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JademusSreg

Tactical AI catalog constants and functions

May 9th, 2012
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  1. const string c_fieldAmount          = "Amount";
  2. const string c_fieldAreaRadius0     = "AreaArray[0].Radius";
  3. const string c_fieldAreaRadius1     = "AreaArray[1].Radius";
  4. const string c_fieldAreaRadius2     = "AreaArray[2].Radius";
  5. const string c_fieldAreaFraction0   = "AreaArray[0].Fraction";
  6. const string c_fieldAreaFraction1   = "AreaArray[1].Fraction";
  7. const string c_fieldAreaFraction2   = "AreaArray[2].Fraction";
  8. const string c_fieldAttrStructure   = "AttributeBonus[Structure]";
  9. const string c_fieldAttrArmored     = "AttributeBonus[Armored]";
  10. const string c_fieldAttrPsionic     = "AttributeBonus[Psionic]";
  11. const string c_fieldAttrLight       = "AttributeBonus[Light]";
  12. const string c_fieldDrainFactor     = "DrainVitalCostFactor";
  13. const string c_fieldEffectChange0   = "VitalArray[0].Change";
  14. const string c_fieldEffectChange1   = "VitalArray[1].Change";
  15. const string c_fieldEffectChange2   = "VitalArray[2].Change";
  16. const string c_fieldEnergyCost      = "Cost[0].Vital[Energy]";
  17. const string c_fieldEnergyMax       = "EnergyMax";
  18. const string c_fieldFilters         = "SearchFilters";
  19. const string c_fieldMinRange        = "MinimumRange";
  20. const string c_fieldModification0   = "Modification.VitalRegenArray[Energy]";
  21. const string c_fieldPeriodCount     = "PeriodCount";
  22. const string c_fieldRadius          = "Radius";
  23. const string c_fieldRadiusBonus0    = "AreaArray[0].RadiusBonus";
  24. const string c_fieldRange0          = "Range[0]";
  25. const string c_fieldRange           = "Range";
  26. const string c_fieldSightRange       = "Sight";
  27. const string c_fieldTargetFilters   = "TargetFilters";
  28. const string c_fieldTargetFiltersAB = "TargetFilters[0]";
  29. const string c_fieldTargetFilters0  = "ValidatorArray[0].value.value";
  30.  
  31.  
  32. //--------------------------------------------------------------------------------------------------
  33. //  *** CATALOG INFO ***
  34. //--------------------------------------------------------------------------------------------------
  35. string AIAbilityStr (int player, string entry, string field) {
  36.     return CatalogFieldValueGet(c_gameCatalogAbil, entry, field, player);
  37. }
  38. string AIEffectStr (int player, string entry, string field) {
  39.     return CatalogFieldValueGet(c_gameCatalogEffect, entry, field, player);
  40. }
  41. string AIWeaponStr (int player, string entry, string field) {
  42.     return CatalogFieldValueGet(c_gameCatalogWeapon, entry, field, player);
  43. }
  44. string AIUnitStr (int player, string entry, string field) {
  45.     return CatalogFieldValueGet(c_gameCatalogUnit, entry, field, player);
  46. }
  47. string AIBehaviorStr (int player, string entry, string field) {
  48.     return CatalogFieldValueGet(c_gameCatalogBehavior, entry, field, player);
  49. }
  50.  
  51. fixed AIAbilityFixed (int player, string entry, string field) {
  52.     return StringToFixed(AIAbilityStr(player, entry, field));
  53. }
  54. fixed AIEffectFixed (int player, string entry, string field) {
  55.     return StringToFixed(AIEffectStr(player, entry, field));
  56. }
  57. fixed AIWeaponFixed (int player, string entry, string field) {
  58.     return StringToFixed(AIWeaponStr(player, entry, field));
  59. }
  60. fixed AIUnitFixed (int player, string entry, string field) {
  61.     return StringToFixed(AIUnitStr(player, entry, field));
  62. }
  63. fixed AIBehaviorFixed (int player, string entry, string field) {
  64.     return StringToFixed(AIBehaviorStr(player, entry, field));
  65. }
  66.  
  67. int AIAbilityInt (int player, string entry, string field) {
  68.     return StringToInt(AIAbilityStr(player, entry, field));
  69. }
  70. int AIEffectInt (int player, string entry, string field) {
  71.     return StringToInt(AIEffectStr(player, entry, field));
  72. }
  73. int AIWeaponInt (int player, string entry, string field) {
  74.     return StringToInt(AIWeaponStr(player, entry, field));
  75. }
  76. int AIUnitInt (int player, string entry, string field) {
  77.     return StringToInt(AIUnitStr(player, entry, field));
  78. }
  79. int AIBehaviorInt (int player, string entry, string field) {
  80.     return StringToInt(AIBehaviorStr(player, entry, field));
  81. }
  82.  
  83. unitgroup AIAbilityGroup (int player, string entry, unitgroup base) {
  84.     return UnitGroupFilter(null, c_playerAny, base,
  85.         UnitFilterStr(AIAbilityStr(player, entry, c_fieldTargetFiltersAB)), 0);
  86. }
  87. unitgroup AIEffectGroup (int player, string entry, unitgroup base) {
  88.     return UnitGroupFilter(null, c_playerAny, base,
  89.         UnitFilterStr(AIEffectStr(player, entry, c_fieldFilters)), 0);
  90. }
  91. unitgroup AIWeaponGroup (int player, string entry, unitgroup base) {
  92.     return UnitGroupFilter(null, c_playerAny, base,
  93.         UnitFilterStr(AIWeaponStr(player, entry, c_fieldTargetFilters)), 0);
  94. }
  95.  
  96. //--------------------------------------------------------------------------------------------------
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