Commit graph

71 commits

Author SHA1 Message Date
mattsc
f462416111 Remove MP dev (debug) AIs
This is part of removing Formula AI uses from mainline.  These are just small experimental additions to the default AI that have been superseded by more recent additions to the AI.
2021-03-21 16:51:11 -07:00
Steve Cotton
a42600ffbe Remove the wesnoth-ai textdoman, move a few strings to wesnoth-lib (#4669)
This whole textdomain is dedicated to localized strings revolving around the
game's AI engine and the AI demos/test scenarios, with around 370 strings in
it.

Other than a few strings near the start of the catalogue template, none of these
have any value for regular players since they are sourced from AI demos and
test scenarios in data/ai/micro_ais/ and data/ai/scenarios/. None of them will
be displayed to people who aren't tinkering with WML or contributing to AI
development as part of the Wesnoth dev team, and some of the language used in
them is very technical in nature.

This commit leaves the "#textdomain wesnoth-ai" lines in the AI demos, but
drops the .po and .pot catalogues for wesnoth-ai. The few strings that are
seen by regular players move to the wesnoth-lib textdomain.
2020-10-01 10:29:39 +02:00
mattsc
c72537687e Experimental AI: always show up in MP menu
This reverts 24af20cf83, which made it available in debug mode only, as there remain more differences to the new default AI than initially envisioned. This takes care of Issue #4997.
2020-07-19 11:05:01 -07:00
mattsc
c93b1db30a AI: do not use village hunt CA in any AI config
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.

We are, however, leaving the CA code and the macros in place for potential future work.
2019-12-07 14:02:52 -08:00
mattsc
1e01df84ff AI: do not use new grab_villages CA for default AI
The old villages CA is quite a bit better at distributing multiple units across multiple villages. The advantage of the new grab_villages CA is that it has a variable score, sometimes grabbing villages before, and sometimes after attacks. This does not outweigh its shortcomings though.

So for now, the default AI will continue to use the previous CA, and the Experimental AI will use the new one. Thus, the two AIs are not quite identical any more (but still very similar).

I also added a todo comment that the grab_villages CA might be reinstated if it is improved.
2019-12-06 08:18:47 -08:00
mattsc
038dc2d7fe AI: remove old retreat_phase CA from AI configs
It is now superseded by the retreat_injured CA (of the former Experimental AI).
2019-12-06 08:18:47 -08:00
mattsc
24af20cf83 Experimental AI: show in MP menu in debug mode only
It is now identical to the default AI, so we only show it in debug mode in the MP computer player selection menu. It will be moved back to be always available when there is new development happening.
2019-11-29 19:22:56 -08:00
Martin Hrubý (hrubymar10)
6f468a3757
Migrate links to https if available
Closes #3343
2019-09-08 07:53:28 +02:00
mattsc
8a7a5a153f AI configuration: invert mp_rank based ordering
This is supposed to be equivalent to the campaign rank, so it should be in ascending order.
2018-12-15 13:48:32 -08:00
mattsc
c731be58a9 AI configuration: new optional parameter mp_rank=
This parameter determines in which order the available AIs are shown in the MP computer player selection menu. This can be used for eras, modifications or cores to change which AI is first in the list.
2018-11-17 18:46:06 -08:00
mattsc
70bd919631 Idle AI: remove from data/ai/dev after all
It was left there in cfb2aa8050 for backward compatibility. However,
this causes a “duplicate AI” error at start-up in debug mode.
Furthermore, the file is not included in any current 1.12 or 1.13
add-on, so it should be safe to remove it. Using
[ai]ai_algorithm=idle_ai is the preferred option to include the Idle AI.
2017-10-05 08:34:37 -07:00
mattsc
cfb2aa8050 AIs: idle_ai is not a "Dev AI", fixes #1955
As indicated in the comment of the idle_ai config file, an AI needs to
contain at least one stage, otherwise the default AI will be injected
under certain circumstances. Unlike indicated in the comment, this now
also applies to loading a mid-scenario save. (I will add that to the
comment in the next commit.)

As this AI was in data/ai/dev/, it was previously only loaded when
Wesnoth was started in debug mode. The config was thus not available
when playing in no-debug mode, causing the default AI to be injected on
reload. This caused issue #1955.

While not strictly necessary, we keep a redirect in data/ai/dev for
backward compatibility, in case the file is included in add-ons.
2017-10-04 16:48:08 -07:00
mattsc
d781e6263a High XP attacks: adapt other AIs to existence of new CA
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
Celtic Minstrel
ba5eb7bc91 Move some AI test scenarios from data/ to data/ai/scenarios/
(And update them to modern syntax)
2016-03-27 15:13:23 -04:00
Celtic Minstrel
7df4fc3970 Fix [modify_side]switch_ai=data/dev/idle_ai.cfg 2016-03-26 16:39:43 -04:00
mattsc
e48908f42f Fix FAI experimental recruitment setup 2016-03-25 09:40:13 -07:00
mattsc
cccf1f8604 Change id and description of the former "Strong AI" 2016-03-24 12:57:35 -07:00
mattsc
a218e6b659 Move "Strong AI" to ai/dev/ and rename file
This means that it is now only available in debug mode.  It is not
significantly enough different from the default to be one of the main
options.
2016-03-24 12:57:35 -07:00
Celtic Minstrel
57e41387a8 Remove Strategy Formulation with RCA stage 2016-03-24 12:39:37 -04:00
Celtic Minstrel
ab443bcc18 Remove experimental recruitment 2016-03-24 12:06:10 -04:00
Celtic Minstrel
d73a2486ba Deleted AI definition referencing the removed old recruitment CA 2016-03-24 00:08:11 -04:00
Celtic Minstrel
a23a368c20 Remove Akihara's recruitment and battle evaluation 2016-03-24 00:08:10 -04:00
Celtic Minstrel
bcbba6dde3 Change ID of Idle AI 2016-03-22 07:22:22 -07:00
Celtic Minstrel
9c2027a8d8 Remove version key from AI configs
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
sigurdfdragon
28e5a3fdc2 Change id of broken ai to get it off the top of list in mp debug.
A quick fix to get Default RCA to top of list in debug mode, so add-on development is easier.
2016-02-17 18:22:04 -05:00
mattsc
f57485a8c0 Add conditional inclusion of AI macros to AI cfgs in data/ai
In normal MP and SP games, these macros are defined previously and
including them here produces unnecessary overhead. However, they are
not defined when an AI MP game is started from the commandline with the
-m and --ai-config options.
2015-01-11 08:47:33 -08:00
Ignacio R. Morelle
277402966a Remove inclusions of data/core/macros from data/ai
These files do not seem to be preprocessed separately from the rest,
resulting in data/core/macros being included twice for no obvious gain.
2015-01-10 13:15:57 -03:00
Kevin_Xi
cb482a38fc Register the new stage and update build files 2014-08-23 01:12:51 +08:00
mattsc
c0ee2c8e87 Add wmllint spelling exceptions for files in data/ai/ 2013-11-02 20:20:10 -07:00
mattsc
46bf12a523 Old AIs in ai/dev/: change descriptions displayed in MP selection menu
These are the AIs that are only visible in debug mode.  They were very
ambiguous and two of them were even exactly the same.
2013-10-31 15:32:21 -07:00
mattsc
9b553b86b5 Fix the old 'Default AI with poisoning formula' development AI
None of the RCA AI CAs were included, which means this was effectively
an idle AI.
2013-10-31 14:46:53 -07:00
mattsc
fd29559daa Fix some indenting in AI recruiting functions 2013-10-26 19:13:35 -07:00
flix
545c9b2057 Hang in new recruitment CA.
- 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
Espreon
3f20785d02 Split all of the AI-related strings (except for the AI controller's) into a new 'wesnoth-ai' textdomain. Includes a pot-update for 'wesnoth' as a side effect. 2013-05-22 22:19:43 -04:00
Matthias Schoeck
8f366482a5 Development AIs: Add missing translation marks
As found by wmllint
2013-03-04 20:54:45 +00:00
Alexander van Gessel
f4ab3722dc Apply patch #3570 by mattsc 2012-11-26 23:50:17 +01:00
Riss Aline
104a28654d Adding new files concerning new AI...
...(ai/akihara/recruitment.?pp) and new scenario for the ai_arena_small.
2012-07-13 08:38:01 +00:00
Iurii Chernyi
bbb65ad04e added experimental recruitment AI...
...to the list of ais available in debug mode (launch wesnoth with -d)
2010-11-25 16:28:16 +00:00
Eric S. Raymond
e7d337a676 Reindent mainline. 2010-09-23 13:04:56 +00:00
Iurii Chernyi
5a4e32bb55 add a workaround to convert old usages of 'fallback to default ai'...
...to 'fallback to rca ai'
2010-04-29 21:24:50 +00:00
Iurii Chernyi
a260c13fb6 remove lua AI example from the list of MP AIs,
...as now it can be tested from within test scenario
2010-02-21 12:26:20 +00:00
Iurii Chernyi
f9b0fdb1f5 Lua AI: redesign, simplified usage, added lua_ai test scenario 2010-02-21 12:24:31 +00:00
Iurii Chernyi
b873f11333 extracted lua ai code into external .lua files 2010-02-17 19:34:35 +00:00
Iurii Chernyi
3815827e90 Allow to write AIs ([stage] components) in Lua.
Special thanks to silene for helping with this. Patch #1432
2010-02-15 21:06:42 +00:00
Iurii Chernyi
be416538bb tweaks and cleanups of available ai configs 2009-12-24 22:40:33 +00:00
Eric S. Raymond
0aa99781cf Reindent mainline. 2009-11-23 14:39:03 +00:00
Iurii Chernyi
58a415ec83 important speed optimization of candidate action evaluation loop...
...ending candidate action evaluation loop if current score is
greater-or-equal than the upper bound of score for remaining candidate
actions
2009-11-11 12:12:10 +00:00
Iurii Chernyi
71a84f6823 forked candidate action:
...testing_ai_default::default_move_to_targets_phase into
testing_ai_default::testing_move_to_targets_phase - set up everything
for experiments on ai movement and targeting phase
2009-10-09 00:53:04 +00:00
Iurii Chernyi
afb3c3ce78 new candidate action:
...testing_ai_default::default_move_to_targets_phase - copy of default
ai movements and targeting phase, as a candidate action
2009-10-09 00:11:27 +00:00
Iurii Chernyi
7d2d62cb33 added macros to use new formula_ai recruitment (experimental!).
The simplest way is to include
{AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT} in [side][ai]
2009-09-05 22:10:09 +00:00