#textdomain wesnoth-ai

#define MINIMUM CONTAINER VAR
    # Get the minimum value of CONTAINER.VAR
    # Result is returned in variable 'minimum'
    # Index is returned in min_index
    # It only works for values smaller than 99999

    # Seed for the minimum variable
    {VARIABLE minimum 99999}

    # Go through container variable
    {FOREACH {CONTAINER} i_min}
        {IF_VAR {CONTAINER}[$i_min].{VAR} less_than $minimum (
            [then]
                {VARIABLE minimum ${CONTAINER}[$i_min].{VAR}}
                {VARIABLE min_index $i_min}
            [/then]
        )}
        #{DEBUG "$i_min: $minimum (${CONTAINER}[$i_min].{VAR})"}
    {NEXT i_min}
#enddef

#define LURKER_MOVES SIDE ENEMY_SIDES
    # The events that move the Saurian Skirmishers each turn
    # This is not left to the AI, because they can only stop on swamps, but move across other terrain
    # This means they cannot be used on a human player side either

    # Lurkers have no moves left each turn, instead, they are moved "manually" here
    [event]
        name=side {SIDE} turn refresh
        first_time_only=no

        # No moves each turn
        {MODIFY_UNIT (side,type={SIDE},Saurian Skirmisher) moves 0}

        # Store all the Lurkers of the side
        [store_unit]
            [filter]
                side={SIDE}
                type=Saurian Skirmisher
            [/filter]
            variable=stored_lurkers
        [/store_unit]

        # For each Lurker, we do:
        {FOREACH stored_lurkers i_l}
            #{DEBUG "Lurker $i_l"}

            # Store reachable swamp locations next to an enemy
            # This should include the current location
            [store_reachable_locations]
                [filter]
                    id=$stored_lurkers[$i_l].id
                [/filter]
                [filter_location]
                    terrain=S*  # swamp
                    [not]  # unoccupied by other unit
                        [filter]
                            [not]
                                id=$stored_lurkers[$i_l].id
                            [/not]
                        [/filter]
                    [/not]
                    [filter_adjacent_location]  # next to enemy
                        [filter]
                            side={ENEMY_SIDES}
                        [/filter]
                    [/filter_adjacent_location]
                [/filter_location]
                moves=max
                variable=stored_locs
            [/store_reachable_locations]
            #{DEBUG "  reachable with enemy adjacent: $stored_locs.length"}

            # Now find all those enemies and store
            # Doesn't matter if some enemies are stored several times
            {FOREACH stored_locs i_e}
                [store_unit]
                    [filter]
                        side={ENEMY_SIDES}
                        [filter_location]
                            [filter_adjacent_location]
                                x,y=$stored_locs[$i_e].x,$stored_locs[$i_e].y
                            [/filter_adjacent_location]
                        [/filter_location]
                    [/filter]
                    variable=adj_enemies
                    mode=append
                [/store_unit]
                #{DEBUG "  $i_e: enemies adjacent to current location: $adj_enemies.length"}
            {NEXT i_e}

            {IF_VAR adj_enemies.length equals 0 (
                [then] # if there is no reachable enemy
                    # Simply pick a random reachable swamp hex (Lurkers are pretty stupid)
                    # (there is always at least the hex the unit is on)
                    [store_reachable_locations]
                        [filter]
                            id=$stored_lurkers[$i_l].id
                        [/filter]
                        [filter_location]
                            terrain=S*  # swamp
                            [not]  # unoccupied by other unit
                                [filter]
                                    [not]
                                        id=$stored_lurkers[$i_l].id
                                    [/not]
                                [/filter]
                            [/not]
                        [/filter_location]
                        moves=max
                        variable=stored_locs
                    [/store_reachable_locations]
                    #{DEBUG "Reachable hexes: $stored_locs.length"}
                [/then]

                [else] # if there are reachable enemies
                    # We simply find the enemies with minimum hitpoints (Lurkers are pretty stupid)
                    {MINIMUM adj_enemies hitpoints}
                    # Unfortunately, now we need to store the reachable location again
                    [store_reachable_locations]
                        [filter]
                            id=$stored_lurkers[$i_l].id
                        [/filter]
                        [filter_location]
                            terrain=S*  # swamp
                            [not]  # unoccupied by other unit
                                [filter]
                                    [not]
                                        id=$stored_lurkers[$i_l].id
                                    [/not]
                                [/filter]
                            [/not]
                            [filter_adjacent_location]
                                [filter]
                                    x,y=$adj_enemies[$min_index].x,$adj_enemies[$min_index].y
                                [/filter]
                            [/filter_adjacent_location]
                        [/filter_location]
                        moves=max
                        variable=stored_locs
                    [/store_reachable_locations]
                    #{DEBUG "  final possible reachable locations: $stored_locs.length"}
                [/else]
            )}

            # Move unit to one of those at random
            {RANDOM "0..$($stored_locs.length-1)"}
            #{DEBUG "$stored_lurkers[$i_l].x $stored_lurkers[$i_l].y : $random"}
            [if]  # only if different from current position
                {VARIABLE_CONDITIONAL stored_locs[$random].x not_equals $stored_lurkers[$i_l].x}
                [or]
                    {VARIABLE_CONDITIONAL stored_locs[$random].y not_equals $stored_lurkers[$i_l].y}
                [/or]
                [then]
                    {MOVE_UNIT id=$stored_lurkers[$i_l].id $stored_locs[$random].x $stored_locs[$random].y}
                [/then]
            [/if]

            # Need to clear adj_enemies inside the loop, as mode=append
            {CLEAR_VARIABLE adj_enemies,minimum,min_index,random,stored_locs}
        {NEXT i_l}
        {CLEAR_VARIABLE stored_lurkers}

        # Attack is then left to the AI
    [/event]
#enddef

[test]
    id=lurkers
    name= _ "Lurkers of the Swamp"
    next_scenario=micro_ai_test

    map_data="{ai/micro_ais/maps/lurkers.map}"

    {DEFAULT_SCHEDULE}
    turns=-1
    victory_when_enemies_defeated=no

    [side]
        side=1
        controller=human
        suppress_end_turn_confirmation=yes
        id=Pekzs
        name= _ "Pekzs"
        unrenamable=yes
        type=Saurian Soothsayer
        persistent=no

        team_name=Pekzs
        user_team_name= _ "team_name^Pekzs"
        recruit=Saurian Augur,Saurian Skirmisher

        gold=261
    [/side]

    # Micro AI Lurkers
    [side]
        side=2
        controller=ai
        type=Saurian Oracle
        x,y=10,18
        max_moves,max_attacks=0,0
        persistent=no

        team_name=lurkers_mai2
        user_team_name= _ "Micro AI Lurkers (saurians, stationary)"

        gold=0
        income=-2
    [/side]

    # Micro AI Lurkers
    [side]
        side=3
        controller=ai
        type=Saurian Oracle
        x,y=10,17
        max_moves,max_attacks=0,0
        persistent=no

        team_name=lurkers_mai3
        user_team_name= _ "Micro AI Lurkers (saurians, wanderers)"

        gold=0
        income=-2
    [/side]

    # Micro AI Lurkers
    [side]
        side=4
        controller=ai
        type=Naga Warrior
        x,y=11,18
        max_moves,max_attacks=0,0
        persistent=no

        team_name=lurkers_mai4
        user_team_name= _ "Micro AI Lurkers (nagas)"

        gold=0
        income=-2
    [/side]

    # WML Lurkers
    [side]
        side=5
        controller=ai
        type=Saurian Oracle
        x,y=12,18
        max_moves,max_attacks=0,0
        persistent=no

        team_name=lurkers_wml
        user_team_name= _ "WML Lurkers (saurians)"

        gold=0
        income=-2
    [/side]

    # Formula AI Lurkers
    [side]
        side=6
        controller=ai
        type=Saurian Oracle
        x,y=12,17
        max_moves,max_attacks=0,0
        persistent=no

        team_name=lurkers_fai
        user_team_name= _ "Formula AI Lurkers (saurians)"

        gold=0
        income=-2

        [ai]
            version=10710
            [stage]
                id=main_loop
                name=ai_default_rca::candidate_action_evaluation_loop

                [candidate_action]
                    engine=fai
                    name=lurker_moves_fai
                    id=lurker_moves_fai
                    max_score=300000
                    type=movement
                    [filter]
                        me="filter(input, (self.type = 'Saurian Skirmisher'))"
                    [/filter]
                    evaluation=300000
                    action="{ai/micro_ais/engines/lurker_moves.fai}"
                [/candidate_action]
            [/stage]
        [/ai]
    [/side]

    # Prestart - put all the lurkers out there and set up the AIs
    [event]
        name=prestart

        {VARIABLE scenario_name lurkers}

        # Place some random lurkers
        {SCATTER_UNITS 3 "Saurian Skirmisher" 1 (x,terrain=1-6,S*) (side=2)}
        {SCATTER_UNITS 3 "Saurian Skirmisher" 1 (x,terrain=12-19,S*) (side=3)}
        {SCATTER_UNITS 3 "Naga Fighter" 1 (y,terrain=18,W*) (side=4)}
        {SCATTER_UNITS 3 "Saurian Skirmisher" 1 (x,terrain=21-29,S*) (side=5)}
        {SCATTER_UNITS 3 "Saurian Skirmisher" 1 (x,terrain=32-99,S*) (side=6)}

        # Hide the other sides' leaders; they are only there so that side color shows up in Status menu
        [hide_unit]
            side=2,3,4,5,6
            canrecruit=yes
        [/hide_unit]

        # The Micro AI lurkers
        [micro_ai]
            side=2
            ai_type=lurkers
            action=add

            [filter]
                type=Saurian Skirmisher
            [/filter]
            [filter_location]
                terrain=S*
            [/filter_location]
            stationary=yes
        [/micro_ai]

        [micro_ai]
            side=3
            ai_type=lurkers
            action=add

            [filter]
                type=Saurian Skirmisher
            [/filter]
            [filter_location]
                terrain=S*
            [/filter_location]
        [/micro_ai]

        [micro_ai]
            side=4
            ai_type=lurkers
            action=add

            [filter]
                type=Naga Fighter
            [/filter]
            [filter_location]
                terrain=W*,S*
            [/filter_location]
            [filter_location_wander]
                terrain=W*
            [/filter_location_wander]
        [/micro_ai]

        # The WML lurkers
        {LURKER_MOVES 5 (1,2,3,4,6)}

        {PLACE_IMAGE "scenery/signpost.png" 27 3}
        {SET_LABEL 27 3 _"End Scenario"}

        # Menu items to place additional lurkers by hand
        [set_menu_item]
            id=m01_menu_lurker2
            description= _ "Place a Side 2 lurker"
            image=units/saurians/skirmisher/skirmisher.png~CROP(28,25,24,24)
            [show_if]
                {VARIABLE_CONDITIONAL scenario_name equals lurkers}
            [/show_if]
            [command]
                {UNIT 2 (Saurian Skirmisher) $x1 $y1 ()}
            [/command]
        [/set_menu_item]

        [set_menu_item]
            id=m01_menu_lurker3
            description= _ "Place a Side 3 lurker"
            image=units/saurians/skirmisher/skirmisher.png~CROP(28,25,24,24)
            [show_if]
                {VARIABLE_CONDITIONAL scenario_name equals lurkers}
            [/show_if]
            [command]
                {UNIT 3 (Saurian Skirmisher) $x1 $y1 ()}
            [/command]
        [/set_menu_item]

        [set_menu_item]
            id=m01_menu_lurker4
            description= _ "Place a Side 4 lurker"
            image=units/nagas/fighter.png~CROP(25,19,24,24)
            [show_if]
                {VARIABLE_CONDITIONAL scenario_name equals lurkers}
            [/show_if]
            [command]
                {UNIT 4 (Naga Fighter) $x1 $y1 ()}
            [/command]
        [/set_menu_item]

        [set_menu_item]
            id=m01_menu_lurker5
            description= _ "Place a Side 5 lurker"
            image=units/saurians/skirmisher/skirmisher.png~CROP(28,25,24,24)
            [show_if]
                {VARIABLE_CONDITIONAL scenario_name equals lurkers}
            [/show_if]
            [command]
                {UNIT 5 (Saurian Skirmisher) $x1 $y1 ()}
            [/command]
        [/set_menu_item]

        [set_menu_item]
            id=m01_menu_lurker6
            description= _ "Place a Side 6 lurker"
            image=units/saurians/skirmisher/skirmisher.png~CROP(28,25,24,24)
            [show_if]
                {VARIABLE_CONDITIONAL scenario_name equals lurkers}
            [/show_if]
            [command]
                {UNIT 6 (Saurian Skirmisher) $x1 $y1 ()}
            [/command]
        [/set_menu_item]
    [/event]

    # Start
    [event]
        name=start

        {MESSAGE Pekzs "" "" _"In this scenario we demonstrate the Lurker Micro AI. A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain. It might also have the ability to hide on this terrain (which is the reason why this is called the Lurker AI).

Lurkers move individually without any strategy and always attack the weakest enemy within their reach. If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks)."}

        # wmllint: unbalanced-on
        {MESSAGE Pekzs "" "" _"Three different lurker behaviors are set up here using the [micro_ai] tag with different parameters:

Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, they do not move.

Side 3 (green): saurians attacking only from swamp. If no enemy is in range, they wander randomly (on swamp only).

Side 4 (purple): nagas wandering only on water terrain, but attacking from both water and swamp.

We also added two other sides, which demonstrate lurker behavior coded in WML (Side 5, gray) and Formula AI (Side 6, brown)."}

        {MESSAGE narrator "wesnoth-icon.png" _"Notes" _"You can use the right-click context menu to add additional lurkers.

Any unit not adjacent to swamp (and water, for the nagas) is safe from the lurkers, thus it is easy to keep Pekzs from being attacked.

The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
        # wmllint: unbalanced-off

        [objectives]
            side=1
            summary= _ "Watch the lurkers move around and fight them if you want"
            [objective]
                description= _ "Defeat all lurkers"
                condition=win
            [/objective]
            [objective]
                description= _ "Move Pekzs to the signpost"
                condition=win
            [/objective]
            [objective]
                description= _ "Death of Pekzs"
                condition=lose
            [/objective]
            [note]
                description= _ "Right-click on unoccupied swamp hexes to add more lurkers"
            [/note]
        [/objectives]
    [/event]

    # The events finishing the scenario
    # 1: When all Lurkers are dead
    [event]
        name=die
        first_time_only=no

        [if]
            [not]
                [have_unit]
                    side=2,3,4,5,6
                [/have_unit]
            [/not]
            [then]
                [kill]
                    id=$unit.id
                [/kill]

                [fire_event]
                    name=end_scenario
                [/fire_event]
            [/then]
        [/if]
    [/event]

    # 2: When Pekzs moves to the signpost
    [event]
        name=moveto
        [filter]
            id=Pekzs
            x,y=27,3
        [/filter]

        [fire_event]
            name=end_scenario
        [/fire_event]
    [/event]

    [event]
        name=end_scenario

        {MESSAGE Pekzs "" "" _"Zzanksss for helping me wizz zzossse lurkerss. Hope to sssee you again ssometime."}

        [endlevel]
            result=victory
            bonus=no
            carryover_percentage=0
            carryover_report=no
            linger_mode=no
        [/endlevel]
    [/event]
[/test]
