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Archives/bf1942/levels/maps - with documentation/Wake/Wake_003.rfa
Bf1942/Levels/Wake/AI/conditions.con
if v_arg1 == host
rem ----- Host
rem ----------------------------------------------------------------------------
rem *** Create Conditions ***
rem *** Japanesee ***
rem ** Common **
aiStrategy.createConstantCondition timeCond Fuzzy EqualSmaller Friendly StartTime 300
aiStrategy.setConditionStrength AdvisoryNegative
aiStrategy.setIsAbortCondition 1
rem ** centre **
rem * step1 *
aiStrategy.createConstantCondition noFriendlyBaseCond Crisp Equal Friendly Base 0
aiStrategy.setConditionStrength Required
rem * step2 *
aiStrategy.createConstantCondition friendlyBaseCond Crisp EqualGreater Friendly Base 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition enemyBaseCond Crisp EqualGreater Enemy Base 1
aiStrategy.setConditionStrength Required
rem ** cleanUp **
aiStrategy.createConstantCondition maxOneEnemyCPCond Crisp EqualSmaller Enemy ControlPoint 1
aiStrategy.setConditionStrength Required
rem ** singleSpread **
aiStrategy.createConstantCondition oneEnemyFrontCond Crisp Equal Enemy Front 1
aiStrategy.setConditionStrength Required
rem *** American ***
rem ** noFront **
aiStrategy.createConstantCondition noEnemyFrontCond Crisp Equal Enemy Front 0
aiStrategy.setConditionStrength Required
rem ** singleFront **
aiStrategy.createConstantCondition minOneEnemyFrontCond Crisp EqualGreater Enemy Front 1
aiStrategy.setConditionStrength Required
rem ** multipleFront **
aiStrategy.createConstantCondition minTwoEnemyFrontCond Crisp EqualGreater Enemy Front 2
aiStrategy.setConditionStrength Required
rem ** maxOneCP **
aiStrategy.createConstantCondition maxOneCPPrereq Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem *** old ones ***
rem ** singleFlank **
rem * step1 *
aiStrategy.createConstantCondition oneRemoteCond Crisp EqualGreater Enemy Remote 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noCPCond Crisp Equal Friendly ControlPoint 0
aiStrategy.setConditionStrength Required
rem * step2 *
aiStrategy.createConstantCondition oneFlankCond Crisp Equal Enemy FrontFlank 1
aiStrategy.setConditionStrength Required
rem * step3 *
aiStrategy.createConstantCondition oneCloseCond Crisp Equal Enemy FrontClose 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition oneCPCond Crisp Equal Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem * step4 *
aiStrategy.createConstantCondition baseCond Crisp EqualGreater Enemy FrontBase 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition twoCPCond Crisp Equal Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem ** doubleFlank **
rem * step1 *
rem * step2 *
aiStrategy.createConstantCondition twoOwnRemoteCond Crisp Equal Friendly Remote 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition maxOneCPCond Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem * step3 *
aiStrategy.createConstantCondition twoOwnFlankCond Crisp Equal Friendly Flank 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition maxThreeCPCond Crisp EqualSmaller Friendly ControlPoint 3
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition minTwoCPCond Crisp EqualGreater Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem * step4 *
aiStrategy.createConstantCondition twoOwnCloseCond Crisp Equal Friendly Close 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition fourCPCond Crisp Equal Friendly ControlPoint 4
aiStrategy.setConditionStrength Required
rem ----------------------------------------------------------------------------
endIf
rem ----- Host
rem ----------------------------------------------------------------------------
rem *** Create Conditions ***
rem *** Japanesee ***
rem ** Common **
aiStrategy.createConstantCondition timeCond Fuzzy EqualSmaller Friendly StartTime 300
aiStrategy.setConditionStrength AdvisoryNegative
aiStrategy.setIsAbortCondition 1
rem ** centre **
rem * step1 *
aiStrategy.createConstantCondition noFriendlyBaseCond Crisp Equal Friendly Base 0
aiStrategy.setConditionStrength Required
rem * step2 *
aiStrategy.createConstantCondition friendlyBaseCond Crisp EqualGreater Friendly Base 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition enemyBaseCond Crisp EqualGreater Enemy Base 1
aiStrategy.setConditionStrength Required
rem ** cleanUp **
aiStrategy.createConstantCondition maxOneEnemyCPCond Crisp EqualSmaller Enemy ControlPoint 1
aiStrategy.setConditionStrength Required
rem ** singleSpread **
aiStrategy.createConstantCondition oneEnemyFrontCond Crisp Equal Enemy Front 1
aiStrategy.setConditionStrength Required
rem *** American ***
rem ** noFront **
aiStrategy.createConstantCondition noEnemyFrontCond Crisp Equal Enemy Front 0
aiStrategy.setConditionStrength Required
rem ** singleFront **
aiStrategy.createConstantCondition minOneEnemyFrontCond Crisp EqualGreater Enemy Front 1
aiStrategy.setConditionStrength Required
rem ** multipleFront **
aiStrategy.createConstantCondition minTwoEnemyFrontCond Crisp EqualGreater Enemy Front 2
aiStrategy.setConditionStrength Required
rem ** maxOneCP **
aiStrategy.createConstantCondition maxOneCPPrereq Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem *** old ones ***
rem ** singleFlank **
rem * step1 *
aiStrategy.createConstantCondition oneRemoteCond Crisp EqualGreater Enemy Remote 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition noCPCond Crisp Equal Friendly ControlPoint 0
aiStrategy.setConditionStrength Required
rem * step2 *
aiStrategy.createConstantCondition oneFlankCond Crisp Equal Enemy FrontFlank 1
aiStrategy.setConditionStrength Required
rem * step3 *
aiStrategy.createConstantCondition oneCloseCond Crisp Equal Enemy FrontClose 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition oneCPCond Crisp Equal Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem * step4 *
aiStrategy.createConstantCondition baseCond Crisp EqualGreater Enemy FrontBase 1
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition twoCPCond Crisp Equal Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem ** doubleFlank **
rem * step1 *
rem * step2 *
aiStrategy.createConstantCondition twoOwnRemoteCond Crisp Equal Friendly Remote 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition maxOneCPCond Crisp EqualSmaller Friendly ControlPoint 1
aiStrategy.setConditionStrength Required
rem * step3 *
aiStrategy.createConstantCondition twoOwnFlankCond Crisp Equal Friendly Flank 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition maxThreeCPCond Crisp EqualSmaller Friendly ControlPoint 3
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition minTwoCPCond Crisp EqualGreater Friendly ControlPoint 2
aiStrategy.setConditionStrength Required
rem * step4 *
aiStrategy.createConstantCondition twoOwnCloseCond Crisp Equal Friendly Close 2
aiStrategy.setConditionStrength Required
aiStrategy.createConstantCondition fourCPCond Crisp Equal Friendly ControlPoint 4
aiStrategy.setConditionStrength Required
rem ----------------------------------------------------------------------------
endIf