Commit graph

353 commits

Author SHA1 Message Date
mattsc
9c087fc348 Experimental AI: change function names in calls to healer_support AI
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
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
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
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
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"
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
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
(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...
...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.
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...
...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.
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...
...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.
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...
...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.
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:
(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
ai.debug will be registered by stdlib on demand
2012-04-15 16:33:36 +00:00
Dmitry Kovalenko
ace211df28 LuaAI:
(1) even more naming inconsistencies fixed; 

(2) even more methods hidden
2012-04-12 18:56:08 +00:00
Dmitry Kovalenko
b9f9e29a0b LuaAI:
(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]]
(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.
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...
...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