The WFL min() function was changed from returning zero to returning an
error when an empty list is passed as argument (commits eccd3d8e and
fd9f1153). This adapts the Poisoner FAI code to deal with that
correctly.
(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.
This is done by ignoring shroud for path finding (while still taking
hidden units into account correctly), consistent with default Wesnoth
AI behavior.
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 is not necessary for most other Micro AIs, but this AI moves many
units per execution for speed reasons. If an ambush or failed teleport
or similar happens, it is better to reconsider rather than pull through
with the rest of the moves.
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.
ai_helper.get_attacks() now excludes hidden enemies by default -> they
need to be specifically included if they are to be attacked, as opposed
to having to be excluded when not.
This is not necessary for most other Micro AIs, but this AI moves
several units per execution. If an ambush or failed teleport or similar
happens, it is better to reconsider rather than pull through with the
previously planned moves.
This is not necessary for most other Micro AIs, but this AI moves
several units per execution. If an ambush or failed teleport or similar
happens, it is better to reconsider rather than pull through with the
previously planned moves.
Note that this requires that the enemy filter in the utils function now
matches the enemy units to be attacked, while previously it was set to
all enemy units NOT matching the filter. As this is not used anywhere
else, that’s not a problem, it’s just noted here for completeness.
Previously, the Micro AI behavior was inconsistent at best when it came
to dealing with these units and could even result in AI errors when an
AI unit was ambushed or a petrified unit was in the way of a move. Now,
both types of units are properly "ignored" and the AI moves have been
made robust against unexpected events such as ambushes. Incidentally,
the latter also makes the AI more robust against WML events doing
things the AI cannot know about (such as removing units).
This is done because the code will not complain but silently produce
non-sensical results if, for example, the filter is passed as the first
argument to get_visible_units().
There is essentially no time saving involved with doing it all in one
execution as all tables need to be reevaluated for each unit anyway in
order to adapt to potential changes due to ambushes or WML events. (The
latter is not all done yet, will be added in a follow-up commit.)