AI attributes "simple_targeting" and "scout_village_targeting"...
...were not spelled consistently, and the engine spelling was wrong. Fix this, by teaching wmllint to fix it. The wiki will be updated simultaneously with this commit,
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a2127b28b6
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9811794d61
17 changed files with 30 additions and 27 deletions
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@ -53,7 +53,7 @@
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[/ai]
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[ai]
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aggression=-0.1
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simple_targetting=yes
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simple_targeting=yes
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turns="1,2,3,7,8,9,13,14,15,19,20,21"
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grouping=none
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attack_depth=5
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@ -86,7 +86,7 @@
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turns="1,2,3,7,8,9,13,14,15,19,20,21"
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grouping=none
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attack_depth=5
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simple_targetting=yes
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simple_targeting=yes
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[/ai]
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[/side]
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@ -96,7 +96,7 @@
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aggression=4.0
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caution=0.0
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grouping=no
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simple_targetting=yes
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simple_targeting=yes
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village_value=0
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[target]
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id=Malin Keshar
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@ -104,7 +104,7 @@
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fog=no
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shroud=no
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[ai]
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scout_village_targetting=2
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scout_village_targeting=2
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village_value=0.5
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[target]
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id=Malin Keshar
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@ -134,7 +134,7 @@
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[ai]
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recruitment_ignore_bad_movement=yes
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recruitment_ignore_bad_combat=yes
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simple_targetting=yes
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simple_targeting=yes
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[/ai]
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#enddef
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@ -71,7 +71,7 @@
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grouping=no
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aggression=1.0
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caution=-1.0
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simple_targetting=yes
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simple_targeting=yes
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{ATTACK_DEPTH 1 4 5}
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[/ai]
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{GOLD 20 50 100}
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@ -61,7 +61,7 @@
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#define VOD_AI_PARMS
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[ai]
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grouping=no
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -80,7 +80,7 @@
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[ai]
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{ATTACK_DEPTH 4 5 6}
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passive_leader=yes
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simple_targetting=yes
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simple_targeting=yes
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#ifndef HARD
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recruitment_pattern=scout,fighter,fighter,archer
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#else
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@ -139,7 +139,7 @@
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[ai]
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{ATTACK_DEPTH 4 5 6}
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passive_leader=yes
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simple_targetting=yes
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simple_targeting=yes
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#ifdef EASY
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recruitment_pattern=scout,fighter,fighter,archer
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#endif
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@ -165,7 +165,7 @@
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[ai]
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villages_per_scout=3
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village_value=50
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scout_village_targetting=50
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scout_village_targeting=50
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recruitment_pattern=scout,scout,scout,fighter,archer,mixed fighter
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[/ai]
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#disabled as long as the ai behaves strange
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@ -72,7 +72,7 @@
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aggression=2.0
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caution=0.0
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grouping=no
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simple_targetting=yes
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simple_targeting=yes
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[/ai]
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shroud=no
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fog=yes
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@ -132,7 +132,7 @@
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turns=1-6
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caution=0.2
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aggression=0.8
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scout_village_targetting=1
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scout_village_targeting=1
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[target]
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side=1,5
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@ -155,7 +155,7 @@
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turns=7-FOREVER
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caution=0.1
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aggression=0.9
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scout_village_targetting=1
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scout_village_targeting=1
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[target]
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side=1,5
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@ -331,7 +331,7 @@
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user_team_name=_"Trolls"
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[ai]
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -361,7 +361,7 @@
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team_name=trolls
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user_team_name=_"Trolls"
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[ai]
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -391,7 +391,7 @@
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team_name=trolls
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user_team_name=_"Trolls"
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[ai]
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -422,7 +422,7 @@
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team_name=trolls
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user_team_name=_"Trolls"
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[ai]
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -250,7 +250,7 @@
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user_team_name=_"Alliance"
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persistent=yes
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[ai]
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simple_targetting=yes
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simple_targeting=yes
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recruitment_ignore_bad_combat=yes
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recruitment_ignore_bad_movement=yes
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aggression=1.0
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@ -101,7 +101,7 @@
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caution=0.00
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#ifdef EASY
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# monsters are extra dumb
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simple_targetting=yes
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simple_targeting=yes
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grouping=no
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#endif
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#ifdef NORMAL
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@ -146,7 +146,7 @@
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[entry]
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name = "Pauli Nieminen (suokko)"
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email = "paniemin_AT_cc.hut.fi"
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comment = "Bug fixing; ussualy targetting MP or WML engine"
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comment = "Bug fixing; usualy targeting MP or WML engine"
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[/entry]
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[entry]
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name = "Philippe Plantier (Ayin)"
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@ -444,6 +444,8 @@ linechanges = (
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("titlescreen/landscapecastle.jpg",
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"story/landscape-castle.jpg"),
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("LABEL_PERSISTANT", "LABEL_PERSISTENT"),
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# Changed just before 1.5.13
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("targetting", "targeting"),
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)
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def validate_stack(stack, filename, lineno):
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@ -1089,7 +1089,7 @@ void ai::do_move()
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find_threats();
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LOG_AI << "move/targetting phase\n";
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LOG_AI << "move/targeting phase\n";
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const bool met_invisible_unit = move_to_targets(possible_moves,srcdst,dstsrc,enemy_dstsrc,leader);
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if(met_invisible_unit) {
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@ -523,7 +523,7 @@ std::pair<map_location,map_location> ai::choose_move(std::vector<target>& target
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//scouts also get a bonus for going after villages
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if(tg->type == target::VILLAGE) {
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rating *= lexical_cast_default<int>(current_team().ai_parameters()["scout_village_targetting"],3);
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rating *= lexical_cast_default<int>(current_team().ai_parameters()["scout_village_targeting"],3);
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}
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}
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return std::pair<location,location>();
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}
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//if we have the 'simple_targetting' flag set, then we don't see if any other
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//units can put a better bid forward for this target
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const bool dumb_ai = utils::string_bool(current_team().ai_parameters()["simple_targetting"]);
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//if we have the 'simple_targeting' flag set, then we don't
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//see if any other units can put a better bid forward for this
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//target
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const bool dumb_ai = utils::string_bool(current_team().ai_parameters()["simple_targeting"]);
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if(dumb_ai == false) {
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LOG_AI << "complex targetting...\n";
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LOG_AI << "complex targeting...\n";
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//now see if any other unit can put a better bid forward
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for(++u; u != units_.end(); ++u) {
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if(u->second.side() != team_num_ || u->second.can_recruit() ||
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}
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}
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LOG_AI << "done complex targetting...\n";
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LOG_AI << "done complex targeting...\n";
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} else {
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u = units_.end();
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}
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