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Oct 23rd, 2019
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  1. CREATE TABLE "AiOperationDefs" (
  2. "OperationName" TEXT NOT NULL,
  3. "TargetType" TEXT NOT NULL,
  4. "TargetParameter" INTEGER NOT NULL DEFAULT 0,
  5. "EnemyType" TEXT NOT NULL DEFAULT "NONE",
  6. "BehaviorTree" TEXT,
  7. "Priority" INTEGER NOT NULL DEFAULT 3,
  8. "MaxTargetDistInRegion" INTEGER NOT NULL DEFAULT 10,
  9. "MaxTargetDistInArea" INTEGER NOT NULL DEFAULT 5,
  10. "MaxTargetDistInWorld" INTEGER NOT NULL DEFAULT 0,
  11. "MaxTargetStrength" INTEGER NOT NULL DEFAULT -1,
  12. "MaxTargetDefense" INTEGER NOT NULL DEFAULT -1,
  13. "MinOddsOfSuccess" REAL NOT NULL DEFAULT 0,
  14. "SelfStart" BOOLEAN NOT NULL CHECK (SelfStart IN (0,1)) DEFAULT 0,
  15. "MustBeAtWar" BOOLEAN NOT NULL CHECK (MustBeAtWar IN (0,1)) DEFAULT 0,
  16. "MustHaveNukes" BOOLEAN NOT NULL CHECK (MustHaveNukes IN (0,1)) DEFAULT 0,
  17. "MustHaveUnits" INTEGER NOT NULL DEFAULT -1,
  18. "OperationType" TEXT,
  19. "AllowTargetUpdate" BOOLEAN NOT NULL CHECK (AllowTargetUpdate IN (0,1)) DEFAULT 1,
  20. "TargetLuaScript" TEXT,
  21. PRIMARY KEY(OperationName),
  22. FOREIGN KEY (BehaviorTree) REFERENCES BehaviorTrees(TreeName) ON DELETE CASCADE ON UPDATE CASCADE,
  23. FOREIGN KEY (TargetType) REFERENCES TargetTypes(TargetType) ON DELETE CASCADE ON UPDATE CASCADE,
  24. FOREIGN KEY (OperationType) REFERENCES AiOperationTypes(OperationType) ON DELETE CASCADE ON UPDATE CASCADE);
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