[汉化]HOW TO MAKE A CAMPAIGN AI
[align=center][b][font=宋体][size=16pt]HOW TO MAKE A CAMPAIGN AI.[/size][/font][/b][size=10pt][b][b][font=宋体]By Moyack[/font][/b][/b][/size][/align][align=center][font=宋体][size=10pt][/size][/font][/align][font=宋体][size=14pt][b]原文地址[/b][/size][color=black][size=10pt][b][url=http://wc3campaigns.net/showthread.php?t=87999#intro]http://wc3campaigns.net/showthread.php?t=87999#intro[/url][/b][/size][/color]
[size=10pt][/size]
[size=14pt][b]翻译[/b][/size][size=14pt][b]:[wow8][/b][/size][size=14pt][b]龙小天[/b][/size][size=14pt][/size]
[size=10pt][/size]
[b][size=16pt][color=purple]介绍[/color][/size][/b][b][size=16pt][/size][/b]
[size=1][size=14pt] 这个手册主要目的是向大家介绍下发展中的简单[/size][size=14pt]AI,[/size][size=14pt]游戏中一个具有攻击力的玩家要遵循一个顺序[/size][size=14pt],[/size][size=14pt]攻击顺序[/size][size=14pt],[/size][size=14pt]建筑顺序[/size][size=14pt],[/size][size=14pt]升级顺序[/size][size=14pt].[/size][/size][/font]
[font=宋体]
[color=purple][size=3]AI的类型:[/size][/color]
[size=14pt] 在开始之前[/size][size=14pt],[/size][size=14pt]我先要和大家澄清下所谓的[/size][size=14pt]AI[/size][size=14pt]分两种[/size][size=14pt]:[/size][size=14pt]战役[/size][size=14pt]AI[/size][size=14pt]和标准[/size][size=14pt]AI[/size][size=14pt]。战役[/size][size=14pt]AI[/size][size=14pt]是我们能做到的最简单的一种[/size][size=14pt]AI[/size][size=14pt],因为它遵循一个严格的可预见的一个特性。但是标准[/size][size=14pt]AI[/size][size=14pt]主要是模拟人类的特点,,所以会有更大的随机性。有时候更具有侵略性,许多时候很难调试。([/size][size=14pt]debug[/size][size=14pt])[/size][size=14pt][/size]
[size=14pt]所以如果我们开始学习[/size][size=14pt]JASS AI[/size][size=14pt],推荐大家从战役[/size][size=14pt]AI[/size][size=14pt]开始,因为它容易调试。([/size][size=14pt]debug[/size][size=14pt])[/size]
[size=14pt][/size]
[size=16pt][color=purple]需要的工具:[/color][/size][size=16pt][/size]
[size=14pt][b] [/b][/size][size=14pt]首先[/size][size=14pt]WE[/size][size=14pt]是肯定需要的,记事本也是必不可少的。[/size][size=14pt][/size]
[size=14pt]另外还强烈推荐[/size][size=14pt]JASSCRAFT[/size][size=14pt],和[/size][size=14pt]JASS SHOP PRO[/size][/font]
[font=宋体][url=http://www.wow8.org/bbs/viewthread.php?tid=16400&extra=page%3D2][size=1]http://www.wow8.org/bbs/viewthread.php?tid=16400&extra=page%3D2[/size][/url][size=2] JASS助手[/size][/font]
[font=宋体][url=http://www.wow8.org/bbs/viewthread.php?tid=10248&extra=page%3D3][size=1]http://www.wow8.org/bbs/viewthread.php?tid=10248&extra=page%3D3[/size][/url][size=2] JassCraft简体中文汉化版1.12[/size][/font]
[font=宋体]
[url=http://www.wow8.org/bbs/viewthread.php?tid=20537&extra=page%3D3][size=1]http://www.wow8.org/bbs/viewthread.php?tid=20537&extra=page%3D3[/size][/url] [size=2]JassShopPro简体中文版
[/size]
[/font][font=宋体][color=purple][size=16pt]什么是[/size][size=16pt]JASS AI[/size][size=16pt]?[/size][size=16pt][/size]
[/color][size=14pt] JASS AI[/size][size=14pt]是暴雪用来编写[/size][size=14pt]AI[/size][size=14pt]程序的一种计算机语言。[/size][size=14pt]JASS AI[/size][size=14pt]是我们普通所说的[/size][size=14pt]JASS[/size][size=14pt]的一个关联。所以如果你懂[/size][size=14pt]JASS[/size][size=14pt],那你会更加懂[/size][size=14pt]JASS AI[/size][size=14pt]了。[/size][size=14pt][/size]
[size=14pt]AI[/size][size=14pt]的主要命令包含在[/size][size=14pt]war3.mpq[/size][size=14pt]和[/size][size=14pt]war3x.mpq pack[/size][size=14pt]的[/size][size=14pt]common.ai[/size][size=14pt]文件中。当然你还可以用[/size][size=14pt]common.j[/size][size=14pt]中的命令。但是你会发现有些命令在[/size][size=14pt]JASS AI scrip[/size][size=14pt]中并不运行。唯一的解决办法就是多加练习了。[/size][/font]
[font=宋体]
[size=14pt][size=3][color=purple]正题[/color][/size][/size]
[size=14pt]讲了这么,现在就让我们开始学[/size][size=14pt]AI[/size][size=14pt]吧[/size][size=14pt][/size]
[size=14pt]打开[/size][size=14pt]JASSCRAFT [/size][size=14pt]或者[/size][size=14pt] JASS SHOP PRO[/size][size=14pt]和一个新的文件。在写程序之前,我们必须知道这些代码是怎么放置的。下边是个例子:[/size][/font]
[font=宋体][/font]
[font=宋体][/font][code]
globals
// 这个放全局变量
endglobals
function blabla takes blabla returns blabla
// 自定义函数
endfunction
...
function main takes nothing returns nothing
//主程序在这
Endfunction[/code]
[size=2][font=宋体][color=silver]对于新手来说,申明全局变量我们要把代码写在全局变量那部分
然后把自定义功能,将用来在脚本和功能上称为主体,并在游戏中执行。
在这些定义下,我们可以把用这些脚本来实现我们的工作。首先我们开始在全局中定义一个全局变量。这个变量就是在游戏中被AI攻击的玩家.我们命名为[/color][color=red]MyVictim[/color]。[/font][/size]
[font=宋体][size=2][/size][/font]
[font=宋体][size=2][/size][/font][code]globals
player MyVictim = Player(0) // 这个是红色玩家一
endglobals[/code]
[font=宋体][size=2]
[color=silver]现在我们创建主函数:
主函数[/color][/size][/font]
[font=宋体][size=2]
[/size][/font][color=silver][code] function main takes nothing returns nothing
call CampaignAI( <Farm ID>, null )
endfunction[/code][/color]
[font=宋体][size=2][/size][/font]
[font=宋体][size=2][/size][/font]
[font=宋体][size=2]其中[color=red]CampaignAI[/color]的作用是初始化并且使你的战役地图里具有AI功能
这个函数具有两个变量。[color=red]farm unitID[/color] 负责定义食物的提供者。Hero代码被引用与当技能获得升级的时候管理该英雄技能的函数。这个设置我们将会在后边讨论。现在暂时把变量设置为空值null。[/size][/font]
[color=silver][font=宋体][size=12pt]现在我们开始设置一些变量在AI里面,战役AI系统具有一些默认的特点[/size][/font]
[font=宋体][font=宋体][size=12pt][/size][/font][/font]
[font=宋体][size=12pt] ◆[font=宋体] [/font][/size][/font][font=宋体][size=12pt]它们不给与英雄的攻击优先权[/size][/font]
[font=宋体][size=12pt] ◆[font=宋体] [/font][/size][/font][font=宋体][size=12pt]单位不会逃跑[/size][/font][font=宋体][size=12pt][/size][/font]
[font=宋体][size=12pt] ◆[font=宋体] [/font][/size][/font][font=宋体][size=12pt]农民仅仅在疯狂的模式下修理建筑[/size][/font][font=宋体][size=12pt][/size][/font]
[font=宋体][size=12pt] ◆[font=宋体] [/font][/size][/font][font=宋体][size=12pt]采集资源非常的慢(每个农民一次只能采集一个金币一个木头)[/size][/font][/color]
[font=宋体][color=#000000][/color][/font]
[color=#000000][font=宋体][font=宋体][size=12pt][/size][/font][/font][/color]
[font=宋体][size=12pt]之所有会有这些特点是因为在战役地图你们需要AI玩家一直存活直到被破坏。所以AI就模拟采集,而你利用触发控制AI的资源。单位不能逃跑,是因为这个AI针对的是困难的或者疯狂的玩家。[/size][/font]
[font=宋体][size=3][/size][/font]
[font=宋体][size=2] 如果你需要改变这些特点,你需要武装他们利用一些AI函数。列出如下:
基础设置函数:
• SetTargetHeroes(Boolean): 给予英雄优先权
• SetUnitsFlee(Boolean): 如果单位受伤严重会自行撤退
• SetHeroesFlee(Boolean): 同上但是用与英雄
• SetGroupsFlee(Boolean): 这个用与单位组,不推荐使用
• SetSlowChopping(Boolean): 农民采集很少的资源
• SetPeonsRepair(Boolean): 农民会修复损坏的机械单位
• SetHeroesBuyItems(Boolean):让英雄自己买卖物品在自己的种族商店.
• SetHeroesTakeItems(Boolean): 让英雄扔掉物品。[/size][/font]
[font=宋体][size=3][/size][/font]
[font=宋体][size=2]为了测试,还需要在主函数中增加一些变量。
创建主函数:
[/size][/font][code]function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null ) // 个人比较喜欢NE,
// 所以这个AI用NE
call SetSlowChopping( false ) //AI会有标准的资源
call SetPeonsRepair( true ) //AI会自行修复建筑
endfunction[/code][size=2][color=red]注意:
[/color]你会注意到其中的[color=red]call CampaignAI( MOON_WELL, null )[/color]我们设置这个名字来代替原有单位的名称。(rawcode)所有魔兽战役单位会用这个固定的名称。如果你想创建自己的自定义种族的话可以使用这个rawcode。这个函数可以用下边的方式写:
[font=宋体][color=red]call CampaignAI( 'emow', null )[/color]
[/font]这个是完全等价的。在整个手册中我会固定的使用该名称,让大家更容易懂。
如何获得单位,技能,buff,升级等代码?很容易,打开编辑器WE,按CTRL+D,你会看到所有单位,技能等代码。想还原的话重复该动作。[/size]
[size=2]如果你希望你的设置更加有组织一点,我们可以创建新的自定义函数。也就是上边讲的主函数。[/size]
[color=purple]主函数:[/color][code]
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
endfunction[/code][font=宋体][size=3][/size][/font]
[font=宋体][size=3][/size][/font]
[size=3][color=purple]Building Strategy建筑战略:[/color][/size]
[font=宋体][size=2]是时候把AI加入到建筑中去了。首先我们必须注意建筑的建造顺序。以NE为例,我们不能在没有猎手大厅的情况下建造战争古树。
带着这个想法,我们开始设置建筑顺序在脚本中:
NE的战役AI仅限与建筑:[/size][/font][code]globals
player MyVictim = Player( 0 )
endglobals
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
// **********************************
// * End Building Strategy *
// **********************************
endfunction[/code]
[font=宋体][size=2]现在我们已经完成了一个一级建筑。让我们来看看这个新函数[color=red]SetBuildUnit( n, UnitID )[/color]很容易理解。这个函数是命令AI去训练或者建造n个单位 单位类型(UnitID),[color=red]SetBuildUnitEx( e, n, i, UnitID )[/color]同上但是效果更好,因为它会让你设置多少单位会被建造在easy简单,normal普通,insane疯狂的模式下。
现在我们需要建造防守我们城堡的单位,所以我要加入训练单位函数在AI中。[/size][/font]
[font=宋体][size=2][/size][/font]
[color=blue]NE Campaign AI - Buildings and defensive units:[/color]
[code]globals
player MyVictim = Player( 0 )
endglobals
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
call SetReplacements( 1, 2, 3 ) // <==(1)
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
call SetBuildUnitEx( 0, 1, 2, ANCIENT_PROTECT )
call CampaignDefenderEx( 2, 2, 3, ARCHER ) // <==(2)
call CampaignDefenderEx( 1, 1, 1, HUNTRESS )
// **********************************
// * End Building Strategy *
// **********************************
endfunction[/code][font=宋体][size=2]让我们来解释下这个新函数:
1. [color=red]SetReplacements(e, n, i):[/color]设置AI多久会替换被杀的防卫者。在上边的代码中。它在容易模式下进行这中替换了一次,普通难度下替换了两次,疯狂难度下替换了三次。
2. [color=red]CampaignDefenderEx(e, n, i, UnitID):[/color]和[color=red]SetUnitBuild[/color]相同,但是被训练的单位如果被杀死n次后会在Replacements作用下被替换。
现在这个防御战略被布置好了。[/size][/font]
[font=宋体][size=2][/size][/font]
[font=宋体][size=2][/size][/font]
[align=center][font=宋体][font=Verdana][color=gray][size=14pt]Defensive Strategy:[/size][/color][/font][size=14pt][/size][/font][/align][table][tr][td][align=left][font=Verdana][size=10pt][/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]Easy[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]Normal[/size][/font][font=Verdana][size=10pt][/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]Insane[/size][/font][/align][/td][/tr][tr][td][align=left][font=Verdana][size=10pt]Archers[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]2[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]2[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]3[/size][/font][/align][/td][/tr][tr][td][align=left][font=Verdana][size=10pt]Huntress[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]1[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]1[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]1[/size][/font][/align][/td][/tr][tr][td][align=left][font=Verdana][size=10pt]Ancient Protector[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]0[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]1[/size][/font][/align][/td][td][align=left][font=Verdana][size=10pt]2[/size][/font][/align][/td][/tr][/table][font=宋体][size=3][color=purple][/color][/size][/font]
[font=宋体][size=3][color=purple][/color][/size][/font]
[font=宋体][size=3][color=purple]Attacking Strategy(进攻战略):[/color][/size][/font]
[font=宋体][size=3][color=#800080][/color][/size][/font]
[font=宋体][size=2] 现在我们开始反击了,所以我们需要设置AI,命令单位去进攻。函数设置如下:[/size][/font]
[font=宋体][size=2]
[color=blue]Attack Function Arrangement:[/color][/size][/font]
[font=宋体][size=2][color=#0000ff][/color][/size][/font][code]
function main takes nothing returns nothing
// 建筑代码在这里
//*** WAVE 1 ***
call InitAssaultGroup() // <==(1)
call CampaignAttackerEx( 2, 3, 3, ARCHER ) // <==(2)
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call CampaignAttackerEx( 0, 1, 1, BALLISTA )
call SuicideOnPlayerEx( M2, M3, M3, MyVictim ) // <==(3)
endfunction[/code][font=宋体][size=2][/size][/font][font=宋体][size=2][/size][/font]
[font=宋体][size=2][/size][/font]
[font=宋体][size=2]该函数功能如下
[color=red]InitAssaultGroup():[/color]清除前面的攻击组,增加一个新的空组。
[color=red]CampaignAttackerEx( e, n, i, UnitID ):[/color]像SetBuildUnitEx一样,但是增加这些单位到攻击组中。
[color=red]SuicideOnPlayerEx( te, tn, ti, TargetPlayer ):[/color]等待te seconds在简单难度,tn seconds在普通难度,ti seconds在疯狂难度攻击指定玩家。
有人问:M2,M3是什么意思?M2是2分钟(2*60sec),M3是3分钟(3*60sec)以此类推。。。。我们可以用M1~M15。[/size][/font][font=宋体][size=2]注意:
有另一种方法去攻击敌人。[color=red]SuicideOnPlayerEx[/color]可以获得主要玩家的基地(本地玩家),但是你想要一些特殊的单位,这个时候就需要用到[color=red]AttackMoveKillA( TargetUnit )[/color]这个函数。这个脚本可以偷袭建筑,也就是所谓的偷袭。[/size][/font][font=宋体][color=blue][size=2][/size] [/color][/font]
[font=宋体][color=#0000ff][/color][/font]
[font=宋体][color=blue][font=宋体][size=2][color=blue]Attack script for creeping:[/color][/size][/font][/color][/font]
[font=宋体][size=2][color=#0000ff][/color][/size][/font][code]
function main takes nothing returns nothing
local unit crp
// 建筑代码
//*** WAVE 1 ***
call InitAssaultGroup()
set crp = GetCreepCamp(0,9,false) // 存储目标单位
call CampaignAttackerEx( 2, 3, 3, ARCHER )
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call Sleep( M3 ) // 攻击前等待3分钟
call AttackMoveKillA(crp) // 命令攻击组攻击
endfunction[/code][font=宋体][color=blue][font=宋体][color=#0000ff][size=2][/size][/color][/font][/color][/font]
[font=宋体][color=blue][/color][/font]
[font=宋体][color=blue][size=2][/size][/color][font=宋体][size=2][color=silver]其中GetCreepCamp( min, max, flyers ):获取一个潜行单位用min到max包括(flyers=true)或者不包括(flyers=false)。Flyers是飞行单位。
现在我们这个wave1就可以运行了。要增加更多的波数,增加更多的单位数量或者单位类型。[/color][/size][/font][/font]
[font=宋体][size=2][color=#808080][/color][/size][/font]
[font=宋体][color=blue][font=宋体][size=2][color=#000000][/color][/size][/font][b]Building + Attacking script. All tiers:[/b][/color][/font]
[b][font=宋体][color=#0000ff][/color][/font][/b][code]
globals
player MyVictim = Player( 0 )
endglobals
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// 一级建筑
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
call CampaignDefenderEx( 2, 2, 3, ARCHER )
call CampaignDefenderEx( 1, 1, 1, HUNTRESS )
call CampaignDefenderEx( 0, 1, 2, ANCIENT_PROTECT )
// 2级建筑
call SetBuildUnit( 1, TREE_AGES )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_LORE )
call SetBuildUnit( 1, ANCIENT_WIND )
// 3级建筑
call SetBuildUnit( 1, TREE_ETERNITY )
call SetBuildUnitEx( 0, 1, 1, CHIMAERA_ROOST )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 ***
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, ARCHER )
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, ARCHER )
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 0, 1, 2, DRYAD )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call CampaignAttackerEx( 1, 1, 2, FAERIE_DRAGON )
call CampaignAttackerEx( 0, 1, 2, CHIMAERA )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
// **********************************
// * End Attack Strategy *
// **********************************
endfunction[/code][b][font=宋体][color=#0000ff][/color][/font][/b]
[font=宋体][color=blue][/color][/font]
[font=宋体][font=宋体][size=2][color=silver]在训练完最后一波单位后,这个脚本结束了,AI也不会派出更多的单位去攻击敌人。若你不想他结束我们可以给他加个循环loop,所以他会重复的刷最后三波单位。[/color][/size][/font][/font]
[font=宋体][color=blue][/color][/font]
[font=宋体][color=blue][b]Building + Attacking script with infinite loop. All tiers:[/b] [/color][/font]
[font=宋体][color=#0000ff][/color][/font][code]
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// Tier 1 Buildings
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
call CampaignDefenderEx( 2, 2, 3, ARCHER )
call CampaignDefenderEx( 1, 1, 1, HUNTRESS )
call CampaignDefenderEx( 0, 1, 2, ANCIENT_PROTECT )
// Tier 2 buildings
call SetBuildUnit( 1, TREE_AGES )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_LORE )
call SetBuildUnit( 1, ANCIENT_WIND )
// Tier 3 buildings
call SetBuildUnit( 1, TREE_ETERNITY )
call SetBuildUnitEx( 0, 1, 1, CHIMAERA_ROOST )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 ***
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, ARCHER )
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, ARCHER )
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 0, 1, 2, DRYAD )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
loop //Init the infinite attack loop
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call CampaignAttackerEx( 1, 1, 2, FAERIE_DRAGON )
call CampaignAttackerEx( 0, 1, 2, CHIMAERA )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * Attack Strategy never ends *
// **********************************
endfunction[/code][font=宋体][color=#000000][/color][/font]
[font=宋体][color=#000000][/color][/font]
[font=宋体][color=blue][color=black][size=3][color=purple]Upgrading Strategy(升级战略):[/color][/size][size=3][color=#800080][/color][/size]
[font=宋体][size=2][color=silver]我们有了几乎所有的东西在AI中,现在我们要加入升级这项。在代码中它们可以放在任何地方,但是我建议大家放在相临两波单位之间。所以AI就会看起来对敌人的攻击越来越厉害。
让我们来看看我们即将去使用的代码:[/color][/size][/font][font=宋体][size=2][/size][/font][/color][color=black][/color][size=2][font=宋体][color=red]SetBuildUpgrEx( e, n, i, UpgradeID ):[/color]设置升级等级在简单,普通,疯狂三种难度下。[/font][/size][/color][/font]
[font=宋体][color=blue][font=宋体][/font][/color][/font]
[font=宋体][color=#0000ff]Building + Attacking script with infinite loop + Upgrading scripts. All tiers:[/color][/font]
[font=宋体][color=#0000ff]
[/color][/font][code]
globals
player MyVictim = Player( 0 )
endglobals
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, null )
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// Tier 1 Buildings
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
call CampaignDefenderEx( 2, 2, 3, ARCHER )
call CampaignDefenderEx( 1, 1, 1, HUNTRESS )
call SetBuildUnitEx( 0, 1, 2, ANCIENT_PROTECT )
// Tier 2 buildings
call SetBuildUnit( 1, TREE_AGES )
call SetBuildUnitEx( 1, 1, 2, ANCIENT_LORE )
call SetBuildUnit( 1, ANCIENT_WIND )
// Tier 3 buildings
call SetBuildUnit( 1, TREE_ETERNITY )
call SetBuildUnitEx( 0, 1, 1, CHIMAERA_ROOST )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 *** AI will begin to attack in 5 minutes
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, ARCHER )
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call SuicideOnPlayerEx( M5, M5, M5, MyVictim )
//*** Basic upgrades from HUNTERS HALL ***
call SetBuildUpgrEx( 1, 2, 3, UPG_STR_MOON )
call SetBuildUpgrEx( 1, 2, 3, UPG_MOON_ARMOR )
call SetBuildUpgrEx( 1, 2, 3, UPG_STR_WILD )
call SetBuildUpgrEx( 1, 2, 3, UPG_HIDES )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 0, 1, 1, BALLISTA )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** Dryad Upgrade
call SetBuildUpgrEx( 1, 1, 1, UPG_ABOLISH )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, ARCHER )
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 0, 1, 2, DRYAD )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** Druid of the Claw Upgrade
call SetBuildUpgrEx( 0, 1, 2, UPG_DRUID_CLAW )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** chimaera Upgrade
call SetBuildUpgrEx( 0, 0, 1, UPG_CHIM_ACID )
loop //Init the infinite attack loop
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call CampaignAttackerEx( 1, 1, 2, FAERIE_DRAGON )
call CampaignAttackerEx( 0, 1, 2, CHIMAERA )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * Attack Strategy never ends *
// **********************************
endfunction[/code]
[font=宋体][color=blue][font=宋体][/font][/color][/font]
[font=宋体][color=blue][font=宋体][size=2][font=宋体][size=3][color=purple]Hero Abilities.(英雄技能)[/color][/size][/font][/size][size=2][font=宋体][size=3][color=#800080][/color][/size][/font]
[font=宋体][color=silver]如果我们测试该地图,我们会发现英雄不会学习任何技能。解决这个问题就需要我们加入一个增加英雄学习技能这个脚本。下边以训练恶魔猎手为例:[/color][/font][/size][size=2][/size][color=gray] [/color][/font][/color][/font]
[size=2][color=blue]Hero Leveling Script:[/color][/size]
[size=2][color=black]
[/color][/size][code]function hero_levels takes nothing returns integer
local integer hero = GetHeroId()
local integer level = GetHeroLevelAI()
local integer a = 0
if hero == DEMON_HUNTER then
if level == 1 or level == 3 or level == 5 then
set a = IMMOLATION
endif
if level == 2 or level == 4 or level == 7 then
set a = MANA_BURN
endif
if level >= 8 then
set a = EVASION
endif
if level == 6 then
set a = METAMORPHOSIS
endif
endif
if hero == MOON_CHICK then
if level == 1 or level == 3 or level == 5 then
set a = TRUESHOT
endif
if level == 2 or level == 4 or level == 7 then
set a = SEARING_ARROWS
endif
if level >= 8 then
set a = SCOUT
endif
if level == 6 then
set a = STARFALL
endif
endif
return a
endfunction[/code][size=2][color=#000000][/color][/size]
[color=silver][size=2]注意这个函数必须总是return一个整数。[/size]
[size=2]现在我们设置好以后,必须把它放入主函数中去,这样主函数才可以调用,设置在主函数中,我们需要用到下边这个函数:[/size][/color]
[align=center][size=2][color=red]call CampaignAI( MOON_WELL, function hero_levels )[/color][/size][/align][align=left][size=2][color=blue]整个程序代码如下:
[size=1]Building + Attacking script with infinite loop + Upgrading (including heroes) scripts. All tiers:[/size][/color][/size][/align][align=left][size=1][color=#0000ff][/color][/size][/align][align=left][code]
globals
player MyVictim = Player( 0 )
endglobals
function ConfigureAI takes nothing returns nothing
call SetSlowChopping( false )
call SetPeonsRepair( true )
endfunction
function hero_levels takes nothing returns integer
local integer hero = GetHeroId()
local integer level = GetHeroLevelAI()
local integer a = 0
if hero == DEMON_HUNTER then
if level == 1 or level == 3 or level == 5 then
set a = IMMOLATION
endif
if level == 2 or level == 4 or level == 7 then
set a = MANA_BURN
endif
if level >= 8 then
set a = EVASION
endif
if level == 6 then
set a = METAMORPHOSIS
endif
endif
if hero == MOON_CHICK then
if level == 1 or level == 3 or level == 5 then
set a = TRUESHOT
endif
if level == 2 or level == 4 or level == 7 then
set a = SEARING_ARROWS
endif
if level >= 8 then
set a = SCOUT
endif
if level == 6 then
set a = STARFALL
endif
endif
return a
endfunction
function main takes nothing returns nothing
call CampaignAI( MOON_WELL, function hero_levels ) //<== Now this function upgrades heroes
call ConfigureAI( )
// **********************************
// * Building Strategy *
// **********************************
//
// Tier 1 Buildings
call SetReplacements( 1, 2, 3 )
call SetBuildUnitEx( 1, 1, 1, TREE_LIFE )
call SetBuildUnit( 15, WISP )
call SetBuildUnitEx( 1, 2, 3, MOON_WELL )
call SetBuildUnitEx( 1, 2, 2, ANCIENT_WAR )
call SetBuildUnit( 1, ELF_ALTAR )
call SetBuildUnit( 1, HUNTERS_HALL )
call CampaignDefenderEx( 2, 2, 3, ARCHER )
call CampaignDefenderEx( 1, 1, 1, HUNTRESS )
call SetBuildUnitEx( 1, 2, 3, ANCIENT_PROTECT )
// Tier 2 buildings
call SetBuildUnit( 1, TREE_AGES )
call SetBuildUnitEx( 1, 2, 2, ANCIENT_LORE )
call SetBuildUnit( 1, ANCIENT_WIND )
// Tier 3 buildings
call SetBuildUnit( 1, TREE_ETERNITY )
call SetBuildUnitEx( 0, 1, 1, CHIMAERA_ROOST )
// **********************************
// * End Building Strategy *
// **********************************
// **********************************
// * Attack Strategy *
// **********************************
//*** WAVE 1 *** AI will begin to attack in 5 minutes
call InitAssaultGroup()
call CampaignAttackerEx( 2, 3, 3, ARCHER )
call CampaignAttackerEx( 0, 1, 2, HUNTRESS )
call SuicideOnPlayerEx( M5, M5, M5, MyVictim )
//*** Basic upgrades from HUNTERS HALL ***
call SetBuildUpgrEx( 1, 2, 3, UPG_STR_MOON )
call SetBuildUpgrEx( 1, 2, 3, UPG_MOON_ARMOR )
call SetBuildUpgrEx( 1, 2, 3, UPG_STR_WILD )
call SetBuildUpgrEx( 1, 2, 3, UPG_HIDES )
//*** WAVE 2 *** Between 2 or 3 minutes after Wave 1
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 3 *** Between 2 or 3 minutes after Wave 2
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** WAVE 4 *** Between 2 or 3 minutes after Wave 3
call InitAssaultGroup()
call CampaignAttackerEx( 3, 4, 4, ARCHER )
call CampaignAttackerEx( 1, 2, 3, HUNTRESS )
call CampaignAttackerEx( 0, 1, 1, BALLISTA )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call SuicideOnPlayerEx( M3, M2, M2, MyVictim )
//*** Dryad Upgrade
call SetBuildUpgrEx( 1, 1, 1, UPG_ABOLISH )
//*** WAVE 5 *** Between 3 or 4 minutes after Wave 4
call InitAssaultGroup()
call CampaignAttackerEx( 3, 3, 3, ARCHER )
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 0, 1, 2, DRYAD )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** Druid of the Claw Upgrade
call SetBuildUpgrEx( 0, 1, 2, UPG_DRUID_CLAW )
//*** WAVE 6 *** Between 3 or 4 minutes after Wave 5
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call SuicideOnPlayerEx( M4, M3, M3, MyVictim )
//*** chimaera Upgrade
call SetBuildUpgrEx( 0, 0, 1, UPG_CHIM_ACID )
loop //Init the infinite attack loop
//*** WAVE 7 *** Between 3 or 5 minutes after Wave 6
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call SuicideOnPlayerEx( M5, M4, M3, MyVictim )
//*** WAVE 8 *** Between 3 or 5 minutes after Wave 7
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
//*** WAVE 9 *** Between 4 or 6 minutes after Wave 8
call InitAssaultGroup()
call CampaignAttackerEx( 2, 2, 2, HUNTRESS )
call CampaignAttackerEx( 1, 1, 1, DEMON_HUNTER )
call CampaignAttackerEx( 1, 1, 1, MOON_CHICK )
call CampaignAttackerEx( 1, 2, 3, DRYAD )
call CampaignAttackerEx( 0, 1, 2, DRUID_CLAW )
call CampaignAttackerEx( 0, 1, 2, MOUNTAIN_GIANT )
call CampaignAttackerEx( 1, 1, 2, FAERIE_DRAGON )
call CampaignAttackerEx( 0, 1, 2, CHIMAERA )
call SuicideOnPlayerEx( M6, M5, M4, MyVictim )
endloop
// **********************************
// * Attack Strategy never ends *
// **********************************
endfunction[/code][/align][align=left][size=1][color=#0000ff][/color][/size][/align][align=left][size=1][color=#0000ff][/color][/size][/align][align=left][font=宋体][size=3][color=purple]Controlling the AI via triggers[/color][/size][/font][/align][align=left][font=宋体][size=3][color=#800080][/color][/size][/font][/align][align=left][font=宋体][size=2][color=silver]当我们创建个战役时候,我们需要用某种方式保持AI的控制,例如当某个单位进入一个区域时候我们需要AI去杀死它。例子如下 很简单的一个T:[/color][/size][/font][/align][align=left][font=宋体][size=2][color=#c0c0c0][/color][/size][/font][/align][align=left][attach]22912[/attach][/align][align=left][font=宋体][size=2][color=#c0c0c0][/color][/size][/font][/align][align=left][font=宋体][size=2][color=#c0c0c0][/color][/size][/font][/align][align=left][font=Tahoma][size=8][font=宋体][size=2][color=silver][/color][/size][/font][/size][/font][/align][align=left][font=Tahoma][size=8][font=宋体][size=2][color=silver][/color][/size][/font][/size][/font][/align][align=left][font=Tahoma][size=8][font=宋体][size=2][color=silver]在接到命令时候我们希望AI可以启动。这里需要用到WaitForSignal(),这个函数要放在AI的攻击脚本之前。This function takes nothing and returns an integer that is the command received( return的是一个整数表示命令收到),这样一来我们可以用两种方法用它。[/color][/size][/font][/size][/font][/align][align=left][font=Tahoma][size=8][/size][/font][/align][align=left][code]
function main takes nothing returns nothing
local integer cmd // <==仅仅设置是否用选项 2
... // 这放建筑代码
// 选项 1
call WaitForSignal() // <== 等到地图发出一个命令
// 选项 2
set cmd = WaitForSignal() // <== 得到命令被承认,让AI起作用
if cmd == 0 then
//选择选项0
elseif cmd == 1 then
//do option 1. etc
...
endif
endfunction[/code][/align][size=2][color=#c0c0c0][/color][/size][align=left]
[size=2][color=#c0c0c0]第二种方式更有意思我们可以使AI起反映在不同的方式下。(例如在某一时刻攻击玩家一,在下次就攻击玩家3或其他)[/color][/size]
[size=2][color=#c0c0c0]
[font=宋体][size=3][color=purple]Testing the AI.[/color][/size][/font]
现在我们开始做最重要的一项,如果我们想要测试这个AI有两种方法。最慢也最精确的办法就是把AI放进地图里,运行它,检查它的连通性。
另一种是最快的方式,做法如下:
1. 保存你的AI脚本文件名为*.AI file.
2. 打开WE。
3. 按F8或者点开AI editor.
4. 选择第四项测试的配置
5. 设置游戏速度在3X(现在你明白了为什么它是最快的方式)
6. 设置需要测试AI在你的地图,默认的WE测试地图是the PlunderIsle map,更改为你的地图。
7. 设置你的玩家,记住若你设置的是AI攻击玩家1(Player(0) in JASS),你必须设置自己的玩家不同于玩家1才能运行。听起来像是多余,但是我们经常容易忽略它。
8. 对应你的AI设置相应的种族。
9. 设置敌对的玩家为电脑并带有当前的AI
10. 确认你的AI玩家和目标玩家不在一个联盟
11. 设置一个裁判或者观看者的位置
12. CTRL+F9
这是测试的设置截图[/color][/size][/align]
[align=left][attach]22913[/attach]
[size=2][color=#c0c0c0][font=Verdana][size=14pt][b]
[font=宋体][size=2][color=silver]当运行的时候你看到电脑农民开始建造建筑,说明你的AI成功了。
如果你看到农民仅仅采集资源不做其他,那说明你有一个JASS错误,检查语法,保存,再测试。
记住JASS像是个很敏感的外壳一点点小小的字母错误都会使它出错。[/color][/size][/font]
[font=宋体][size=2][color=silver]希望这个手册可以帮助每个人,如果我有空 我会做其他关于AI的文章。欢迎建议和问题。玩这个AI的同时,改变单位,做些实验,这些都可以帮助你学到更多的关于魔兽AI的东西。[/color][/size][/font]
[font=宋体][size=2][color=#c0c0c0][/color][/size][/font]
[font=宋体][size=2][color=#c0c0c0][/color][/size][/font]
[/b][/size][/font][/color][/size][size=2][color=#c0c0c0][/color][/size]
[size=2][color=#c0c0c0][/color][/size]
[/align][font=宋体][size=2][color=silver][/color][/size][/font]
[[i] 本帖最后由 龙小天 于 2007-3-11 00:58 编辑 [/i]] 汗- -汗- -汗- - 呼~~~~累啊...终于翻译完了......不知道有没人看.. 强~~强~~强强强强强 ....好东西就素长...不过 俗话说:浓缩的就是精华...
果然...难得... -.-!支持.
倾向无AI纯虐怪防守图... 纯熟顶模礼拜 汗.........这么基础的东西都没人看?无奈了
回复 #8 龙小天 的帖子
魔法+++++++++++++++++++++++++++回复 #8 龙小天 的帖子
得回去慢慢看了:loveliness: [quote]原帖由 [i]林思怡[/i] 于 2007-3-11 01:06 发表-.-!支持.
倾向无AI纯虐怪防守图... [/quote]
汗………… 加精把
召唤传说! 有错误的请指出来.... 辛苦了...真不容易....
- - :lol 看帖要回帖!回复表示已阅:lol 厉害
回帖是一种美德,好帖要大家顶的 我来看了,。。。。 支持啊,学习哈。。 看不太懂还是顶下 终于回来了,虽然我不在地球照样转,:lol
AI终于都有人说了,不过好复杂,等我英语学了后再来看 回帖是一种美德,好帖要大家顶的 好长,,,看不懂- -! 好长:L 我正好想要 浩大工程 回帖是一种美德,好帖要大家顶的 是J的啊..用T怎么弄AI呢.. 支持啊。谢谢了噢!!。 :o 传说中的AI:vacuity 正要学呢 额 密密嘛嘛的一大片是啥啊 厉害,顶了 太强大了 非顶不可 虽然不太懂 不过相当强大的JASS 看不懂了啊,lz好厉害啊!! 不会jass啊- - ................... bu dong a 写得这么辛苦,支持一下........ (兔子:20) (兔子:17) 挖了`````
页:
[1]
2