/*****************************************************************************

  Default.AIP

 *****************************************************************************/

#include "aipdef.h"

// How often do we recompute the strategy?
int recompute_strategy_period = 10;

// PRIORITIES
int ground_unit_threat = 5; //50
int threat_priority = 10;
int distance_priority = 1;  // was -1
int defend_buildings_priority = 50;
int attack_enemy_base_priority = 75; //50
int persistence_priority = 5;
int exploration_priority = 60; //50
int scripted_priority = 50;
int single_use_group_priority = 30;
int perimeter_priority = 5; //50

// TROOP COMMITMENT STUFF 
double min_matching_force_ratio = 0.2;
double max_matching_force_ratio = 1.5;

// 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 = 1;
int max_building_defense_force = 1;

int min_exploration_force = 1;
int max_exploration_force = 1;

int min_perimeter_force = 1;
int max_perimeter_force = 1;


// RELAXATION STUFF 
int relaxation_cycles = 2;
float relaxation_coefficient = .5;


///////////////////////////////////////////////////////////////////////////////
// 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",          70,             UNLIMITED;
     "Offensive",           30,             15500;

#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
//--------------------------------------------------------------------
              16,             "wulf",                     NUMBER_TO_HAVE, 	4;
                16,             "gscrap",                 NUMBER_TO_HAVE,         2;

#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,              "jvespe",                              NUMBER_TO_HAVE,		4;
	5,		"wulf",				NUMBER_TO_HAVE,		5;

#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
//----------------------------------
   "jvespe",        2.0;
   "wulf",	1.0;
   "gscrap",       0.2;

   "razor",        2.0;
   "fturret",	1.0;
   "fscrap",       0.2;

#END_DATA
