AI War:AI Wave Size Calculations

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Documentation: AI Type Factors that affect wave size

(in development)

Grouped By Wave Multiplyer

case AIType.NeinzulYoungster:


case AIType.Mad_Bomber:


case AIType.Vicious_Raider: case AIType.Technologist_Raider:


case AIType.Attritioner: case AIType.ZenithDescendant: case AIType.StarfleetCommander: case AIType.Experimentalist: case AIType.GravDriller:


case AIType.The_Tank: case AIType.The_Core:


case AIType.Feeding_Parasite: case AIType.Technologist_Parasite: case AIType.Bully: case AIType.Assassin: case AIType.SpeedRacer:

Actual Code

from this post http://www.arcengames.com/forums/index.php/topic,7636.msg63734.html#msg63734


[quote author=x4000 link=topic=7636.msg63734#msg63734 date=1289923913]

[code]

   public static int AdjustNumberShipsFromAIType( AIPlayer player, AIPlanet planet, int NumberOfShips,
       bool IsForReinforcement )
   {
       FInt multiplier = Mat.One;
       bool isCore = planet.IsCoreAIPlanet || planet.IsHomePlanet;
       if ( planet.ControllingPlayer < Configuration.FIRST_AI_PLAYER_INDEX )
           isCore = false;
       switch ( player.AIType )
       {
           case AIType.NeinzulYoungster:
               if ( IsForReinforcement )
                   multiplier = FInt.FromParts( 0, 250 );
               else
                   multiplier = FInt.FromParts( 1, 500 );
               break;
           case AIType.Mad_Bomber:
               if ( IsForReinforcement )
               {
                   if ( !isCore )
                       return 1; //only gets one ship per non-core reinforcement
                   else
                       multiplier = FInt.FromParts( 0, 250 );
               }
               else
                   multiplier = FInt.FromParts( 2, 0 );
               break;
           case AIType.Vicious_Raider:
           case AIType.Technologist_Raider:
               if ( IsForReinforcement )
                   multiplier = FInt.FromParts( 0, 300 );
               else
                   multiplier = FInt.FromParts( 1, 500 );
               break;
           case AIType.Attritioner:
           case AIType.ZenithDescendant:
           case AIType.StarfleetCommander:
           case AIType.Experimentalist:
           case AIType.GravDriller:
               if ( IsForReinforcement )
                   multiplier = FInt.FromParts( 0, 400 );
               else
                   multiplier = FInt.FromParts( 1, 250 );
               break;
           case AIType.The_Tank:
           case AIType.The_Core:
               if ( IsForReinforcement )
                   multiplier = FInt.FromParts( 0, 300 );
               else
                   multiplier = FInt.FromParts( 0, 500 );
               break;
           case AIType.Feeding_Parasite:
           case AIType.Technologist_Parasite:
           case AIType.Bully:
           case AIType.Assassin:
           case AIType.SpeedRacer:
               if ( !IsForReinforcement )
                   multiplier = FInt.FromParts( 1, 250 );
               break;
       }
       int numberOfShips = ( NumberOfShips * multiplier * AILoop.Instance.UnitCapScale.AIShipCountScale ).IntValue;
       if ( numberOfShips < 1 )
           return 1;
       else
           return numberOfShips;
   }

[/code] [/quote]