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Archives/bf1942/levels/ABF_Wake_Island.rfa
bf1942/levels/ABF_Wake_Island/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