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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