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Text File  |  1997-10-28  |  8KB  |  241 lines

  1. /*****************************************************************************
  2.  
  3.   Defarley.AIP
  4.  
  5.  *****************************************************************************/
  6.  
  7. #include "aipdef.h"
  8.  
  9. // How often do we recompute the strategy?
  10. int recompute_strategy_period = 40;
  11.  
  12.  
  13. int infiltrator_period = 2;
  14.  
  15. // PRIORITIES
  16. int ground_unit_threat = 1;
  17. int threat_priority = 1;
  18. int distance_priority = -40;
  19. int defend_buildings_priority = 5000;
  20. int attack_enemy_base_priority = 50;
  21. int persistence_priority = 30;
  22. int exploration_priority = 100;
  23. int scripted_priority = 0;
  24. int single_use_group_priority = 30;
  25. int perimeter_priority = 5000;
  26. int resource_priority = 400;
  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 = 4.0;
  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 = 40;
  39. int max_building_defense_force = 300;
  40.  
  41. int min_exploration_force = 1;
  42. int max_exploration_force = 200;
  43.  
  44. int min_perimeter_force = 40;
  45. int max_perimeter_force = 70;
  46.  
  47. int min_resource_force = 100;
  48. int max_resource_force = 400;
  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 "ImpGroundTransporter"
  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,             4000;
  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,          "tih1",                   NUMBER_TO_HAVE,         1;
  107.     19,          "TConstructionCrew",      NUMBER_TO_HAVE,         2;
  108.  
  109.  // water collection
  110.  
  111.     18,          "tfglp",                 NUMBER_TO_HAVE,         1;
  112.     17,          "TGroundTransporter",    NUMBER_TO_HAVE,         1;
  113.  
  114.  
  115. #END_DATA
  116.  
  117.  
  118. ///////////////////////////////////////////////////////////////////////////////
  119. // BASE_BUILDING
  120. // --------------------
  121. // How do we want to go about building our base?
  122.  
  123. ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];
  124.  
  125. #DATA
  126.  
  127. //  Priority     Item Name              Build Type              Build Amount
  128. //--------------------------------------------------------------------
  129.  
  130.     // the basic base - power and troop production
  131.  
  132.     18,          "tfgpp",                 NUMBER_TO_HAVE,         1;
  133.     18,          "tiu1",                   NUMBER_TO_HAVE,         1;
  134.  
  135.  
  136.     // factory level one,
  137.  
  138.     16,          "tic1",                  NUMBER_TO_HAVE,         1;
  139.  
  140.     // for the firestriker mad
  141.  
  142.     15,          "tih2",                  NUMBER_TO_HAVE,         1;
  143.  
  144.     // for the tachyon tank
  145.  
  146.     14,          "tic2",                  NUMBER_TO_HAVE,         1;
  147.     14,          "tfgpp",                 NUMBER_TO_HAVE,         2;
  148.     14,          "tig",                   NUMBER_TO_HAVE,         2;
  149.  
  150.     // a defense point
  151.  
  152.     13,          "tfa",                   NUMBER_TO_HAVE,         1;
  153.  
  154.     // air support facility
  155.  
  156.     12,          "tih3",                  NUMBER_TO_HAVE,         1;
  157.     12,          "tiu2",                  NUMBER_TO_HAVE,         1;
  158.     12,          "timpar",                NUMBER_TO_HAVE,         1;
  159.  
  160.     // Base Defense facility
  161.  
  162.     10,          "tia",                   RATIO_TO_BUILD,         4;
  163.     10,          "tfs",                   RATIO_TO_BUILD,         1;
  164.     10,          "tfgpp",                 RATIO_TO_BUILD,         1;
  165.  
  166.  
  167. #END_DATA
  168.   
  169.  
  170.  
  171. ///////////////////////////////////////////////////////////////////////////////
  172. // OFFENSIVE
  173. // --------------------
  174. // What sort of offensive units and support structures do we want
  175.  
  176. ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
  177.  
  178. #DATA
  179.  
  180. //  Priority     Item Name              Build Type        Build Amount
  181. //--------------------------------------------------------------------
  182.  
  183.     5,           "TStrikeMarine",        RATIO_TO_BUILD,  8;
  184.     5,           "TFireSupportMarine",   RATIO_TO_BUILD,  4;
  185.     5,           "TMercenary",           RATIO_TO_BUILD,  4;
  186.     5,           "THoverMarine",         RATIO_TO_BUILD,  2;
  187.     5,           "TSuicideNuker",        RATIO_TO_BUILD,  2;
  188.     5,           "TTankHunterTank",      RATIO_TO_BUILD,  2;
  189.     5,           "TTripleRailHoverTank", RATIO_TO_BUILD,  4;
  190.     5,           "TTachyonTank",      RATIO_TO_BUILD,  9;
  191.     5,           "TMediumTank",          RATIO_TO_BUILD,  3;
  192.     5,           "TSkyFortress",         RATIO_TO_BUILD,  1;
  193.     5,           "TVTOL",                RATIO_TO_BUILD,  1;
  194.     5,           "TDualSkyBike",         RATIO_TO_BUILD,  1;
  195.     5,           "TFGSPA",               RATIO_TO_BUILD,  2;
  196.  
  197. #END_DATA
  198.  
  199. ///////////////////////////////////////////////////////////////////////////////
  200. // FORCE MATCHING
  201. // --------------
  202. // Which units do we want to emphasize & target with this aip?
  203. // Note that this can be used for BOTH the AI team's unit strengths and 
  204. // the opponents'
  205. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  206.  
  207. #DATA
  208.  
  209. // Unit Name             Multiplier
  210. //----------------------------------
  211.    "FGMercenary",        1.0;
  212.    "FGSpiderBike",       1.0;
  213.  
  214. #END_DATA
  215.  
  216.  
  217. ///////////////////////////////////////////////////////////////////////////////
  218. // Unit Match-ups
  219. // --------------
  220. // When we see a unit of one of the following types, build the corresponding 
  221. // unit in the corresponding quantity
  222. UNIT_MATCH_UP My_Match_ups[MAX_BUILDINGS];
  223.  
  224. #DATA
  225.  
  226. // Enemy Unit           What to build           How many to build
  227. //------------------------------------------------------------------
  228.    "TSkyBike",           "TIMPMAD",              0.5;
  229.    "TDualSkyBike",       "TMediumTank",          0.5;
  230.    "TVTOL",           "TMediumTank",          0.5;
  231.    "TSkyFortress",       "TMediumTank",          0.5;
  232.    "TReconSaucer",       "TMediumTank",          0.5;
  233.    "TFreedomFighter",   "TShredder",              0.05;
  234.    "TMercenary",        "TShredder",              0.05;
  235.    "TStrikeMarine",        "TShredder",         0.05;
  236.    "TFireSupportMarine",   "TShredder",         0.05;
  237.  
  238.  
  239.  
  240. #END_DATA
  241.