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2026-02-28 14:00:45 -06:00
commit 16d3170787
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<?xml version="1.0"?>
<EnumDefinition>
<Offensive>0</Offensive>
<Defensive>1</Defensive>
<Information>2</Information>
<Infrastructure>3</Infrastructure>
<Tactical_Targeted>5</Tactical_Targeted>
<Tactical_Untargeted>6</Tactical_Untargeted>
<NoBudget>7</NoBudget>
<Hero>8</Hero>
<Always>9</Always>
<Macro_Goal>10</Macro_Goal>
<MajorItem>11</MajorItem>
<StoryArc>12</StoryArc>
<StoryArcHuman>13</StoryArcHuman>
<Interventions>14</Interventions>
<High_Priority>15</High_Priority>
<Sandbox_Events>16</Sandbox_Events>
<Med_Priority>17</Med_Priority>
<Map_Control>18</Map_Control>
</EnumDefinition>

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<?xml version="1.0"?>
<!--Dynamic enum definition for GameObjectCategoryType-->
<EnumDefinition>
<Fighter> 0x00000001 </Fighter>
<Bomber> 0x00000002 </Bomber>
<Transport> 0x00000004 </Transport>
<Corvette> 0x00000008 </Corvette>
<Frigate> 0x00000010 </Frigate>
<Capital> 0x00000020 </Capital>
<Super> 0x00000040 </Super>
<Infantry> 0x00000080 </Infantry>
<Vehicle> 0x00000100 </Vehicle>
<Air> 0x00000200 </Air>
<Structure> 0x00000400 </Structure>
<AntiFighter> 0x00000800 </AntiFighter>
<AntiBomber> 0x00001000 </AntiBomber>
<AntiTransport> 0x00002000 </AntiTransport>
<AntiCorvette> 0x00004000 </AntiCorvette>
<AntiFrigate> 0x00008000 </AntiFrigate>
<AntiCapital> 0x00010000 </AntiCapital>
<AntiSuper> 0x00020000 </AntiSuper>
<AntiInfantry> 0x00040000 </AntiInfantry>
<AntiVehicle> 0x00080000 </AntiVehicle>
<AntiAir> 0x00100000 </AntiAir>
<AntiStructure> 0x00200000 </AntiStructure>
<LandHero> 0x00400000 </LandHero>
<Wall> 0x00800000 </Wall>
<Upgrade> 0x01000000 </Upgrade>
<SpaceHero> 0x02000000 </SpaceHero>
<NonCombatHero> 0x04000000 </NonCombatHero>
<Hero> 0x06400000 </Hero>
<All> 0xFFFFFFFFFFFFFFFF </All>
<None> 0x00000000 </None>
<Heavy_Vehicle> 0x08000000 </Heavy_Vehicle>
<AT_AT> 0x10000000 </AT_AT>
</EnumDefinition>

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<?xml version="1.0"?>
<EnumDefinition>
<HealsInfantry> 0x00000001 </HealsInfantry>
<HealsVehicles> 0x00000002 </HealsVehicles>
<Turret> 0x00000004 </Turret>
<TacticalStructure> 0x00000008 </TacticalStructure>
<InBase> 0x00000010 </InBase>
<OutBase> 0x00000020 </OutBase>
<Fodder> 0x00000040 </Fodder>
<SmallShip> 0x00000080 </SmallShip>
<NotOpportunityTarget> 0x00000100 </NotOpportunityTarget>
<GoodInfantryCrusher> 0x00000200 </GoodInfantryCrusher>
<IsSupercrusher> 0x00000400 </IsSupercrusher>
<IsRushTarget> 0x00000800 </IsRushTarget>
<CanContainGarrison> 0x00001000 </CanContainGarrison>
<GarrisonCanFire> 0x00002000 </GarrisonCanFire>
</EnumDefinition>

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<?xml version="1.0"?>
<EnumDefinition>
<Infantry>0</Infantry>
<InfantryNoShield>1</InfantryNoShield>
<Wheeled>2</Wheeled>
<WheeledNoShield>3</WheeledNoShield>
<Walker>4</Walker>
<WalkerNoShield>5</WalkerNoShield>
<Flying>6</Flying>
<Tracked>7</Tracked>
<TrackedNoShield>8</TrackedNoShield>
<Hover>9</Hover>
<HoverNoShield>10</HoverNoShield>
<LargeWalker>11</LargeWalker>
<LargeWalkerNoShield>12</LargeWalkerNoShield>
<Space>13</Space>
<Lancet>14</Lancet>
<Spotter>15</Spotter>
<LargeHover>16</LargeHover>
<BombingRun>17</BombingRun>
</EnumDefinition>

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<?xml version="1.0" encoding="utf-8"?>
<EnumDefinition>
<Default>0</Default>
<Infantry>1</Infantry>
<LargeWalker>2</LargeWalker>
<Speeder>3</Speeder>
<Walker>4</Walker>
<Tracked>5</Tracked>
<Hover>6</Hover>
<Wheeled>7</Wheeled>
<Flying>8</Flying>
<!--add more in sequence-->
</EnumDefinition>

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<?xml version="1.0"?>
<EnumDefinition>
<!-- Variables -->
<Variable_Self> </Variable_Self>
<Variable_Location> </Variable_Location>
<Variable_Target> </Variable_Target>
<Variable_Enemy> </Variable_Enemy>
<Variable_Human> </Variable_Human>
<!-- Parameters -->
<Parameter_Category> </Parameter_Category>
<Parameter_Attenuator> </Parameter_Attenuator>
<Parameter_Type> </Parameter_Type>
<Parameter_Hard_Point_Type> </Parameter_Hard_Point_Type>
<Parameter_Faction> </Parameter_Faction>
<Parameter_Level> </Parameter_Level>
<Parameter_Count> </Parameter_Count>
<Parameter_Name> </Parameter_Name>
<Parameter_Queue_Type> </Parameter_Queue_Type>
<Parameter_Script_String> </Parameter_Script_String>
<Parameter_Script_Number> </Parameter_Script_Number>
<Parameter_Range> </Parameter_Range>
<Parameter_Only_Consider_Complete/>
<Parameter_Time> </Parameter_Time>
<Parameter_Difficulty_Level_Type/>
<!-- Non-automatic root literals -->
<Game> </Game>
<!-- Intermediate literals (cross-object) -->
<Type> </Type>
<FriendlyForce> </FriendlyForce>
<EnemyForce> </EnemyForce>
<Hints> </Hints>
<!-- Final literals -->
<Evaluate> </Evaluate>
<Token> </Token>
<Timeline> </Timeline>
<Markup> </Markup>
<Age> </Age>
<IsCampaignGame> </IsCampaignGame>
<InterventionsEnabled> </InterventionsEnabled>
<TimeSinceStoryPopup> </TimeSinceStoryPopup>
<ActiveStoryGoalCount> </ActiveStoryGoalCount>
<IsStoryCampaign> </IsStoryCampaign>
<PlanetsCorrupted> </PlanetsCorrupted>
<PlanetsCorruptedUnnormalized> </PlanetsCorruptedUnnormalized>
<!-- Misc planet final literals -->
<TargetPoliticalControl> </TargetPoliticalControl>
<StarbaseLevel> </StarbaseLevel>
<GroundbaseLevel> </GroundbaseLevel>
<DistanceToNearestFriendly> </DistanceToNearestFriendly>
<OpenStructureSlots> </OpenStructureSlots>
<IsConnectedTo> </IsConnectedTo>
<FriendlyInternalConnectivity> </FriendlyInternalConnectivity>
<FriendlyExternalConnectivity> </FriendlyExternalConnectivity>
<EnemyInternalConnectivity> </EnemyInternalConnectivity>
<EnemyExternalConnectivity> </EnemyExternalConnectivity>
<Income> </Income>
<IncomeNBPTM> </IncomeNBPTM>
<IncomeNBTP> </IncomeNBTP>
<IncomeNBTD> </IncomeNBTD>
<BaseIncome> </BaseIncome>
<BaseIncomeNBTP> </BaseIncomeNBTP>
<BaseIncomeNBTD> </BaseIncomeNBTD>
<TradeRoutes> </TradeRoutes>
<ActiveTradeRoutes> </ActiveTradeRoutes>
<IsSurfaceAccessible> </IsSurfaceAccessible>
<RetainsResidualInfluence> </RetainsResidualInfluence>
<IsCorrupted> </IsCorrupted>
<IsCorruptionTransitionActive> </IsCorruptionTransitionActive>
<IsConnectedToCorruption> </IsConnectedToCorruption>
<BlackMarketAbilitiesAvailable> </BlackMarketAbilitiesAvailable>
<BlackMarketMinimumAbilityPrice> </BlackMarketMinimumAbilityPrice>
<BlackMarketPriceModifier> </BlackMarketPriceModifier>
<TimeSinceCorruptionChange> </TimeSinceCorruptionChange>
<!-- (planet) type final literals -->
<MaxStarbaseLevel> </MaxStarbaseLevel>
<MaxGroundbaseLevel> </MaxGroundbaseLevel>
<ForceAlignment> </ForceAlignment>
<MaxStructureSlots> </MaxStructureSlots>
<IsType> </IsType>
<IsFaction> </IsFaction>
<IsNamedHero> </IsNamedHero>
<ConnectsIsolatedPlanetsByLength> </ConnectsIsolatedPlanetsByLength>
<ConnectsIsolatedPlanetsByForce> </ConnectsIsolatedPlanetsByForce>
<ConnectsLargestIslands> </ConnectsLargestIslands>
<HasCreditSiphon> </HasCreditSiphon>
<HasStructure> </HasStructure>
<HasIndigenousUnits> </HasIndigenousUnits>
<IsHumanControlled> </IsHumanControlled>
<!-- Force literals -->
<GroundTotal> </GroundTotal>
<SpaceTotal> </SpaceTotal>
<NearbyGroundTotal> </NearbyGroundTotal>
<NearbySpaceTotal> </NearbySpaceTotal>
<AntiStealthEffectiveness> </AntiStealthEffectiveness>
<HasNearbyGroundForce> </HasNearbyGroundForce>
<HasNearbySpaceForce> </HasNearbySpaceForce>
<!-- NBTD = Normalized By Target Disposition -->
<GroundTotalNBTD> </GroundTotalNBTD>
<SpaceTotalNBTD> </SpaceTotalNBTD>
<!-- NBPTM = Normalized By Per Target Max -->
<GroundTotalNBPTM> </GroundTotalNBPTM>
<SpaceTotalNBPTM> </SpaceTotalNBPTM>
<!-- NBTT = Normalized By Target Total -->
<GroundTotalNBTT> </GroundTotalNBTT>
<SpaceTotalNBTT> </SpaceTotalNBTT>
<!-- Quick checks for whether force are present. Result is either 1.0 or 0.0 -->
<HasSpaceForce> </HasSpaceForce>
<HasGroundForce> </HasGroundForce>
<!-- Maintenance cost normalized by income -->
<Maintenance> </Maintenance>
<TechLevel> </TechLevel>
<!-- Income perceptions for players. Net subtracts off maintenance costs
(and is more expensive to evaluate as a result). NBPTM normalizes by max
income for the entire galaxy. NBTF normalizes by max income for player's
current planets -->
<GrossIncomeNBPTM> </GrossIncomeNBPTM>
<NetIncomeNBPTM> </NetIncomeNBPTM>
<GrossIncomeNBTF> </GrossIncomeNBTF>
<NetIncomeNBTF> </NetIncomeNBTF>
<!-- Build perceptions for planets. Depth and time are normalized by the
largest depth/time across any planet belonging to this planet's owner.
These are valid perceptions ONLY when the querying player owns the planet -->
<BuildQueueDepth> </BuildQueueDepth>
<BuildQueueTime> </BuildQueueTime>
<BuildPercentRemaining> </BuildPercentRemaining>
<IsBuilding> </IsBuilding>
<OpenGroundCompanySlots> </OpenGroundCompanySlots>
<StoryTrigger> </StoryTrigger>
<!-- Various perceptions for players below -->
<!-- Perception for the proportion of income devoted to a particular goal
category. REQUIRES the goal category as a parameter -->
<BudgetAllocation> </BudgetAllocation>
<PlanetsControlled> </PlanetsControlled>
<AverageBuildQueueDepth> </AverageBuildQueueDepth>
<AverageBuildTime> </AverageBuildTime>
<AverageStarbase> </AverageStarbase>
<AverageGroundbase> </AverageGroundbase>
<SpaceDefendedPlanets> </SpaceDefendedPlanets>
<GroundDefendedPlanets> </GroundDefendedPlanets>
<AverageAgeOfGroundIntelligence/>
<AverageAgeOfSpaceIntelligence> </AverageAgeOfSpaceIntelligence>
<HasStarbaseOfLevel> </HasStarbaseOfLevel>
<HasGroundbaseOfLevel> </HasGroundbaseOfLevel>
<NumStructure> </NumStructure>
<NumStarbaseOfLevel> </NumStarbaseOfLevel>
<NumGroundbaseOfLevel> </NumGroundbaseOfLevel>
<HomePlanet> </HomePlanet>
<BudgetFractionToBuild> </BudgetFractionToBuild>
<CanAdvanceTech> </CanAdvanceTech>
<HasBeenAttackedInSpace> </HasBeenAttackedInSpace>
<HasBeenAttackedOnGround> </HasBeenAttackedOnGround>
<TimeSinceSpaceDefender> </TimeSinceSpaceDefender>
<TimeSinceSpaceAttacker> </TimeSinceSpaceAttacker>
<TimeSinceGroundDefender> </TimeSinceGroundDefender>
<TimeSinceGroundAttacker> </TimeSinceGroundAttacker>
<WorstIslandFractionOfLargest> </WorstIslandFractionOfLargest>
<HasUnit> </HasUnit>
<StructureCount> </StructureCount>
<IsDifficulty> </IsDifficulty>
<HasTechToProduce> </HasTechToProduce>
<ActiveGoals> </ActiveGoals>
<AnyCurrentThreats> </AnyCurrentThreats>
<!-- Proportion of a player's planets that have bases at their maximum level -->
<MaxedGroundbases> </MaxedGroundbases>
<MaxedStarbases> </MaxedStarbases>
<!-- Can follow certain 'final' literals to determine when that literal was last genuinely observed -->
<TimeLastSeen> </TimeLastSeen>
<TimeSinceSpaceConflict> </TimeSinceSpaceConflict>
<TimeSinceGroundConflict> </TimeSinceGroundConflict>
<TimeSinceConversion> </TimeSinceConversion>
<!-- Tactical mode tokens -->
<Owner> </Owner>
<Location> </Location>
<Health> </Health>
<Shield> </Shield>
<Energy> </Energy>
<HardPointHealth> </HardPointHealth>
<Force> </Force>
<ForceNBTP> </ForceNBTP>
<ForceNBTD> </ForceNBTD>
<FriendlyForceNBTD> </FriendlyForceNBTD>
<EnemyForceNBTD> </EnemyForceNBTD>
<IsDefender> </IsDefender>
<ForceVisibility> </ForceVisibility><!-- % of the enemies forces that are visible; always 1 with FOW off -->
<IsEnemyStartLocation> </IsEnemyStartLocation>
<CanRetreat> </CanRetreat>
<EnemyUnitConcentration> </EnemyUnitConcentration>
<FriendlyUnitConcentration> </FriendlyUnitConcentration>
<EnemyUnitConcentrationNBTD> </EnemyUnitConcentrationNBTD>
<FriendlyUnitConcentrationNBTD> </FriendlyUnitConcentrationNBTD>
<IsBombingRunAvailable> </IsBombingRunAvailable>
<CashPointValue> </CashPointValue>
<IsCashPoint> </IsCashPoint>
<ContainsHero> </ContainsHero>
<AreEnginesOnline> </AreEnginesOnline>
<IsSetupPhase> </IsSetupPhase>
<IsBuildPad> </IsBuildPad>
<HasBuiltObject> </HasBuiltObject>
<NearbyOpenBuildPadCount> </NearbyOpenBuildPadCount>
<OpenBuildPadCount> </OpenBuildPadCount>
<TacticalBuiltStructureCount> </TacticalBuiltStructureCount>
<IsFriendlyStartLocation> </IsFriendlyStartLocation>
<HasTakenDamage> </HasTakenDamage>
<BaseLevel> </BaseLevel>
<IsRetreating> </IsRetreating>
<IsInsideFriendlyShield> </IsInsideFriendlyShield>
<IsInsideEnemyShield> </IsInsideEnemyShield>
<IsContestable> </IsContestable>
<ReinforcementsUnnormalized> </ReinforcementsUnnormalized>
<UnitSpaceAvailable> </UnitSpaceAvailable>
<IsValidBombingTarget> </IsValidBombingTarget>
<IsLandControlGame> </IsLandControlGame>
<GarrisonSlotsAvailable> </GarrisonSlotsAvailable>
<IsOrbitalBombardmentAvailable> </IsOrbitalBombardmentAvailable>
<AdditionalPopulationCapacity> </AdditionalPopulationCapacity>
<!-- INTERNAL ONLY. DO NOT USE IN DATA. Mostly unnormalized perceptions that are used to calculate other perceptions. -->
<GroundTotalUnnormalized> </GroundTotalUnnormalized>
<SpaceTotalUnnormalized> </SpaceTotalUnnormalized>
<IncomeUnnormalized> </IncomeUnnormalized>
<IncomePotentialUnnormalized> </IncomePotentialUnnormalized>
<BaseIncomeUnnormalized> </BaseIncomeUnnormalized>
<GrossIncomeUnnormalized> </GrossIncomeUnnormalized>
<NetIncomeUnnormalized> </NetIncomeUnnormalized>
<MaxAllPlanetsIncomeUnnormalized> </MaxAllPlanetsIncomeUnnormalized>
<MaxOwnedPlanetsIncomeUnnormalized> </MaxOwnedPlanetsIncomeUnnormalized>
<MaintenanceUnnormalized> </MaintenanceUnnormalized>
<PerTargetMaxGroundForce> </PerTargetMaxGroundForce>
<PerTargetMaxSpaceForce> </PerTargetMaxSpaceForce>
<PerTargetMaxIncome> </PerTargetMaxIncome>
<PerTargetMaxBaseIncome> </PerTargetMaxBaseIncome>
<MaxBuildQueueDepth> </MaxBuildQueueDepth>
<MaxBuildQueueTime> </MaxBuildQueueTime>
<HasSpaceUnitsBitfield> </HasSpaceUnitsBitfield>
<HasGroundUnitsBitfield> </HasGroundUnitsBitfield>
<TargetPlayerID> </TargetPlayerID>
<ForceUnnormalized> </ForceUnnormalized>
<FriendlyForceUnnormalized> </FriendlyForceUnnormalized>
<EnemyForceUnnormalized> </EnemyForceUnnormalized>
<CreditsUnnormalized> </CreditsUnnormalized>
<EnemyUnitConcentrationUnnormalized> </EnemyUnitConcentrationUnnormalized>
<FriendlyUnitConcentrationUnnormalized> </FriendlyUnitConcentrationUnnormalized>
<TimeLastSeenUnnormalized> </TimeLastSeenUnnormalized>
<GroundbaseTotalUnnormalized> </GroundbaseTotalUnnormalized>
<StarbaseTotalUnnormalized> </StarbaseTotalUnnormalized>
<StarbaseLevelUnnormalized> </StarbaseLevelUnnormalized>
<GroundbaseLevelUnnormalized> </GroundbaseLevelUnnormalized>
<MaxStarbaseLevelUnnormalized> </MaxStarbaseLevelUnnormalized>
<MaxGroundbaseLevelUnnormalized/>
<OpenStructureSlotsUnnormalized/>
<MaxStructureSlotsUnnormalized> </MaxStructureSlotsUnnormalized>
<PlanetsControlledUnnormalized> </PlanetsControlledUnnormalized>
<FriendlyUnitsBitfield> </FriendlyUnitsBitfield>
<EnemyUnitsBitfield> </EnemyUnitsBitfield>
<LandedForceUnnormalized> </LandedForceUnnormalized>
<DistanceToNearestEnemy> </DistanceToNearestEnemy>
</EnumDefinition>

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<?xml version="1.0" encoding="utf-8"?>
<!--These are the triggers defined in SurfaceFX.xml-->
<EnumDefinition>
<GENERIC_TRACK>0</GENERIC_TRACK>
<AT_AT_FOOTPRINT>1</AT_AT_FOOTPRINT>
<DYNAMIC_TRACK_DEFAULT>2</DYNAMIC_TRACK_DEFAULT>
<INFANTRY_FOOT_PLANT>3</INFANTRY_FOOT_PLANT>
<GENERIC_IMPACT>4</GENERIC_IMPACT>
<TROOPER_IMPACT>5</TROOPER_IMPACT>
<PROJECTILE>6</PROJECTILE>
<HOVER>7</HOVER>
<DYNAMIC_TRACK_WITH_EMITTER>8</DYNAMIC_TRACK_WITH_EMITTER>
<PROJECTILE_INFANTRY>9</PROJECTILE_INFANTRY>
<EXPLOSION_SCORCH_MARK_MEDIUM>10</EXPLOSION_SCORCH_MARK_MEDIUM>
<EXPLOSION_SCORCH_MARK_SMALL>11</EXPLOSION_SCORCH_MARK_SMALL>
<EXPLOSION_SCORCH_MARK_LARGE>12</EXPLOSION_SCORCH_MARK_LARGE>
<EXPLOSION_SCORCH_MARK_HUGE>13</EXPLOSION_SCORCH_MARK_HUGE>
<EXPLOSION_SCORCH_MARK_TINY>14</EXPLOSION_SCORCH_MARK_TINY>
<RANCOR_FOOTPRINT>15</RANCOR_FOOTPRINT>
<ATAA_FOOTPRINT_RIGHT>16</ATAA_FOOTPRINT_RIGHT>
<ATAA_FOOTPRINT_LEFT>17</ATAA_FOOTPRINT_LEFT>
<GENERIC_TRACK_HALF>18</GENERIC_TRACK_HALF>
<POD_WALKER_FOOTPRINT>19</POD_WALKER_FOOTPRINT>
<AT-ST_FOOTPRINT>20</AT-ST_FOOTPRINT>
<SPMAT_FOOTPRINT>21</SPMAT_FOOTPRINT>
<GENERIC_FOOTPRINT>22</GENERIC_FOOTPRINT>
<R2D2_FOOTPRINT>23</R2D2_FOOTPRINT>
<HOVER_NO_PARTICLES>24</HOVER_NO_PARTICLES>
<GOOD_GROUND>25</GOOD_GROUND>
<EXPLOSION_SCORCH_MARK_MASSIVE>26</EXPLOSION_SCORCH_MARK_MASSIVE>
<EXPLOSION_SCORCH_MARK_MASSIVE_DARK>27</EXPLOSION_SCORCH_MARK_MASSIVE_DARK>
<HIGH_GROUND>28</HIGH_GROUND>
<SLOW_GROUND>29</SLOW_GROUND>
<DAMAGE_GROUND>30</DAMAGE_GROUND>
<INFANTRY_TERRAIN_MODIFIER>31</INFANTRY_TERRAIN_MODIFIER>
<VEHICLE_TERRAIN_MODIFIER>32</VEHICLE_TERRAIN_MODIFIER>
<INFANTRY_ONLY_GROUND>33</INFANTRY_ONLY_GROUND>
</EnumDefinition>