# AIParams across the whole disc # Regenerate: python3 tools/re-capture/aiparams_census.py # See docs/re/structures/stage-mission-tables.md ## CONTROL the six language copies GP_MAIN_GAME_D.pak 23 AIParams objects GP_MAIN_GAME_E.pak 23 AIParams objects GP_MAIN_GAME_F.pak 23 AIParams objects GP_MAIN_GAME_I.pak 23 AIParams objects GP_MAIN_GAME_J.pak 23 AIParams objects GP_MAIN_GAME_S.pak 23 AIParams objects ## The roster objects: 23 distinct declared-name sets: 1 roster size: [34] declared names with no record in their own object: 0 profile records total: 782 (= 23 objects x 34) ## Which object is which stage StageResource records: 29 carrying EnumerateAIParams: 28 distinct table names declared: 23 AIParams objects: 23 names that hash to an object key: 23 / 23 (prefix `stage\`, name_hash is case-insensitive) objects left unnamed: 0 declared names with no object: 0 shared: AIParams_Tutorial.tbl by 6 -> ['UnitGroup_S18.tbl', 'UnitGroup_S19.tbl', 'UnitGroup_S20.tbl', 'UnitGroup_S21.tbl', 'UnitGroup_S22.tbl', 'UnitGroup_S23.tbl'] ## Does `Type` predict the field count? Fleet 6 fields x253 Squad 6 fields x46 Squad 20 fields x483 profiles breaking the rule, in full: 2 ['AI_CraftSquadron_Test', 'AI_Test'] profiles whose (Type, field count) varies between objects: 0 [] ## Field census over every profile record x782 AutoGuardLength x782 CounterLength x782 FiringLength x782 GuardLength x782 MusterLength x782 Type x483 BootDefManeuverRatio_Aimed x483 BootDefManeuverRatio_Fired x483 BootDefManeuverRatio_Missiled x483 CounterManeuverRatio x483 DefManeuverRatio_BarrelRoll x483 DefManeuverRatio_BoostAway x483 DefManeuverRatio_NoAction x483 DefManeuverRatio_SideRoll x483 DefManeuverRatio_TurnAttack x483 DefManeuverRatio_TurnAway x483 ManeuverRatio_Cutoff x483 OffManeuverRatio_HoldPosition x483 OffManeuverRatio_NoAction x483 OffManeuverRatio_Through