The ai_helper functions are optimized for speed (as much as possible in a general setting) and do all the necessary tests. For example, get_units_with_attacks() checks both whether the unit has attacks left, and whether it has any attacks in the first place.
(cherry-picked from commit 75843541bcf92e743b911ef49046c54a050e8a0f)
The relative ranking of the CA scores is not changed, except for one case when two CAs had the same score.
Reasons:
- All scores should be lower than the scores of the default Goto CA (200,000) and the default scores of most Micro AIs (300,000).
- Break tie, resulting in uncertain order of execution, of place_healers and retreat_injured CA. Healers should be placed first, to allow retreating injured units to adjacent hexes.
- Set default for generic_recruit_engine to slightly above default AI recruiting score. That way it takes effect even if the default CA is not removed.
- Increase move_to_any_enemy CA score from 1 to 1,000. It is still the lowest score that way, but allows for setting up custom CAs with even lower scores (even if it is just for end-of-turn statistics or the like).
(cherry-picked from commit 35ba82050954c2cee86321e05d6706993c08e143)
So that it is possible to use the recruit_rushers CA without the castle_switch CA.
(cherry-picked from commit 0bcb98cf5026710871d8b90919752c90808c56d0)
Now that all the AIs use external CAs, there is no need to use the persistent 'data' variable any more, unless information is to be exchanged between different CAs or is supposed to be persistent across save/load cycles.
(cherry-picked from commit 3bfd59f28ba7f70a6ac32782e98cba9ca6c2a44a)
It probably doen't make a noticeable difference for these AIs, but in general we should not call the slow functions more than necessary.
(cherry-picked from commit 42b443084125ab7a989465e5f7f19835a17ba85b)
This involves making the output independent of the stats CA (which is not used any more) and adding missing output to some CAs.
(cherry-picked from commit c2635abde1c6eea8bb74019ab78c61bddb219fff)
... unless there is a difference between nil and false. Done mostly for consistency with all the other uses.
(cherry-picked from commit 35d257f8fd35fad70539dfdc57da69e38bc10536)
All mainline chance-to-hit weapon specials have ids, but it is not required for UMC specials.
(cherry-picked from commit 5335a2af335ffdce65097e26359e96a0cbe2c733)
These used to be accessible only through unit.__cfg or wesnoth.unit_types. The Fast Micro AI is not included here as it requires a larger clean-up.
(cherry-picked from commit 8af988c6972abe75e985d0e43bd8186fe4826cb6)
The old method is very slightly faster in some circumstances (e.g. for
simple filters and when all units have moves/attacks/etc. left), but we
are talking fractions of micro seconds. By contrast, depending on the
filter used, the new method can save large amounts of evaluation time
once some units have move or attacked.
(cherry-picked from commit 972ecc2f56c3cc1391db165518324b1a3757431d)
This removes the Lua deprecation_message function in favour of exposing the C++ variant to Lua instead.
It also moves all deprecation messages to a separate logdomain, making them easily enabled en masse.
When the AI moves a unit out of the way for another unit’s move, it is
occasionally possible for the former unit to use up all its movement
points (e.g. if it has few MP or on narrow crowded maps). If that unit
is on the list to be moved later during the same sequence, this caused
ai_helper.robust_move_and_attack() to return nil, which then made the
Fast Micro AI produce an error message.
(as proposed by @DeFender1031)
All existing deprecation messages in the Lua code have been changed to
use the new deprecation system.
The goal is to eventually use an equivalent system for ALL areas of the API.
This covers all the main higher-order functions included in WFL, except zip.
The two already implemented in ai_helper have been replaced with redirection stubs.
Otherwise it is too easy to exploit this by baiting the AI leader to
run into a trap, and it is too difficult for what it's worth to make
sure the attack location is safe. If only the side leader is left to do
such an attack, it's more often than not not a good idea to do so
anyway.
This function is supposed to be able to deal with all kinds of rare and
weird events without throwing errors, but it should still return a
status table describing what happened. The vast majority of situations
will simply return the move_result tables. For all the strange stuff
that could also happen due to WML events etc., we set up dummy tables
with the same structure and (somewhat) descriptive error messages
instead.