duplicate ai goals
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duplicate ai goals
Hi,
If a goal is defined for a side, then it will appear twice in the debug game inspector. anyone knows why?
And will this affect modify_ai action=delete goal?
Edit: How do I delete a goal anyway, what is the correct path?
I have [goal] name=protect_unit and the following didn't work.
Edit2: forgot to add id=protect_unit. that fixed it.
If a goal is defined for a side, then it will appear twice in the debug game inspector. anyone knows why?
And will this affect modify_ai action=delete goal?
Edit: How do I delete a goal anyway, what is the correct path?
I have [goal] name=protect_unit and the following didn't work.
Code: Select all
[modify_ai]
side=8
action=delete
path=goal[protect_unit]
[/modify_ai]
Last edited by vghetto on February 4th, 2020, 6:51 am, edited 1 time in total.
Re: duplicate ai goals
I was working on my code and a modify_ai call straightened it out and removed the duplicates.
This might be a bug in wesnoth. You can try to reproduce it with Heir To the Throne. Start the first scenario on the hard difficulty and check the orcs goal. This is wesnoth 1.14.9 debian sid package.
This might be a bug in wesnoth. You can try to reproduce it with Heir To the Throne. Start the first scenario on the hard difficulty and check the orcs goal. This is wesnoth 1.14.9 debian sid package.
Re: duplicate ai goals
Thanks for reporting this. I have confirmed that this happens for me as well in 1.14.11+dev (but not in 1.15.2+dev).
I also confirmed that the goal is actually duplicated, as opposed to simply being shown twice in the inspector. It seems to be present twice in the AI configuration table already, rather than the goal being created twice from a single config entry. It does not happen if a scenario is started as a test scenario. I also noticed that the cpp engine appears twice in the inspector as well, which might or might not be related.
I don't know what is causing this yet, and I do not have time to investigate right now. I'm just writing the above down in case somebody else might know what may be causing this. If not, I'll investigate more at some point.
I also confirmed that the goal is actually duplicated, as opposed to simply being shown twice in the inspector. It seems to be present twice in the AI configuration table already, rather than the goal being created twice from a single config entry. It does not happen if a scenario is started as a test scenario. I also noticed that the cpp engine appears twice in the inspector as well, which might or might not be related.
I don't know what is causing this yet, and I do not have time to investigate right now. I'm just writing the above down in case somebody else might know what may be causing this. If not, I'll investigate more at some point.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
Re: duplicate ai goals
I noticed that the goals get duplicated if they were defined inside the
[side]
tags. They won't get duplicated if defined via [modify_ai]
- Celtic_Minstrel
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Re: duplicate ai goals
Sadly, I don't have any idea what could cause this. Almost feels as though the
[ai]
tag is being parsed twice? But that doesn't make any sense. Did you ever get a chance to investigate this, mattsc?Re: duplicate ai goals
This doesn't seem to be applicable to goals only. The same thing is happening with the aspect facets.
This snipet defines aggression, passive_leader and avoid inside
Changes are done to the WML_Guide addon.
This snipet defines aggression, passive_leader and avoid inside
[side]
and later on changes them with [modify_side]
Changes are done to the WML_Guide addon.
Code: Select all
[side]
type=Revenant
name= _ "Darth Syntax"
id=darth
facing=sw
side=2
controller=ai
user_team_name= _ "Bad Guys"
# The enemy's gold goes up a lot as the level goes up.
{GOLD 80 140 200}
[ai]
aggression=0.2
passive_leader=yes
[avoid]
[and]
x=3
y=6
radius=10
[/and]
[/avoid]
[/ai]
[/side]
[event]
name=turn 6
[modify_side]
side=2
[ai]
aggression=0.8
passive_leader=no
[avoid]
[and]
x=20
y=1
radius=2
[/and]
[/avoid]
[/ai]
[/modify_side]
[/event]
Code: Select all
[aspect]
engine="cpp"
id="aggression"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="composite_aspect"
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=0.2
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=0.2
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=0.8
[/facet]
[default]
engine="cpp"
id="default_facet"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=0.4
[/default]
[/aspect]
[aspect]
engine="cpp"
id="avoid"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="composite_aspect"
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
[value]
[and]
radius=10
x=3
y=6
[/and]
[/value]
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
[value]
[and]
radius=10
x=3
y=6
[/and]
[/value]
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
[value]
[and]
radius=2
x=20
y=1
[/and]
[/value]
[/facet]
[default]
engine="cpp"
id="default_facet"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
[value]
[not]
[/not]
[/value]
[/default]
[/aspect]
[aspect]
engine="cpp"
id="passive_leader"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="composite_aspect"
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=yes
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=yes
[/facet]
[facet]
engine="cpp"
id=""
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=no
[/facet]
[default]
engine="cpp"
id="default_facet"
invalidate_on_gamestate_change=no
invalidate_on_minor_gamestate_change=no
invalidate_on_tod_change=yes
invalidate_on_turn_start=yes
name="standard_aspect"
value=no
[/default]
[/aspect]
Re: duplicate ai goals
Just noting that vghetto reported this in Issue #4887 (thanks!) and that it is fixed now.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on