GCI/Port AI WML configuration to new style syntax
Contents
Use wesnoth 1.9.2 or work on trunk version
You can download 1.9.2 from here: http://wiki.wesnoth.org/Download#Development_.281.9_branch.29
Wesnoth uses a custom markup language called WML, which can be edited by hand (it's similar to xml)
AI configuration can be written using WML.
In 2009, a new style syntax for writing AI configurations in Wesnoth was created.
New syntax is described on Customizing_AI_in_Wesnoth_1.8
Old syntax is described on AiWML
We need to convert existing AI syntax to new style.
The preferred way to do it is to teach wesnoth's custom WML conversion tool, wmllint, (written in python) to do it, or to write a helper script to do it. Or it can be done by hand. In any case, human review is required, to see that everything is ok.
As an example of the conversion process, you can use the first scenario of Legend of Wesmere campaign:
before, it contained:
[ai] village_value=0 leader_value=0 protect_leader=0 [avoid] x=1-30,1-30,1-3,7-30 y=1-13,17-30,1-30,1-30 [/avoid] [/ai]
after:
{ai/aliases/stable_singleplayer.cfg} [ai] {AI_SIMPLE_ALWAYS_ASPECT village_value 0} {AI_SIMPLE_ALWAYS_ASPECT leader_value 0} {AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid ( x=1-30,1-30,1-3,7-30 y=1-13,17-30,1-30,1-30 )} [/ai]
Or, if we had separate config for 'night' time of day ( time_of_day=dusk,first_watch,second_watch)
before:
[ai] recruitment_pattern=scout,fighter,fighter,archer,mixed fighter [/ai] [ai] time_of_day=dusk,first_watch,second_watch aggression=0.75 caution=0.0 grouping=offensive [/ai]
after:
{ai/aliases/stable_singleplayer.cfg} [ai] {AI_SIMPLE_NIGHT_ASPECT aggression 0.75} {AI_SIMPLE_NIGHT_ASPECT caution 0} {AI_SIMPLE_NIGHT_ASPECT grouping offensive} {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,fighter,fighter,archer,mixed fighter"} [/ai]
you might need to ask questions about how a particular tag should be converted, ask Crab_ on #wesnoth-dev on libera.chat.
Conversion procedure
In general, we need to add {ai/aliases/stable_singleplayer.cfg} outside the ai tag. then, for each ai tag, we need to look if it's 'for all times or day' or for particular time of day. then, if it's an aspect, just use the appropriate form of
{AI_SIMPLE_NIGHT_ASPECT aspect_name aspect_value} {AI_SIMPLE_DAY_ASPECT aspect_name aspect_value} {AI_SIMPLE_ALWAYS_ASPECT aspect_name aspect_value}
list of aspects which are converted that way
aggression
attack_depth
[avoid]
caution
grouping
leader_aggression
leader_goal
leader_value
number_of_possible_recruits_to_force_recruit
passive_leader
passive_leader_shares_keep
recruitment_ignore_bad_combat
recruitment_ignore_bad_movement
recruitment_pattern
scout_village_targeting
simple_targeting
support_villages
village_value
villages_per_scout
[target]\[protect_..] tags are converted to [goal] tags, see the new-style docs for details.
for other AI parameters, figure it out or ask Crab_ on #wesnoth-dev on IRC at libera.chat
Notes (23rd November)
everything should be converted. if it's unclear how to convert something, ask.
for attack_depth, you can convert it in the same way as aggression or, in the specific case '3 for easy, 4 for medium, 5 for hard', use {AI_SCALE_ATTACK_DEPTH_BY_DIFFICULTY} macro
ai goal syntax is at http://wiki.wesnoth.org/Customizing_AI_in_Wesnoth_1.8#AI_goals_.28_via_.5Bgoal.5D_tags_.29
to test the changes, you don't have to recompile - hitting F5 from main menu or restarting should be enough to refresh the cache and pick up new changes to WML code.
you can use :inspect - it allows you to see the ai configuration and you can compare the results of your changes vs the results of the 'upgrade' procedure written in c++ - by using :inspect two times, with and without your changes
Also, you're welcome to show incomplete results for review (link to these in google's task tracker)
If something varies by difficulty, or uses QUANTITY macro, e.g. {QUANTITY aggression 0.55 0.75 0.85} convert it using the ON_DIFFICULTY macro {AI_SIMPLE_ALWAYS_ASPECT aggression {ON_DIFFICULTY 0.55 0.75 0.85} }
Notes (24th November)
convert {NO_SCOUTS} to {AI_NO_SCOUTS}
Notes (25th November)
{ai/aliases/stable_singleplayer.cfg} should be given inside [side] tag, inside each [side] tag where there's at least one [ai] tag.
please test your changes by loading every and each scenario from wesnoth to see if it loads without errors (use debug mode ':n' command to switch levels)
protect_leader and protect_leader_radius
are converted differently (see Customizing_AI_in_Wesnoth_1.8#protect_my_unit_.5Bgoal.5D)
if the block includes turns=, then this block is active only during the specific turns.
To deal with them:
1) write a wml event to change the AI on the turn where it changes.
2) use more low-level macros (deal with [facet] tags ) to specify the active turns for each of the time periods.
Notes (29th November)
To convert [ai] blocks which have turns=, you can the [aspect] tag directly without the macros:
[aspect] id=aggression [facet] value = 0.4 time_of_day="dawn, morning, afternoon" turns=1-12 [/facet] [facet] value = 0.7 time_of_day="dusk,first_watch,second_watch" turns=1-12 [/facet] [facet] value = 0.9 turns=13-FOREVER [/facet] [/aspect]
To handle adjacent '[avoid]' sections, combine them using the [or] filter
converting:
[avoid] x,y=1,11 [/avoid] [avoid] x,y=21,31 [/avoid] [avoid] x,y=41,51 [/avoid]
to
{AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid ( x,y=1,11 [or] x,y=21,31 [/or] [or] x,y=41,51 [/or] )}