こはね 发表于 2019-10-4 23:27:56

AI Command

        <pre style='white-space: pre-wrap;word-wrap: break-word;'>
<span style='font-size:12.0pt;'>
[(long)] aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list.

[(void)] aiAttemptResign(): asks the player if its ok to resign

[(void)] aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING).

[(void)] aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint.

[(void)] aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint.

[(bool)] aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow.

[(bool)] aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow.

[(bool)] aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource.

[(int   )] aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking.

[(bool)] aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow.

[(bool)] aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position.

[(bool)] aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit.

[(void)] aiChat( int playerID, string chatString ): CP AI chat to playerID.

[(      )] aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player.

[(long)] aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence.

[(long)] aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence.

[(long)] aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence.

[(long)] aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence.

[(long)] aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence.

[(vector)] aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence.

[(void)] aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence.

[(int   )] aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player.

[(int   )] aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare.

[(bool)] aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler).

[(long)] aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id.

[(long)] aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list.

[(bool)] aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony.

[(bool)] aiDoTradeMonopoly(): Executes a trade monopoly command, returns false if it fails.

[(void)] aiEcho( string echoString ): CP AI echo.

[(void)] aiErrorMessage( string errorString ): CP AI error.

[(int   )] aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan

[(void)] aiFindBestOpportunity(): finds the best currently scored opp.

[(int   )] aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense

[(bool)] aiGetAllowBuildings( void ): Returns allow buildings on/off.

[(float )] aiGetAttackResponseDistance( void ): Returns the attack response distance.

[(int   )] aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID.

[(int   )] aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID.

[(bool)] aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on.

[(int   )] aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player.

[(int   )] aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player.

[(int   )] aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team.

[(int   )] aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player.

[(void)] aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource.

[(float )] aiGetEconomyPercentage( void ): Returns the economy priority percentage.

[(int   )] aiGetEconomyPop( void ): Returns the script-defined economy pop for this player.

[(float )] aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value.

[(int   )] aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1

[(int   )] aiGetFarmLimit( void ): Returns the per plan farm build limit.

[(int   )] aiGetGameMode( void ): Returns the game's mode.

[(int   )] aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc).

[(int   )] aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id

[(int   )] aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot.

[(int   )] aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower

[(vector)] aiGetHCGatherPoint( void ): Returns the HCGP.

[(int   )] aiGetKOTHController(): Gets the team that is king of the hill.

[(int   )] aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect

[(int   )] aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type

[(float )] aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource.

[(float )] aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource.

[(int   )] aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build

[(float )] aiGetMilitaryPercentage( void ): Returns the militarypriority percentage.

[(int   )] aiGetMilitaryPop( void ): Returns the script-defined military pop for this player.

[(int   )] aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals.

[(int   )] aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals.

[(int   )] aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player.

[(int   )] aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type.

[(int   )] aiGetNumberRelicsControlled(int teamID): Gets the number of relics controlled by this team (for relic victory).

[(int   )] aiGetNumberRelicsNeededForVictory(): Gets the number of relics needed to make a relic win possible.

[(long)] aiGetNumberTeams(): returns the number of teams in the game.

[(int   )] aiGetNumberTradePostsControlled(int teamID): Gets the number of tradeposts controlled by this team (for monopoly victory).

[(int   )] aiGetNumberTradePostsNeededForMonopoly(): Gets the number of tradeposts needed to make a monopoly win possible.

[(vector)] aiGetOpportunityLocation(int opportunityID ): gets the location from this opportunity

[(float )] aiGetOpportunityRadius(int opportunityID ): gets the radius from this opportunity

[(long)] aiGetOpportunitySourceID(int opportunityID ): gets the source id from this opportunity

[(long)] aiGetOpportunitySourceType(int opportunityID ): gets the source type from this opportunity

[(long)] aiGetOpportunityTargetID(int opportunityID ): gets the target id from this opportunity

[(long)] aiGetOpportunityTargetPlayerID(int opportunityID ): gets the target playerID from this opportunity

[(long)] aiGetOpportunityTargetType(int opportunityID ): gets the target type from this opportunity

[(long)] aiGetOpportunityType(int opportunityID ): gets the type from this opportunity

[(bool)] aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI.

[(string)] aiGetPersonality( void ): Gets the player's personality.

[(int   )] aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician.

[(int   )] aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX.

[(int   )] aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX.

[(int   )] aiGetPopNeeds(): gets the current Pop needs of all the plans.

[(int   )] aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown.

[(float )] aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown.

[(int   )] aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown.

[(float )] aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource.

[(float )] aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight.

[(long)] aiGetScore(int playerID): returns the score for the given player.

[(bool)] aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony.

[(bool)] aiGetWaterMap(): Tells us if the AI thinks this is a water map or not.

[(int   )] aiGetWorldDifficulty( void ): Returns the world difficulty level.

[(string)] aiGetWorldDifficultyName( int level ): Returns the name of the level.

[(int   )] aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal.

[(int   )] aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals.

[(bool)] aiHCCardsBuyCard(int cardIndex): Buy this card now

[(bool)] aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now?

[(long)] aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference

[(long)] aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq.

[(long)] aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite.

[(long)] aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq.

[(long)] aiHCCardsGetCardTechID(): For this cardIndex, get the TechID.

[(long)] aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount.

[(long)] aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType.

[(long)] aiHCCardsGetTotal(): Returns the number of cards in the Current HC.

[(bool)] aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet?

[(bool)] aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck.

[(long)] aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck.

[(bool)] aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck?

[(bool)] aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite.

[(bool)] aiHCDeckCreate( string ): Create a new HC Deck with the given name.

[(long)] aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq

[(long)] aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level

[(long)] aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID

[(long)] aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count

[(long)] aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType

[(long)] aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck.

[(bool)] aiHCDeckPlayCard( long cardIndex ): play this card.

[(long)] aiHCGetNumberDecks(): Returns the number of decks in the Current HC.

[(bool)] aiIsKOTHAllowed(): Returns true if a King of the Hill victory is possible in this game type.

[(bool)] aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful)

[(bool)] aiIsMonopolyAllowed(): Returns true if a trade monopoly is possible in this game type.

[(bool)] aiIsMultiplayer(): returns true, if this is a multiplayer game.

[(bool)] aiIsRelicCaptureAllowed(): Returns true if a relic capture victory is possible in this game type.

[(int   )] aiIsTeamKOTH(int teamID): Returns true if this team is king of the hill.

[(void)] aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0.

[(void)] aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0.

[(int   )] aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type.

[(int   )] aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s).

[(int   )] aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername.

[(bool)] aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex)

[(int   )] aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game.

[(float )] aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.

[(int   )] aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.

[(int   )] aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history.

[(int   )] aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex.

[(int   )] aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before.

[(string)] aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history.

[(float )] aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName.

[(float )] aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai.

[(int   )] aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI

[(bool)] aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history.

[(bool)] aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value.

[(bool)] aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan.

[(bool)] aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan.

[(bool)] aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.

[(bool)] aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.

[(bool)] aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.

[(bool)] aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.

[(bool)] aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.

[(bool)] aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan.

[(int   )] aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type.

[(bool)] aiPlanDestroy( int planID ): Destroys the given plan.

[(bool)] aiPlanDestroyByName( string name ): Destroys the plan of the given name.

[(bool)] aiPlanGetActive( int planID ): Gets the active-ness of the given plan.

[(int   )] aiPlanGetActualPriority( int planID ): Returns the priority of the given plan.

[(bool)] aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan.

[(bool)] aiPlanGetAttack( int planID ): Gets the attack flag of the given plan.

[(int   )] aiPlanGetBaseID( int planID): gets the plan's base id.

[(int   )] aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan.

[(bool)] aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan.

[(int   )] aiPlanGetEscrowID( int planID ): Gets the escrow for the plan.

[(int   )] aiPlanGetID( string name ): Returns the ID of the plan with the given name.

[(int   )] aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index.

[(int   )] aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan.

[(int   )] aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms.

[(int   )] aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name.

[(vector)] aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan.

[(vector)] aiPlanGetLocation( int planID ): Returns the location for this plan.

[(bool)] aiPlanGetMilitary( int planID ): Gets the military flag of the given plan.

[(string)] aiPlanGetName( int planID ): Returns the name of the given plan.

[(bool)] aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan.

[(int   )] aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans.

[(int   )] aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan.

[(int   )] aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.

[(int   )] aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.

[(bool)] aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan.

[(int   )] aiPlanGetState( int planID ): Returns the state of the given plan.

[(int   )] aiPlanGetType( int planID ): Returns the type of the given plan.

[(float )] aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested.

[(int   )] aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan.

[(bool)] aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(float )] aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(int   )] aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(string)] aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(vector)] aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(bool)] aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(float )] aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(int   )] aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(string)] aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan.

[(vector)] aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.

[(bool)] aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable.

[(bool)] aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan.

[(bool)] aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable.

[(bool)] aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable.

[(bool)] aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan.

[(bool)] aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan.

[(bool)] aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan.

[(bool)] aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id.

[(bool)] aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan.

[(bool)] aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan.

[(bool)] aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan.

[(bool)] aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event.

[(void)] aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan.

[(bool)] aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan.

[(bool)] aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan.

[(bool)] aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.

[(bool)] aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.

[(bool)] aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan.

[(bool)] aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan.

[(bool)] aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan.

[(bool)] aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan.

[(bool)] aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path.

[(bool)] aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available.

[(void)] aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame.

[(int   )] aiRandInt( int max ): Returns a random number (mod'ed by max if provided).

[(vector)] aiRandLocation( void ): Returns a random location guaranteed to be on the map.

[(void)] aiRandSetSeed( int seed ): Sets the seed of the random number generator.

[(bool)] aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building.

[(bool)] aiReadyForTradeMonopoly(): Returns true if the monopoly command can be given now.Does not check cost.

[(bool)] aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown.

[(void)] aiResign(): reigns the current player..

[(bool)] aiResourceIsLocked(int resourceID): Is this Escrow resource locked.

[(void)] aiResourceLock(int resourceID): Prevent a resource from being spent by the AI.

[(void)] aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI.

[(bool)] aiSellResourceOnMarket( int resourceID): sells (+100) the given resource.

[(void)] aiSendChatToAllies( string chatString ): CP AI chat to allies.

[(void)] aiSendChatToEnemies( string chatString ): CP AI chat to enemies.

[(void)] aiSendChatToEveryone( string chatString ): CP AI chat to everyone.

[(void)] aiSet( string filename, int playerID ): Sets playerID's AI to the given filename.

[(void)] aiSetAllowBuildings( bool v ): Sets allow buildings on/off.

[(void)] aiSetAttackResponseDistance( float v ): Set the attack response distance.

[(void)] aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID.

[(void)] aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID.

[(bool)] aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off.

[(void)] aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units.

[(void)] aiSetEconomyPercentage( float v ): Set the economy priority percentage.

[(void)] aiSetEconomyPop( int v ): Set the script-defined economy pop for this player.

[(bool)] aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value.

[(void)] aiSetFarmLimit( int limit ): Sets the per plan farm build limit.

[(bool)] aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.

[(bool)] aiSetHCGatherPoint( vector point ): Sets the HCGP.

[(void)] aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build

[(void)] aiSetMilitaryPercentage( float v ): Set the military priority percentage.

[(void)] aiSetMilitaryPop( int v ): Set the script-defined military pop for this player.

[(void)] aiSetMinArmySize(long v): sets the min number of units in an attack army.

[(void)] aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals.

[(void)] aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals.

[(void)] aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player.

[(void)] aiSetOpportunityLocation(int opportunityID, vector location ): sets the location for this opp.

[(void)] aiSetOpportunityRadius(int opportunityID, float radius ): sets the radius for this opp.

[(bool)] aiSetOpportunityScore(long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp.

[(void)] aiSetOpportunityTargetID(int opportunityID, int targetType ): sets the target id for this opp.

[(void)] aiSetOpportunityTargetType(int opportunityID, int targetType ): sets the target type for this opp.

[(void)] aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI.

[(void)] aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician.

[(void)] aiSetRandomMap(bool v): Sets the RM bool in the AI.

[(bool)] aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource.

[(void)] aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0).

[(void)] aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight.

[(void)] aiSetWaterMap( bool v): Tells the AI if this is a water map or not.

[(void)] aiSetWorldDifficulty( int v ): Sets the world difficulty level.

[(void)] aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base.

[(bool)] aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building.

[(bool)] aiTaskUnitDelete( int unitID ): Deletes the given unit.

[(bool)] aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location.

[(bool)] aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID.

[(bool)] aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power.

[(bool)] aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type.

[(bool)] aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit.

[(bool)] aiTreatyActive(): checks whether the given player has a treaty.

[(bool)] aiTribute( int playerID, int resourceID, float amount ): Tributes the given player.

[(int   )] aiUnitGetTactic(int unitID): gets the specified unit's current tactic.

[(bool)] aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit.

        </pre>
本命令由外挂研究中心-孑影孓导出。
页: [1]
查看完整版本: AI Command