Add deprecation messages for old AI aspect fetchers
This commit also updates uses of these fetchers in mainline Lua code.
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7 changed files with 28 additions and 7 deletions
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@ -90,7 +90,7 @@ function ca_attack_highxp:evaluation(cfg, data)
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local reaches = LS.create()
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local attacker_copies = LS.create()
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local aggression = ai.get_aggression()
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local aggression = ai.aspects.aggression
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local avoid_map = LS.of_pairs(ai.aspects.avoid)
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local max_ca_score, max_rating, best_attack = 0, 0
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for _,target_info in ipairs(target_infos) do
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@ -85,7 +85,7 @@ return {
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local start_time, ca_name = wesnoth.get_time_stamp() / 1000., 'castle_switch'
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if AH.print_eval() then print_time(' - Evaluating castle_switch CA:') end
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if ai.get_passive_leader() then
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if ai.aspects.passive_leader then
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-- Turn off this CA if the leader is passive
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return 0
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end
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@ -65,7 +65,7 @@ function ca_fast_combat:evaluation(cfg, data)
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end
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end
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local aggression = ai.get_aggression()
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local aggression = ai.aspects.aggression
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if (aggression > 1) then aggression = 1 end
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local own_value_weight = 1. - aggression
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@ -60,7 +60,7 @@ function ca_fast_combat_leader:evaluation(cfg, data)
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end
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end
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local aggression = ai.get_aggression()
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local aggression = ai.aspects.aggression
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if (aggression > 1) then aggression = 1 end
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local own_value_weight = 1. - aggression
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@ -29,7 +29,7 @@ function ca_fast_move:execution(cfg)
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local goals = {}
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-- Villages get added first, so that (hopefully, scouts and faster units will go for them first)
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local village_value = ai.get_village_value()
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local village_value = ai.aspects.village_value
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if leader and (village_value > 0) then
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local villages = wesnoth.get_villages()
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@ -61,7 +61,7 @@ function ca_healer_move:evaluation(cfg, data)
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local enemy_attack_map = BC.get_attack_map(enemies)
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for _,healee in ipairs(healees_MP) do wesnoth.put_unit(healee) end
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local avoid_map = LS.of_pairs(ai.get_avoid())
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local avoid_map = LS.of_pairs(ai.aspects.avoid)
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local max_rating = -9e99
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for _,healer in ipairs(healers) do
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@ -49,6 +49,7 @@
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static lg::log_domain log_ai_engine_lua("ai/engine/lua");
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#define LOG_LUA LOG_STREAM(info, log_ai_engine_lua)
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#define WRN_LUA LOG_STREAM(warn, log_ai_engine_lua)
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#define ERR_LUA LOG_STREAM(err, log_ai_engine_lua)
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static char const aisKey[] = "ai contexts";
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@ -379,9 +380,12 @@ static int cfun_ai_get_targets(lua_State *L)
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return 1;
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}
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#define DEPRECATED_ASPECT_MESSAGE(name) WRN_LUA << "ai.get_" name "() is deprecated, use ai.aspects." name " instead\n"
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// Aspect section
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static int cfun_ai_get_aggression(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("aggression");
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double aggression = get_readonly_context(L).get_aggression();
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lua_pushnumber(L, aggression);
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return 1;
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@ -389,6 +393,7 @@ static int cfun_ai_get_aggression(lua_State *L)
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static int cfun_ai_get_attack_depth(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("attack_depth");
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int attack_depth = get_readonly_context(L).get_attack_depth();
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lua_pushnumber(L, attack_depth);
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return 1;
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@ -396,6 +401,7 @@ static int cfun_ai_get_attack_depth(lua_State *L)
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static int cfun_ai_get_attacks(lua_State *L)
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{
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// Unlike the other aspect fetchers, this one is not deprecated, because ai.aspects.attacks returns the viable units but this returns a full attack analysis
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const ai::attacks_vector& attacks = get_readonly_context(L).get_attacks();
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lua_createtable(L, attacks.size(), 0);
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int table_index = lua_gettop(L);
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@ -412,6 +418,7 @@ static int cfun_ai_get_attacks(lua_State *L)
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static int cfun_ai_get_avoid(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("avoid");
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std::set<map_location> locs;
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terrain_filter avoid = get_readonly_context(L).get_avoid();
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avoid.get_locations(locs);
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@ -422,6 +429,7 @@ static int cfun_ai_get_avoid(lua_State *L)
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static int cfun_ai_get_caution(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("caution");
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double caution = get_readonly_context(L).get_caution();
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lua_pushnumber(L, caution);
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return 1;
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@ -429,6 +437,7 @@ static int cfun_ai_get_caution(lua_State *L)
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static int cfun_ai_get_grouping(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("grouping");
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std::string grouping = get_readonly_context(L).get_grouping();
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lua_pushstring(L, grouping.c_str());
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return 1;
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@ -436,6 +445,7 @@ static int cfun_ai_get_grouping(lua_State *L)
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static int cfun_ai_get_leader_aggression(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("leader_aggression");
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double leader_aggression = get_readonly_context(L).get_leader_aggression();
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lua_pushnumber(L, leader_aggression);
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return 1;
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@ -443,6 +453,7 @@ static int cfun_ai_get_leader_aggression(lua_State *L)
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static int cfun_ai_get_leader_goal(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("leader_goal");
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config goal = get_readonly_context(L).get_leader_goal();
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luaW_pushconfig(L, goal);
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return 1;
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@ -450,6 +461,7 @@ static int cfun_ai_get_leader_goal(lua_State *L)
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static int cfun_ai_get_leader_ignores_keep(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("leader_ignores_keep");
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bool leader_ignores_keep = get_readonly_context(L).get_leader_ignores_keep();
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lua_pushboolean(L, leader_ignores_keep);
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return 1;
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@ -457,6 +469,7 @@ static int cfun_ai_get_leader_ignores_keep(lua_State *L)
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static int cfun_ai_get_leader_value(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("leader_value");
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double leader_value = get_readonly_context(L).get_leader_value();
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lua_pushnumber(L, leader_value);
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return 1;
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@ -464,6 +477,7 @@ static int cfun_ai_get_leader_value(lua_State *L)
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static int cfun_ai_get_passive_leader(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("passive_leader");
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bool passive_leader = get_readonly_context(L).get_passive_leader();
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lua_pushboolean(L, passive_leader);
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return 1;
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@ -471,6 +485,7 @@ static int cfun_ai_get_passive_leader(lua_State *L)
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static int cfun_ai_get_passive_leader_shares_keep(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("passive_leader_shares_keep");
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bool passive_leader_shares_keep = get_readonly_context(L).get_passive_leader_shares_keep();
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lua_pushboolean(L, passive_leader_shares_keep);
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return 1;
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@ -478,9 +493,10 @@ static int cfun_ai_get_passive_leader_shares_keep(lua_State *L)
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static int cfun_ai_get_recruitment_pattern(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("recruitment_pattern");
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std::vector<std::string> recruiting = get_readonly_context(L).get_recruitment_pattern();
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int size = recruiting.size();
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lua_createtable(L, size, 0); // create an exmpty table with predefined size
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lua_createtable(L, size, 0); // create an empty table with predefined size
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for (int i = 0; i < size; ++i)
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{
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lua_pushinteger(L, i + 1); // Indexing in Lua starts from 1
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@ -492,6 +508,7 @@ static int cfun_ai_get_recruitment_pattern(lua_State *L)
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static int cfun_ai_get_scout_village_targeting(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("scout_village_targeting");
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double scout_village_targeting = get_readonly_context(L).get_scout_village_targeting();
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lua_pushnumber(L, scout_village_targeting);
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return 1;
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@ -499,6 +516,7 @@ static int cfun_ai_get_scout_village_targeting(lua_State *L)
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static int cfun_ai_get_simple_targeting(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("simple_targeting");
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bool simple_targeting = get_readonly_context(L).get_simple_targeting();
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lua_pushboolean(L, simple_targeting);
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return 1;
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@ -506,6 +524,7 @@ static int cfun_ai_get_simple_targeting(lua_State *L)
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static int cfun_ai_get_support_villages(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("support_villages");
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bool support_villages = get_readonly_context(L).get_support_villages();
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lua_pushboolean(L, support_villages);
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return 1;
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@ -513,6 +532,7 @@ static int cfun_ai_get_support_villages(lua_State *L)
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static int cfun_ai_get_village_value(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("village_value");
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double village_value = get_readonly_context(L).get_village_value();
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lua_pushnumber(L, village_value);
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return 1;
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@ -520,6 +540,7 @@ static int cfun_ai_get_village_value(lua_State *L)
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static int cfun_ai_get_villages_per_scout(lua_State *L)
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{
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DEPRECATED_ASPECT_MESSAGE("villages_per_scout");
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int villages_per_scout = get_readonly_context(L).get_villages_per_scout();
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lua_pushnumber(L, villages_per_scout);
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return 1;
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