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本帖最后由 harleyz 于 2011-11-28 14:30 编辑
下面是我个人对AI.ini文件的理解,肯定有不对的地方,有明白的协助改进。
//
// AI Prototyping configuration
//
// These are variables to play with to tune the gameplay or try alternative designs.
//
// The dimensions of the field. The units are 16ths of a foot.
// FIFA: 6450.0 x 4300.0 = 134.4Y x 89.6Y
// TCM: 5482.5 x 3655.0 = 114.2Y x 76.1Y (85% of FIFA)
FIELD_LENGTH = 6450.0 //球场长度
FIELD_WIDTH = 4300.0 //球场宽度 修改球场会造成球门进入球场中间的情况,并且将影响所有AI关于距离的设置
DIGITAL_SNAPTOANGLE = 46
// 60 is the original default value. Values from 40 to 80 are "reasonable".
GAME_SPEED = 42 //游戏速度 速度太快看的眼花
// 19 is the original default value. Values from 10 to 25 are "reasonable".
POWERUP_RATE = 21 //运动动能,值越大球员跑运越凶猛
// Setting this to 1 will mean that powerup does not take into account the intensity of the button press (ie. Dualshock2 buttons will be treated as non-analog)
FLAT_POWERUP = 0 //这个指标可能无效,2012不能控制球员也就不存在按键力量大小的问题
//There are three setting for ref Strictness
// 0 = normal
// 1 = DEBUG EASY (no carding)
// 2 = DEBUG STRICT
REFEREE_STRICTNESS = 0 //裁判严格度出牌率,2为最严,0为普通
REFCALL_NO_FOUL = 0 //裁判严格度犯规率,2为最严,0为普通
// 0 = none
// 1 = R1
// 2 = idle (no dpad movement)
SHIELDING = 2 //不明,待高手验证
// 0 = off 1 = movement direction is locked while powering up (and aiming) kick.
POWERUPHEADINGLOCK = 0 //锁定加速中的跑动方向,发现目前为0加速也是锁定方向的,待验证
// 0 = no crazy CPU through passes 1 = crazy CPU through passes
CPUTHROUGHPASSES = 1
// 0 = normal 1 = cpu tries to keep the ball away
// new cpu dribble and keep away mode enabled
CPUKEEPAWAY = 1
// 0 = turn off new cpu shots 1 = turn on new cpu shots
CPUSHOTS = 1
// 0 = turn off cpu dribble 1 = turn on cpu dribble
CPUDRIBBLE = 1
CPUWALLPASS = 1
CPUCLEARANCE = 1
CPULOBPASS = 1
CPUCROSS = 1
CPUTARGET = 1
CPURUNOFFSIDE = 0 //电脑反越位,这AI经常长运越位也不判不知是不是这个地方要设成1
// 0 = allow CPU dekes
// 1 = no CPU dekes
NOCPUDEKES = 0 //电脑假动作
BODY_COLLISION_SCALING = 0.7 //身体冲撞机率
CROSS_ASSISTANCE = 22.0 //传中加成率,越大接球可能性越高
CROSS_ASSISTANCE_WIDTH = 1 //传中落点范围,越大可能的落地越多,这个还在验证
AGGRESSIVE_TACKLE_TACKLEE_FOOT_SIZE=11 //这个可能是铲球的距离
//Defend style
DEFEND_STYLE = 0
//Auto Switch Scale
AUTO_SWITCH_SCALE = 0.7 //这个可能是攻防转换速度,影响反击的发起速度,及打上战术防反的效果,这个和大家认为的防守人员转换有差异,FBI指标才决定转换防守队员
//Defensive Tuning
MIN_APPROACHDIST = 6 //防守最小贴近距离,越小身后铲球成功率越高
MARKPOS_BLOCKOPP_ANGLERANGE = 30 //最小盯人卡位角度,越小越往对手正面跑去卡位
MAX_MARKPOS_BLOCKOPP_ANGLERANGE = 60//最大盯人卡位角度,越大越卡不住位
MARKPOS_DANGER_DIST = 11 //对手进入危险区的判定距离,进入危险区防守将更谨慎
MIN_MARKWING_EXTRASPACE = 5 //这个是盯人的间距可能性比较大,越小越容易被对手过
// For debugging attibutes, we can set all the members of a team to the same values by entering it here.
// To use set either HOME or AWAY_TEAM_ATTRIB to 1, and then set the attribute values that you would like to use
// for the team. Any time you want to use a players default values, you can set the attibute to -1.
// example to test shooting we could do this.
//
//Atribute Max is 6 min is 0
// HOME_TEAM_ATTRIB = 1
// HOME_TEAM_AWARENESS = -1
// HOME_TEAM_BALL_CONTROL = -1
// HOME_TEAM_FITNESS = -1
// HOME_TEAM_HEADING = -1
// HOME_TEAM_SPEED = -1
// HOME_TEAM_TACKLING = -1
// HOME_TEAM_PASSING = -1
// HOME_TEAM_SHOOTING = 6
// HOME_TEAM_STRENGTH = -1
// HOME_TEAM_AGGRESSION = -1
// HOME_TEAM_POSITIONING = -1
// HOME_TEAM_SKILLS = -1
HOME_TEAM_ATTRIB = 1 //主队属性加成
HOME_TEAM_AWARENESS = 6
HOME_TEAM_BALL_CONTROL = -1
HOME_TEAM_FITNESS = -1
HOME_TEAM_HEADING = -1
HOME_TEAM_SPEED = -1
HOME_TEAM_TACKLING = -1
HOME_TEAM_PASSING = -1
HOME_TEAM_SHOOTING = -1
HOME_TEAM_STRENGTH = -1
HOME_TEAM_AGGRESSION = 3
HOME_TEAM_POSITIONING = -1
HOME_TEAM_SKILLS = -1
AWAY_TEAM_ATTRIB = 0//客队属性加成
AWAY_TEAM_AWARENESS = 3
AWAY_TEAM_BALL_CONTROL = 3
AWAY_TEAM_FITNESS = 3
AWAY_TEAM_HEADING = 3
AWAY_TEAM_SPEED = 3
AWAY_TEAM_TACKLING = 3
AWAY_TEAM_PASSING = 3
AWAY_TEAM_SHOOTING = 3
AWAY_TEAM_STRENGTH = 3
AWAY_TEAM_AGGRESSION = 3
AWAY_TEAM_POSITIONING = 3
AWAY_TEAM_SKILLS = 3
// ranges for attributes //判定属性好坏,只代表区间,并不是说在一个区间的能力都一样
ATTRIBUTE_POOR = 15
ATTRIBUTE_AVG = 72
ATTRIBUTE_GOOD = 82
ATTRIBUTE_EX = 92
//Min and Max Sprint speed used in speed attribute tuning, please tell Paul if your gonna change these//奔跑速度区间
SPRINT_SPEED_POOR = 4.0
SPRINT_SPEED_AVG = 6.0
SPRINT_SPEED_GOOD = 8.0
SPRINT_SPEED_EX = 10.0
DRIBBLE_SPEED_PENALTY = 0.3 //盘带速度降低率
DRIBBLE_OFFSET_POOR = 30 //盘带时球的方向偏移率 ,盘带属性越高,偏移越少。
DRIBBLE_OFFSET_AVG = 20
DRIBBLE_OFFSET_GOOD = 10
DRIBBLE_OFFSET_EX = 0
TRAP_DIST_POOR = 32 //假动作能力,可能和天赋有关,这个与网上说的越位有差异,因为越位是Off side,而球员评价里经常看到能谜或对手的说明
TRAP_DIST_AVG = 20
TRAP_DIST_GOOD = 10
TRAP_DIST_EX = 0
TRAP_FAIL_RATE_POOR = 0.10 //假动作失败机率
TRAP_FAIL_RATE_AVG = 0.07
TRAP_FAIL_RATE_GOOD = 0.02
TRAP_FAIL_RATE_EX = 0
TRAP_FTSTUMBLE_RATE_POOR = 0.10 //做假动作摔倒机率
TRAP_FTSTUMBLE_RATE_AVG = 0.07
TRAP_FTSTUMBLE_RATE_GOOD = 0.02
TRAP_FTSTUMBLE_RATE_EX = 0
TRAP_FTSTAR_RATE_POOR = 0 //这个真没明白
TRAP_FTSTAR_RATE_AVG = 0.25
TRAP_FTSTAR_RATE_GOOD = 0.50
TRAP_FTSTAR_RATE_EX = 0.95
// defensive positioning adjustment tuning
DEFADJ_MAX_SHIFT = 1.5 //转换防守位置幅度 实际效果未验证
DEFADJ_MIN_SHIFT = -0.1
DEFADJ_SHIFT_RATE = 0.9 //转换防守位置频率
// tuning parameters for FindBestIntercept (used to determining who should mark the ball carrier)
FBI_DEF_BONUS_MAX = 0.5 //从这条开始设置防守队员的位置
FBI_DEF_BONUS_RANGE = 0.22
FBI_DEF_BONUS_LINE = -1.0
FBI_MID_BONUS_MAX = 0.8
FBI_MID_BONUS_RANGE = 0.5
FBI_MID_BONUS_LINE = -0.5
FBI_FWD_BONUS_MAX = 0.8
FBI_FWD_BONUS_RANGE = 0.6
FBI_FWD_BONUS_LINE = 0.4
FBI_LINE_BONUS_MULTIPLIER = 20.0
FBI_ANGLE_PENALTY_SECONDS = 20.0
FBI_LEAD = 32.0
FBI_SPEEDFACTOR = 0.003
FBI_HYSTERESIS_SECONDS = 0.005 //这条指标越小,盯人越紧,相应的越一变换后卫防守
FBI_SECOND_MARKER_THRESHOLD = 110.0 //这条指标决定了启动第二后卫协率的先后,越大协防越好
// Ball player to player avoidance
BPAVOID_RADIUS = 20.0 //盘带回避范围,越大越提早假动作过人
// Chance of getting injured/winded in a collision
INJURY_PERCENTAGE = 5 //受伤机率
// chance of getting winded vs getting injured (100 means always winded 0 means always injured).
INJURY_CHANCE_OF_WINDING = 75 //受伤的情况下,受重伤的机率。这个有可能理解的不对,不过不重要。
// Possible shot height for a penalty kick in terms of netheight. 1.0 == height of net.
// NOTE: if you actually use 1.0, using full power won't score, it will hit crossbar.
PK_HEIGHT_SCALAR = 1.5 //点球高度范围,越大越容易射飞
// Possible shot width for a penalty kick in terms of netheight. 1.0 == width of net.
PK_WIDTH_SCALAR = 1.6//点球宽度范围,越大越容易射飞
// Rate at which penalty kicks power up (and you have time to direct your shot). Reasonable values = 5..20
PK_POWERUP_RATE = 17 //点球发力进度条长度,越大越不好控制,容易射飞
GAMELINK_PROP_FILE = aitmp.prop
TACKLE_ANGLE_1 = 114 //铲球角度
TACKLE_ANGLE_2 = 90
TACKLE_ANGLE_3 = 45
TACKLE_LENGTH_1 = 4 //滑铲距离,这个不是很理解,可以改大点
TACKLE_LENGTH_2 = 7
TACKLE_LENGTH_3 = 7
TACKLE_LENGTH_4 = 4
//shot (in DEGREE)
SHOT_ASSISTED_ANGLE = 60 //助攻角度,越大越往后传球助攻,这个还有待验证,希望这个指标能解决传中往后传的问题
SHOT_NEARMISS_ANGLE = 70 //射门角度,超大则小角度射门越多,但易射失,越小则前锋越往球门正面跑射门。
//smart pass (in FEET), these smart pass value are obsolete
SMART_PASS_ASSISTED_ANGLE_MAX = 45 //妙传最大角度
SMART_PASS_ASSISTED_DISTANCE_MIN = 10 //妙传最小距离
SMART_PASS_ASSISTED_DISTANCE_MAX = 180//妙传最大距离,我把这个值改大,出现更多妙传
SMART_SHORT_PASS_ASSISTED_DISTANCE_MAX = 150 //妙传短传最大距离
SMART_AIRPASS_ASSISTED_DISTANCE_MAX = 230//妙传长传最大距离 ,这个也改大
////////////////////////////////////////////
// new smart pass parameter used by Jinsong
// all the angles are in degree
// all the distance length are in feet,
// unless specified
///////////////////////////////////////////
SMARTPASS_PERFECT_AMING_ANGLE = 10 //妙传瞄准角度
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV0 = 60
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV1 = 90
SMARTPASS_ACCEPTABLE_AMING_ANGLE_LV2 = 120
SMARTPASS_SAFE_DIST_TO_SIDELINE = 17 //妙传边线的安全距离
SMARTPASS_SAFE_DIST_TO_ENDLINE = 9 //妙传底线的安全距离,越小越容易出界
SMARTPASS_ASSIST_DIST_FAR = 180 //妙传助功的最远距离,改大
SMARTPASS_ASSIST_IDEAL_DIST_NEAR = 20
SMARTPASS_ASSIST_IDEAL_DIST_FAR = 180 //理想妙传的最远距离,改大
SMARTPASS_FREE_CRITERION_DIST_LV0 = 6 //判断传球给空闲球员间距,这个不确定,按道理如果是空闲应该是值比较大的。
SMARTPASS_FREE_CRITERION_DIST_LV1 = 10
SMARTPASS_OPEN_CRITERION_DIST_X_LV0 = 6 //判断妙传左右的间距,越少越传,但易被截
SMARTPASS_OPEN_CRITERION_DIST_Z_LV0 = 10//判断妙传前后的间距,越少越传,但易被截
SMARTPASS_OPEN_CRITERION_DIST_X_LV1 = 12
SMARTPASS_OPEN_CRITERION_DIST_Z_LV1 = 18
SMARTPASS_BLOCK_CRITERION_DIST = 4 //妙传被阻截的距离,如果超过4英尺就不会去阻截了。所以可以改大点增加防守。
SMARTPASS_LEADING_DIST_LV0 = 4 //这个意义不明,有可能是前面引导的队员跑位距离
SMARTPASS_LEADING_DIST_LV1 = 10
SMARTPASS_LEADING_DIST_LV2 = 20
SMARTPASS_ANGLE_SCORE_WEIGHT = 1.0 //这个是得分角度权重
SMARTPASS_DIST_SCORE_WEIGHT = 1.0// 距离权重
SMARTPASS_OPEN_SCORE_WEIGHT = 0.1
SMARTPASS_FREE_SCORE_WEIGHT = 0.1
SMARTPASS_BLOCK_SCORE_WEIGHT = 0.1
THROUGHPASS_ACCEPTABLE_AMING_ANGLE = 70 //可能的身后球接球瞄准角度,最大瞄准70度方向的可能队友传身后球
THROUGHPASS_ASSIST_DIST_NEAR = 10
THROUGHPASS_ASSIST_DIST_MID = 155
THROUGHPASS_ASSIST_DIST_FAR = 300 //身后球最大距离,改大出现长传身后
THROUGHPASS_FREE_CRITERION_DIST_LV0 = 5
THROUGHPASS_FREE_CRITERION_DIST_LV1 = 10//这条及以下几条同妙传的意义
THROUGHPASS_OPEN_CRITERION_DIST_X_LV0 = 7
THROUGHPASS_OPEN_CRITERION_DIST_Z_LV0 = 10
THROUGHPASS_OPEN_CRITERION_DIST_X_LV1 = 12
THROUGHPASS_OPEN_CRITERION_DIST_Z_LV1 = 18
THROUGHPASS_BLOCK_CRITERION_DIST = 3
THROUGHPASS_LEADING_DIST_LV0 = 20
THROUGHPASS_LEADING_DIST_LV1 = 30
THROUGHPASS_LEADING_DIST_LV2 = 40
THROUGHPASS_ANGLE_SCORE_WEIGHT = 0.7
THROUGHPASS_DIST_SCORE_WEIGHT = 0.6
THROUGHPASS_OPEN_SCORE_WEIGHT = 0.2
THROUGHPASS_FREE_SCORE_WEIGHT = 0.2
THROUGHPASS_BLOCK_SCORE_WEIGHT = 0.2
/////////////////////////////////////////////
// CPU parameters for Xinwei's use only.
// If you like to tune CPU playing style or
// the difficulty level, change ini files
// in data/cmn/ai/aicpu
/////////////////////////////////////////////
//0: HOME
//1: AWAY
//2: BOTH
//3: NONE
INIVADER_CONTROL_TEAM = 3 //不明
//Team Attack Style and Bias Parameters 不明
TEAM_ATTACKSTYLE_GOOD_PASS_LIMIT = 250000
TEAM_ATTACKSTYLE_GOOD_DRIBBLE_LIMIT = 250000
TEAM_ATTACKSTYLE_GOOD_SHOT_LIMIT = 250000
//TEAM_ATTACKSTYLE_PASS_SCALE = 1.50
//TEAM_ATTACKSTYLE_DRIBBLE_SCALE = 1.50
//TEAM_ATTACK_STYLE_FROM_INI = 1
//0east 1ess 2:Neutral 3:More 4:Most
//HOME_TEAM_ATTACK_STYLE_PASS_MORE = 2
//AWAY_TEAM_ATTACK_STYLE_PASS_MORE = 4
//0east 1ess 2:Neutral 3:More 4:Most
//HOME_TEAM_ATTACK_STYLE_LONG_PASS = 1
//AWAY_TEAM_ATTACK_STYLE_LONG_PASS = 2
//0eft 1:Center 2:Right 3:BothWing 4:All
//HOME_TEAM_ATTACK_STYLE_DIRECTION = 3
//HOME_TEAM_ATTACK_STYLE_DIRECTION = 3
//Attributes effect (On: 1 Off:0)
PLAYER_ATTR_CPU_EFFECT_ON = 1 电脑能力受属性影响开关
//CPU do tactic sub or not 电脑战术调整开关,应该不仅仅只换人,应是调整战术换人。
DO_CPU_SUB = 1
//Option values used in CPU TACTIC_doBestKick
MAX_OPTION_VALUE = 1000000 //优先级最大值范围 ,以下值超出这个值无效
//Shot
OPTION_VALUE_SHOT_DIST = 275 //这个可能控制射门距离概率,但调整看不出效果
OPTION_VALUE_SHOT_ANGLE = 6000 //这个也没看出效果
OPTION_VALUE_SHOT_NUMDEF = 20000 //禁区有多名队友时选择射门的优先级,优先级是值越小越优先,并且所有优先级指标互相对比大小判定优先级。
//Clearrance
OPTION_VALUE_CLEARRANCE = 3000 //解围球优先级,值不能过小
//Cross
OPTION_VALUE_CROSS = 90 //传中,值太小出现的传中太多,而且下底的机会下降
//Dribble
OPTION_VALUE_DRIBBLE_FORWARD = 50 //400 向前盘带
OPTION_VALUE_DRIBBLE_SAFE = 40 //350 向安全的地方盘带,这个最优先
OPTION_VALUE_DRIBBLE = 300000 // 可以改小这个值,增加盘带的机会,值大于传球的值则一脚出球会减少
OPTION_VALUE_DRIBBLE_MOMENTUM = 500 //盘带动能,值起大盘带越猛
OPTION_VALUE_DRIBBLE_BREAKAWAY = 250000 //往回带球,100左右出现盘带守门员
//Real Dribble
//OPTION_VALUE_REALDRIBBLE = 800
//OPTION_VALUE_MAX_REALDRIBBLE_TIME = 1000
//OPTION_VALUE_REALDRIBBLE_AWARE_DIST = 300
//Sprint Dribble
OPTION_VALUE_SPRINTDRIBBLE = 150000 //加速过人
OPTION_VALUE_SPRINTDRIBBLE_NETDIST = 50 //加速过人
OPTION_VALUE_SPRINTDRIBBLE_SAFE = 2000 //向安全的地方加速过人
//General Pass
OPTION_VALUE_45DEGREE_CROSS = 800000 //45度传中,如果这个值小于传中优先级会出现大量45度传中
OPTION_VALUE_LONGPASS_KILLTIME = 500000 //这个是消磨时间的传球
OPTION_VALUE_LOB_PASS_FORWARD = 90 //向前长传或吊传,改大这个值可以减缓进攻,地面传球会增加
OPTION_VALUE_LOB_RECV_SAFE = 45向安全的地方传或吊传,同样可以改大这个值以实验巴萨式进攻
OPTION_VALUE_MIN_LOB_PASS_DIST = 1200 //短距离吊传的优先级
OPTION_VALUE_MAX_LOB_PASS_DIST = 4000 //长传的优先级
//Conservative Pass
OPTION_VALUE_PASS_FORWARD = 150 //向前普通传球优先级
OPTION_VALUE_PASS_SAFE = 600 //向安全的地方传球
OPTION_VALUE_RECV_SAFE = 100 //向无人盯防的地方传球
OPTION_VALUE_MIN_PASS_DIST = 400 //最小距离传球优先级
OPTION_VALUE_MAX_PASS_DIST = 2500//最大距离传球优先级
OPTION_VALUE_MAX_GROUND_PASS_DIST = 2000//最大地面传球优先级
//Throughpass
OPTION_VALUE_THROUGH_PASS_FORWARD = 100//向前身后球
OPTION_VALUE_THROUGH_PASS_SAFE = 85//向安全地方身后球
OPTION_VALUE_MIN_THROUGH_PASS_DIST = 300 //最小身后球优先级
OPTION_VALUE_MAX_THROUGH_PASS_DIST = 2000//最大身后球优先级
//Wall pass
OPTION_VALUE_WALLPASS = 360000//撞墙式过人,改小增加这种配合
///////////////////////////////////////////
//
// setplay settings
//
///////////////////////////////////////////
//number of AIFEET the ball can be kicked up field for a free kick
//will be scaled down by player attribute (POWER+SHOOTING)
MAX_FREEKICK_DIST = 70 //最大任意球直接射门距离,感觉是码,以前2011是英尺,不知道对吧,改到50左右,在禁区外老远还射门
//==============================================================================
// goalie tuning 守门员选项
//==============================================================================
ALLOW_BACKPASS_PICKUP = 0 //回身拿球开关
GOALIE_RUN_FORWARD_WITH_BALL = 25 //开球前拿球向前走动距离
GOALIE_RUN_SIDEWAYS_WITH_BALL = 25//开球前向侧向走动
GOALIE_TIME_BEFORE_CPU_KICK = 10//电脑开球时间
GOALIE_TIME_BEFORE_USER_KICK = 400//自已开球时间,没验证和上条时间差
GOALIE_DROP_KICK_SPEED = 50//地面开球力量
GOALIE_DROP_KICK_YV = 15//地面开球高度
GOALIE_PUNT_YV = 23//凌空开球高度
GOALIE_PUNT_SPEED = 45//凌空开球力量
GOALIE_ROLL_SPEED = 20//地滚球力量
GOALIE_THROW_SPEED = 36//手抛球力量
GOALIE_THROW_YV = 0//手抛球高度
GOALIE_OVERHEAD_THROW_YV = 10//过顶手抛球高度,这点困惑,为什么还那么高
GOALIE_THROW_THRESHOLD = 0//快速手抛球优先级
// goalie positoning factors
// chance of scoring
RANDOM_SCORE_CHANCE = 25//偶然因素失球机率,越小越意外,比如手抛球给近距离对手
NO_SECOND_YELLOW = 0//
NO_IMMEDIATE_RED_CARDS = 0//
// Comment this out and it will use the FE option.
OFFSIDES_OFF = 0//造越位开关
OFFSIDES_OFF_GOALKICK = 1//目前为1代表守门员开球不算越位
OFFSIDES_OFF_LONGPASSING = 1//长传不越位
OFFSIDES_OFF_CROSS = 1//传中不越位
DRIBBLE_KNOCK_OPPONENT_DISTANCE = 18//撞墙式配合距离
// Bumpy ground!
BUMPY_GROUND_MAX_VEL_UP = 1.4 //球上下弹动能
BUMPY_GROUND_MIN_XZ_VEL = 1.52 //球左右弹动能
// How the ball rolls
BALL_ROTATION_MAX_KICK_STRENGTH = 2000000.0//最大踢球力量
BALL_ROTATION_BACKSPIN_ADDITION_ON_MAX_KICK = 0.03 // 逆转加成
BALL_ROTATION_BACKSPIN_ADDITION_ON_MIN_KICK = 0.01 // 最小逆转加成
BALL_ROTATION_BLENDRATE_WITH_GROUND = 0.40 // 这个不理解
AUTO_BACKSPIN_LIMITER = 0.8 //
AUTO_BACKSPIN_MULTIPLIER = 0.8//
// Save determination
SAVE_SPEED_WEIGHT = 100//救球受速度影响比重
SAVE_TRAVEL_WEIGHT = 10//救球受移动影响比重
SAVE_SKILL_WEIGHT = 50//救受能技影响比重
SAVE_DEFENCE_WEIGHT = 200//救球受防守方影响比重
SAVE_ATTACK_WEIGHT = 200//救球受进攻方影响比重
SAVE_RANDOM_WEIGHT = 5//偶然因素
SAVE_THRESHOLD = 2250// 救球启动优先级
ATTACK_THRESHOLD = 15//进攻方启动优先级
DEFENCE_THRESHOLD = 15//防守方启动优先级
COLLISION_DETECTION = 1//碰撞预知
AUTO_TACKLING = 1//自动铲球,这个应该是开关
// if these badness overrides are commented out, then it uses BAD_SKILLS_THRESHOLD
HOME_GOALIE_BAD = 1//
AWAY_GOALIE_BAD = 1//
//******************
//more goalie tuning
//******************
// See gdata.h for description of parameters. To update these, use goalie
// tuning dialog in testbed, then "Save to clipboard" and paste here.
NEARTHIRD_LINEDISTANCE = 11
MIDDLETHIRD_LINEDISTANCE = 21
FARTHIRD_LINEDISTANCE = 41 //以上三项未测出
DEADZONE_X = 54
DEADZONE_Z = 30//禁区大小
// Size of a box (feet) where goalie with 100% skill "LAYER_ATTRIBUTE_PENALTY_AREA" is charging the ball
CHARGE_MAX_BOX_WIDTH = 90 //字面理解是守门员最大能力的范围,90意味着最高能力的守门员可以出到三位禁区的距离
CHARGE_MAX_BOX_LENGTH = 90
// Size of a box (feet) where goalie with 0% skill "LAYER_ATTRIBUTE_PENALTY_AREA" is charging the ball
CHARGE_MIN_BOX_WIDTH = 30
CHARGE_MIN_BOX_LENGTH = 30//字面理解是守门员最小能力的范围,30意味着最差劲守门员只能在禁区内活动,而能力越强活动范围越大。最大到90.
CHARGE_ALWAYS_BOX_WIDTH = 60 //charge是能力覆盖的意思,这行是左右
CHARGE_ALWAYS_BOX_LENGTH = 50//这行是纵向前后
CHARGE_STRIP_BOX_WIDTH = 121//守门员出击左右宽度
CHARGE_STRIP_BOX_LENGTH = 54//守门员出击纵向距离,18左右在小禁区,30左右在点球点。
CHARGE_ALWAYS_RANGE = 15//
CHARGE_STRIP_RANGE = 5// 出击击球距离,改大了可能出现无影捞球现象。
CHARGE_STRIP_ANGLE = 30//
CHARGE_STOP_RANGE = 2//
CHARGE_TACKLE_ANGLE = 130//
CHARGE_COMMIT_TIME = 20//
CHARGE_BACKAT_RANGE = 10//
CHARGE_FACEAT_RANGE = 15//
CHARGE_FULLSPEED_RANGE = 15//
USER_GOALIE_AUTO_CHARGE = 1//
USER_GOALIE_CHARGE_SCALE = 66//
MAX_BALL_PREDICT_TIME = 20//最大预知时间,如果改的过小可能提前动作
BALL_PREDICT_RANGE = 40//预知范围或半径
TARGET_ANTICIPATION = 80//预知球
ANCHOR_ANTICIPATION = 100//未知
ANCHOR_WIDTH = 12//
ANCHOR_MAX_BALL_ANGLE = 18//
THREAT_WIDTH = 24//下面三项猜测和球员精神属性中的胁迫性有关
PRIMARY_THREAT_WIDTH = 4//
SECONDARY_THREAT_WIDTH = 4//
//**************************
//user control tuning values
//**************************
//feet 英尺1英尺约30公分
MIN_USER_PASS_DIST = 7//最小传球距离
MAX_USER_PASS_DIST = 100//最大
MIN_USER_PASS_TIME = 8//最小持球时间
MAX_USER_PASS_TIME = 80//最大持球时间,如果改小这个值球员不会一直盘带,猜测
MIN_USER_LOB_DIST = 40//吊传或长传距离
MAX_USER_LOB_DIST = 200//
MIN_USER_LOB_HEIGHT = 8// 高度 2.4米多
MAX_USER_LOB_HEIGHT = 25// 7米以上
MIN_USER_LOBTHROUGH_DIST = 17// 5米
MAX_USER_LOBTHROUGH_DIST = 200//61米相当于半个球场
MIN_USER_LOBTHROUGH_HEIGHT = 7//
MAX_USER_LOBTHROUGH_HEIGHT = 28//
MIN_USER_CROSS_DIST = 60// 下底传中时离底线的距离
MAX_USER_CROSS_DIST = 120// 在边线传中时最大离底线的距离
MIN_USER_CROSS_HEIGHT = 12//
MAX_USER_CROSS_HEIGHT = 25//
BASE_USER_LOWCROSS_DIST = 10// 低传,和战术中的低平球传中对应
BASE_USER_LOWEARLYCROSS_DIST = 50//
MIN_USER_LOWCROSS_HEIGHT = 7//
MAX_USER_LOWCROSS_HEIGHT = 14//
BASE_USER_GROUNDCROSS_DIST = 10//地滚球传中
BASE_USER_GROUNDEARLYCROSS_DIST = 40//
MIN_USER_GROUNDCROSS_HEIGHT = 0//
MAX_USER_GROUNDCROSS_HEIGHT = 12 //
MIN_USER_CLEARANCE_DIST = 50//解围球
MAX_USER_CLEARANCE_DIST = 180//
MIN_USER_CLEARANCE_HEIGHT = 7//
MAX_USER_CLEARANCE_HEIGHT = 30//
//**************************
//Tackling tuning values
//**************************
FOUL_STUMBLE_CHANCE = 30 //被侵犯倒地机率
CLEAN_STUMBLE_CHANCE = 70//解围倒地机率
POOR_TACKLING_FOUL_BEHIND_CHANCE=100//背后铲球犯规机率
POOR_TACKLING_FOUL_SIDE_CHANCE=80// 侧面铲球犯规机率
AVERAGE_TACKLING_FOUL_BEHIND_CHANCE=80//
AVERAGE_TACKLING_FOUL_SIDE_CHANCE=60//
GOOD_TACKLING_FOUL_BEHIND_CHANCE=60//
GOOD_TACKLING_FOUL_SIDE_CHANCE=40//
VERY_GOOD_TACKLING_FOUL_BEHIND_CHANCE=40//
VERY_GOOD_TACKLING_FOUL_SIDE_CHANCE=20//
PTSTUMBLEDELAY_POOR = 14//倒地到抓起来行动的停顿时间
PTSTUMBLEDELAY_AVG = 12//
PTSTUMBLEDELAY_GOOD = 8//
PTSTUMBLEDELAY_EX = 3//
PTAVOIDDECEL = 0.05//踢过球的知道这个是惯性,改的超大惯性起大
PTAVOIDDELAY_POOR = 24//惯性回身再次行动的停顿时间
PTAVOIDDELAY_AVG = 20
PTAVOIDDELAY_GOOD = 15
PTAVOIDDELAY_EX = 10
//**************************
//Marking Tuning Values
//**************************
MARK_BALL_TARGETDIST_WEIGHT = 0.75//这里是球距离权重
MARK_BALL_FORMDIST_WEIGHT = 0.09//有谁能解释Form是什么
MARK_BALL_ANGLE_WEIGHT = 0.01//角度权重
MARK_PLAYER_TARGETDIST_WEIGHT_NEAR = 0.75//这里是近距离时人的距离权重 提高战术中的人盯人可能影响这个权重在游戏中的计算,如果战术设盯人可能改变权重
MARK_PLAYER_FORMDIST_WEIGHT_NEAR = 0.15//
MARK_PLAYER_TARGETDIST_WEIGHT_FAR = 0.25//
MARK_PLAYER_FORMDIST_WEIGHT_FAR= 0.70//
//**************************
//Shot Tuning Values
//**************************
SHOT_POWERUP_RATE = 90 //力量条,玩过FIFA的知道力量力越长越难控制力量,当然发力也越大,越小越提前发力
HEADING_POWERUP_RATE = 90//有可能与脚射门形成比较关系,如果头球力量条小于上一条一定比例才能出现刚出现头球机会时头球优先而不是停球用脚射门
SHOT_IDEAL_TARGET_HEIGHT = 1.6// 同射点球的意义,以下都是从国外网找来的,意义是丰富射门,比如提高力量,失误
SHOT_WRONG_FOOT_FINESSE_SPIN = 0.009//
SHOT_ERROR_TOWARD_FACING_DIR_JOG = 0.6//
SHOT_ERROR_TOWARD_FACING_DIR_SPRINT = 0.75//
SHOT_ERROR_TOWARD_FACING_DIR_SLIDING = 0.9//
SHOT_ERROR_TOWARD_FACING_DIR_STRETCH = 0.8//
SHOT_RESTITUTION_COEFF = 0.3//
SHOT_ONE_TIMER_PREPARE_TIME = 25//
SHOT_MAX_BALL_OUT_ANGLE_TOLERANCE = 10.0//
SHOT_ENABLE_AIMING_CENTRE = 1 //
SHOT_CENTER_AIM_TOLERANCE = 0.6 //0.125//
SHOT_SPIN_GENERATION_BY_CAPPED_DIR_ERROR = 1.2//
SHOT_HIGH_POWER_ANIM_MIN_SPEED = 25.0//
SHOT_NORMAL_POWER_ANIM_MIN_SPEED = 20.0//
SHOT_LOW_POWER_ANIM_MAX_SPEED = 18.0//
SHOT_HIGH_POWER_FINESSE_ANIM_MIN_SPEED = 22.0//
SHOT_NORMAL_POWER_FINESSE_ANIM_MIN_SPEED = 18.0//
SHOT_MAX_PRESSURE_FOR_HIGH_POWER_ANIM = 0.7//
SHOT_MAX_SPEED_FOR_STRETCH_SHOT = 17.0//
SHOT_MAX_SPEED_FOR_SLIDE_SHOT = 17.0//
//**************************
//Cross Tuning Values
//**************************
CROSS_ANGLE_SCALE = 0.166 //传中角度调整,有可能这个值的调整可以帮助解决传中的问题
KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0 //守门员拦截传中,传中成功率低与这个值有关,0是指0秒,基本上是球员和守门员同时争到落点,守门中有空中优势自然前锋占不到便宜
//in yards
FORCE_TEAMMATE_ADVANTAGE = 10 //呼唤队友的距离 10码相当于9米1,越大则越远的队友会要球
// --------------------------------------------------------------------
// Clearance probability (0%-100%)
// --------------------------------------------------------------------
CLEARANCE_PROBABILITY=40 //解围机率,太大会乱解围
// --------------------------------------------------------------------
//Shot Tuning Values
// --------------------------------------------------------------------
SHOT_POWERUP_RATE = 90
HEADER_POWERUP_RATE = 90
// --------------------------------------------------------------------
// Cross Tuning Values
// --------------------------------------------------------------------
CROSS_ANGLE_SCALE = 0.160
//TEST_SAVE_ANIM = 59
KEEPER_INTERCEPTION_AMNESTY_FRAMES = 0
//in yards
FORCE_TEAMMATE_ADVANTAGE = 10
//***************************
// Bad Ref calls
//***************************
[BAD_REF_DECISIONS]
REF_PERFECT_GAME_CHANCE = 100 //完美执法
MAX_CALLS = 5//最大牌数,好像有多过5张牌的,不明白
MISS_OFFSIDE = 0//错过越位
OFFSIDE = 0//错过反越位
GOAL = 10//错判进球
MISS_GOAL = 10//错判球不进
THROWIN = 10//错判出界
CORNER = 10//角球
GOALKICK = 10//错判成球门球
MISS_BALL_OUT = 10//发球
BALL_OUT = 10//
MISS_THROWIN = 10//错过边线球发球
MISS_CORNER = 10//
MISS_GOALKICK = 10//
WRONG_FOUL = 10//错判犯规
WRONG_TEAM_CORNER = 10//错判发角球的发球队
WRONG_TEAM_THROWIN = 10//错判发边线球的发球队
WRONG_TEAM_GOALKICK = 10//
PENALTY_KICK = 20//错判成发点球
MISS_PENALTY_KICK = 0//点球未发,0是不可能出现
//***************************
[]
MAX_BALL_VELOCITY_XZ = 40.000000 //地面前后左右旋转
MAX_BALL_VELOCITY_Y = 25.000000//上下旋
BALL_AIR_RESISTANCE_XZ = 0.007037//地面前后左右风阻
BALL_AIR_RESISTANCE_Y = 0.005812//上下风阻
BALL_GRAVITY = -0.30//地心引力
BALL_BOUNCE_COEFF_XZ = 0.90//前后左右反弹系数
BALL_ROLLING_COEFF = 0.984441//这个值越大球飞行越快
BALL_BOUNCE_DAMPING = 2.0 //反弹衰减幅度
BALL_L_BOUNCE_DAMPING = 0.8//反弹衰减时球的上下减幅
BALL_NL_BOUNCE_DAMPING_SPEED = 5.0//反弹衰减时球的前后左右运行速度减幅
RAIN_BALL_BOUNCE_COEFF_XZ = 0.95//这是雨天的情况
RAIN_BALL_ROLLING_COEFF = 0.9795//
RAIN_BALL_BOUNCE_DAMPING = 3.2//
RAIN_BALL_L_BOUNCE_DAMPING = 0.6//
RAIN_BALL_NL_BOUNCE_DAMPING_SPEED = 12.0//
PASS_SPEED = 1.2//传球力度,而不是指出脚速度,超大传的越远
ANGLE_BIAS = 200000.0// 传球偏离率
SMART_PASS_NO_PENALTY_ANGLE = 9.0//传球无偏离角度,越大传球质量越差
SPIN_CREATION_MULTIPLIER = 3.5//旋转加成
SPIN_EFFECT_MULTIPLIER = 3.5//EFFECT不明含义
EVALBALL_BESTCASEDELAY = 0//
EVALBALL_WORSTCASEDELAY = 40//
EVALBALL_BESTCASESPEED = 9.0//
EVALBALL_WORSTCASESPEED = 7.0//
EVALBALL_MAX_PLAYABLE_HEIGHT = 10//这是一个停顿,EVAL不明含义
POWERUP_RATE = 24//动能,同前 |
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