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The algorithm used in this CA is too simple to work reliably in a general setting, it tends to send whole groups of units toward small numbers of villages, or even individual ones. In its current version, it should not be used at all, not even in the Experimental AI. The recommended way to emphasize village hunting is to set the village_value aspect to a larger-than-default value and let the move-to-targets CA take care of it. We are, however, leaving the CA code and the macros in place for potential future work.
36 lines
970 B
INI
36 lines
970 B
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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# Note: The Experimental AI and the default AI are currently almost identical.
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# This is a placeholder for future development.
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[ai]
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id=experimental_ai
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description=_"Multiplayer_AI^Experimental AI" # wmllint: no spellcheck
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mp_rank=1010
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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_RECRUIT_RUSHERS}
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{AI_CA_CASTLE_SWITCH}
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{AI_CA_RETREAT_INJURED}
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{AI_CA_GRAB_VILLAGES}
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{AI_CA_SPREAD_POISON}
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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_HIGH_XP_ATTACK}
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{AI_CA_COMBAT}
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{AI_CA_PLACE_HEALERS}
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{AI_CA_HEALING}
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#{AI_CA_VILLAGES}
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{AI_CA_MOVE_TO_TARGETS}
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{AI_CA_LEADER_SHARES_KEEP}
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{AI_CA_MOVE_TO_ANY_ENEMY}
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[/stage]
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[/ai]
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