//==============================================================================
// unitaitypes.txt
//
// Copyright (c) 2000, Ensemble Studios
//
//==============================================================================

//=============================================================================
// Format:
// Type "Name of type" (this will be the name you use in proto.txt)
// Attack                        Turns can attack ON for every type.
// NoAttack                      Turns can attack OFF for every type.
// Attack "Unit Type"            Turns can attack ON for "Unit Type"
// NoAttack "Unit Type"          Turns can attack OFF for "Unit Type"
// AutoAttack                    Turns auto attack ON for every type.
// NoAutoAttack                  Turns auto attack OFF for every type.
// AutoAttack "Unit Type"        Turns auto attack ON for "Unit Type"
// NoAutoAttack "Unit Type"      Turns auto attack OFF for "Unit Type"
// RespondToAttack               Turns attack response ON for every type.
// NoRespondToAttack             Turns attack response OFF for every type.
// RespondToAttack "Unit Type"   Turns attack response ON for "Unit Type"
// RespondToAttack "Unit Type"   Turns attack response OFF for "Unit Type"
// NoRunAway                     Restricts these units from running away when they cannot return an attack
//
// Once you declare another Type, the previous Type is done and cannot be modified.

//=============================================================================
// 
//=============================================================================
// STANDARD

Type "Passive"
// For units that have no attack
// == Default AI
NoAttack
NoAutoAttack
NoRespondToAttack

Type "Civilian"
Attack "LogicalTypeVillagersAttack"
NoAutoAttack
RespondToAttack "LogicalTypeVillagersRespondToAttack"

Type "Scout"
Attack "LogicalTypeHandUnitsAttack"
NoAutoAttack
RespondToAttack "LogicalTypeScoutsRespondToAttack"

Type "HandCombative"
// For units that can fight, like soldiers
Attack "LogicalTypeHandUnitsAttack"
AutoAttack "LogicalTypeHandUnitsAutoAttack"
RespondToAttack "LogicalTypeHandUnitsAttack"

Type "RangedCombative"
// For units that can fight, like soldiers, and shoot flying units
Attack "LogicalTypeRangedUnitsAttack"
AutoAttack "LogicalTypeRangedUnitsAutoAttack"
RespondToAttack "LogicalTypeRangedUnitsAttack"

Type "MixedCombative"
// For units that can fight, like soldiers, and shoot flying units
Attack "LogicalTypeRangedUnitsAttack"
AutoAttack "LogicalTypeRangedUnitsAutoAttack"
RespondToAttack "LogicalTypeRangedUnitsAttack"
NoRunAway

Type "RangedSiege"
// For Catapult, Petrobolos, Ballista
Attack "LogicalTypeRangedUnitsAttack"
AutoAttack "LogicalTypeSiegeAutoAttack"
RespondToAttack "LogicalTypeRangedUnitsAttack"

Type "Ram"
Attack "LogicalTypeHandUnitsAttack"
AutoAttack "LogicalTypeSiegeAutoAttack"
RespondToAttack "LogicalTypeHandUnitsAttack"

//=============================================================================
// ANIMALS

Type "SuperPredator"
// like a wolf, but will attack army units
Attack "LogicalTypeSuperPredatorsAttack"
AutoAttack "LogicalTypeSuperPredatorsAutoAttack"
RespondToAttack "LogicalTypeSuperPredatorsAttack"

Type "Predator"
// Eats human units, like a Wolf
Attack "LogicalTypePredatorsAttack"
AutoAttack "LogicalTypePredatorsAutoAttack"
RespondToAttack "LogicalTypePredatorsAttack"

Type "Reactive"
// Fights back if attacked, like a Boar
Attack "LogicalTypePredatorsAttack"
NoAutoAttack
RespondToAttack "LogicalTypePredatorsAttack"

Type "Prey"
// Will run away if attacked, like a Deer
NoAttack
NoAutoAttack
NoRespondToAttack

Type "HerdAnimal"
// Will not run away if attacked
NoAttack
NoAutoAttack
NoRespondToAttack
NoRunAway

//=============================================================================
// UNUSUAL

Type "Petard"
Attack "LogicalTypeHandUnitsAutoAttack"
NoAutoAttack
NoRespondToAttack
NoRunAway

Type "Meteor"
Attack "Building"
NoAutoAttack
NoRespondToAttack

Type "Lightning"
Attack "Unit"
NoAutoAttack
NoRespondToAttack

Type "Earthquake"
NoAutoAttack
Attack "LogicalTypeEarthquakeAttack"
NoRespondToAttack

Type "Tornado"
NoAutoAttack
Attack "LogicalTypeTornadoAttack"
NoRespondToAttack

Type "Serpent"
Attack "LogicalTypePredatorsAttack"
AutoAttack "LogicalTypePredatorsAttack"
RespondToAttack "LogicalTypePredatorsAttack"

Type "HeroBoar"
NoAutoAttack
Attack "LogicalTypeHandUnitsAttack"
RespondToAttack "LogicalTypeHandUnitsAttack"

Type "Sea Serpent"
AutoAttack "LogicalTypeSeaSerpentAttack"
Attack "LogicalTypeSeaSerpentAttack"
RespondToAttack "LogicalTypeSeaSerpentAttack"

Type "Kraken"
Attack "LogicalTypeHandUnitsAttack"
AutoAttack "LogicalTypeHandUnitsAutoAttack"
RespondToAttack "LogicalTypeHandUnitsAttack"
NoRunAway

Type "HeroDwarf"
Attack "LogicalTypeVillagersAttack"
AutoAttack "LogicalTypeHandUnitsAttack"
RespondToAttack "LogicalTypeVillagersAttack"

Type "RangerAtlantean"
Attack "LogicalTypeVillagersAttack"
AutoAttack "LogicalTypeRangedUnitsAutoAttack"
RespondToAttack "LogicalTypeRangedUnitsAttack"
