rework of ai macros comments,

...added a macro to limit attack_depth depending on difficulty level
This commit is contained in:
Iurii Chernyi 2009-11-12 11:02:15 +00:00
parent f36decea40
commit 22c6537c93

View file

@ -6,12 +6,11 @@
############################################################
####
# modify ai, add facet to an aspect
#
# example: {MODIFY_AI_ADD_ASPECT 1 aggression (id=always value=0.5)}
# example: {MODIFY_AI_ADD_ASPECT 1 leader_goal (id=always [value]x=1 y=2[/value])}
#define MODIFY_AI_ADD_ASPECT SIDE ASPECT_ID FACET
# modify ai, add facet to an aspect
#
# example: {MODIFY_AI_ADD_ASPECT 1 aggression (id=always value=0.5)}
# example: {MODIFY_AI_ADD_ASPECT 1 leader_goal (id=always [value]x=1 y=2[/value])}
[modify_ai]
side={SIDE}
@ -22,10 +21,8 @@
#enddef
####
# modify ai, add stage
#
#define MODIFY_AI_ADD_STAGE SIDE STAGE
# modify ai, add stage
[modify_ai]
side={SIDE}
@ -36,10 +33,8 @@
#enddef
####
# modify ai, add goal
#
#define MODIFY_AI_ADD_GOAL SIDE GOAL
# modify ai, add goal
[modify_ai]
side={SIDE}
@ -50,10 +45,8 @@
#enddef
####
# modify ai, add candidate action to a stage
#
#define MODIFY_AI_ADD_CANDIDATE_ACTION SIDE CANDIDATE_ACTION
# modify ai, add candidate action to a stage
[modify_ai]
side={SIDE}
@ -69,11 +62,10 @@
############################################################
####
# modify ai, delete facet from aspect
#
# example: {MODIFY_AI_DELETE_ASPECT 1 aggression night}
#define MODIFY_AI_DELETE_ASPECT SIDE ASPECT_ID FACET_ID
# modify ai, delete facet from aspect
#
# example: {MODIFY_AI_DELETE_ASPECT 1 aggression night}
[modify_ai]
side={SIDE}
@ -83,12 +75,11 @@
#enddef
####
# modify ai, delete a stage
#
# example: {MODIFY_AI_DELETE_STAGE 1 fallback}
# example: {MODIFY_AI_DELETE_STAGE 1 3}
#define MODIFY_AI_DELETE_STAGE SIDE STAGE_ID
# modify ai, delete a stage
#
# example: {MODIFY_AI_DELETE_STAGE 1 fallback}
# example: {MODIFY_AI_DELETE_STAGE 1 3}
[modify_ai]
side={SIDE}
@ -98,12 +89,11 @@
#enddef
####
# modify ai, delete a goal
#
# example: {MODIFY_AI_DELETE_GOAL 1 kill_undead}
# example: {MODIFY_AI_DELETE_GOAL 1 0}
#define MODIFY_AI_DELETE_GOAL SIDE GOAL_ID
# modify ai, delete a goal
#
# example: {MODIFY_AI_DELETE_GOAL 1 kill_undead}
# example: {MODIFY_AI_DELETE_GOAL 1 0}
[modify_ai]
@ -114,12 +104,11 @@
#enddef
####
# modify ai, delete candidate action from a stage
#
# example: {MODIFY_AI_DELETE_CANDIDATE_ACTION 1 special_poisoning_formula}
# example: {MODIFY_AI_DELETE_CANDIDATE_ACTION 1 0}
#define MODIFY_AI_DELETE_CANDIDATE_ACTION SIDE STAGE_ID CANDIDATE_ACTION_ID
# modify ai, delete candidate action from a stage
#
# example: {MODIFY_AI_DELETE_CANDIDATE_ACTION 1 special_poisoning_formula}
# example: {MODIFY_AI_DELETE_CANDIDATE_ACTION 1 0}
[modify_ai]
side={SIDE}
@ -135,7 +124,7 @@
#define AI_ASPECT ASPECT_ID FACET
#macro to define a named facet of ai aspect
#macro to define a named facet of ai aspect
[aspect]
id={ASPECT_ID}
{FACET}
@ -149,10 +138,8 @@
# note: simple aspects are supposed to be used without a preamble
####
# simple aspect
#
#define AI_SIMPLE_ASPECT ASPECT_ID FACET_ID VALUE
# simple aspect with value=VALUE
{AI_ASPECT {ASPECT_ID}
(
@ -164,19 +151,15 @@
#enddef
####
# simple aspect which is always active
#
#define AI_SIMPLE_ALWAYS_ASPECT ASPECT_ID VALUE
# simple aspect which is always active
{AI_SIMPLE_ASPECT {ASPECT_ID} "always" {VALUE}}
#enddef
####
# simple aspect which is active during a specified time of day
#
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY ASPECT_ID FACET_ID TIMEOFDAY VALUE
# simple aspect which is active during a specified time of day
{AI_ASPECT {ASPECT_ID}
(
@ -189,28 +172,22 @@
#enddef
####
# simple aspect which is active during the night
#
#define AI_SIMPLE_NIGHT_ASPECT ASPECT_ID VALUE
# simple aspect which is active during the night
{AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {ASPECT_ID} "night" "dusk,first_watch,second_watch" {VALUE} }
#enddef
####
# simple aspect which is active during the day
#
#define AI_SIMPLE_DAY_ASPECT ASPECT_ID VALUE
# simple aspect which is active during the day
{AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {ASPECT_ID} "day" "dawn,morning,afternoon" {VALUE} }
#enddef
####
# simple aspect
#
#define AI_SIMPLE_ASPECT_VALUE ASPECT_ID FACET_ID VALUE
# simple aspect
{AI_ASPECT {ASPECT_ID}
(
@ -224,19 +201,15 @@
#enddef
####
# simple aspect which is always active
#
#define AI_SIMPLE_ALWAYS_ASPECT_VALUE ASPECT_ID VALUE
# simple aspect which is always active
{AI_SIMPLE_ASPECT_VALUE {ASPECT_ID} "always" {VALUE}}
#enddef
####
# simple aspect which is active during a specified time of day
#
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE ASPECT_ID FACET_ID TIMEOFDAY VALUE
# simple aspect which is active during a specified time of day
{AI_ASPECT {ASPECT_ID}
(
@ -251,19 +224,15 @@
#enddef
####
# simple aspect which is active during the night
#
#define AI_SIMPLE_NIGHT_ASPECT_VALUE ASPECT_ID VALUE
# simple aspect which is active during the night
{AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {ASPECT_ID} "night" "dusk,first_watch,second_watch" {VALUE} }
#enddef
####
# simple aspect which is active during the day
#
#define AI_SIMPLE_DAY_ASPECT_VALUE ASPECT_ID VALUE
# simple aspect which is active during the day
{AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {ASPECT_ID} "day" "dawn,morning,afternoon" {VALUE} }
#enddef
@ -273,10 +242,8 @@
# ASPECTS - SIMPLE - ADD (NO PREAMBLE NEEDED)
############################################################
####
# modify ai, add simple facet to an aspect
#
#define MODIFY_AI_ADD_SIMPLE_ASPECT SIDE ASPECT_ID FACET_ID VALUE
# modify ai, add simple facet to an aspect
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
(
@ -289,19 +256,15 @@
####
# modify ai, add simple aspect which is always active
#
#define MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is always active
{MODIFY_AI_ADD_SIMPLE_ASPECT {SIDE} {ASPECT_ID} "always" {VALUE}}
#enddef
####
# modify ai, add simple aspect which is active during a specified time of day
#
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE
# modify ai, add simple aspect which is active during a specified time of day
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
(
@ -314,29 +277,23 @@
#enddef
####
# modify ai, add simple aspect which is active during the night
#
#define MODIFY_AI_ADD_SIMPLE_NIGHT_ASPECT SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is active during the night
{MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY {SIDE} {ASPECT_ID} "night" "dusk,first_watch,second_watch" {VALUE} }
#enddef
####
# modify ai, add simple aspect which is active during the day
#
#define MODIFY_AI_ADD_SIMPLE_DAY_ASPECT SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is active during the day
{MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY {SIDE} {ASPECT_ID} "day" "dawn,morning,afternoon" {VALUE} }
#enddef
####
# modify ai, add simple facet to an aspect
#
#define MODIFY_AI_ADD_SIMPLE_ASPECT_VALUE SIDE ASPECT_ID FACET_ID VALUE
# modify ai, add simple facet to an aspect
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
(
@ -351,19 +308,15 @@
####
# modify ai, add simple aspect which is always active
#
#define MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT_VALUE SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is always active
{MODIFY_AI_ADD_SIMPLE_ASPECT_VALUE {SIDE} {ASPECT_ID} "always" {VALUE}}
#enddef
####
# modify ai, add simple aspect which is active during a specified time of day
#
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE
# modify ai, add simple aspect which is active during a specified time of day
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
(
@ -378,38 +331,49 @@
#enddef
####
# modify ai, add simple aspect which is active during the night
#
#define MODIFY_AI_ADD_SIMPLE_NIGHT_ASPECT_VALUE SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is active during the night
{MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {SIDE} {ASPECT_ID} "night" "dusk,first_watch,second_watch" {VALUE} }
#enddef
####
# modify ai, add simple aspect which is active during the day
#
#define MODIFY_AI_ADD_SIMPLE_DAY_ASPECT_VALUE SIDE ASPECT_ID VALUE
# modify ai, add simple aspect which is active during the day
{MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {SIDE} {ASPECT_ID} "day" "dawn,morning,afternoon" {VALUE} }
#enddef
####
# make the AI team not recruit scouts.
#
#define AI_NO_SCOUTS
# make the AI team not recruit scouts.
{AI_SIMPLE_ALWAYS_ASPECT villages_per_scout 0}
#enddef
#define AI_SCALE_ATTACK_DEPTH_BY_DIFFICULTY
# change attack depth depending on difficulty
#ifdef EASY
{AI_SIMPLE_ALWAYS_ASPECT attack_depth 3}
#endif
#ifdef MEDIUM
{AI_SIMPLE_ALWAYS_ASPECT attack_depth 4}
#endif
#ifdef HARD
{AI_SIMPLE_ALWAYS_ASPECT attack_depth 5}
#endif
#enddef
############################################################
# NO RECRUITMENT
############################################################
#define AI_NO_RECRUITMENT
# disable recruitment
[facet]
id="always"
[value]
@ -435,6 +399,7 @@
#enddef
#define AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT
#enable new formula-ai recruitment made by Dragonking (experimental!)
{AI_ASPECT recruitment {AI_FORMULA_AI_EXPERIMENTAL_RECRUITMENT} }
#enddef
@ -443,10 +408,8 @@
############################################################
####
# poisoners should spread poison around
#
#define AI_CANDIDATE_ACTION_POISONING
# candidate action for poisoners to spread poison around
[candidate_action]
engine=fai
@ -482,32 +445,29 @@
[/facet]
#enddef
####
# move and be free;
#
#define AI_ASPECT_LEADER_GOAL_MOVE_TO X Y
# leader goal: move to X Y and be free
{_AI_ASPECT_LEADER_GOAL_MOVE_TO {X} {Y} "yes"}
#enddef
####
# move and stay;
#
#define AI_ASPECT_LEADER_GOAL_MOVE_TO_AND_STAY_THERE X Y
# leader goal: move to X Y and stay there
{_AI_ASPECT_LEADER_GOAL_MOVE_TO {X} {Y} "no"}
#enddef
####
# AI leader goal "always" is cleared
#
#define CLEAR_AI_ALWAYS_ASPECT_LEADER_GOAL SIDE
# clear AI leader goal "always"
{MODIFY_AI_DELETE_ASPECT {SIDE} leader_goal always}
#enddef
############################################################
# AI CONTROLLER SUPPORT
############################################################
#define AI_CONTROLLER_ALLOW_LEADER_CONTROL SIDE_CONTROLLER SIDE_CONTROLLED
@ -544,7 +504,7 @@
[/if]
[event]
name=victory
name=victory #TODO: any scenario change
[set_menu_item]
id=ai_controller_leader_control_{SIDE_CONTROLLED}
[show_if]