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PC World Komputer 1998 April B
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TDPer.AIP
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1997-10-28
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8KB
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241 lines
/*****************************************************************************
Defend Perimeter
*****************************************************************************/
#include "aipdef.h"
// How often do we recompute the strategy?
int recompute_strategy_period = 50;
int infiltrator_period = 10;
// PRIORITIES
int ground_unit_threat = 200;
int threat_priority = 1;
int distance_priority = -1;
int defend_buildings_priority = 700;
int attack_enemy_base_priority = 0;
int persistence_priority = 0;
int exploration_priority = 500;
int scripted_priority = 0;
int single_use_group_priority = 50;
int perimeter_priority = 1000;
int resource_priority = 700;
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 = 140;
int max_building_defense_force = 280;
int min_exploration_force = 70;
int max_exploration_force = 70;
int min_perimeter_force = 340;
int max_perimeter_force = 650;
int min_resource_force = 70;
int max_resource_force = 140;
// 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, 8000;
"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, "tfh1", NUMBER_TO_HAVE, 1;
19, "TConstructionCrew", NUMBER_TO_HAVE, 2;
// water collection
18, "tfglp", NUMBER_TO_HAVE, 1;
17, "TGroundTransporter", 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, "tfgpp", NUMBER_TO_HAVE, 1;
18, "tfu1", NUMBER_TO_HAVE, 1;
// factory level one,
16, "tic1", NUMBER_TO_HAVE, 1;
16, "tig", NUMBER_TO_HAVE, 2;
// upgrade headquarters
15, "tfh2", NUMBER_TO_HAVE, 1;
15, "tfgpp", NUMBER_TO_HAVE, 2;
// for the tachyon tank
14, "tic2", NUMBER_TO_HAVE, 1;
14, "tig", NUMBER_TO_HAVE, 2;
// Base Defense facility
10, "tia", RATIO_TO_BUILD, 4;
10, "tfs", RATIO_TO_BUILD, 1;
10, "tfgpp", RATIO_TO_BUILD, 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, "TStrikeMarine", NUMBER_TO_HAVE, 12;
5, "TFireSupportMarine", NUMBER_TO_HAVE, 12;
5, "TMercenary", NUMBER_TO_HAVE, 12;
5, "THoverMarine", NUMBER_TO_HAVE, 3;
5, "TSuicideNuker", NUMBER_TO_HAVE, 3;
5, "TTankHunterTank", NUMBER_TO_HAVE, 5;
5, "TTripleRailHoverTank", NUMBER_TO_HAVE, 2;
5, "TTachyonTank", NUMBER_TO_HAVE, 2;
5, "TMediumTank", NUMBER_TO_HAVE, 6;
5, "TFGSPA", NUMBER_TO_HAVE, 4;
#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
//----------------------------------
#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
//------------------------------------------------------------------
"TSkyBike", "TIMPMAD", 0.5;
"TDualSkyBike", "TMediumTank", 0.5;
"TVTOL", "TMediumTank", 0.5;
"TSkyFortress", "TMediumTank", 0.5;
"TReconSaucer", "TMediumTank", 0.5;
"TFreedomFighter", "TShredder", 0.05;
"TMercenary", "TShredder", 0.05;
"TStrikeMarine", "TShredder", 0.05;
"TFireSupportMarine", "TShredder", 0.05;
"FGSkyBike", "TFireSupportMarine", 1.5;
"FGDualSkyBike", "TIMPMAD", 0.5;
"ImpVTOL", "TFireSupportMarine", 1.5;
"IMPSkyFortress", "TMediumTank", 0.5;
"IMPReconSaucer", "TMediumTank", 0.2;
"IMPReconSaucer", "TFireSupportMarine", 1.0;
"FGFreedomFighter", "TShredder", 0.05;
"FGMercenary", "TShredder", 0.05;
"IMPStrikeMarine", "TShredder", 0.05;
"IMPFireSupportMarine", "TShredder", 0.05;
#END_DATA