/*****************************************************************************

  Defarley.AIP

 *****************************************************************************/

#include "aipdef.h"

// How often do we recompute the strategy?
int recompute_strategy_period = 40;


int infiltrator_period = 2;

// PRIORITIES
int ground_unit_threat = 1;
int threat_priority = 1;
int distance_priority = -2;
int defend_buildings_priority = 500;
int attack_enemy_base_priority = 78;
int persistence_priority = 30;
int exploration_priority = 600;
int scripted_priority = 0;
int single_use_group_priority = 30;
int perimeter_priority = 5000;
int resource_priority = 400;
int danger_priority = 100;  
int danger_diminishment = 1;

// TROOP COMMITMENT STUFF 
double min_matching_force_ratio = 1.0;
double max_matching_force_ratio = 2.0;

// When generic troops are called for, what should be ratio of troops that can
// shoot ground targets to troops that can shoot air targets?
double generic_ground_ratio = 1.0;

int min_building_defense_force = 40;
int max_building_defense_force = 100;

int min_exploration_force = 1;
int max_exploration_force = 100;

int min_perimeter_force = 40;
int max_perimeter_force = 70;

int min_resource_force = 100;
int max_resource_force = 300;

// RELAXATION STUFF 
int relaxation_cycles = 1;
float relaxation_coefficient = 1.0;

// The transport we should use
#define transport "ImpGroundTransporter"

// Should we repair buildings during this aip
int repair_buildings = NO;




///////////////////////////////////////////////////////////////////////////////
// New Construction Program stuff


///////////////////////////////////////////////////////////////////////////////
// The UCP Data
// --------------------
// This specifies what type of units to build.
UNIT_CONSTRUCTION_PROGRAM unit_construction_program[MAX_UCP_LENGTH];

#DATA

//   Which Account          BUDGET          BUDGET CAP
//----------------------------------------------------
     "Slush_fund",          UNLIMITED,      UNLIMITED;
     "Base_building",       40,             4000;
     "Offensive",           60,             6000;

#END_DATA



///////////////////////////////////////////////////////////////////////////////
// ACCOUNT NOTES.
// --------------
// For each line item in an account, you must specify a build type from one of
// the following... NUMBER_TO_HAVE, NUMBER_TO_BUILD, RATIO_TO_BUILD, or RATIO_TO_HAVE.
//
// The "RATIO" items can only occur in the lowest priority level of an account.
// Also, all line-items with the same priority must have the same build type


///////////////////////////////////////////////////////////////////////////////
// Slush_fund
// --------------------
// This specifies the baseline super-critical account

ACCOUNT Slush_fund[MAX_ACCOUNT_LENGTH];

#DATA

//  Priority     Item Name              Build Type              Build Amount
//--------------------------------------------------------------------
    19,          "ih1",                  NUMBER_TO_HAVE,         1;
    19,          "IMPConstructionCrew",   NUMBER_TO_HAVE,         2;

 // water collection

    18,          "implp",                 NUMBER_TO_HAVE,         1;
    17,          "ImpGroundTransporter",  NUMBER_TO_HAVE,         1;


#END_DATA



///////////////////////////////////////////////////////////////////////////////
// BASE_BUILDING
// --------------------
// How do we want to go about building our base?

ACCOUNT Base_building[MAX_ACCOUNT_LENGTH];

#DATA

//  Priority     Item Name              Build Type              Build Amount
//--------------------------------------------------------------------

    // the basic base - power and troop production

    18,          "imppp",                 NUMBER_TO_HAVE,         1;
    18,          "iu1",                   NUMBER_TO_HAVE,         1;


    // factory level one,

    16,          "ic1",                  NUMBER_TO_HAVE,         1;

    // for the firestriker mad

    15,          "ih2",                  NUMBER_TO_HAVE,         1;

    // for the tachyon tank

    14,          "ic2",                  NUMBER_TO_HAVE,         1;
    14,          "imppp",                NUMBER_TO_HAVE,         2;
    14,          "ig",                   NUMBER_TO_HAVE,         2;

    // a defense point

    13,          "ia",                   NUMBER_TO_HAVE,         1;

    // air support facility

    12,          "ih3",                  NUMBER_TO_HAVE,         1;
    12,          "iu2",                  NUMBER_TO_HAVE,         1;
    12,          "impar",                NUMBER_TO_HAVE,         1;

    // Base Defense facility

    10,          "ia",                   RATIO_TO_BUILD,         4;
    10,          "is",                   RATIO_TO_BUILD,         1;
    10,          "imppp",                RATIO_TO_BUILD,         1;


#END_DATA
  


///////////////////////////////////////////////////////////////////////////////
// OFFENSIVE
// --------------------
// What sort of offensive units and support structures do we want

ACCOUNT Offensive[MAX_ACCOUNT_LENGTH];

#DATA

//  Priority     Item Name              Build Type        Build Amount
//--------------------------------------------------------------------

    5,           "IMPStrikeMarine",      RATIO_TO_BUILD,  80;
    5,           "IMPFireSupportMarine", RATIO_TO_BUILD,  80;
    5,           "IMPHoverMarine",       RATIO_TO_BUILD,  20;
    5,           "IMPTachyonTank", 	 RATIO_TO_BUILD,  90;
    5,           "IMPPlasmaTank",        RATIO_TO_BUILD,  30;
    5,           "IMPScoutTank",         RATIO_TO_BUILD,  10;
    5,           "IMPSkyFortress",       RATIO_TO_BUILD,  10;
    5,           "ImpVTOL",              RATIO_TO_BUILD,  10;
    5,           "IMPSPA",               RATIO_TO_BUILD,  20;

#END_DATA





///////////////////////////////////////////////////////////////////////////////
// FORCE MATCHING
// --------------
// Which units do we want to emphasize & target with this aip?
// Note that this can be used for BOTH the AI team's unit strengths and 
// the opponents'
FORCE_MATCHING My_Matchings[MAX_FORCE_MATCHING];

#DATA

// Unit Name             Multiplier
//----------------------------------
   "FGMercenary",        1.0;
   "FGSpiderBike",       1.0;

#END_DATA


///////////////////////////////////////////////////////////////////////////////
// Unit Match-ups
// --------------
// When we see a unit of one of the following types, build the corresponding 
// unit in the corresponding quantity
UNIT_MATCH_UP My_Match_ups[MAX_BUILDINGS];

#DATA

// Enemy Unit           What to build           How many to build
//------------------------------------------------------------------
   "TSkyBike",       	"IMPMAD",          	0.5;
   "TDualSkyBike",   	"IMPMAD",          	0.5;
   "TVTOL",       	"IMPMAD",          	0.5;
   "TSkyFortress",   	"IMPMAD",          	0.5;
   "TReconSaucer",   	"IMPMAD",          	0.5;
   "TFreedomFighter",  "IMPShredder",          	0.05;
   "TMercenary",       "IMPShredder",          	0.05;
   "TStrikeMarine",        "IMPShredder",       0.05;
   "TFireSupportMarine",   "IMPShredder",       0.05;



#END_DATA
