home *** CD-ROM | disk | FTP | other *** search
/ PC Gamer 3.11 / 1998-02_Disc_3.11.iso / DR-DEMO / DATA / DARK / AIP / IPDPER.AIP < prev    next >
Text File  |  1997-10-28  |  8KB  |  242 lines

  1. /*****************************************************************************
  2.  
  3.   Defend Perimeter
  4.  
  5.  *****************************************************************************/
  6.  
  7. #include "aipdef.h"
  8.  
  9. // How often do we recompute the strategy?
  10. int recompute_strategy_period = 50;
  11.  
  12.  
  13. int infiltrator_period = 10;
  14.  
  15. // PRIORITIES
  16. int ground_unit_threat = 200;
  17. int threat_priority = 1;
  18. int distance_priority = -1;
  19. int defend_buildings_priority = 700;
  20. int attack_enemy_base_priority = 0;
  21. int persistence_priority = 0;
  22. int exploration_priority = 500;
  23. int scripted_priority = 0;
  24. int single_use_group_priority = 50;
  25. int perimeter_priority = 1000;
  26. int resource_priority = 700;
  27. int danger_priority = 1000;  
  28. int danger_diminishment = 1;
  29.  
  30. // TROOP COMMITMENT STUFF 
  31. double min_matching_force_ratio = 2.0;
  32. double max_matching_force_ratio = 7.0;
  33.  
  34. // When generic troops are called for, what should be ratio of troops that can
  35. // shoot ground targets to troops that can shoot air targets?
  36. double generic_ground_ratio = 1.0;
  37.  
  38. int min_building_defense_force = 140;
  39. int max_building_defense_force = 280;
  40.  
  41. int min_exploration_force = 70;
  42. int max_exploration_force = 70;
  43.  
  44. int min_perimeter_force = 340;
  45. int max_perimeter_force = 640;
  46.  
  47. int min_resource_force = 70;
  48. int max_resource_force = 140;
  49.  
  50. // RELAXATION STUFF 
  51. int relaxation_cycles = 1;
  52. float relaxation_coefficient = 1.0;
  53.  
  54. // The transport we should use
  55. #define transport "FGGroundTransporter"
  56.  
  57. // Should we repair buildings during this aip
  58. int repair_buildings = YES;
  59.  
  60.  
  61.  
  62.  
  63. ///////////////////////////////////////////////////////////////////////////////
  64. // New Construction Program stuff
  65.  
  66.  
  67. ///////////////////////////////////////////////////////////////////////////////
  68. // The UCP Data
  69. // --------------------
  70. // This specifies what type of units to build.
  71. UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
  72.  
  73. #DATA
  74.  
  75. //   Which Account          BUDGET          BUDGET CAP
  76. //----------------------------------------------------
  77.      "Slush_fund",          UNLIMITED,      UNLIMITED;
  78.      "Base_building",       40,             8000;
  79.      "Offensive",           60,             6000;
  80.  
  81. #END_DATA
  82.  
  83.  
  84.  
  85. ///////////////////////////////////////////////////////////////////////////////
  86. // ACCOUNT NOTES.
  87. // --------------
  88. // For each line item in an account, you must specify a build type from one of
  89. // the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
  90. //
  91. // The "RATIO" items can only occur in the lowest priority level of an account.
  92. // Also, all line-items with the same priority must have the same build type
  93.  
  94.  
  95. ///////////////////////////////////////////////////////////////////////////////
  96. // Slush_fund
  97. // --------------------
  98. // This specifies the baseline super-critical account
  99.  
  100. ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];
  101.  
  102. #DATA
  103.  
  104. //  Priority     Item Name              Build Type              Build Amount
  105. //--------------------------------------------------------------------
  106.     19,          "ih1",                   NUMBER_TO_HAVE,         1;
  107.     19,          "IMPConstructionCrew",   NUMBER_TO_HAVE,         2;
  108.  
  109.  // water collection
  110.  
  111.     18,          "implp",                 NUMBER_TO_HAVE,         1;
  112.     17,          "ImpGroundTransporter",  NUMBER_TO_HAVE,         1;
  113.  
  114.  
  115. #END_DATA
  116.  
  117.  
  118.  
  119. ///////////////////////////////////////////////////////////////////////////////
  120. // BASE_BUILDING
  121. // --------------------
  122. // How do we want to go about building our base?
  123.  
  124. ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
  125.  
  126. #DATA
  127.  
  128. //  Priority     Item Name              Build Type              Build Amount
  129. //--------------------------------------------------------------------
  130.  
  131.    
  132.     // the basic base - power and troop production
  133.  
  134.     17,          "imppp",                 NUMBER_TO_HAVE,         1;
  135.     17,          "iu1",                   NUMBER_TO_HAVE,         1;
  136.  
  137.  
  138.     // factory level one,
  139.  
  140.     16,          "ic1",                   NUMBER_TO_HAVE,         1;
  141.  
  142.     // upgrade headquarters
  143.  
  144.     15,          "ih2",                   NUMBER_TO_HAVE,         1;
  145.     15,          "imppp",                 NUMBER_TO_HAVE,         2;
  146.     
  147.     // for the tachyon tank
  148.  
  149.     14,          "ic2",                  NUMBER_TO_HAVE,         1;
  150.     14,          "ig",                   NUMBER_TO_HAVE,         2;
  151.  
  152.    // a defense point
  153.  
  154.     13,          "ia",                   NUMBER_TO_HAVE,         1;
  155.  
  156.     // Base Defense facility
  157.  
  158.     10,          "ia",                   NUMBER_TO_HAVE,         5;
  159.     10,          "is",                   NUMBER_TO_HAVE,         1;
  160.     10,          "imppp",                NUMBER_TO_HAVE,         3;
  161.  
  162.  
  163. #END_DATA
  164.   
  165.  
  166.  
  167. ///////////////////////////////////////////////////////////////////////////////
  168. // OFFENSIVE
  169. // --------------------
  170. // What sort of offensive units and support structures do we want
  171.  
  172. ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
  173.  
  174. #DATA
  175.  
  176. //  Priority     Item Name              Build Type        Build Amount
  177. //--------------------------------------------------------------------
  178.  
  179.     5,           "IMPStrikeMarine",      NUMBER_TO_HAVE,  14;
  180.     5,           "IMPFireSupportMarine", NUMBER_TO_HAVE,  14;
  181.     5,           "IMPHoverMarine",       NUMBER_TO_HAVE,  5;
  182.     5,           "IMPTachyonTank",      NUMBER_TO_HAVE,  3;
  183.     5,           "IMPPlasmaTank",        NUMBER_TO_HAVE,  6;
  184.     5,           "IMPScoutTank",         NUMBER_TO_HAVE,  3;
  185.     5,           "IMPSPA",               NUMBER_TO_HAVE,  4;
  186.  
  187. #END_DATA
  188.  
  189.  
  190.  
  191. ///////////////////////////////////////////////////////////////////////////////
  192. // FORCE MATCHING
  193. // --------------
  194. // Which units do we want to emphasize & target with this aip?
  195. // Note that this can be used for BOTH the AI team's unit strengths and 
  196. // the opponents'
  197. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  198.  
  199. #DATA
  200.  
  201. // Unit Name             Multiplier
  202. //----------------------------------
  203.    "FGMercenary",        1.0;
  204.    "FGSpiderBike",       1.0;
  205.  
  206. #END_DATA
  207.  
  208.  
  209. ///////////////////////////////////////////////////////////////////////////////
  210. // Unit Match-ups
  211. // --------------
  212. // When we see a unit of one of the following types, build the corresponding 
  213. // unit in the corresponding quantity
  214. UNIT_MATCH_UP My_Match_ups[MAX_BUILDINGS];
  215.  
  216. #DATA
  217.  
  218. // Enemy Unit           What to build           How many to build
  219. //------------------------------------------------------------------
  220.    "TSkyBike",           "IMPFireSupportMarine", 1.1;
  221.    "TDualSkyBike",       "IMPMAD",              0.5;
  222.    "TVTOL",           "IMPFireSupportMarine", 1.1;
  223.    "TSkyFortress",       "IMPMAD",              0.5;
  224.    "TReconSaucer",       "IMPMAD",              0.5;
  225.    "TFreedomFighter",  "IMPShredder",              0.05;
  226.    "TMercenary",       "IMPShredder",              0.05;
  227.    "TStrikeMarine",        "IMPShredder",       0.05;
  228.    "TFireSupportMarine",   "IMPShredder",       0.05;
  229.    "FGSkyBike",           "IMPFireSupportMarine", 1.5;
  230.    "FGDualSkyBike",       "IMPMAD",              0.5;
  231.    "ImpVTOL",           "IMPFireSupportMarine", 1.5;
  232.    "IMPSkyFortress",       "IMPMAD",              0.5;
  233.    "IMPReconSaucer",       "IMPMAD",              0.2;
  234.    "IMPReconSaucer",       "IMPFireSupportMarine", 1.0;
  235.    "FGFreedomFighter",  "IMPShredder",          0.05;
  236.    "FGMercenary",       "IMPShredder",          0.05;
  237.    "IMPStrikeMarine",        "IMPShredder",     0.05;
  238.    "IMPFireSupportMarine",   "IMPShredder",     0.05;
  239.  
  240.  
  241. #END_DATA
  242.