Whitespace tweaks indicated by a reindent pass.
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968d904a12
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5 changed files with 130 additions and 130 deletions
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@ -416,45 +416,45 @@ Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Goblin Spearman#enddef
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#define LOW_STEAL_UNIT_TO ID SIDE
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#if we have {ID} not in side {SIDE} transfer him to side {SIDE}
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# at position determined by existing unit of {SIDE} with id={ID}
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#if we have {ID} not in side {SIDE} transfer him to side {SIDE}
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# at position determined by existing unit of {SIDE} with id={ID}
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[store_unit]
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variable=source_var
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kill=yes
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[filter]
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id={ID}
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[not]
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side={SIDE}
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[/not]
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[/filter]
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[/store_unit]
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[store_unit]
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variable=target_var
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kill=no
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[filter]
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id={ID}
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[store_unit]
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variable=source_var
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kill=yes
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[filter]
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id={ID}
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[not]
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side={SIDE}
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[/filter]
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[/store_unit]
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[if]
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[variable]
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name=source_var.length
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greater_than=0
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[/variable]
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[variable]
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name=target_var.length
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greater_than=0
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[/variable]
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[then]
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{VARIABLE source_var[0].side {SIDE}}
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[unstore_unit]
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variable=source_var[0]
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x=$target_var[0].x
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y=$target_var[0].y
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[/unstore_unit]
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[/then]
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[/if]
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{CLEAR_VARIABLE source_var}
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{CLEAR_VARIABLE target_var}
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[/not]
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[/filter]
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[/store_unit]
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[store_unit]
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variable=target_var
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kill=no
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[filter]
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id={ID}
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side={SIDE}
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[/filter]
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[/store_unit]
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[if]
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[variable]
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name=source_var.length
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greater_than=0
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[/variable]
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[variable]
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name=target_var.length
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greater_than=0
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[/variable]
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[then]
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{VARIABLE source_var[0].side {SIDE}}
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[unstore_unit]
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variable=source_var[0]
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x=$target_var[0].x
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y=$target_var[0].y
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[/unstore_unit]
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[/then]
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[/if]
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{CLEAR_VARIABLE source_var}
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{CLEAR_VARIABLE target_var}
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#enddef
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@ -759,7 +759,8 @@
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[/role]
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[/then]
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[/if]
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[if] [not]
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[if]
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[not]
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[have_unit]
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role=Admirer
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[/have_unit]
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@ -2,143 +2,143 @@
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# scores of well-known candidate actions
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#define AI_CA_GOTO_SCORE
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200000
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200000
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#enddef
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#define AI_CA_RECRUITMENT_SCORE
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180000
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180000
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#enddef
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#define AI_CA_MOVE_LEADER_TO_GOALS_SCORE
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140000
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140000
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#enddef
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#define AI_CA_MOVE_LEADER_TO_KEEP_SCORE
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120000
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120000
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#enddef
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#define AI_CA_COMBAT_SCORE
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100000
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100000
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#enddef
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#define AI_CA_HEALING_SCORE
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80000
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80000
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#enddef
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#define AI_CA_VILLAGES_SCORE
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60000
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60000
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#enddef
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#define AI_CA_RETREAT_SCORE
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40000
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40000
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#enddef
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#define AI_CA_MOVE_TO_TARGETS_SCORE
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20000
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20000
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#enddef
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# well-known candidate actions
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#define AI_CA_GOTO
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[candidate_action]
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id=goto
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engine=cpp
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name=testing_ai_default::goto_phase
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max_score={AI_CA_GOTO_SCORE}
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score={AI_CA_GOTO_SCORE}
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[/candidate_action]
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[candidate_action]
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id=goto
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engine=cpp
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name=testing_ai_default::goto_phase
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max_score={AI_CA_GOTO_SCORE}
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score={AI_CA_GOTO_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_RECRUITMENT
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[candidate_action]
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id=recruitment
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engine=cpp
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name=testing_ai_default::aspect_recruitment_phase
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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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[candidate_action]
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id=recruitment
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engine=cpp
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name=testing_ai_default::aspect_recruitment_phase
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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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#enddef
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#define AI_CA_MOVE_LEADER_TO_GOALS
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[candidate_action]
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id=move_leader_to_goals
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engine=cpp
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name=testing_ai_default::move_leader_to_goals_phase
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max_score={AI_CA_MOVE_LEADER_TO_GOALS_SCORE}
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score={AI_CA_MOVE_LEADER_TO_GOALS_SCORE}
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[/candidate_action]
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[candidate_action]
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id=move_leader_to_goals
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engine=cpp
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name=testing_ai_default::move_leader_to_goals_phase
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max_score={AI_CA_MOVE_LEADER_TO_GOALS_SCORE}
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score={AI_CA_MOVE_LEADER_TO_GOALS_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_MOVE_LEADER_TO_KEEP
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[candidate_action]
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id=move_leader_to_keep
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engine=cpp
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name=testing_ai_default::move_leader_to_keep_phase
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max_score={AI_CA_MOVE_LEADER_TO_KEEP_SCORE}
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score={AI_CA_MOVE_LEADER_TO_KEEP_SCORE}
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[/candidate_action]
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[candidate_action]
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id=move_leader_to_keep
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engine=cpp
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name=testing_ai_default::move_leader_to_keep_phase
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max_score={AI_CA_MOVE_LEADER_TO_KEEP_SCORE}
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score={AI_CA_MOVE_LEADER_TO_KEEP_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_COMBAT
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[candidate_action]
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id=combat
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engine=cpp
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name=testing_ai_default::combat_phase
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max_score={AI_CA_COMBAT_SCORE}
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score={AI_CA_COMBAT_SCORE}
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[/candidate_action]
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[candidate_action]
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id=combat
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engine=cpp
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name=testing_ai_default::combat_phase
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max_score={AI_CA_COMBAT_SCORE}
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score={AI_CA_COMBAT_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_HEALING
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[candidate_action]
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id=healing
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engine=cpp
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name=testing_ai_default::get_healing_phase
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max_score={AI_CA_HEALING_SCORE}
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score={AI_CA_HEALING_SCORE}
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[/candidate_action]
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[candidate_action]
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id=healing
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engine=cpp
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name=testing_ai_default::get_healing_phase
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max_score={AI_CA_HEALING_SCORE}
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score={AI_CA_HEALING_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_VILLAGES
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[candidate_action]
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id=villages
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engine=cpp
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name=testing_ai_default::get_villages_phase
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max_score={AI_CA_VILLAGES_SCORE}
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score={AI_CA_VILLAGES_SCORE}
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[/candidate_action]
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[candidate_action]
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id=villages
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engine=cpp
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name=testing_ai_default::get_villages_phase
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max_score={AI_CA_VILLAGES_SCORE}
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score={AI_CA_VILLAGES_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_RETREAT
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[candidate_action]
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id=retreat
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engine=cpp
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name=testing_ai_default::retreat_phase
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max_score={AI_CA_RETREAT_SCORE}
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score={AI_CA_RETREAT_SCORE}
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[/candidate_action]
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[candidate_action]
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id=retreat
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engine=cpp
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name=testing_ai_default::retreat_phase
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max_score={AI_CA_RETREAT_SCORE}
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score={AI_CA_RETREAT_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_MOVE_TO_TARGETS
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[candidate_action]
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id=move_to_targets
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engine=cpp
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name=testing_ai_default::testing_move_to_targets_phase
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max_score={AI_CA_MOVE_TO_TARGETS_SCORE}
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score={AI_CA_MOVE_TO_TARGETS_SCORE}
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[/candidate_action]
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[candidate_action]
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id=move_to_targets
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engine=cpp
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name=testing_ai_default::testing_move_to_targets_phase
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max_score={AI_CA_MOVE_TO_TARGETS_SCORE}
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score={AI_CA_MOVE_TO_TARGETS_SCORE}
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[/candidate_action]
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#enddef
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# extra candidate actions
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#define AI_CA_SIMPLE_MOVE_TO_TARGETS
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[candidate_action]
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id=simple_move_to_targets
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engine=cpp
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name=testing_ai_default::simple_move_and_targeting_phase
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max_score={AI_CA_MOVE_TO_TARGETS_SCORE}
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score={AI_CA_MOVE_TO_TARGETS_SCORE}
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[/candidate_action]
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[candidate_action]
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id=simple_move_to_targets
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engine=cpp
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name=testing_ai_default::simple_move_and_targeting_phase
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max_score={AI_CA_MOVE_TO_TARGETS_SCORE}
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score={AI_CA_MOVE_TO_TARGETS_SCORE}
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[/candidate_action]
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#enddef
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#define AI_CA_POISONING
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@ -153,8 +153,8 @@
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[command]
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{VARIABLE order_type aggression}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side aggression set_by_ai_controller "0.9"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side caution set_by_ai_controller "0.1"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side aggression set_by_ai_controller "0.9"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side caution set_by_ai_controller "0.1"}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.current_behaviour aggression}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.currently_doing_behaviour_description _"aggressive."}
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@ -189,8 +189,8 @@
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{VARIABLE ai_controller.side_$ally_side|_current_settings.current_behaviour caution}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.currently_doing_behaviour_description _"defensive."}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side aggression set_by_ai_controller "0.1"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side caution set_by_ai_controller "1.0"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side aggression set_by_ai_controller "0.1"}
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{MODIFY_AI_ADD_SIMPLE_ASPECT $ally_side caution set_by_ai_controller "1.0"}
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[/command]
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[/option]
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[/caution]
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@ -306,7 +306,7 @@
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{VARIABLE ai_controller.side_$ally_side|_current_settings.current_objective focus_on_enemy}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.currently_doing_objective_description _"focusing on defeating $this_enemy_description|."}
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{MODIFY_AI_ADD_GOAL $ally_side (
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{MODIFY_AI_ADD_GOAL $ally_side (
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[goal]
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id=set_by_ai_controller
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value=20
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@ -314,7 +314,7 @@
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side=$temp_i
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[/criteria]
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[/goal]
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)}
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)}
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[/command]
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[/value]
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[/set_variables]
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{VARIABLE ai_controller.side_$ally_side|_current_settings.current_objective protect}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.currently_doing_objective_description _"focusing on protecting $this_ally_description|."}
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{MODIFY_AI_ADD_GOAL $ally_side (
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{MODIFY_AI_ADD_GOAL $ally_side (
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[goal]
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id=set_by_ai_controller
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name=protect
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side=$temp_i
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[/criteria]
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[/goal]
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)}
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)}
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[/command]
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[/value]
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[/set_variables]
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{VARIABLE ai_controller.side_$ally_side|_current_settings.current_objective defend_location}
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{VARIABLE ai_controller.side_$ally_side|_current_settings.currently_doing_objective_description _"focusing on defending the area around $x1|,$y1|."}
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{MODIFY_AI_ADD_GOAL $ally_side (
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[goal]
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id=set_by_ai_controller
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@ -832,6 +832,7 @@ Also, 0..9 = $below_ten, one,two,three = $ascii and the bonus answer is $mixed."
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x,y,side=18,10,1
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[/filter]
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#wmlindent: stop
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[lua]
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# Uses the special syntax as described at
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# http://www.wesnoth.org/wiki/DescriptionWML
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wesnoth.message(string.format("User selected choice %d.", result))
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>>
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[/lua]
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#wmlindent: stop
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[/event]
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[label]
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