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- CREATE TABLE "AiOperationDefs" (
- "OperationName" TEXT NOT NULL,
- "TargetType" TEXT NOT NULL,
- "TargetParameter" INTEGER NOT NULL DEFAULT 0,
- "EnemyType" TEXT NOT NULL DEFAULT "NONE",
- "BehaviorTree" TEXT,
- "Priority" INTEGER NOT NULL DEFAULT 3,
- "MaxTargetDistInRegion" INTEGER NOT NULL DEFAULT 10,
- "MaxTargetDistInArea" INTEGER NOT NULL DEFAULT 5,
- "MaxTargetDistInWorld" INTEGER NOT NULL DEFAULT 0,
- "MaxTargetStrength" INTEGER NOT NULL DEFAULT -1,
- "MaxTargetDefense" INTEGER NOT NULL DEFAULT -1,
- "MinOddsOfSuccess" REAL NOT NULL DEFAULT 0,
- "SelfStart" BOOLEAN NOT NULL CHECK (SelfStart IN (0,1)) DEFAULT 0,
- "MustBeAtWar" BOOLEAN NOT NULL CHECK (MustBeAtWar IN (0,1)) DEFAULT 0,
- "MustHaveNukes" BOOLEAN NOT NULL CHECK (MustHaveNukes IN (0,1)) DEFAULT 0,
- "MustHaveUnits" INTEGER NOT NULL DEFAULT -1,
- "OperationType" TEXT,
- "AllowTargetUpdate" BOOLEAN NOT NULL CHECK (AllowTargetUpdate IN (0,1)) DEFAULT 1,
- "TargetLuaScript" TEXT,
- PRIMARY KEY(OperationName),
- FOREIGN KEY (BehaviorTree) REFERENCES BehaviorTrees(TreeName) ON DELETE CASCADE ON UPDATE CASCADE,
- FOREIGN KEY (TargetType) REFERENCES TargetTypes(TargetType) ON DELETE CASCADE ON UPDATE CASCADE,
- FOREIGN KEY (OperationType) REFERENCES AiOperationTypes(OperationType) ON DELETE CASCADE ON UPDATE CASCADE);
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