They are as well used in the software centre.
Having keywords is a bonus, even if they are not matched.
[ci skip]
(cherry-picked from commit 76e7c8d19f8626dca5edd33b8c66ef3a0385f93f)
see https://github.com/wesnoth/wesnoth/issues/3240
Just fixing the crash, not sure how the code should behave in this case, it would be nice if someone who knows more about the ai code would either implement that todo or remove the second warning. An alternative fix would be to move the 'calculate_moves' inside the ai_leaders loop.
(cherry-picked from commit 18526e499a082d849295f0db93cdc9b5ea223df7)
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)
the one usage of type is left deliberately, to point out that it affects 3
instad of 2 or 4 types.
[ci skip]
(cherry-picked from commit ce056894dab0285fb7596deb69445a1184a9cd19)
There has been a report that some scenario would be nearly unbeatable if they
are empty in the first place, so this has the side effect of not showing the
player that he misses something. (Nevertheless, they should be hidden)
[ci skip]
(cherry-picked from commit 47c3947d0aa651fd32545d6292d5cfed9fd02864)
- allied AI leaders, whose death causes defeat, use passive_leader=yes
- increased amount of money which the lich brothers have, if one has not the
alternative leaders who can recall units
- also increased Krash's gold to the same amount of as Eryssa has (they are the
alternative leaders)
[ci skip]
(cherry-picked from commit 79993ea601f34d07aa7f26251bc87b52da4338de)
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)
They cannot be set for the MAI, and they would have to be set through 'cfg' not 'data' anyway.
(cherry-picked from commit 62625fd5e2821472181c53932ffe7f6b264373c5)
... for consistency with the previous message stating that
all orcs are killed by the elves.
(cherry-picked from commit 34f417c4eb488966a779bcfa9a0e32f933d3960e)
Most part of the old AI had no evident effect: the dragon just
moved here and there without attacking you, and since he flied
over shallow water, it was impossible to chase him. The micro
ai makes Khrakhras wander around and attack you when you
approach his castle.
(cherry-picked from commit 64917b70b5eb484ed132df2b43ca26b3af47a690)
Also adds a new objective in S16, which was not stated but
actually makes you win.
(cherry-picked from commit 50e4cc5d3fddc7f7d47c9437b3133567aa0e3dde)
The second event took as filtered unit an ogre that has reached
the border of the map. Unfortunately, he was removed by the map
before such event was fired, causing it to never happen.
(cherry-picked from commit 643f1336dd92982850b4f61b9af6ce2d6a8c5d77)
This happens when the list comes up empty because of a non-matching
filter, e.g. "Elvish Archer222" and the user clicks on one of the gender
options in this state.
Ideally we should clear the preview pane and disable the options and OK
button here, but the former appears impossible and for some reason
changing the pane's visibility in filter_text_changed() doesn't work
reliably.
(cherry-picked from commit 26629d4a621b74e90513842db577d5bd03a415de)
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)
According to po comments in S1, Baldras is Harper's mother's brother.
Also change "mom"/"dad" to "mother"/"father" to match the general
medieval setting of dialogs.
(cherry-picked from commit bcb6153b89edafc15453358b5754f6e34f39b830)
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)
Now content that is loaded via [load_resource] is placed to the position
where the [load_resource] was. This fixes a problem where previously one could
not use lua variables/functions created by the [resource][lua] because the
engine would put the [lua] tags from the [resource] after the [resource] from the
scenario.
(cherry-picked from commit 1ac635ec63e775dcd1aa90d04b9adf3f061ef476)
this also caused errors later when saving replays because the server would concatinate all [turn] leading to dublicate undo=no attributes.
(cherry-picked from commit 144e8a1f8d13a023261f32ff251b756eb1730845)
AOI S3: Address Erlornas as "lord" in lowercase as done elsewhere in the
scenario.
(cherry-picked from commit 6a1b59327e776ba187609501bf29de0b4a745fd7)
Most of the Fast MAI attack utils had been taken from a more general codebase and included things not needed here. This AI is supposed to be a slimmed down version doing only the absolutely necessary in as fast as possible a fashion.
(cherry-picked from commit f4f2a441e41cea635861630eb555af9f510c9b52)
All mainline chance-to-hit weapon specials have ids, but it is not required for UMC specials.
(cherry-picked from commit 5335a2af335ffdce65097e26359e96a0cbe2c733)