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In normal MP and SP games, these macros are defined previously and including them here produces unnecessary overhead. However, they are not defined when an AI MP game is started from the commandline with the -m and --ai-config options.
37 lines
1.4 KiB
INI
37 lines
1.4 KiB
INI
#textdomain wesnoth-ai
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#ifndef AI_CA_GOTO
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{core/macros/ai_candidate_actions.cfg}
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#endif
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[ai]
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id=default_ai_poisoning
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description=_"Multiplayer_AI^Dev AI: Default + Poisoning (Formula AI)" # wmllint: no spellcheck
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version=10710
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[stage]
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id=main_loop
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name=ai_default_rca::candidate_action_evaluation_loop
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{AI_CA_GOTO}
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{AI_CA_RECRUITMENT}
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{AI_CA_MOVE_LEADER_TO_GOALS}
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{AI_CA_MOVE_LEADER_TO_KEEP}
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{AI_CA_COMBAT}
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{AI_CA_HEALING}
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{AI_CA_VILLAGES}
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{AI_CA_RETREAT}
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{AI_CA_MOVE_TO_TARGETS}
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{AI_CA_LEADER_SHARES_KEEP}
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[candidate_action] #it consists of several candidate actions
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engine=fai # fai engine is temporary disabled, it will be enabled real soon. Note that the rest of parameters are parsed by formula ai engine
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name=poisoner #this paramerer (and the rest of them), are specific to fai engine
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type=attack
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[filter]
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me="filter( input, 'me', filter(me.attacks,'att',filter(att.special,'spe',contains_string(spe,'poison'))))"
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target="filter( input, 'target', target.undead = 0 and target.hitpoints > 5 and index_of('poisoned',keys(target.states)) = -1)"
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[/filter]
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evaluation="{ai/formula/poisoner_eval.fai}"
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action="{ai/formula/poisoner_attack.fai}"
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[/candidate_action]
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[/stage]
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[/ai]
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