Micro AI scenario files: add wmllint unbalanced-on/off comments
These are needed because wmllint gets confused by tags inside message texts as well as by code that looks like tags, such as the path= keys in [modify_ai] tags.
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@ -216,9 +216,11 @@
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speaker=Delfador
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message= _ "There are too many to fight, far too many. We must escape!"
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[/message]
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# wmllint: unbalanced-on
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{MESSAGE narrator "wesnoth-icon.png" "" _"This is a reenactment of scenario ""The Elves Besieged"" of the mainline campaign ""Heir to the Throne"", just that the AI is playing Konrad's side here. The goal is to move Konrad to the signpost in the northwest, while keeping both Konrad and Delfador alive. The same AI as in scenario ""Protect Unit"" is used.
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Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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{PLACE_IMAGE "scenery/signpost.png" 1 1}
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{SET_LABEL 1 1 _"Move Konrad here"}
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@ -363,11 +363,13 @@
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speaker=narrator
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caption=_"Question for the Player"
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image=wesnoth-icon.png
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# wmllint: unbalanced-on
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message=_"It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or to mess with things in debug mode).
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Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, there's a right-click option - but that only works in human-controlled mode. In AI-only mode, you have to press 'Esc' or reload a previous savefile.
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Also note: The Animal AIs are coded as Micro AIs. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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# wmllint: unbalanced-off
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[option]
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message=_"<span font='16'>I'll just watch the animals.</span>"
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[command]
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@ -86,9 +86,11 @@
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{STORE_UNIT_VAR (id=Big Bad Orc) profile profile}
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{MESSAGE (Big Bad Orc) "$profile~FL()~RIGHT()" "" _"They there! We them get!"}
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{CLEAR_VARIABLE profile}
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# wmllint: unbalanced-on
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{MESSAGE LuaAI "" "" _"We need to hold that pass for as long as we can. Let's put our strongest fighters on the front line and bring injured units to the back for healing. If we're careful enough, we might even win this battle. I'll join you as soon as I'm done recruiting and do my share of the fighting.
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Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[message]
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speaker=narrator
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@ -83,6 +83,7 @@
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{STORE_UNIT_VAR (id=Dreadful Bat) profile profile}
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{MESSAGE (Dreadful Bat) "" "" _"Be careful to stay out of the way of that dragon. He's a mean one."}
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{CLEAR_VARIABLE profile}
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# wmllint: unbalanced-on
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{MESSAGE Rowck "" "" _"Hi there. I am Rowck and here is what I do:
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When hungry, I move around part of the map in a random wander until I get into range of an enemy. If enemies are within range, I attack and devour the weakest of them. After that, I retreat to my rest location, where I stay for a certain number of turns or until fully healed.
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A few details (features, not bugs, but can be changed if desired):
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@ -92,6 +93,7 @@ A few details (features, not bugs, but can be changed if desired):
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- Occasionally I will not move at all while wandering (a dragon has to rest sometimes!)
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Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[objectives]
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summary=_"Move the bats around to explore how Rowck reacts"
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@ -57,7 +57,9 @@
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[modify_ai]
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side=1
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action=add
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# wmllint: unbalanced-on
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path=stage[main_loop].candidate_action[]
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# wmllint: unbalanced-off
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[candidate_action]
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engine=fai
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name=go_home
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@ -423,11 +425,13 @@ This also demonstrates how to combine candidate actions from Formula AI and Lua
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{STORE_UNIT_VAR id=Kraa profile profile}
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{MESSAGE Kraa "$profile~FL()~RIGHT()" "" _"Kraahhh!!!!"}
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{MESSAGE (Another Bad Orc) "" "" _"They there! We them get!"}
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# wmllint: unbalanced-on
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{MESSAGE Kraa "$profile~FL()~RIGHT()" "" _"Gryphons of the High Plains, look at all these enemies. They don't behave normally. Most of them don't move at all unless we get close. Let's check out how they react to us.
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Note to the player: the right-click context menu provides information about each of the units' behavior.
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Another note: Most of the Guardian AIs are coded as Micro AIs. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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{CLEAR_VARIABLE profile}
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[objectives]
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@ -79,11 +79,13 @@
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[event]
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name=start
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# wmllint: unbalanced-on
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{MESSAGE Rebels1 "" "" _"In this scenario, we demonstrate the use of the Healer Support Micro AI. This AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in the attacks under all circumstances. It includes several configurable options (which are set differently for the two sides in this scenario) that determine how aggressive/careful the healers are, whether they also attack, how much risk they are willing to take, etc.
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For clarity, each healer announces her upcoming support move. If you don't want to see that each time, just hit 'esc' when it happens the first time.
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Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[/event]
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# Stop if the leader of one side died
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@ -437,6 +437,7 @@
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Lurkers move individually without any strategy and always attack the weakest enemy within their reach. If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks)."}
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# wmllint: unbalanced-on
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{MESSAGE Pekzs "" "" _"Three different lurker behaviors are set up here using the [micro_ai] tag with different parameters:
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Side 2 (blue): saurians attacking only from swamp. If no enemy is in range, they do not move.
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@ -452,6 +453,7 @@ We also added two other sides, which demonstrate lurker behavior coded in WML (S
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Any unit not adjacent to swamp (and water, for the nagas) is safe from the lurkers, thus it is easy to keep Pekzs from being attacked.
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The Lua Lurker AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[objectives]
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side=1
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@ -136,6 +136,7 @@
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{MESSAGE Vanak "$profile~FL()~RIGHT()" "" _"They there! We them get!"}
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{CLEAR_VARIABLE profile}
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{MESSAGE messenger "" "" _"Men, I need to get to that signpost in the north, to get the message to our leader. Let's head up there as quickly as we can."}
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# wmllint: unbalanced-on
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{MESSAGE narrator "wesnoth-icon.png" _"Notes" _"The Messenger Escort AI will try to move the dragoon messenger to the signpost in the north, while protecting him as well as possible with the other units. Vanak's orcs need to stop him.
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Note that the messenger route is set up through a series of waypoints here simply to demonstrate how to use waypoints. On this map, using only a single waypoint at the end of the route would work just as well (or probably even better).
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@ -143,6 +144,7 @@ Note that the messenger route is set up through a series of waypoints here simpl
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Also note that the messenger does not have to get exactly to each signpost (except for the last one), getting close is good enough.
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The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[objectives]
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side=1
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@ -179,16 +179,19 @@
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name=start
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{STORE_UNIT_VAR id=Konrad profile profile}
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# wmllint: unbalanced-on
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{MESSAGE Konrad "$profile~FL()~RIGHT()" "" _"Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.
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I am heading for the keep east of the central mountain via a couple waypoints in the south. I will stay there once I get there. By contrast, those two fellas in the center are perpetually circling the mountain, one of them always in the same direction, the other changing directions after every lap.
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All of this is implemented by use of the same [micro_ai] tag."}
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# wmllint: unbalanced-off
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{CLEAR_VARIABLE profile}
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{MESSAGE Urudin "" "" _"And I am Urudin. I will attack my enemies for a few turns, but will retreat toward the right edge of the map if my hitpoints are below half of maximum or by Turn 5, whatever happens first.
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This is an AI separate from the Patrols of Side 2."}
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# wmllint: unbalanced-on
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{MESSAGE narrator "wesnoth-icon.png" _"Notes" _"You, as the player, are in charge of Gertburt's bandits in this scenario. You can either simply watch the patrols move around, or you can move units into their way. The three patrol units are all instructed to behave differently when facing enemy units:
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Konrad only attacks Gertburt, or any enemy unit that blocks his final waypoint.
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@ -200,6 +203,7 @@ The Longbowman attacks any enemy unit he ends up next to at the end of his move.
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They all have in common, however, that getting to their next waypoint takes priority over attacking. They will thus prefer to move around enemies rather than straight for them. Also, if a waypoint is occupied by a unit they are not instructed to attack, they will (eventually) abandon that waypoint once they get close enough and move on to the next one.
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The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[objectives]
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summary=_"Watch the patrols, attack them etc."
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@ -64,7 +64,9 @@
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[modify_ai]
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side=2
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action=add
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# wmllint: unbalanced-on
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path=stage[main_loop].candidate_action[]
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# wmllint: unbalanced-off
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[candidate_action]
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engine=lua
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name=change_attacks_aspect
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@ -133,9 +135,11 @@
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speaker=narrator
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caption=_"Question for the Player"
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image=wesnoth-icon.png
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# wmllint: unbalanced-on
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message=_"In this scenario, the AI playing the humans in the east (Langzhar) is instructed to protect the wizard Rossauba, while moving him safely to the signpost. On the other side, Koorzhar's units (in the west) will primarily attack Rossauba, even if a better target is available. Do you want to play either of the sides or let the AI's battle it out among themselves?
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Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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# wmllint: unbalanced-off
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[option]
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message=_"<span font='16'>I'll watch the two AI's fight it out</span>"
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[/option]
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@ -80,11 +80,13 @@
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{CLEAR_VARIABLE profile}
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{MESSAGE Langzhar "" "" _"Just watch the recruiting of both sides and see if it is what you would expect. The recruitment lists cover level 0 to level 2 units, in order to make differences more obvious."}
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# wmllint: unbalanced-on
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{MESSAGE narrator "wesnoth-icon.png" "Notes" _"If you have not changed anything, Side 1 uses the Random Recruiting AI, with swordsmen and peasants having been given higher probability than the other units. This is not meant as a good recruitment pattern, it simply serves as a demonstration how to use the AI.
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Side 2 uses Wesnoth' default recruiting.
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Also note that several Recruiting AIs are available as Micro AIs. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[/event]
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# Stop if this was the last death on this side
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@ -135,11 +135,13 @@
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[event]
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name=start
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# wmllint: unbalanced-on
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{MESSAGE narrator "wesnoth-icon.png" "" _"This scenario features bats moving around in a swarm. Without adjacent enemies, they simply try to stay together and at a certain distance from enemies. However, if an enemy unit is close to any bat, the swarm scatters. This is particular fun to watch when one places an enemy unit in the middle of the swarm. After being scattered, the swarm members slowly rejoin, but not in a very organized way. Sub-swarms or individual bats might roam around for quite some time before they find their way back. It is also possible that individual bats (or small groups) split off from the larger swarm at times.
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The player controls a side of gryphons, each of which is given 99 moves so that the reaction of the swarm to enemies can be tested easily. There are also several right-click options, for example for adding bats or gryphons or for taking units off the map.
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Note: The Swarm AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."}
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# wmllint: unbalanced-off
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[objectives]
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side=1
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@ -198,11 +198,13 @@ To emphasize which wolf belongs to which pack, the pack number will be displayed
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speaker=narrator
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caption=_"Question for the Player"
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image=wesnoth-icon.png
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# wmllint: unbalanced-on
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message=_"It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or for messing with things in debug mode). In human-controlled mode, several options are available through the right-click menu, such as adding additional wolves to either side, taking wolves off the map, adding peasants to the human-controlled side or ending the scenario. This enables easy exploring of the wolf AI behavior under different circumstances.
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Note that the leader of the human-controlled side, Rutburt, can move 99 hexes per turn, so that it is always possible to keep him out of harm's way.
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Also note that the wolves AI is coded as a Micro AI. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at http://wiki.wesnoth.org/Micro_AIs for more information."
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# wmllint: unbalanced-off
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[option]
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message=_"<span font='16'>I'll just watch the two wolf sides.</span>"
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[command]
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