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Dec 6th, 2012
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  1. # this is a commment
  2. # String are case sensitive
  3. # all item (e.g. mapName) are not case sensitive
  4.  
  5. # REPLAY HEADER
  6. replayID = 121564 ;     # long: ID of the replay (UNIQUE, defined by danchan website)
  7. mapName  = "DSD" ;      # String: name of the map
  8. numberOfTeam = 4;       # int:  number of  team
  9. timeStep = 10000 ;      # int: time step in ms (10e-3 sec)
  10.  
  11. # LIST OF TEAMS
  12. team{
  13. teamID=0;               # int: id of the team go from 0 till numberOfTeam-1 : UNIQUE
  14. numberOfPlayer=5;       # int: number of player in the team
  15. player0 = 0;            # int : player id in the replay : UNIQUE
  16. player1 = 1;            # int : player id in the replay : UNIQUE
  17. player2 = 2;            # int : player id in the replay : UNIQUE
  18. player3 = 3;            # int : player id in the replay : UNIQUE
  19. player4 = 4;            # int : player id in the replay : UNIQUE
  20. };
  21.  
  22.  
  23.  
  24. team{
  25. teamID=1;               # int: id of the team go from 0 till numberOfTeam-1 : UNIQUE
  26. numberOfPlayer=1;       # int: number of player in the team
  27. player0 = 6;            # int : player id in the replay : UNIQUE
  28. };
  29.  
  30. team{
  31. teamID=2;               # int: id of the team go from 0 till numberOfTeam-1 : UNIQUE
  32. numberOfPlayer=1;       # int: number of player in the team
  33. player0 = 7;            # int : player id in the replay : UNIQUE
  34. };
  35.  
  36. team{
  37. teamID=3;               # int: id of the team go from 0 till numberOfTeam-1 : UNIQUE
  38. numberOfPlayer=2;       # int: number of player in the team
  39. player0 = 8;            # int : player id in the replay : UNIQUE
  40. player0 = 9;            # int : player id in the replay : UNIQUE
  41. };
  42.  
  43. # LIST OF PLAYERS
  44. player{
  45. playerID=0;             # int: id of the player go from 0 till sum(numberOfPlayer,0,numberOfTeam-1) : UNIQUE
  46. accountID=453431;       # int: id of the account of the player : UNIQUE according to
  47. playerName ="Iamster";  # string : current plaer name ;
  48. countrycode="FR" ;      # String : country code ;  TOD: define type
  49. side="ARM" ;            # String : ARM or CORE;  TODO: define type
  50. springrank= 3;          # int rank given by spring
  51. hostrank= 3;            # int rank given by the autohost
  52. cpu = 2100 ;            # int CPU frequency (Mhz) approximated to an int
  53. };
  54.  
  55. ...
  56. ...
  57. ...
  58. ...
  59. ...
  60. ...
  61.  
  62. player{
  63. playerID=9;             # int: id of the player go from 0 till sum(numberOfPlayer,0,numberOfTeam-1) : UNIQUE
  64. accountID=4q4653431;    # int: id of the account of the player : UNIQUE according to
  65. playerName ="Iwut";     # string : current plaer name ;
  66. countrycode="NL" ;      # String : country code ;
  67. side="ARM" ;            # String : ARM or CORE;
  68. springrank= 3;          # int rank given by spring
  69. hostrank= 3;            # int rank given by the autohost
  70. cpu = 2160 ;            # int CPU frequency (Mhz) approximated to an int
  71. };
  72.  
  73.  
  74.  
  75. # VARIABLES HEADER FOR DOUBLE
  76. variables{ damageDeath , damageReceived , metalUsed , metalProduced , metalExcess, metalSend   , metalGiven , energyUsed , energyProduced , energyExcess, energySend  , energyGiven , unitActive , unitProduced , unitKilled  , unitRecieved , unitSend     , unitCaptured , unitStolen , buildpower , firepower
  77. }; # variables order does matter, the reason for that is for latter retro compatibility in case new variable appear latter
  78.  
  79. # DATA: order follow the same order than in the variable field. no ";" at the eol
  80. data{
  81. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515  # DATA at time t = 0
  82. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515  # DATA at time t = 0 + 1 * Delta_t
  83. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515  # DATA at time t = 0 + 2 * Delta_t
  84. ...
  85. ...
  86. ...
  87. ...
  88. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515 ; # DATA at time t = 0 + N * Delta_t
  89. }
  90.  
  91.  
  92. # VARIABLES HEADER FOR DOUBLE ARRAY
  93. variablesArray{ damageDeath , damageReceived , metalUsed , metalProduced , metalExcess, metalSend   , metalGiven , energyUsed , energyProduced , energyExcess, energySend  , energyGiven , unitActive , unitProduced , unitKilled  , unitRecieved , unitSend     , unitCaptured , unitStolen , buildpower , firepower
  94. }; # variables order does matter, the reason for that is for latter retrocompatibility in case new variable appear latter
  95. # obviously, those variable will only be present in either "variablesArray" or "variables"
  96. # order still matter but NxN array are store looping over row then column
  97. # since matrix are symmetric, only row_index > col_index are stored (and N/A for row_index == col_index )
  98.  
  99. # DATA FOR DOUBLE ARRAY : order follow the same order than in the variable header for double array
  100. dataArray{
  101. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515 ; # DATA at time t = 0
  102. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515 ; # DATA at time t = 0 + 1 * Delta_t
  103. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515 ; # DATA at time t = 0 + 2 * Delta_t
  104. ...
  105. ...
  106. ...
  107. ...
  108. 546 5 456 4 64 5 464 545 3 5 54 354 54 54 354 543 54 543 4 53 45 13 515311 35151 35 13515 ; # DATA at time t = 0 + N * Delta_t
  109. }
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