mattsc
450e3d1a48
Experimental AI: do not use village hunt CA
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The algorithm used in this CA is too simple to work reliably in a general setting, it tends to send whole groups of units toward small numbers of villages, or even individual ones. In its current version, it should not be used at all, not even in the Experimental AI. The recommended way to emphasize village hunting is to set the village_value aspect to a larger-than-default value and let the move-to-targets CA take care of it.
An updated version of this CA's code is, however, left in place for potential future work as an external CA in Wesnoth 1.15.
2020-01-01 19:22:11 -08:00
mattsc
b0a79e6e9f
Experimental AI: add ids for candidate actions
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Also change the names of two CAs to match the function names (and the ids).
2019-12-17 06:33:40 -08:00
Severin Glöckner
cfd7a0038d
Core Macro Reference: Fix hint
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[ci skip]
2018-09-10 00:36:12 +02:00
mattsc
d781e6263a
High XP attacks: adapt other AIs to existence of new CA
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This means:
1. Adding the new CA to AI configs
2. Removing it whenever the combat CA is removed
3. Preventing conflicts for AIs that previously used overlapping scores
2016-09-03 20:00:12 -07:00
mattsc
f161a3cc1c
Fix AI_FORMULA_AI_EXPERIMENTAL_RECRUITMENT macro
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This also deletes the AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT
macro. There is no point in keeping both of them.
2016-03-26 15:34:39 -07:00
mattsc
ae8df114f6
Fix indenting
2016-03-24 05:27:45 -07:00
Celtic Minstrel
1d7c1c74f6
Improve backwards compatibility for Lua AI
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This changes the following:
- Fixes the experimental AI, without changing any of its code except for that in the [engine] tag
- Returns a dummy self from the dummy Lua engine, so that external CAs are more easily switched to using [params]
- Changes the order in which parameters are passed to AI component code. The order is now:
state/self, params, data
2016-03-22 07:22:22 -07:00
Celtic Minstrel
9c2027a8d8
Remove version key from AI configs
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This has a lot of cascade effects and may remove support for some old syntaxes, such as [protect_unit].
2016-03-22 07:22:22 -07:00
mattsc
1f93899652
New macros AI_SAVE_GOLD and AI_SAVE_GOLD_DEFAULT
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… to make enabling gold saving for the AI simpler in a scenario now
that it is not the default any more.
2014-01-25 20:29:15 -08:00
Groggy Dice
6e47a1818d
ai.cfg: fix "#ifdef MEDIUM" to NORMAL in attack_depth
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Though this may be in vain, as I read on the wiki that attack_depth is not
working with the RCA ai and is deprecated. While this bug might break
attack_depth on one difficulty level, it shouldn't have broken it entirely,
so this is probably not the reason it doesn't seem to be working.
2014-01-03 11:09:00 -05:00
mattsc
d5e27a2e3f
Correct the example given for MODIFY_AI_ADD_ASPECT
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The [facet] tag is needed, but was not shown.
2013-12-27 10:20:24 -08:00
mattsc
12c73569ca
AI macros: update comments for display on wiki reference page
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This is for the auto-generated page at
http://www.wesnoth.org/macro-reference.html
2013-12-26 20:00:45 -08:00
mattsc
c214c12611
ExpAI: add retreating and village hunting CAs
2013-11-01 09:36:26 -07:00
mattsc
d9aa43ef44
ExpAI: fix the name= value of Place Healers CA
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It doesn't really matter for anything in practice, but should be done
right.
2013-11-01 09:35:43 -07:00
mattsc
76e22a3d6a
Experimental AI: add a simple move to enemy CA
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Set up to run if nothing else is available.
In a separate file for use as a stand-alone CA in an AI
2013-10-31 21:19:44 -07:00
mattsc
0ef41090c0
Move AI_CONTROLLER_ALLOW_LEADER_CONTROL macro
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... from data/core/macros/ai.cfg to data/core/macros/ai_controller.cfg
2013-10-04 08:08:29 -07:00
flix
545c9b2057
Hang in new recruitment CA.
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- Alter macro {AI_CA_RECRUITMENT} to point to the new CA
- Create a new AI cfg file for a stronger AI
- Create a new AI cfg (dev) file for choosing the old recruitment CA in debug mode.
- Alter macro {AI_NO_RECRUITMENT}
2013-09-25 15:32:20 +02:00
mattsc
7e0a05ed6e
Experimental AI: consistently use underscores in AI ids and file names
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This is the last step of making everything use consistent syntax.
2013-07-10 20:37:30 -07:00
mattsc
d11edb6ec7
Make Experimental AI available in MP and SP
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This is done through a new macro EXPERIMENTAL_AI. Previously, it was
only available as a multiplayer AI.
2013-06-14 20:35:31 -07:00
Ignacio R. Morelle
fbd8f6ae59
Ran wmlindent
2012-01-11 21:49:32 +00:00
Iurii Chernyi
1f667d3bf8
Fix bug #18122 :
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AI leaders set to defensive will now follow human-set leader goals
anyway, even to the death.
2011-08-11 21:36:17 +00:00
Steven Panek
4a7ec6b8c3
Made it so that AI_CONTROLLER_ALLOW_LEADER_CONTROL's menu item...
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...only appears if the leader it's supposed to control is alive.
2011-07-26 20:19:32 +00:00
Eric S. Raymond
e7d337a676
Reindent mainline.
2010-09-23 13:04:56 +00:00
Iurii Chernyi
5fc4765bb5
fix bug #15390 :
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...add a try_delete action to modify_ai which has 'delete if exists,
don't complain if not exists' semantics
2010-03-09 19:39:15 +00:00
Eric S. Raymond
c62c55e1a2
More macro argument typechecking. No mismatches in mainline.
2010-02-12 00:25:20 +00:00
Eric S. Raymond
75f2727548
More nacro argument type checking. No mismatches in mainline.
2010-02-11 22:45:04 +00:00
Iurii Chernyi
6117d5b021
fixed a segfault in fai_candidate_action serialization code,
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...removed some old stubs, used better and simpler AI syntax in LoW::1,
LoW::2, LoW::3 , split candidate action WML snippets to their own file
2009-12-25 01:25:34 +00:00
Eric S. Raymond
0aa99781cf
Reindent mainline.
2009-11-23 14:39:03 +00:00
Iurii Chernyi
22c6537c93
rework of ai macros comments,
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...added a macro to limit attack_depth depending on difficulty level
2009-11-12 11:02:15 +00:00
Iurii Chernyi
ac44576f15
additional changes to AI macros
2009-11-11 21:16:55 +00:00
Iurii Chernyi
be779c5d73
LoW: fix bug # 14404:
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...made special right-click leader control actions disappear on
victory
2009-09-30 20:57:50 +00:00
Iurii Chernyi
9563cfd035
modified AI_CONTROLLER_ALLOW_LEADER_CONTROL macro...
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...to show a better menu item description and to allow I18N of menu
item description
2009-09-24 00:06:28 +00:00
Iurii Chernyi
62e66e9110
a useful AI macro: a menu item to ask allied leaders to move to target hex
2009-09-23 00:29:41 +00:00
Iurii Chernyi
eb77fed2dc
added empty stage, used experimental fai recruitment for LoW::2,
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...disabled extra debug output in formula ai recruitment, disabled
recruitment of Ulfserkers and Berserkers in LoW::2
2009-09-22 23:45:23 +00:00
Nils Kneuper
64abf3e200
add a default textdomain declaration...
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...(using "./utils/change-textdomain -t data/")
2009-09-20 13:53:46 +00:00
Iurii Chernyi
7d2d62cb33
added macros to use new formula_ai recruitment (experimental!).
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The simplest way is to include
{AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT} in [side][ai]
2009-09-05 22:10:09 +00:00
Iurii Chernyi
afcb29c338
reworked AI macros, added support for moving leader to goal...
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...as a candidate action, fixed some bugs, changed modify_ai syntax to
make it more resilient to bugs and to allow reuse of subtags
2009-09-03 23:23:37 +00:00
Iurii Chernyi
90dcb12256
fixed usage of an outdated AI macro
2009-09-01 10:08:05 +00:00
Iurii Chernyi
63ec22c53d
LoW::2: slightly changed ai macros.
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LoW::3: added orc strategy selection
2009-09-01 07:15:11 +00:00
Iurii Chernyi
6ad043b95a
uncommented a macro
2009-08-30 18:06:27 +00:00
Iurii Chernyi
6732361e55
LoW::2: WIP, added second wave of attackers...
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...and made orcs withhold gold until fog lifts
2009-08-27 23:12:53 +00:00
Iurii Chernyi
befcfb5440
{AI_NO_SCOUTS} macro
2009-08-24 00:24:52 +00:00
Iurii Chernyi
7672a9d7ff
ai macros and aliases
2009-08-23 22:04:06 +00:00