Files
OpenRA/mods/cnc/rules/ai.yaml
2014-10-19 21:06:50 +13:00

359 lines
6.9 KiB
YAML

Player:
HackyAI@Cabal:
Name: Cabal
BuildingCommonNames:
ConstructionYard: fact
Refinery: proc
Power: nuke,nuk2
Barracks: pyle,hand
VehiclesFactory: weap,afld
Production: pyle,hand,weap,afld,hpad
Silo: silo
UnitsCommonNames:
Mcv: mcv
BuildingQueues: Building.Nod, Building.GDI
DefenseQueues: Defence.Nod, Defence.GDI
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
BuildingLimits:
proc: 4
pyle: 3
hand: 3
hq: 1
weap: 3
afld: 3
hpad: 0
eye: 1
tmpl: 1
fix: 0
silo: 1
BuildingFractions:
proc: 20%
nuke: 9%
pyle: 5%
hand: 5%
hq: 4%
nuk2: 9%
weap: 9%
afld: 9%
gtwr: 5%
gun: 5%
atwr: 9%
obli: 7%
sam: 7%
eye: 1%
tmpl: 1%
silo: 0%
fix: 1%
hpad: 2%
UnitsToBuild:
e1: 14%
e3: 7%
e2: 10%
e4: 7%
e5: 5%
harv: 1%
bggy: 5%
bike: 40%
ltnk: 25%
ftnk: 10%
arty: 60%
stnk: 40%
jeep: 5%
mtnk: 20%
msam: 40%
htnk: 50%
heli: 5%
orca: 5%
SquadSize: 15
SupportPowerDecision@Airstrike:
OrderName: AirstrikePowerInfoOrder
MinimumAttractiveness: 2000
Consideration@1:
Against: Enemy
Types: Vehicle, Infantry
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 2c0
SupportPowerDecision@IonCannonPower:
OrderName: IonCannonPowerInfoOrder
MinimumAttractiveness: 1000
FineScanRadius: 2
Consideration@1:
Against: Enemy
Types: Air, Tank, Vehicle, Infantry, Water
Attractiveness: 2
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@3:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 3c0
SupportPowerDecision@NukePower:
OrderName: NukePowerInfoOrder
MinimumAttractiveness: 3000
Consideration@1:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 5c0
Consideration@2:
Against: Ally
Types: Air, Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 7c0
HackyAI@Watson:
Name: Watson
BuildingCommonNames:
ConstructionYard: fact
Refinery: proc
Power: nuke,nuk2
Barracks: pyle,hand
VehiclesFactory: weap,afld
Production: pyle,hand,weap,afld,hpad
Silo: silo
UnitsCommonNames:
Mcv: mcv
BuildingQueues: Building.Nod, Building.GDI
DefenseQueues: Defence.Nod, Defence.GDI
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
BuildingLimits:
proc: 4
pyle: 3
hand: 3
hq: 1
weap: 3
afld: 3
hpad: 2
eye: 1
tmpl: 1
fix: 0
silo: 1
BuildingFractions:
proc: 17%
nuke: 1%
pyle: 2%
hand: 2%
hq: 1%
nuk2: 18%
weap: 5%
afld: 5%
hpad: 4%
gtwr: 5%
gun: 5%
atwr: 9%
obli: 7%
eye: 1%
tmpl: 1%
sam: 7%
silo: 0%
fix: 1%
UnitsToBuild:
e1: 30%
e2: 30%
e3: 30%
e4: 30%
e5: 30%
harv: 1%
bggy: 10%
ftnk: 10%
arty: 40%
bike: 10%
heli: 10%
ltnk: 40%
stnk: 40%
orca: 10%
msam: 50%
htnk: 50%
jeep: 20%
mtnk: 50%
SquadSize: 15
SupportPowerDecision@Airstrike:
OrderName: AirstrikePowerInfoOrder
MinimumAttractiveness: 2000
Consideration@1:
Against: Enemy
Types: Vehicle, Infantry
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 2c0
SupportPowerDecision@IonCannonPower:
OrderName: IonCannonPowerInfoOrder
MinimumAttractiveness: 1000
FineScanRadius: 2
Consideration@1:
Against: Enemy
Types: Air, Tank, Vehicle, Infantry, Water
Attractiveness: 2
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@3:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 3c0
SupportPowerDecision@NukePower:
OrderName: NukePowerInfoOrder
MinimumAttractiveness: 3000
Consideration@1:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 5c0
Consideration@2:
Against: Ally
Types: Air, Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 7c0
HackyAI@HAL9001:
Name: HAL 9001
BuildingCommonNames:
ConstructionYard: fact
Refinery: proc
Power: nuke,nuk2
Barracks: pyle,hand
VehiclesFactory: weap,afld
Production: pyle,hand,weap,afld,hpad
Silo: silo
UnitsCommonNames:
Mcv: mcv
BuildingQueues: Building.Nod, Building.GDI
DefenseQueues: Defence.Nod, Defence.GDI
UnitQueues: Vehicle.Nod, Vehicle.GDI, Infantry.Nod, Infantry.GDI, Aircraft.Nod, Aircraft.GDI
BuildingLimits:
proc: 4
pyle: 4
hand: 4
hq: 1
weap: 4
afld: 4
hpad: 2
eye: 1
tmpl: 1
fix: 0
silo: 1
BuildingFractions:
proc: 17%
nuke: 10%
pyle: 7%
hand: 9%
hq: 1%
nuk2: 18%
weap: 8%
afld: 6%
hpad: 4%
gtwr: 5%
gun: 5%
atwr: 9%
obli: 7%
eye: 1%
tmpl: 1%
sam: 7%
silo: 0%
fix: 1%
UnitsToBuild:
e1: 30%
e2: 30%
e3: 30%
e4: 50%
e5: 50%
harv: 6%
bggy: 10%
bike: 10%
ltnk: 40%
arty: 20%
ftnk: 5%
stnk: 40%
mlrs: 5%
heli: 10%
jeep: 20%
apc: 10%
mtnk: 50%
msam: 50%
htnk: 50%
orca: 10%
SquadSize: 8
SupportPowerDecision@Airstrike:
OrderName: AirstrikePowerInfoOrder
MinimumAttractiveness: 2000
Consideration@1:
Against: Enemy
Types: Vehicle, Infantry
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 2c0
SupportPowerDecision@IonCannonPower:
OrderName: IonCannonPowerInfoOrder
MinimumAttractiveness: 1000
FineScanRadius: 2
Consideration@1:
Against: Enemy
Types: Air, Tank, Vehicle, Infantry, Water
Attractiveness: 2
TargetMetric: Value
CheckRadius: 2c0
Consideration@2:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 2c0
Consideration@3:
Against: Ally
Types: Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 3c0
SupportPowerDecision@NukePower:
OrderName: NukePowerInfoOrder
MinimumAttractiveness: 3000
Consideration@1:
Against: Enemy
Types: Structure
Attractiveness: 1
TargetMetric: Value
CheckRadius: 5c0
Consideration@2:
Against: Ally
Types: Air, Ground, Water
Attractiveness: -10
TargetMetric: Value
CheckRadius: 7c0