def opening(ai*) if(turn = 1, [ recruit('Skeleton Archer', loc(11,21)), recruit('Dark Adept', loc(11,22)), recruit('Dark Adept', loc(10,22)), recruit('Skeleton Archer', loc(9,22)), recruit('Ghost', loc(11,24)), move(loc(11,23), loc(14,22)) ], if(turn = 2, [ move(loc(11,21),loc(13,17)), if(unit_at(loc(11,22)).max_moves = 6, move(loc(11,22),loc(13,18)), move(loc(11,22),loc(15,19))), move(loc(10,22),loc(7,19)), move(loc(9,22),loc(4,22)), move(loc(11,24),loc(18,24)), move(loc(14,22),loc(11,23)), recruit('Dark Adept', loc(11,21)), recruit('Dark Adept', loc(11,22)) ], if(turn = 3, [ move(loc(18,24),loc(20,22)), move(loc(15,19),loc(17,17)), move(loc(4,22),loc(5,18)), recruit('Skeleton Archer', loc(11,21)) ], if(turn = 4, [ recruit('Skeleton Archer', loc(11,21)) ], [])))); def rate_position_defensiveness(ai*,src,dst) units_can_reach(ai.my_moves, dst).size - units_can_reach(ai.enemy_moves, dst).size; def rate_position_danger(ai*,unit,dst) (100*sum(map(units_can_reach(ai.enemy_moves, dst), 'enemy', max_possible_damage(enemy, unit)*defense_on(unit, dst)))) / unit.hitpoints; def build_attacks(attack_move) if(attack_move, map(attack_move.movements, attack(src, dst, attack_move.target)), []); def targets(ai) ai.enemy_and_unowned_villages; def distance_to_target(ai,dst) min(map(targets(ai), distance_between(dst, self))); def move_to_targets(ai*) find(moves, src != my_leader.loc and rate_position_defensiveness(ai, src, dst) > 0) where moves = sort(my_moves.moves, distance_to_target(ai, a.dst) < distance_to_target(ai, b.dst)); def get_village_captures(ai) sum(map(ai.enemy_and_unowned_villages, 'village', map(units_can_reach(ai.my_moves, village), move(loc, village))), []); def get_village_garrisons(ai*) sum(map(my_villages, 'village', map(units_can_reach(ai.my_moves, village), move(loc, village))), []); def uncontended_captures(ai) filter(get_village_captures(ai), (src != ai.my_leader.loc) and (units_can_reach(ai.enemy_moves, dst).empty)); def move_to_keep(ai*) if(keep_in_range, move(my_leader.loc, keep_in_range), null()) where keep_in_range = find(unit_moves(my_leader.loc), 'moveto', find(keeps, moveto = self)); def village_value(ai*) 400; def rate_healing(unit*) value * ((min(max_hitpoints - hitpoints, 8)*100)/max_hitpoints); def rate_village_garrison(ai*, move_from, village) if(find(enemy_moves, dst = village), village_value(ai), 0); def rate_village_capture(ai*,src,dst) village_value(ai); def rate_village_proximity(ai*, unit, dst) if(distance = 1, 0, village_value(ai)/(distance/unit.max_moves + 1)) where distance = distance_to_nearest_unowned_village(dst); def rate_move(ai*,src,dst) if(is_village(map, dst), rate_healing(u) + if(find(my_villages, self = dst), rate_village_garrison(ai, src, dst), rate_village_capture(ai, src, dst)), rate_village_proximity(ai, u, dst)) - (danger*u.value)/2 where u = unit_at(src), danger = rate_position_danger(ai, unit_at(src), dst); def rate_attack(ai*,attack) if(attack, (attack.chance_to_kill*attack.target_value + (((attack.avg_damage_inflicted*100)/unit_at(attack.target).max_hitpoints)*attack.target_value) + sum(map(attack.movements, rate_move(ai, src, dst))))/attack.movements.size, null()); def get_best_move(ai*, candidate_moves) if(rate_attack(ai, best_attack) > if(best_move, rate_move(ai, best_move.src, best_move.dst), 0), build_attacks(best_attack), [best_move]) where best_attack = choose(attacks, rate_attack(ai, self)), best_move = choose(candidate_moves, rate_move(ai, src, dst)); def move_leader_to_keep(ai*) if(dest, [move(my_leader.loc, dest)], []) where dest = find(unit_moves(my_leader.loc), 'dst', find(keeps, 'keep', keep = dst)); if(vars.turn_opening != turn, [set_var('turn_opening', turn)] + opening(self), if(my_leader.loc and find(keeps, self = my_leader.loc) = null(), move_leader_to_keep(self), []) + get_best_move(self, filter(my_moves.moves, src != my_leader.loc)) + [ recruit('Skeleton Archer', loc(11,21)), recruit('Dark Adept', loc(11,22)) ])