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game:source_diving [2012/06/27 00:16]
star_weaver AIStates
game:source_diving [2014/12/27 04:40] (current)
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 +====== 1.08b source code .... stuff ... ======
 +===== Random Data Obtained from the C++ Source Code =====
  
 +I just need a place to plonk this stuff for the moment, it really needs to go somewhere else later. -Weaver
 +
 +
 +==== AI States 1.08b ====
 +
 +This might be useful for debuggery? Also a full list of hardcoded controllers because the states vary per controller. From TSE/TSEShipControllersImpl.h
 +
 +<code>
 +class CStandardShipAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateAttackingOnPatrol,                 //  Attacking m_pTarget while on patrol
 +
 +1       stateAttackingTarget,                   //  Attacking m_pTarget
 +2       stateAttackingThreat,                   //  Attacking m_pTarget to protect principal
 +3       stateDeterTarget,                       //  Attack m_pTarget, but stop if target doesn't attack back
 +4       stateDeterTargetNoChase,                //  Attack m_pTarget, but don't chase it
 +5       stateEscorting,                         //  Escorting m_pDest
 +6       stateHolding,                           //  Doing nothing indefinitely
 +7       stateLookingForLoot,                    //  Looking for loot in the system
 +8       stateLooting,                           //  Looting stuff from station
 +9       stateLootingOnce,                       //  Looting stuff from station
 +10      stateMaintainBearing,                   //  Move in m_rDistance (angle) direction
 +                                                //      until we run into enemies.
 +11      stateNone,                              //  Ship needs to consult orders
 +12      stateOnCourseForDocking,                //  Heading for m_pDest to dock
 +13      stateOnCourseForStargate,               //  Heading for m_pDest to gate out
 +14      stateOnPatrolOrbit,                     //  Orbiting m_pDest at m_rDistance
 +15      stateReturningFromThreat,               //  Dock with m_pDest
 +16      stateWaiting,                           //  Waiting for countdown (m_iCountdown)
 +17      stateWaitingForThreat,                  //  Waiting for a threat to m_pDest
 +18      stateWaitingUnarmed,                    //  If threat shows up, we gate out
 +19      stateWaitForPlayerAtGate,               //  Waiting for player at gate
 +20      stateFollowing,
 +
 +21      stateOnCourseForLootDocking,            //  Going to dock with loot
 +22      stateDeterTargetWhileLootDocking,       //  Attack the target, but continue towards loot
 +23      stateFollowNavPath,                     //  Follow current nav path
 +24      stateReturningViaNavPath,               //  Follow current nav path
 +25      stateOnCourseForDockingViaNavPath,      //  Follow current nav path
 +26      stateOnCourseForPatrolViaNavPath,       //  Follow current nav path
 +27      stateOnCourseForPoint,                  //  Going to a given point
 +28      stateWaitingForTarget,                  //  Waiting for m_pTarget
 +29      stateWaitingForEnemy,                   //  Waiting for an enemy
 +30      stateAttackingTargetAndAvoiding,        //  Attacking m_pTarget and avoiding enemy stations
 +        
 +31      stateAvoidingEnemyStation,              //  Attacking m_pTarget and avoiding m_pDest
 +32      stateOnCourseForPointViaNavPath,        //  Follow current nav path
 +33      stateBombarding,                        //  Attacking m_pTarget while holding
 +34      stateApproaching,                       //  Get within m_rDistance of m_pDest
 +35      stateAimingAtTarget,                    //  Aiming at m_pTarget
 +36      stateOnCourseForOrbitViaNavPath,        //  Follow current nav path
 +37      stateOrbit,                             //  Orbit m_pTarget
 +38      stateReturningToEscort,                 //  Return to m_pDest from an attack
 +39      stateHoldingCourse,                     //  Hold course
 +40      stateAttackingPrincipalThreat,          //  Attacking m_pTarget, which attacked principal
 +
 +41      stateTurningTo,                         //  Turning to angle
 +42      stateAttackingTargetAndHolding,         //  Attacking m_pTarget while holding position
 +        };
 +
 +
 +class CAutonAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateEscorting,
 +2       stateAttackingTarget,
 +3       stateOnCourseForStargate,
 +4       stateFollowing,
 +5       stateWaiting,
 +        };
 +
 +class CFerianShipAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateOnCourseForMine,
 +2       stateMining,
 +3       stateAttackingThreat,
 +4       stateOnCourseForStargate,
 +5       stateAvoidThreat,
 +6       stateAttackingTarget,
 +7       stateWaitForPlayerAtGate,
 +        };
 +
 +class CFleetCommandAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateAttackAtWill,
 +2       stateChargeInFormation,
 +3       stateFormAtRallyPoint,
 +4       stateAttackFromRallyPoint,
 +5       stateOnCourseForStargate,
 +6       stateWaiting,
 +7       stateWaitingForThreat,
 +        };
 +
 +class CFleetShipAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateKeepFormation,
 +2       stateAttackAtWill,
 +3       stateAttackInFormation,
 +4       stateAttackTarget,
 +5       stateOnCourseForStargate,               //  Heading for m_pDest to gate out
 +6       stateOnCourseForDocking,                //  Heading for m_pDest to dock
 +7       stateWaitForPlayerAtGate,
 +8       stateOnPatrolOrbit,
 +9       stateAttackOnPatrol,
 +10      stateWaiting,
 +        };
 +
 +class CGaianProcessorAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateLookingForWreck,
 +2       statePulverizingWreck,
 +3       stateConsumingWreck
 +        };
 +
 +class CGladiatorAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateAttackingTarget,
 +2       stateOnCourseForDocking,
 +3       stateOnCourseForStargate,
 +        };
 +
 +
 +
 +class CZoanthropeAI : public CBaseShipAI
 +    enum StateTypes
 +        {
 +0       stateNone,
 +1       stateAttackingThreat,
 +2       stateOnCourseForStargate,
 +3       stateReturningFromThreat,
 +4       stateWaitingForThreat,
 +5       stateOnPatrolOrbit,
 +6       stateAttackingOnPatrol,
 +7       stateOnEscortCourse,
 +8       stateWaiting,
 +        };
 +</code>
 +
 +
 +==== Distance ====
 +
 +Having nothing to do with scale, but with positioning and travel distance.
 +
 +From TSE/TSETypes.h
 +
 +  * Light_Speed = Light_Second = 299792.5 km
 +  * Klicks_Per_Pixel = 12500.0
 +  * Therefore 1 light_second = 23.9834 pixels (how did I get 18.3something last time?)
 +
 +==== Devices ====
 +
 +From TSE/CShip.h, I think
 +
 +  * Drive devices do replace both maxspeed and thrust, nothing is additive
 +
 +==== Encounters ====
 +
 +From TSE/CSystem.cpp
 +
 +  * A system spawns an encounter every 6000 to 9000 ticks
 +
 +  * There is a 10% chance of just reading from a level-based random encounter list
 +
 +  * Otherwise a list of all the encounter tables and events attached to objests in the system is collated based on raritys given, and one is picked from that list.
 +
 +
 +==== Rarity ====
 +
 +From TSE/TSETypes.h
 +
 +I think george may have said this already, but I looked it up in relation to the last exploration anyway
 +
 +<code>
 +enum FrequencyTypes
 +    {
 +    ftCommon                = 20,
 +    ftUncommon              = 10,
 +    ftRare                  = 4,
 +    ftVeryRare              = 1,
 +    ftNotRandom             = 0
 +    };
 +</code>
 +
 +I believe this is generally used by the game by creating a list with [rarity] copies of each item, and then rolling against that list.
 +
 +
 +==== System Map Grid ====
 +
 +The map grid is 100 ls per square:
 +
 +<code>
 +TSE/CSystem.cpp:3216: PaintViewportGrid(Dest, rcView, Trans, CVector(), 100.0 * LIGHT_SECOND);
 +</code>
 +
 +
 +==== Shield Regen Rates ====
 +
 +Shield regen in the xml seems to be based on hp per 6 seconds, but is broken down into different actual periods of no more than 3 seconds via a rather complicated wad of math in CShieldClas.cpp:
 +
 +<code>
 +// Load regen value
 +
 +int iRegen;
 +if (pDesc->FindAttributeInteger(REGEN_ATTRIB, &iRegen))
 + {
 + // Regen specified in hp per 180 ticks. We need to convert that to RegenHP and RegenRate
 +
 + if ((iRegen % 12) == 0)
 + pShield->m_iRegenRate = 15;
 + else if ((iRegen % 10) == 0)
 + pShield->m_iRegenRate = 18;
 + else if ((iRegen % 9) == 0)
 + pShield->m_iRegenRate = 20;
 + else if ((iRegen % 6) == 0)
 + pShield->m_iRegenRate = 30;
 + else if ((iRegen % 5) == 0)
 + pShield->m_iRegenRate = 36;
 + else if ((iRegen % 4) == 0)
 + pShield->m_iRegenRate = 45;
 + else if ((iRegen % 3) == 0)
 + pShield->m_iRegenRate = 60;
 + else
 + pShield->m_iRegenRate = 90;
 +
 + pShield->m_iRegenHP = iRegen * pShield->m_iRegenRate / 180;
 +
 + int iDepletion;
 + if (pDesc->FindAttributeInteger(DEPLETION_DELAY_ATTRIB, &iDepletion))
 + pShield->m_iDepletionDelay = iDepletion / pShield->m_iRegenRate;
 + else
 + pShield->m_iDepletionDelay = 360 / pShield->m_iRegenRate;
 + }
 +else
 + {
 + pShield->m_iRegenHP = pDesc->GetAttributeInteger(REGEN_HP_ATTRIB);
 + pShield->m_iRegenRate = (int)((pDesc->GetAttributeInteger(REGEN_TIME_ATTRIB) / STD_SECONDS_PER_UPDATE) + 0.5);
 + pShield->m_iDepletionDelay = pDesc->GetAttributeInteger(DEPLETION_DELAY_ATTRIB);
 +
 + if (pShield->m_iRegenRate == 0)
 + {
 + pShield->m_iRegenRate = 15;
 + pShield->m_iRegenHP = 0;
 + }
 + }
 +</code>
 +
 +==== Enhancment ====
 +
 +From TSE/TSEDesign.h ... think this is more complete that the data we have in legend?
 +
 +<code>
 +enum ItemEnhancementTypes
 +    {
 +    etNone =                            0x0000,
 +    etBinaryEnhancement =               0x0001,
 +    etLoseEnhancement =                 0x0002, //  Lose enhancements
 +
 +    etStrengthen =                      0x0100, //  +hp, data1 = %increase (10% increments)
 +    etRegenerate =                      0x0200, //  data1 = rate
 +    etReflect =                         0x0300, //  data2 = damage type reflected
 +    etRepairOnHit =                     0x0400, //  repair damage on hit, data2 = damage type of hit
 +    etResist =                          0x0500, //  -damage, data1 = %damage adj
 +    etResistEnergy =                    0x0600, //  -energy damage, data1 = %damage adj (90%, 80%, etc)
 +    etResistMatter =                    0x0700, //  -matter damage, data1 = %damage adj (90%, 80%, etc)
 +    etResistByLevel =                   0x0800, //  -damage, data1 = %damage adj, data2 = damage type
 +    etResistByDamage =                  0x0900, //  -damage, data1 = %damage adj, data2 = damage type
 +    etResistByDamage2 =                 0x0a00, //  -damage, data1 = %damage adj, data2 = damage type
 +    etSpecialDamage =                   0x0b00, //  Immunity to damage effects:
 +                                                //      data2 = 0: immune to radiation
 +                                                //      data2 = 1: immune to blinding
 +                                                //      ... see SpecialDamageTypes
 +    etImmunityIonEffects =              0x0c00, //  Immunity to ion effects (blinding, EMP, etc.)
 +                                                //      (if disadvantage, interferes with shields)
 +    etPhotoRegenerate =                 0x0d00, //  regen near sun
 +    etPhotoRecharge =                   0x0e00, //  refuel near sun
 +    etPowerEfficiency =                 0x0f00, //  power usage decrease, 01 = 90%/110%, 02 = 80%/120%
 +    etSpeed =                           0x1000, //  decrease cycle time
 +    etTurret =                          0x1100, //  weapon turret, data1 is angle
 +    etMultiShot =                       0x1200, //  multiple shots, data2 = count, data1 = %weakening
 +
 +    etData1Mask =                       0x000f, //  4-bits of data (generally for damage adj)
 +    etData2Mask =                       0x00f0, //  4-bits of data (generally for damage type)
 +    etTypeMask =                        0x7f00, //  Type
 +    etDisadvantage =                    0x8000, //  If set, this is a disadvantage
 +    };
 +</code>
 +
 +
 +==== DamageTypes ====
 +They're refrenced above, and this contains george's comments on them. TSE/TSEDesign.h
 +
 +<code>
 +
 +enum DamageTypes
 +    {
 +    damageError         = -100,                 //  invalid damage
 +    damageGeneric       = -1,                   //  generic damage
 +
 +    damageLaser         = 0,                    //  standard lasers
 +    damageKinetic       = 1,                    //  mass drivers
 +    damageParticle      = 2,                    //  charged particle beam
 +    damageBlast         = 3,                    //  chemical explosives
 +    damageIonRadiation  = 4,                    //  ionizing radiation
 +    damageThermonuclear = 5,                    //  hydrogen bomb
 +    damagePositron      = 6,                    //  anti-matter charged particles
 +    damagePlasma        = 7,                    //  fusion weapons
 +    damageAntiMatter    = 8,                    //  anti-matter torpedo
 +    damageNano          = 9,                    //  nano-machines
 +    damageGravitonBeam  = 10,                   //  graviton beam
 +    damageSingularity   = 11,                   //  spacetime weapons
 +    damageDarkAcid      = 12,                   //  exotics
 +    damageDarkSteel     = 13,                   //  exotics
 +    damageDarkLightning = 14,                   //  exotics
 +    damageDarkFire      = 15,                   //  exotics
 +
 +    damageCount         = 16
 +    };
 +
 +</code>
 +
 +==== SpecialDamageTypes ====
 +
 +Wormhole? TSE/TSEDesign.h
 +<code>
 +enum SpecialDamageTypes
 +    {
 +    specialRadiation    = 0,
 +    specialBlinding     = 1,
 +    specialEMP          = 2,
 +    specialDeviceDamage = 3,
 +    specialDisintegration = 4,
 +    specialMomentum     = 5,
 +    specialShieldDisrupt = 6,
 +    specialWMD          = 7,
 +    specialMining       = 8,
 +
 +    specialDeviceDisrupt= 9,
 +    specialWormhole     = 10,
 +    specialFuel         = 11,
 +    specialShatter      = 12,
 +    //  max 15 (because it is used in CItemEnhancement)
 +    };
 +</code>
 +
 +==== Sovereigns and Alignment ====
 +Oh, RPC must have added this for me, cool.
 +This is from TSE/CSoverign.cpp and TSE/TSEDesign.h ... I think. soverign and some header file anyway.
 +
 +<code>
 +enum DispositionClasses
 +    {
 +    alignNone =                 -1,
 +
 +    alignConstructiveChaos =    0,
 +    alignConstructiveOrder =    1,
 +    alignNeutral =              2,
 +    alignDestructiveOrder =     3,
 +    alignDestructiveChaos =     4,
 +    };
 +
 +class CSovereign : public CDesignType
 +    {
 +    public:
 +        enum Alignments
 +            {
 +            alignUnknown =              -1,
 +
 +            alignRepublic =             0,  //  constructive    community       knowledge       evolution       (constructive chaos)
 +            alignFederation =           1,  //  constructive    community       knowledge       tradition       (constructive order)
 +            alignUplifter =             2,  //  constructive    community       spirituality    evolution       (constructive chaos)
 +            alignFoundation =           3,  //  constructive    community       spirituality    tradition       (neutral)
 +            alignCompetitor =           4,  //  constructive    independence    knowledge       evolution       (neutral)
 +            alignArchivist =            5,  //  constructive    independence    knowledge       tradition       (constructive order)
 +            alignSeeker =               6,  //  constructive    independence    spirituality    evolution       (constructive chaos)
 +            alignHermit =               7,  //  constructive    independence    spirituality    tradition       (constructive order)
 +
 +            alignCollective =           8,  //  destructive     community       knowledge       evolution       (destructive chaos)
 +            alignEmpire =               9,  //  destructive     community       knowledge       tradition       (destructive order)
 +            alignSterelizer =           10, //  destructive     community       spirituality    evolution       (destructive chaos)
 +            alignCorrector =            11, //  destructive     community       spirituality    tradition       (destructive order)
 +            alignMegalomaniac =         12, //  destructive     independence    knowledge       evolution       (destructive chaos)
 +            alignCryptologue =          13, //  destructive     independence    knowledge       tradition       (destructive order)
 +            alignPerversion =           14, //  destructive     independence    spirituality    evolution       (destructive chaos)
 +            alignSolipsist =            15, //  destructive     independence    spirituality    tradition       (destructive order)
 +
 +            alignUnorganized =          16, //  unorganized group of beings                                     (neutral)
 +            alignSubsapient =           17, //  animals, zoanthropes, cyberorgs, and other creatures            (neutral)
 +
 +            alignCount =                18,
 +            };
 +
 +        enum Disposition
 +            {
 +            dispEnemy = 0,
 +            dispNeutral = 1,
 +            dispFriend = 2,
 +            };
 +
 +        CSovereign (void);
 +        ~CSovereign (void);
 +
 +        void DeleteRelationships (void);
 +        inline void FlushEnemyObjectCache (void) { m_pEnemyObjectsSystem = NULL; }
 +        Disposition GetDispositionTowards (CSovereign *pSovereign);
 +        inline const CSpaceObjectList &GetEnemyObjectList (CSystem *pSystem) { InitEnemyObjectList(pSystem); return m_EnemyObjects; }
 +        CString GetText (MessageTypes iMsg);
 +        inline bool IsEnemy (CSovereign *pSovereign) { return (m_bSelfRel || (pSovereign != this)) && (GetDispositionTowards(pSovereign) == dispEnemy); }
 +        inline bool IsFriend (CSovereign *pSovereign) { return (!m_bSelfRel && (pSovereign == this)) || (GetDispositionTowards(pSovereign) == dispFriend); }
 +        static Alignments ParseAlignment (const CString &sAlign);
 +        void SetDispositionTowards (CSovereign *pSovereign, Disposition iDisp);
 +
 +        //  CDesignType overrides
 +        static CSovereign *AsType (CDesignType *pType) { return ((pType && pType->GetType() == designSovereign) ? (CSovereign *)pType : NULL); }
 +        virtual bool FindDataField (const CString &sField, CString *retsValue);
 +        virtual DesignTypes GetType (void) { return designSovereign; }
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +CSovereign::Disposition g_DispositionTable[5][5] =
 +    {
 +        //  WE are constructive chaos...
 +        {
 +            CSovereign::dispFriend,         //  THEY are constructive chaos
 +            CSovereign::dispFriend,         //  THEY are constructive order
 +            CSovereign::dispNeutral,        //  THEY are neutral
 +            CSovereign::dispEnemy,          //  THEY are destructive order
 +            CSovereign::dispEnemy,          //  THEY are destructive chaos
 +        },
 +
 +        //  WE are constructive order...
 +        {
 +            CSovereign::dispNeutral,        //  THEY are constructive chaos
 +            CSovereign::dispFriend,         //  THEY are constructive order
 +            CSovereign::dispNeutral,        //  THEY are neutral
 +            CSovereign::dispEnemy,          //  THEY are destructive order
 +            CSovereign::dispEnemy,          //  THEY are destructive chaos
 +        },
 +
 +        //  WE are neutral...
 +        {
 +            CSovereign::dispNeutral,        //  THEY are constructive chaos
 +            CSovereign::dispNeutral,        //  THEY are constructive order
 +            CSovereign::dispNeutral,        //  THEY are neutral
 +            CSovereign::dispNeutral,        //  THEY are destructive order
 +            CSovereign::dispEnemy,          //  THEY are destructive chaos
 +        },
 +
 +        //  WE are destructive order...
 +        {
 +            CSovereign::dispEnemy,          //  THEY are constructive chaos
 +            CSovereign::dispEnemy,          //  THEY are constructive order
 +            CSovereign::dispNeutral,        //  THEY are neutral
 +            CSovereign::dispNeutral,        //  THEY are destructive order
 +            CSovereign::dispEnemy,          //  THEY are destructive chaos
 +        },
 +
 +        //  WE are destructive chaos...
 +        {
 +            CSovereign::dispEnemy,          //  THEY are constructive chaos
 +            CSovereign::dispEnemy,          //  THEY are constructive order
 +            CSovereign::dispEnemy,          //  THEY are neutral
 +            CSovereign::dispEnemy,          //  THEY are destructive order
 +            CSovereign::dispEnemy,          //  THEY are destructive chaos
 +        },
 +    };
 +
 +const DWORD ALIGN_FLAG_CONSTRUCTIVE =       0x00000001;
 +const DWORD ALIGN_FLAG_DESTRUCTIVE =        0x00000002;
 +const DWORD ALIGN_FLAG_COMMUNITY =          0x00000004;
 +const DWORD ALIGN_FLAG_INDEPENDENCE =       0x00000008;
 +const DWORD ALIGN_FLAG_KNOWLEDGE =          0x00000010;
 +const DWORD ALIGN_FLAG_SPIRITUALITY =       0x00000020;
 +const DWORD ALIGN_FLAG_EVOLUTION =          0x00000040;
 +const DWORD ALIGN_FLAG_TRADITION =          0x00000080;
 +
 +struct SAlignData
 +    {
 +    int iNameLen;
 +    char pszName[32];
 +    DispositionClasses iDispClass;
 +    DWORD dwFlags;
 +    };
 +
 +static SAlignData ALIGN_DATA[CSovereign::alignCount] =
 +    {
 +        {   CONSTDEF("republic"),       alignConstructiveChaos,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("federation"),     alignConstructiveOrder,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("uplifter"),       alignConstructiveChaos,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("foundation"),     alignNeutral,               ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("competitor"),     alignNeutral,               ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("archivist"),      alignConstructiveOrder,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("seeker"),         alignConstructiveChaos,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("hermit"),         alignConstructiveOrder,     ALIGN_FLAG_CONSTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_TRADITION },
 +
 +        {   CONSTDEF("collective"),     alignDestructiveChaos,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("empire"),         alignDestructiveOrder,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("sterilizer"),     alignDestructiveChaos,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("corrector"),      alignDestructiveOrder,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_COMMUNITY | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("megalomaniac"),   alignDestructiveChaos,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("cryptologue"),    alignDestructiveOrder,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_KNOWLEDGE | ALIGN_FLAG_TRADITION },
 +        {   CONSTDEF("perversion"),     alignDestructiveChaos,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_EVOLUTION },
 +        {   CONSTDEF("solipsist"),      alignDestructiveOrder,      ALIGN_FLAG_DESTRUCTIVE | ALIGN_FLAG_INDEPENDENCE | ALIGN_FLAG_SPIRITUALITY | ALIGN_FLAG_TRADITION },
 +
 +        {   CONSTDEF("unorganized"),    alignNeutral,               0 },
 +        {   CONSTDEF("subsapient"),     alignNeutral,               0 },
 +    };
 +</code>
game/source_diving.txt ยท Last modified: 2014/12/27 04:40 (external edit)