foundations and scavenger humans are back.
new scavenger research building + a new power module.
little ai changes
cyborg mechanic and engineer fixed

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10144 4a71c877-e1ca-e34f-864e-861f7616d084
master
René Jürgens 2010-03-04 19:36:30 +00:00 committed by Git SVN Gateway
parent 42ed0032a4
commit 77bc330ebd
73 changed files with 5837 additions and 5936 deletions

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POINTS 25
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View File

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View File

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View File

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POINTS 36
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14 -41 -23
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14 -41 -55
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10 -45 -27
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10 -45 -51
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POLYGONS 20
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POLYGONS 19
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View File

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5 -3 17
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5 -3 -26
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5 -3 -26
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5 4 17
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5 -3 17
5 -3 -26
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POLYGONS 7
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View File

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6 -9 -15
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POINTS 28
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6 -12 10
6 12 10
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POLYGONS 14
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4200 4 3 2 1 0 8 1 16 19 16 19 2 19 4 0 13 0
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4200 4 18 15 12 17 8 1 25 7 24 20 5 21 0 27 25 27
200 3 22 20 21 215 51 209 56 209 55
200 3 20 22 23 209 55 215 51 209 80
200 3 23 22 21 209 80 215 51 209 55
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View File

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LEVELS 1
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POINTS 28
0 0 -77
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POINTS 28
0 0 -77
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12 15 -77
0 -3 -77
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POLYGONS 35
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200 4 5 4 3 2 158 70 158 40 152 40 152 70
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200 3 3 1 4 200 109 209 118 217 109
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200 4 23 20 17 16 133 82 133 87 133 87 133 82
200 4 16 12 15 17 133 82 133 98 133 98 133 87
200 4 17 15 12 16 133 87 133 98 133 98 133 82
200 4 23 22 27 26 167 133 167 128 161 128 161 133
200 4 26 27 22 23 161 133 161 128 167 128 167 133
200 4 26 23 20 25 67 46 61 44 64 44 66 45
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200 4 27 22 21 24 64 44 62 44 61 45 65 45
200 4 24 25 26 27 66 42 66 42 63 41 64 43
200 4 27 26 25 24 64 43 63 41 66 42 66 42
POLYGONS 18
2200 4 5 4 3 2 158 70 158 40 152 40 152 70
2200 4 2 3 1 0 152 70 152 40 158 40 158 70
2200 4 0 5 4 1 158 70 152 70 152 40 158 40
2200 3 3 1 4 200 109 209 118 217 109
2200 4 9 6 7 10 174 46 174 56 187 56 187 46
2200 4 9 6 8 11 174 46 174 56 187 56 187 46
2200 4 11 10 7 8 174 46 187 46 187 56 174 56
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2200 4 16 18 22 23 161 128 161 133 167 133 167 128
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2200 4 23 20 17 16 133 82 133 87 133 87 133 82
2200 4 17 15 12 16 133 87 133 98 133 98 133 82
2200 4 26 27 22 23 161 133 161 128 167 128 167 133
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CONNECTORS 1
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View File

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POINTS 56
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POINTS 56
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9 10 -14
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4 21 -31
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POLYGONS 63
200 4 15 14 13 12 152 54 146 54 146 51 152 51
200 4 17 18 12 15 146 51 146 54 152 54 152 51
200 4 15 12 18 17 152 51 152 54 146 54 146 51
200 4 13 19 16 14 152 54 146 54 146 51 152 51
200 4 14 16 19 13 152 51 146 51 146 54 152 54
200 4 15 14 16 17 146 54 146 51 152 51 152 54
200 4 17 16 14 15 152 54 152 51 146 51 146 54
200 4 18 19 16 17 146 54 152 54 152 51 146 51
200 4 17 16 19 18 146 51 152 51 152 54 146 54
200 4 12 18 19 13 53 212 53 222 61 222 61 212
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POLYGONS 34
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View File

@ -1,61 +1,77 @@
PIE 3
TYPE 0
TEXTURE 0 page-17-droid-weapons.png 0 0
PIE 2
TYPE 200
TEXTURE 0 page-17-droid-weapons.png 256 256
LEVELS 1
LEVEL 1
POINTS 32
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22 10 -95
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6 10 -24
POINTS 48
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POLYGONS 20
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View File

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PIE 3
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PIE 2
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POINTS 39
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POLYGONS 16
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CONNECTORS 1
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View File

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@ -285,9 +285,9 @@ PythonHvyCnTrks "Python Heavy Cannon Tracks"
ViperFlameWheels "Viper Flamer Wheels"
ViperSensorWheels "Viper Sensor Wheels"
BabaRKJeep "Rocket Scavenger"
BarbarianRKBuggy "Pod Rockets Scavenger (15)"
BarbarianRKBuggy "Pod Rockets Scavenger (12)"
Transporter "Cyborg VTOL Heavy Laser Transporter"
BabaBusCan "Light Cannon Scavenger (15)"
BabaBusCan "Light Cannon Scavenger (12)"
BabaFireCan "Scavenger Flamer"
CyborgFlamer01CGrd "Flamer Cyborg"
CyborgCannon01CGrd "Cannon Cyborg"

View File

@ -0,0 +1,788 @@
// Static variables defined in the VLO
private FEATURESTAT Mine;
private STRUCTURESTAT BuildMine[8];
private WEAPON Explosion[8];
private WEAPON Fizzle, Blip;
private BODY Miner[2];
// Used for tweaking and debugging
private INT setRange, actRange;
// Temporary script variables
private INT player;
private INT count;
private INT temp, tempp;
private BOOL NotReady;
private STRUCTURE strucMine;
private FEATURE testMine;
private DROID target;
event CheckMines(every, 10)
{
// Scan all active landmines. Detonate if necessary.
// Must do this to all players, for MP compatibility
player = 0;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 1;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 2;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 3;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 4;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 5;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 6;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
player = 7;
while (player < 8)
{
initGetFeature(Mine, player, selectedPlayer);
testMine = getFeature(selectedPlayer);
while (testMine != NULLOBJECT)
{
// Retrieve type & player info from the mine
temp = testMine.health / 10;
tempp = testMine.health - 10 * temp;
// The player can see their own mines only.
if (tempp > 4)
{fireWeaponAtLoc(Blip, testMine.x, testMine.y);}
target = droidTargetInArea(player, player, (testMine.x - actRange), (testMine.y - actRange), (testMine.x + actRange), (testMine.y + actRange));
if (target != NULLOBJECT)
{
// Rule 1: Only ground units may detonate land mines.
// (Also note that the mine layer borg does not "trip" them ;) )
if ((target.z < testMine.z + 96) and (target.body != Miner[0]))
{
// Make sure only a mine can go boom.
if (temp < 8)
{
if (target.body == Miner[1])
{
// Mine Sweeper 'borg gets lucky!
fireWeaponAtObj(Fizzle, testMine);
}
else
{
// Anyone else, well... >B}
fireWeaponAtObj(Explosion[temp], target);
}
destroyFeature(testMine);
}
}
}
testMine = getFeature(selectedPlayer);
}
player = player + 1;
}
// Activate newly set mines when the owner is at a "safe" distance
//
// Again, this must be done for all players to be MP compatible
player = 0;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 1;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 2;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 3;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 4;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 5;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 6;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
player = 7;
while (player < 8)
{
count = 0;
while (count < 8)
{
initEnumStruct(FALSE, BuildMine[count], player, player);
strucMine= enumStruct();
while (strucMine!= NULLOBJECT)
{
if (structureComplete(strucMine))
{
NotReady = droidInRange(player, strucMine.x, strucMine.y, setRange);
if (NotReady)
{
target = droidTargetInArea(player, player, (strucMine.x - actRange), (strucMine.y - actRange), (strucMine.x + actRange), (strucMine.y + actRange));
if (target != NULLOBJECT)
{
// Mine layer droids can activate their own mines
if (target.body == Miner[0]) { NotReady= FALSE; }
}
}
if (NotReady== FALSE)
{
testMine = addFeature(Mine, strucMine.x, strucMine.y);
// Encode the mine's type into the feature's health stat
// *** NOTE! *** Mine must not be declared indestructible via WZCK //
if (player == selectedPlayer)
{temp = 10 * count + 8;}
else
{temp = 10 * count + 3;}
forceDamageObject(testMine, temp);
destroyStructure(strucMine);
}
}
strucMine = enumStruct();
}
count = count + 1;
}
player = player + 1;
}
}

View File

@ -0,0 +1,54 @@
script "LandMine.slo"
run
{
/* Set debug value (below) to 1 only if this script has problems needing to be fixed
*
* When active, player's power level will hover around a value reflecting
* the status of the script:
*
* 1000 -- no active mines on field
* 1200 -- active mines nearby
* 1300 -- player's VTOL flew over an active mine
* 7770 -- Minesweeper removed a mine just now
* 6660 -- KA-BOOM! Heh heh heh...
*
* 2000...2700 -- A certain type of mine didn't go off when stepped on
* 2800...3000 -- Unable to determine type of mine player stepped on,
* (usually an error encoding the health stat of mine)
*
*/
// Distance at which a mine will explode.
actRange INT 50
// Distance at which a mine will activate (disappear)
setRange INT 600
// Special cyborg references used in the script.
Miner[0] BODY "Cyb-Bod-ComEng2"
Miner[1] BODY "Cyb-Bod-MineSweep"
// Types of mines that can be built.
Mine FEATURESTAT "ContaMine"
BuildMine[0] STRUCTURESTAT "ContaMine1"
BuildMine[1] STRUCTURESTAT "ContaMine2"
BuildMine[2] STRUCTURESTAT "ContaMine3"
BuildMine[3] STRUCTURESTAT "ContaMine4"
BuildMine[4] STRUCTURESTAT "ContaMine5"
BuildMine[5] STRUCTURESTAT "ContaMine6"
BuildMine[6] STRUCTURESTAT "ContaMine7"
BuildMine[7] STRUCTURESTAT "ContaMine8"
// Types of explosions produced by the mines.
Fizzle WEAPON "ZNULLWEAPON"
Blip WEAPON "ZNULLMINE"
Explosion[0] WEAPON "WepMine1"
Explosion[1] WEAPON "WepMine2"
Explosion[2] WEAPON "WepMine3"
Explosion[3] WEAPON "WepMine4"
Explosion[4] WEAPON "WepMine5"
Explosion[5] WEAPON "WepMine6"
Explosion[6] WEAPON "WepMine7"
Explosion[7] WEAPON "WepMine8"
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,5 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -2,10 +2,10 @@
// Public variables
//------------------------------------------------------
public STRUCTURESTAT legoSt[12],derrick,powGen,factory,resLab,powModule,facModule,resModule,vtolFactory,wall,
repairFacility,extraStructs[5],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[5],sens[3],arty[5],attackStructs[5],cybFactory;
repairFacility,extraStructs[3],defenses[18],structChoice[5],baseStructs[13],vtolPad,vtolDefStruct[2],sens[3],arty[5],attackStructs[5],cybFactory;
public FEATURESTAT oilRes;
public INT numLego,player,numTemplates,numExtraStructs,numDefenses,numBaseStructs,numSVtolTemplates,numTVtolTemplates,sPref[6],numVtolDefStr,numAttackStructs;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[11],Transport;
public TEMPLATE tmpl[2][12],constructor,sVtols[2][1],tVtols[2][3],tmplRep[2],cybMechanic,cybTmpl[10],Transport;
public WEAPON sVtolWeapon[3],tVtolWeapon[3];
public TEXTSTRING ai_ally_msg[5],DebugMsg[15];
public PROPULSION cyborgProp,vtolProp;
@ -28,7 +28,6 @@ private BOOL actPlayer[8],allyPlayer[8],debugMode,dropEnabled,alreadyAttacked,
private BASEOBJ baseobj,attackObject,defendObject,tVtolObject,sVtolObject;
private INT numEnemies,Enemies[8],EnemyX[8],EnemyY[8],LZ_X,LZ_Y,transportZ,cybTemplate;
private INT allianceTime[8];
//------------------------------------------------------
// Static private variables
@ -45,26 +44,26 @@ private INT mainPhase,curLegoStr,TemplDepth,maxTrucks,curEnemy,curEnemyX,curEn
//------------------------------------------------------
// Lego
//------------------------------------------------------
trigger StartGameTr (wait, 10);
trigger StartGameTr (wait, 5);
trigger LegoBuildTr (every, 10);
//------------------------------------------------------
// Rush
//------------------------------------------------------
trigger RushTr (every, 30);
trigger RushControlTr (every, 80); //Was 80
trigger RushControlTr (every, 90); //Was 80
//------------------------------------------------------
// Rush preparations
//------------------------------------------------------
trigger BuildAttackForceTr (every, 80);
trigger buildCyborgsTr (every, 100);
trigger buildVtolsTr (every, 100);
trigger doResearchTr (every, 20);
trigger BuildAttackForceTr (every, 20);
trigger buildCyborgsTr (every, 50);
trigger buildVtolsTr (every, 60);
trigger doResearchTr (every, 50);
trigger buildDerricksTr (every, 80); //was 60
trigger sendScoutsTr (every, 200);
trigger expandBaseTr (every, 150); //was 150
trigger buildDefensesTr (every, 80);
trigger sendScoutsTr (every, 30);
trigger expandBaseTr (every, 60); //was 150
trigger buildDefensesTr (every, 210);
trigger buildVtolPadsTr (every, 80);
trigger basedetailsTr (every, 50);
trigger oilDefensesTr (every, 100);
@ -73,7 +72,7 @@ trigger oilDefensesTr (every, 100);
// Other
//------------------------------------------------------
trigger droidDestroyedTr (CALL_DROID_DESTROYED, player, ref droid);
trigger nowTr (wait, 1);
trigger nowTr (wait, 0);
trigger keepTrackTr (every, 60);
trigger chooseEnemyTr (every, 70);
trigger LegoTrucksTr (every, 10);
@ -89,17 +88,16 @@ trigger destroyOilTr (every, 60);
trigger stuckTr (every, 80);
trigger vtolAttackTr (every, 50);
trigger vtolDefendTr (CALL_STRUCT_ATTACKED, player, ref structure, ref baseobj);
trigger formAllianceEventTr (every, 170);
trigger formAllianceEventTr (every, 120);
trigger humanAllianceTr (CALL_ALLIANCEOFFER,ref count, ref count2);
trigger FinishStructuresTr (every, 120);
trigger repairStuffTr (every, 130);
trigger cyborgDropTr (every, 999);
trigger manageDropAttacksTr (every, 999);
trigger cyborgDropTr (every, 20);
trigger manageDropAttacksTr (every, 40);
trigger WatchDefendBaseTr (every, 160); //was 200
trigger WatchHelpAllyTr (every, 200);
trigger agressiveDefenceTr (every, 80);
trigger agressiveDefenceTr (every, 90);
trigger additVTOLDefensesTr (every, 180);
trigger PowerBoostTr (every, 50); //Same as research timer
//===============================================================================================
//
@ -131,15 +129,6 @@ event WatchDefendBase;
event WatchHelpAlly;
event agressiveDefence;
event additVTOLDefenses;
event PowerBoost;
/*%? Help1 = "This will only have an effect untill the early-mid - mid game.\n
After gaining the most vital technology and being low on power,
GK will manage research speed by itself.
You can only additionaly limit the speed, but you can't make GK do more research at that time." */
/*%? Help2 = "Hint: play as AI ..." */
//===============================================================================================
@ -182,26 +171,7 @@ event StartGame(StartGameTr)
maxScouts = 1; //Enable atleast 1 scout at startup, otherwise might take too long (if 20 attackers)
extraStruct = 0;
curEnEdgeX = -1;
//Distance to keep of the enemy base when sending attackGr for regrouping
KeepDist = (19 * 128); /*%! ID="OutpostDistance",
MainDesc="Distance from GK outpost to enemy base",
type="asn", //Assign
val="19",
ArgDesc="19 Tiles (Default)",
val="5",
ArgDesc="5 Tiles",
val="10",
ArgDesc="10 Tiles",
val="15",
ArgDesc="15 Tiles",
val="25",
ArgDesc="25 Tiles",
val="30",
ArgDesc="30 Tiles" */
KeepDist = (19 * 128); //Distance to keep of the enemy base when sending attackGr for regrouping
minAttackH = 47; //Min attack health. Retreat if < minAttackH
maxAttackH = 90; //Attack only if health > maxAttackH, must be bigger than minAttackH
//numRepairing = 0; //How many attackers are repairing at the moment
@ -1817,6 +1787,7 @@ event buildCyborgs(buildCyborgsTr)
//------------------------------------------------------
event doResearch(doResearchTr)
{
//Count how many are already researching
//--------------------------------------
initEnumStruct(FALSE,resLab,player,player);
@ -1831,30 +1802,6 @@ event doResearch(doResearchTr)
structure = enumStruct();
}
temp = 2; /*%! ID="MaxResFacLowPower",
MainDesc="When low on power limit research to x facilities",
MoreInfo="<Help1>",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="Pause researching",
val="1",
ArgDesc="1",
val="3",
ArgDesc="3",
val="4",
ArgDesc="4",
val="5",
ArgDesc="5",
val="6",
ArgDesc="6",
val="7",
ArgDesc="7",
val="-1",
ArgDesc="Don't limit" */
//Research
//--------
initEnumStruct(FALSE,resLab,player,player);
@ -1863,10 +1810,10 @@ event doResearch(doResearchTr)
{
if(structureIdle(structure)) //Not researching already
{
if((not powerSaving) or (powerSaving and (result < temp)) or (temp == -1)) //Max 2 res fac if low on power (if enough power or low power, but still not enough res labs working)
if((not powerSaving) or (powerSaving and (result < 2))) //Max 2 res fac if low on power
{
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac, since no new usefull tech
if(not ((mainPhase >= 2) and (result >= 3) and (playerPower(player) < 600))) //If we already have Trck Python HC template (and low on power) then don't use more then 3 res fac
{
skDoResearch(structure,player,0);
result = result + 1;
@ -2979,41 +2926,10 @@ event BuildOutpost(inactive)
count2 = (KeepDist / 2);
//Reduce number of defenses temporary if low on power
temp = 6; /*%! ID="NumOutpostDef",
MainDesc="Num outpost defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="9",
ArgDesc="9",
val="12",
ArgDesc="12",
val="15",
ArgDesc="15" */
temp = 6;
if(powerSaving)
{
temp = 2; /*%! ID="NumOutpostDefLowPow",
MainDesc="Num outpost defences on low power",
type="asn", //Assign
val="2",
ArgDesc="2 (Default)",
val="0",
ArgDesc="0",
val="4",
ArgDesc="4",
val="6",
ArgDesc="6",
val="10",
ArgDesc="10",
val="12",
ArgDesc="12",
val="temp",
ArgDesc="Same value as above" */
temp = 2;
}
if(outpostDroid == NULLOBJECT)
@ -3145,26 +3061,10 @@ event BuildOutpost(inactive)
//---------------
//Build some arty
//---------------
result4 = 6; /*%! ID="NumOutpostArtyDef",
MainDesc="Num outpost arty defences",
type="asn", //Assign
val="6",
ArgDesc="6 (Default)",
val="0",
ArgDesc="0",
val="3",
ArgDesc="3",
val="8",
ArgDesc="8",
val="10",
ArgDesc="10",
val="15",
ArgDesc="15" */
if(outpostDroid.order == DORDER_NONE)
{
//Arty
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + result4)) //Max 6 arty def
if(numStructsByTypeInArea(player, REF_DEFENSE, curEnEdgeX - count2, curEnEdgeY - count2, curEnEdgeX + count2, curEnEdgeY + count2) < (temp + 6)) //Max 5 arty def
{
//Check if we have arty tech available
count = 1;
@ -4107,44 +4007,10 @@ event additVTOLDefenses(additVTOLDefensesTr)
count = count + 1;
}
//Min number of VTOL defenses
temp = 16; /*%! ID="MinVTOL_AdditDefences",
MainDesc="Min number of VTOL defences",
type="asn", //Assign
val="16",
ArgDesc="16 (Default)",
val="0",
ArgDesc="No additional defences",
val="5",
ArgDesc="5",
val="10",
ArgDesc="10",
val="20",
ArgDesc="20",
val="25",
ArgDesc="25",
val="30",
ArgDesc="30" */
temp = 16; //Min number of VTOL defenses
if(powerSaving)
{
//Don't buld too many if not enough power
temp = 7; /*%! ID="MinVTOL_AdditDefencesLowPow",
MainDesc="Low power VTOL defences",
type="asn", //Assign
val="7",
ArgDesc="7 (Default)",
val="0",
ArgDesc="No additional defences",
val="3",
ArgDesc="3",
val="5",
ArgDesc="5",
val="7",
ArgDesc="7",
val="10",
ArgDesc="10",
val="temp",
ArgDesc="Same value as above" */
temp = 7; //Don't buld too many if not enough power
}
if(result < temp)
@ -4462,36 +4328,28 @@ event vtolAttack(vtolAttackTr)
}
}
/////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// Alliance Rules
// form alliances
event formAllianceEvent(every, 170)
//-------------------------
//Form alliances
//-------------------------
event formAllianceEvent(formAllianceEventTr)
{
if( (player == selectedPlayer) or (not myResponsibility(player)) )
{
setEventTrigger(formAllianceEvent, inactive);
}
else
count = 0;
while(count<8)
{
count = 0;
while(count<8)
if(count != player ) // if not the only other player and rand2
{
if( count != player ) // if not the only other player and rand2
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
{
if((getDroidCount(player) > 1) and (getDroidCount(count) > 1) ) // not dead
if(random(28) == 1) // bit random
{
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
allianceTime[count] = gameTime;
}
if(not isHumanPlayer(count)) // not human
{
createAlliance(player,count);
}
}
}
count = count + 1;
}
setEventTrigger(formAllianceEvent, inactive);
count = count + 1;
}
}
@ -5063,33 +4921,9 @@ event WatchHelpAlly(WatchHelpAllyTr)
}
}
event PowerBoost(PowerBoostTr)
{
//Customizable power cheat
temp = 25;
addPower(temp, player); /*%! ID="GKPowerBoost",
MainDesc="Power boost amount",
type="asn", //Assign
val="0",
ArgDesc="No power boost (Default)",
val="25", //5*5
ArgDesc="Small power boost",
val="60", //12*5
ArgDesc="Medium power boost",
val="200", //40*5
ArgDesc="Big power boost",
val="450", //90*5
ArgDesc="Huge power boost" */
}
event deactivate(CALL_GAMEINIT)
{
debugMode = FALSE; /*%! ID="GK_Debug",
MainDesc="Enable GK debug (observe) mode",
MoreInfo="<Help2>",
type="asn", //Assign
tmpl="YesNo" */
debugMode = FALSE;
if( (not debugMode) and ((player == selectedPlayer) or (not myResponsibility(player))) )
{
setEventTrigger(StartGame,inactive);
@ -5124,6 +4958,6 @@ event deactivate(CALL_GAMEINIT)
setEventTrigger(sendScouts,inactive);
setEventTrigger(agressiveDefence,inactive);
setEventTrigger(additVTOLDefenses,inactive);
setEventTrigger(PowerBoost,inactive);
}
}

View File

@ -1,3 +1,3 @@
ZNULLCONSTRUCT,Level All,0,0,0,0,0,0,TRLCON.PIE,TRLCON.PIE,0,0
Spade1Mk1,Level All,17,85,600,20,5,50,TRLCON.PIE,0,10,1
CyborgSpade,Level All,79,80,150,18,4,40,cy_con.Pie,cybody.Pie,10,0
CyborgSpade,Level All,79,600,150,18,4,40,cy_con.Pie,cybody.Pie,10,0

View File

@ -2,5 +2,5 @@ ZNULLREPAIR,Level All,0,0,0,0,0,0,DEFAULT,0,0,0,100,0
NEXUSrepair,Level Three,0,0,0,0,0,1,DEFAULT,0,0,100,100,0
LightRepair1,Level All,50,250,800,0,10,0,TURRET,GNMREPAR.PIE,TRMECM1.PIE,15,7,1
HeavyRepair,Level Two,50,250,3000,0,10,0,TURRET,GNMREPR2.PIE,TRMECM1.PIE,30,7,1
CyborgRepair,Level All,79,250,150,0,10,0,TURRET,cy_rep.Pie,cybody.Pie,15,7,0
CyborgRepair,Level All,79,600,150,0,10,0,TURRET,cy_rep.Pie,cybody.Pie,15,7,0
AutoRepair,Level One,0,0,0,0,0,1,DEFAULT,0,0,150,150,0

View File

@ -9,26 +9,26 @@ A0BabaCornerWall,CORNER WALL,Level All,SOFT,0,1,1,Concrete,50,2,7,150,10,20,1,0,
A0ADemolishStructure,DEMOLISH,Level All,SOFT,0,1,1,Concrete,10,1,6,200,1,1,1,150,1,1,ZNULLECM,DefaultSensor1Mk1,0,icdozer.Pie,0,0,0
A0BaBaRocketPitAT,DEFENSE,Level One,MEDIUM,1,1,1,Concrete,1,1,10,250,1,10,1,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,EXROCKET.PIE,0,0,1
A0BabaCornerWall,CORNER WALL,Level All,SOFT,0,1,1,Concrete,50,2,7,150,10,20,1,0,255,0,ZNULLECM,ZNULLSENSOR,0,BLBRBWLH.PIE,0,0,0
A0ComDroidControl,COMMAND RELAY,Level All,HARD,0,2,2,Concrete,500,2,10,500,10,100,30,300,1,1,ZNULLECM,DefaultSensor1Mk1,0,bldrdcm0.Pie,0,1,0
A0ComDroidControl,COMMAND RELAY,Level All,HARD,0,2,2,Concrete,500,2,10,500,10,100,30,300,1,1,ZNULLECM,DefaultSensor1Mk1,0,bldrdcm0.Pie,BLBDRDCM.pie,1,0
A0CommandCentre,DEFENSE,Level One,MEDIUM,0,1,1,Concrete,50,2,5,200,0,20,1,0,255,1,ZNULLECM,CCSensor,1,blbrlook.Pie,0,1,0
A0CommandCentreDEL,HQ,Level All,HARD,0,2,2,Concrete,500,3,10,500,10,100,30,300,1,1,ZNULLECM,CCSensor,1,blhq.Pie,0,1,0
A0CommandCentreDEL,HQ,Level All,HARD,0,2,2,Concrete,500,3,10,500,10,100,30,300,1,1,ZNULLECM,CCSensor,1,blhq.Pie,blbhq.pie,1,0
A0CommandCentreNE,HQ,Level Three,HARD,0,2,2,Concrete,500,3,10,500,10,100,30,300,1,1,ZNULLECM,CCSensor,1,blhq4.Pie,0,1,0
A0CommandCentreNP,HQ,Level One,HARD,0,2,2,Concrete,500,3,10,500,10,100,30,300,1,1,ZNULLECM,CCSensor,1,blhq2.Pie,0,1,0
A0CyborgFactory,CYBORG FACTORY,Level All,MEDIUM,1,1,2,Concrete,500,2,10,500,100,100,30,150,5,20,ZNULLECM,DefaultSensor1Mk1,0,blcfact1.Pie,0,1,0
A0CyborgFactory,CYBORG FACTORY,Level All,MEDIUM,1,1,2,Concrete,500,2,10,500,100,100,30,150,5,20,ZNULLECM,DefaultSensor1Mk1,0,blcfact1.Pie,blbcfact.pie,1,0
A0FacMod1,FACTORY MODULE,Level All,MEDIUM,1,3,3,Concrete,500,3,10,500,100,100,30,150,255,20,ZNULLECM,DefaultSensor1Mk1,0,BLFACT1.PIE,0,1,0
A0HardcreteMk1CWall,CORNER WALL,Level All,HARD,1,1,1,Concrete,125,2,15,265,10,75,1,0,255,0,ZNULLECM,ZNULLSENSOR,0,BLWALLC1.PIE,0,0,0
A0HardcreteMk1Wall,WALL,Level All,HARD,1,1,1,Concrete,125,2,15,265,10,75,1,0,255,0,ZNULLECM,ZNULLSENSOR,0,BLWALLH.PIE,0,1,0
A0LasSatCommand,DOOR,Level All,HARD,1,1,1,Concrete,2000,3,10,500,10,2000,30,300,1,0,ZNULLECM,ZNULLSENSOR,1,blmssilo.pie,mibcool.pie,0,1
A0LightFactory,FACTORY,Level One,MEDIUM,1,3,3,Concrete,500,3,10,500,100,100,30,150,255,20,ZNULLECM,BaBaSensor,0,BLBRBFAC.PIE,0,1,0
A0PowerGenerator,POWER GENERATOR,Level One,MEDIUM,1,2,2,Concrete,500,3,20,500,30,100,30,300,255,10,ZNULLECM,BaBaSensor,0,BLBRBGEN.PIE,0,1,0
A0LightFactory,FACTORY,Level One,MEDIUM,1,3,3,Concrete,500,3,10,500,100,100,30,150,255,20,ZNULLECM,BaBaSensor,0,BLBRBFAC.PIE,blbfact.pie,1,0
A0PowerGenerator,POWER GENERATOR,Level One,MEDIUM,1,2,2,Concrete,500,3,20,500,30,100,30,300,255,10,ZNULLECM,BaBaSensor,0,BLBRBGEN.PIE,blbpower.pie,1,0
A0PowMod1,POWER MODULE,Level All,MEDIUM,1,2,2,Concrete,500,2,20,500,30,100,30,300,255,10,ZNULLECM,DefaultSensor1Mk1,0,BLPOWER4.PIE,0,1,0
A0RepairCentre3,REPAIR FACILITY,Level All,MEDIUM,0,1,1,Concrete,500,2,10,500,0,100,0,150,255,0,RepairCentre,DefaultSensor1Mk1,1,BLRPAIR3.PIE,0,1,0
A0ResearchFacility,RESEARCH,Level All,MEDIUM,1,2,2,Concrete,500,3,10,400,100,100,30,150,255,10,ZNULLECM,BaBaSensor,0,scav-res.pie,0,1,0
A0RepairCentre3,REPAIR FACILITY,Level All,MEDIUM,0,1,1,Concrete,500,2,10,500,0,100,0,150,255,0,RepairCentre,DefaultSensor1Mk1,1,BLRPAIR3.PIE,BLBGEN.PIE,1,0
A0ResearchFacility,RESEARCH,Level All,MEDIUM,1,2,2,Concrete,500,3,10,400,100,100,30,150,255,10,ZNULLECM,BaBaSensor,0,scav-res.pie,blbresch.pie,1,0
A0ResearchModule1,RESEARCH MODULE,Level All,MEDIUM,1,2,2,Concrete,500,3,10,400,100,100,30,150,255,10,ZNULLECM,DefaultSensor1Mk1,0,blresch4.pie,0,1,0
A0ResourceExtractor,RESOURCE EXTRACTOR,Level All,MEDIUM,0,1,1,Concrete,100,1,5,300,10,5,2,150,255,1,ZNULLECM,DefaultSensor1Mk1,0,BLDERIK.PIE,0,1,0
A0Sat-linkCentre,SAT UPLINK,Level All,MEDIUM,0,2,2,Concrete,1250,3,12,800,10,999,30,0,1,1,ZNULLECM,UplinkSensor,1,miupbase.pie,BLBDRDCM.PIE,0,0
A0TankTrap,WALL,Level All,HARD,1,1,1,Concrete,40,1,10,100,10,15,1,0,255,0,ZNULLECM,ZNULLSENSOR,0,tank-traps.pie,0,1,0
A0VTolFactory1,VTOL FACTORY,Level All,MEDIUM,1,3,3,Concrete,500,3,10,250,100,100,30,150,5,20,ZNULLECM,DefaultSensor1Mk1,0,blvfact0.Pie,0,1,0
A0VTolFactory1,VTOL FACTORY,Level All,MEDIUM,1,3,3,Concrete,500,3,10,250,100,100,30,150,5,20,ZNULLECM,DefaultSensor1Mk1,0,blvfact0.Pie,blbfact.pie,1,0
A0VtolPad,REARM PAD,Level All,MEDIUM,0,1,1,Concrete,300,1,10,150,0,100,0,150,255,0,ZNULLECM,DefaultSensor1Mk1,0,blvtolpd.Pie,blbgen.Pie,1,0
A0BaBaFactory,FACTORY,Level All,MEDIUM,2,2,1,Concrete,500,3,10,500,100,100,30,150,5,20,ZNULLECM,DefaultSensor1Mk1,0,BLFACT0.PIE,blbfact.Pie,1,0
A0BaBaPowerGenerator,POWER GENERATOR,Level All,MEDIUM,1,1,1,Concrete,500,2,20,500,30,50,30,300,255,10,ZNULLECM,DefaultSensor1Mk1,0,BLPOWER0.PIE,blbpower.Pie,1,0
@ -104,7 +104,7 @@ PillBox4,DEFENSE,Level All,BUNKER,0,1,1,Concrete,400,1,20,500,10,125,10,150,255,
PillBox5,DEFENSE,Level All,BUNKER,0,1,1,Concrete,400,1,20,500,10,125,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,Blcanpil.Pie,0,0,1
PillBox6,DEFENSE,Level All,BUNKER,0,1,1,Concrete,400,1,20,500,10,175,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,Blcanpil.Pie,0,0,1
WallTower-HPVcannon,DEFENSE,Level Two-Three,BUNKER,0,1,1,Concrete,400,1,20,500,10,300,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,Blcanpil.pie,0,0,1
Emplacement-PlasmaCannon,DEFENSE,Level Three,BUNKER,0,1,1,Concrete,400,1,20,400,10,400,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,adv-bunker.pie,0,0,1
Emplacement-PlasmaCannon,DEFENSE,Level Three,BUNKER,0,1,1,Concrete,400,1,20,500,10,400,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,adv-bunker.pie,0,0,1
Emplacement-PulseLaser,DEFENSE,Level Three,BUNKER,0,1,1,Concrete,400,1,20,500,10,300,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,adv-bunker.pie,0,0,1
Emplacement-PrisLas,DEFENSE,Level Three,BUNKER,0,1,1,Concrete,400,1,20,500,10,200,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,adv-bunker.pie,0,0,1
Emplacement-Rail2,DEFENSE,Level Three,BUNKER,0,1,1,Concrete,400,1,20,500,10,300,10,150,255,1,ZNULLECM,DefaultSensor1Mk1,1,adv-bunker.pie,0,0,1

View File

@ -1,15 +1,15 @@
ConstructionDroid,102,TruckBody,ZNULLBRAIN,Spade1Mk1,ZNULLECM,0,wheeled01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,0
ConstructorDroid,103,TruckBody,ZNULLBRAIN,Spade1Mk1,ZNULLECM,5,wheeled01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,0
BaBaPeople,104,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaJeep,105,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaFireTruck,106,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BarbarianRKBuggy,107,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaBusCan,108,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BarbarianTrike,109,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BarbarianTrike,104,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaBusCan,105,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BarbarianRKBuggy,106,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaFireTruck,107,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BabaJeep,108,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BaBaPeople,109,B1BaBaPerson01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,BaBaLegs,ZNULLREPAIR,PERSON,DefaultSensor1Mk1,1
BarbarianBuggy,110,B3body-sml-buggy01,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,7,BaBaProp,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperLtCannonWheels,177,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,4,wheeled01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperLtCannonHTracks,178,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,4,HalfTrack,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperLtMGWheels,251,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,wheeled01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperLtMGWheels,251,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,4,wheeled01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperLtCannonTracks,257,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,4,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ViperMedCnTrks,263,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
CobraLtCnTrks,266,Body5REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,4,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
@ -64,13 +64,13 @@ NP-M-LitCannon-Halftrack,381,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,HalfT
NX-M-Con-Hover,382,Body7ABT,ZNULLBRAIN,Spade1Mk1,ZNULLECM,3,hover01,ZNULLREPAIR,DROID,NavGunSensor,0
SuperTank2,383,Superbody,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
NX-L-Repair-Hover,384,Body3MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,3,hover01,LightRepair1,DROID,NavGunSensor,0
ATESTVEHICLE,387,Body1REC,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ATESTVEHICLE,386,Body2SUP,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,V-Tol04,ZNULLREPAIR,DROID,SensorTurret1Mk1,0
ZNULLDESIGN,389,ZNULLBODY,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,ZNULLPROP,ZNULLREPAIR,ZNULLDROID,ZNULLSENSOR,0
NP-M-LtAT-Hover,391,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
NP-H-HvyCannon-Hover,392,Body12SUP,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
NP-M-MG3-Hover,393,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ATESTVTOL,394,Body7ABT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,V-Tol,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ASPOTTER,395,Cyb-Hvybod-HPV,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,CyborgLegs,ZNULLREPAIR,CYBORG_SUPER,DefaultSensor1Mk1,1
NP-M-LtAT-Hover,390,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
NP-H-HvyCannon-Hover,391,Body12SUP,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
NP-M-MG3-Hover,392,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,hover01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
ATESTVTOL,393,Body2SUP,ZNULLBRAIN,Spade1Mk1,ZNULLECM,5,V-Tol04,ZNULLREPAIR,DROID,DefaultSensor1Mk1,0
ASPOTTER,394,Body2SUP,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,V-Tol04,ZNULLREPAIR,DROID,Sys-CBTurret01,0
NP-M-CON-HalfTrack,397,Body8MBT,ZNULLBRAIN,Spade1Mk1,ZNULLECM,1,HalfTrack,ZNULLREPAIR,DROID,DefaultSensor1Mk1,0
NP-M-CON-Track,398,Body8MBT,ZNULLBRAIN,Spade1Mk1,ZNULLECM,1,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,0
NP-M-Repair-HalfTrack,399,Body8MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,1,tracked01,LightRepair1,DROID,DefaultSensor1Mk1,0
@ -249,8 +249,8 @@ SK-Retre-VTOL-Scourge,604,Body7ABT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,V-Tol,ZN
MP-Cyb-Needle-GRD,608,Cyb-Bod-Rail1,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG,DefaultSensor1Mk1,1
Cyb-Thermite,609,Cyb-Bod-Thermite,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG,DefaultSensor1Mk1,1
Cyb-Hvy-HPV,608,Cyb-Hvybod-HPV,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG_SUPER,DefaultSensor1Mk1,1
Cyb-ComEng,611,Cyb-Bod-ComEng,ZNULLBRAIN,CyborgSpade,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG_CONSTRUCT,DefaultSensor1Mk1,0
Cyb-Mechanic,612,Cyb-Bod-Mechanic,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,CyborgRepair,CYBORG_REPAIR,DefaultSensor1Mk1,0
Cyb-ComEng,611,Cyb-Bod-ComEng,ZNULLBRAIN,CyborgSpade,ZNULLECM,0,CyborgLegs,ZNULLREPAIR,CYBORG_CONSTRUCT,DefaultSensor1Mk1,0
Cyb-Mechanic,612,Cyb-Bod-Mechanic,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,0,CyborgLegs,CyborgRepair,CYBORG_REPAIR,DefaultSensor1Mk1,0
Cyb-Hvy-Mcannon,613,Cyb-Hvybod-Mcannon,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG_SUPER,DefaultSensor1Mk1,1
Cyb-Hvy-Acannon,614,Cyb-Hvybod-Acannon,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG_SUPER,DefaultSensor1Mk1,1
Cyb-Hvy-PulseLsr,617,Cyb-Hvybod-PulseLsr,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,5,CyborgLegs,ZNULLREPAIR,CYBORG_SUPER,DefaultSensor1Mk1,1

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@ -1,25 +1,31 @@
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22 156 8
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38 156 -10
42 156 -1
22 212 -1
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30 212 -9
35 212 -7
38 212 -1
36 212 4
30 212 7
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95 212 4
89 212 7
84 212 5
30 156 -27
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138 40 87
105 40 49
115 40 90
115 72 90
105 72 49
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91 72 149
91 40 149
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99 40 126
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POINTS 216
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64 1 50
64 74 -178
133 74 50
133 1 -129
133 1 50
133 74 -178
133 1 -178
138 116 126
147 98 75
182 98 97
190 98 137
168 98 172
128 98 182
93 98 160
84 98 118
107 98 85
147 0 75
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POLYGONS 201
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200 4 9 10 18 17 0 84 22 84 22 133 0 133
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200 3 59 57 66 216 102 231 108 232 85
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200 3 61 59 66 210 85 215 102 232 85
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200 3 65 63 66 232 63 216 69 232 84
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200 4 79 92 91 78 76 238 131 238 131 256 76 256
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200 4 79 92 85 80 76 238 131 238 131 256 76 256
200 4 81 86 85 80 76 256 131 256 131 238 76 238
200 4 80 85 86 81 76 238 131 238 131 256 76 256
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200 4 81 86 87 82 76 238 131 238 131 256 76 256
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200 4 103 104 99 98 131 238 131 256 76 256 76 238
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200 4 93 106 107 94 76 238 131 238 131 256 76 256
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200 4 96 101 108 95 76 256 131 256 131 238 76 238
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200 3 115 112 111 194 214 201 230 208 227
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200 3 115 109 116 194 214 208 213 201 211
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200 4 159 67 69 160 219 256 183 256 183 163 219 163
200 4 160 69 163 3 173 193 143 193 143 216 182 216
200 3 160 3 162 186 170 183 154 186 154
200 4 160 162 161 159 219 163 183 163 183 256 219 256
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200 4 187 192 193 180 76 238 131 238 131 256 76 256
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200 4 180 193 194 181 76 238 131 238 131 256 76 256
200 4 182 195 194 181 76 238 131 238 131 256 76 256
200 4 181 194 195 182 76 256 131 256 131 238 76 238
200 4 183 188 195 182 76 256 131 256 131 238 76 238
200 4 182 195 188 183 76 238 131 238 131 256 76 256
200 4 184 189 188 183 76 256 131 256 131 238 76 238
200 4 183 188 189 184 76 238 131 238 131 256 76 256
200 4 185 190 189 184 76 256 131 256 131 238 76 238
200 4 184 189 190 185 76 238 131 238 131 256 76 256
200 3 187 186 185 201 211 194 214 191 221
200 3 187 185 184 201 211 191 221 195 228
200 3 187 184 183 201 211 195 228 201 230
200 3 187 183 182 201 211 201 230 208 227
200 3 187 182 181 201 211 208 227 211 221
200 3 187 181 180 201 211 211 221 207 213
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200 4 207 208 210 209 96 238 96 256 76 256 76 238
200 4 75 161 157 44 13 26 13 42 54 42 54 26
200 4 72 159 161 75 22 87 82 87 93 172 22 172
POLYGONS 153
200 3 9 16 8 210 82 213 99 231 86
200 4 9 10 18 17 0 84 22 84 22 133 0 133
200 3 16 15 8 214 99 228 108 231 86
200 4 10 11 19 18 23 84 45 84 45 133 23 133
200 3 15 14 8 229 108 245 105 232 86
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200 3 14 13 8 245 104 254 90 232 86
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200 3 38 36 41 231 63 216 69 231 85
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200 3 40 38 41 246 70 232 63 232 85
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200 3 64 62 67 216 70 210 85 232 85
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200 4 54 53 52 51 0 137 22 137 22 186 0 186
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200 3 133 129 128 201 211 201 230 208 227
200 3 133 128 127 201 211 208 227 211 221
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200 3 116 113 112 194 214 201 230 208 227
200 3 116 112 111 194 214 208 227 211 220
200 3 116 111 110 194 214 211 220 208 213
200 3 116 110 117 194 214 208 213 201 211
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2200 4 186 191 192 187 76 238 131 238 131 256 76 256
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200 3 190 189 188 201 211 194 214 191 221
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200 4 215 212 213 214 76 256 107 256 107 238 76 238
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View File

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