【转载】转一篇 AI建采矿场的问题
; **********************************************************; This is something that many people get very confused about
; and end up with 100 camps all over the place in their
; scripts - wasting wood, time and man power
;
; This little add on script isn't perfect but it should get
; you through the ages. Good luck.
; *********************************************************
; Mining Camps V1.00 - RubberMan
; *********************************************************
; The following code is used in Random-Task V2.06
; (not yet released) and seems to work nicely. Please feel
; free to either use it in your scripts or use it to test
; if you are having camping problems - If you do use it
; a mention would be nice :)
; *********************************************************
; Initial mining camp - Remember for some civs
; you may want to mine earlier - for instance during
; advancing to feudal?
; *********************************************************
(defrule
(current-age == feudal-age)
(building-type-count-total blacksmith > 0)
(building-type-count mining-camp == 0)
(resource-found gold)
(can-build mining-camp)
=>
(set-strategic-number sn-camp-max-distance 30)
(build mining-camp))
; *********************************************************
; Camp 2
; *********************************************************
(defrule
(building-type-count-total barracks > 0)
(building-type-count mining-camp == 1)
(resource-found stone)
(can-build mining-camp)
=>
(build mining-camp))
; *********************************************************
; Camp 3
; *********************************************************
(defrule
(building-type-count-total blacksmith > 0)
(building-type-count-total mining-camp == 2)
(resource-found gold)
(can-build mining-camp)
=>
(set-strategic-number sn-camp-max-distance 36)
(build mining-camp))
; *********************************************************
; Camp 4
; *********************************************************
(defrule
(building-type-count-total castle == 1)
(building-type-count-total mining-camp == 3)
(can-build mining-camp)
(resource-found gold)
(dropsite-min-distance wood >= 4)
=>
(set-strategic-number sn-camp-max-distance 42)
(build mining-camp))
; *********************************************************
; 2nd Lumber camp
; *********************************************************
(defrule
(building-type-count-total castle == 1)
(building-type-count lumber-camp == 1)
(can-build lumber-camp)
(resource-found wood)
=>
(build lumber-camp))
; *********************************************************
; Camp 5
; *********************************************************
(defrule
(building-type-count-total monastery == 1)
(building-type-count-total mining-camp == 4)
(can-build mining-camp)
(resource-found gold)
=>
(build mining-camp)
(set-strategic-number sn-camp-max-distance 32))
; ***********************************************************
; Extra camps (Duck of Normandy's Egbert the Saxon has
; very similar code to this which I modified for Random-Task
;
; Status is simply current age status. I have used max boar hunt
; here but replace it with whatever you want
;
; 4 refers to castle age
; ***********************************************************
(defrule
(resource-found wood)
(or (and(building-type-count-total mill >= 1)
(building-type-count-total lumber-camp == 0)
)
(and(strategic-number status >= 4)
(dropsite-min-distance wood >= 6)
)
)
(can-build lumber-camp)
=>
(build lumber-camp)
)
(defrule
(resource-found gold)
(or (and(building-type-count-total blacksmith >= 1)
(building-type-count-total mining-camp == 0)
)
(and(strategic-number status >= 4)
(dropsite-min-distance gold >= 4)
)
)
(can-build mining-camp)
=>
(build mining-camp)
)
; *********************************************************
; When camps are under attack you may wish to move your
; villagers - this adds that feature but it also checks
; for wolf attacks early on so you do not make a camp
; wasting wood if you are not actually being attacked by
; the enemy
; *********************************************************
(defrule
(resource-found wood)
(wood-amount > 200); Added due to bloody wolves!
(or (unit-type-count 218 > 0); Dead lumberjack ID's
(unit-type-count 219 > 0))
(building-type-count lumber-camp < 5)
(can-build lumber-camp)
=>
(chat-to-all "Bastards! Lay off my lumberjacks")
(build lumber-camp))
; *********************************************************
; Hitting imperial age and stealing others resources
; *********************************************************
(defrule
(strategic-number sn-maximum-town-size >= 200); This number needs to be changed depending on your TSA
(resource-found gold)
(building-type-count mining-camp < 10)
=>
(set-strategic-number sn-camp-max-distance 144)
(build mining-camp))
(defrule
(strategic-number sn-maximum-town-size > 50); Assumes were not under attack or we are doing the attacking
(resource-found gold)
(current-age == imperial-age)
(building-type-count mining-camp < 10)
=>
(set-strategic-number sn-camp-max-distance 80)
(build mining-camp))
; *********************************************************
; Sometimes in Arabia maps your town centre is placed in a
; dumb arse position miles away from any trees.
; This checks if you have built a bad lumber camp i.e. next
; to 1 tree! and then finds a better place for the new one
; *********************************************************
(defrule
(resource-found wood)
(dropsite-min-distance wood >= 7)
(current-age == dark-age)
(building-type-count lumber-camp == 1)
(can-build lumber-camp)
=>
(delete-building lumber-camp)
(build lumber-camp))
As I said not perfect but should get you started if you are having a problem with camps.
Tweak it at will. The above works fine for me but I can not comment on your absolute requirements.
Good luck
主要是讲如何适当地建造采矿场和伐木场 以不浪费人力和物力 ;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
这是一件;许多人变得很烦恼
最后,用1营的所有地方的
脚本,木材,时间浪费和人力
。
这个小脚本,加上不是完美的,但是它应该得到的
古往今来,你。好运气。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
V1.00 - RubberMan;采矿营地
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
下面这段代码;适用于Random-Task V2.06
尚未发布);(2),似乎工作得很好。请
;自由地使用它在你的脚本,或者使用它来测试
如果你现在所拥有的一切,你做的问题——如果露营用它
一提到就好了。)
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
最初的采矿营地——记得;对于一些结盟
你可能想要我;早——例如在
;推进到封建吗?
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(current-age = = feudal-age)。
(building-type-count-total > 0)的铁匠,
mining-camp = = 0(building-type-count)。
(resource-found金)。
(can-build mining-camp)。
= >
(set-strategic-number sn-camp-max-distance 30)。
(建造mining-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
夏令营。2
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(building-type-count-total > 0)军营,
(= = 1 mining-camp building-type-count)。
(resource-found石)。
(can-build mining-camp)。
= >
(建造mining-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
三、营地
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(building-type-count-total > 0)的铁匠,
(building-type-count-total mining-camp = = 2)。
(resource-found金)。
(can-build mining-camp)。
= >
(set-strategic-number sn-camp-max-distance 36)。
(建造mining-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
四、营地
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(= = 1 building-type-count-total城堡)。
(building-type-count-total mining-camp = = 3)。
(can-build mining-camp)。
(resource-found金)。
(四)dropsite-min-distance木> =
= >
(set-strategic-number sn-camp-max-distance 42)。
(建造mining-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
木材;2营地
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(= = 1 building-type-count-total城堡)。
(= = 1 lumber-camp building-type-count)。
(can-build lumber-camp)。
(resource-found木)。
= >
(建造lumber-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
营地5。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(= = 1 building-type-count-total修道院)。
(building-type-count-total mining-camp = = 4)。
(can-build mining-camp)。
(resource-found金)。
= >
(建造mining-camp)。
(set-strategic-number sn-camp-max-distance 32))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
额外的营地(小鸭子,撒克逊人的埃格伯特诺曼底
这非常类似的代码,修改为Random-Task我
。
仅仅是当前时代;身份地位。我已经用麦克斯野猪捕猎
但是,在这里放任何你想说的话
。
城堡时代;4指
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(resource-found木)。
(或(和(building-type-count-total磨> = 1)。
lumber-camp = = 0(building-type-count-total)。
)。
strategic-number地位>(4例()。
(六)dropsite-min-distance木> =
)。
)。
(can-build lumber-camp)。
= >
(建造lumber-camp)。
)。
(defrule
(resource-found金)。
(或(和(building-type-count-total铁匠> = 1)。
mining-camp = = 0(building-type-count-total)。
)。
strategic-number地位>(4例()。
(四)dropsite-min-distance金> =
)。
)。
(can-build mining-camp)。
= >
(建造mining-camp)。
)。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
训练营受到攻击时,你会希望
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
营地5。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(= = 1 building-type-count-total修道院)。
(building-type-count-total mining-camp = = 4)。
(can-build mining-camp)。
(resource-found金)。
= >
(建造mining-camp)。
(set-strategic-number sn-camp-max-distance 32))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
额外的营地(小鸭子,撒克逊人的埃格伯特诺曼底
这非常类似的代码,修改为Random-Task我
。
仅仅是当前时代;身份地位。我已经用麦克斯野猪捕猎
但是,在这里放任何你想说的话
。
城堡时代;4指
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(resource-found木)。
(或(和(building-type-count-total磨> = 1)。
lumber-camp = = 0(building-type-count-total)。
)。
strategic-number地位>(4例()。
(六)dropsite-min-distance木> =
)。
)。
(can-build lumber-camp)。
= >
(建造lumber-camp)。
)。
(defrule
(resource-found金)。
(或(和(building-type-count-total铁匠> = 1)。
mining-camp = = 0(building-type-count-total)。
)。
strategic-number地位>(4例()。
(四)dropsite-min-distance金> =
)。
)。
(can-build mining-camp)。
= >
(建造mining-camp)。
)。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
训练营受到攻击时,你可能想要移动你的
这种补充说,村民们——特征的,但它也检查
早在狼攻击;所以你不要让一个营地
如果你是木头,实际上不被攻击
;敌人
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
(defrule
(resource-found木)。
(wood-amount > 200);补充由于血腥的狼!
(或(unit-type-count > 0);218伐木工ID
unit-type-count 219 > 0)()。
(building-type-count lumber-camp < 5)。
(can-build lumber-camp)。
= >
(chat-to-all“混蛋!裁掉我的泡里”)。
(建造lumber-camp))。
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
…… heidousishi 发表于 2010-7-3 10:36 static/image/common/back.gif
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ...
我擦,机器翻译可不行
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