Fix bug #18122:
AI leaders set to defensive will now follow human-set leader goals anyway, even to the death.
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2 changed files with 36 additions and 3 deletions
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@ -2,8 +2,9 @@ Version 1.9.8+svn:
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* AI:
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* Fixed bug #16117: added a way to supress E_NOT_REACHED_DESTINATION to lua
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api via an optional boolean parameter - ai.move_full(from,to_x,to_y,true)
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* Fixed bug #18057: AI leaders should now attack when they should.
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* Fixed bug #18356: AI leaders now won't move to avoided keeps.
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* Fixed bug #18057: AI leaders should now attack when they should
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* Fixed bug #18122: AI leaders set to defensive will now follow goals anyway
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* Fixed bug #18356: AI leaders now won't move to avoided keeps
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* Applied patch #2846 by thonsew: let AI forget about invisible enemy units
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in villages during get_villages phase (bug #18101)
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* Campaigns:
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@ -449,6 +449,24 @@
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[/facet]
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#enddef
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####
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# internal macro
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#
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#define _AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO X Y AUTOREMOVE_VALUE
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[facet]
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id="always"
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[value]
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id="always"
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x={X}
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y={Y}
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max_risk=10000
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auto_remove={AUTOREMOVE_VALUE}
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[/value]
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[/facet]
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#enddef
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#define AI_ASPECT_LEADER_GOAL_MOVE_TO X Y
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# leader goal: move to X Y and be free
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@ -467,6 +485,20 @@
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{MODIFY_AI_DELETE_ASPECT {SIDE} leader_goal always}
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#enddef
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#define AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO X Y
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# leader goal: move to X Y and be free
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{_AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO {X} {Y} "yes"}
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#enddef
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#define AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO_AND_STAY_THERE X Y
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# leader goal: move to X Y and stay there
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{_AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO {X} {Y} "no"}
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#enddef
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############################################################
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# AI CONTROLLER SUPPORT
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############################################################
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@ -501,7 +533,7 @@
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[/show_if]
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[command]
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{CLEAR_AI_ALWAYS_ASPECT_LEADER_GOAL {CONTROLLED_SIDE} }
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{MODIFY_AI_ADD_ASPECT {CONTROLLED_SIDE} leader_goal {AI_ASPECT_LEADER_GOAL_MOVE_TO $x1 $y1} }
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{MODIFY_AI_ADD_ASPECT {CONTROLLED_SIDE} leader_goal {AI_ASPECT_LEADER_GOAL_RISKY_MOVE_TO $x1 $y1} }
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[/command]
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[/set_menu_item]
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[/then]
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