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Add healer support micro AI to experimental multiplayer AI
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@ -11,6 +11,7 @@ Version 1.11.1+svn:
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* Fix bug when playing on maps with a turn limit
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* Fix bug handling regeneration
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* Minor improvements in switching between castles
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* Add healer support micro AI to improve healer use
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* New [micro_ai] tag, 18 different Micro AIs, and 14 test scenarios
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* This includes AIs for 7 different animal behaviors, bottleneck defense,
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2 different guardians and a coward, healer support, lurkers,
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@ -54,5 +54,12 @@
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evaluation="return (...):spread_poison_eval()"
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execution="(...):spread_poison_exec()"
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[/candidate_action]
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[candidate_action]
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engine=lua
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name=move_to_enemy
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max_score=95000
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evaluation="return (...):place_healers_eval()"
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execution="(...):place_healers_exec()"
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[/candidate_action]
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[/stage]
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[/ai]
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@ -9,6 +9,7 @@ return {
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local BC = wesnoth.require "ai/lua/battle_calcs.lua"
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local LS = wesnoth.require "lua/location_set.lua"
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local HS = wesnoth.require("ai/micro_ais/ais/mai_healer_support_engine.lua").init(ai)
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------ Stats at beginning of turn -----------
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@ -69,7 +70,8 @@ return {
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formula = '($this_unit.moves = $this_unit.max_moves) and ($this_unit.hitpoints = $this_unit.max_hitpoints)'
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}[1]
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if not leader then
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-- CA is irrelevant if no leader
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-- CA is irrelevant if no leader or the leader may have moved from another CA
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self.data.leader_target = nil
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AH.done_eval_messages(start_time, ca_name)
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return 0
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end
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@ -465,6 +467,17 @@ return {
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self.data.attack = nil
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end
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generic_rush.healer_support_eval = HS.healer_support_eval
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function generic_rush:place_healers_eval()
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if generic_rush:healer_support_eval() > 0 then
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return 95000
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end
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return 0
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end
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generic_rush.place_healers_exec = HS.healer_support_exec
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return generic_rush
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end
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}
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@ -15,6 +15,7 @@ Version 1.11.1+svn:
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* Fix bug when playing on maps with a turn limit.
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* Fix bug handling regeneration.
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* Minor improvements in switching between castles.
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* Add healer support micro AI to improve healer use.
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* New [micro_ai] tag, 18 different Micro AIs, and 14 test scenarios
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* This includes AIs for 7 different animal behaviors, bottleneck defense,
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2 different guardians and a coward, healer support, lurkers,
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