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Post-Freeze Typography Review #7965

Merged
merged 10 commits into from
Oct 23, 2023
4 changes: 2 additions & 2 deletions data/ai/micro_ais/scenarios/The_Elves_Besieged.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -216,7 +216,7 @@
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "This is a reenactment of scenario The Elves Besieged of the mainline campaign Heir to the Throne, just that the AI is playing Konrad's side here. The goal is to move Konrad to the signpost in the northwest, while keeping both Konrad and Delfador alive. The same AI as in scenario Protect Unit is used.
message= _ "This is a reenactment of scenario The Elves Besieged of the mainline campaign Heir to the Throne, just that the AI is playing Konrads side here. The goal is to move Konrad to the signpost in the northwest, while keeping both Konrad and Delfador alive. The same AI as in scenario Protect Unit is used.

Note: The Protect Unit AI is coded as a Micro 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 <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
[/message]
Expand Down Expand Up @@ -244,7 +244,7 @@ Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added and ad
# wmllint: local spellings HttT
[message]
speaker=Delfador
message= _ "In HttT, we would travel north now, and try to make it to the Isle of Alduin. But for this demo campaign, we'll call it good here."
message= _ "In HttT, we would travel north now, and try to make it to the Isle of Alduin. But for this demo campaign, well call it good here."
[/message]

# So that game goes on to next scenario
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8 changes: 4 additions & 4 deletions data/ai/micro_ais/scenarios/animals.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,13 @@
#define ANIMAL_AI_DESCRIPTIONS1
_"<u>General</u>: These AIs are set up to simulate (to some extent) how these animals behave in real life. This includes that they are animals, meaning that they are not super smart. As an example, the wolves generally hunt in a pack, but are easily distracted by prey coming into range. They are also decent, but not great at cornering deer. For the most part, this is intentional.

<u>Bears, Spiders and Yetis</u> mostly just wander in their respective parts of the map. They stay out of each other's way (and out of the way of the dogs), but do attack each other if cornered. They attack the other, weaker animals (deer etc.) if those are within range.
<u>Bears, Spiders and Yetis</u> mostly just wander in their respective parts of the map. They stay out of each others way (and out of the way of the dogs), but do attack each other if cornered. They attack the other, weaker animals (deer etc.) if those are within range.

<u>Wolves</u> hunt in a pack. They actively go after the closest deer (as long as it stays in the forest) and try to corner it (not always super successfully), but are easily distracted by other prey coming into range. The wolves try to avoid getting into the range of bears, spiders, dogs and the yeti, except when they are going in for an attack. If you let them move for long enough, they will also learn that it is not healthy to attack the tusklets. When no deer is left, they wander randomly. Note that, unlike the Wolves Multipack AI (used in a different scenario), this Wolves AI combines all wolves of the side in the same pack."
#enddef

#define ANIMAL_AI_DESCRIPTIONS2
_"Each <u>Deer (replaced by Vampire Bats)</u> wanders randomly on forest tiles, except when enemies get in its (the deer's) range, in which case it flees to the farthest point it can reach.
_"Each <u>Deer (replaced by Vampire Bats)</u> wanders randomly on forest tiles, except when enemies get in its (the deers) range, in which case it flees to the farthest point it can reach.

<u>Tuskers (Woodland Boars)</u> exhibit the same behavior as deer, except when an enemy is next to one of the tusklets. This enemy will then experience the full wrath of an irate boar.

Expand Down Expand Up @@ -366,12 +366,12 @@
# wmllint: unbalanced-on
message= _ "It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or to mess with things in debug mode).

Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, there's a right-click option - but that only works in human-controlled mode. In AI-only mode, you have to press 'Esc' or reload a previous savefile.
Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, theres a right-click option but that only works in human-controlled mode. In AI-only mode, you have to press Esc or reload a previous savefile.

Also note: The Animal AIs are coded as Micro AIs. 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 <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information." # wmllint: no spellcheck
# wmllint: unbalanced-off
[option]
label= _ "<span font='16'>I'll just watch the animals.</span>"
label= _ "<span font='16'>Ill just watch the animals.</span>"
[command]
[end_turn]
[/end_turn]
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8 changes: 4 additions & 4 deletions data/ai/micro_ais/scenarios/bottleneck_defense.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -91,13 +91,13 @@
speaker=Big Bad Orc
image=$profile~FL()~RIGHT()
# po: This is orcish speech, deliberately omitting the "are" part of "They're"
message= _ "They there! We them get!"
message= _ "They there! We them get!"
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[/message]
{CLEAR_VARIABLE profile}
# wmllint: unbalanced-on
[message]
speaker=LuaAI
message= _ "We need to hold that pass for as long as we can. Let's put our strongest fighters on the front line and bring injured units to the back for healing. If we're careful enough, we might even win this battle. I'll join you as soon as I'm done recruiting and do my share of the fighting.
message= _ "We need to hold that pass for as long as we can. Lets put our strongest fighters on the front line and bring injured units to the back for healing. If were careful enough, we might even win this battle. Ill join you as soon as Im done recruiting and do my share of the fighting.

Note: The Bottleneck Defense AI is coded as a Micro 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 <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
[/message]
Expand All @@ -110,10 +110,10 @@ Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be added
image=wesnoth-icon.png
message= _ "In this scenario, the AI playing the humans in the east is instructed to form a defensive line at the pass and hold off the orcs for as long as possible. Do you want to play the orc side or let the default (RCA) AI do that?"
[option]
label= _ "<span font='16'>I'll watch the two AIs fight it out.</span>"
label= _ "<span font='16'>Ill watch the two AIs fight it out.</span>"
[/option]
[option]
label= _ "<span font='16'>I'll play the orcs.</span>"
label= _ "<span font='16'>Ill play the orcs.</span>"
[command]
[modify_side]
side=2
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6 changes: 3 additions & 3 deletions data/ai/micro_ais/scenarios/dragon.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@
{SET_LABEL 40 5 _"End Scenario"}

{PLACE_IMAGE "scenery/signpost.png" 3 15}
{SET_LABEL 3 15 _"Rowck's Home"}
{SET_LABEL 3 15 _"Rowcks Home"}

[unit]
id=Rowck
Expand Down Expand Up @@ -82,7 +82,7 @@
{STORE_UNIT_VAR (id=Dreadful Bat) profile profile}
[message]
speaker=Dreadful Bat
message= _ "Be careful to stay out of the way of that dragon. He's a mean one."
message= _ "Be careful to stay out of the way of that dragon. Hes a mean one."
[/message]
{CLEAR_VARIABLE profile}
# wmllint: unbalanced-on
Expand Down Expand Up @@ -146,7 +146,7 @@ Note: The Hunter AI is coded as a Micro AI. A Micro AI can be added and adapted

[message]
speaker=Dreadful Bat
message= _ "I'm out of here."
message= _ "Im out of here."
[/message]

[endlevel]
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22 changes: 11 additions & 11 deletions data/ai/micro_ais/scenarios/goto.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -488,7 +488,7 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard
[/message]
[message]
speaker=messenger1
message= _ "Don't worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible -- except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we don't corner them, they'll leave us alone."
message= _ "Dont worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible -- except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we dont corner them, theyll leave us alone."
[/message]
[event]
name=side 8 turn
Expand Down Expand Up @@ -547,11 +547,11 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard

[message]
speaker=messenger2
message= _ "I'll take the route straight through the mountains. It's much shorter than following the trail all the way around in the south."
message= _ "Ill take the route straight through the mountains. Its much shorter than following the trail all the way around in the south."
[/message]
[message]
speaker=messenger1
message= _ "You're crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.
message= _ "Youre crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.

Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'." # wmllint: no spellcheck
[/message]
Expand Down Expand Up @@ -606,7 +606,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by

[message]
speaker=leader6
message= _ "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward the River Fort as well, but it's good enough for one of you to report to Sergeant Aethubry. Once that has happened, the rest of you can head into battle directly."
message= _ "Hah, thats that pencil pusher Gadoc for you! Men, I want you to move toward the River Fort as well, but its good enough for one of you to report to Sergeant Aethubry. Once that has happened, the rest of you can head into battle directly."
[/message]
[/event]

Expand All @@ -624,7 +624,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by

[message]
speaker=unit
message= _ "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting for duty, sir."
message= _ "$unit.language_name $unit.name from Lieutenant Gadocs squadron reporting for duty, sir."
[/message]

[fire_event]
Expand Down Expand Up @@ -660,7 +660,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by

[message]
speaker=fort_commander
message= _ "Maybe if I ignore them, they'll just go away?"
message= _ "Maybe if I ignore them, theyll just go away?"
[/message]
[/event]
[/event]
Expand All @@ -679,7 +679,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by

[message]
speaker=unit
message= _ "Lieutenant Senvan's men reporting for duty, sir."
message= _ "Lieutenant Senvans men reporting for duty, sir."
[/message]
[message]
speaker=fort_commander
Expand All @@ -691,9 +691,9 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by
[/message]
[message]
speaker=fort_commander
message= _ "Well, that's a relief. Somebody knows how to use his ... I mean, very well, off you go then.
message= _ "Well, thats a relief. Somebody knows how to use his ... I mean, very well, off you go then.

" + {WHISPER _"I wouldn't say anything negative about one of my superior officers now, would I?"}
" + {WHISPER _"I wouldnt say anything negative about one of my superior officers now, would I?"}
[/message]
[/event]

Expand Down Expand Up @@ -731,7 +731,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by
[message]
side=7
type=Vampire Bat
message= _ "We've all made it to the corners, let's get back together again."
message= _ "Weve all made it to the corners, lets get back together again."
[/message]

# Send the bats back to their starting point
Expand Down Expand Up @@ -772,7 +772,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by
[message]
side=7
type=Vampire Bat
message= _ "We're back together, let's head out to the corners again."
message= _ "Were back together, lets head out to the corners again."
[/message]

# Make the bats go to the corners of the map
Expand Down
22 changes: 11 additions & 11 deletions data/ai/micro_ais/scenarios/guardians.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -414,7 +414,7 @@ separate attack Zone"
speaker=narrator
image=portraits/trolls/troll.png
caption= _ "Return Guardian"
message= _ "A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
message= _ "A return guardian is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
- If at GP with no enemy in reach, do nothing.
- If at GP with enemy in reach, leave attack to default AI (note that this may include not attacking if the enemy is deemed too strong).
- If not at GP, return there, no matter whether an enemy is in reach or not.
Expand All @@ -435,9 +435,9 @@ separate attack Zone"
speaker=narrator
image=portraits/undead/archer.webp
caption= _ "Stationed Guardian"
message= _ "A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behavior is as follows:
- If no enemy is within 'distance' of the guard's current position, do nothing.
- Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.
message= _ "A stationed guardian is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the return guardian. Two positions are defined for it, a station and a guarded location, as well as a distance. The behavior is as follows:
- If no enemy is within distance of the guards current position, do nothing.
- Otherwise: If an enemy is within distance of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.
- Otherwise:
- Pick the enemy unit that is closest to the guarded location.
- If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.
Expand All @@ -457,11 +457,11 @@ separate attack Zone"
speaker=narrator
image=units/monsters/giant-rat.png
caption= _ "Coward"
message= _ "Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range. Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc. The coward macro can be called with two optional locations, 'seek' and 'avoid':
message= _ "Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range. Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc. The coward macro can be called with two optional locations, seek and avoid:
- If neither is given, the coward retreats to the position farthest away from the approaching enemies.
- If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).
- If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).
- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided."
- If seek is given, it preferentially goes toward that location (but getting away from enemies takes priority).
- If avoid is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward seek taking priority).
- Both seek and avoid may consist of only one coordinate (‘x’ or ‘y’), in which case not a single hex, but a line of hexes is sought or avoided."
[/message]
[/command]
[/set_menu_item]
Expand Down Expand Up @@ -496,15 +496,15 @@ separate attack Zone"
[/message]
[message]
speaker=Another Bad Orc
message= _ "They there! We them get!"
message= _ "They there! We them get!"
[/message]
# wmllint: unbalanced-on
[message]
speaker=Kraa
image=$profile~FL()~RIGHT()
message= _ "Gryphons of the High Plains, look at all these enemies. They don't behave normally. Most of them don't move at all unless we get close. Let's check out how they react to us.
message= _ "Gryphons of the High Plains, look at all these enemies. They dont behave normally. Most of them dont move at all unless we get close. Lets check out how they react to us.

Note to the player: the right-click context menu provides information about each of the units' behavior.
Note to the player: the right-click context menu provides information about each of the units behavior.

Another note: Most of the Guardian AIs are coded as Micro AIs. 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 <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
[/message]
Expand Down