《閃電戰(Blitzkrieg)1》的进阶系统解析1

原先关于这个东西,可以参看tag:BK

由于最近帮助些小朋友做一个史无前例的巨大章节,所以不由得重拾了这个游戏,不喜者勿进,内容很枯燥。

base

AI人工智能

Infantry步兵
<Infantry TimeBeforeSniperCamouflage="2500" TimeOfLyingUnderFire="10000" LyingSoldierCover="0.4" RadiusOfFormation="960" LyingSpeedFactor="0.4" SpyGlassRadius="5120" SpyGlassAngle="60" SniperCamouflageDecreasePerShoot="0.1" SniperCamouflageIncrease="0.2" StandLieRandomDelay="2500" SquadMemberLeaveInterval="500" MaxDistanceToThrowGrenade="0">

<!–SquadMemberLeaveInterval – When soldiers leave something there will be such interval between squads — 離開建筑或者載具時隊列間距>
            <!–SniperCamouflageIncreasePerSegment- The probability of revealing sniper decreases by this value per 1 segment –這個值決定狙擊手每次射擊失的與設計次數的百分數(譬如取0.1,那么連續射擊時,第二次射擊命中率就只有90%,第三次0.9的平方。即(1-該值)的(次數-1)次方>
            <!–SniperCanouflageDecreasePerShoot – Each shot the probability of decamouflage is increased. 1.0 – maximal camouflage –每射擊一次減掉偽裝的百分比,算法同上>
            <!–TimeBeforeSniperCamouflage: The time sniper should stay idle to camouflage again ( ticks )–上面那兩個效果的重置時間>
            <!–TimeOfLyingUnderFire: The time of lying under fire ( ticks )– 士兵受到攻擊時自動臥倒的時間>
            <!–LyingSoldierCover: Probability to hit lying soldier –臥倒士兵被擊中的概率>
            <!–RadiusOfFormation: Maximum distance to go away from formation center ( ai points )–分散士兵隊伍(按鈕)的時候,離中心最遠距離>
            <!–LyingSpeedFactor: Multiplier for crawling speed–一群一起爬的速度>
            <!–SpyGlassRadius: Binocular viewing radius ( ai points ) –望遠鏡的視力范圍>
            <!–SpyGlassAngle: Binocular viewing angle ( degree, full angle) –望遠鏡的可視角度>
            <!–StandLieRandomDelay: Random on lying/standing ( ticks )–隨機站立或臥倒的時間>
            <!–MaxDistanceToThrowGrenade: Maximum distance from which soldiers will try to throw a grenade ( ai points ) –最大的嘗試扔手榴彈的距離>

General將軍技能(招飛)
<General TimeDontSeeTheEnemyBeforeForget="30000" TimeDontSeeAABeforeForget="30000" PlayerForceMultiply="2.0" UpdatePeriod="2000">

<!–TimeDontSeeTheEnemyBeforeForget – The time when enemy units are forgotten after they left LOS–敵方單位重新被迷霧遮蓋后,在視野中保留的時間>
            <!–TimeDontSeeAABeforeForget – The time when enemy AA guns are forgotten after they leave LOS.–防空炮被迷霧遮蓋后,在視野中保留的時間>

            <!–PlayerForceMultiply – the multiplayer on units force vs. general’s units (only for internal general calculations of forces strength).–聯網時候……>

Aviation戰機
<Aviation ScoutFreePoint="1024" ScoutPointsPerMap="4" PeriodMax="30000" PeriodMin="25000" FighterPeriodMax="2000" FighterPeriodMin="1000" LongPeriodProbability="0.3" PeriodMultiply="2.0" FighterInterceptOffset="1000">

<!–FighterInterceptOffset – From that distance of general’s units wil happen an attempt to intercept enemy airplanes.–在這個距離內的敵方飛機會主動去攔截>
                <!–LongPeriodProbability – With this probability the period of airplane sending will be increased in PeriodMultiply times.–長時間滯空的概率>
                <!–FighterPeriodMax / FighterPeriodMin – Once per this time fighters will fly on intercept if there is a threat, that enemy planes will fly above our units.–如果受到威脅,回到己方上空>
                <!–PeriodMax / PeriodMin – Airplanes will appear with this lag – if someone ordered them.–>
                <!–ScoutFreePoint – Scout will go to this point if there is no general’s unit in this radius–如果這個半徑內沒有召喚單位,它會去這里>
                <!–ScoutPointsPerMap – Points will be created on the map ( in amount of subj * subj ) and scout will fly through hidden ones.—>

Swarm(圈人)
<Swarm WaitTime="10" WaitTimeRandom="5" MinWeight="139" WeightCoefficient="1.0" IterationDuration="120" IterationDurationRandom="20" Iterations="5">

<!–IterationDurationRandom + IterationDuration – It’s the time of one attack iteration. Iteration ends after this time or when all tanks stay without work.–沒事時候的巡邏休息時間>
                <!–WaitTimeRandom + WaitTime – It’s the time of waiting for striking first gathering (the rest of units won’t be waited). It’s abandoned if all necessary units gather before this time in seconds–>
                <!–MinWeight – The square of the biggest weight is chosen. If its weight exceeds MinWeight, then mobile reserves attack is allowed–重量在這之上的才可參與組隊>
                <!–WeightCoefficient – All mobile reserves are counted according to formula WeightCoefficient * fWeight of cell a, then they gather in a "meeting circle" and are sent to square with enemy.–一個和組隊移動有關的參數>
                <!–Iterations – After one swarm is finished, attack stops and new decision is made – whether to send them to new attack or put back into reserve. Maximal attacks count happens to be Iterations–達到這個數目的時候等新命令>

Intendant后勤管理
<Intendant ProbabilityToRepairStorage="0.1" ProbabilityToRecaptureStorage="0.2" ResupplyCellPeriodAfterDeath="300" ResupplyCellPeriodAfterDeathRandom="30" RecaptureStorageMaxUnits="200" DangerousCellRadius="1920">

<!–DangerousCellRadius – If a truck was killed in some place, other trucks won’t go to this radius circle for an assigned time. It’s the radius of "dangerous circle"– 如果一輛車在這里被毀,其他會繞行,產生“危險圈”,這是“危險圈”的半徑,只在補資源的時候有效>
                <!–ProbabilityToRecaptureStorage – It’s the probability ( once per UpdatePeriod ) for general to send forces to recapture storage –卡車自動去倉庫補給的底貨量>
                <!–ProbabilityToRepairStorage – It’s the probability ( once per UpdatePeriod ) for general to send trucks to repair storage–工程車回倉庫補給的底貨量>
                <!–ResupplyCellPeriodAfterDeath ( seconds ) – It’s the time the circle is treated as dangerous after the death of a truck here. There is some random time also, up to Intendant.ResupplyCellPeriodAfterDeath + Intendant.ResupplyCellPeriodAfterDeathRandom. Trucks aren’t sent to "dangerous cells" –給一個東西補給導致一辆卡车在这里死亡后,這么多秒,才會有卡車去給這家伙補給。連同一些随机的时间總共高达“Intendant.ResupplyCellPeriodAfterDeath + Intendant.ResupplyCellPeriodAfterDeathRandom”這期間,卡車不會去找它冒險>
                <!–ResupplyCellPeriodAfterDeathRandom ( miliseconds ) – It’s the random time the circle is treated as dangerous after the death of a truck there. There is some fixed time also: Intendant.ResupplyCellPeriodAfterDeath. Trucks aren’t sent to "dangerous cells"–同上>
                <!–RecaptureStorageMaxUnits – Maximal total price of units for recapture  General.Intendant.RecaptureStorageMaxUnits–似乎是每次補充的最大補給量>

Artillery火砲
<Artillery TimeToForgetAntiArtillery="20000" TimeToForgetUnit="30000" TimeToArtilleryFire="0" ProbabilityToShootAfterArtilleryFire="1.0" ShootsOfArtilleryFire="10" MinWeightToArtilleryFire="50" MinWeightToSendBombers="119">

<!–TimeToForgetAntiArtillery: The time to forget about counter-artillery circle ( ticks ) –砲聲提示圈的消失時間>
                <!–TimeToForgetUnit: The time to forget about unit ( ticks ) –火砲單位在迷霧重遮蓋后的消失時間>
                <!–TimeToArtilleryFire: The "probability" time to shoot enemy position with artillery ( ticks ). After that new random value is checked vs. ProbabilityToShootAfterArtilleryFire –顯示圈的時間,要加上底下的隨機時間>
                <!–ProbabilityToShootAfterArtilleryFire: The probability to continue artillery fire after TimeToArtilleryFire –>
                <!–ShootsOfArtilleryFire: The amount of shots the general will make (depends on most slow gun)–鏡頭取決于最慢的>
                <!–MinWeightToArtilleryFire: Minimal weight of cell to compress it with artillery –最小提示圈的大小>
                <!–MinWeightToSendBombers: Minimal weight of cell for sending bomber there –最小的轟炸機示意圖的大小>

Aiming瞄準
<Aiming ShturmovikDistanceFactor="100">

<!–ShturmovikDistanceFactor – ShturmovikDistanceFactor/DistanceInAIPoints + F( coefficient of target designation ) – We get a rating of unit, for storm bomber targeting.–對地支援機和轟炸機的評價瞄準參數>

Engineers工程
<Engineers MineVisRadius="320" MineClearRadius="320" EngineerRepearPerQuant="213" EngineerFenceLenghtPerQuant="10" EngineerEntrenchLenghtPerQuant="5" EngineerResupplyPerQuant="320" EngineerMineCheckPeriod="1000" EngineerLoadRuPerQuant="320" TimeQuant="320" EngineerAntitankHealthPerQuant="1.1" MineAPersRuPrice="1000" MineATankRuPrice="2000" AntitankRuPrice="2000" EngineerRuCarryWeight="5000" RepairCostAdjust="350">

<!–RepairCostAdjust – The multiplier of 1 HP cost for repair needs ( for all HPObjects ).–對1維修難度的1hp的維修費用>
<!–MineAPersRuPrice/MineATankRuPrice.AntitankRuPrice – The cost of mine in RU–費地雷數>
<!–EngineerRuCarryWeight – One engineer moves that amount of RU per trip to a storage (and back to truck)–小工兵拿的補給量>
<!–EngineerLoadRuPerQuant – Engineer load that amount of RU into truck per quant –車上的工兵拿的補給量>
<!–MineVisRadius: Radius, in which engineer sees mines ( ai points )–發現地雷的半徑>
<!–MineClearRadius: Radius, in which engineer clears mines ( ai points )–清除地雷的半徑>
<!–TimeQuant – Quant of engineer work –一輪工作的時間>
<!–EngineerRepearPerQuant – This amount of RU can be spent by one engineer in TimeQuant–一輪之內,一個工兵能花掉的補給>
<!–EngineerFenceLenghtPerQuant – The length of fence in segments per TimeQuant per engineer–建圍墻的花費>
<!–EngineerEntrenchLenghtPerQuant – The length of trench in segments per TimeQuant per engineer–挖戰壕的花費>
<!–EngineerResupplyPerQuant – This amount of RU can be spend by one engineer in TimeQuant on resupplying–小工兵從倉庫拿補給的量>
<!–EngineerMineCheckPeriod – Engineers look for mines once per this time (ms)–找地雷用時>

Aviation飛機
<Aviation DiveBeforeExplodeTime="2500" DiveAfterExplodeTime="0" FighterPatrolTime="180" FighterPathUpdateTime="500" PlaneTiltPerSecond="20.0" PlaneGuardStateRadius="2560.0" ShturmovikApproachRadius="1000.0" PlaneMinHeight="400.0" DivebomberVertManeurRatio="3.0" GunplanesVertManeurRatio="1.0" HeavyFormationDistance="3" LightFormationDistance="9.0" PlanesBombHeight="0.3" StartRandom="1.5" ShturmovikPathUpdateTime="3000" MinDiveAngleForDiveBombers="30">

<!–DiveBeforeExplodeTime – The time in milliseconds – the airplane will fall for this time  ( RND of it ) before explosion–被擊毀至爆炸的時間,可以調長點非常悲壯>
           <!–DiveAfterExplodeTime – The time in mislliseconds – the airplane will fall for this time after explosion.–化為碎片飛行的時間,默認0>
            <!–MinDiveAngleForDiveBombers – If bomber dive angle exceeds this one, it’s already divebomber.–俯沖轟炸機投彈的角度>
            <!–MinHPToShturmovikDropBombsCoeff -  If ( hp in radius )*K > BombDamage then bomb!–小于這個血量不投彈>
            <!–StartRandom – For random spreading of airplane appearance points – along the airplane direction, in its BoundingBox sizes.–初始散布>
            <!–PlanesBombHeight – The height divebombers start dropping bombs from is H = ( PlaneHeight – PlaneMinHeight ) * PlanesBombHeight–從這個高度開始投彈,俯沖機>
            <!–HeavyFormationDistance – The same as LightFormationDistancem but for bombers and transport planes–運輸機和轟炸機的不明參數>
            <!–DivebomberVertManeurRatio  – Vertical turning radius is lower in this number of times than horizontal turning radius – for bombers and divebombers–垂直方向轉彎的半徑>
            <!–ShturmovikApproachRadius – The distance from which dive bomber chooses combat course.–在此范圍內為俯沖轟炸機的打擊對象>
            <!–PlaneMinHeight – Minimal airplane height in points.–最低飛行高度>
            <!–FighterPatrolTime – The time fighter patrols the point it was called to ( seconds )–每這個時間于巡邏中檢查下有無任務>
            <!–FighterPathUpdateTime – Once this time fighter checks where its target moved–這個時間返回初始目標地>
            <!–ShturmovikPathUpdateTime – The same for storm bombers–俯沖對地機,同上值>
            <!–PlaneTiltPerSecond – The speed on tilt changes for airplanes that can do it –飞机倾斜变化速度,以秒記>
            <!–PlaneGuardStateRadius – Guard radius for fighters–守衛圈子>

GroundAttack對地攻擊
<GroundAttack VertManeurRatio="1.0" MechNuberToDropBombs="0" InfantryNuberToDropBombs="0">

<!–MechNuberToDropBombs – Minimal mech units to drop bombs to–最小的單位數而丟炸彈>
                <!–InfantryNuberToDropBombs – Minimal sprite units to drop bombs to–最小的可攻擊士兵數決定是否下炸彈>
                <!–PlaneGuardStateRadius – Radius for fighters to intercept–攻擊區域>

Buildings建筑
<Buildings DefaultFireplaceCoverage="0.10" CureSpeedInBuilding="0.005" TimeOfBuildingAlarm="8000" CampingTime="2000" InsideObjWeaponFactor="1.1" InsideObjCombatPeriod="200" BurningSpeed="0.0005" HPPercentToEscapeFromBuilding="0.1">

<!–DefaultFireplaceCoverage – Cover for firing cells in buildings. FinalCover = DefaultFireplaceCoverage * Building -> FireplaceCoverage–射擊區域>
            <!–CureSpeedInBuilding: Speed of healing in buildings ( HP / tick )–回血速度>
            <!–TimeOfBuildingAlarm: The time the alarm lasts in a building ( ticks )–建筑物的時間報警>
            <!–CampingTime: The time soldiers gather in a building before they take part in a storm ( ai ticks )–士兵在攻擊中進入建筑的時間>
            <!–InsideObjWeaponFactor: Multiplier on weapon range for soldiers fire inside objects–>
            <!–InsideObjCombatPeriod: Amount of time two soldiers fight inside object ( ai ticks ) –>
            <!–BurningSpeed: Burning speed of buildings ( % of max hp / ai tick )–建筑的燃燒速度>
            <!–HPPercentToEscapeFromBuilding: The percentage of building health for soldiers to leave it–爆炸建筑里離開士兵血的百分比>

Artillery火砲
<Artillery ThresholdInstallTime="0" ShootsToRange="4" RangedDispersionRadiusBonus="0.6" RangedAreaRadius="716" MaxAntiArtilleryRadius="6400" MinAntiArtilleryRadius="960" ShotsToMinimizeLocationRadius="15" RevealCirclePeriod="3000" RadiusToStartAntiartilleryFire="640" RelocationRadius="160" AudibilityTime="10000" ArtilleryRevealCoefficient="1500">

<!–ArtilleryRevealCoefficient – Weapon RevealRdius is divided by this value and then multiplied by  AntiArtilleryRadius to draw circles on counter-artillery mini-map–根據武器的暴露距離從而在小地圖上示意的參數>
            <!–ThresholdInstallTime: Time limit for install/uninstall time, guns make it themselves if it’s below the limit ( ai ticks ) –安裝拆卸的時間限制>
            <!–ShootsToRange: Shots counter to reach best zero-in dispersion –根據距離產生射散的參數>
            <!–RandgedDispersionRadiusBonus: dispersion coefficient after zero-in completion–同上>
            <!– RangedAreaRadius: radius of zero-in shooting ( ai points )–圖示零位的半徑>
            <!–RelocationRadius: The radius artillery should move to to "drop" its location info ( ai points )–卸載處的位置信息>
            <!–MaxAntiArtilleryRadius: Maximal circle radius around firing artillery ( ai points )–最大暴露圈>
            <!–MinAntiArtilleryRadius: Minimal circle radius around firing artillery ( ai points )–最小暴露圈>
            <!–ShotsToMinimizeLocationRadius: Number of shots to reduce circle around firing artillery from MaxAntiArtilleryRadius to MinAntiArtilleryRadius ( ai points )–>
            <!–AudibilityTime: Time of showing firing artillery circle ( ai ticks ) –警告圈的殘留時間>
            <!–RevealCirclePeriod: Period between firing artillery circles ( ai ticks ) –>
            <!–RadiusToStartAntiartilleryFire: Radius of firing artillery circles when enemy artillery starts counter-battery fire ( ai points )–敵人反壓制警告>

DispersionRatio射散
<DispersionRatio LineMin="1.0" LineMax="1.0" HowitserMin="1.0" HowitserMax="2.0" BombMin="2.0" BombMax="2.0" CannonMin="3.0" CannonMax="3.5" RocketMin="1.0" RocketMax="0.5" GrenadeMin="1.0" GrenadeMax="1.0">

各種射散的最大最小值,不知何武器各自的定義如何相較

Paratroopers傘兵
<Paratroopers ParatrooperFallSpeed="0.05" ParadropSpred="4" PlaneParadropInterval="80" PlaneParadropIntervalPerpMin="20" PlaneParadropIntervalPerpMax="50" ParatrooperGroundScanPeriod="200">
Morale士气
<Morale ResupplyRadius="300" MoraleAdditionPerTick="0.00005" MoraleDecreasePerTick="0.000006" ProbabilityToDecreaseMorale="0.9" MinValue="0.1" CoeffToLowMoraleWithoutOfficer="2" DispersionCoeff="0.8" RelaxCoeff="0.2" AimingCoeff="0">

閃一這個值沒有意義,不研究

<!–ResupplyRadius – Morale trucks in this region raise units morale ( AI points )–>
            <!–MoraleDecreasePerTick: Morale decrease for unsupplied units ( moral/ ai tick )–>
            <!–ProbabilityToDecreaseMorale: Probability to lose morale this tick –>
            <!–MoraleAdditionPerTick: General’s car adds such a morale amount per tick–>
            <!–MinValue: Minimum possible morale for a unit–>
            <!–CoeffToLowMoraleWithoutOfficer: Morale decreases this times faster if squad has no officer–>
            <!–DispersionCoeff: Coefficient on dispersion dues to morale [ disp_cur = disp/( Morale + k )*( 1-Morale ) same for RelaxCoeff, AimingCoeff ]–>
            <!–RelaxCoeff: Coefficient on relax time due to morale –>
            <!–AimingCoeff: Coefficient on aiming time due to morale—>

AntiAviationArtillery反砲兵反航空兵的圈
<AntiAviationArtillery AimIterations="1">

<!–AimIterations – Targeting is made by iterations. It’s the number of iterations.–迭代次數>

Transport And Resupply運輸與補給
<TransportAndResupply MainStorageHealingSpeed="50" ResupplyRadius="960" TransportRuCapacity="35000.0" TransportLoadTime="3000" TransportLoadRuDistance="200" ResupplyOffset="200" ResupplyBalanceCoeff="0.0000001" ResupplyMaxPathLenght="232.0" SoldierRUPrice="5000.0" TakeStorageOwnershipRadius="300" MedicalTruckHealRadius="1000" MedicalTruckHealPerUpdateDuration="0.1" LandDistance="50">

<!–MedicalTruckHealPerUpdateDuration – The amount of health a medical truck (the one that can do ResupplyHumanResource command) heals in 1 BehUpdateDuration.–醫療車的醫療效率>
            <!–MedicalTruckHealRadius – Radius in which medical truck heals soldiers–醫療車醫療士兵的半徑>
            <!–TakeStorageOwnershipRadius – Radius in which only enemy units should be to change storage owner.–如果倉庫周邊如此半徑沒有自己人會變換所有者>
            <!–ResupplyMaxPathLenght – For points under resupply search ( AI tiles )–在這個范圍內搜索補給點>
            <!–MainStorageHealingSpeed – Main storage is healed with this speed ( HP/sec )–主補給點的自動補充速度>
            <!–SoldierRUPrice – Cost of the soldier in RU, for medical truck–醫療車和卡車小兵拿補給的能耐>
            <!–ResupplyBalanceCoeff – The concernment of unit in formula: WorkToDo * Coeff + 1 / Distance, used for Resupply & Reload. Work – Cost of repair/resupply in RU.–>
            <!–ResupplyOffset – Truck can reach the point of Resupply & Repair with this mistake in points.–卡車在這個范圍上小兵可以拿到倉庫的東西>
            <!–TransportLoadRuDistance – Distance from which a truck sends loader (engineer) to a storage–小兵離車距離>
            <!–ResupplyRadius – Radius in which truck searches someone to repair/resupply, points–卡車尋找待補人或者補給點的半徑>
            <!–TransportLoadTime – Truck loads at storage this so much ms–卡車在倉庫滯留時間>
            <!–LandDistance: Distance from truck to the place where infantry goes after unload–卸下步兵的位置與車的距離>

Follow 跟隨前進
<Follow StopRadius="256" EqualizeSpeedRadius="256" GoRadius="224" WaitRadius="320">

<!–StopRadius: Radius from leader where others can stop–距離這個位置停下來>
            <!–EqualizeSpeedRadius: Radius from leader, in which speed of followers should be evened with his one–以這個位置跟著>
            <!–GoRadius: Radius that makes followers to go after leader–保持在這個之后>
            <!–WaitRadius: Radius, that makes leader to stop and wait followers–等待半徑>

CombatSituation戰斗態勢
<CombatSituation Damage="1500" TimeDamage="10000" MovingEnemyMechNumber="2" MovingEnemyInfantryNumber="15">

<!–DamageToCombatSituation/TimeDamagaToCombatSituation – Summary damage in time unit, to threat situation as combat one.–>
            <!–MovingEnemy(Mech/Infantry)Number – Number of visible enemies to decide situation as combat one.—>

Weather天氣
<Weather Time="50" TimeRandom="20" Period="840" PeriodRandom="200" FireRangeCoefficient="0.6" TimeToFadeOff="5">

<!–TimeToFadeOff – Time for weather effects fading.–褪去天氣影響>
            <!–Time + TimeRandom – Time for which the weather is turned on ( seconds )–時間和隨機時間共同構成天氣變化的時間>
            <!–Period + PeriodRandom – period of weather changes ( seconds ).–周期>
            <!–FireRangeCoefficient: Coefficient on fire range under bad weather –>

Flags奪旗
<Flags Radius="320" PointsSpeed="1" PointsToReinforcement="150" TimeToCapture="5000" PlayerPointsSpeed="1">

<!–Radius: Flag zone ( ai points )–旗區>
            <!–PointsSpeed: Points per second–得分每秒>
            <!–PointsToReinforcement: Points to get reinforcements–获得增援点数>
            <!–TimeToCapture: Time at flag zone to capture it (ticks)–奪旗用時>
            <!–PlayerPointsSpeed: Points per second regardless of flags–分每秒,无论旗帜>

Common 共同
<Common MaxFireRangeToShootByLine="3192" NumToScanInSegm="50" BehUpdateDuration="1500" SoldierBehUpdateDuration="2000" AABehUpdateDuration="50" DeadSeeTime="1000" TimeToReturnGun="4000" MinRotateAngle="90" TimeBeforeCamouflage="5000" RadiusOfHitNotify="320" TimeOfHitNotify="1000" CallForHelpRadius="0" AICallForHelpRadius="2000" TimeToDisappear="200000" GuardStateRadius="960" GoodAttackProbability="0.6" AreaDamageCoeff="0.4" TankTrackHitPoints="10.0" FenceSegmentRuPrice="2000.0" TrenchSegmentRuPrice="4000.0" TrajectoryLineRatio="0.7" TrajectoryBombG="0.0001" AmbushBeginAttackCriteria="0.5" CoeffForRandomDelay="1.2" HeightForVisRadiusInc="10.0" FatalityProbability="0.2" DamageForMassiveDamageFatality="0.8" MassiveDamageFatalityProbability="0.5" HpPercentageToWaitMedic="0.5" TankPitCover="0.5" UnitEntrenchTime="7500" TimeOfPreDisappearNotify="500" ArmorForAreaDamage="10">

<!–MaxFireRangeToShootByLine – This is the maximum distance to shoot with trajectory LINE – in AI points ( AI.tile = 32 AI.point )–最大直線射擊距離>
            <!–UnitEntrenchTime – Units with square of 1 A.I. tile becomes entrenched in this time (ms).–埋包用时-ms>
            <!–FenceSegmentRuPrice/TrenchSegmentRuPrice – It’s the cost of one trench/fence segment for building.–这是一个战壕/围栏段建设.–>成本>
            <!–HpPercentageToWaitMedic – When unit has less HP than this amount, it cries for medic –当单位血已比这个数目少,它会呼叫醫療>
            <!–AmbushBeginAttackCriteria – Part of units that can attack from ambush to start whole ambush attack.–>
            <!–TrajectoryBombG – Acceleration of gravity for bombs ( points/tick^2 )–炸弹重力加速度>
            <!–TrajectoryLineRatio – When we shoot by curved trajectory shell flies that part of trajectory by line –>
            <!–TankTrackHitPoints – Track health (for repairing).–履帶是否需要維修>
            <!–NumToScanInSegm: Number of units for which full scan is made per segment –>
            <!–AABehUpdateDuration: Time between behavior updates ( ticks ) for AA guns against airplanes–>
            <!–BehUpdateDuration: Time between behavior updates  ( ticks )–>
            <!–SoldierBehUpdateDuration: Time between behavior updates ( ticks ) for soldiers –>
            <!–DeadSeeTime: Time to see with eyes of dead  ( ticks ) –>
            <!–TimeToReturnGun: Time to return turret in default position after a shot ( ticks )–>
            <!–TimeBeforeCamouflage: Time to stay in idle to camouflage ( ticks )–>
            <!–RadiusOfHitNotify: Radius in which soldiers see for explosions to decide need of falling prone ( ai points )–>
            <!–TimeOfHitNotify: Time between updates checks on explosions, to lay prone ( ticks )–>
            <!–CallForHelpRadius: Radius to charge enemy in shared sight area ( ai points )–可共享視線半徑>
            <!–AICallForHelpRadius: Radius for an AI unit to charge enemy in shared sight area ( ai points )–>
            <!–TimeToDisappear: Time after destruction the technics are removed from battlefield–殘骸保留時間>
            <!–GuardStateRadius: Maximal distance from guarded point in guard state ( ai points ) –保衛地區沖出的最大距離>
            <!–GoodAttackProbability: Armour penetration proability, after which there is no need to manoeuver–>
            <!–AreaDamageCoeff: coefficient on area damage–>
            <!–MinRotateAngle: Minimal angle to turn base while turret attacks to make a position better (degree)–>
            <!–CoeffForRandomDelay: Aiming time and relax time are multiplied by Random( 1.0f, CoeffForRandomDelay )–>
            <!–HeightForVisRadiusInc: How much we should get up on z axis to increase view radius by 1 AI tile–>
            <!–FatalityProbability: Probability of unconditional fatality (woops… and R.I.P. scenario unit)–>
            <!–DamageForMassiveDamageFatality: Minimal damage per cent for massive damage fatality –>
            <!–MassiveDamageFatalityProbability: Probability of massive damage fatality –>
            <!–TimeOfPreDisappearNotify: For internal programmers usage, time for client to report about dead unit –>
            <!–ArmorForAreaDamage: Maximal armor that area damage can penetrate—>

Gunplane 飛機砲?
<Gunplane AlphaAttack1="1.0" AlphaAttack2="0.3" AlphaGo="0.005" AlphaKill="-1.0" AlphaPrice="100.0" LimitTime="1000" DistanceToCenter="100">

<!–Gunplane target resolution
* Measured parameters:
fKillEnemyTime  – We kill enemy in this ms
fEnemyKillUsTime  – Enemy kills us in this ms
fHPPercent – Per cent of health of enemy
fPrice – AI price of enemy
fDistFromCenter – Distance in points from appearance point to enemy location
fTimeToGo – = Absolute value( ( airplane direction – direction to target ) / 360 degree ) .
* Formula:
         DistanceToCenter / fDistFromCenter +
    ( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack1 * Min( 0.0f, fKillEnemyTime – F_LIMIT_TIME ) –
    ( 0.8f + fHPPercent * 0.2f ) * fAlphaAttack2 * Max( 0.0f, fKillEnemyTime – F_LIMIT_TIME ) –
    fAlphaGo * fTimeToGo –
    fAlphaKill * fEnemyKillUsTime +
    fPrice * fAlphaPrice;
The target is chosen by the maximum of formula.–>

3 thoughts on “《閃電戰(Blitzkrieg)1》的进阶系统解析1

  1. 到了个逑
    我隔天来看看 都能发现一堆错 哎 这e文毫无长进 我只是自己能懂就好
    这个游戏的系统相对简单
    你有么 我的大任务包做得差不多了

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