Lua AIs: no need to set variables to nil explicitely
This is mostly done for consistency across the Lua AI code
(cherry-picked from commit 0e7c09f7b5
)
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4 changed files with 7 additions and 7 deletions
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@ -111,7 +111,7 @@ return {
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-- In several cases this function only approximates the correct value (eg Thunderguard vs Goblin Spearman has damage capped by target health)
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-- In some cases (like poison), this approximation is preferred to the actual value.
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local best_damage = 0
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local best_attack = nil
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local best_attack
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local best_poison_damage = 0
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-- Steadfast is currently disabled because it biases the AI too much in favour of Guardsmen
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-- Basically it sees the defender stats for damage and wrongfully concludes that the unit is amazing
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@ -548,7 +548,7 @@ return {
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end
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end
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-- Correct count of units for each range
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local most_common_range = nil
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local most_common_range
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local most_common_range_count = 0
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for range, count in pairs(attack_range_count) do
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attack_range_count[range] = count/enemy_type_count
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@ -562,7 +562,7 @@ return {
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attack_type_count[attack_type] = count/enemy_type_count
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end
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local recruit_type = nil
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local recruit_type
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local leader = wesnoth.get_units { side = wesnoth.current.side, canrecruit = 'yes' }[1]
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repeat
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recruit_data.recruit.best_hex, recruit_data.recruit.target_hex = ai_cas:find_best_recruit_hex(leader, recruit_data)
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@ -779,7 +779,7 @@ return {
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end
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local healer_count, healable_count = get_unit_counts_for_healing()
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local best_score = 0
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local recruit_type = nil
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local recruit_type
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local offense_weight = 2.5
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local defense_weight = 1/hp_ratio^0.5
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local move_weight = math.max((distance_to_enemy/20)^2, 0.25)
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@ -574,7 +574,7 @@ return {
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})[1]
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local villages = wesnoth.get_villages()
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local target, best_cost = nil, AH.no_path
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local best_cost, target = AH.no_path
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for i,v in ipairs(villages) do
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if not wesnoth.match_location(v[1], v[2], { {"filter_owner", { {"ally_of", { side = wesnoth.current.side }} }} }) then
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local path, cost = wesnoth.find_path(unit, v[1], v[2], { ignore_units = true, max_cost = best_cost })
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@ -114,7 +114,7 @@ function retreat_functions.get_retreat_injured_units(healees, regenerates)
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local healing_locs = retreat_functions.get_healing_locations()
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local max_rating, best_loc, best_unit = - math.huge, nil, nil
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local max_rating, best_loc, best_unit = - math.huge
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for i,u in ipairs(healees) do
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local possible_locations = wesnoth.find_reach(u)
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-- TODO: avoid ally's villages (may be preferable to lower rating so they will
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@ -29,7 +29,7 @@ function ca_ogres_flee:execution()
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local enemies = wesnoth.get_units { { "filter_side", { {"enemy_of", {side = wesnoth.current.side} } } } }
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local enemy_attack_map = BC.get_attack_map(enemies)
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local best_hex, best_unit, max_rating = {}, nil, - math.huge
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local max_rating, best_hex, best_unit = - math.huge, {}
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for i,u in ipairs(units) do
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local reach = wesnoth.find_reach(u)
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