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[Wesnoth-wiki-changes] AiWML


From: wiki
Subject: [Wesnoth-wiki-changes] AiWML
Date: Sun, 5 Sep 2004 02:27 +0200

URI http://wesnoth.slack.it/?AiWML
 - - - - - 
Index: AiWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/AiWML,v
retrieving revision 1.8
diff -u -r1.8 AiWML
--- AiWML       24 Aug 2004 13:06:29 -0000      1.8
+++ AiWML       5 Sep 2004 00:27:24 -0000
@@ -1,27 +1,23 @@
-||AI controls||
+||the [ai] tag||
 
-||As of BfW 0.7.9CVS all AI-controlling parameters should now go inside [ai] 
tags,
-that are nested in [side] tags, NOT directly in [side] tags.
-Parameters directly inside [side] tags will be made to continue working for 
some time, but they should be eventually
-moved over.||
-
-When the AI does its turn, it has several 'phases'. In debug mode, these 
phases are shown in the upper-left corner.
+When the AI does its turn, it has several 'phases'.
+In debug mode, these phases are shown in the upper-left corner.
 
 ||Combat phase|| it decides who is in range to attack, and whether it's worth 
attacking them
 
 ||Healing phase|| it locates injured units and sees if they can be moved to 
villages to heal
 
-||Village capturing phase|| it locates units, and sees if they are in range of 
villages which they can capture
+||Village capturing phase|| it locates units,
+and sees if they are in range of villages which they can capture
 
-||Retreating phase|| it sees if any units are in grave danger/hopelessly 
outnumbered, and if they are, it retreats them
+||Retreating phase|| it sees if any units are in grave danger/hopelessly 
outnumbered,
+and if they are, it retreats them
 
 ||Movement/targetting phase|| it decides upon 'targets', assigns those targets 
values,
-and moves units toward targets based on how easy it is to get to the targets, 
and how valuable the targets are.
-
-These AI controls will work within a [side] tag, but should be moved to within 
[ai] tags in all versions of BfW beyond
-0.7.9:
-
+and moves units toward targets based on how easy it is to get to the targets,
+and how valuable the targets are.
 
+The following key/tags are accepted for [ai]:
 * //recruitment_pattern// This key takes a list containing the possible inputs 
'scout', 'fighter', 'archer', 'healer'
 and 'mixed fighter'.
 This tells the AI in what order it should recruit different types of units.
@@ -43,7 +39,8 @@
 The default is 0.5, which means the AI does care if he takes lots of damage,
 but will still be willing to take quite alot of damage, as long as he can 
inflict some on his enemy.
 * //caution// A number 0.0 or higher (default=0.25) that affects how cautious 
the AI is in various ways.
-If it is higher, the AI will want to retreat more (especially to a better 
defensive terrain), it will dislike moving out of a defensive terrain to attack 
more, and, if
+If it is higher, the AI will want to retreat more (especially to a better 
defensive terrain), it will dislike moving out
+of a defensive terrain to attack more, and, if
 grouping
 is enabled, it forms bigger groups to protect from enemies when going to a 
target.
 * //village_value// A number 0 or higher (default=1) which determines how much 
the AI tries to capture villages.
@@ -66,8 +63,10 @@
 * //recruitment_ignore_bad_combat// if 'yes', the AI will not analyse the 
units the enemy has fielded to see if the unit
 is suitable for fighting them.
 * //passive_leader// if 'yes' the AI leader will never move or attack, except 
to obey [leader_goal]s.
-* //simple_targetting// When the AI decides what targets to move towards with 
which units, it considers all its units that can move, sequentially.  For each
-unit, it decides what the best target for it to go towards is.  If not 'yes', 
it will check if any other units would be better to go towards
+* //simple_targetting// When the AI decides what targets to move towards with 
which units, it considers all its units
+that can move, sequentially.  For each
+unit, it decides what the best target for it to go towards is.  If not 'yes', 
it will check if any other units would be
+better to go towards
 that target than the unit it is currently considering.
 * //scout_village_targetting// The AI multiplies the value of village targets 
for scouts by this value.  The default is 3.
 * //grouping// how the AI should try to group units
@@ -91,7 +90,8 @@
   * //radius// indicates the radius around it to protect
   * //value// indicates the importance of protecting this location
 * ||[avoid]|| Makes the AI avoid a specific location or unit.
-  * //x//,//y// standard coordinates- A location for the AI to avoid moving 
to.  The AI will never move a unit to this location except for trying to move 
its
+  * //x//,//y// standard coordinates- A location for the AI to avoid moving 
to.  The AI will never move a unit to this
+location except for trying to move its
 leader to a keep.
   * standard unit filter- A set of units for the AI to avoid moving to.
 This feature is currently not implemented.





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