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Battlezone AIP

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Jun 28th, 2013
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  1. /*****************************************************************************
  2.  
  3. Default.AIP
  4.  
  5. *****************************************************************************/
  6.  
  7. #include "aipdef.h"
  8.  
  9. int VERBOSE_SCHEDULER = 0;
  10.  
  11.  
  12. // How often do we recompute the strategy?
  13. int recompute_strategy_period = 10;
  14.  
  15. // PRIORITIES
  16. int ground_unit_threat = 5; //50
  17. int threat_priority = 1000;
  18. int distance_priority = -1; // was -1
  19. int defend_buildings_priority = 1;
  20. int attack_enemy_base_priority = 6000; //50
  21. int persistence_priority = 5;
  22. int exploration_priority = 400; //50
  23. int scripted_priority = 50;
  24. int single_use_group_priority = 30;
  25. int perimeter_priority = 1; //50
  26. int escort_priority = 15000;
  27.  
  28.  
  29. // TROOP COMMITMENT STUFF
  30. double min_matching_force_ratio = 0.2;
  31. double max_matching_force_ratio = 10.0;
  32.  
  33. // When generic troops are called for, what should be ratio of troops that can
  34. // shoot ground targets to troops that can shoot air targets?
  35. double generic_ground_ratio = 1.0;
  36.  
  37. int min_building_defense_force = 1;
  38. int max_building_defense_force = 1;
  39.  
  40. int min_exploration_force = 1;
  41. int max_exploration_force = 1;
  42.  
  43. int min_perimeter_force = 1;
  44. int max_perimeter_force = 1;
  45.  
  46. int min_escort_force = 1;
  47. int max_escort_force = 1;
  48.  
  49.  
  50.  
  51. // RELAXATION STUFF
  52. int relaxation_cycles = 0;
  53. float relaxation_coefficient = .5;
  54.  
  55.  
  56. ///////////////////////////////////////////////////////////////////////////////
  57. // New Construction Program stuff
  58.  
  59.  
  60. ///////////////////////////////////////////////////////////////////////////////
  61. // The UCP Data
  62. // --------------------
  63. // This specifies what type of units to build.
  64. UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];
  65.  
  66. #DATA
  67.  
  68. // Which Account BUDGET BUDGET CAP
  69. //----------------------------------------------------
  70. "Slush", UNLIMITED, 40;
  71. "Defense", 40, 100;
  72. "Offense", 60, 100;
  73.  
  74. #END_DATA
  75.  
  76.  
  77.  
  78. ///////////////////////////////////////////////////////////////////////////////
  79. // ACCOUNT NOTES.
  80. // --------------
  81. // For each line item in an account, you must specify a build type from one of
  82. // the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
  83. //
  84. // The "RATIO" items can only occur in the lowest priority level of an account.
  85. // Also, all line-items with the same priority must have the same build type
  86.  
  87.  
  88. ///////////////////////////////////////////////////////////////////////////////
  89. // Slush
  90. // --------------------
  91. // This specifies the baseline super-critical account
  92.  
  93. ACCOUNT Slush[MAX_ACCOUNT_LENGTH];
  94.  
  95. #DATA
  96.  
  97. // Priority Item Name Build Type Build Amount
  98. //--------------------------------------------------------------------
  99. 20, "svrecy", NUMBER_TO_HAVE, 1;
  100. 19, "svscav", NUMBER_TO_HAVE, 10;
  101. 18, "svmuf", NUMBER_TO_HAVE, 1;
  102. 17, "svcnst", NUMBER_TO_HAVE, 1;
  103.  
  104. #END_DATA
  105.  
  106.  
  107.  
  108. ///////////////////////////////////////////////////////////////////////////////
  109. // DEFENSE
  110. // --------------------
  111. // What sort of offensive units and support structures do we want
  112.  
  113. ACCOUNT Defense[MAX_ACCOUNT_LENGTH];
  114.  
  115. #DATA
  116.  
  117. // Priority Item Name Build Type Build Amount
  118. //--------------------------------------------------------------------
  119. 15, "sbtowe", NUMBER_TO_BUILD, 6;
  120. 15, "sbspow", NUMBER_TO_BUILD, 4;
  121.  
  122. #END_DATA
  123.  
  124. ///////////////////////////////////////////////////////////////////////////////
  125. // OFFENSE
  126. // --------------------
  127. // What sort of offensive units and support structures do we want
  128.  
  129. ACCOUNT Offense[MAX_ACCOUNT_LENGTH];
  130.  
  131. #DATA
  132.  
  133. // Priority Item Name Build Type Build Amount
  134. //--------------------------------------------------------------------
  135. 14, "svfigh", NUMBER_TO_HAVE, 7;
  136. 14, "svtank", NUMBER_TO_HAVE, 3;
  137. 14, "svmine", NUMBER_TO_HAVE, 1;
  138. 14, "svltnk", NUMBER_TO_HAVE, 2;
  139.  
  140. #END_DATA
  141.  
  142.  
  143.  
  144.  
  145. ///////////////////////////////////////////////////////////////////////////////
  146. // FORCE MATCHING
  147. // --------------
  148. // Which units do we want to emphasize & target with this aip?
  149. // Note that this can be used for BOTH the AI team's unit strengths and
  150. // the opponents'
  151. FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];
  152.  
  153. #DATA
  154.  
  155. // Unit Name Multiplier
  156. //----------------------------------
  157.  
  158. // "hvsav", 3.0;
  159. // "svfigh", 2.0;
  160. // "svturr", 1.0;
  161. // "svscav", 0.2;
  162. // "svtank". 1.5;
  163.  
  164. // "avfigh", 2.0;
  165. // "avturr", 1.0;
  166. // "avscav", 0.2;
  167. // "avtank", 2.0;
  168.  
  169. #END_DATA
  170.  
  171. BUILDING_MATCHING My_Building_Matchings[MAX_BUILDINGS];
  172.  
  173. #DATA
  174.  
  175. // Building Name Multiplier Where to Build
  176. //------------------------------------------------------------------
  177. "avmuf", 2.00, CENTER_OF_BASE;
  178. "avrecy", 2.00, CENTER_OF_BASE;
  179.  
  180. #END_DATA
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