19601 Commits

Author SHA1 Message Date
mattsc
6cfbe69784 Fast Micro AI: remove debug output 2014-05-04 14:18:14 -07:00
mattsc
48a0920732 Fast Micro AI: exclude guardians from move-to-targets CA 2014-05-03 17:46:37 -07:00
mattsc
d8b5984a19 Fast Micro AI: use wesnoth.require instead of wesnoth.dofile 2014-05-03 17:45:46 -07:00
mattsc
feabdfb4ea New Micro AI: Fast AI
This AI is meant as a fall-back AI for scenarios where there are so
many units that attacks and moves done by the default AI are slow with
long delays before each move. It replaces the default combat and
move-to-targets candidate actions.
See http://wiki.wesnoth.org/Micro_AIs
2014-05-03 16:52:58 -07:00
David Mikos
6eb14d317b Tutorial: add Delfador animation to summon extra quintains 2014-05-03 12:28:13 +09:30
mattsc
03c1b97802 next_hop(): bug fix for ignoring units when ignore_units=true is set
A bug in the previous version let to them not being ignored when  the
were on the last hex of the next hop.
2014-05-02 19:29:37 -07:00
Alexander van Gessel
2da77a8ad0 Merge pull request #135 from cbeck88/wmltest
WML Unit Tests
2014-05-02 15:48:14 +02:00
mattsc
82e4ccad4d battle_calcs.attack_rating(): overhaul attack rating system
This was long overdue.  The return value is now much closer to
something describing the actual gain/loss (roughly) in units of gold.
2014-04-30 19:09:28 -07:00
mattsc
7623c5513a battle_calcs: do not use variance of attack in attack rating
This was an idea we tried so that we’d start with the most uncertain
attack first, but it did not work very well.
Keep the code for now, just comment it out.
2014-04-30 19:06:57 -07:00
mattsc
0218b88180 attack_combo_stats(): also cache intermediate battle outcomes
Speeds up some calculations significantly.
2014-04-30 19:05:08 -07:00
mattsc
2336921a81 simulate_combat_fake(): don't fill empty HP chances with zeros
That’s what wesnoth.simulate_combat() does, but is different from the
other functions in battle_calcs.  Only hp_chance[0] needs to be set,
even if it is zero.
2014-04-30 19:02:08 -07:00
mattsc
f0c7ddcab1 ai_helper: make AI move error messages more descriptive 2014-04-30 18:59:25 -07:00
mattsc
6f84e14b89 Hang Out MAI: bug fix in best move selection
In rare cases (when the unit has no hexes to move to, not even the one
it is on because it is in a zone to be avoided), this would cause an
error and crash the AI.
2014-04-30 18:52:02 -07:00
mattsc
bbffa5e88a ai_helper: remove a debug message
It’s served its purpose and is not needed any more.
2014-04-26 18:26:45 -07:00
ln-zookeeper
8f87c62785 Prevent Malifor from respawning in cave wall 2014-04-26 23:58:18 +03:00
mattsc
e99423bad9 Lua AIs: do not use empty tables as filters
It’s faster not to provide any argument to wesnoth.get_units() if all
units are to be found.
2014-04-26 07:18:23 -07:00
mattsc
8e9780d606 ai_helper.get_live_units: don't use filter_wml
It’s slow, the new method is between 10 and 20 times faster.
2014-04-26 06:46:32 -07:00
David Mikos
eadfe4a990 Tutorial: set initial facing directions for the player and Delfador 2014-04-26 10:32:43 +09:30
David Mikos
bf81a314a6 Tutorial: add summon quintain animation to Delfador. 2014-04-26 10:28:48 +09:30
Groggy Dice
2a8d4e2d28 html.py: import re module
Bugfix for last commit.
2014-04-25 02:45:26 -04:00
Groggy Dice
c85af755ac html.py: format add-on description for HTML
The description text does not get rendered very well on a webpage. One
solution might be to use pre-wrap/word-wrap in the CSS, but due to
differences between browsers, that's a can of worms (at least for me, I'm
not a web pro).

So, the not-so-elegant solution is to add <br/> to every line.

URLs are also not linked in the plain text. Although in modern browsers
you can select the text and right-click, it's still convenient to turn
them into actual links.
2014-04-25 01:26:11 -04:00
Groggy Dice
b058f29d1e wmllint: change "usage of" magic comment to re.search
There seems no particular reason to require that this magic comment be at
the very beginning of the line, so why not switch from re.match to
re.search.

Also, update comments to reflect the fact that UtBS no longer uses this
magic comment.

A suggestion has been made to get rid of this magic comment now that UtBS
is no longer using it, but it may still be in use in some UMC somewhere.
2014-04-25 00:56:25 -04:00
mattsc
664eeae888 battle_calcs.lua: fix bug in get_attack_map_unit() for enemy units
Own units with MP left need to be taken off the map before enemy path
finding, not just added to the table.
2014-04-23 18:48:46 -07:00
gfgtdf
c30439a1c6 LoW: Initialize units in start events
previously this was done in side 1 turn 1 events because start events
wasn't synced.

After the fix for 21933 players now loose when they have no units after
start events, so we need to do this in a start event.

replacing check_victory with check_end_level after start events in
play_controller.cpp line 572 doesn't work because we still have the
check_victory in playmp_controller when waiting
for remote packages, that check_victory is needed in order to sync the
behavior of ai turns which calls check_victory after every action on the
local client.
2014-04-23 22:13:00 +02:00
mattsc
ddfdae5e52 battle_calcs.lua: fix a variable name 2014-04-22 16:46:49 -07:00
David Mikos
2c805ea9b7 AnimationWML: explicitly set movement animations for vampire/blood bat. 2014-04-21 17:50:30 +09:30
mattsc
8599266769 Micro AIs other engines: code cleanup 2014-04-20 14:30:02 -07:00
mattsc
7578eb592a [micro_ai] tag setup: minor code cleanup 2014-04-20 14:30:02 -07:00
mattsc
7e8964c48d Goto Micro AI: prevent potential conflict between Goto MAIs
If several Goto MAIs are used on the same side and both have
unique_goals=yes set, they previously might have interfered with each
other, one preventing the other from working correctly. Now the “goal
taken” information is saved such that it only applies to the CA by
which it was set.
2014-04-20 14:30:02 -07:00
mattsc
e4ea795c96 Messenger MAI: fix typo
Sigh.  Intentional typo for testing, forgotten to revert it.
2014-04-19 16:25:46 -07:00
mattsc
d3ce1051ff Messenger Escort Micro AI: code cleanup 2014-04-19 16:23:26 -07:00
mattsc
83d23fac52 Bottleneck Defense Micro AI: code cleanup 2014-04-19 13:09:43 -07:00
Elvish_Hunter
b22ceefa0d Changed all mainline occurrences of {FLAG_VARIANT ragged} to {FLAG_VARIANT6 ragged} 2014-04-19 10:57:48 +02:00
Elvish_Hunter
9e140c183c added wmllint rule for FLAG_VARIANT6 2014-04-19 10:57:47 +02:00
Elvish_Hunter
9289a9fa8a added FLAG_VARIANT6 macro, for use with ragged flags 2014-04-19 10:57:46 +02:00
mattsc
85947e2e82 SotBE S6: remove AI controller
It does not work with leaderless allied sides.
2014-04-18 19:32:48 -07:00
mattsc
5fc48b3e88 Micro AIs: don't check for specific value of move rating
Don’t check whether rating equals (or doesn’t equal) -9e99 or the like,
verify that a valid move was found instead.  Also, avoid setting
variables to empty tables if not needed.
2014-04-18 07:54:56 -07:00
mattsc
9d440fac8e Protect Unit MAI test scenario: use fight_on_without_leader=yes
So that the scenario continues even if the side 2 leader is killed.
2014-04-17 21:03:39 -07:00
mattsc
9701a724a8 ai_helper.lua: avoid using table.remove
It’s slow. The inverse logic using table.insert is much faster,
especially for large tables.
2014-04-17 21:03:38 -07:00
mattsc
e87240c67f battle_calcs.lua: avoid using formula= in SUFs
It’s slow for finding units with moves or attacks left. The alternative
method of getting all units and then looping over the table with a
condition is much faster.
2014-04-17 21:03:38 -07:00
mattsc
19eff08fd7 Fix a typo 2014-04-17 21:03:38 -07:00
mattsc
f6cdd85182 AI helper functions: code cleanup, first pass
These function libraries are still work in progress and change
frequently, so the code cleanup is mostly just to make sure the syntax
is consistent with that used in the Micro AIs.  Changes or improvements
to the algorithms might be made at a later time.
2014-04-17 21:03:38 -07:00
mattsc
f1faf1d6e3 Experimental AI: fix a parameter in call to healer support AI
This was an oversight from a change made in d4917d534e just two days
ago, so it was not in any released version.
2014-04-17 07:11:42 -07:00
mattsc
9ec2cdec3c SotBE S3: make the two sets of objectives consistent with each other
This does not add any strings.
2014-04-16 21:28:05 -07:00
mattsc
a30b6cb77c SotBE S2: end scenario if Kapou'e is already at signpost
… when the messenger reappears.  Previously, one would have had to move
Kapou’e off the post and back onto it.
2014-04-16 21:28:04 -07:00
mattsc
4e98ab314a SotBE S2: adjust starting villages
So that they are more consistent with the situation at the end of the
previous scenario.
2014-04-16 21:28:04 -07:00
David Mikos
f5c4ee5690 AnimationWML: Fix sound timings for drake fire animation macros 2014-04-17 06:53:15 +09:30
David Mikos
858286fad9 Fix bug #21914: allow drake walking corpse variation to move on unwalkable 2014-04-17 05:44:08 +09:30
mattsc
4a7292e993 Goto Micro AI: code cleanup 2014-04-16 09:47:10 -07:00
mattsc
f6830897aa Protect Unit Micro AI: code cleanup 2014-04-16 09:47:10 -07:00