//************************
[AIFunctions]
// Defines function calls used by the AI Editor
// Note that this section should match the format of the [TriggerCalls] section
// in TriggerData.txt, and the strings for these functions are in TriggerStrings.txt.
//
// Key: Function name
// Value 0: first game version in which this function is valid
// Value 1: flag (0 or 1) indicating if the call can be used in events (meaningless for AI Editor)
// Value 2: return type
// Value 3+: argument types
//
// --- Boolean
// - Hero
CaptainIsHome=1,0,boolean
_CaptainIsHome_Category=TC_AI_HERO
CaptainIsFull=1,0,boolean
_CaptainIsFull_Category=TC_AI_HERO
CaptainIsEmpty=1,0,boolean
_CaptainIsEmpty_Category=TC_AI_HERO
CaptainRetreating=1,0,boolean
_CaptainRetreating_Category=TC_AI_HERO
CaptainAtGoal=1,0,boolean
_CaptainAtGoal_Category=TC_AI_HERO
// - Misc
CreepsOnMap=1,0,boolean
_CreepsOnMap_Category=TC_AI_MISC
// - Town
TownThreatened=1,0,boolean
_TownThreatened_Category=TC_AI_TOWN
TownHasMine=1,0,boolean,integer
_TownHasMine_Category=TC_AI_TOWN
TownHasHall=1,0,boolean,integer
_TownHasHall_Category=TC_AI_TOWN
ExpansionNeeded=1,0,boolean
_ExpansionNeeded_Category=TC_AI_TOWN
// --- Integer
// - Hero
CaptainGroupSize=1,0,integer
_CaptainGroupSize_Category=TC_AI_HERO
CaptainReadinessHP=1,0,integer
_CaptainReadinessHP_Category=TC_AI_HERO
CaptainReadinessMa=1,0,integer
_CaptainReadinessMa_Category=TC_AI_HERO
// - Misc
CurrentAttackWave=1,0,integer
_CurrentAttackWave_Category=TC_AI_MISC
MeleeDifficulty=1,0,integer
_MeleeDifficulty_Category=TC_AI_MISC
// - Resources
GetGold=1,0,integer
_GetGold_Category=TC_AI_RESOURCES
GetWood=1,0,integer
_GetWood_Category=TC_AI_RESOURCES
GetGoldOwned=1,0,integer
_GetGoldOwned_Category=TC_AI_RESOURCES
FoodUsed=1,0,integer
_FoodUsed_Category=TC_AI_RESOURCES
TotalFoodProduced=1,0,integer
_TotalFoodProduced_Category=TC_AI_RESOURCES
GetFoodMade=1,0,integer,unitcode
_GetFoodMade_Category=TC_AI_RESOURCES
// - Town
GetMinesOwned=1,0,integer
_GetMinesOwned_Category=TC_AI_TOWN
TownWithMine=1,0,integer
_TownWithMine_Category=TC_AI_TOWN
GetNextExpansion=1,0,integer
_GetNextExpansion_Category=TC_AI_TOWN
// - Unit
GetUnitCount=1,0,integer,unitcode
_GetUnitCount_Category=TC_AI_UNIT
GetUnitCountDone=1,0,integer,unitcode
_GetUnitCountDone_Category=TC_AI_UNIT
GetTownUnitCount=1,0,integer,unitcode,integer,boolean
_GetTownUnitCount_Defaults=_,0,false
_GetTownUnitCount_Category=TC_AI_UNIT
GetUnitGoldCost=1,0,integer,unitcode
_GetUnitGoldCost_Category=TC_AI_UNIT
GetUnitWoodCost=1,0,integer,unitcode
_GetUnitWoodCost_Category=TC_AI_UNIT
// - Upgrade
GetUpgradeLevel=1,0,integer,techcode
_GetUpgradeLevel_Category=TC_AI_UPGRADE
GetUpgradeGoldCost=1,0,integer,techcode
_GetUpgradeGoldCost_Category=TC_AI_UPGRADE
GetUpgradeWoodCost=1,0,integer,techcode
_GetUpgradeWoodCost_Category=TC_AI_UPGRADE
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