Aitable.txt

**Aitable.txt** is a *Fallout Tactics* game file, determining AI behaviors.

// Note: Order of natures, Demeanours, and Events must be kept relative to column/row in tables

// Note: Tab size used to create this file was 4

// Note: Other files to update for events and demeanours:

// game\_data.hpp base\_ai.hpp controller.hpp

////////////////////////////////////////////////////////////////////////////////

// NATURES

natures = {

    "Default",

    "Dummy",

    "Critter",

    "Coward",

    "Aggressor",

    "Squeeler",

    "Patrol",

    "RepairBot",

    "Turret",

    "Looter",

}

////////////////////////////////////////////////////////////////////////////////

// EVENTS:

events = {

    "tookDamage",

    "seeTarget",

    "seeCorpse",

    "seeTrap",

    "hearCombat",

    "caughtThief",

    "overridePassify",

    "overrideFlee",

    "overrideAttack",

}

////////////////////////////////////////////////////////////////////////////////

// DEMEANOURS

demeanours = {

    "Attack",

    "MoveFlee",

    "MoveCover",

    "MoveWander",

    "MiscAssistHeal",

    "MiscEatCorpse",

    "MiscLayTrap",

    "MiscDisarmTrap",

    "MiscTriggerAlarm",

    "MiscInvestigate",

}

////////////////////////////////////////////////////////////////////////////////

// STARTING DEMEANOUR VALUES FOR ALL NATURES

starting\_demeanours =

// Attk, Fle, Cvr, Wndr, Heal, Eat, Trap, Dsrm, Alrm, Inves

{ 4, 2, 3, 5, 2, 0, 0, 3, 4, 3 }

////////////////////////////////////////////////////////////////////////////////

// DEMEANOUR PREFERENCES FOR EACH NATURE

demeanours\_versus\_natures =

{

// attk flee cover wndr heal corpse trap dsrm alrm inves

{ 5, 5, 0, 0, 0, 0, 0, 0 0, 0}, // Default

{ 0, 0, 0, 0, 0, 0, 0, 0 0, 0}, // Dummy

{ 5, 5, 0, 0, 0, 0, 0, 0 0, 0}, // Critter

{ 2, 5, 0, 0, 0, 0, 0, 0 0, 0}, // Coward

{ 8, 4, 0, 0, 0, 0, 0, 0 0, 0}, // Aggressor

{ 4, 3, 0, 0, 0, 0, 0, 0 10, 0}, // Squeeler

{ 8, 3, 0, 0, 0, 0, 0, 0 0, 7}, // Patrol

{ 0, 0, 0, 0, 10, 0, 0, 0 0, 0}, // Repair Only

{ 10, 0, 0, 0, 0, 0, 0, 0 0, 0}, // Turret

{ 8, 3, 0, 0, 0, 8, 0, 0 0, 7}, // Looter

}

////////////////////////////////////////////////////////////////////////////////

// BASE DEMEANOUR REACTION TO EVENTS

demeanours\_versus\_events =

{

// att flee cover wndr heal eat trap dsrm alrm inves

{ 8, 4, 0, 0, 0, 0, 0, 0, 8, 0 }, // dam

{ 6, 2, 0, 0, 0, 0, 0, 0, 7, 0 }, // targ

{ 0, 0, 0, 0, 0, 8, 0, 0, 0, 8 }, // corp

{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // trap

{ 6, 2, 0, 0, 0, 0, 0, 0, 10, 0 }, // hear

{ 8, 0, 0, 0, 0, 0, 0, 0, 8, 0 }, // thief

{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // passify

{ 0, 20, 0, 0, 0, 0, 0, 0, 0, 0 }, // flee

{ 20, 0, 0, 0, 0, 0, 0, 0, 8, 0 }, // attack

}

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