Hello, Yasin
you can, for example:
1) select this AI as multiplayer AI (launch wesnoth with -d command-line
switch to make sure ais in src/ai/dev are visible) and then use debug
console in mp scenario to create the situation you want, then save the game
to easily return to it
2) create a new test scenario or mp scenario and specify your AI config
there, in [ai], via [modify_ai]

See
https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/Legend_of_Wesmere/scenarios/chapter1/01_The_Uprooting.cfgfor
example, look for   {MODIFY_AI_ADD_CANDIDATE_ACTION 4 main_loop
{AI_CA_POISONING}}
and see
https://github.com/wesnoth/wesnoth/blob/master/data/core/macros/ai_candidate_actions.cfgfor
those macros.
3) ask mattsc on IRC how he tests the code, maybe he'll tell a few other
good options.


On Tue, Mar 11, 2014 at 8:18 PM, Yasin Ghannam <yasin.ghan...@gmail.com>wrote:

> Hello.
> I have a question I hope the answer to isn't overly obvious, because I
> tried to search. I created a candidate action to make a leader attack a
> spearman unit before recruiting, and I registered it in
> src/ai/registery.cpp and created a cfg file for it in /src/ai/dev. But I'm
> not sure where can I tell the AI of a certain scenario to use that ca.
> Small pointers on where to look are enough.
>
> _______________________________________________
> Wesnoth-dev mailing list
> Wesnoth-dev@gna.org
> https://mail.gna.org/listinfo/wesnoth-dev
>
>


-- 
Cheers, Iurii Chernyi
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