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- const string c_fieldAmount = "Amount";
- const string c_fieldAreaRadius0 = "AreaArray[0].Radius";
- const string c_fieldAreaRadius1 = "AreaArray[1].Radius";
- const string c_fieldAreaRadius2 = "AreaArray[2].Radius";
- const string c_fieldAreaFraction0 = "AreaArray[0].Fraction";
- const string c_fieldAreaFraction1 = "AreaArray[1].Fraction";
- const string c_fieldAreaFraction2 = "AreaArray[2].Fraction";
- const string c_fieldAttrStructure = "AttributeBonus[Structure]";
- const string c_fieldAttrArmored = "AttributeBonus[Armored]";
- const string c_fieldAttrPsionic = "AttributeBonus[Psionic]";
- const string c_fieldAttrLight = "AttributeBonus[Light]";
- const string c_fieldDrainFactor = "DrainVitalCostFactor";
- const string c_fieldEffectChange0 = "VitalArray[0].Change";
- const string c_fieldEffectChange1 = "VitalArray[1].Change";
- const string c_fieldEffectChange2 = "VitalArray[2].Change";
- const string c_fieldEnergyCost = "Cost[0].Vital[Energy]";
- const string c_fieldEnergyMax = "EnergyMax";
- const string c_fieldFilters = "SearchFilters";
- const string c_fieldMinRange = "MinimumRange";
- const string c_fieldModification0 = "Modification.VitalRegenArray[Energy]";
- const string c_fieldPeriodCount = "PeriodCount";
- const string c_fieldRadius = "Radius";
- const string c_fieldRadiusBonus0 = "AreaArray[0].RadiusBonus";
- const string c_fieldRange0 = "Range[0]";
- const string c_fieldRange = "Range";
- const string c_fieldSightRange = "Sight";
- const string c_fieldTargetFilters = "TargetFilters";
- const string c_fieldTargetFiltersAB = "TargetFilters[0]";
- const string c_fieldTargetFilters0 = "ValidatorArray[0].value.value";
- //--------------------------------------------------------------------------------------------------
- // *** CATALOG INFO ***
- //--------------------------------------------------------------------------------------------------
- string AIAbilityStr (int player, string entry, string field) {
- return CatalogFieldValueGet(c_gameCatalogAbil, entry, field, player);
- }
- string AIEffectStr (int player, string entry, string field) {
- return CatalogFieldValueGet(c_gameCatalogEffect, entry, field, player);
- }
- string AIWeaponStr (int player, string entry, string field) {
- return CatalogFieldValueGet(c_gameCatalogWeapon, entry, field, player);
- }
- string AIUnitStr (int player, string entry, string field) {
- return CatalogFieldValueGet(c_gameCatalogUnit, entry, field, player);
- }
- string AIBehaviorStr (int player, string entry, string field) {
- return CatalogFieldValueGet(c_gameCatalogBehavior, entry, field, player);
- }
- fixed AIAbilityFixed (int player, string entry, string field) {
- return StringToFixed(AIAbilityStr(player, entry, field));
- }
- fixed AIEffectFixed (int player, string entry, string field) {
- return StringToFixed(AIEffectStr(player, entry, field));
- }
- fixed AIWeaponFixed (int player, string entry, string field) {
- return StringToFixed(AIWeaponStr(player, entry, field));
- }
- fixed AIUnitFixed (int player, string entry, string field) {
- return StringToFixed(AIUnitStr(player, entry, field));
- }
- fixed AIBehaviorFixed (int player, string entry, string field) {
- return StringToFixed(AIBehaviorStr(player, entry, field));
- }
- int AIAbilityInt (int player, string entry, string field) {
- return StringToInt(AIAbilityStr(player, entry, field));
- }
- int AIEffectInt (int player, string entry, string field) {
- return StringToInt(AIEffectStr(player, entry, field));
- }
- int AIWeaponInt (int player, string entry, string field) {
- return StringToInt(AIWeaponStr(player, entry, field));
- }
- int AIUnitInt (int player, string entry, string field) {
- return StringToInt(AIUnitStr(player, entry, field));
- }
- int AIBehaviorInt (int player, string entry, string field) {
- return StringToInt(AIBehaviorStr(player, entry, field));
- }
- unitgroup AIAbilityGroup (int player, string entry, unitgroup base) {
- return UnitGroupFilter(null, c_playerAny, base,
- UnitFilterStr(AIAbilityStr(player, entry, c_fieldTargetFiltersAB)), 0);
- }
- unitgroup AIEffectGroup (int player, string entry, unitgroup base) {
- return UnitGroupFilter(null, c_playerAny, base,
- UnitFilterStr(AIEffectStr(player, entry, c_fieldFilters)), 0);
- }
- unitgroup AIWeaponGroup (int player, string entry, unitgroup base) {
- return UnitGroupFilter(null, c_playerAny, base,
- UnitFilterStr(AIWeaponStr(player, entry, c_fieldTargetFilters)), 0);
- }
- //--------------------------------------------------------------------------------------------------
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