Random Recruit Micro AI: fix bug with custom castle terrain

Previously, only terrain with C or K in the terrain code passed the
SLF.  Now we check whether the hex is a castle instead, independent of
the terrain code.
This commit is contained in:
mattsc 2014-06-19 09:30:13 -07:00
parent 475bcf504d
commit 1491934224
2 changed files with 38 additions and 16 deletions

View file

@ -19,6 +19,8 @@ Version 1.13.0-dev:
them for UMC and adding functionality from other versions of Wesnoth. Some
code cleanup for consistency, readability and speed, as well as fixing of
some minor and subtle bugs.
* Fix bug in Random Recruit Micro AI: the AI can now handle custom castle
terrain independent of its terrain code
* Campaigns:
* Changed all occurrences of {FLAG_VARIANT ragged} to {FLAG_VARIANT6 ragged}
* Eastern Invasion:

View file

@ -1,4 +1,6 @@
local H = wesnoth.require "lua/helper.lua"
local AH = wesnoth.require("ai/lua/ai_helper.lua")
local LS = wesnoth.dofile "lua/location_set.lua"
local recruit_type
@ -13,26 +15,44 @@ function ca_recruit_random:evaluation(ai, cfg)
return 0
end
-- Check if there is space left for recruiting
-- Find all connected castle hexes
local castle_map = LS.of_pairs({ { leader.x, leader.y } })
local width, height, border = wesnoth.get_map_size()
local castle = {
locs = wesnoth.get_locations {
x = "1-"..width, y = "1-"..height,
{ "and", {
x = leader.x, y = leader.y, radius = 200,
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
} }
}
}
local new_castle_hex_found = true
local no_space = true
for _,loc in ipairs(castle.locs) do
local unit = wesnoth.get_unit(loc[1], loc[2])
if (not unit) then
no_space = false
break
while new_castle_hex_found do
new_castle_hex_found = false
local new_hexes = {}
castle_map:iter(function(x, y)
for xa,ya in H.adjacent_tiles(x, y) do
if (not castle_map:get(xa, ya))
and (xa >= 1) and (xa <= width)
and (ya >= 1) and (ya <= height)
then
local is_castle = wesnoth.get_terrain_info(wesnoth.get_terrain(xa, ya)).castle
if is_castle then
table.insert(new_hexes, { xa, ya })
new_castle_hex_found = true
end
end
end
end)
for _,hex in ipairs(new_hexes) do
castle_map:insert(hex[1], hex[2])
end
end
-- Check if there is space left for recruiting
local no_space = true
castle_map:iter(function(x, y)
local unit = wesnoth.get_unit(x, y)
if (not unit) then
no_space = false
end
end)
if no_space then return 0 end
-- Set up the probability array