Submarine Titans™
ST Aiscript
Description:
CONTENTS
INTRODUCTION
1. OBJECTS OF ST ARTIFICIAL INTELLIGENCE
1.1. Executors and containers
1.2. Arbiter
1.3. Strategist
1.4. Tactician
1.5. Fleet
1.6. AI executors and game units
2. BASIC COMPONENTS OF ST AISCRIPT
2.1. ST AIscript and C programming language
2.2. Compile time and Run time
2.3. Control of compilation process
2.3.1. Comment Symbols
2.3.2. Operator macro.
2.3.3. Operator include.
2.3.4. Conditional operator of Compile time
2.3.5. Operator import.
2.4. Constants of ST AIscript language
2.4.1. Integer constants
2.4.2. String constants
2.4.3. Floating point constants
2.5. Variables of Compile time. Operator (=) assignment statement
2.6. Expressions, operations, operators and functions
2.6.1 Expression and its interpretation
2.6.2. Arithmetic operations
2.6.3. Bitwise logical operations
2.6.4. Logical operations and operations of relation
2.6.5. Operations of condition
2.6.6. Operations with string data
2.6.7. Operators and functions
2.6.8. Priority of operations of ST AIscript
3. General functions of ST AIscript
3.1. Functions of converting types
3.1.1. _strtoint
3.1.2. _strtodbl
3.1.3. _inttostr
3.1.4. _dbltostr
3.1.5. inttodbl
3.1.6. _floor
3.1.7. _ceil
3.2. String manipulation functions
3.2.1. _strf
3.3. Miscellaneous functions
3.3.1. _averageint
3.3.2. _averagedbl
3.3.3. _isin2D
3.3.4. _isin3D
4. Description of container parameters
4.1. Arbiter
4.1.1. Creation of Arbiter
4.2. Strategist
4.2.1. Creation of Strategist
4.2.2. Main Enemy
4.2.3. General offensive
4.3. Tactician
4.3.1. Creation of Tactician
4.4. Fleet
4.4.1. Creation of Fleet
4.4.2. Description of Fleet effectives
4.4.3. Repair of Fleet objects
4.4.4. Basic Fleet position
4.4.5. Collecting resources
4.4.6. Patrolling
4.4.7. Raid
4.4.8. Zone protection
4.4.9. Participation in General offensive
4.4.10. Helping other Fleets
4.4.11. Building objects
4.4.12. Types of Fleet programs
4.5. String Tables.
4.5.1. Creation of String Table
4.5.2. Adding strings to String Table
5. Events and their parameters
5.1. Events program (Events)
5.2. Structure of an Event and its parameters
5.3. Common Events
5.3.1. Simple Event
5.3.2. Input device Event
5.3.3. Event of briefing’s end
5.3.4. Event of the beginning and end of player’s Events program
5.4. Events for player’s objects
5.5. Events for resource containers
5.6. Events for artifacts
5.7. Events for resource deposits
5.8. Events for mines
5.9. Events for technology research
5.10. Events for fleets
6. Run time variables. Assignment statements
6.1. Local and global Run time variables
6.2. Assignment statements
7. Run Time Functions
7.1. System Run Time Functions
7.1.1. IsEventOn
7.1.2. GetVar
7.1.3. GetGlobVar
7.1.4. GetParInt
7.1.5. GetParStr
7.1.6. GetRnd
7.1.7. GetStrRes
7.1.8. GetMyPlayer
7.2. Time Run Time Functions
7.2.1. GetTime
7.2.2. GetGameTime
7.2.3. GetOwnTime
7.2.4. GetTimerTime
7.3. Missions management Run Time Functions
7.3.1. GetMissDifficulty
7.3.2. GetTeam
7.3.3. IsEnemy
7.3.4. IsPlPresent
7.3.5. IsTeamPresent
7.3.6. IsTeamGame
7.3.7. GetMissCond
7.3.8. GetCurrPl
7.3.9. GetPlCiv
7.3.10 IsShareVis
7.3.11 GetPlName
7.3.12 GetRCLevel
7.3.13. GetGoldLevel
7.3.14. GetStartSetLevel
7.3.15. GetTechStartLevel
7.3.16. GetTechMaxLevel
7.4. Quantity Run Time Functions
7.4.1. GetPlObjT
7.4.2. GetPlObjM
7.4.3. GetPlObjN
7.4.4. GetPlObjLost
7.4.5. GetPlObjKilled
7.4.6. GetPlObjBuilt
7.4.7. GetPlRes
7.4.8. GetRes
7.4.9. GetRCField
7.4.10. GetRCCont
7.4.11. GetVolRCCont
7.4.12. GetArt
7.4.13. GetDest
7.4.14. GetMine
7.4.15. GetPlObjCost
7.5. Search Run Time Functions
7.5.1. IsPlObjExist
7.5.2. IsRCContExist
7.5.3. IsArtExist
7.5.4. IsDestExist
7.5.5. IsMineExist
7.6. Technology Run Time Functions
7.6.2. GetTechDevN
7.6.3. GetTechMaxLev
7.6.4. IsTechDev
7.6.5. IsTechProcessing
7.6.6. IsTechCanDevG
7.6.7. IsTechCanDevN
7.6.8. GetTechCost
7.7. Fleets Run Time Functions
7.7.1. GetFleetNum
7.7.2. GetFleetObjT
7.7.3. GetFleetObjM
7.7.4. GetFleetObjEx
7.7.5. GetFleetBehavior
7.7.6. GetFleetVision
7.7.7. IsFleetCanProduce
7.7.8. GetFleetMassWeaponReady
8. Actions. Operator <if>
8.1. Actions and Run time operators
8.2. Operator <if>
8.3. System Actions
8.3.1. ActLockEvent
8.3.2. ActOnEvent
8.3.3. ActOffEvent
8.3.4. ActSetVar
8.3.5. ActSetGlobVar
8.3.6. ActSetParInt
8.3.6. ActSetParStr
8.4. Timer Actions
8.4.1.ActOnTimer
8.4.2.ActOffTimer
8.4.3.ActTimerOnScreen
8.5. Information Actions
8.5.1. ActStringMess
8.5.2. ActStringInfo
8.5.3. ActOutText
8.5.4. ActOutString
8.5.5. ActPlaySound
8.5.6. ActPlayBriefing
8.6. Visibility Actions
8.6.1. ActOnFOW
8.6.2. ActOffFOW
8.6.3. ActHoleFOW
8.6.4. ActSetScreen
8.6.5. ActSetCamera
8.6.6. ActZoomIn
8.6.7. ActZoomOut
8.6.8. ActZoomSet
8.6.9. ActShowMapAction
8.7. Missions management Actions
8.7.1. ActInitPlRC
8.7.2. ActInitTech
8.7.3. ActInitDisGold
8.7.4. ActCreateStartSet
8.7.5. ActSetPlRC
8.7.6. ActSetDisGold
8.7.7. ActEndMiss
8.7.8. ActNextMiss
8.7.9. ActTotalStatistics
8.7.10. ActEpilogue
8.7.11. ActVideo
8.7.12. ActAddObjective
8.7.13. ActDelObjective
8.7.14. ActClearObjectives
8.7.15. ActAddStrRes
8.7.16. ActDelStrRes
8.7.17. ActClearStrRes
8.7.18. ActSetFriend
8.7.19. ActSetEnemy
8.7.20. ActSetTeam
8.7.21. ActLockInterface
8.7.22. ActUnLockInterface
8.7.23. ActSetShareVis
8.7.24. ActSetSiliconPerCell
8.7.25. ActSaveMission
8.8. Objects Manipulation Actions
8.8.1. ActSetName
8.8.2. ActCreatePlObj
8.8.3. ActDelPlObjEx
8.8.4. ActDelPlObjS
8.8.5. ActObjSelectT
8.8.6. ActObjSelectM
8.8.7. ActObjSelectN
8.8.8. ActCreateRCCont
8.8.9. ActDelRCCont
8.8.10. ActCreateArt
8.8.11. ActDelArt
8.8.12. ActSetArtText
8.8.13. ActCreateRCField
8.8.14. ActDelRCField
8.8.15. ActSetRCFieldVol
8.8.16. ActCreateDest
8.8.17. ActDelDest
8.8.18. ActSetDestText
8.8.19. ActCreateMine
8.8.20. ActDelMine
8.8.21. ActSetParMine
8.9. Technology Actions
8.9.1. ActTechDevDisable
8.9.2. ActTechDevDisableAll
8.9.3. ActTechDevEnable
8.9.4. ActTechDevEnableAll
8.9.5. ActTechDevRun
8.9.6. ActTechSet
8.9.7. ActTechSetDepend
8.9.8. ActTechSetAll
8.9.9. ActTScenDevRun
8.9.10. ActTScenDevStop
8.9.11. ActBldObj
8.10. Strategist Actions
8.10.1. ActSParMainEnemy
8.10.2. ActSParOffensiveStroke
8.11. Tactician Actions
8.11.1 ActExecTactic
8.12. Fleet Actions
8.12.1. ActCreateFleet
8.12.2. ActDelFleet
8.12.3. ActSelectFleet
8.12.4. ActAddFleet
8.12.5. ActLockFleet
8.12.6. ActUnLockFleet
8.12.7. ActLinkFleet
8.12.8. ActLinkFleet
8.12.9. ActFParPutInStaff
8.12.10. ActFParCleanStaff
8.12.11. ActFParCanChangeStaff
8.12.12. ActFParRepairStaff
8.12.13. ActFParHomePosition
8.12.14. ActFParGatherRC
8.12.15. ActFParPatrol
8.12.16. ActFParSetPatrolPoint
8.12.17. ActFParCleanPatrolPoints
8.12.18. ActFParRaid
8.12.19. ActFParOffensive
8.12.20. ActFParGuardZones
8.12.21. ActFParSetZone
8.12.22. ActFParCleanZones
8.12.23. ActFParHelp
8.12.24. ActFParBuild
8.13. Direct commands to Actions Fleets
8.13.1. ActFCmdMove
8.13.2. ActFCmdAttackT
8.13.3. ActFCmdAttackZ
8.13.4. ActFCmdGuardF
8.13.5. ActFCmdGatherRC
8.13.6. ActFCmdProduction
8.13.7. ActFCmdLoad
8.13.8. ActFCmdUnLoad
8.13.9. ActFCmdCapture
8.13.10. ActFCmdTeleport
8.13.11. ActFCmdMassWeaponHit
9. Run Time errors
10. Command-line compiler of ST Aiscript language
10.1.Adding of AI containers and string tables to mission database
10.1.1. append
10.1.2. close
10.1.3. name
10.1.4. pack
10.1.5. Names of AI containers and string tables.
10.2. Environment variables
10.3. Command-line options
11. Media components
11.1. mfew32.exe utility
11.1.1. Create/open database. Operators ‘create’ an...
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