home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Gambler 33 A
/
GAMBLERCD33A.BIN
/
Demos
/
CIVILCTP
/
setup
/
data
/
civdemo.ctp
/
ctp_data
/
default
/
aidata
/
aiploader.fli
next >
Wrap
Text File
|
1999-06-23
|
14KB
|
576 lines
// aiploader.fli
// This is used to make sure the aips load in the right order.
output primary_loaded[0.0, 2.0 ] = 0.0
tri yes_primary_loaded(primary_loaded, 1.0, 0.5)
// pick my aip
output red_dog_test[0.0,2.0] = 0.0
tri yes_red_dog_test(red_dog_test, 1.0, 0.5)
if(reddog1_count or reddog2_count or reddog3_count or reddog4_count)
{
yes_red_dog_test
}
action load("sally.aip") when (red_dog_test > 0.9)
action load("nosally.aip") when (red_dog_test < 0.9)
action load("lowdist.aip") when (count < 5)
action load("highdist.aip") when (count > 5)
output warmany_test[0.0, 2.0] = 0.0
tri yes_warmany(warmany_test, 1.0, 0.5)
output warfew_test[0.0, 2.0] = 0.0
tri yes_warfew(warfew_test, 1.0, 0.5)
output scifew_test[0.0, 2.0] = 0.0
tri yes_scifew(scifew_test, 1.0, 0.5)
output scimany_test[0.0, 2.0] = 0.0
tri yes_scimany(scimany_test, 1.0, 0.5)
if(yes_warrior and yes_settle_dense)
{
yes_warmany
}
if(yes_warrior and yes_settle_loose)
{
yes_warfew
}
if(yes_scientist and yes_settle_dense)
{
yes_scimany
}
if(yes_scientist and yes_settle_loose)
{
yes_scifew
}
output few_cities_test[0.0, 2.0] = 0.0
tri yes_few_cities(few_cities_test, 1.0, 0.5)
output fewplus_cities_test[0.0, 2.0] = 0.0
tri yes_fewplus_cities(fewplus_cities_test, 1.0, 0.5)
if(a1to5_num_cities or a3to7_num_cities or a5to9_num_cities)
{
yes_few_cities
}
if(a1to5_num_cities
or a3to7_num_cities
or a5to9_num_cities
or a7to11_num_cities
or a9to13_num_cities)
{
yes_fewplus_cities
}
output early_aip[0.0, 2.0] =0.0
tri found_early_aip(early_aip, 1.0, 0.5)
if(zero_at_war and (a48_96_map or a70_140_map or a64_128_map)
and (a1_num_cities or a2_num_cities or a3to5_num_cities)
and not (chieftain or warlord or prince ))
{
yes_mass_settle_aip
found_early_aip
yes_primary_loaded
}
if(zero_at_war and (a48_96_map or a70_140_map or a64_128_map)
and (a1_num_cities or a2_num_cities or a3to5_num_cities)
and (chieftain or warlord or prince ))
{
yes_mass_settle_sandbag_aip
found_early_aip
yes_primary_loaded
}
action load("masssettle.aip") when (mass_settle_aip > 0.8)
action load("masssettle_sandbag.aip") when (mass_settle_sandbag_aip > 0.8)
if((human_capitol_ten_or_less or human_capitol_ten_to_fifteen or aover4unit_to_city_best_human_ratio)
and yes_opening_gambit_time
and yes_primary_loaded )
{
yes_citywall_aip
}
if((human_capitol_ten_or_less or human_capitol_ten_to_fifteen or aover4unit_to_city_best_human_ratio)
and not a0to15_turns
and yes_opening_gambit_time
and yes_primary_loaded
and not a35_or_more_turns)
{
yes_survival_mode_aip
}
//////////////////////
//// LOAD MILFEW /////
//////////////////////
if(not found_early_aip and yes_warfew )
{
yes_milfew_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
//////////////////////
//// LOAD MILMANY ////
//////////////////////
if(not found_early_aip and yes_warmany )
{
yes_milmany_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
///////////////////////
//// LOAD SCIFEW ////
///////////////////////
if(not found_early_aip and yes_scifew )
{
yes_scifew_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
////////////////////////
//// LOAD SCIMANY ////
////////////////////////
if(not found_early_aip and yes_scimany )
{
yes_scimany_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
///////////////////////
//// LOAD CLERIC ////
///////////////////////
if(not found_early_aip and yes_cleric )
{
yes_cleric_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
///////////////////////
//// LOAD SLAVER ////
///////////////////////
if(not found_early_aip and yes_slaver )
{
yes_slaver_aip
yes_improvement_build_normal_aip
yes_primary_loaded
}
//////////////////////////////
//// Always load personality AIPS the first turn
//////////////////////////////
if(first_turn and yes_warmany )
{
yes_milmany_aip
}
if(first_turn and yes_warfew )
{
yes_milfew_aip
}
if(first_turn and yes_scifew )
{
yes_scifew_aip
}
if(first_turn and yes_scimany )
{
yes_scimany_aip
}
if(first_turn and yes_cleric )
{
yes_cleric_aip
}
if(first_turn and yes_slaver )
{
yes_slaver_aip
}
//////////////////////////////
//// LOAD AIP COMMANDS ////
//////////////////////////////
action load ("slaver.aip") when (slaver_aip > 0.5)
action load ("milmany.aip") when (milmany_aip > 0.5)
action load ("milfew.aip") when (milfew_aip > 0.5)
action load ("scimany.aip") when (scimany_aip > 0.5)
action load ("scifew.aip") when (scifew_aip > 0.5)
action load ("cleric.aip") when (cleric_aip > 0.5)
action load ("improvement_build_normal.aip") when (improvement_build_normal_aip > 0.8)
//////////////////////////////
//// LOAD EARLY DEFENSE ////
//////////////////////////////
action load ("citywall.aip") when (citywall_aip > 0.9)
action load ("survival_mode.aip") when (survival_mode_aip > 0.9)
action load("naval.aip") when (land_continents_full_of_friends > 0.65)
action load("supernaval.aip") when (land_continents_full_of_friends > 0.9)
output settle_bonus_island[0.0, 1000001.0] = 0.0
tri yes_settle_islands(settle_bonus_island, 100000.0, 0.1)
if(full_continent_except_friends)
{
yes_settle_islands
}
// added troops only to deal with no enough soldiers
output troops_only_aip[0.0, 2.0] = 0.0
tri yes_troops_only_aip(troops_only_aip, 1.0, 0.5)
/// rules for basic wars
if(start_war)
{
yes_getarmy_aip
yes_citywall_aip
build_no_settlers
yes_primary_loaded
}
if(phase1_war)
{
yes_getarmy_aip
yes_citywall_aip
yes_gather_aip
build_no_settlers
yes_primary_loaded
}
if(phase2_war)
{
yes_takecity_aip
yes_citywall_aip
yes_getarmy_aip
build_no_settlers
yes_primary_loaded
}
if(phase3_war)
{
yes_getarmy_aip
yes_citywall_aip
yes_fallback_aip
build_no_settlers
yes_primary_loaded
}
if(phase4_war)
{
yes_takecity_aip
yes_citywall_aip
build_no_settlers
yes_primary_loaded
}
if(phase5_war)
{
yes_getarmy_aip
yes_citywall_aip
yes_fallback_aip
yes_primary_loaded
}
action load("getarmy.aip") when (getarmy_aip > 0.75)
action load("gather.aip") when (gather_aip > 0.75)
action load("takecity.aip") when (takecity_aip > 0.75)
action load("fallback.aip") when (fallback_aip > 0.75)
action load ("citywall.aip") when (citywall_aip > 0.9)
/////////////////////////////////////////////
//// CHECK FOR TOO MANY CITIES PENALTY ////
/////////////////////////////////////////////
output many_cities_test_happ[0.0, 2.0] = 0.0
tri too_many_cities_test_happ(many_cities_test_happ, 1.0, 0.5)
output many_cities_test_diff[0.0, 2.0] = 0.0
tri too_many_cities_test_diff(many_cities_test_diff, 1.0, 0.5)
output many_cities_test_total[0.0, 2.0] = 0.0
tri too_many_cities_test_total(many_cities_test_total, 1.0, 0.5)
output few_cities_test[0.0, 2.0] = 0.0
tri too_few_cities_test(few_cities_test, 1.0, 0.5)
///////////////////////////////////////////////////////////
//// DONT SETTLE IF WE WILL SUFFER HAPPINESS PENALTY ////
///////////////////////////////////////////////////////////
if( (neg3toneg1_city_delta
or neg3minus_city_delta )
)
{
too_many_cities_test_happ
yes_no_settling_aip
}
if( neg3minus_city_delta )
{
yes_siege_off_aip
}
action load("siege_off.aip") when ( siege_off_aip > 0.75)
/////////////////////////////////////////////////////////////////////
//// DONT SETTLE IF CHIEFTAIN AND HUMAN HASNT MADE MANY CITIES ////
/////////////////////////////////////////////////////////////////////
output more_cities_than_human_test[0.0, 2.0] = 0.0
tri yes_more_cities_than_human_test(more_cities_than_human_test, 1.0, 0.5)
if( i_have_two_or_more_cities_than_human
and a0to100_turns )
{
yes_more_cities_than_human_test
}
if( i_have_four_or_more_cities_than_human
and a100to150_turns )
{
yes_more_cities_than_human_test
}
if( i_have_six_or_more_cities_than_human
and a150to200_turns )
{
yes_more_cities_than_human_test
}
if( i_have_eight_or_more_cities_than_human
and a200plus_turns )
{
yes_more_cities_than_human_test
}
if( ( yes_chieftain or warlord or prince)
and yes_more_cities_than_human_test
and not yes_can_sea_settle
and not yes_can_space_settle)
{
too_many_cities_test_diff
}
/////////////////////////////////////////////////
//// CHECK IF EITHER TOO MANY TEST IS TRUE ////
/////////////////////////////////////////////////
// they are getting tons of cities very early
if(too_many_cities_test_diff or too_many_cities_test_happ)
{
too_many_cities_test_total
}
///////////////////////////////////////////////////
//// ONLY STOP SETTLING AFTER OPENING OF GAME ////
///////////////////////////////////////////////////
if ( too_many_cities_test_total)
{
yes_no_settling_aip
}
action load ("no_settle.aip") when (no_settling_aip > 0.75)
if (not yes_no_settling_aip)
{
yes_yes_settling_aip
}
action load ("yes_settle.aip") when (yes_settling_aip > 0.75)
//////////////////////////////
//// EXPLORE A LOT EARLY ////
//////////////////////////////
output one_explore_aip[0.0, 2.0] = 0.0
tri yes_one_explore_aip(one_explore_aip, 1.0, 0.5)
output two_explore_aip[0.0, 2.0] = 0.0
tri yes_two_explore_aip(two_explore_aip, 1.0, 0.5)
output normal_explore_aip[0.0, 2.0] = 0.0
tri yes_normal_explore_aip(normal_explore_aip, 1.0, 0.5)
if ( a1_num_cities )
{
yes_one_explore_aip
}
if ( a2to3_num_cities )
{
yes_two_explore_aip
}
if (not yes_opening_game_strategy)
{
yes_normal_explore_aip
}
action load("one_explore.aip") when (one_explore_aip > 0.75)
action load("two_explore.aip") when (two_explore_aip > 0.75)
action load("normal_explore.aip") when (normal_explore_aip > 0.75)
//action load("citywall.aip") when (troops_only_aip > 0.75)
//////////////////////////////////////////////////////////////////////////////////////////////
//// IF IM TOO STRONG, DONT BUILD MORE UNITS UNTIL I HAVE ALL THE BUILDINGS THAT I NEED ////
//// AND I AM NOT IN THE ANCIENT AGE
//// AND I AM NOT AT WAR WITH ANYONE
//////////////////////////////////////////////////////////////////////////////////////////////
if((i_am_stronger_2x_to_4x_than_strongest_human
or i_am_stronger_2x_to_4x_than_strongest)
and not_ancient_time
and zero_at_war
and not yes_focus_on_units )
{
yes_build_troops_off_aip
}
action load("build_troops_off.aip") when (build_troops_off_aip > 0.75)
action load("build_troops_on.aip") when (build_troops_off_aip < 0.75)
//////////////////////////////////////////////////
//// OCCASIONALLY INCREASE MINIMUM DEFENDERS ////
//////////////////////////////////////////////////
if( zero_at_war
and high_count
and not med_count)
{
yes_pull_units_into_city_aip
}
action load("pull_units_into_city.aip") when ( pull_units_into_city_aip > 0.8)
action load("defend_normal.aip") when (pull_units_into_city_aip < 0.9)
//////////////////////////////////////////////////
//// DONT RUSH THE HUMAN ON EASY DIFF LEVELS ////
//////////////////////////////////////////////////
output special_actions_off_test[0.0, 2.0] = 0.0
tri yes_special_actions_off_test(special_actions_off_test, 1.0, 0.5)
output cleric_on_test[0.0, 2.0] = 0.0
tri yes_cleric_on_test(cleric_on_test, 1.0, 0.5)
output slave_on_test[0.0, 2.0] = 0.0
tri yes_slave_on_test(slave_on_test, 1.0, 0.5)
if( (prince or warlord or chieftain)
and a0to50_turns )
{
yes_special_actions_off_test
}
if ( not yes_special_actions_off_test
and ( yes_slaver or yes_warrior) )
{
yes_slave_on_test
}
if ( not yes_special_actions_off_test
and yes_cleric)
{
yes_cleric_on_test
}
action load("special_attacks_off.aip") when (special_actions_off_test > 0.75)
action load("cleric_on.aip") when (cleric_on_test > 0.75)
action load("slave_on.aip") when (slave_on_test > 0.75)
////////////////////////////////////////////////////////////
//// BUILD STUFF TO STOP POLLUTION IF I'VE MADE A PACT ////
////////////////////////////////////////////////////////////
output green_me_test[0.0, 2.0] = 0.0
tri yes_green_me_test(green_me_test, 1.0, 0.5)
if( yes_i_agreed_to_stop_polluting and
yes_primary_loaded )
{
yes_green_me_test
}
///////////////////////////////////////////
//// IF IM TOO WEAK, BUILD MORE UNITS ////
///////////////////////////////////////////
output unit_focus_test [0.0, 2.0] = 0.0
tri yes_unit_focus_test ( unit_focus_test, 1.0, 0.5)
if( yes_focus_on_units
and yes_primary_loaded
and not found_early_aip)
{
yes_unit_focus_test
}
action load("unit_focus.aip") when (unit_focus_test > 0.75)
////////////////////////////////////////////////////////////////////////
//// IF I'M TRYING TO GET CITY WALLS AND ITS EARLY IN THE GAME, ////
//// THEN RESEARCH WHAT I NEED FOR CITY WALLS ////
////////////////////////////////////////////////////////////////////////
if( yes_citywall_aip
and a0to50_turns )
{
yes_citywall_science_aip
}
action load("citywall_science.aip") when (citywall_science_aip > 0.75)
////////////////////////////////////////////////////////
//// IF I'M HAVE THE UNITS TO PILLAGE, THEN DO IT ////
////////////////////////////////////////////////////////
//if( not zero_at_war
// and aover3unit_to_city_best_human_ratio
// and not a0to100_turns )
//{
// yes_pillage_high_five_aip
//}
//
//action load("pillage_high_five.aip") when (pillage_high_five_aip > 0.75)
//
//if (not yes_pillage_five_high_aip)
//{
// yes_pillage_normal_aip
//}
//
//action load("pillage_normal.aip") when (pillage_normal_aip > 0.75)