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tweaks and cleanups of available ai configs
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#textdomain wesnoth
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#[ai]
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# id=formula
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# description=Formula AI
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# version=10703
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# [aspect]
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# id=recruitment
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# [facet]
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# [value]
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# engine=fai
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# name=side_formulas
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# move="{ai/formula/new_recruitment.fai}"
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# [/value]
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# [/facet]
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# [/aspect]
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# [stage]
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# engine=cpp
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# id=fallback
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# name=testing_ai_default::fallback
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# [ai]
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# ai_algorithm=default_ai
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# [/ai]
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# [/stage]
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#[/ai]
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@ -1,4 +1,5 @@
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#textdomain wesnoth
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[ai]
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id=testing_ai_default
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description=RCA AI
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@ -7,7 +8,7 @@
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id=aggression #it's id is aggression. Id of an aspect must be one of well-known ids (see AI_Module page in the wiki)
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#we can override aspect config here, but it is better to leave default composite_aspect in here, and add [facet]'s instead
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[facet]#we add a facet to this aspect
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id=base_value #this is an arbitrary facet id. it is not needed, and will be useful later, when [modify_ai] will be available
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id=base_value #this is an arbitrary facet id.
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engine=cpp #this facet
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name=standard_aspect #this is the default
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value="0.4" #this is the value of this aspect.
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@ -17,68 +18,72 @@
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[/aspect]
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[stage]
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id=main_loop
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engine=cpp
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name=testing_ai_default::candidate_action_evaluation_loop
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[candidate_action]
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id=goto
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engine=cpp
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name=testing_ai_default::goto_phase
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max_score=200
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score=200
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max_score=20000
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score=20000
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[/candidate_action]
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[candidate_action]
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id=recruitment
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engine=cpp
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name=testing_ai_default::aspect_recruitment_phase
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max_score=100
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score=100
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max_score=10000
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score=10000
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[/candidate_action]
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[candidate_action]
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id=move_leader_to_goals
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engine=cpp
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name=testing_ai_default::move_leader_to_goals_phase
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max_score=80
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score=80
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max_score=8000
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score=8000
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[/candidate_action]
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[candidate_action]
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id=move_leader_to_keep
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engine=cpp
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name=testing_ai_default::move_leader_to_keep_phase
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max_score=70
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score=70
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max_score=7000
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score=7000
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[/candidate_action]
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[candidate_action]
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id=combat
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engine=cpp
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name=testing_ai_default::combat_phase
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max_score=40
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score=40
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max_score=4000
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score=4000
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[/candidate_action]
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[candidate_action]
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id=healing
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engine=cpp
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name=testing_ai_default::get_healing_phase
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max_score=30
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score=30
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max_score=3000
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score=3000
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[/candidate_action]
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[candidate_action]
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id=villages
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engine=cpp
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name=testing_ai_default::get_villages_phase
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max_score=25
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score=25
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max_score=2500
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score=2500
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[/candidate_action]
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[candidate_action]
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id=retreat
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engine=cpp
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name=testing_ai_default::retreat_phase
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max_score=20
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score=20
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max_score=2000
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score=2000
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[/candidate_action]
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[candidate_action]
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id=move_to_targets
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engine=cpp
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name=testing_ai_default::default_move_to_targets_phase
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max_score=15
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score=15
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max_score=1500
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score=1500
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[/candidate_action]
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# [candidate_action]
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# engine=cpp
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# name=testing_ai_default::leader_control_phase
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# max_score=0
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# score=0
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# [/candidate_action]
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[/stage]
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#note that there's no fallback stage there - this is a complete ai implemented as an RCA
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[/ai]
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@ -1,2 +1,2 @@
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#textdomain wesnoth
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{ai/dev/testing_ai_default_test_targeting.cfg}
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{ai/dev/testing_ai_default.cfg}
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@ -1,38 +0,0 @@
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#textdomain wesnoth
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[ai]
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id=map_control
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description=Map Control AI (dev)
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version=10703
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[aspect]
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id=recruitment
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[facet]
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[value]
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engine=fai
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name=side_formulas
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move="{ai/formula/recruitment.fai}"
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[/value]
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[/facet]
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[/aspect]
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[aspect]
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id=aggression
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[facet]
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value = 0
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[/facet]
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[/aspect]
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[aspect]
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id=caution
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[facet]
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value = 0.15
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[/facet]
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[/aspect]
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[stage]
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engine=cpp
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id=fallback
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name=testing_ai_default::fallback
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[ai]
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ai_algorithm=default_ai
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[/ai]
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[/stage]
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[/ai]
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@ -1,86 +0,0 @@
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#textdomain wesnoth
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#this AI is for testing of experimental changes to targeting phase
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[ai]
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id=testing_ai_default_test_targeting
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description=RCA AI (experimental targeting)
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version=10703
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[aspect] #that is an aspect
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id=aggression #it's id is aggression. Id of an aspect must be one of well-known ids (see AI_Module page in the wiki)
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#we can override aspect config here, but it is better to leave default composite_aspect in here, and add [facet]'s instead
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[facet]#we add a facet to this aspect
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id=base_value #this is an arbitrary facet id. it is not needed, and will be useful later, when [modify_ai] will be available
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engine=cpp #this facet
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name=standard_aspect #this is the default
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value="0.4" #this is the value of this aspect.
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# we can put time_of_day or turns restriction there, as well. The rule is 'first facet that is active is used'
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[/facet]
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#we can put other [facet]'s in there
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[/aspect]
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[stage]
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engine=cpp
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name=testing_ai_default::candidate_action_evaluation_loop
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[candidate_action]
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engine=cpp
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name=testing_ai_default::goto_phase
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max_score=200
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score=200
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::aspect_recruitment_phase
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max_score=100
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score=100
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::move_leader_to_goals_phase
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max_score=80
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score=80
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::move_leader_to_keep_phase
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max_score=70
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score=70
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::combat_phase
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max_score=40
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score=40
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::get_healing_phase
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max_score=30
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score=30
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::get_villages_phase
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max_score=25
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score=25
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::retreat_phase
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max_score=20
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score=20
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[/candidate_action]
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[candidate_action]
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engine=cpp
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name=testing_ai_default::testing_move_to_targets_phase
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max_score=15
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score=15
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[/candidate_action]
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# [candidate_action]
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# engine=cpp
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# name=testing_ai_default::leader_control_phase
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# max_score=0
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# score=0
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# [/candidate_action]
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[/stage]
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#note that there's no fallback stage there - this is a complete ai implemented as an RCA
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[/ai]
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