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- ---------------------------------------------------------------------------------------------------------------
- -- Set each character's preference for number of building floors
- -- Floors 1 2 3 4 5 6 7 8 9 10
- ---------------------------------------------------------------------------------------------------------------
- --30, 70, 15, 8, 4, 2, 0, 0, 0, 0);
-
- AiChars[CAR]:SetFloors( 30, 70, 15, 8, 4, 2, 0, 0, 0, 0);
- AiChars[HAT]:SetFloors( 30, 15, 70, 8, 4, 2, 0, 0, 0, 0);
- AiChars[GUN]:SetFloors( 30, 15, 15, 70, 4, 2, 0, 0, 0, 0);
- AiChars[DOG]:SetFloors( 30, 70, 15, 8, 4, 2, 0, 0, 0, 0);
- AiChars[IRON]:SetFloors( 30, 15, 15, 8, 70, 2, 0, 0, 0, 0);
- AiChars[SHIP]:SetFloors( 30, 15, 15, 8, 4, 70, 0, 0, 0, 0);
- AiChars[SHOE]:SetFloors( 30, 15, 70, 8, 5, 2, 0, 0, 0, 0);
- AiChars[HORSE]:SetFloors( 30, 70, 15, 8, 4, 2, 0, 0, 0, 0);
- AiChars[BARROW]:SetFloors( 30, 15, 8, 70, 4, 2, 0, 0, 0, 0);
- AiChars[THIMBLE]:SetFloors( 30, 70, 15, 8, 4, 2, 0, 0, 0, 0);
-
- --AiChars[CAR]:SetFloors( 3, 30, 30, 15, 8, 5, 0, 0, 0, 0);
- --AiChars[HAT]:SetFloors( 70, 30, 12, 4, 2, 1, 0, 0, 0, 0);
- --AiChars[GUN]:SetFloors( 40, 30, 15, 10, 6, 3, 0, 0, 0, 0);
- --AiChars[DOG]:SetFloors( 70, 30, 12, 4, 2, 1, 0, 0, 0, 0);
- --AiChars[IRON]:SetFloors( 70, 30, 15, 8, 4, 2, 0, 0, 0, 0);
- --AiChars[SHIP]:SetFloors( 30, 30, 30, 5, 3, 2, 0, 0, 0, 0);
- --AiChars[SHOE]:SetFloors( 70, 30, 12, 4, 2, 1, 0, 0, 0, 0);
- --AiChars[HORSE]:SetFloors( 3, 30, 25, 20, 8, 3, 0, 0, 0, 0);
- --AiChars[BARROW]:SetFloors( 70, 30, 12, 4, 2, 1, 0, 0, 0, 0);
- --AiChars[THIMBLE]:SetFloors( 20, 40, 30, 10, 3, 1, 0, 0, 0, 0);
-
-
- -------------------------------------------------------------------------------------------------------------------
- ------------------------------- SB MIN MAX PREF
- -------------------------------------------------------------------------------------------------------------------
- --1
- --2
- --4
- --6
- --8
-
-
-
- ------------------------------------------------------------------------------------------------------------------
- AiChars[HAT]:SetFootprint( 0, 1, 4, 2 );
- AiChars[HAT]:SetFootprint( 1, 2, 8, 4 );
- AiChars[HAT]:SetFootprint( 2, 4, 9, 4 );
- AiChars[HAT]:SetFootprint( 3, 6, 16, 8 );
- AiChars[HAT]:SetFootprint( 4, 8, 24, 12);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[GUN]:SetFootprint( 0, 1, 4, 1 );
- AiChars[GUN]:SetFootprint( 1, 2, 8, 2 );
- AiChars[GUN]:SetFootprint( 2, 4, 9, 4 );
- AiChars[GUN]:SetFootprint( 3, 6, 16, 6 );
- AiChars[GUN]:SetFootprint( 4, 8, 24, 8 );
- ------------------------------------------------------------------------------------------------------------------
- AiChars[SHIP]:SetFootprint( 0, 1, 4, 2 );
- AiChars[SHIP]:SetFootprint( 1, 2, 8, 4 );
- AiChars[SHIP]:SetFootprint( 2, 4, 9, 4 );
- AiChars[SHIP]:SetFootprint( 3, 6, 16, 8 );
- AiChars[SHIP]:SetFootprint( 4, 8, 24, 12);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[DOG]:SetFootprint( 0, 1, 4, 1 );
- AiChars[DOG]:SetFootprint( 1, 2, 8, 2 );
- AiChars[DOG]:SetFootprint( 2, 4, 9, 4 );
- AiChars[DOG]:SetFootprint( 3, 6, 16, 6 );
- AiChars[DOG]:SetFootprint( 4, 8, 24, 8 );
- ------------------------------------------------------------------------------------------------------------------
- AiChars[IRON]:SetFootprint( 0, 1, 4, 1);
- AiChars[IRON]:SetFootprint( 1, 2, 8, 2);
- AiChars[IRON]:SetFootprint( 2, 4, 9, 4);
- AiChars[IRON]:SetFootprint( 3, 6, 16, 6);
- AiChars[IRON]:SetFootprint( 4, 8, 24, 8);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[CAR]:SetFootprint( 0, 1, 4, 2 );
- AiChars[CAR]:SetFootprint( 1, 2, 8, 4 );
- AiChars[CAR]:SetFootprint( 2, 4, 9, 4 );
- AiChars[CAR]:SetFootprint( 3, 6, 16, 8 );
- AiChars[CAR]:SetFootprint( 4, 8, 24, 12);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[THIMBLE]:SetFootprint( 0, 1, 4, 1);
- AiChars[THIMBLE]:SetFootprint( 1, 2, 8, 2);
- AiChars[THIMBLE]:SetFootprint( 2, 4, 9, 4);
- AiChars[THIMBLE]:SetFootprint( 3, 6, 16, 6);
- AiChars[THIMBLE]:SetFootprint( 4, 8, 24, 8);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[HORSE]:SetFootprint( 0, 1, 4, 1);
- AiChars[HORSE]:SetFootprint( 1, 2, 8, 2);
- AiChars[HORSE]:SetFootprint( 2, 4, 9, 4);
- AiChars[HORSE]:SetFootprint( 3, 6, 16, 6);
- AiChars[HORSE]:SetFootprint( 4, 8, 24, 8);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[SHOE]:SetFootprint( 0, 1, 4, 1);
- AiChars[SHOE]:SetFootprint( 1, 2, 8, 2);
- AiChars[SHOE]:SetFootprint( 2, 4, 9, 4);
- AiChars[SHOE]:SetFootprint( 3, 6, 16, 6);
- AiChars[SHOE]:SetFootprint( 4, 8, 24, 8);
- ------------------------------------------------------------------------------------------------------------------
- AiChars[BARROW]:SetFootprint( 0, 1, 4, 2 );
- AiChars[BARROW]:SetFootprint( 1, 2, 8, 4 );
- AiChars[BARROW]:SetFootprint( 2, 4, 9, 4 );
- AiChars[BARROW]:SetFootprint( 3, 6, 16, 8 );
- AiChars[BARROW]:SetFootprint( 4, 8, 24, 12);
-
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- AiChars[HAT]:SetPrestigeBias(PP_HIGH);
- AiChars[DOG]:SetPrestigeBias(PP_HIGH);
- AiChars[GUN]:SetPrestigeBias(PP_MED);
- AiChars[CAR]:SetPrestigeBias(PP_ANY);
- AiChars[IRON]:SetPrestigeBias(PP_ANY);
- AiChars[SHOE]:SetPrestigeBias(PP_ANY);
- AiChars[SHIP]:SetPrestigeBias(PP_MED);
- AiChars[HORSE]:SetPrestigeBias(PP_MED);
- AiChars[BARROW]:SetPrestigeBias(PP_ANY);
- AiChars[THIMBLE]:SetPrestigeBias(PP_ANY);
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- -- Bld.Bef.Buy Buy To Bld. Buy Opp.Blk Buy Own Blk.
- AiChars[HAT]:SetStrategySelectionBias( 60, 20, 10, 10 );
- AiChars[DOG]:SetStrategySelectionBias( 60, 10, 25, 5 );
- AiChars[GUN]:SetStrategySelectionBias( 50, 20, 10, 20 );
- AiChars[CAR]:SetStrategySelectionBias( 80, 5, 5, 10 );
- AiChars[IRON]:SetStrategySelectionBias( 50, 35, 5, 10 );
- AiChars[SHOE]:SetStrategySelectionBias( 70, 10, 10, 10 );
- AiChars[SHIP]:SetStrategySelectionBias( 70, 20, 5, 5 );
- AiChars[HORSE]:SetStrategySelectionBias( 70, 5, 10, 15 );
- AiChars[BARROW]:SetStrategySelectionBias( 80, 5, 5, 10 );
- AiChars[THIMBLE]:SetStrategySelectionBias( 70, 10, 5, 5 );
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- -- 1: First day start-time
- -- 2: Building start-time
- -- 3: Day time building end-time
- -- 4: Night time building end-time
- -- 5: Construction rate (real seconds)
- -- diff: (difficulty 0=easy; 1=medium; 2=hard)
-
- function EVENT_LoadBuildTimes(a)
- -- diff 1 hr/min 2 hr/min 3 hr/min 4 hr/min 5 rate(in real seconds!)
- -- ------------------------------------------------------------------------------------------
- if a == CAR then
- AiChars[CAR]:SetBuildTimes( 0, 10, 00, 02, 07, 15, 07, 22, 07, 48 );
- AiChars[CAR]:SetBuildTimes( 1, 09, 45, 03, 07, 14, 07, 21, 07, 36 );
- AiChars[CAR]:SetBuildTimes( 2, 09, 30, 04, 07, 13, 07, 20, 07, 24 );
-
- elseif a == GUN then
- AiChars[GUN]:SetBuildTimes( 0, 10, 30, 04, 00, 16, 00, 21, 30, 56 );
- AiChars[GUN]:SetBuildTimes( 1, 10, 00, 05, 30, 15, 45, 20, 30, 42 );
- AiChars[GUN]:SetBuildTimes( 2, 09, 30, 06, 05, 15, 30, 19, 45, 28 );
-
- elseif a == SHIP then
- AiChars[SHIP]:SetBuildTimes( 0, 11, 00, 07, 45, 16, 00, 21, 00, 60 );
- AiChars[SHIP]:SetBuildTimes( 1, 10, 30, 07, 15, 14, 30, 19, 30, 50 );
- AiChars[SHIP]:SetBuildTimes( 2, 10, 00, 06, 45, 12, 00, 18, 00, 40 );
-
- elseif a == DOG then
- AiChars[DOG]:SetBuildTimes( 0, 11, 00, 08, 13, 14, 30, 19, 30, 70 );
- AiChars[DOG]:SetBuildTimes( 1, 10, 30, 07, 13, 14, 15, 19, 15, 56 );
- AiChars[DOG]:SetBuildTimes( 2, 10, 00, 06, 13, 14, 00, 19, 00, 44 );
-
- elseif a == IRON then
- AiChars[IRON]:SetBuildTimes( 0, 12, 00, 08, 00, 14, 00, 19, 00, 80 );
- AiChars[IRON]:SetBuildTimes( 1, 11, 00, 07, 00, 14, 00, 19, 00, 60 );
- AiChars[IRON]:SetBuildTimes( 2, 10, 00, 06, 03, 14, 00, 19, 00, 40 );
-
- elseif a == SHOE then
- AiChars[SHOE]:SetBuildTimes( 0, 10, 45, 06, 35, 14, 30, 19, 30, 56 );
- AiChars[SHOE]:SetBuildTimes( 1, 10, 15, 06, 20, 14, 15, 19, 15, 46 );
- AiChars[SHOE]:SetBuildTimes( 2, 09, 45, 06, 05, 14, 00, 19, 00, 36 );
-
- elseif a == THIMBLE then
- AiChars[THIMBLE]:SetBuildTimes( 0, 11, 40, 09, 15, 16, 00, 18, 00, 62 );
- AiChars[THIMBLE]:SetBuildTimes( 1, 11, 20, 08, 30, 14, 30, 18, 00, 52 );
- AiChars[THIMBLE]:SetBuildTimes( 2, 11, 05, 08, 00, 12, 00, 18, 00, 36 );
-
- elseif a == HAT then
- AiChars[HAT]:SetBuildTimes( 0, 10, 20, 04, 33, 17, 17, 21, 17, 52 );
- AiChars[HAT]:SetBuildTimes( 1, 09, 55, 05, 33, 16, 17, 20, 17, 40 );
- AiChars[HAT]:SetBuildTimes( 2, 09, 45, 06, 33, 15, 17, 19, 17, 36 );
-
- elseif a == BARROW then
- AiChars[BARROW]:SetBuildTimes( 0, 10, 37, 05, 36, 14, 30, 19, 30, 54 );
- AiChars[BARROW]:SetBuildTimes( 1, 10, 04, 06, 05, 14, 15, 19, 15, 40 );
- AiChars[BARROW]:SetBuildTimes( 2, 09, 36, 06, 05, 14, 00, 19, 00, 26 );
-
- elseif a == HORSE then
- AiChars[HORSE]:SetBuildTimes( 0, 10, 45, 04, 55, 16, 55, 21, 05, 52 );
- AiChars[HORSE]:SetBuildTimes( 1, 10, 15, 05, 15, 15, 55, 20, 05, 44 );
- AiChars[HORSE]:SetBuildTimes( 2, 09, 45, 06, 05, 14, 55, 19, 05, 36 );
- end;
- end;
-
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- -- 6: selloffdelay;
- -- 7: recoverytarget;
- -- 8: pcentcommuters;
- -- 9: minrentincrease;
- -- 10: pcentconsolidation;
- -- 11: consolidationmaxcap;
- -- 12: pcentdemandaccuracy;
- -- 13: rejectblockhrsvariance;
- -- 14: maxbidthresholdvariance;
- -- 15: criticaldaysbeforerefurb;
- -- 16: auctioncountdownthreshold;
- -- 17: criticaldaysbeforedemolish;
- -- 18: minpcentbidthresholdforvoting;
- -- 19: minpcentbidthresholdnonvoting;
- -- 20: unfinishedblockscorethreshold;
- -- diff: (difficulty 0=easy; 1=medium; 2=hard)
-
-
- function EVENT_LoadDifficultyVariables(a)
- -- diff: 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
- -- ------------------------------------------------------------------------------------------------------------------------------------
- if a == CAR then
- AiChars[CAR]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 1, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[CAR]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 5, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[CAR]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 10, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == GUN then
- AiChars[GUN]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 30, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[GUN]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 40, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[GUN]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 50, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == SHIP then
- AiChars[SHIP]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 50, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[SHIP]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 60, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[SHIP]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 70, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == DOG then
- AiChars[DOG]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 60, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[DOG]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 70, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[DOG]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 80, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == IRON then
- AiChars[IRON]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 70, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[IRON]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 80, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[IRON]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 90, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == SHOE then
- AiChars[SHOE]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 60, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[SHOE]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 80, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[SHOE]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 100, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == THIMBLE then
- AiChars[THIMBLE]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 5, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[THIMBLE]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 10, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[THIMBLE]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 20, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == HAT then
- AiChars[HAT]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 10, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[HAT]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 20, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
- AiChars[HAT]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 30, 8, 200, 1, 10, 2, 0.2, 0.4, 30 );
-
- elseif a == BARROW then
- AiChars[BARROW]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 40, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
- AiChars[BARROW]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 50, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
- AiChars[BARROW]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 60, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
-
- elseif a == HORSE then
- AiChars[HORSE]:SetDifficultyVars( 0, 8, 100, 10, 1, 0.4, 2500, 20, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
- AiChars[HORSE]:SetDifficultyVars( 1, 8, 100, 10, 1, 0.4, 2500, 30, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
- AiChars[HORSE]:SetDifficultyVars( 2, 8, 100, 10, 1, 0.4, 2500, 40, 8, 200, 1, 10, 3, 0.2, 0.4, 30 );
- end;
- end;
-
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- function EVENT_LoadScoreData()
-
- AiChars[HAT]:SetBaseValMultiplier(10);
- AiChars[DOG]:SetBaseValMultiplier(10);
- AiChars[GUN]:SetBaseValMultiplier(10);
- AiChars[CAR]:SetBaseValMultiplier(10);
- AiChars[IRON]:SetBaseValMultiplier(10);
- AiChars[SHOE]:SetBaseValMultiplier(10);
- AiChars[SHIP]:SetBaseValMultiplier(10);
- AiChars[HORSE]:SetBaseValMultiplier(10);
- AiChars[BARROW]:SetBaseValMultiplier(10);
- AiChars[THIMBLE]:SetBaseValMultiplier(10);
-
- AiScores.blk2_Monopoly = 75;
- AiScores.blk2_1left_city_owned = 25;
- AiScores.blk2_opponent_monopoly = 60;
-
- AiScores.blk2_Max_LandRent_Income = 40;
-
- AiScores.blk3_Monopoly = 75;
- AiScores.blk3_1left_city_owned = 50;
- AiScores.blk3_2left_city_owned = 10;
- AiScores.blk3_1left_player_owned = 25;
- AiScores.blk3_opponent_monopoly = 60;
- AiScores.blk3_opponent_2blocks = 20;
- AiScores.blk3_Max_Monopoly = 75;
- AiScores.blk3_Max_LandRent_Income = 40;
-
- AiScores.RRUtil_Monopoly = 35;
- AiScores.RRUtil_1left_city_owned = 22;
- AiScores.RRUtil_2left_city_owned = 10;
- AiScores.RRUtil_3left_city_owned = 3;
- AiScores.RRUtil_3left_Bonus = 20;
- AiScores.RRUtil_opponent_monopoly = 25;
- AiScores.RRUtil_Max_LandRent_Income = 100;
-
- AiScores.MaxScoreCap = 110;
-
- AiScores.MaxDevelopment = 30
- AiScores.MaxObjective = 0;
- AiScores.MaxHindrance = 0;
- AiScores.BasicBidVariance = 10;
- AiScores.MaxTTscoreThreshold = 75;
-
- end;
-
-
-
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ------------------------------------------------------------
- -- Available actions..... TType, Hr, Min, Event
- ------------------------------------------------------------
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_POLL );
- -- AiChars[BARROW]:LoadTimeTable( HSE, 00, 00, TT_DEMOLISH );
- -- AiChars[BARROW]:LoadTimeTable( HSE, 00, 00, TT_SPOILAGE );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_BUY_BLOCK );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_SELL_BLOCK );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_CREATE_BUS );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_TAKEOVER_BUS );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_REFURBISH_BUS );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 30, TT_EOD_STOCK_AND_PRICE );
- -- AiChars[BARROW]:LoadTimeTable( TAC, 00, 00, TT_BUSINESS_STATES );
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- -- H O U S E K E E P I N G T I M E T A B L E
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- --** NB *** NOTE THE FOLLOWING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- --** "TT_BUSINESS_STATES" must be called before "TT_EOD_STOCK_AND_PRICE"
- --** "TT_REFURBISH_BUS" must be called after "TT_BUSINESS_STATES"
- --** "TT_EOD_STOCK_AND_PRICE" must be called before 6AM!!!!
-
- function EVENT_LoadHseKeepingTimetable(a)
-
- AiChars[a]:ResetTimeTable(HSE);
-
- if a == IRON then
- AiChars[IRON]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[IRON]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[IRON]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[IRON]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[IRON]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[IRON]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[IRON]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[IRON]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == HAT then
- AiChars[HAT]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[HAT]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[HAT]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[HAT]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[HAT]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[HAT]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[HAT]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[HAT]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == BARROW then
- AiChars[BARROW]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[BARROW]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[BARROW]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[BARROW]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[BARROW]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[BARROW]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[BARROW]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[BARROW]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == DOG then
- AiChars[DOG]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[DOG]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[DOG]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[DOG]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[DOG]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[DOG]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[DOG]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[DOG]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == THIMBLE then
- AiChars[THIMBLE]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[THIMBLE]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[THIMBLE]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[THIMBLE]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,14, 00, TT_SPOILAGE );
- AiChars[THIMBLE]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[THIMBLE]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[THIMBLE]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[THIMBLE]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == HORSE then
- AiChars[HORSE]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[HORSE]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[HORSE]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[HORSE]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[HORSE]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[HORSE]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[HORSE]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[HORSE]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == SHIP then
- AiChars[SHIP]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[SHIP]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[SHIP]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[SHIP]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[SHIP]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[SHIP]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[SHIP]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[SHIP]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == GUN then
- AiChars[GUN]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[GUN]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[GUN]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[GUN]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[GUN]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[GUN]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[GUN]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[GUN]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == SHOE then
- AiChars[SHOE]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[SHOE]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[SHOE]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[SHOE]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[SHOE]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[SHOE]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[SHOE]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[SHOE]:LoadTimeTable( HSE,23, 30, TT_RENT );
-
- elseif a == CAR then
- AiChars[CAR]:LoadTimeTable( HSE,00, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,01, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,02, 30, TT_EOD_STOCK_AND_PRICE );
- AiChars[CAR]:LoadTimeTable( HSE,02, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,02, 40, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,03, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,04, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,05, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,06, 30, TT_BUSINESS_STATES );
- AiChars[CAR]:LoadTimeTable( HSE,07, 00, TT_DEMOLISH );
- AiChars[CAR]:LoadTimeTable( HSE,07, 30, TT_REFURBISH_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,07, 30, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,09, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,10, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,11, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,11, 45, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,12, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,13, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,13, 45, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,14, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,15, 00, TT_SPOILAGE );
- AiChars[CAR]:LoadTimeTable( HSE,15, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,15, 45, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,16, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,17, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,18, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,18, 45, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,19, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,20, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,21, 00, TT_SPOILAGE );
- AiChars[CAR]:LoadTimeTable( HSE,21, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,21, 45, TT_TAKEOVER_BUS );
- AiChars[CAR]:LoadTimeTable( HSE,22, 30, TT_RENT );
- AiChars[CAR]:LoadTimeTable( HSE,23, 30, TT_RENT );
- end;
- end;
-
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- -- B U Y B L O C K T I M E T A B L E
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- function EVENT_LoadBuyBlockTimetable(a)
-
- AiChars[a]:ResetTimeTable(BLK);
-
- if a == IRON then
- AiChars[IRON]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[IRON]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[IRON]:LoadTimeTable( BLK, 16, 00, TT_BUY_BLOCK );
-
- elseif a == HAT then
- AiChars[HAT]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[HAT]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[HAT]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == BARROW then
- AiChars[BARROW]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[BARROW]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[BARROW]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == DOG then
- AiChars[DOG]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[DOG]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[DOG]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == THIMBLE then
- AiChars[THIMBLE]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[THIMBLE]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[THIMBLE]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == HORSE then
- AiChars[HORSE]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[HORSE]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[HORSE]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == SHIP then
- AiChars[SHIP]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[SHIP]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[SHIP]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == GUN then
- AiChars[GUN]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[GUN]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[GUN]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == SHOE then
- AiChars[SHOE]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[SHOE]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[SHOE]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
-
- elseif a == CAR then
- AiChars[CAR]:LoadTimeTable( BLK, 08, 00, TT_BUY_BLOCK );
- AiChars[CAR]:LoadTimeTable( BLK, 13, 00, TT_BUY_BLOCK );
- AiChars[CAR]:LoadTimeTable( BLK, 18, 00, TT_BUY_BLOCK );
- end;
- end;
-
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- function EVENT_Wait4CashTT(a)
- AiChars[a]:ResetTimeTable(TAC);
-
- end;
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- function EVENT_LoadLandscapeBlockTT(a)
- AiChars[a]:ResetTimeTable(TAC);
-
- AiChars[a]:LoadTimeTable( TAC, 00, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 00, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 01, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 01, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 02, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 02, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 03, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 03, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 04, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 04, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 05, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 05, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 06, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 06, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 07, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 07, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 08, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 08, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 09, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 09, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 10, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 10, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 11, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 11, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 12, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 12, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 13, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 13, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 14, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 14, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 15, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 15, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 16, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 16, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 17, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 17, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 18, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 18, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 19, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 19, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 20, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 20, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 21, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 21, 30, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 22, 00, TT_CREATE_BUS );
- AiChars[a]:LoadTimeTable( TAC, 22, 30, TT_CREATE_BUS );
- end;
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- function EVENT_Kill_TAC_Timetable(a)
- AiChars[a]:ResetTimeTable(TAC);
- end;
-
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- --//////////////////////////////////////// MISC. FUNCTIONS //////////////////////////////////////////////
-
- function EVENT_SetPlayerMoney(a, b)
- AiChars[a]:SetMoney(b);
- end;
-
- function EVENT_IncreasePlayerMoney(a)
- AiChars[a]:IncreaseMoney(100);
- end;
-
- function EVENT_DecreasePlayerMoney(a)
- AiChars[a]:DecreaseMoney(-100);
- end;
-
- function EVENT_Twiddle_Thumbs(a)
- AiChars[a]:SetTwiddleThumbs();
- end;
-
- --///////////////////////////////////////////////////////////////////////////////////////////////////////
- --////////////////////////////////////////DEBUG FLAGS ///////////////////////////////////////////////////
-
- function EVENT_LoadDebugFlags(a)
- -- AiChars[a]:SetDebugFlags(FORCE_AUCTION);
- -- AiChars[a]:SetDebugFlags(STOP_STRAT_BLOCKS);
- -- AiChars[a]:SetDebugFlags(SHOW_SPELL_CARDS);
- end;
-
- --AiChars[IRON]:SetTwiddleThumbs();
-
-
-
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- --AiChars[CAR]:SetPlayerDifficulty(0);
- --AiChars[GUN]:SetPlayerDifficulty(0);
- --AiChars[SHIP]:SetPlayerDifficulty(0);
- --AiChars[DOG]:SetPlayerDifficulty(0);
- --AiChars[IRON]:SetPlayerDifficulty(0);
- --AiChars[SHOE]:SetPlayerDifficulty(0);
- --AiChars[THIMBLE]:SetPlayerDifficulty(0);
- --AiChars[HAT]:SetPlayerDifficulty(0);
- --AiChars[BARROW]:SetPlayerDifficulty(0);
- --AiChars[HORSE]:SetPlayerDifficulty(0);
-
-