URL:
<http://gna.org/bugs/?18784>
Summary: AI ignoring [hides] ability
Project: Battle for Wesnoth
Submitted by: mattsc
Submitted on: Tue 04 Oct 2011 09:54:43 PM GMT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: Artificial Intelligence
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.9.9
Operating System: Mac OS 10.6.8
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Details:
In a scenario of my last campaign, it appears that the AI sees a unit that is
invisible due to a [hides] ability. The unit is hidden from enemy view on all
terrain and all times of day for a few turns by using (in 1.9.x):
[modify_unit]
[filter]
id=Gertburt
type=Outlaw
[/filter]
[abilities]
[hides]
id=hidden
name=_"hidden"
description=_"Hidden:
Due to Wyssauba's magic, Gertburt cannot be seen by enemies, except if
they have units next to him."
affect_self=yes
[filter_self]
[/filter_self]
[/hides]
[/abilities]
[/modify_unit]
The attached savefile shows the behavior. There are a lot of units there, but
you can ignore almost all of them as I have disabled (controller=null) all
sides except the players sides (Side 1, red) and the AI in question (Side 4,
green). The unit in question is at the right center of the map, at 63,23,
called Gertburt. If you load the file and simply end the current turn, you
will see that the AI side goes for him, even though he is translucent,
indicating invisibility. I've tried this in 1.9.5, 1.9.8 and 1.9.9 - the exact
moves are slightly different (sometimes they won't attack him until the next
turn), but they go for him in all versions.
As far as I can tell, he really is invisible. You can see that the ability is
in effect using :inspect. Also, when I switch the AI side to human control
(:droid 4), he disappears once I end the Side 1 turn and take control of Side
4. Finally, killing the unit using the lua debug command results in different
behavior depending on whether the unit is there or not, showing that it
affects AI behavior even though being invisible.
In case it matters, some overall AI parameters are set for Side 4 with:
[ai]
aggression=1.0
caution=0.0
village_value=0.0
scout_village_targeting=0.0
villages_per_scout=0.0
# Want Rutburt to go for Grnk et al., not Peasants
[target]
side=1
value=100.0
[/target]
[target]
side=7
value=1.0
[/target]
[/ai]
_______________________________________________________
File Attachments:
-------------------------------------------------------
Date: Tue 04 Oct 2011 09:54:43 PM GMT Name: Grnk-Wizards_Turn_16c-tst.gz
Size: 155kB By: mattsc
Savefile showing the described behavior
<http://gna.org/bugs/download.php?file_id=14197>
_______________________________________________________
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<http://gna.org/bugs/?18784>
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