#textdomain wesnoth-ai [test] id=recruiting name= _ "Recruiting" next_scenario=micro_ai_test map_data="{ai/micro_ais/maps/protect_unit.map}" {DEFAULT_SCHEDULE} turns=-1 victory_when_enemies_defeated=no [side] side=1 controller=ai name= _ "Langzhar" id=Langzhar type=Lieutenant persistent=no team_name=Langzhar user_team_name= _ "team_name^Langzhar" recruit=Peasant,Spearman,Swordsman,Bowman,Longbowman,Cavalryman,Dragoon,Heavy Infantryman,Shock Trooper,Mage,White Mage gold=1000 [/side] [side] side=2 controller=ai name= _ "Koorzhar" id=Koorzhar type=Lieutenant persistent=no team_name=Koorzhar user_team_name= _ "team_name^Koorzhar" recruit=Peasant,Spearman,Swordsman,Bowman,Longbowman,Cavalryman,Dragoon,Heavy Infantryman,Shock Trooper,Mage,White Mage gold=1000 [/side] [side] # This side is only here because we need one persistent side for the game to go on side=3 controller=null persistent=yes save_id=Grnk hidden=yes [/side] # Prestart actions [event] name=prestart {VARIABLE scenario_name recruiting} [micro_ai] side=1 ai_type=recruit_random action=add [probability] type=Swordsman,Peasant probability=8 [/probability] skip_low_gold_recruiting=yes [/micro_ai] [micro_ai] side=2 ai_type=recruit_rushers action=add [/micro_ai] [/event] [event] name=start {STORE_UNIT_VAR id=Koorzhar profile profile} {MESSAGE Koorzhar "$profile~FL()~RIGHT()" "" _"This is a very simple scenario that can be used to test out different recruiting patterns."} {CLEAR_VARIABLE profile} {MESSAGE Langzhar "" "" _"Just watch the recruiting of both sides and see if it is what you would expect. The recruitment lists cover level 0 to level 2 units, in order to make differences more obvious."} # wmllint: unbalanced-on {MESSAGE narrator "wesnoth-icon.png" "Notes" _"If you have not changed anything in the scenario code, Side 1 uses the Random Recruitment Micro AI, with swordsmen and peasants having been given higher probability than the other units. This is not meant as a good recruitment pattern, it simply serves as a demonstration how to use the AI. Side 2 uses the Rush Recruitment Micro AI (which is also used in the Experimental AI). A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the Micro AI wiki page at http://wiki.wesnoth.org/Micro_AIs for more information."} # wmllint: unbalanced-off [/event] # Stop if this was the last death on this side [event] name=die first_time_only=no [if] [not] [have_unit] count=1-9999 side=$unit.side [/have_unit] [/not] [then] {MESSAGE narrator "wesnoth-icon.png" "" _"Well, that was that."} # So that game goes on to next scenario [modify_side] side=3 controller=human [/modify_side] [endlevel] result=victory bonus=no carryover_percentage=0 carryover_report=no linger_mode=no [/endlevel] [/then] [/if] [/event] [/test]