wesnoth/data/core/macros/side-utils.cfg
2009-09-01 22:32:10 +00:00

351 lines
10 KiB
INI

#textdomain wesnoth
# Side-utils macros for balancing AI behaviour and setting village ownership.
# You can, for example give an AI side the possibility to recruit high
# level units but not to have too many of them at the same time.
# Note: These generate events, so they need to be placed directly
# under your [scenario] tag, and not within an event such as start or
# prestart.
#define LIMIT_CONTEMPORANEOUS_RECRUITS SIDE TYPE LIMIT_NUMBER
# Limit the number of units passing a specified filter that a side
# can have simultaneously. When the number of matching units
# side has reaches or exceeds LIMIT_NUMBER, that side is prevented from
# recruiting more until the number of units of that type drops
# below LIMIT_NUMBER again.
#
# Allow side 2 no more than 2 Troll Rocklobbers at a time
#! {LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Troll Rocklobber" 2}
[event]
name=side turn
first_time_only=no
{VARIABLE LCR_temp {SIDE}}
[if]
[variable]
name=LCR_temp
contains=$side_number
[/variable]
[then]
[if]
[have_unit]
side=$side_number
type={TYPE}
count="{LIMIT_NUMBER}-99999"
[/have_unit]
[then]
[disallow_recruit]
side=$side_number
type={TYPE}
[/disallow_recruit]
[/then]
[else]
[allow_recruit]
side=$side_number
type={TYPE}
[/allow_recruit]
[/else]
[/if]
[/then]
[/if]
{CLEAR_VARIABLE LCR_temp}
[/event]
[event]
name=recruit
first_time_only=no
[filter]
side={SIDE}
type={TYPE}
[/filter]
[if]
[have_unit]
side=$side_number
type={TYPE}
count="{LIMIT_NUMBER}-99999"
[/have_unit]
[then]
[disallow_recruit]
side=$side_number
type={TYPE}
[/disallow_recruit]
[/then]
[/if]
[/event]
#enddef
#define LIMIT_RECRUITS SIDE TYPE LIMIT_NUMBER
# Limit the total number of units passing a specified filter that a given
# side can recruit in the scenario.
#
# Allow side 2 no more than 1 Draug in the entire scenario
#! {LIMIT_RECRUITS 2 Draug 1}
[event]
name=prestart
# the array holding the recruit-limited types is cleared here, because
# it could hold values carried over from the previous scenario
{CLEAR_VARIABLE side_{SIDE}_limited_recruits}
{VARIABLE side_{SIDE}_limited_recruits_length -1}
[/event]
# when the side recruits this given type for the first time, it's recorded
# in an array that holds info on all the recruit-limited types for this side
[event]
name=recruit
first_time_only=yes
[filter]
side={SIDE}
type={TYPE}
[/filter]
{VARIABLE_OP side_{SIDE}_limited_recruits_length add 1}
{VARIABLE side_{SIDE}_limited_recruits[$side_{SIDE}_limited_recruits_length|].type $unit.type}
[/event]
# and every time when the side recruits this given type, we increment a
# counter, and if it matches or exceeds the limit, we disallow recruiting
# more of those units
[event]
name=recruit
first_time_only=no
[filter]
side={SIDE}
type={TYPE}
[/filter]
{FOREACH side_{SIDE}_limited_recruits i}
[if]
[variable]
name=side_{SIDE}_limited_recruits[$i].type
equals=$unit.type
[/variable]
[then]
{VARIABLE_OP side_{SIDE}_limited_recruits[$i].number_recruited add 1}
[if]
[variable]
name=side_{SIDE}_limited_recruits[$i].number_recruited
greater_than_equal_to={LIMIT_NUMBER}
[/variable]
[then]
[disallow_recruit]
side={SIDE}
type={TYPE}
[/disallow_recruit]
[/then]
[/if]
[/then]
[/if]
{NEXT i}
[/event]
#enddef
#define CAPTURE_FILTERED_VILLAGES SIDE FILTER
# Change ownership of villages matching the specified location filter.
[store_locations]
{FILTER}
variable=temp_target_villages
[/store_locations]
{FOREACH temp_target_villages i}
[capture_village]
side={SIDE}
x,y=$temp_target_villages[$i].x,$temp_target_villages[$i].y
[/capture_village]
{NEXT i}
{CLEAR_VARIABLE temp_target_villages}
#enddef
#define CAPTURE_VILLAGES_OF_TYPE TERRAIN SIDE X Y RADIUS
# Change ownership of the villages on a specified terrain type
# near a specified location.
{CAPTURE_FILTERED_VILLAGES {SIDE}
(
terrain={TERRAIN}
[and]
x,y={X},{Y}
radius={RADIUS}
[/and] ) }
#enddef
#define CAPTURE_VILLAGES SIDE X Y RADIUS
# Change ownership of all villages near a specified location.
{CAPTURE_VILLAGES_OF_TYPE (*^V*) {SIDE} {X} {Y} {RADIUS}}
#enddef
#define STARTING_VILLAGES SIDE RADIUS
# Macro to make a side start a scenario with villages.
# Creates an event, so it must be called from within the
# toplevel scenario tag. Also note that this relies on the
# side having a unit with canrecruit-yes at start; if it
# doesn't, you should use STARTING_VILLAGES_AREA instead.
[event]
name=prestart
[store_starting_location]
side={SIDE}
variable=temp_starting_location
[/store_starting_location]
{CAPTURE_VILLAGES {SIDE} $temp_starting_location.x $temp_starting_location.y {RADIUS}}
{CLEAR_VARIABLE temp_starting_location}
[/event]
#enddef
#define STARTING_VILLAGES_AREA SIDE X Y RADIUS
# Make a side start with ownership of villages in a given area.
# Creates an event, so it must be called from within the
# toplevel scenario tag.
[event]
name=prestart
{CAPTURE_VILLAGES {SIDE} {X} {Y} {RADIUS}}
[/event]
#enddef
#define STARTING_VILLAGES_ALL SIDE
# Make a side start with ownership of all villages.
# Creates an event, so it must be called from within the
# toplevel scenario tag.
[event]
name=prestart
{CAPTURE_FILTERED_VILLAGES {SIDE} (terrain=*^V*)}
[/event]
#enddef
#define TRANSFER_VILLAGE_OWNERSHIP FROM_SIDE TO_SIDE
# Transfers ownership of all villages of one side to another side. Useful
# when you're for example moving all units of some side to another, and want
# to transfer the village ownership as well.
[store_villages]
owner_side={FROM_SIDE}
variable=TRANSFER_VILLAGE_OWNERSHIP_villages
[/store_villages]
{FOREACH TRANSFER_VILLAGE_OWNERSHIP_villages TRANSFER_VILLAGE_OWNERSHIP_i}
[capture_village]
x,y=$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].x,$TRANSFER_VILLAGE_OWNERSHIP_villages[$TRANSFER_VILLAGE_OWNERSHIP_i].y
side={TO_SIDE}
[/capture_village]
{NEXT TRANSFER_VILLAGE_OWNERSHIP_i}
{CLEAR_VARIABLE TRANSFER_VILLAGE_OWNERSHIP_villages}
#enddef
# Persistant macros
#define MAKE_AI_SIDE_PERSISTENT SIDE
#Macro to make a ai controlled side persistent.
#Needs to be placed below the side definition.
[+side]
controller=human
persistent=yes
[/side]
[event]
name=prestart
[modify_side]
side={SIDE}
controller=ai
[/modify_side]
[/event]
[event]
name=victory
[modify_side]
side={SIDE}
controller=human
[/modify_side]
[/event]
#enddef
#define RECALL_AI_SIDE SIDE
#Recalls an ai side that is persistent (MAKE_AI_SIDE_PERSISTENT)
#Needs to be placed below the side definition.
{MAKE_AI_SIDE_PERSISTENT {SIDE}}
[event]
name=prestart
[store_unit]
variable=recall_ai_side_units_{SIDE}
[filter]
side={SIDE}
[/filter]
[/store_unit]
[/event]
[event]
name=victory
{CLEAR_VARIABLE recall_ai_side_units_{SIDE}}
[/event]
[event]
name=ai turn
[if]
[variable]
name=side_number
equals={SIDE}
[/variable]
[and]
[have_unit]
canrecruit=yes
side={SIDE}
[filter_location]
terrain=K*
[/filter_location]
[/have_unit]
[/and]
[then]
[store_gold]
side={SIDE}
[/store_gold]
[while]
[variable]
name=gold
greater_than=19
[/variable]
[variable]
name=recall_ai_side_units_{SIDE}.length
greater_than=0
[/variable]
[do]
[gold]
side=2
amount=-20
[/gold]
[store_gold]
side={SIDE}
[/store_gold]
[recall]
id=$recall_ai_side_units_{SIDE}[0].id
[/recall]
{CLEAR_VARIABLE recall_ai_side_units_{SIDE}[0]}
[/do]
[/while]
{CLEAR_VARIABLE gold}
[/then]
[/if]
[/event]
#enddef