/*****************************************************************************

 Defend base

 *****************************************************************************/

#include "aipdef.h"

// How often do we recompute the strategy?
int recompute_strategy_period = 50;


int infiltrator_period = 10;

// PRIORITIES
int ground_unit_threat = 10;
int threat_priority = 10;
int distance_priority = -1;
int defend_buildings_priority = 1000;
int attack_enemy_base_priority = 0;
int persistence_priority = 0;
int exploration_priority = 500;
int scripted_priority = 0;
int single_use_group_priority = 0;
int perimeter_priority = 0;
int resource_priority = 0;
int danger_priority = 10;  
int danger_diminishment = 1;

// TROOP COMMITMENT STUFF 
double min_matching_force_ratio = 2.0;
double max_matching_force_ratio = 4.0;

// 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 = 210;
int max_building_defense_force = 420;

int min_exploration_force = 70;
int max_exploration_force = 140;

int min_perimeter_force = 0;
int max_perimeter_force = 0;

int min_resource_force = 0;
int max_resource_force = 0;

// RELAXATION STUFF 
int relaxation_cycles = 1;
float relaxation_coefficient = 1.0;

// The transport we should use
#define transport "FGGroundTransporter"

// Should we repair buildings during this aip
int repair_buildings = YES;




///////////////////////////////////////////////////////////////////////////////
// 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,             8000;
     "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,          "fh1",                  NUMBER_TO_HAVE,         1;
    19,          "FGConstructionCrew",   NUMBER_TO_HAVE,         2;

 // water collection

    18,          "fglp",                 NUMBER_TO_HAVE,         1;
    17,          "FGGroundTransporter",  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,          "fgpp",                 NUMBER_TO_HAVE,         1;
    18,          "fu1",                   NUMBER_TO_HAVE,         1;


    // factory level one,

    16,          "fc1",                  NUMBER_TO_HAVE,         1;

    // upgrade headquarters

    15,          "fh2",                  NUMBER_TO_HAVE,         1;
    15,          "fgpp",                 NUMBER_TO_HAVE,         2;
    
    // for the tachyon tank

    14,          "fc2",                  NUMBER_TO_HAVE,         1;
    14,          "fg",                   NUMBER_TO_HAVE,         2;

   // a defense point

    13,          "fa",                   NUMBER_TO_HAVE,         1;

    // Base Defense facility

    10,          "fa",                   NUMBER_TO_HAVE,         5;
    10,          "fs",                   NUMBER_TO_HAVE,         1;
    10,          "fgpp",                NUMBER_TO_HAVE,         3;


#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,           "FGFreedomFighter",      NUMBER_TO_HAVE,  15;
    5,           "FGMercenary",           NUMBER_TO_HAVE,  15;
    5,           "FGTankHunterTank",      NUMBER_TO_HAVE,  10;
    5,           "FGSuicideNuker",        NUMBER_TO_HAVE,   6;
    5,           "FGMediumTank",          NUMBER_TO_HAVE,  10;
   



#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
//------------------------------------------------------------------
   "FGSkyBike",       	"FGMediumTank",          	0.5;
   "FGDualSkyBike",   	"FGMediumTank",          	0.5;
   "ImpVTOL",       	"FGMediumTank",          	0.5;
   "IMPSkyFortress",   	"FGMediumTank",          	0.5;
   "IMPReconSaucer",   	"FGMediumTank",          	0.5;
   "FGFreedomFighter",  "FGSuicideNuker",          	0.05;
   "FGMercenary",       "FGSuicideNuker",          	0.05;
   "IMPStrikeMarine",        "FGSuicideNuker",          0.05;
   "IMPFireSupportMarine",   "FGSuicideNuker",          0.05;
   "TSkyBike",       	"FGMediumTank",          	0.5;
   "TDualSkyBike",   	"FGMediumTank",          	0.5;
   "TVTOL",       	"FGMediumTank",          	0.5;
   "TSkyFortress",   	"FGMediumTank",          	0.5;
   "TReconSaucer",   	"FGMediumTank",          	0.5;
   "TFreedomFighter",  "FGSuicideNuker",          	0.05;
   "TMercenary",       "FGSuicideNuker",          	0.05;
   "TStrikeMarine",        "FGSuicideNuker",          0.05;
   "TFireSupportMarine",   "FGSuicideNuker",          0.05;



#END_DATA
