mattsc
9c087fc348
Experimental AI: change function names in calls to healer_support AI
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The healer_support internal functions were renamed in a previous commit.
2013-07-10 19:51:03 -07:00
mattsc
e78585586f
ai_helper.put_labels: add show_coords= parameter
2013-07-07 10:50:05 -07:00
mattsc
019b6df9c4
Remove double spaces after periods
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wmllint complains about this in WML. This is all in Lua code, done for
consistency only.
2013-07-07 10:35:07 -07:00
Alarantalara
62c2bbcb20
Merge AI-demo and mainline experimental recruit logic
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Slight speed improvement when close to unowned vilages. Correct score
for time of day damage estimates for encountering the enemy near end of
game.
2013-06-14 18:03:44 -04:00
mattsc
bf3517d1e4
ExpAI: make recruiting work with all keys of [damage] special
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Previously there would be an error, and subsequently no recruiting, if
the multiply= key was not set.
2013-06-13 07:51:06 -07:00
mattsc
e6ec4152d2
ExpAI: make recruiting work with all keys of [chance_to_hit] special
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Previously there would be an error, and subsequently no recruiting, if
the value= key was not set.
2013-06-07 19:17:21 -07:00
mattsc
29acfbd532
Recruiting AIs: add more combinations to terrain strings for finding keeps
2013-05-16 20:22:02 -07:00
mattsc
a44a9a0d45
Recruiting AIs: add more combinations to terrain strings for finding castles
2013-05-16 20:14:11 -07:00
mattsc
04f7993ed5
Micro and experimental AIs: turn off some debug output
2013-05-16 11:22:39 -07:00
mattsc
78f753e4dc
Revert "LuaAI: (1) persistent storage mechanism now available and working properly (2) old/incomplete mechanism not removed, subject to future deprecation"
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This reverts commit 754f2c2b3d
.
2013-05-13 13:15:22 -07:00
Dmitry K
754f2c2b3d
LuaAI: (1) persistent storage mechanism now available and working properly (2) old/incomplete mechanism not removed, subject to future deprecation
2013-05-12 01:12:45 +03:00
mattsc
e7a71a51d7
battle_calcs library: add functions best_defense_map() and get_attack_combos_subset()
2013-05-03 07:06:22 -07:00
mattsc
5fb4dd3816
battle_calcs relative_damage_map: enemy leader needs to have unity weight
2013-05-03 07:02:23 -07:00
mattsc
7e189c1d51
battle_calcs relative_damage_map: add own and enemy damage to output
2013-05-03 07:01:21 -07:00
mattsc
122d674b9b
battle_calcs library: some tweaks to attack_rating() function
2013-05-03 06:55:19 -07:00
mattsc
6b119e4039
battle_calcs library: fix formatting and indenting
2013-05-03 06:51:14 -07:00
mattsc
06e896970d
Update ai_helper library
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New functions print_ts() and print_ts_delta().
Update functions find_best_move() and get_attack_combos().
Use new 1.11.2 syntax and functionality.
2013-05-02 19:57:21 -07:00
Simon Forsyth
3c41b7c75a
Fix bug preventing regenerating units from retreating with experimental AI
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(thanks mattsc)
2013-02-16 03:11:14 +00:00
Simon Forsyth
f5a4a83def
New experimental CAs to improve village capturing and retreat when injured
2013-01-21 19:54:58 +00:00
Simon Forsyth
1ea4ff0f26
Add healer support micro AI to experimental multiplayer AI
2013-01-12 23:31:59 +00:00
Simon Forsyth
8c0f21f9eb
Consider regenerating units as effectively unpoisonable
2013-01-05 21:19:38 +00:00
J. Tyne
26c993207b
Convert some WML macros and lua functions to use...
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...unpoisonable/undrainable instead of not_living.
One remaining use of "not_living" is in the feeding ability.
2013-01-05 18:16:02 +00:00
Matthias Schoeck
93ba347695
Remove all references to Wesnoth Lua Pack dbms debug function.
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They were all commented out, but better to remove them altogether.
2012-12-29 20:20:56 +00:00
Simon Forsyth
cd9bc8e64f
Validate moves from previous evaluations before executing them
2012-12-29 12:32:17 +00:00
Matthias Schoeck
7eb57b40dd
Update AI helper library files...
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...and adjust experimental multiplayer AI code accordingly
2012-12-29 00:36:54 +00:00
Simon Forsyth
0f15ff94db
Bugfixes and improvements for experimental multiplayer AI.
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Avoid crash near end of games with turn limits.
Properly identify poison immune units.
Better timing for keep switching.
Handle more weapon specials involving damage.
2012-12-28 21:49:35 +00:00
Simon Forsyth
5d7c5f6fe6
Improvements to experimental multiplayer AI recruiting
2012-12-22 03:03:48 +00:00
Simon Forsyth
16e6f91b11
Respect passive leader aspect in experimental AI
2012-12-12 00:57:50 +00:00
Simon Forsyth
260ac0f676
Remove dependency on AI-demos add-on
2012-12-09 23:21:26 +00:00
Simon Forsyth
5f2295f570
Fix problem with changing recruit lists...
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...when new list is not a subset of the old list
2012-12-07 20:41:58 +00:00
Simon Forsyth
a82d9e1920
Push updates to Experimental AI from AI-demos.
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Improves isolation of recruiting from rest of AI.
2012-12-07 19:11:21 +00:00
Simon Forsyth
c7c91fde55
Recache unit information for recruiting when era/scenario adds units...
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...to the recruit list after the first unit is recruited
2012-12-03 22:42:01 +00:00
Steven Panek
268338c660
Ran umcpropfix.
2012-11-24 21:17:31 +00:00
Simon Forsyth
9d23bd133e
Turn off remaining comments by new AI
2012-11-24 21:00:55 +00:00
Simon Forsyth
024906af4a
Turn off some comments by new AI on console
2012-11-24 20:46:07 +00:00
Simon Forsyth
6830fc1719
Add new AI
2012-11-24 19:57:11 +00:00
Dmitry Kovalenko
b207a1b1ca
LuaAI: the need to define an engine is now deprecated.
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All CAs can be store in external .lua files. If the scenario config
lacks an [engine] tag for the Lua AI engine, but still tries to use CA
with engine=lua, a dummy engine will be automatically generated,
providing the needed functionality
2012-06-12 12:36:06 +00:00
Dmitry Kovalenko
e810953bea
Removed an unneeded function introduced in 2012-04-16T20:49:02Z!nephro.wes@gmail.com
2012-04-17 19:30:15 +00:00
Dmitry Kovalenko
f54f2b0e75
LuaAI:
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(1) added wesnoth.is_debug_mode();
(2) disabled the LuaAI debug library usage for non-debug launch modes
2012-04-16 20:49:02 +00:00
Dmitry Kovalenko
ca9f107ee1
LuaAI: added a new file
2012-04-15 20:27:27 +00:00
Dmitry Kovalenko
8f99e3f995
LuaAI: created some debug methods
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ai.debug will be registered by stdlib on demand
2012-04-15 16:33:36 +00:00
Dmitry Kovalenko
ace211df28
LuaAI:
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(1) even more naming inconsistencies fixed;
(2) even more methods hidden
2012-04-12 18:56:08 +00:00
Dmitry Kovalenko
b9f9e29a0b
LuaAI:
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(1) fixed some naming inconsistencies;
(2) hidden some methods to the cache table, so that they don't lie
around unused in the ai table
2012-04-12 17:48:34 +00:00
Dmitry Kovalenko
175d0a84f5
LuaAI: rewired caching functions to ai.get_*() instead of ai.get_cached_*()
2012-04-11 17:05:09 +00:00
Dmitry Kovalenko
9ddd3d4408
[[lua AI fixes]]
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(1) First draft of the caching system for LuaAI. (2) Added validation
variables and setters/getters in the ai contexts, to allow LuaAI cache
check the movemaps for validity
2012-04-08 00:00:14 +00:00
Dmitry Kovalenko
de73faad91
Tweaked the patrol_gen function to return a pair of function: execution and evaluation
2011-07-12 08:39:18 +00:00
Dmitry Kovalenko
cd0450f950
Removed debug outputs
2011-06-30 14:54:08 +00:00
Dmitry Kovalenko
8d65c3b7f7
Added functionality to the [add_ai_behavior] tag.
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Not fully working at the moment, but is usable. The usage syntax will
most probably remain, but the internals will be modified.
2011-06-30 14:14:46 +00:00
Nils Kneuper
0723abe7e3
add some (hackish!) attempt to make the po update routines scan .lua files...
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...for strings, too
this is done by a) scanning for all .lua files additionally to all
.cfg files in FINDCFG and b) by adding the equivalent of a "commented
out" #textdomain DOMAIN declaration
next step: testing if it really does work as expected this should also
fix bug #15629 since the objectives are now *only* declared via some
lua magic
2010-03-15 20:22:28 +00:00
Guillaume Melquiond
0684992511
Removed never used argument.
2010-02-27 09:18:12 +00:00