Hang in new recruitment CA.
- Alter macro {AI_CA_RECRUITMENT} to point to the new CA - Create a new AI cfg file for a stronger AI - Create a new AI cfg (dev) file for choosing the old recruitment CA in debug mode. - Alter macro {AI_NO_RECRUITMENT}
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5 changed files with 76 additions and 4 deletions
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@ -20,6 +20,10 @@ Version 1.11.6+dev:
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* Messenger MAI now works with units (both messenger and escort) without
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weapons and when path to next waypoint is entirely blocked
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* Fixed bug that prevented removal of sticky MAIs
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* Recruitment CA:
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* New Recruitment CA located in src/ai/recruitment is now default CA
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* Created new AI cfg "Strong AI (RCA)" with stronger recruitment
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* Created new AI cfg "Old Recruitment CA" in ai/dev/ to use the old CA
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* Campaigns:
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* Legend of Wesmere:
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* Removed now redundant MP code.
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29
data/ai/ais/ai_default_rca_strong.cfg
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29
data/ai/ais/ai_default_rca_strong.cfg
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@ -0,0 +1,29 @@
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#textdomain wesnoth-ai
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{core/macros}
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[ai]
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id=ai_default_rca_strong
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description=_"Multiplayer_AI^Strong AI (RCA)" # RCA := Register Candidate Action; more info at http://forums.wesnoth.org/viewtopic.php?p=419625#p419625
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version=10710
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[stage]
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id=main_loop
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name=ai_default_rca::candidate_action_evaluation_loop
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{AI_CA_GOTO}
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{AI_CA_RECRUITMENT}
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{AI_CA_MOVE_LEADER_TO_GOALS}
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{AI_CA_MOVE_LEADER_TO_KEEP}
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{AI_CA_COMBAT}
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{AI_CA_HEALING}
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{AI_CA_VILLAGES}
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{AI_CA_RETREAT}
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{AI_CA_MOVE_TO_TARGETS}
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{AI_CA_LEADER_SHARES_KEEP}
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[/stage]
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### Aspects for a strong AI ###
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{AI_SIMPLE_ALWAYS_ASPECT recruitment_diversity 0}
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{AI_SIMPLE_ALWAYS_ASPECT recruitment_randomness 0}
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{AI_SIMPLE_ALWAYS_ASPECT villages_per_scout 0}
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{AI_ASPECT recruitment_save_gold {AI_DEACTIVATE_SAVE_GOLD} }
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[/ai]
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27
data/ai/dev/ai_old_recruitment.cfg
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27
data/ai/dev/ai_old_recruitment.cfg
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@ -0,0 +1,27 @@
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#textdomain wesnoth-ai
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[ai]
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id=ai_old_recruitment
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description=_"Multiplayer_AI^Old Recruitment CA" # RCA := Register Candidate Action; more info at http://forums.wesnoth.org/viewtopic.php?p=419625#p419625
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version=10710
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[stage]
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id=main_loop
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name=ai_default_rca::candidate_action_evaluation_loop
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{AI_CA_GOTO}
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[candidate_action]
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id=recruitment
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engine=cpp
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name=ai_default_rca::aspect_recruitment_phase
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max_score=180000
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score=180000
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[/candidate_action]
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{AI_CA_MOVE_LEADER_TO_GOALS}
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{AI_CA_MOVE_LEADER_TO_KEEP}
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{AI_CA_COMBAT}
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{AI_CA_HEALING}
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{AI_CA_VILLAGES}
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{AI_CA_RETREAT}
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{AI_CA_MOVE_TO_TARGETS}
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{AI_CA_LEADER_SHARES_KEEP}
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[/stage]
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[/ai]
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@ -391,16 +391,28 @@
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#enddef
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############################################################
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# NO RECRUITMENT
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# RECRUITMENT ASPECTS
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############################################################
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#define AI_DEACTIVATE_SAVE_GOLD
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# disable aspect recruitment_save_gold
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[facet]
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id="always"
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[value]
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active=0
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[/value]
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[/facet]
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#enddef
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#define AI_NO_RECRUITMENT
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# disable recruitment
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[facet]
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id="always"
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[value]
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engine=cpp
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name=empty
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[recruit]
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importance=1
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number=0
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[/recruit]
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[/value]
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[/facet]
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#enddef
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@ -63,7 +63,7 @@
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[candidate_action]
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id=recruitment
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engine=cpp
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name=ai_default_rca::aspect_recruitment_phase
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name=default_recruitment::recruitment
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max_score={AI_CA_RECRUITMENT_SCORE}
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score={AI_CA_RECRUITMENT_SCORE}
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[/candidate_action]
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