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common.eai
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//==================================================================================================
// $Id: common.ai,v 1.68 2003/05/12 02:34:18 bfitch Exp $ (the base blizzard version 1.19 - 1.20c)
//
// AMAI (Advanced Melee AI) common.ai by Strategy Master
//==================================================================================================
#DEFINE $ONE$ 1
#DEFINE $ZERO$ 0
#INCLUDE <Natives.j>
globals
//============================================================================
// Standard Constants and Variables
//============================================================================
constant integer M1 = 60
constant integer M2 = 2*60
constant integer M3 = 3*60
constant integer M4 = 4*60
constant integer M5 = 5*60
constant integer M6 = 6*60
constant integer M7 = 7*60
constant integer M8 = 8*60
constant integer M9 = 9*60
constant integer M10 = 10*60
constant integer M11 = 11*60
constant integer M12 = 12*60
constant integer M13 = 13*60
constant integer M14 = 14*60
constant integer M15 = 15*60
constant integer EASY = 1
constant integer NORMAL = 2
constant integer HARD = 3
constant integer INSANE = 4 // not used
constant integer MELEE_NEWBIE = 1
constant integer MELEE_NORMAL = 2
constant integer MELEE_INSANE = 3
constant integer ATTACK_CAPTAIN = 1
constant integer DEFENSE_CAPTAIN = 2
constant integer BOTH_CAPTAINS = 3
constant integer BUILD_UNIT = 1
constant integer BUILD_UPGRADE = 2
constant integer BUILD_EXPAND = 3
constant integer UPKEEP_TIER1 = 50
constant integer UPKEEP_TIER2 = 80
//--------------------------------------------------------------------
player ai_player
integer sleep_seconds
integer total_gold = 0
integer total_wood = 0
integer gold_buffer = 0 // usually for potion money
integer difficulty = NORMAL
integer exp_seen = 0
integer racial_farm = 'hhou'
integer hero_id = 'Hamg'
integer hero_id2 = 'Hmkg'
integer hero_id3 = 'Hpal'
integer array skill
integer array skills1
integer array skills2
integer array skills3
integer max_hero_level = 0
integer array harass_qty
integer array harass_max
integer array harass_units
integer harass_length = 0
integer array defense_qty
integer array defense_units
integer defense_length = 0
integer array build_qty
integer array build_type
integer array build_item
integer array build_town
integer build_length = 0
integer campaign_gold_peons = 5
integer campaign_wood_peons = 3
integer campaign_basics_speed = 5
integer min_creeps = -1
integer max_creeps = -1
boolean harvest_town1 = true
boolean harvest_town2 = true
boolean harvest_town3 = true
boolean do_campaign_farms = true
boolean two_heroes = false
boolean allow_air_creeps = false
boolean take_exp = false
boolean allow_signal_abort = false
boolean ready_for_zeppelin = true
boolean get_zeppelin = false
boolean build_campaign_attackers = true
boolean do_debug_cheats = false
boolean trace_on = true
boolean zep_next_wave = false
boolean form_group_timeouts = true
// =============================================================
// AMAI constants
// =============================================================
constant integer o0 = 0
string array unitNames
#INCLUDETABLE <$VER$\StandardUnits.txt> #EFR
integer %1 = %row // Cannot be constants for VS AI support
constant integer o%1 = '%2'
#AFTERINCLUDE
constant integer OBJECT_NUM = %row
#ENDINCLUDE
#INCLUDETABLE <$VER$\UnitEquivalence.txt> #EFR #COND "%2" eq "AI_COMP"
integer %3 = %1
integer o%3 = o%1
#ENDINCLUDE
#INCLUDETABLE <$VER$\HeroAbilities.txt> #EFR
constant integer %1 = '%2'
#ENDINCLUDE
constant integer BUILD_ITEM = 4
constant integer BLOC_STD = 1
constant integer BLOC_FRONT = 2
constant integer BLOC_MINE = 3
constant integer NOT_ENOUGH_RES = 1
constant integer CANNOT_BUILD = 2
constant integer BUILT_ALL = 3
constant integer BUILT_SOME = 4
constant integer SR_RANDOM = 0
constant integer SR_ELF = 1
constant integer SR_HUMAN = 2
constant integer SR_ORC = 3
constant integer SR_UNDEAD = 4
constant integer R_RANDOM = 0
#DEFINE $RACENUM$ 0
#INCLUDETABLE <$VER$\Races.txt>
constant integer R_%1 = %row
#DEFINE $RACENUM$ %row
#AFTERINCLUDE
constant integer R_NEUTRAL = #EVAL{%row+1}
constant integer RACE_NUMBER = %row
#ENDINCLUDE
#DEFINE $HEROLEVELNUM$ 0
#INCLUDETABLE <$VER$\HeroLevels.txt>
#DEFINE $HEROLEVELNUM$ %row
#AFTERINCLUDE
constant integer HERO_LEVEL_NUMBER = %row
#ENDINCLUDE
#SEARCHTREE Jobs <Jobs.txt> %1 %2 %3 #EFR
#SEARCHLIST Jobs
constant integer %1 = %row
#ENDSEARCHLIST
constant integer STRATEGY_TYPE_MELEE = 0
constant integer STRATEGY_TYPE_RANGED = 1
constant integer STRATEGY_TYPE_AIR = 2
constant integer STRATEGY_TYPE_CASTER = 3
constant integer NEUTRAL_TAVERN = 0
constant integer NEUTRAL_OBSERVATORY = 1
constant integer NEUTRAL_MERC_CAMP = 2
constant integer NEUTRAL_DRAGON_ROOST = 3
constant integer NEUTRAL_HEALING_FOUNTAIN = 4
constant integer NEUTRAL_MERCHANT = 5
constant integer NEUTRAL_MANA_FOUNTAIN = 6
constant integer NEUTRAL_SHIPYARD = 7
constant integer NEUTRAL_MARKETPLACE = 8
constant integer NEUTRAL_POWER_FOUNTAIN = 9
constant integer NEUTRAL_HEAL_WARD = 10
constant integer NEUTRAL_COUNT = 11
constant integer UPKEEP_UNDECIDED = 0
constant integer UPKEEP_NOT_ALLOWED = 1
constant integer UPKEEP_ALLOWED = 2
#INCLUDETABLE <$VER$\Upkeep.txt> #EFR
constant integer UPKEEP_%1 = #EVAL{%row-1}
#AFTERINCLUDE
constant integer UPKEEP_NUM = %row
#ENDINCLUDE
constant integer HEALER_TYPE_NO_TARGET = 0
constant integer HEALER_TYPE_SUDDEN = 1
constant integer HEALER_TYPE_CONTINUOUS = 2
constant integer HEALER_TYPE_WARD = 3
constant integer HEALER_TYPE_HERO = 4
constant integer UPGRADED = 9999
constant integer BT_UNIT = 0
constant integer BT_BUILDING = 1
constant integer BT_HERO = 2
constant integer BT_UPGRADE = 3
constant integer BT_ML_UPGRADE = 4
constant integer BT_RACIAL_ITEM = 5
constant integer BT_NEUTRAL_HERO = 6
constant integer BT_MERC = 7
constant integer BT_GOBLIN_MERC = 8
constant integer BT_DRAGON = 9
constant integer BT_MERCHANT_ITEM = 10
constant integer COMPARE_TRUE = 0
constant integer COMPARE_EQ = 1
constant integer COMPARE_UNEQ = 2
constant integer COMPARE_GREATER = 3
constant integer COMPARE_GREATER_EQ = 4
constant integer COMPARE_LESS = 5
constant integer COMPARE_LESS_EQ = 6
constant integer HEALINGITEM_MASS = 0
constant integer HEALINGITEM_SINGLE = 1
constant integer MERCHANTITEM_MASS = 2
constant integer GLOBALHEALING = 3
constant integer HEALINGITEM_HERO = 4
constant integer MANAITEM_HERO = 5
constant integer ITEMTYPE_SUDDEN = 0
constant integer ITEMTYPE_CONTINUOUS = 1
constant integer HERO_SKILL_MAJOR = 0
constant integer HERO_SKILL_MINOR = 1
constant integer HERO_SKILL_RARE = 2
//==============================================================
// (AMAI) Global Settings
//==============================================================
#PRAGMA START VERSION SETTINGS
real sleep_multiplier = 1 // increases performance by checking stuff not so often
integer slm_start = 4 // how many computer players is needed tor the sleep multiplier to start increasing
integer slm_end = 10 // how many computer players is needed tor the sleep multiplier to stop increasing
real slm_start_mult = 1 // how much is the sleep multiplied when it´s below the slm_start codition
real slm_end_mult = 2 // how much is the sleep multiplied when it´s above the slm_end codition
real hero_radius = 200 // scanning this small area around hero to detect if the hero gets surrounded by enemy or is in danger of becoming that so it should move
boolean use_linear_upkeep_saving = false // should the computers save the upkeep threshold gold over the time above or save it all at once when it get's to the upkeep border?
integer repair_threshold = 6 // computers only repair buildings if they have more than this many workers
integer repair_threshold_threatened = 8 // computers only repair buildings when the town is under attack if they got more than this many workers
real max_follow_dist = 1000 // Max Distance behind the army a zeppelin follows
integer neutral_hero_time = 25 // when is neutral heroes available in seconds /5
real buy_timeout_large = 120 // time in seconds the hero goes to a shop before it gives up if it haven't reached it
real buy_timeout_small = 15 // time in seconds a hero tries to buy items at shop before giving up
real buy_distance = 350 // how close to a shop does a unit have to be for buying?
integer build_array_reset_time = 100 // every this * 5 seconds, the build array is reset
integer rp_strat_normal = 250 // normalizing strategy priorities added from strengths with this value
integer strategy_tier_bonus = 35 // the priority bonus added to a strategy if the computer is in the same tier as specified for the strategy
integer attacking_strategy = 4 // strategy when attacking enemy players
real focus_fire_limit = 35 // if a enemy heros hp fall below the computers combined strength of ranged attackers in a battle * this, they will focus fire on the hero
real focus_fire_ranged_dist = 600 // Distance from ranged units enemy units can be targeted with focus fire
real focus_fire_melee_dist = 50 // Distance from melee units enemy units can be targeted with focus fire
real flee_health_percentage = 0.25 // Units flee from battle if the health goes below his % value(0.25 = 25%)
real flee_minimum_health = 100 // Units flee from battle if the health goes below this
real statue_distance = 300 // how near the units a statue used by undead should be in the fights
real teleport_radius = 800 // units will stay within this radius from a hero that is using town portal
integer gold_exchange_level = 650 // computers give extra gold above this value to other computers on the same team in need of gold
integer wood_exchange_level = 350 // computers give extra lumber above this value to other computers on the same team in need of lumber
integer max_towns = 5 // how many towns is a computer allowed to have?
boolean add_tag = true // Add the [AMAI] tag in front of name
boolean add_skill = true // Add the current skill after the name
integer fav_hero_add = 20 // priority added to heroes to be picked if they are favorites of the used profile
integer max_harass_groups = 10 // how many different harass groups you can use
integer attacking_aggression = -12 // the base agression value for all computers, higher value and they will play more agressive. Recomended -5 to 5
real expansion_radius = 650 // the radius araound a mine computers check for creeps before expanding there
real harass_radius_attack_ranged = 800 // how far away from ranged enemy units harassing units attack a inferior enemy unit
real harass_radius_attack_melee = 400 // how far away from melee enemy units harassing units attack a inferior enemy unit
real harass_radius_flee_ranged = 1200 // how far away from ranged enemy units harassing units turn and flee
real harass_radius_flee_melee = 800 // how far away from melee enemy units harassing units turn and flee
boolean chatting = true // set to false to turn off computer taunts and chatting (Can still talk in observer mode)
real full_threat_distance = 600 // a enemy army within this distance is counted as a full threat
real no_threat_distance = 3000 // a enemy army outside this distance is counted as no threat
real distance_threat_exponent = 0.8 // how fast the threat increases as the enemy army gets from the no_threat_distance to the full_threat_distance
real distance_threat_mult = 540 // how much the threat vlaue goes up on a town when a enemy army aproaches, higher value means higher threat to town
real atl_time_start = 300 // accepted threat level increase starts at this time
real atl_time_end = 900 // and ends at that time
real atl_time_start_val = 10 // it starts with this value
real atl_time_end_val = 20 // and ends with that value
real atl_enemy_start = 1 // accepted threat level multiplier increases at that enemy number
real atl_enemy_end = 4 // until that enemy number
real atl_enemy_start_mult = 1 // the multiplier starts for accepted threat level starts with this
real atl_enemy_end_mult = 1.5 // and ends with this
real teleport_low_threat = 40 // Army uses TP to get home and defend if a threat is greater than this
real teleport_high_threat = 80 // Army uses TP to get home and defend if a threat is greater than this
real teleport_low_threat_distance = 6000 // Army won't use TP home if they are closer to base than this and a low threat level appears
real teleport_high_threat_distance = 3000 // Army won't use TP home if they are closer to base than this and a high threat level appears
real teleport_army_min_strength = 20 // how big the army need to be for use of TP to threatened town
real teleport_min_threat = 70 // minimum threat level TP use is allowed on
integer shredder_peon_count = 12 // how many peons does a goblin shredder replace in lumber harvesting
integer minimum_peon_wood = 2000 // computers don't build any workers for lumber harvesting if they have more lumber than this
integer maximum_peon_wood = 200 // computers build all needed workers for lumber harvesting if they have lumber lower than this
#PRAGMA END VERSION SETTINGS
//==============================================================
// (AMAI) Version Properties
//==============================================================
#PRAGMA START VERSION SETTINGS
boolean ver_neutral_heroes_available = true // does the version have neutral heroes ?
integer ver_neutral_hero_number = 0 // how many neutral heroes ?
boolean ver_only_heroes_buy = false // can only heroes buy stuff ?
integer ver_food_limit = 100 // what is the food limit ?
integer ver_strat_change_enemy_strength_min = 25 // don't allow strategy change unless the maximum strength of all enemy players in the game is above this.
integer ver_hero_base_value = 4 // what is the base strength of a hero (the level number is added to get the actual strength) ?
integer ver_hero_ultimate_level = 6 // at what level do the heroes get their ultimates ?
integer ver_hero_ultimate_value = 4 // how much extra strength does the ultimate give to the hero ?
real ver_creeps_attack_buildings_dist = 1000 // how far away do creeps attack buildings ?
boolean ver_mercs_night_buy = false // can mercs be bought at night without waking up creeps ?
real ver_tower_check_radius = 2000 // check for towers in this radius around a target
real ver_harass_tower_check_radius = 1400 // check for towers in this radius during harassing
integer ver_optimal_gold = 5 // The optimal number of peons that should be harvesting gold
real ver_flee_multiple1 = 1 // Multiplier to players strength at lowest aggression to measure if amai is allowed to flee
real ver_flee_multiple2 = 2 // Multiplier to players strength at highest aggression to measure if amai allowed to flee
real ver_flee_multiple3 = 3 // Multipler to players strength at highest aggression to measure if amai will flee
real ver_low_aggression = -15 // Aggression below this uses the lowest strength flee multiplier
real ver_high_aggression = 45 // Agression above this uses the highest strength flee multiplier
#PRAGMA END VERSION SETTINGS
//==============================================================
// (AMAI) Race Properties
//==============================================================
#PRAGMA START RACIAL SETTINGS
integer hero1_revive_prio = 200 // priority for reviving hero1
integer hero2_revive_prio = 120 // priority for reviving hero2
integer hero3_revive_prio = 80 // priority for reviving hero1
integer prio_n_inc = 2 // priority increase for building needed buildings
integer prio_t_inc = 1 // priority increase in time
integer prio_q_inc = 2 // priority increase in quantity
integer farm_food2 = 1 // builds another farm at the same time when this near food used to food produced
integer farm_prio = 400 // priority for farm building
integer peon_prio = 280 // priority for peon building
integer ghoul_prio = 250 // priority for ghoul building
integer expa_prio = 200 // priority for expansion building
integer expa_emergency_prio = 300 // priority for rebuilding an expansion
integer expa_rebuild_prio = 200 // priority for rebuilding an expansion
integer peon_1_mine_number = 15 // maximum number of peons to build when 1 mine is owned (redundent if race uses ghouls)
integer peon_2_mines_number = 20 // maximum number of peons to build when 2 mines are owned (redundent if race uses ghouls)
integer peon_mines_number = 24 // maximum number of peons to build when more mines are owned (redundent if race uses ghouls)
integer min_peon_number_single_mine = 6 // minimum number of peons when 1 mine is owned
integer min_peon_number_multi_mine = 11 // minimum number of peons when more than 1 mine is owned
integer strat_food_persistence = 2 // * current food use added to priority for current strategy (prevents computers from changing styrategy when having large army)
integer relevant_strat_change_number = 3 // number of strategies with highest RPs that can be chosen when changing strategy
integer kb_add1 = 8 // priority added to all strategies having a building the computer already got as a key building
integer kb_add2 = 9 // priority added to all strategies having a building the computer already started to build as key building
integer kb_add3 = 7 // priority added to all strategies having both building the computer already got as key buildings
integer kb_add4 = 10 // value for 2 of a key buildings
integer ku_add1 = 4 // priority added to all strategies having a upgrade the computer already got as key upgrade in first level
integer ku_add2 = 7 // priority added to all strategies having a upgrade the computer already got as key upgrade in second level
integer ku_add3 = 8 // priority added to all strategies having a upgrade the computer already got as key upgrade in third level
integer fav_unit_add = 20 // priority added to strategies havign the current profiles favorite unit as key units.
integer debug_strategy = -1 // this race is locked to this strategy number for testing.(-1 is unlocked)
boolean race_use_fountain = true // does the race use healing fountains ?
boolean race_manual_loading = true // does the race need manual loading of wisps in goldmines ?
integer race_manual_loading_wisp = 0 //
integer race_manual_loading_mine = 0 //
boolean race_towerrush_available = false // does the race have a towerrush ?
integer race_towerrush_requirement = 0 // what is the building required to build towers ?
integer race_tower_id = 0 // what is the id of the races towers?
integer race_tower_upgrade = 0 //what is the id of the tower upgrade ?
integer race_towerrush_probability = 33 // how high (in percent) is the probability of doing a tower rush?
integer race_towerrush_hero_rush_level = 2 // the bonus strength value hero must have to be able to do the tower rush
boolean race_militia_expansion_available = false // does the race have a militia expansion ?
integer race_hero_number = 4 // how many racial heroes ?
integer race_simple_melee = 0 // a basic melee unit, only necessary when basic_melee is used
integer race_advanced_melee = 0 // an advanced melee unit to replace the basic one, only necessary when basic_melee is used
boolean race_has_ghouls = false // has the race a ghoul-like wood harvester/fighter unit ?
boolean race_ghouls_attack = true // do those ghouls go with the army on attacks ?
integer race_min_ghouls = 2 // smallest number of ghouls to build at all times
integer race_max_ghouls = 5 // maximum number of ghouls to build in low lumber situations
boolean race_has_power_build = false // can multiple racial workers work on the same building ?
boolean race_no_wood_harvest = false // has the race no wood harvesters ?
boolean race_ignore_injured = false // should the race leave injured units at home ?
boolean race_uses_mine_expansion = false // does the race expand with a mine building like undead ?
boolean race_uses_shredder = true // does the race use the goblin shredder ?
boolean race_militia_available = false // does the race have militia ?
real race_militia_max_distance = 1000 // how far away from the town hall are the militia allowed ?
integer race_militia_id = 'hmil' // what is the militia unit type id?
integer race_militia_ability = 'Amil' // what is the militia ability id ?
integer race_militia_hall_ability = 'Amic' // what is the militia ability of the hall ?
string race_militia_unitstring = "militia" // what is the unitstring/name of the militia ?
string race_militiaworker_unitstring = "peasant" // what is the string of the unit that can be turned to militia ?
boolean race_ancient_expansion_available = false // can the race expand with an uprooted building that also helps fighting the creeps ?
integer race_ancient_expansion_probability = 33 // how high (in percent) is the probability of doing an ancient expansion when possible ?
integer race_ancient_expansion_strength = 15 // up to how much expansion strength is an ancient expansion allowed ?
integer race_ancient_expansion_help_id = 'earc' // the unit id of the unit that should help in ancient expansion
integer race_ancient_expansion_hero_rush_level = 2 // the bonus strength value hero must have to be able to do the ancient expansion
integer race_item_expansion_item_id = 0 // what is expand item name(from StandardUnits.txt) ?
boolean race_item_expansion_available = false // can expand with item building ?
integer race_item_expansion_probability = 5 // how high (in percent) is the probability of doing a item expansion?
integer race_item_sale_level = 0 // buy expand item need hall level ?
boolean race_sell_ziggurats = false // does the race sell ziggurats that are at no more needed expansions ?
real race_ziggurat_keep_distance = 1500 // keep ziggurat if this near another building except a ziggurat is
boolean race_build_farms_front = false // should the race build farms towards the front (as soon as the front is computed) ?
integer race_farms_front_limit = 4 // limit the number of farms at the front to this number
integer race_farms_at_mine = 0 // the first that many farms will be built at the mine
real race_max_expa_mine_distance = 850 // the maximum distance between the mine and the expansion building
integer min_peon_number_double_mine = 11 // minimum number of peons when 2 mines are owned
boolean race_has_moonwells = false // Racial farms have healing properties
integer groundid = 'ewsp' // Used to create path units, must be different from race peon
integer racial_burrow = 0 // Building id that can house peons/units and then shoot enemies.
#PRAGMA END RACIAL SETTINGS
//==============================================================
// (AMAI) Misc Properties
//==============================================================
#PRAGMA START VERSION SETTINGS
boolean destroy_buildings_on_defeat = true // Should the buildings of the AI be destroyed on defeat or given to neutral player ?
integer attack_reform_length = 20 // reform the attack group (getting new units) every that time on an attack (in seconds / 2)
real front_base_distance = 1100 // the distance of the front locations from the start location
boolean ver_heroes = true // Does this version have heroes?
boolean fixedcomputername = false // Enable to force computers to have there fixed name instead of a profile name
integer green_creep_camp_strength_bonus = 0 // Bonus strength added to minor creep camps
integer orange_creep_camp_strength_bonus = 5 // Bonus strength added to mediocre creep camps
integer red_creep_camp_strength_bonus = 10 // Bonus strength added to major creep camps
boolean disable_surrender = false // Set to true to stop amai from giving up early when it detects its going to lose
real strategy_change_threshold = 1.2 // New strategy priority must be larger than this (default 1.20) multiple to the current strategy prority
boolean debugging = false // Can turn on for debugging mode to display debug type messages
integer major_hero_skill_value = 60 // Priority to choose the first line of hero skills
integer minor_hero_skill_value = 30 // Priority to choose the second line of hero skills
integer rare_hero_skill_value = 10 // Priority to choose the third line of hero skills
#PRAGMA END VERSION SETTINGS
//==============================================================
// (AMAI) General Stuff
//==============================================================
boolean IsAMAI = false
boolean leadally = false
boolean campaign_ai = false
string language = "English"
string ai_id = ""
string message_add = ""
real command_wait = 3
real time_of_day = 0
boolean water_map = false
string array digit_map
integer array player_race
integer array player_race_pref
string array race_name
boolean game_is_ffa = false
boolean game_is_1on1 = false
integer total_food = 0
integer wood_buffer = 0
real gold_income = 0
integer income_per_mine = 50
real gold_unit_percentage = 0.9
boolean take_all_ghouls_along = false
integer racial_peon = 0
integer neededPeons = 0
integer array racial_hall
integer array racial_goldmine
integer minearray = 0
integer array gold_mines_ids
integer gold_mine_ids_size = 0
integer array racial_zigg
integer ziggarray = 0
integer racial_expansion = 0
integer racial_altar = 0
integer racial_shop = 0
integer racial_militia = 0
integer racial_militiahero = 0
integer racial_ghoul = 0
integer racial_lumber = 0
integer racial_rushcreep = 0
unit rushcreep_target = null
integer neutral_shredder = 0
integer neutral_zeppelin = 0
integer tp_item = 0
integer tiernum = 3
integer mapSize = 0
integer array hero
integer array hero_skills // The skill line chosen for the hero, major, minor or rare
integer array skills
integer array tempskills
integer array allskills
integer first_choosable_hero = 0
boolean array hero_built
integer array hero_revive_prio
unit array hero_unit
integer array all_heroes
integer array all_heroes_copy
integer array hero_rp
integer hero_number = 0
integer chosen = 0
real array action_points
integer action_numbers = 0
real enemy_density = 0
location enemy_density_loc = Location(0,0)
real ally_density = 0
location ally_density_loc = Location(0,0)
real nearest_enemy_range = 10000000
player nearest_enemy = null
player nearest_human_enemy = null
integer array upkeep_allowed
integer array last_upkeep_allowed
integer array upkeep_border
integer array upkeep_resistance
integer array upkeep_save_time
integer array upkeep_time
integer array upkeep_mines_needed
integer array attack_qty
integer array attack_max
integer array attack_units
integer attack_length = 0
//==============================================================
// (AMAI) Build Variables
//==============================================================
// integer array build_qty
// integer array build_type
// integer array build_item
// integer array build_town
integer array build_prio
integer array build_loc
// integer build_length = 0
integer array t_build_qty
integer array t_build_type
integer array t_build_item
integer array t_build_town
integer array t_build_prio
integer array t_build_loc
integer t_build_length = 0
integer array bl_req_qty
integer array bl_req_type
integer array bl_allow_qty
integer array bl_allow_type
integer array bl_expire_time
boolean array bl_only_done
integer bl_length = 0
integer blocked_gold = 0
integer blocked_wood = 0
integer blocked_food = 0
integer array rbl_req_gold
integer array rbl_req_wood
integer array rbl_req_food // Food required before building unit
integer array rbl_allow_qty
integer array rbl_allow_type
integer array rbl_expire_time
integer rbl_length = 0
boolean build_lock = true
//==============================================================
// (AMAI) Standard Unit Variables
//==============================================================
integer array old_id
integer array needed1 // needed building and factory if unit
integer array needed2 // needed building 2
integer array needed3 // needed for upgrade level 3
integer array build_free // free buildings
integer array gold_sum
integer array build_time_sum
integer array build_num
real array income_percentage
integer array prio_sum
integer array tc_add1 // building that has to be added for TownCount
integer array tc_add2 // building that has to be added for TownCount
integer array available_time
integer array regenerate_time
integer array attacking_max_num
integer array upgrade_time
integer array gold_price
integer array wood_price
integer array hero_rush_bonus
integer array buy_type
//==============================================================
// (AMAI) Misc Globals
//==============================================================
integer array building
integer building_length = 0
integer array campaign_defenders
integer array creep_strength
integer creep_strength_length = 0
unit follow_zeppelin = null
boolean zeppelin_following = false
boolean array neutral_available
unit array nearest_neutral
boolean array neutral_guarded
integer array neutral_enemy
boolean array neutral_ordered
unit array neutral_sent
boolean array neutral_night_buy
integer array neutral_id
real array buy_time_large
real array buy_time_small
integer array neutral_wanted
boolean no_sleep = false
integer array dragons
integer array merc_unit
integer merc_number = 0
integer dragon_number = 0
#INCLUDETABLE <$VER$\MercTypes.txt>
integer merc_%1 = 0
#ENDINCLUDE
integer minimum_attack_strength = 11
integer max_farms = 0
integer exp_time_count = 0
integer exp_first_time = 30
integer exp_second_time = 180
real expansion_taken_radius = 1000 // the radius around a mine where enemy or allied buildings are considered as possessing that mine (it is considered taken then)
integer creep_camp_radius = 550
integer camp_scan_depth = 3
integer camp_last_checked = 40
integer air_strength = 0
integer array p_str_cache
integer array p_str_cache_timeout
integer p_str_cache_valid_time = 2
boolean ai_no_creep = false
boolean town_threat_break = true
//boolean captain_flee = true
//==============================================================
// (AMAI) Strategy System Variables
//==============================================================
integer strategy = 0
integer chosen_strategy = 0
integer last_strategy = 100
string array strategy_name
string array strategy_default_name
string array strategy_default_report
integer array key_building1
integer array key_building2
integer array key_upgrade1
integer array key_upgrade2
integer array key_unit
integer array rp_strat
integer array rp_strat_sort
boolean array beginning_strat
integer array strat_minimum_time
integer rp_strat_length = 0
integer rp_strat_sort_length = 0
integer small_map_tier1_bonus = 20
real k_add_start_mult = 3
real k_add_end_mult = 1
real k_add_start_time = 120
real k_add_end_time = 1200
boolean array strategy_type_used
// integer used_strategies = 0
integer array strategy_type
integer strategy_type_used_penalty = 30
integer array strategy_tier
integer array strategy_first_exp_time
integer array strategy_second_exp_time
integer array strategy_first_hero
integer array strategy_first_hero_bonus
integer array strategy_second_hero
integer array strategy_second_hero_bonus
integer array strategy_third_hero
integer array strategy_third_hero_bonus
integer array strategy_race_aggression
boolean attacking_expansion = false
boolean recalculate_heros = false // Tavern heros cannot be trained so get a normal hero
integer tier = 0
integer own_strength = 0
integer uncertainty = 10
integer tower_factor = 10
integer array race_aggression
integer array b_race_aggression
integer added_aggression = 0 // aggression added when upkeep becomes higher
boolean h_siege = false
unit alli_target = null
integer expansion_target_bonus = 7
integer comp_chosen_target_bonus = 5
real comp_chosen_target_rate = 0.5
boolean balancing = false
texttag debugstrattag = CreateTextTag()
texttag debugcountertag = CreateTextTag()
texttag debugjobtag = CreateTextTag()
//==============================================================
// (AMAI) Healing System Globals
//==============================================================
group healer_group = CreateGroup()
boolean ward_cast = false
group urgent_healing_group = CreateGroup()
group medium_healing_group = CreateGroup()
group small_healing_group = CreateGroup()
integer urgent_healing_count = 0
integer medium_healing_count = 0
integer small_healing_count = 0
boolean fountain_available = false
integer build_emergency_healing_item = 0
unit item_unit = null
integer array healer_id
integer array healer_spell
integer array healer_type
integer array healer_mana_cost
integer array healer_upg_id
integer array healer_upg_level
integer healer_length = 0
//==============================================================
// (AMAI) Misc Globals
//==============================================================
integer array c_enemy // number of enemy players of certain races or random
integer c_enemy_total = 0
integer array c_ally // number of allied players of certain races
integer c_ally_total = 0
integer c_enemy_user_total = 0 //number of enemy human player
integer c_ally_user_total = 0 //number of ally human player
integer c_ai_total = 0
boolean enemy_revealed = false
integer strat_prev = 0 // strategy chosen by the ai before this one
integer hero_prev = 0 // hero chosen by the ai before this one
integer picked_hero = 0
//boolean first_ai = true
//integer next_ai = 0
boolean no_ai_ally = false
boolean no_ally_ctrl = true
boolean player_defeated = false
#INCLUDETABLE <$VER$\Strengths.txt>
real enemy_%1 = 0
real ally_%1 = 0
#ENDINCLUDE
boolean array town_built
location array own_town_loc
real array own_town_dist
unit array own_town_mine
integer first_town_mine = 0
location array exist_town
integer exist_town_num = 0
integer attacking_ghouls = 0
integer harvesting_ghouls = 0
integer ai_time = 0
integer tq_length = 0
real array tq_time
integer array tq_jid
integer array tq_par
unit array tq_unit_par
group array tq_group_par
unit array tq_unit_par2
//hashtable tq_hashtable = InitHashtable()
boolean tq_lock = true
timer tq_timer = CreateTimer()
boolean attack_running = false
boolean no_attack_allowed = false
integer order_cancel = 851976
integer order_attack = 851983
//==============================================================
// (AMAI) Chatting variables
//==============================================================
sound chatSound = CreateSound( "Sound\\Interface\\InGameChatWhat1.wav", false, false, false, 10, 10, "" )
sound importantSound = CreateSound( "Sound\\Interface\\CreepAggroWhat1.wav", false, false, false, 10, 10, "" )
boolean array chat_target_obs
boolean array chat_target_ally
boolean array chat_target_enemy
boolean array chat_important
string array chat_list
string array chat_list_race
integer array chat_list_eq
integer chat_list_length = 0
string chat_race = ""
integer chat_eq = 0
string array chat_queue
boolean array chat_queue_importance
player array chat_queue_player
string chat_strategy = null
integer chat_queue_size = -1
constant integer C_STRATEGY = 0
#INCLUDETABLE <ChatEvents.txt> #EFR
string array chat_%1
boolean array chat_cond_%1
integer chat_%1_length = 0
constant integer C_%1 = %row
#ENDINCLUDE
string chat_no_unit_selected = ""
string chat_confirm_attack_unit = ""
string chat_towerrush = ""
string chat_no_orc = ""
string invalid_strategy_number = ""
string chat_dynamic_counter = "and countering "
string militia_expansion_chat = ""
//gamecache translation_map = InitGameCache("AMAI_TM.w3v")
hashtable translation_map = InitHashtable()
string array translation
integer translation_length = 0
//gamecache additional_info = InitGameCache("AMAI_AI.w3v") // Used for harrass data
//gamecache com = InitGameCache("AMAI_Com.w3v")
hashtable additional_info = InitHashtable() // For harass logic
constant integer START_STRENGTH = 0
constant integer AVOID_TOWERS = 1
constant integer STRENGTH_LIMIT = 2
constant integer STATE_ATTACKING = 3
constant integer FLEE_PERCENT = 4
constant integer FLEE_NUMBER = 5
constant integer INVISIBLE_COUNT = 6
constant integer LOCX = 7
constant integer LOCY = 8
constant integer STATE_RETREAT = 9
constant integer WINDWALK_COUNT = 10
constant integer HARASS_GROUP = 11
constant integer START_STRENGTH_TEMP = 12
hashtable com = InitHashtable()
constant integer TEAM_STATEGY_INUSE = 1
constant integer IS_AMAI = 2
constant integer RACE = 3
constant integer RACE_PREF = 4
constant integer USE_SPECIAL_RACES = 5
constant integer PROFILE_SELECTION = 6
constant integer NEUTRAL_GUARDS = 7
constant integer TYPECASTING = 8
gamecache amaiCache = InitGameCache("AMAI_AI.w3v")
constant integer PROFILE_USED = 0
constant integer GREETINGS_NUM = 1
constant integer CHAT_LOCK = 2
constant integer ALLIANCE_TARGET = 3
//gamecache settings = InitGameCache("AMAI_Set.w3v")
string array char_table
string array char_bug_table
integer char_table_length = 0
hashtable language_table = InitHashtable()
constant integer CHAR_TABLE = 0
constant integer CHAT_VARS_TABLE = 1
string array chat_vars
integer chat_vars_length = 1
//gamecache chat_vars_map = InitGameCache("AMAI_CVM.w3v")
//hashtable chat_vars_map = InitHashtable()
//===========================================================================
// (AMAI) Job variables
//===========================================================================
#DEFINE GLOBAL
#INCLUDETABLE <Jobs.txt> #EFR
#INCLUDESCRIPT <Jobs\%1.eai>
#ENDINCLUDE
#UNDEF GLOBAL
//===========================================================================
// (AMAI) Variables for controlling the AI (different states)
//===========================================================================
boolean console_on = false
boolean creeping_only = false
boolean break_attack = false
boolean go_home = false
boolean attack_player = false
boolean attack_point = false
boolean attack_unit = false
boolean no_attack = false
boolean no_creep_attack = false
boolean no_player_attack = false
boolean strat_change_allowed = true
integer attack_target_p = 0
integer attack_target_x = 0
integer attack_target_y = 0
#INCLUDETABLE <$VER$\CommandBuilds.txt> #EFR
integer bn_%1 = 0
#ENDINCLUDE
unit target_unit = null
integer array target_queue_x
integer array target_queue_y
unit array target_queue_u
integer queue_length = 0
integer queue_pointer = 0
boolean queue_running = false
boolean queue_attack_p = false
boolean queue_attack_u = false
integer queue_t_x = 0
integer queue_t_y = 0
unit queue_t_u = null
real lastcaptainx = 0
real lastcaptainy = 0
//==============================================================
// (AMAI) Profile system globals
//==============================================================
integer profile_length = 0
integer profile = 0
integer debug_profile = -1
string ai_name = "Computer"
integer own_race = 0
real taunt_rate = 1.00 // how man % of the time computers taunt, set by profiles. Recommended values 0.50 to 1.50
integer taunt_start_time = 60 // the time for the computers to start taunting (in seconds * 5)
integer farm_food = 8 // build farm when this near food used to food produced
integer strat_persistence = 1000 // extra priority to the current strategy to make computer not change strategy too fast
// Profile settings
string array profilename
integer array fav_hero
integer array fav_unit
integer array p_race // Desired race for the profile to be picked (default random)
integer array p_aggression // aggression modify to total attacking_aggression. reccomended -10 to 10
integer array p_uncertainty // adds or subtracts this value to the enemies strength every so often. reccomended 5 to 15
integer array p_minimum_attack_strength // How much strength required before amai can start attacking. reccomended 3 to 6
integer array p_farm_food // How much food to have left before building a new farm
integer array p_exp_first_time // Make amai build expansion earlier or later by this number of seconds. reccomended -10 to 10
integer array p_exp_second_time
integer array p_strat_persistence // How persistance amai is to keep its current strategy. reccomended 1.05 to 2.00
integer array p_expansion_target_bonus // aggression bonus for expansion targets
integer array p_comp_chosen_target_bonus // aggression bonus for targets chosen by the hard coded AI
integer array p_surrender // How likly amai will give up, 0 being never give up and 4 being give up really easily
integer array p_rare // Ensures the profile is rarely picked
real array p_gold_unit_percentage // The higher this is the more unit production buildings are constructed. reccomended 0.9 to 1
real array p_taunt_rate // Will display a taunt every 5th second for this percent of the time. Reccomended 1 to 2
// real taunt_rate = 1.00 // how man % of the time computers taunt, set by profiles. Recommended values 0.50 to 1.50
// integer taunt_start_time = 60 // the time for the computers to start taunting (in seconds * 5)
real array p_comp_chosen_target_rate // how often the computer considers an attack target chosen by the hard coded AI
//==============================================================
// (AMAI) Pathing variables
//==============================================================
real path_top = GetCameraBoundMaxY()+GetCameraMargin(CAMERA_MARGIN_TOP)
real path_bottom = GetCameraBoundMinY()-GetCameraMargin(CAMERA_MARGIN_BOTTOM)
real path_left = GetCameraBoundMinX()-GetCameraMargin(CAMERA_MARGIN_LEFT)
real path_right = GetCameraBoundMaxX()+GetCameraMargin(CAMERA_MARGIN_RIGHT)
//rect playable_rect = Rect(path_left, path_bottom, path_right, path_top)
unit array expansion_list
location array expansion_ancient
real array expansion_dist