Files
source/gamedir/Base/AI.ini
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

49 lines
1.2 KiB
INI

[Modularized Tactical AI]
; DO NOT, repeat NOT add 'comments', spaces, or other stuff after the factory
; names. The ini reader doesn't separate it from the data string.
; Factory_n is used for any npc with bAIIndex set to n. Currently, the index is
; copied from bTeam; I hope that somebody can integrate it into the map editor
; soon. Then you can add any number of indices (up to 65535, that is), but they
; must be consecutive.
; Currently implemented factories:
; NullPlanFactory - makes an NPC do absolutely nothing
; LegacyAIPlanFactory - makes an NPC behave "as before"
; Increase NumFactories accordingly
NumFactories = 11
; not used
Factory_0 = NullPlanFactory
; 'OUR_TEAM', so not really used either (?)
Factory_1 = LegacyAIPlanFactory
; 'ENEMY_TEAM'
Factory_2 = LegacyAIPlanFactory
; CREATURE_TEAM
Factory_3 = LegacyAIPlanFactory
; MILITIA_TEAM
Factory_4 = LegacyAIPlanFactory
; CIV_TEAM
Factory_5 = LegacyAIPlanFactory
; PLAYER_PLAN (?)
Factory_6 = LegacyAIPlanFactory
; LAN_TEAM_ONE
Factory_7 = LegacyAIPlanFactory
; LAN_TEAM_TWO
Factory_8 = LegacyAIPlanFactory
; LAN_TEAM_THREE
Factory_9 = LegacyAIPlanFactory
; LAN_TEAM_FOUR
Factory_10 = LegacyAIPlanFactory