[Cheat]
moneyAmount = 100 // Give AI 100 units of scrap.
moneyDelay = 10 // moneyAmount is added to AI every 10 seconds

[Start]
scrapCount = 180
scavClass = "fvscav"
consClass = "fvcons"

[IdleDispatcher]
ScavIdleSeconds = 25
UnitIdleSeconds = 120
MinAttackForce = 3 // min # of idle units before dispatch
MaxAttackForce = 5
MinMissionSeconds = 600 // give the player 10 minutes before idle units are sent

[Match]
targetType1= "ivtank"
attackType1_1 = "fvtank"
attackType1_2 = "fvtank"

[Plan1]
planType = "CollectPool"
planPriority = 600
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan2]
planType = "CollectPool"
planPriority = 595
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan3]
planType = "CollectPool"
planPriority = 590
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan4]
planType = "CollectPool"
planPriority = 580
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan5]
//planCondition = "NotExists"
//planConditionClass = "fvscav"
//planConditionCount = 1 
planType = "CollectField"
defendType1 = "fvscout"
defendCount1 = 2
planPriority = 570
maxTries = 10
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan6]
planType = "BuildMinimums"
planPriority = 560
buildType1 = "fvcons"
buildCount1 = 2
ContinueEvenIfFail = true

[Plan7]
planCondition = "NotExists"
planConditionClass = "fbforg"
planConditionCount = 1 
planType = "BaseBuildMinimums"
planPriority = 550
buildType1 = "fbkiln"
buildLoc1 = "kiln"
buildCount1 = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan8]
planCondition = "HisExists"
planConditionClass = "ibscav"
planConditionCount = 1
planType = "Attacker"
planPriority = 550
targetType = "ibscav"
attackType1 = "fvscout"
attackType2 = "fvscout"
//maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan9]
planCondition = "NotExists"
planConditionClass = "fbforg"
planConditionCount = 1
planType = "Upgrade"
planPriority = 530
unitType = "fbkiln"
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan10]
planCondition = "HisExists"
planConditionClass = "ivturr"
planConditionCount = 1
planType = "Attacker"
planPriority = 510
targetType = "ivturr"
attackType1 = "fvscout"
attackType2 = "fvscout"
//attackType3 = "fvscout"
//maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan11]
planType = "BaseBuildMinimums"
planPriority = 510
buildType1 = "fbdowe"
buildLoc1 = "dower"
buildCount1 = 1
buildType2 = "fbstro"
buildLoc2 = "strong"
buildCount2 = 1
buildType3 = "fbspir"
buildLoc3 = "spire1"
buildCount3 = 1
buildType4 = "fbspir"
buildLoc4 = "spire2"
buildCount4 = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan12]
planCondition = "NotExists"
planConditionClass = "fbover"
planConditionCount = 1 
planType = "BaseBuildMinimums"
planPriority = 500
buildType1 = "fbantm"
buildLoc1 = "ant"
buildCount1 = 1
buildType2 = "fbspirz"
buildLoc2 = "spire3"
buildCount2 = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan13]
planCondition = "HisExists"
planConditionClass = "ibrecy"
planConditionCount = 1
planType = "Attacker"
planPriority = 500
targetType = "ibrecy"
attackType1 = "fvwalk"
attackType2 = "fvsent"
attackType3 = "fvarch"
attackType4 = "fvtank"
//maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan14]
planCondition = "NotExists"
planConditionClass = "fbover"
planConditionCount = 1
planType = "Upgrade"
planPriority = 480
unitType = "fbantm"
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan15]
planType = "Hold"
planPriority = 470
holdType1 = "fvturr"
holdCount1 = 1
holdPoint = "hold1"
maxTries = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan16]
planCondition = "HisExists"
planConditionClass = "ibpgen"
planConditionCount = 1
planType = "Attacker"
planPriority = 470
targetType = "ibpgen"
attackType1 = "fvsent"
attackType2 = "fvsent"
attackType3 = "fvarch"
attackType4 = "fvtank"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan17]
planType = "Hold"
planPriority = 440
holdType1 = "fvturr"
holdCount1 = 1
holdPoint = "hold2"
maxTries = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan18]
planCondition = "HisExists"
planConditionClass = "ivcons"
planConditionCount = 1
planType = "Attacker"
planPriority = 440
targetType = "ivcons"
attackType1 = "fvsent"
attackType2 = "fvsent"
attackType3 = "fvtank"
//maxAttacks = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan19]
planCondition = "HisExists"
planConditionClass = "ibgtow"
planConditionCount = 1
planType = "Attacker"
planPriority = 420
targetType = "ibgtow"
attackType1 = "fvatank13"
attackType2 = "fvartl"
attackType3 = "fvsent"
attackType4 = "fvsent"
buildIfNoIdle = 1
maxAttacks = 2
ContinueEvenIfFail = true

[Plan20]
planType = "Hold"
planPriority = 420
holdType1 = "fvsent"
holdCount1 = 2
holdPoint = "hold3"
maxTries = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan21]
planCondition = "HisExists"
planConditionClass = "ibfact"
planConditionCount = 1
planType = "Attacker"
planPriority = 410
targetType = "ibfact"
attackType1 = "fvwalk"
attackType2 = "fvwalk"
attackType3 = "fvarch"
//maxAttacks = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan22]
planCondition = "HisExists"
planConditionClass = "ivscav"
planConditionCount = 1
planType = "Attacker"
planPriority = 400
targetType = "ivscav"
attackType1 = "fvsent"
attackType2 = "fvsent"
//maxAttacks = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan23]
planType = "Hold"
planPriority = 390
holdType1 = "fvarch"
holdCount1 = 1
holdPoint = "hold4"
maxTries = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan24]
planType = "BaseBuildMinimums"
planPriority = 380
buildType1 = "fbspirz"
buildLoc1 = "spire4"
buildCount1 = 1
buildType2 = "fbjamm"
buildLoc2 = "jam1"
buildCount2 = 1
buildType3 = "fbjamm"
buildLoc3 = "jam2"
buildCount3 = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

// AI will look for Rocket 
    Tanks at high priority

[Plan25]
planCondition = "HisExists"
planConditionClass = "ivrckt"
planConditionCount = 1
planType = "Attacker"
planPriority = 750
targetType = "ivrckt"
attackType1 = "fvatank13"
attackType2 = "fvtank"
attackType3 = "fvtank"
attackType4 = "fvsent"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan26]
planCondition = "HisExists"
planConditionClass = "ibbomb"
planConditionCount = 1
planType = "Attacker"
planPriority = 800
targetType = "ibbomb"
attackType1 = "fvatank13"
attackType2 = "fvsent"
attackType3 = "fvsent"
//attackType4 = "fvartl"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

// AI will upgrade 2 scavs

[Plan27]
//planCondition = "NotExists"
//planConditionClass = "fbscup"
//planConditionCount = 1
planType = "Upgrade"
planPriority = 350
unitType = "fbscav"
maxTries = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan28]
planType = "BuildMinimums"
planPriority = 340
buildType1 = "fvserv"
buildCount1 = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

// After dower is built, AI will
    build Healer and Heal if needed

[Plan29]
planType = "Service"
planPriority = 490
serviceUnit = "fvserv"
unitType1 = "fbscav"
unitType2 = "fbforg"
unitType3 = "fbrecy"
unitType4 = "fbspir"
unitType5 = "fbover"
unitType6 = "fbdowe"
unitType7 = "fblung"
unitType8 = "fbstro"
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan30]
planCondition = "HisExists"
planConditionClass = "ivbomb"
planConditionCount = 1
planType = "Attacker"
planPriority = 700
targetType = "ivbomb"
attackType1 = "fvarch"
attackType2 = "fvarch"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan31]
planCondition = "HisExists"
planConditionClass = "ivapc"
planConditionCount = 1
planType = "Attacker"
planPriority = 670
targetType = "ivapc"
attackType1 = "fvarch"
attackType2 = "fvarch"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan32]
planCondition = "HisExists"
planConditionClass = "ibarmo"
planConditionCount = 1
planType = "Attacker"
planPriority = 300
targetType = "ibarmo"
attackType1 = "fvwalk"
attackType2 = "fvwalk"
attackType3 = "fvarch"
attackType4 = "fvartl"
maxAttacks = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan33]
planCondition = "HisExists"
planConditionClass = "ivwalk"
planConditionCount = 1
planType = "Attacker"
planPriority = 760
targetType = "ivwalk"
attackType1 = "fvatank"
attackType2 = "fvarch"
attackType3 = "fvarch"
attackType4 = "fvartl"
maxAttacks = 3
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan34]
planType = "Attacker"
planPriority = 280
targetType = "ibscav"
attackType1 = "fvscout"
attackType2 = "fvscout"
maxAttacks = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan35]
planCondition = "HisExists"
planConditionClass = "ibscup"
planConditionCount = 1
planType = "Attacker"
planPriority = 270
targetType = "ibscup"
attackType1 = "fvtank"
attackType2 = "fvtank"
attackType3 = "fvtank"
maxAttacks = 1
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan36]
planType = "Defender"
planPriority = 260
targetType = "fbscav"
defendType1 = "fvscout"
defendCount1 = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan37]
planType = "Defender"
planPriority = 250
targetType = "fbscup"
defendType1 = "fvturr"
defendCount1 = 2
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan38]
planCondition = "HisExists"
planConditionClass = "ivtank"
planConditionCount = 1
planType = "Attacker"
planPriority = 240
targetType = "ivtank"
attackType1 = "fvarch"
attackType2 = "fvarch"
maxAttacks = 3
buildIfNoIdle = 1
ContinueEvenIfFail = true

[Plan39]
planCondition = "HisExists"
planConditionClass = "ibbomb"
planConditionCount = 1
planType = "Attacker"
planPriority = 230
targetType = "ibbomb"
attackType1 = "fvatank13"
attackType2 = "fvatank"
attackType3 = "fvartl"
attackType4 = "fvwalk"
attackType5 = "fvsent"
attackType6 = "fvscout"
attackType7 = "fvarch"
attackType8 = "fvtank"
buildIfNoIdle = 1

//[Plan40]
//planType = "DistributeUnits"
//planPriority = 10
