Lurker MAI: rename internal engine functions
No change of functionality. This is done to ensure that function names are unique, a necessary step toward making different MAIs combinable.
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2 changed files with 5 additions and 5 deletions
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@ -1,12 +1,12 @@
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return {
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init = function(ai)
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local lurkers = {}
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local engine = {}
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local LS = wesnoth.require "lua/location_set.lua"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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function lurkers:lurker_attack_eval(cfg)
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function engine:mai_lurkers_attack_eval(cfg)
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-- If any lurker has moves left, we return score just above standard combat CA
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local units = wesnoth.get_units { side = wesnoth.current.side,
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{ "and", cfg.filter }, formula = '$this_unit.moves > 0'
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@ -19,7 +19,7 @@ return {
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return eval
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end
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function lurkers:lurker_attack_exec(cfg)
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function engine:mai_lurkers_attack_exec(cfg)
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-- We simply pick the first of the lurkers, they have no strategy
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local me = wesnoth.get_units { side = wesnoth.current.side,
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{ "and", cfg.filter }, formula = '$this_unit.moves > 0'
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@ -102,6 +102,6 @@ return {
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if me and me.valid then ai.stopunit_all(me) end
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end
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return lurkers
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return engine
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end
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}
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@ -300,7 +300,7 @@ function wesnoth.wml_actions.micro_ai(cfg)
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local CA_parms = {
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{
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id = 'lurker_moves_lua', eval_name = 'lurker_attack_eval', exec_name = 'lurker_attack_exec',
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id = 'lurker_moves_lua', eval_name = 'mai_lurkers_attack_eval', exec_name = 'mai_lurkers_attack_exec',
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max_score = 100010, cfg_table = cfg_lurk
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},
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}
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