[Lua] Add some TODO notes on things to come back to later.
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@ -1155,6 +1155,8 @@ function ai_helper.get_units_with_moves(filter, exclude_guardians)
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exclude_status = exclude_status .. ',guardian'
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end
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return wesnoth.units.find_on_map {
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-- TODO: Should this also check for a case where the unit can't move because of terrain?
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-- That is, all adjacent terrains have a movement cost higher than the unit's moves left.
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wml.tag["and"] { formula = "moves > 0" },
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wml.tag["not"] { status = exclude_status },
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wml.tag["and"] ( filter )
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@ -2087,6 +2089,7 @@ function ai_helper.movefull_stopunit(ai, unit, x, y)
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x, y = x.x, x.y
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end
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end
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-- TODO: Use read_location above (and in many other places as well)
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local next_hop = ai_helper.next_hop(unit, x, y)
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if next_hop and ((next_hop[1] ~= unit.x) or (next_hop[2] ~= unit.y)) then
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@ -2534,6 +2537,7 @@ function ai_helper.get_unit_time_of_day_bonus(alignment, lawful_bonus)
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elseif (alignment == 'chaotic') then
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multiplier = (1 - lawful_bonus / 100.)
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elseif (alignment == 'liminal') then
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-- TODO: I think this is wrong?
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multiplier = (1 - math.abs(lawful_bonus) / 100.)
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end
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end
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@ -447,6 +447,7 @@ function ca_bottleneck_move:evaluation(cfg, data)
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local unit_in_way = wesnoth.units.find_on_map { x = best_hex[1], y = best_hex[2],
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wml.tag["not"] { id = best_unit.id }
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}[1]
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--- TODO: best_hex should be indexed as x and y!
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if (not AH.is_visible_unit(wesnoth.current.side, unit_in_way)) then
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unit_in_way = nil
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end
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