|
|
|
|
|
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, "Chance to hit is <percent(RangeText)>"), |
|
ComboFormat = T(774449858743, "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, "<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 = { |
|
[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 |
|
|
|
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 |
|
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 |
|
|
|
|