Author: suokko
Date: Tue Sep 16 22:00:03 2008
New Revision: 29498
URL: http://svn.gna.org/viewcvs/wesnoth?rev=29498&view=rev
Log:
*Removed formula AI from start for default ai do_move() because it was buggy
*Fixed bugs in move_leader_to_keep
Modified:
trunk/src/ai.cpp
trunk/src/ai_move.cpp
Modified: trunk/src/ai.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/ai.cpp?rev=29498&r1=29497&r2=29498&view=diff
==============================================================================
--- trunk/src/ai.cpp (original)
+++ trunk/src/ai.cpp Tue Sep 16 22:00:03 2008
@@ -536,7 +536,7 @@
}
if(rt != p.routes.end()) {
-
assert(static_cast<size_t>(u_it->second.movement_left()) >=
rt->second.steps.size()-1 && "Trying to move unit without enough move points
left\n");
+
assert(static_cast<size_t>(u_it->second.movement_left()) >=
rt->second.steps.size() && "Trying to move unit without enough move points
left\n");
u_it->second.set_movement(rt->second.move_left);
std::vector<location> steps = rt->second.steps;
@@ -1007,8 +1007,8 @@
// Formula AI is first going to move everything that it can
- if (master_)
- static_cast<formula_ai*>(ai_manager::get_ai("formula_ai",
info_).get())->play_turn();
+// if (master_)
+// static_cast<formula_ai*>(ai_manager::get_ai("formula_ai",
info_).get())->play_turn();
typedef paths::route route;
Modified: trunk/src/ai_move.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/ai_move.cpp?rev=29498&r1=29497&r2=29498&view=diff
==============================================================================
--- trunk/src/ai_move.cpp (original)
+++ trunk/src/ai_move.cpp Tue Sep 16 22:00:03 2008
@@ -817,6 +817,7 @@
const int number_of_recruit = current_team().gold() /
current_team().average_recruit_price();
// If the leader is not on his starting location, move him there.
+ if (number_of_recruit)
{
{
// Make a map of the possible locations the leader can
move to,
@@ -865,8 +866,8 @@
gamemap::location target;
if (distance > leader->second.movement_left())
{
- target =
route->second.steps[leader->second.movement_left()+1];
-
route->second.steps.erase(route->second.steps.begin() +
leader->second.movement_left(),route->second.steps.end());
+ target =
route->second.steps[leader->second.movement_left()];
+
route->second.steps.erase(route->second.steps.begin() +
leader->second.movement_left() + 1,route->second.steps.end());
route->second.move_left = 0;
} else {
target = *i;
@@ -874,7 +875,7 @@
}
best_value = value;
best_target = target;
- ERR_AI << "Considiring keep: " << *i <<
+ DBG_AI << "Considiring keep: " << *i <<
" empty slots: " << empty_slots <<
" distance: " << distance <<
" enemy: " << enemy <<
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