wesnoth/data/ai/lua/ca_recruit_rushers.lua
mattsc fd05a01af5 AI: make recruitment work with multi-leader castle switch
Recruiting itself still only handles one leader. This will be taken care of later.
2019-12-06 08:18:47 -08:00

48 lines
No EOL
1.7 KiB
Lua

-- Make the generic_recruit_engine functions work as external CAs
local ca_castle_switch
for ai_tag in wml.child_range(wesnoth.sides[wesnoth.current.side].__cfg, 'ai') do
for stage in wml.child_range(ai_tag, 'stage') do
for ca in wml.child_range(stage, 'candidate_action') do
if ca.location and string.find(ca.location, 'ca_castle_switch') then
ca_castle_switch = wesnoth.require("ai/lua/ca_castle_switch.lua")
break
end
end
end
end
local dummy_engine = { data = {} }
local params = { score_function = (function() return 196000 end) }
if ca_castle_switch then
params.min_turn_1_recruit = (function() return ca_castle_switch:evaluation({}, dummy_engine.data) > 0 end)
params.leader_takes_village = (function(leader)
if ca_castle_switch:evaluation({}, dummy_engine.data, nil, leader) > 0 then
local take_village = #(wesnoth.get_villages {
x = dummy_engine.data.CS_leader_target[1],
y = dummy_engine.data.CS_leader_target[2]
}) > 0
return take_village
end
return not ai.aspects.passive_leader
end
)
end
wesnoth.require("ai/lua/generic_recruit_engine.lua").init(dummy_engine, params)
local ca_recruit_rushers = {}
function ca_recruit_rushers:evaluation(cfg, data, filter_own)
params.high_level_fraction = cfg.high_level_fraction
params.randomness = cfg.randomness
params.filter_own = filter_own
return dummy_engine:recruit_rushers_eval()
end
function ca_recruit_rushers:execution(cfg, data)
return dummy_engine:recruit_rushers_exec()
end
return ca_recruit_rushers