URL:
<http://gna.org/patch/?3875>
Summary: Added new aspect 'advancements'
Project: Battle for Wesnoth
Submitted by: flixx
Submitted on: Mon 22 Apr 2013 01:48:50 PM GMT
Priority: 5 - Normal
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
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Details:
As part of a GSoC proposal I added a new aspect so a scenario editor can
control advancements in two ways:
1. Define a aspect with a string-value like "Swordsman, Knight", so all units
of interests will always advance to this.
2. Use the LUA-Engine and return a function of the form advance(x, y) which
will itself return a string-value like "Swordsman, Knight". Everytime a
ai-unit advances advance(x, y) will be called.
I added a Test Scenario with 5 Units about to advance. Before reviewing the
C++ code you should take a look at it so you can see how the new aspect can be
defined.
Things that are missing / not tested yet:
- support for the formula engine
- support for the (old) default ai
- a function cfun_ai_get_advancements() in lua/core.cpp so that lua itself
have access to the aspect
- a wiki entry
Please note that this is my first bigger patch, and i'm new to C++ (actually I
just wrote here my first C++ class)
So it would be nice to have feedback if I made any mistakes :)
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File Attachments:
-------------------------------------------------------
Date: Mon 22 Apr 2013 01:48:50 PM GMT Name: advancements_test_scenario.cfg
Size: 2kB By: flixx
<http://gna.org/patch/download.php?file_id=17807>
-------------------------------------------------------
Date: Mon 22 Apr 2013 01:48:50 PM GMT Name: test.map Size: 1kB By: flixx
<http://gna.org/patch/download.php?file_id=17808>
-------------------------------------------------------
Date: Mon 22 Apr 2013 01:48:50 PM GMT Name:
0001-Added-new-aspect-advancements.patch Size: 26kB By: flixx
<http://gna.org/patch/download.php?file_id=17809>
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