home *** CD-ROM | disk | FTP | other *** search
/ PC World Komputer 1998 April B / Pcwk4b98.iso / Gry / DARKREIG / Data / Dark / Aip / FDEasy1.aip < prev    next >
Text File  |  1997-10-28  |  8KB  |  251 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 = 200;
  11.  
  12.  
  13. int infiltrator_period = 20;
  14.  
  15. // PRIORITIES
  16. int ground_unit_threat = 1;
  17. int threat_priority = 1;
  18. int distance_priority = -2;
  19. int defend_buildings_priority = 500;
  20. int attack_enemy_base_priority = 78;
  21. int persistence_priority = 30;
  22. int exploration_priority = 600;
  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 = 100;  
  28. int danger_diminishment = 1;
  29.  
  30. // TROOP COMMITMENT STUFF 
  31. double min_matching_force_ratio = 1.0;
  32. double max_matching_force_ratio = 2.0;
  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 = 100;
  40.  
  41. int min_exploration_force = 1;
  42. int max_exploration_force = 100;
  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 = 300;
  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 = NO;
  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,          "fh1",                  NUMBER_TO_HAVE,         1;
  107.     19,          "FGConstructionCrew",   NUMBER_TO_HAVE,         2;
  108.  
  109.  // water collection
  110.  
  111.     18,          "fglp",                 NUMBER_TO_HAVE,         1;
  112.     17,          "FGGroundTransporter",  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.     // the basic base - power and troop production
  132.  
  133.     18,          "fgpp",                 NUMBER_TO_HAVE,         1;
  134.     18,          "fu1",                  NUMBER_TO_HAVE,         1;
  135.  
  136.  
  137.     // factory level one,
  138.  
  139.     16,          "fc1",                  NUMBER_TO_HAVE,         1;
  140.  
  141.     // for the firestriker mad
  142.  
  143.     15,          "fh2",                  NUMBER_TO_HAVE,         1;
  144.  
  145.     // for the tachyon tank
  146.  
  147.     14,          "fc2",                  NUMBER_TO_HAVE,         1;
  148.     14,          "fgpp",                 NUMBER_TO_HAVE,         2;
  149.     14,          "fg",                   NUMBER_TO_HAVE,         2;
  150.  
  151.     // a defense point
  152.  
  153.     13,          "fa",                   NUMBER_TO_HAVE,         1;
  154.  
  155.     // air support facility
  156.  
  157.     12,          "fh3",                  NUMBER_TO_HAVE,         1;
  158.     12,          "fu2",                  NUMBER_TO_HAVE,         1;
  159.     12,          "fgar",                 NUMBER_TO_HAVE,         1;
  160.  
  161.     // underground stuff for the shock wave
  162.     11,          "ft1",                  NUMBER_TO_HAVE,         1;
  163.     11,          "ft2",                  NUMBER_TO_HAVE,         1;
  164.     11,          "fgpp",                 NUMBER_TO_HAVE,         3;
  165.  
  166.     // Base Defense facility
  167.  
  168.     10,          "fa",                   RATIO_TO_BUILD,         4;
  169.     10,          "fs",                   RATIO_TO_BUILD,         1;
  170.     10,          "fgpp",                 RATIO_TO_BUILD,         1;
  171.  
  172.  
  173. #END_DATA
  174.   
  175.  
  176.  
  177. ///////////////////////////////////////////////////////////////////////////////
  178. // OFFENSIVE
  179. // --------------------
  180. // What sort of offensive units and support structures do we want
  181.  
  182. ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];
  183.  
  184. #DATA
  185.  
  186. //  Priority     Item Name              Build Type        Build Amount
  187. //--------------------------------------------------------------------
  188.  
  189.     5,           "FGFreedomFighter",      RATIO_TO_BUILD,  80;
  190.     5,           "FGMercenary",           RATIO_TO_BUILD,  80;
  191.     5,           "FGSpiderBike",          RATIO_TO_BUILD,  10;
  192.     5,           "FGTripleRailHoverTank", RATIO_TO_BUILD,  90;
  193.     5,           "FGMediumTank",          RATIO_TO_BUILD,  30;
  194.     5,           "FGTankHunterTank",      RATIO_TO_BUILD,  20;
  195.     5,           "FGSuicideNuker",        RATIO_TO_BUILD,  10;
  196.     5,           "FGSkyBike",             RATIO_TO_BUILD,  10;
  197.     5,           "FGDualSkyBike",         RATIO_TO_BUILD,  10; 
  198.     5,           "FGSPA",                 RATIO_TO_BUILD,  20;
  199.  
  200.  
  201.  
  202.  
  203. #END_DATA
  204.  
  205.  
  206.  
  207.  
  208.  
  209. ///////////////////////////////////////////////////////////////////////////////
  210. // FORCE MATCHING
  211. // --------------
  212. // Which units do we want to emphasize & target with this aip?
  213. // Note that this can be used for BOTH the AI team's unit strengths and 
  214. // the opponents'
  215. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  216.  
  217. #DATA
  218.  
  219. // Unit Name             Multiplier
  220. //----------------------------------
  221.    "FGMercenary",        1.0;
  222.    "FGSpiderBike",       1.0;
  223.  
  224. #END_DATA
  225.  
  226.  
  227. ///////////////////////////////////////////////////////////////////////////////
  228. // Unit Match-ups
  229. // --------------
  230. // When we see a unit of one of the following types, build the corresponding 
  231. // unit in the corresponding quantity
  232. UNIT_MATCH_UP My_Match_ups[MAX_BUILDINGS];
  233.  
  234. #DATA
  235.  
  236. // Enemy Unit           What to build           How many to build
  237. //------------------------------------------------------------------
  238.    "TSkyBike",           "FGMediumTank",              0.5;
  239.    "TDualSkyBike",       "FGMediumTank",              0.5;
  240.    "TVTOL",           "FGMediumTank",              0.5;
  241.    "TSkyFortress",       "FGMediumTank",              0.5;
  242.    "TReconSaucer",       "FGMediumTank",              0.5;
  243.    "TFreedomFighter",  "FGSuicideNuker",              0.05;
  244.    "TMercenary",       "FGSuicideNuker",              0.05;
  245.    "TStrikeMarine",        "FGSuicideNuker",            0.05;
  246.    "TFireSupportMarine",   "FGSuicideNuker",            0.05;
  247.  
  248.  
  249.  
  250. #END_DATA
  251.