Author: dragonking
Date: Mon Mar 24 02:48:05 2008
New Revision: 25042
URL: http://svn.gna.org/viewcvs/wesnoth?rev=25042&view=rev
Log:
Update to the formula test scenario after latest changes
Modified:
trunk/data/scenario-formula.cfg
Modified: trunk/data/scenario-formula.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/scenario-formula.cfg?rev=25042&r1=25041&r2=25042&view=diff
==============================================================================
--- trunk/data/scenario-formula.cfg (original)
+++ trunk/data/scenario-formula.cfg Mon Mar 24 02:48:05 2008
@@ -145,7 +145,7 @@
[function]
name=rate_position_danger
inputs="ai*,unit,dst"
- formula="(100*sum(map(units_can_reach(ai.enemy_moves, dst),
'enemy', max_possible_damage(enemy, unit)*defense_on(unit, dst)))) /
unit.hitpoints"
+ formula="(100*sum(map(units_can_reach(ai.enemy_moves, dst),
'enemy', max_possible_damage(enemy, unit)*chance_to_hit(unit, dst)))) /
unit.hitpoints"
[/function]
[function]
@@ -170,10 +170,10 @@
name=move_to_targets
inputs=ai*
formula="
- find(moves, src != my_leader and
rate_position_defensiveness(ai, src, dst) > 0)
+ find(moves, src != my_leader.loc and
rate_position_defensiveness(ai, src, dst) > 0)
where moves = sort(my_moves.moves,
distance_to_target(ai, a.dst) < distance_to_target(ai, b.dst))"
# if(moves, choose(moves, -distance_to_target(ai, dst)),
null())
- # where moves = filter(my_moves.moves, src != my_leader and
rate_position_defensiveness(ai, src, dst) > 0)
+ # where moves = filter(my_moves.moves, src != my_leader.loc
and rate_position_defensiveness(ai, src, dst) > 0)
[/function]
[function]
@@ -193,14 +193,14 @@
[function]
name=uncontended_captures
inputs=ai
- formula="filter(get_village_captures(ai), (src !=
ai.my_leader) and (units_can_reach(ai.enemy_moves, dst).empty))"
+ formula="filter(get_village_captures(ai), (src !=
ai.my_leader.loc) and (units_can_reach(ai.enemy_moves, dst).empty))"
[/function]
[function]
name=move_to_keep
inputs="ai*"
- formula="if(keep_in_range, move(my_leader, keep_in_range),
null())
- where keep_in_range = find(unit_moves(my_leader),
'moveto', find(keeps, moveto = self))"
+ formula="if(keep_in_range, move(my_leader.loc, keep_in_range),
null())
+ where keep_in_range =
find(unit_moves(my_leader.loc), 'moveto', find(keeps, moveto = self))"
[/function]
[function]
@@ -262,15 +262,15 @@
name=move_leader_to_keep
inputs="ai*"
formula="
- if(dest, [move(my_leader, dest)], [])
- where dest = find(unit_moves(my_leader), 'dst',
find(keeps, 'keep', keep = dst))"
+ if(dest, [move(my_leader.loc, dest)], [])
+ where dest = find(unit_moves(my_leader.loc), 'dst',
find(keeps, 'keep', keep = dst))"
[/function]
# The AI entry point. Currently we just do our
hard-wired opening moves and then fallback to the
# default C++ AI.
move="if(vars.done_opening != 1, [set_var('done_opening', 1)] +
opening(self),
- if(my_leader and find(keeps, self = my_leader) =
null(), move_leader_to_keep(self), []) +
- get_best_move(self, filter(my_moves.moves, src !=
my_leader)) +
+ if(my_leader.loc and find(keeps, self =
my_leader.loc) = null(), move_leader_to_keep(self), []) +
+ get_best_move(self, filter(my_moves.moves, src !=
my_leader.loc)) +
[ recruit('Skeleton Archer', loc(11,21)), recruit('Dark
Adept', loc(11,22)) ]
)"
[/ai]
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