//*************************************************************************** [AIFunctions] // Defines function calls used by the AI Editor // Note that this section should match the format of the [TriggerCalls] section // in TriggerData.txt, and the strings for these functions are in TriggerStrings.txt. // // Key: Function name // Value 0: first game version in which this function is valid // Value 1: flag (0 or 1) indicating if the call can be used in events (meaningless for AI Editor) // Value 2: return type // Value 3+: argument types // // --- Boolean // - Hero CaptainIsHome=1,0,boolean _CaptainIsHome_DisplayName="Attack Captain Is At Home" _CaptainIsHome_Parameters="Attack captain is at home" _CaptainIsHome_Category=TC_AI_HERO CaptainIsFull=1,0,boolean _CaptainIsFull_DisplayName="Attack Group Is Complete" _CaptainIsFull_Parameters="Attack group is complete" _CaptainIsFull_Category=TC_AI_HERO CaptainIsEmpty=1,0,boolean _CaptainIsEmpty_DisplayName="Attack Group Is Empty" _CaptainIsEmpty_Parameters="Attack group is empty" _CaptainIsEmpty_Category=TC_AI_HERO CaptainRetreating=1,0,boolean _CaptainRetreating_DisplayName="Attack Captain Is Retreating" _CaptainRetreating_Parameters="Attack captain is retreating" _CaptainRetreating_Category=TC_AI_HERO CaptainAtGoal=1,0,boolean _CaptainAtGoal_DisplayName="Attack Captain Is At Goal" _CaptainAtGoal_Parameters="Attack captain is at goal" _CaptainAtGoal_Category=TC_AI_HERO CaptainInCombat=1,0,boolean,aicaptaintype _CaptainInCombat_DisplayName="Captain Is In Combat" _CaptainInCombat_Parameters=~Captain Type," captain is in combat" _CaptainInCombat_Defaults=AICaptainAttack _CaptainInCombat_Category=TC_AI_HERO // - Misc CreepsOnMap=1,0,boolean _CreepsOnMap_DisplayName="Creeps Exist Anywhere" _CreepsOnMap_Parameters="Creeps exist anywhere on the map" _CreepsOnMap_Category=TC_AI_MISC // - Town TownThreatened=1,0,boolean _TownThreatened_DisplayName="Town Is Under Attack" _TownThreatened_Parameters="Town is under attack" _TownThreatened_Category=TC_AI_TOWN TownHasMine=1,0,boolean,integer _TownHasMine_DisplayName="Town Has Mine" _TownHasMine_Parameters="Town #",~Town," has an active gold mine" _TownHasMine_Category=TC_AI_TOWN TownHasHall=1,0,boolean,integer _TownHasHall_DisplayName="Town Has Hall" _TownHasHall_Parameters="Town #",~Town," has a town hall building" _TownHasHall_Category=TC_AI_TOWN ExpansionNeeded=1,0,boolean _ExpansionNeeded_DisplayName="Expansion Spot Needed" _ExpansionNeeded_Parameters="Expansion spot needed" _ExpansionNeeded_Category=TC_AI_TOWN // --- Integer // - Command CommandsWaiting=1,0,integer _CommandsWaiting_DisplayName="Commands Waiting" _CommandsWaiting_Parameters="Number of commands waiting" _CommandsWaiting_Category=TC_AI_COMMAND CheckLastCommand=1,0,integer,aicommandpop _CheckLastCommand_DisplayName="Last Command" _CheckLastCommand_Parameters="Last command sent, ",~Option," the command" _CheckLastCommand_Defaults=AICommandPop _CheckLastCommand_Category=TC_AI_COMMAND CheckLastCommandData=1,0,integer,aicommandpop _CheckLastCommandData_DisplayName="Last Command Data" _CheckLastCommandData_Parameters="Last command data sent, ",~Option," the command" _CheckLastCommandData_Defaults=AICommandLeave _CheckLastCommandData_Category=TC_AI_COMMAND // - Hero CaptainGroupSize=1,0,integer _CaptainGroupSize_DisplayName="Attack Group Size" _CaptainGroupSize_Parameters="Attack group size" _CaptainGroupSize_Category=TC_AI_HERO CaptainReadinessHP=1,0,integer _CaptainReadinessHP_DisplayName="Attack Group Health Level" _CaptainReadinessHP_Parameters="Attack group health level" _CaptainReadinessHP_Category=TC_AI_HERO CaptainReadinessMa=1,0,integer _CaptainReadinessMa_DisplayName="Attack Group Mana Level" _CaptainReadinessMa_Parameters="Attack group mana level" _CaptainReadinessMa_Category=TC_AI_HERO // - Misc CurrentAttackWave=1,0,integer _CurrentAttackWave_DisplayName="Current Attack Wave" _CurrentAttackWave_Parameters="Current attack wave" _CurrentAttackWave_Category=TC_AI_MISC MeleeDifficulty=1,0,integer _MeleeDifficulty_DisplayName="Melee Difficulty Level" _MeleeDifficulty_Parameters="Melee difficulty level" _MeleeDifficulty_Category=TC_AI_MISC // - Resources GetGold=1,0,integer _GetGold_DisplayName="Current Gold Amount" _GetGold_Parameters="Current gold amount" _GetGold_Category=TC_AI_RESOURCES GetWood=1,0,integer _GetWood_DisplayName="Current Lumber Amount" _GetWood_Parameters="Current lumber amount" _GetWood_Category=TC_AI_RESOURCES GetGoldOwned=1,0,integer _GetGoldOwned_DisplayName="Total Unmined Gold Owned" _GetGoldOwned_Parameters="Total unmined gold owned" _GetGoldOwned_Category=TC_AI_RESOURCES FoodUsed=1,0,integer _FoodUsed_DisplayName="Food Used" _FoodUsed_Parameters="Food used" _FoodUsed_Category=TC_AI_RESOURCES TotalFoodProduced=1,0,integer _TotalFoodProduced_DisplayName="Food Produced" _TotalFoodProduced_Parameters="Food produced" _TotalFoodProduced_Category=TC_AI_RESOURCES GetFoodMade=1,0,integer,unitcode _GetFoodMade_DisplayName="Supply Provided By Unit-Type" _GetFoodMade_Parameters="Supply provided by ",~Unit-Type _GetFoodMade_Category=TC_AI_RESOURCES // - Town GetMinesOwned=1,0,integer _GetMinesOwned_DisplayName="Number of Mines Owned" _GetMinesOwned_Parameters="Number of mines owned" _GetMinesOwned_Category=TC_AI_TOWN TownWithMine=1,0,integer _TownWithMine_DisplayName="Town With Mine" _TownWithMine_Parameters="Town with a gold mine" _TownWithMine_Category=TC_AI_TOWN GetNextExpansion=1,0,integer _GetNextExpansion_DisplayName="Next Expansion Town" _GetNextExpansion_Parameters="Next expansion town" _GetNextExpansion_Category=TC_AI_TOWN // - Unit GetUnitCount=1,0,integer,unitcode _GetUnitCount_DisplayName="Total Units of Type" _GetUnitCount_Parameters="Total number of ",~Unit Type," units" _GetUnitCount_Category=TC_AI_UNIT GetUnitCountDone=1,0,integer,unitcode _GetUnitCountDone_DisplayName="Total Units of Type - Completed Only" _GetUnitCountDone_Parameters="Total number of ",~Unit Type," units completed" _GetUnitCountDone_Category=TC_AI_UNIT GetTownUnitCount=1,0,integer,unitcode,integer,boolean _GetTownUnitCount_DisplayName="Total Units of Type - By Town" _GetTownUnitCount_Parameters="Total number of ",~Unit Type," units in town #",~Town," (completed only: ",~Option,")" _GetTownUnitCount_Defaults=_,0,false _GetTownUnitCount_Category=TC_AI_UNIT GetUnitGoldCost=1,0,integer,unitcode _GetUnitGoldCost_DisplayName="Gold Cost of Unit" _GetUnitGoldCost_Parameters="Gold cost of ",~Unit Type,"." _GetUnitGoldCost_Category=TC_AI_UNIT GetUnitWoodCost=1,0,integer,unitcode _GetUnitWoodCost_DisplayName="Lumber Cost of Unit" _GetUnitWoodCost_Parameters="Lumber cost of ",~Unit Type,"." _GetUnitWoodCost_Category=TC_AI_UNIT GetUnitBuildTime=1,0,integer,unitcode _GetUnitBuildTime_DisplayName="Build Time of Unit" _GetUnitBuildTime_Parameters="Build time of ",~Unit Type _GetUnitBuildTime_Category=TC_AI_UNIT // - Upgrade GetUpgradeLevel=1,0,integer,techcode _GetUpgradeLevel_DisplayName="Current Upgrade Level" _GetUpgradeLevel_Parameters="Upgrade level of ",~Upgrade Type,"." _GetUpgradeLevel_Category=TC_AI_UPGRADE GetUpgradeGoldCost=1,0,integer,techcode _GetUpgradeGoldCost_DisplayName="Gold Cost of Upgrade" _GetUpgradeGoldCost_Parameters="Gold cost of the next ",~Upgrade Type," upgrade" _GetUpgradeGoldCost_Category=TC_AI_UPGRADE GetUpgradeWoodCost=1,0,integer,techcode _GetUpgradeWoodCost_DisplayName="Lumber Cost of Upgrade" _GetUpgradeWoodCost_Parameters="Lumber cost of the next ",~Upgrade Type," upgrade" _GetUpgradeWoodCost_Category=TC_AI_UPGRADE