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437 lines (395 loc) · 14.8 KB
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#textdomain wesnoth-Eastern_Europe_at_War
#define RECRUITS_COUNT FACTION COUNT
[if]
{VARIABLE_CONDITIONAL player_$side_number|_faction equals {FACTION}}
[then]
{VARIABLE player_$side_number|_recruitscount {COUNT}}
[/then]
[/if]
#enddef
#define FACTION_AI FACTION PARAMS
[if]
{VARIABLE_CONDITIONAL player_$side_number|_faction equals {FACTION}}
[then]
[modify_side]
side=$side_number
{PARAMS}
[/modify_side]
[/then]
[/if]
#enddef
#define EEAW_AI_MODULE TOD AGG CAU CUSTOM
[ai]
time_of_day={TOD}
aggression={AGG}
caution={CAU}
{CUSTOM}
[/ai]
#enddef
#define EEAW_AI_FACTION_CHAOTIC
{EEAW_AI_MODULE dusk 0.66 0.33 (grouping=offensive)}
{EEAW_AI_MODULE first_watch 0.99 0.15 (grouping=offensive)}
{EEAW_AI_MODULE second_watch 0.9 0.25 (grouping=offensive)}
{EEAW_AI_MODULE dawn 0.6 0.4 (grouping=no)}
{EEAW_AI_MODULE morning 0.3 0.7 (grouping=defensive)}
{EEAW_AI_MODULE afternoon 0.3 0.8 (grouping=no)}
#enddef
#define EEAW_AI_FACTION_LAWFUL
{EEAW_AI_MODULE dusk 0.33 0.66 (grouping=defensive)}
{EEAW_AI_MODULE first_watch 0.33 0.8 (grouping=defensive)}
{EEAW_AI_MODULE second_watch 0.33 0.8 (grouping=defensive)}
{EEAW_AI_MODULE dawn 0.4 0.6 (grouping=offensive)}
{EEAW_AI_MODULE morning 0.99 0.25 (grouping=offensive)}
{EEAW_AI_MODULE afternoon 0.99 0.25 (grouping=offensive)}
#enddef
#define ALTERNATE_RECRUITATION
#alternate recruitment script by inferno8
#make use of all recruits - no spam
#disallow ships on dry maps
[event]
name=turn 1
first_time_only=no
[store_locations]
variable=alltiles
[/store_locations]
[store_locations]
variable=water
terrain=W*,S*
[/store_locations]
#water less than 20% then disallow ships
{VARIABLE proportions $alltiles.length}
{VARIABLE_OP proportions multiply 0.2}
[if]
{VARIABLE_CONDITIONAL water.length less_than $proportions}
[then]
{VARIABLE disallowships 1}
[/then]
[else]
{VARIABLE disallowships 0}
[/else]
[/if]
{CLEAR_VARIABLE alltiles}
{CLEAR_VARIABLE water}
{CLEAR_VARIABLE proportions}
[/event]
[event]
name=side turn
first_time_only=no
#store recruit lists
[if]
{VARIABLE_CONDITIONAL turn_number equals 1}
[then]
[store_side]
variable=side_check
side=$side_number
[/store_side]
[if]
{VARIABLE_CONDITIONAL disallowships equals 1}
[and]
{VARIABLE_CONDITIONAL side_check.controller equals ai}
[/and]
[then]
[disallow_recruit]
side=$side_number
type=ta Ferryboat I,ta Ferryboat I2,ta Tatar Boat,zz Ship I,zz Ship II,zz Ship III,sz Light Galleon,sz Line Ship,sz Galleon,sz Battleship,tu Fusta,tu Galiot,tu Galley,tu Bomba Gemisi,kz Chaika,kz Great Chaika
[/disallow_recruit]
[/then]
[/if]
#refresh
{CLEAR_VARIABLE side_check}
[store_side]
variable=side_check
side=$side_number
[/store_side]
#include modes
[if]
{VARIABLE_CONDITIONAL eeawpeasants equals no}
[then]
[disallow_recruit]
side=$side_number
type=pl Polish Peasant,ru Russian Peasant,kz Ukrainian Peasant,tu Slave,sz Swedish Peasant,pr Recruit
[/disallow_recruit]
[/then]
[/if]
[if]
{VARIABLE_CONDITIONAL eeawships equals no}
[then]
[disallow_recruit]
side=$side_number
type=ta Ferryboat I,ta Ferryboat I2,ta Tatar Boat,zz Ship I,zz Ship II,zz Ship III,sz Light Galleon,sz Line Ship,sz Galleon,sz Battleship,tu Fusta,tu Galiot,tu Galley,tu Bomba Gemisi,kz Chaika,kz Great Chaika,pr Yacht,pr Great Yacht
[/disallow_recruit]
[/then]
[/if]
[if]
{VARIABLE_CONDITIONAL eeawhospitals equals no}
[then]
[disallow_recruit]
side=$side_number
type=zSzField Hospital,z_sField Hospital
[/disallow_recruit]
[/then]
[/if]
{VARIABLE player_$side_number|_list $side_check.recruit}
{VARIABLE player_$side_number|_counter 0}
{GUESS_FACTION "pl Standard Bearer,pl Lithuanian Warrior,pl Shooter,pl Chosen Infantryman2" Poles}
{GUESS_FACTION "au Musketeer,au Infantry Officer,au Pandur,au Grenadier,au Pikeman" Austrians}
{GUESS_FACTION "kz Zaporozhian Standard Bearer,kz Zaporozhian Centurion,kz Moloyec" Cossacks}
{GUESS_FACTION "ru Voivode,ru Bishop,ru Russian Peasant Leader,ru Boyar,ru Spearman,ru Shooter Starszy,ru Hermit" Russians}
{GUESS_FACTION "sz Musketeer,sz Pikeman,sz Infantry Officer" Swedes}
{GUESS_FACTION "ta Segban,ta Flanker Scout" Tatars}
{GUESS_FACTION "tu Standard Bearer of Prophet,tu Dej,tu Pedestrian Mamluk,tu Janissary Shooter2" Turks}
{GUESS_FACTION "pr Colonial Veteran,pr Colonial Ranger,pr Veteran Line Soldier,pr Leib Grenadier,pr Engineer,pr Officer" Prussians}
[if]
{VARIABLE_CONDITIONAL disallowships equals 0}
[then]
{RECRUITS_COUNT Tatars 10}
{RECRUITS_COUNT Austrians 12}
{RECRUITS_COUNT Swedes 12}
{RECRUITS_COUNT Turks 11}
{RECRUITS_COUNT Russians 11}
{RECRUITS_COUNT Poles 12}
{RECRUITS_COUNT Cossacks 10}
{RECRUITS_COUNT Prussians 11}
[/then]
[else]
{RECRUITS_COUNT Tatars 8}
{RECRUITS_COUNT Austrians 11}
{RECRUITS_COUNT Swedes 10}
{RECRUITS_COUNT Turks 9}
{RECRUITS_COUNT Russians 10}
{RECRUITS_COUNT Poles 11}
{RECRUITS_COUNT Cossacks 9}
{RECRUITS_COUNT Prussians 9}
[/else]
[/if]
[/then]
[/if]
#ai tod behavior module
[if]
{VARIABLE_CONDITIONAL side_check.controller equals ai}
[then]
{FACTION_AI Tatars ({EEAW_AI_FACTION_CHAOTIC})}
{FACTION_AI Cossacks ({EEAW_AI_FACTION_CHAOTIC})}
{FACTION_AI Austrians ({EEAW_AI_FACTION_LAWFUL})}
{FACTION_AI Swedes ({EEAW_AI_FACTION_LAWFUL})}
{FACTION_AI Turks ({EEAW_AI_FACTION_LAWFUL})}
{FACTION_AI Poles ({EEAW_AI_FACTION_LAWFUL})}
{FACTION_AI Prussians ({EEAW_AI_FACTION_LAWFUL})}
[/then]
[/if]
[/event]
[event]
name=recruit
first_time_only=no
[store_side]
variable=side_check
side=$side_number
[/store_side]
[if]
{VARIABLE_CONDITIONAL side_check.controller equals ai}
[then]
#sometimes skip logic
{RANDOM 0..1}
{IF_VAR random equals 1 (
[then]
#disallow
{VARIABLE_OP player_$side_number|_counter add 1}
[if]
{VARIABLE_CONDITIONAL player_$side_number|_counter less_than $player_$side_number|_recruitscount}
[then]
[disallow_recruit]
side=$side_number
type=$unit.type
[/disallow_recruit]
[/then]
[else]
{VARIABLE player_$side_number|_counter 0}
{VARIABLE copyvar1 $player_$side_number|_list}
[set_recruit]
side=$side_number
recruit=$copyvar1
[/set_recruit]
[/else]
[/if]
[/then]
)}
[/then]
[/if]
[/event]
#enddef
#WORK IN PROGRESS
#currently disabled
#this is an alternate recruitment script that will allow ai factions
#to use specific recruitment patterns fit to their playstyle and tactics.
#define GUESS_FACTION TYPES FACTION
[if]
[have_unit]
type={TYPES}
side=$side_number
canrecruit=yes
[/have_unit]
[then]
{VARIABLE player_$side_number|_faction {FACTION}}
[/then]
[/if]
#enddef
#define Tatars_AI
#proportions
#lots of horses, medium footman and few boats
#ratio 3:2:1
#horses:
#ta Guard,ta Tatar,ta Tatar Bowman
#footmen:
#ta Crimean Tatar,ta Tatar Healer,ta Tatar Scout,ta Slaver
#boats:
#ta Ferryboat I,ta Tatar Boat
{VARIABLE limithorses 3}
{VARIABLE limitfootmen 2}
{VARIABLE limitboats 1}
#get amounts of units
[store_unit]
variable=horses
[filter]
type=ta Guard,ta Tatar,ta Tatar Bowman
[/filter]
[/store_unit]
[store_unit]
variable=footmen
[filter]
type=ta Crimean Tatar,ta Tatar Healer,ta Tatar Scout,ta Slaver
[/filter]
[/store_unit]
[store_unit]
variable=boats
[filter]
type=ta Ferryboat I,ta Tatar Boat
[/filter]
[/store_unit]
{VARIABLE temp $limithorses}
{VARIABLE_OP temp sub 1}
[if]
[have_unit]
type=ta Guard,ta Tatar,ta Tatar Bowman
count="0-$temp"
[/have_unit]
[then]
[allow_recruit]
side=$side_number
type=ta Guard,ta Tatar,ta Tatar Bowman
[/allow_recruit]
[/then]
[else]
[disallow_recruit]
side=$side_number
type=ta Guard,ta Tatar,ta Tatar Bowman
[/disallow_recruit]
[/else]
[/if]
############################################
{VARIABLE temp $limitfootmen}
{VARIABLE_OP temp sub 1}
[if]
[have_unit]
type=ta Crimean Tatar,ta Tatar Healer,ta Tatar Scout,ta Slaver
count="0-$temp"
[/have_unit]
[then]
[allow_recruit]
side=$side_number
type=ta Crimean Tatar,ta Tatar Healer,ta Tatar Scout,ta Slaver
[/allow_recruit]
[/then]
[else]
[disallow_recruit]
side=$side_number
type=ta Crimean Tatar,ta Tatar Healer,ta Tatar Scout,ta Slaver
[/disallow_recruit]
[/else]
[/if]
############################################
{VARIABLE temp $limitboats}
{VARIABLE_OP temp sub 1}
[if]
[have_unit]
type=ta Ferryboat I,ta Tatar Boat
count="0-$temp"
[/have_unit]
[then]
[allow_recruit]
side=$side_number
type=ta Ferryboat I,ta Tatar Boat
[/allow_recruit]
[/then]
[else]
[disallow_recruit]
side=$side_number
type=ta Ferryboat I,ta Tatar Boat
[/disallow_recruit]
[/else]
[/if]
#enddef
#----------------------------------------------------------------------------------
#define ALTERNATE_RECRUITATION2
#alternate recruitment script by inferno8
#make use of all recruits
[event]
name=start
{VARIABLE trigger 3}
{VARIABLE trigger_check 4}
[/event]
[event]
name=side turn
first_time_only=no
#store recruit lists
[if]
{VARIABLE_CONDITIONAL turn_number equals 1}
[then]
[store_side]
variable=side_check
side=$side_number
[/store_side]
[if]
{VARIABLE_CONDITIONAL side_check.controller equals ai}
[then]
{VARIABLE player_$side_number|_list $side_check.recruit}
{VARIABLE player_$side_number|_limit 1}
{GUESS_FACTION "pl Standard Bearer,pl Lithuanian Warrior,pl Shooter,pl Chosen Infantryman2" Poles}
{GUESS_FACTION "au Musketeer,au Infantry Officer,au Pandur,au Grenadier,au Pikeman" Austrians}
{GUESS_FACTION "kz Zaporozhian Standard Bearer,kz Zaporozhian Centurion,kz Moloyec" Cossacks}
{GUESS_FACTION "ru Voivode,ru Bishop,ru Russian Peasant Leader,ru Boyar,ru Spearman,ru Shooter Starszy,ru Hermit" Russians}
{GUESS_FACTION "sz Musketeer,sz Pikeman,sz Infantry Officer" Swedes}
{GUESS_FACTION "ta Segban,ta Flanker Scout,ta Tatar Medic" Tatars}
{GUESS_FACTION "tu Standard Bearer of Prophet,tu Dej,tu Pedestrian Mamluk,tu Janissary Shooter2" Turks}
[if]
{VARIABLE_CONDITIONAL player_$side_number|_faction equals Tatars}
[then]
{ERROR "Tatars AI is active"}
{Tatars_AI}
[/then]
[/if]
[/then]
[/if]
[/then]
[/if]
[/event]
[event]
name=recruit
first_time_only=no
[store_side]
variable=side_check
side=$side_number
[/store_side]
[if]
{VARIABLE_CONDITIONAL side_check.controller equals ai}
[then]
[if]
{VARIABLE_CONDITIONAL player_$side_number|_faction equals "Tatars"}
[then]
{ERROR "AI recruits"}
{Tatars_AI}
[/then]
[/if]
[/then]
[/if]
[/event]
#enddef