	
	score = MulDivRound(score, self.Weight, 100)
	context.voxel_stim_score[grid_voxel] = score
	return score
end

DefineClass.AIPolicyTakeCover = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "visibility_mode", name = "Visibility Mode", 
			editor = "choice", default = "self", items = function (self) return {"self", "team", "all"} end, },
	},
}

function AIPolicyTakeCover:EvalDest(context, dest, grid_voxel)
	local score = 0
	local tbl = context.enemies or empty_table
	for _, enemy in ipairs(tbl) do
		local visible = true
		if self.visibility_mode == "self" then
			 visible = context.enemy_visible[enemy]
		elseif  self.visibility_mode == "team" then
			visible = context.enemy_visible_by_team[enemy]
		end
		if visible then
			local cover = GetCoverFrom(dest, context.enemy_pack_pos_stance[enemy])
			score = score + self.CoverScores[cover]
		end
	end
	
	return  score / Max(1, #tbl)
end

function AIPolicyTakeCover:GetEditorView()
	return "Seek Cover"
end

----- AIPolicyTakeCover CoverScores

AIPolicyTakeCover.CoverScores = { 
	[const.CoverPass] = 0, 
	[const.CoverNone] = 0, 
	[const.CoverLow] = 50,
	[const.CoverHigh] = 100,
}

DefineClass.AIPolicyWeaponRange = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "EnvState", name = "Environmental State", 
			editor = "set", default = false, three_state = true, items = function (self) return AIEnvStateCombo end, },
		{ id = "RangeBase", name = "Preferred Range (Base)", 
			editor = "combo", default = "Weapon", items = function (self) return { "Melee", "Weapon", "Absolute" } end, },
		{ id = "RangeMin", name = "Preferred Range (Min)", help = "Percent of base preferred range", 
			editor = "number", default = 80, 
			no_edit = function(self) return self.RangeBase == "Melee" end, min = 0, max = 1000, },
		{ id = "RangeMax", name = "Preferred Range (Max)", help = "Percent of base preferred range", 
			editor = "number", default = 120, 
			no_edit = function(self) return self.RangeBase == "Melee" end, min = 0, max = 1000, },
		{ id = "DownedWeightModifier", name = "Downed Enemy Weight Modifier", 
			editor = "number", default = 5, scale = "%", min = 0, },
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
	},
}

function AIPolicyWeaponRange:GetEditorView()
	if self.RangeBase == "Melee" then
		return "Be in Melee range"
	elseif self.RangeBase == "Absolute" then
		return string.format("Be in %d to %d tiles range", self.RangeMin, self.RangeMax)
	end
	return string.format("Be in %d%% to %d%% of weapon range", self.RangeMin, self.RangeMax)
end

function AIPolicyWeaponRange:EvalDest(context, dest, grid_voxel)
	for state, value in pairs(self.EnvState) do
		if value ~= not not GameState[state] then
			return 0
		end
	end
	local enemy_grid_voxel = context.enemy_grid_voxel
	local range_type = self.RangeBase
	local range_min = self.RangeMin
	local range_max = self.RangeMax
	local weight = 0
	for _, enemy in ipairs(context.enemies) do
		if AIRangeCheck(context, grid_voxel, enemy, enemy_grid_voxel[enemy], range_type, range_min, range_max) then
			if enemy:IsIncapacitated() then
				weight = self.DownedWeightModifier
			else
				return 100
			end
		end
	end
	return weight
end

DefineClass.AIPositioningPolicy = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = false, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = false, read_only = true, no_edit = true, },
		{ id = "RequiredKeywords", 
			editor = "string_list", default = {}, template = true, item_default = "", items = function (self) return AIKeywordsCombo end, arbitrary_value = true, },
		{ id = "Weight", 
			editor = "number", default = 100, scale = "%", },
		{ id = "Required", 
			editor = "bool", default = false, },
	},
}

function AIPositioningPolicy:EvalDest(context, dest, grid_voxel)
	assert(false, "EvalDest is not implemetned for class " .. self.class)
end

function AIPositioningPolicy:GetEditorView()
	return self.class
end

function AIPositioningPolicy:MatchUnit(unit)
	for _, keyword in ipairs(self.RequiredKeywords) do
		if not table.find(unit.AIKeywords or empty_table, keyword) then
			return
		end
	end
	return true
end

DefineClass.AIRetreatPolicy = {
	__parents = { "AIPositioningPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "optimal_location", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "end_of_turn", 
			editor = "bool", default = true, read_only = true, no_edit = true, },
		{ id = "Weight", 
			editor = "number", default = 100, scale = "%", },
		{ id = "Required", 
			editor = "bool", default = true, },
	},
}

function AIRetreatPolicy:EvalDest(context, dest, grid_voxel)
	local vx, vy = point_unpack(grid_voxel)
	local markers = context.entrance_markers or MapGetMarkers("Entrance")
	context.entrance_markers = markers
	
	local score = 0
	
	for _, marker in ipairs(markers) do
		context.entrance_marker_dir = context.entrance_marker_dir or {}	
		local marker_dir = context.entrance_marker_dir[marker]
		if not marker_dir then
			marker_dir = marker:GetVisualPos() - context.unit:GetVisualPos()
			marker_dir = marker_dir:SetZ(0)
			if marker_dir:Len() > 0 then
				marker_dir = SetLen(marker_dir, guim)
			end
			context.entrance_marker_dir[marker] = marker_dir
		end 
		if marker:IsVoxelInsideArea(vx, vy) then
			-- score based on direction
			for _, enemy_dir in pairs(context.enemy_dir) do
				local dot = Dot2D(marker_dir, enemy_dir) / guim
				score = score + guim - dot
			end
		end
	end
	
	return score / Max(1, #(context.enemies or empty_table))
end

function AIRetreatPolicy:GetEditorView()
	return "Retreat"
end

DefineClass.AITargetingCancelShot = {
	__parents = { "AITargetingPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "BaseScore", name = "Base Score", help = "score for valid targets who are not threatening an ally", 
			editor = "number", default = 100, },
		{ id = "AllyThreatenedScore", name = "Threatened Score", help = "score for valid targets who are threatening an ally", 
			editor = "number", default = 100, },
	},
}

function AITargetingCancelShot:GetEditorView()
	return "Use CancelShot"
end

function AITargetingCancelShot:EvalTarget(unit, target)
	if not target:HasPreparedAttack() and not target:CanActivatePerk("MeleeTraining") then
		return 0
	end
	
	local enemies = {target}
	
	for _, ally in ipairs(unit.team.units) do
		if ally:IsThreatened(enemies) then
			return self.AllyThreatenedScore
		end
	end
	
	return self.BaseScore
end

DefineClass.AITargetingEnemyHealth = {
	__parents = { "AITargetingPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Score", 
			editor = "number", default = 100, },
		{ id = "Health", 
			editor = "number", default = 100, scale = "%", min = 1, max = 100, },
		{ id = "AboveHealth", 
			editor = "bool", default = false, },
	},
}

function AITargetingEnemyHealth:GetEditorView()
	if self.AboveHealth then
		return string.format("Enemy health >= %d%%", self.Health)
	end
	return string.format("Enemy health <= %d%%", self.Health)
end

function AITargetingEnemyHealth:EvalTarget(unit, target)
	local health_perc = MulDivRound(target.HitPoints, 100, target.MaxHitPoints)
	if self.AboveHealth then
		return health_perc >= self.Health and self.Score or 0
	end
	return health_perc <= self.Health and self.Score or 0
end

DefineClass.AITargetingEnemyWeapon = {
	__parents = { "AITargetingPolicy", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Score", 
			editor = "number", default = 100, },
		{ id = "EnemyWeapon", 
			editor = "choice", default = "AssaultRifle", items = function (self) return AIEnemyWeaponsCombo() end, },
	},
}

function AITargetingEnemyWeapon:GetEditorView()
	if self.EnemyWeapon == "Unarmed" then
		return "Unarmed enemies"
	end
	return string.format("Enemies armed with %s", self.EnemyWeapon)
end

function AITargetingEnemyWeapon:EvalTarget(unit, target)
	if self.EnemyWeapon == "Unarmed" then
		if not target:GetActiveWeapons() then
			return self.Score		
		end
	elseif g_Classes[self.EnemyWeapon] then
		if target:GetActiveWeapons(self.EnemyWeapon) then
			return self.Score
		end
	else -- by weapon type		
		local _, _, list = target:GetActiveWeapons("Firearm")
		for _, item in ipairs(list) do
			if item.WeaponType == self.EnemyWeapon then
				return self.Score
			end
		end
	end
	
	return 0
end

DefineClass.AITargetingPolicy = {
	__parents = { "PropertyObject", },
	__generated_by_class = "ClassDef",

	properties = {
		{ id = "Weight", 
			editor = "number", default = 100, scale = "%", },
	},
}

function AITargetingPolicy:GetEditorView()
	return self.class
end

function AITargetingPolicy:EvalTarget(unit, target)
	
end