FormulaAI Functions: Difference between revisions

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= Overview =
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Syntax used to explain functions usage in this document is:
 
<result> = <function name>( <comma-separated list of parameters> [, <comma-separated list of optional parameters] )
 
Function may return <result> as:
* <variable> - any of the supported variable types
* <boolean> - false ( 0 or null ) or true ( 1 )
* <unit> - unit
* <location> - place on a gamemap
* <action> - object, which, if later passed to 'move= ' as the result of formula evaluation, make the AI perform a desired action.
* <result> - any of the above
 
Also function may return only single argument, or be able to return a whole list or a map.
 
There are a wide variety of functions which can be used to accomplish many different tasks. You can also [http://www.wesnoth.org/wiki/FormulaAI#Custom_Functions define your own functions].
 
=core functions=
 
=== 'abs' function ===
 
<number> = abs( <input number> )
 
Function returns absolute value of an <input number>, for example
 
abs( -5 )
 
will return 5.
 
=== 'choose' function ===
 
<result> = choose( <input list> , [ <string> ,] <formula> )
 
This function evaluates <formula> for each item in the <input> (which can be a list ro a map). Will evaluate to the one item which <formula> gave the highest value.  For example:
 
choose(my_units, level)
 
gives back the unit with the highest level.
 
'''Note:''' The implicit input when evaluating a mapping/filtering function's <formula> component will be that specific item under evaluation (in this example one of "my_units"), and it can be explicitly referenced as 'self' when necessary. Optional <string> paremater indicates what word used in <formula> is equivalent to 'self'.
 
When evaluating the map data type, we can reference to each key by 'key' and each value by 'value'. For example:
 
choose( { 'elf' -> 10, 'dwarf' -> 20 }, value )
 
Will return a key-value pair { key->'dwarf', value->20 }
 
=== 'dir' function ===
 
<list of names> = dir ( <input object> )
 
This function return list with all names of <input object's> members. For example:
 
dir( my_leader )
 
will result in output:
 
[ 'x', 'y', 'loc', 'id', 'leader', 'hitpoints', 'max_hitpoints', 'experience', 'max_experience', 'level',
'total_movement', 'movement_left', 'side', 'is_enemy', 'is_mine']
 
This command is useful in formula command line, to get information about members of different type of data. To get list of members of the ai, type:
 
dir( self )
 
=== 'filter' function ===
 
<reult> = filter( <input>, [ <string> ,] <formula> )
 
This function will run <formula> on each item in the <input> (which can be a list or a map). Will evaluate to a <result> which only contains items the <formula> was true for. Optional <string> indicates what word used in <formula> is equivalent to 'self'. For example:
 
filter(my_units, hitpoints < max_hitpoints)
 
will return all of your units which have less than maximum hitpoints. For instance this could be used if looking for candidates for healing.
 
=== 'find' function ===
<result> = find( <input>, [ <string>,] <formula> )
 
This function will run <formula> on each item in the <input> (which can be a list or a map) and will return a first item for which <formula> was true. Optional <string> indicates what word used in <formula> is equivalent to 'self'. For example:
 
filter(units, id = 'Elvish Archer' )
 
will return first unit with id equal to 'Elvish Archer'.
 
=== 'head' function ===
 
<variable> = head( <list of variables> )
 
Head returns first item from the <list of variables>, for example
 
head( [ 5, 7, 9] )            #returns 5
head( [ 'Orc', 'Human' ] )    #returns 'Orc'
 
=== 'if' function ===
 
<result> = if( <condition> , <if true> , <otherwise> )
 
 
If the <condition> parameter is true, the function will evaluate to being equal to its second input ( <if true> ), otherwise it will evaluate to being equal to its third input ( <otherwise> ).
For instance, an AI that recruits Wolf Riders on the first turn, and Orcish Grunts thereafter might look like this:
 
move="if(turn = 1, recruit('Wolf Rider'), recruit('Orcish Grunt'))"
 
=== 'keys' function ===
 
<result list> = keys( <input map> )
 
Extract key values from a <input map> and return them as a <result list>
 
keys( { 'Elvish Fighter' -> 50, 'Elvish Archer' -> 60 }
 
Returns
 
[ 'Elvish Fighter', 'Elvish Archer' ]
 
=== 'map' function ===
 
<result> = map( <input> , [ <string> ,] <formula> )
 
This function will run <formula> on each item in the <input> (which can be a list or a map), and evaluate to a new <result> list, or a map, which contains the same number of items as in <input>, with the formulas run on each item. Optional <string> indicates what word used in <formula> is equivalent to 'self'. For example:
 
map( [10,20], self*self)
 
and
 
map( [10,20], 'value', value*value)
 
both will result in [100, 400]. Formula:
 
map(my_units, hitpoints)
 
will give a list back with the number of hitpoints each unit has. This is more useful in conjunction with other functions.
 
map( { 'elf' -> 10, 'dwarf' -> 20 }, value*2 )
 
Above will produce  { 'elf' -> 20, 'dwarf' -> 40 ). Note that in case of a map data type, 'map' function can modify only the value.
 
=== 'max' function ===
 
<number> = max( <list of numbers> )
 
Function will return maximal number from a list,
 
max( [ 2, 8, -10, 3] )
 
will return 8.
 
=== 'min' function ===
 
<number> = min( <list of numbers> )
 
Function will return minimal number from a list,
 
min( [ 3, 7, -2, 6] )
 
will return -2.
 
=== 'size' function ===
 
<number> = size( <list of variables> )
 
This function returns how many variables are stored in a list:
 
size( [ 5, 7, 9] )                #return 3
size( [ 'Archer', 'Fighter' ] )  #return 2
 
=== 'sort' function ===
 
<result list> = sort( <input list> , <formula> )
 
This function evaluates to a <result list> sorted according to the comparison <formula> for each item 'a' and its successor 'b'. For instance, sorting units according to hitpoints would be done by:
 
sort( my_units, a.hitpoints > b.hitpoints )
 
=== 'sum' function ===
 
<number> = sum( <list of numbers> )
 
This function evaluates to the sum of the items in the <list of numbers>. For example
 
sum( [ 2, 5, 8] )
 
returns 15, and:
 
sum( map( my_units,  max_hitpoints - hitpoints ) )
 
finds the total damage your units have taken.
 
=== 'switch' function ===
 
<result> = switch( <variable>, <value 1>, <outcome 1>, ... , <value N>, <outcome N> [, <default outcome> ] >
 
Switch funtion takes variable, and checks if it is equal to any of the specified <values>. If matching value is found, <outcome> assigned to it is returned, if not, then function returns either <default outcome> (if specified) or null.
 
=== 'tomap' ===
 
<map> = tomap( <list A> [, <list B> ] )
 
 
=== 'values' function ===
 
<result list> = values( <input map> )
 
Extract values assigned to keys from a <input map> and return them as a <result list>
 
values( { 'Elvish Fighter' -> 50, 'Elvish Archer' -> 60 }
 
Returns
 
[ 50, 60 ]
 
= AI specific functions =
 
== Base functions ==
 
=== 'attack' function ===
 
<action> = attack( <attacker's position>, <destination>, <attack location> [,  <weapon> ] )
 
The first three parameters are locations. At the begining, unit which is standing at <attacker's position> is moved to <destination> place. Then, from that place unit is attacking unit which stands in place marked by <attack location>. Fourth optional parameter is number, and indicates which weapon attacker should use - if not specified, best possible weapon is chosed automatically.
 
=== 'fallback' function ===
 
<action> = fallback( <name> )
 
This function allows to chose different AI which will take control over side untill the end of current turn. For example:
 
fallback( 'default' )
 
will transfer control to the default C++ AI.
 
fallback('human')
 
will transfer control to human player.
 
=== 'move' function ===
 
<action> = move( <source> , <destination> )
 
For example unit formula like:
 
move(me.loc, loc(me.loc.x, me.loc.y - 1) )
 
will make unit move one hex north.
 
=== 'set_var' function ===
 
<action> = set_var( <key> , <value> )
 
This action sets new variable, for example:
 
set_var( 'Number one' , 1 )
 
Will create variable with name 'Number one' and assign 1 to it.
 
== Evaluation ==
 
=== 'chance to hit' function ===
 
<number> = chance_to_hit( <unit> , <location> )
 
This function returns how possible ( in % ) it is to hit given <unit> in a specific <location>. For example:
 
chance_to_hit( my_leader , my_leader.loc )
 
shows how easy it is to hit your leader has in a place he is currently standing on.
 
 
 
=== 'max_possible_damage' function ===
 
<number> = max_possible_damage( <attacking unit> , <defending unit> )
 
Function returns highest possible damage that <attacking unit> can inflict to <defending unit>.
 
== Gamemap functions ==
 
 
=== 'close enemies' function ===
 
<units list> = close_enemies( <location> , <distance> )
 
This function gets a list of enemies in the given or smaller distance from the location. For example:
 
close_enemies(loc(10,10), 5)
 
gives back a list of enemies in the distance of 5 tiles or less from the tile (10, 10).
 
=== 'distance_between' function ===
 
<number> = distance_between( <location A> , <location B> )
 
This function returns distance (in hexes) between <location A> and <location B>. For example:
 
distance_between( loc( 1, 1) , loc( 3, 3) )
 
will return 3.
 
=== 'distance_to_nearest_unowned_village' function ===
 
<number> = distance_to_nearest_unowned_village( <location A> )
 
This function returns distance (in hexes) between <location A> and nearest unowned village.
 
=== 'defense_on' function ===
 
<number> = defense_on( <unit> , <location> )
 
This function returns defense rate of given <unit> in a specific <location>. For example:
 
defense_on( my_leader , my_leader.loc )
 
shows how good defense your leader has in a place he is currently standing on.
 
=== 'find_shroud' function ===
 
<locations list> = find_shroud()
 
This function will return a list of locations of shrouded hexes.
 
=== 'is_village' function ===
 
<boolean> = is_village( <map or ai.map> , <location> )  #1
 
<boolean> = is_village( <map or ai.map> , <coordinate x> , <coordinate y> )  #2
 
The first argument is always a 'map' - member of the ai which provides information about the gamemap.
 
In #1 usage, we put in as a second argument location. In #2, second and third arguments are numbers: coordniates of the certain hex on a map. Function checks if that place is a village, and returns either 1 (yes, it is village) or 0 (no, it isn't village). Example of usage:
 
is_village( map , loc( 2, 3) )
 
is_village( map , 2, 3)
 
Both check, if hex with coordinates 2,3 is a village.
 
Remember, when using is_village in custom function, you either have to access map by writing 'ai.map', or specify ai as a 'default input'.
 
=== 'loc' function ===
 
<location> = loc( <X number>, <Y number> )
 
Function will return a location (pair of numbers) from two given input arguments.
 
=== 'unit_at' function ===
 
<unit> = unit_at( <location> )
 
This function takes only one argument - location, and returns unit if there is one standing in that location, or null otherwise. Example of usage:
 
unit_at( loc( 4, 4) )
 
=== 'nearest_keep' function ===
 
<keep location> = nearest_keep( <input location> )
 
Function returns location of nearest keep to the specified <input location>, or null if there is no keep on the map.
 
=== 'unit_moves' function ===
 
<locations list> = unit_moves( <unit location> )
 
Function returns list of all possible locations which unit standing at <unit location> can reach. If unit can't move, or there is no unit standing at given location, empty list is returned.
 
=== 'units_can_reach' function ===
 
<units list> = units_can_reach( <possible moves list>, <location> )
 
Function takes as an input list of possible moves ( ai.my_moves for units that belong to AI, or ai.enemy_moves for units that belong to the opponent ) and checks which units from that list can reach <location>.
 
== Recruitment ==
 
=== 'recruit' function ===
 
<action> = recruit( <unit name> [, <location> ] )
 
This function results in recruting a unit specifed by <unit name> at first free castle hex, or at given <location>. Function:
 
recruit('Footpad', loc(3,3) )
 
will result in recruting Footpad at castle hex with coordinates 3,3.
 
 
[[Category:Development]]
[[Category:Create]]
[[Category:WML Reference]]

Revision as of 21:44, 6 July 2008

(ERROR: This wiki revision was found to be corrupt during the upgrade to MediaWiki 1.35 on 2023-05-03)

This page was last edited on 6 July 2008, at 21:44.
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