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PC Gamer 3.11
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1998-02_Disc_3.11.iso
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DR-DEMO
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FDHAR2.AIP
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1997-10-28
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8KB
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252 lines
/*****************************************************************************
Defarley.AIP
*****************************************************************************/
#include "aipdef.h"
// How often do we recompute the strategy?
int recompute_strategy_period = 40;
int infiltrator_period = 2;
// PRIORITIES
int ground_unit_threat = 10;
int threat_priority = 10;
int distance_priority = -1;
int defend_buildings_priority = 5000;
int attack_enemy_base_priority = 78;
int persistence_priority = 30;
int exploration_priority = 500;
int scripted_priority = 0;
int single_use_group_priority = 30;
int perimeter_priority = 100;
int resource_priority = 800;
int danger_priority = 1000;
int danger_diminishment = 1;
// TROOP COMMITMENT STUFF
double min_matching_force_ratio = 2.0;
double max_matching_force_ratio = 7.0;
// When generic troops are called for, what should be ratio of troops that can
// shoot ground targets to troops that can shoot air targets?
double generic_ground_ratio = 1.0;
int min_building_defense_force = 40;
int max_building_defense_force = 90;
int min_exploration_force = 1;
int max_exploration_force = 200;
int min_perimeter_force = 40;
int max_perimeter_force = 70;
int min_resource_force = 300;
int max_resource_force = 1000;
// RELAXATION STUFF
int relaxation_cycles = 1;
float relaxation_coefficient = 1.0;
// The transport we should use
#define transport "FGGroundTransporter"
// Should we repair buildings during this aip
int repair_buildings = YES;
///////////////////////////////////////////////////////////////////////////////
// New Construction Program stuff
///////////////////////////////////////////////////////////////////////////////
// The UCP Data
// --------------------
// This specifies what type of units to build.
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
#DATA
// Which Account BUDGET BUDGET CAP
//----------------------------------------------------
"Slush_fund", UNLIMITED, UNLIMITED;
"Base_building", 40, 4000;
"Offensive", 60, 6000;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES.
// --------------
// For each line item in an account, you must specify a build type from one of
// the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
//
// The "RATIO" items can only occur in the lowest priority level of an account.
// Also, all line-items with the same priority must have the same build type
///////////////////////////////////////////////////////////////////////////////
// Slush_fund
// --------------------
// This specifies the baseline super-critical account
ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
19, "fh1", NUMBER_TO_HAVE, 1;
19, "FGConstructionCrew", NUMBER_TO_HAVE, 2;
// water collection
18, "fglp", NUMBER_TO_HAVE, 1;
17, "FGGroundTransporter", NUMBER_TO_HAVE, 1;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// BASE_BUILDING
// --------------------
// How do we want to go about building our base?
ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
// the basic base - power and troop production
18, "fgpp", NUMBER_TO_HAVE, 1;
18, "fu1", NUMBER_TO_HAVE, 1;
// factory level one,
16, "fc1", NUMBER_TO_HAVE, 1;
// for the construction mad
15, "fh2", NUMBER_TO_HAVE, 1;
15, "fgre", NUMBER_TO_HAVE, 1;
// for the trip tank
14, "fc2", NUMBER_TO_HAVE, 1;
14, "fgpp", NUMBER_TO_HAVE, 2;
14, "fg", NUMBER_TO_HAVE, 2;
// a defense point
13, "fa", NUMBER_TO_HAVE, 1;
// air support facility
12, "fh3", NUMBER_TO_HAVE, 1;
12, "fu2", NUMBER_TO_HAVE, 1;
12, "fgar", NUMBER_TO_HAVE, 1;
// underground stuff for the shock wave
11, "ft1", NUMBER_TO_HAVE, 1;
11, "ft2", NUMBER_TO_HAVE, 1;
11, "fgpp", NUMBER_TO_HAVE, 3;
// Base Defense facility
10, "fa", NUMBER_TO_HAVE, 4;
10, "fs", NUMBER_TO_HAVE, 1;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// OFFENSIVE
// --------------------
// What sort of offensive units and support structures do we want
ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
#DATA
// Priority Item Name Build Type Build Amount
//--------------------------------------------------------------------
5, "FGTripleRailHoverTank", RATIO_TO_BUILD, 9;
5, "FGMediumTank", RATIO_TO_BUILD, 2;
5, "FGTankHunterTank", RATIO_TO_BUILD, 2;
5, "FGSPA", RATIO_TO_BUILD, 1;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// FORCE MATCHING
// --------------
// Which units do we want to emphasize & target with this aip?
// Note that this can be used for BOTH the AI team's unit strengths and
// the opponents'
FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
#DATA
// Unit Name Multiplier
//----------------------------------
"FGMercenary", 1.0;
"FGSpiderBike", 1.0;
#END_DATA
///////////////////////////////////////////////////////////////////////////////
// Unit Match-ups
// --------------
// When we see a unit of one of the following types, build the corresponding
// unit in the corresponding quantity
UNIT_MATCH_UP My_Match_ups[MAX_BUILDINGS];
#DATA
// Enemy Unit What to build How many to build
//------------------------------------------------------------------
"FGSkyBike", "FGMediumTank", 0.5;
"FGDualSkyBike", "FGMediumTank", 0.5;
"ImpVTOL", "FGMediumTank", 0.5;
"IMPSkyFortress", "FGMediumTank", 0.5;
"IMPReconSaucer", "FGMediumTank", 0.5;
"FGFreedomFighter", "FGSuicideNuker", 0.05;
"FGMercenary", "FGSuicideNuker", 0.05;
"IMPStrikeMarine", "FGSuicideNuker", 0.05;
"IMPFireSupportMarine", "FGSuicideNuker", 0.05;
"TSkyBike", "FGMediumTank", 0.5;
"TDualSkyBike", "FGMediumTank", 0.5;
"TVTOL", "FGMediumTank", 0.5;
"TSkyFortress", "FGMediumTank", 0.5;
"TReconSaucer", "FGMediumTank", 0.5;
"TFreedomFighter", "FGSuicideNuker", 0.05;
"TMercenary", "FGSuicideNuker", 0.05;
"TStrikeMarine", "FGSuicideNuker", 0.05;
"TFireSupportMarine", "FGSuicideNuker", 0.05;
#END_DATA