[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_DisplayName="攻击队长在基地"
_CaptainIsHome_Parameters="攻击队长在基地"
_CaptainIsHome_Category=TC_AI_HERO

CaptainIsFull=1,0,boolean
_CaptainIsFull_DisplayName="攻击编队满员"
_CaptainIsFull_Parameters="攻击编队满员"
_CaptainIsFull_Category=TC_AI_HERO

CaptainIsEmpty=1,0,boolean
_CaptainIsEmpty_DisplayName="攻击编队为空"
_CaptainIsEmpty_Parameters="攻击编队为空"
_CaptainIsEmpty_Category=TC_AI_HERO

CaptainRetreating=1,0,boolean
_CaptainRetreating_DisplayName="攻击队长撤退中"
_CaptainRetreating_Parameters="攻击队长撤退中"
_CaptainRetreating_Category=TC_AI_HERO

CaptainAtGoal=1,0,boolean
_CaptainAtGoal_DisplayName="攻击队长抵达目标"
_CaptainAtGoal_Parameters="攻击队长抵达目标"
_CaptainAtGoal_Category=TC_AI_HERO

CaptainInCombat=1,0,boolean,aicaptaintype
_CaptainInCombat_DisplayName="队长交战中"
_CaptainInCombat_Parameters=~队长类型,"交战中"
_CaptainInCombat_Defaults=AICaptainAttack
_CaptainInCombat_Category=TC_AI_HERO

//   - Misc

CreepsOnMap=1,0,boolean
_CreepsOnMap_DisplayName="地图上存在野生单位"
_CreepsOnMap_Parameters="地图上存在野生单位"
_CreepsOnMap_Category=TC_AI_MISC

//   - Town

TownThreatened=1,0,boolean
_TownThreatened_DisplayName="城镇正遭受攻击"
_TownThreatened_Parameters="城镇正遭受攻击"
_TownThreatened_Category=TC_AI_TOWN

TownHasMine=1,0,boolean,integer
_TownHasMine_DisplayName="城镇有金矿"
_TownHasMine_Parameters="城镇#",~城镇编号,"有金矿"
_TownHasMine_Category=TC_AI_TOWN

TownHasHall=1,0,boolean,integer
_TownHasHall_DisplayName="城镇有大厅"
_TownHasHall_Parameters="城镇#",~城镇编号,"有城镇大厅"
_TownHasHall_Category=TC_AI_TOWN

ExpansionNeeded=1,0,boolean
_ExpansionNeeded_DisplayName="需要扩张点"
_ExpansionNeeded_Parameters="需要扩张点"
_ExpansionNeeded_Category=TC_AI_TOWN

// --- Integer

//   - Command

CommandsWaiting=1,0,integer
_CommandsWaiting_DisplayName="等待执行的命令数量"
_CommandsWaiting_Parameters="等待执行的命令数量"
_CommandsWaiting_Category=TC_AI_COMMAND

CheckLastCommand=1,0,integer,aicommandpop
_CheckLastCommand_DisplayName="最后发送的命令"
_CheckLastCommand_Parameters="最后发送的命令",~选项
_CheckLastCommand_Defaults=AICommandPop
_CheckLastCommand_Category=TC_AI_COMMAND

CheckLastCommandData=1,0,integer,aicommandpop
_CheckLastCommandData_DisplayName="最后发送的命令数据"
_CheckLastCommandData_Parameters="最后发送的命令数据",~选项
_CheckLastCommandData_Defaults=AICommandLeave
_CheckLastCommandData_Category=TC_AI_COMMAND

//   - Hero

CaptainGroupSize=1,0,integer
_CaptainGroupSize_DisplayName="攻击编队规模"
_CaptainGroupSize_Parameters="攻击编队规模"
_CaptainGroupSize_Category=TC_AI_HERO

CaptainReadinessHP=1,0,integer
_CaptainReadinessHP_DisplayName="攻击编队生命值状态"
_CaptainReadinessHP_Parameters="攻击编队生命值状态"
_CaptainReadinessHP_Category=TC_AI_HERO

CaptainReadinessMa=1,0,integer
_CaptainReadinessMa_DisplayName="攻击编队法力值状态"
_CaptainReadinessMa_Parameters="攻击编队法力值状态"
_CaptainReadinessMa_Category=TC_AI_HERO

//   - Misc

CurrentAttackWave=1,0,integer
_CurrentAttackWave_DisplayName="当前攻击波次"
_CurrentAttackWave_Parameters="当前攻击波次"
_CurrentAttackWave_Category=TC_AI_MISC

MeleeDifficulty=1,0,integer
_MeleeDifficulty_DisplayName="对战难度等级"
_MeleeDifficulty_Parameters="对战难度等级"
_MeleeDifficulty_Category=TC_AI_MISC

//   - Resources

GetGold=1,0,integer
_GetGold_DisplayName="当前黄金储量"
_GetGold_Parameters="当前黄金储量"
_GetGold_Category=TC_AI_RESOURCES

GetWood=1,0,integer
_GetWood_DisplayName="当前木材储量"
_GetWood_Parameters="当前木材储量"
_GetWood_Category=TC_AI_RESOURCES

GetGoldOwned=1,0,integer
_GetGoldOwned_DisplayName="未开采黄金总量"
_GetGoldOwned_Parameters="未开采黄金总量"
_GetGoldOwned_Category=TC_AI_RESOURCES

FoodUsed=1,0,integer
_FoodUsed_DisplayName="已占用人口"
_FoodUsed_Parameters="已占用人口"
_FoodUsed_Category=TC_AI_RESOURCES

TotalFoodProduced=1,0,integer
_TotalFoodProduced_DisplayName="人口上限"
_TotalFoodProduced_Parameters="人口上限"
_TotalFoodProduced_Category=TC_AI_RESOURCES

GetFoodMade=1,0,integer,unitcode
_GetFoodMade_DisplayName="单位类型提供的人口"
_GetFoodMade_Parameters=~单位类型,"提供的人口"
_GetFoodMade_Category=TC_AI_RESOURCES

//   - Town

GetMinesOwned=1,0,integer
_GetMinesOwned_DisplayName="拥有金矿数量"
_GetMinesOwned_Parameters="拥有金矿数量"
_GetMinesOwned_Category=TC_AI_TOWN

TownWithMine=1,0,integer
_TownWithMine_DisplayName="含金矿的城镇"
_TownWithMine_Parameters="含金矿的城镇"
_TownWithMine_Category=TC_AI_TOWN

GetNextExpansion=1,0,integer
_GetNextExpansion_DisplayName="下一个扩张点"
_GetNextExpansion_Parameters="下一个扩张点"
_GetNextExpansion_Category=TC_AI_TOWN

//   - Unit

GetUnitCount=1,0,integer,unitcode
_GetUnitCount_DisplayName="单位的总数"
_GetUnitCount_Parameters=~单位类型,"的总数"
_GetUnitCount_Category=TC_AI_UNIT

GetUnitCountDone=1,0,integer,unitcode
_GetUnitCountDone_DisplayName="单位的训练完成数量"
_GetUnitCountDone_Parameters=~单位类型,"训练完成数量"
_GetUnitCountDone_Category=TC_AI_UNIT

GetTownUnitCount=1,0,integer,unitcode,integer,boolean
_GetTownUnitCount_DisplayName="单位在城镇的数量"
_GetTownUnitCount_Parameters=~单位类型,"在城镇#",~城镇编号,"的数量(仅训练完成单位:",~选项,")"
_GetTownUnitCount_Defaults=_,0,false
_GetTownUnitCount_Category=TC_AI_UNIT

GetUnitGoldCost=1,0,integer,unitcode
_GetUnitGoldCost_DisplayName="单位的黄金消耗"
_GetUnitGoldCost_Parameters=~单位类型,"的黄金消耗"
_GetUnitGoldCost_Category=TC_AI_UNIT

GetUnitWoodCost=1,0,integer,unitcode
_GetUnitWoodCost_DisplayName="单位木材消耗"
_GetUnitWoodCost_Parameters=~单位类型,"的木材消耗"
_GetUnitWoodCost_Category=TC_AI_UNIT

GetUnitBuildTime=1,0,integer,unitcode
_GetUnitBuildTime_DisplayName="单位建造时间"
_GetUnitBuildTime_Parameters=~单位类型,"的建造时间"
_GetUnitBuildTime_Category=TC_AI_UNIT

//   - Upgrade

GetUpgradeLevel=1,0,integer,techcode
_GetUpgradeLevel_DisplayName="当前科技等级"
_GetUpgradeLevel_Parameters=~科技类型,"的当前等级"
_GetUpgradeLevel_Category=TC_AI_UPGRADE

GetUpgradeGoldCost=1,0,integer,techcode
_GetUpgradeGoldCost_DisplayName="科技黄金消耗"
_GetUpgradeGoldCost_Parameters="下一级",~科技类型,"的黄金消耗"
_GetUpgradeGoldCost_Category=TC_AI_UPGRADE

GetUpgradeWoodCost=1,0,integer,techcode
_GetUpgradeWoodCost_DisplayName="科技木材消耗"
_GetUpgradeWoodCost_Parameters="下一级",~科技类型,"的木材消耗"
_GetUpgradeWoodCost_Category=TC_AI_UPGRADE

