- get_terrain and set_terrain replaced with direct indexing operations
- get_map_size mostly replaced with either the iterator or an on_board call.
Only a few cases really needed to know the size of the map for some other purpose.
- shroud and fog operations, village owner, time areas, and location filters
- get_terrain_info replaced with terrain_types table
- Map generation functions create_map and create_filter
I switched to using defense_on() and resistance_against() incorrectly in 55478e20. I had tested these, but apparently for cases when it does not make a difference ...
The change for movement_on() is for convenience and consistency with other code only.
Also backtracked the removal of wesnoth.get_recall_units, which is now available as wesnoth.units.find_on_recall - it's just more convenient than passing x=recall to wesnoth.units.find
There are rating contributions for hexes which heal (not all of which are villages) and others for hexes that provide income (villages). Previously only villages were considered for both types of hexes.
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)
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)