recruit_rushers CA: don't reserve village for passive leader
(cherry-picked from commit b92d8e8226
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2 changed files with 3 additions and 3 deletions
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@ -25,7 +25,7 @@ if ca_castle_switch then
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}) > 0
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return take_village
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end
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return true
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return not ai.aspects.passive_leader
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end
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)
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end
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@ -13,7 +13,7 @@ return {
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-- min_turn_1_recruit: function that returns true if only enough units to grab nearby villages should be recruited turn 1, false otherwise
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-- (default always returns false)
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-- leader_takes_village: function that returns true if and only if the leader is going to move to capture a village this turn
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-- (default always returns true)
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-- (default returns 'not ai.aspects.passive_leader')
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-- Note: the recruiting code assumes full knowledge of units on the map and the recruit lists of other sides for the purpose of
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-- finding the best unit types to recruit. It does not work otherwise. It assumes normal vision of the AI side (that is, it disregards
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-- hidden enemy units) for determining from which keep hex the leader should recruit and on which castle hexes to recruit new units
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@ -871,7 +871,7 @@ return {
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data.castle.assigned_villages_x = {}
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data.castle.assigned_villages_y = {}
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if not params.leader_takes_village or params.leader_takes_village() then
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if not ai.aspects.passive_leader and (not params.leader_takes_village or params.leader_takes_village()) then
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-- skip one village for the leader
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for i,v in ipairs(villages) do
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local path, cost = wesnoth.find_path(leader, v[1], v[2], {max_cost = leader.max_moves+1})
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