Difference between revisions of "LuaAI"
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Note: simple numeric, bool and string aspect creation can be enabled just by adding a specific factory to registry.cpp, this will also soon be done. | Note: simple numeric, bool and string aspect creation can be enabled just by adding a specific factory to registry.cpp, this will also soon be done. | ||
+ | |||
+ | == Preload event == | ||
+ | [event] | ||
+ | name=preload | ||
+ | first_time_only=no | ||
+ | [lua] | ||
+ | code = << | ||
+ | H = wesnoth.require "lua/helper.lua" | ||
+ | W = H.set_wml_action_metatable {} | ||
+ | _ = wesnoth.textdomain "my-campaign" | ||
+ | ai = {} | ||
+ | ca_counter = 0 | ||
+ | |||
+ | H.set_wml_var_metatable(_G) | ||
+ | |||
+ | wesnoth.require("ai/lua/patrol.lua") | ||
+ | |||
+ | >> | ||
+ | [/lua] | ||
+ | [/event] | ||
== Stages == | == Stages == |
Revision as of 10:59, 11 July 2011
A page containing information on configuring the AI using Lua. NB: previous contents of the page moved to http://wiki.wesnoth.org/LuaAI(old)
Aspects
Patch r49721 enabled users to write aspects using Lua. This simplifies the definition of aspects that are meant to change depending on the game state. A good example could be aggression, which changes depending on the time of the day(since ToD affects the actual battle performance of your forces).
Static aggression:
[aspect] id="aggression" engine="lua" value="0.3" [/aspect]
Dynamic aggression:
[aspect] id=aggression engine=lua code=<< wesnoth.fire("store_time_of_day") local value = 0 tod = tostring(wesnoth.get_variable('time_of_day').name) if (tod == 'Morning') then value = 0.2 else value = 1 end wesnoth.fire("clear_variable", {name = "time_of_day"}) return value >> [/aspect]
Note: the way of getting the ToD is hacky here, but I will create a more elegant method soon(Nephro).
Also note the difference between 'code' and 'value' attributes, this is important.
At the moment, it is possible to create the following aspects using Lua(the list will be constantly updated):
aggression // double attack_depth // int avoid // exposed as map_location[], where map_location is a table of form {x, y} caution // double grouping // string leader_aggression // double leader_goal // exposed as a config leader_value // double number_of_possible_recruits_to_force_recruit // double passive_leader // bool passive_leader_shares_keep // bool recruitment_ignore_bad_combat // bool recruitment_ignore_bad_movement // bool recruitment_pattern // string[] scout_village_targeting // double simple_targeting // bool support_villages // bool village_value // double villages_per_scout // int
Note: simple numeric, bool and string aspect creation can be enabled just by adding a specific factory to registry.cpp, this will also soon be done.
Preload event
[event] name=preload first_time_only=no [lua] code = << H = wesnoth.require "lua/helper.lua" W = H.set_wml_action_metatable {} _ = wesnoth.textdomain "my-campaign" ai = {} ca_counter = 0 H.set_wml_var_metatable(_G) wesnoth.require("ai/lua/patrol.lua") >> [/lua] [/event]