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DATA/XML/AI/PERCEPTUALEQUATIONS/STORY_EMPIRE_EQUATIONS.XML
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DATA/XML/AI/PERCEPTUALEQUATIONS/STORY_EMPIRE_EQUATIONS.XML
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<?xml version="1.0"?>
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<Equations>
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<Story_Empire_Trigger_Magic_Spawn_Pirates>
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(Variable_Self.StoryTrigger {Parameter_Name = "ACT_2"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_2_PIRATE_SPAWN_DISABLED"} == 0.0) +
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Variable_Self.StoryTrigger {Parameter_Name = "ACT_3"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_3_PIRATE_SPAWN_DISABLED"} == 0.0) +
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Variable_Self.StoryTrigger {Parameter_Name = "ACT_4"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_4_PIRATE_SPAWN_DISABLED"} == 0.0)) *
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(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
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(10000 > Variable_Target.FriendlyForce.SpaceTotalUnnormalized)
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</Story_Empire_Trigger_Magic_Spawn_Pirates>
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<Story_Empire_Is_Suitable_Falast_Spawn>
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Function_Space_Contrast.Evaluate == 0
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</Story_Empire_Is_Suitable_Falast_Spawn>
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<!--This is the backup case for not finding a space without Empire units.
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Falast will just prefer to go to any Empire system with an interdictor and cut to the chase.
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In the worst case, any system will be chosen.-->
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<Story_Empire_Is_Suitable_Falast_Backup_Spawn>
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(Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Interdictor_Cruiser"} != 0)
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+
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1
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</Story_Empire_Is_Suitable_Falast_Backup_Spawn>
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</Equations>
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