Now that I'm finishing my porject Power of Corruption, I was thjinking in developing a system which can do AI though triggers.
Before vJASS, it was an uber complicated thing but now it can be possible.
The purpose of this project is to develop it as a set of modules according to the game needs, all of them connected to a core library which should have the main aspects that every AI needs.
The other idea of this thread to generate discussion about what kind of modules should be important to implement as a basis an which order they should have.
My first approach could be this arrangement:
Core: Should manage basic orders (move, attack, order, retreat groups, get gold and lumber cost of units, manage basic parameters and constants)
harvest: manages harvesting (could include a way to develop custom resources)
Transport: Will manage all the procedures to move units from one point to other using flying and naval transport
Shopping: Manages procedures to make units buy items, units, etc.
Heroes: Manages the training and ability learning of abilities
Healer: Manages units which have the ability to heal and behaviors when units have low hitpoints
Energizer: The same but with mana.
Melee: Manages a looping algorithm to develop attacks. Will manage personalities.
AoS Will manage procedures to move units following a fixed path.
Well, that's the basic idea, I'll be posting code ideas this weekend. Any comment is always welcome.
Before vJASS, it was an uber complicated thing but now it can be possible.
The purpose of this project is to develop it as a set of modules according to the game needs, all of them connected to a core library which should have the main aspects that every AI needs.
The other idea of this thread to generate discussion about what kind of modules should be important to implement as a basis an which order they should have.
My first approach could be this arrangement:
Core: Should manage basic orders (move, attack, order, retreat groups, get gold and lumber cost of units, manage basic parameters and constants)
harvest: manages harvesting (could include a way to develop custom resources)
Transport: Will manage all the procedures to move units from one point to other using flying and naval transport
Shopping: Manages procedures to make units buy items, units, etc.
Heroes: Manages the training and ability learning of abilities
Healer: Manages units which have the ability to heal and behaviors when units have low hitpoints
Energizer: The same but with mana.
Melee: Manages a looping algorithm to develop attacks. Will manage personalities.
AoS Will manage procedures to move units following a fixed path.
Well, that's the basic idea, I'll be posting code ideas this weekend. Any comment is always welcome.