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Documentation for this module may be created at Module:Data/Civ6/Base/NodeDefinitions/doc

--[Field]                              [Type]
--NodeId                                Int64
--ShapeId                               Int64
--Description                          String

local data ={

Concurrent={
Description="Logical And node. Runs all children until it reaches a FAILURE (can allow multiple failures if desired.)";};

Priority={
NodeId=1;
Description="Logical Or node. Runs all children until it reaches a SUCCESS or RUNNING";};

Sequence={
NodeId=2;
Description="Special logical And node. Stops on FAILURE, but also stops on RUNNING. Resumes next turn on RUNNING node.";};

Add_Goal_Tech={
NodeId=3;
ShapeId=1;
Description="Given a list of units, buildings, or techs, asks Research AI to work on them";};

Build_Unit={
NodeId=4;
ShapeId=1;
Description="Given a list of units and/or buildings and a city, builds 'best' unit at the city when queue is availble.";};

Find_Available_Unit={
NodeId=5;
ShapeId=2;
Description="Given a list of units, finds first unit of matching type that can get to location";};

Notify_Owner={
NodeId=6;
ShapeId=1;
Description="Sends notice back to the owning player or any other listener, with an optional integral payload.";};

Barbarian_Spawn_Change={
NodeId=7;
ShapeId=1;
Description="Change the spawn rate of a barbarian tribe to prepare for raid/invasion.";};

Run_Behavior_Tree={
NodeId=8;
ShapeId=4;
Description="DEPRECATED - DO NOT USE. Runs a behavior tree defined elsewhere. You can change data for that sub-tree, but not its structure.";};

Operation_Move={
NodeId=9;
ShapeId=1;
Description="Moves operation to the rally point.";};

Decode_Trigger={
NodeId=10;
ShapeId=2;
Description="For temporary trees only. Take the trigger you want to meet and extract information for use elsewhere.";};

Choose_City={
NodeId=11;
ShapeId=2;
Description="Given a list of buildings, pick the best city to make a building. Output city and needed improvement.";};

Build_Improvement={
NodeId=12;
ShapeId=1;
Description="Given a worker, location, and improvement, build the improvement.";};

Move_Unit={
NodeId=13;
ShapeId=1;
Description="Given a unit ID and a location, give the unit a move order. Report RUNNING until it reaches destination.";};

Operation_Attack={
NodeId=14;
ShapeId=1;
Description="As part of an operation, attack the target.";};

Not={
NodeId=15;
ShapeId=3;
Description="Decorator that turns SUCCESS and RUNNING to FAILURE and vice versa. Does not reverse ERROR.";};

Purchase_Plot={
NodeId=16;
ShapeId=1;
Description="Purchase a plot for a city.";};

Recruit_Units={
NodeId=17;
ShapeId=2;
Description="Recruit units for a defined operation. OPERATION USE ONLY.";};

Operation_Attack_Units={
NodeId=18;
ShapeId=1;
Description="As part of an operation, attack enemy units during a move.";};

Choose_Improvement={
NodeId=19;
ShapeId=2;
Description="Given a list of improvement types, chooses a specific improvement to build, preferably around a city";};

Barbarian_Raid_Check={
NodeId=20;
ShapeId=2;
Description="Check the score of a barbarian raid";};

In_Difficulty_Range={
NodeId=21;
ShapeId=3;
Description="Decorator that runs if owner's difficulty is within range. Optionally target difficulty, optionally fail if outside.";};

Settle={
NodeId=22;
ShapeId=1;
Description="Tells a unit to perform the settle action. FAILS if no unit is able to do so.";};

Check_Plot={
NodeId=23;
ShapeId=2;
Description="Checks if you can build the requested building or district on that location. Outputs an offending resource or feature if it fails";};

Clear_Plot={
NodeId=24;
ShapeId=1;
Description="Orders a unit to clear the current tile. FAILS if no unit is able to do so.";};

Barbarian_Recruit={
NodeId=25;
ShapeId=2;
Description="Recruit members from a tribe for a raid or invasion.";};

Interval={
NodeId=26;
ShapeId=3;
Description="Lets a child run for n turns before rechecking it";};

Operation_Defend_Units={
NodeId=27;
ShapeId=1;
Description="As part of an operation, protect your units that might otherwise be destroyed.";};

Turn_Limiter={
NodeId=28;
ShapeId=3;
Description="Only lets a child node run for a limited number of turns before failing.";};

Operation_Change_Target={
NodeId=29;
ShapeId=1;
Description="As part of an operation, if you can't take the current target, find a new one or give up.";};

Contract_Manager_Decorator={
NodeId=30;
ShapeId=3;
Description="Manages a contract, can limit turns until it is run.";};

Operation_Attack_City={
NodeId=31;
ShapeId=1;
Description="As part of an operation, attack a city";};

Make_Formation={
NodeId=32;
ShapeId=1;
Description="Create (or destroy) a formation of units";};

Protect_Unit={
NodeId=33;
ShapeId=1;
Description="Keep a non-operation unit safe if its health is below specified fraction";};

City_Attack={
NodeId=34;
ShapeId=1;
Description="Cities attack enemy units within range, with preferences as described (none required)";};

Reserve_Plot={
NodeId=35;
ShapeId=2;
Description="Reserve a city plot so that other trees will leave it alone";};

Operation_Pillage={
NodeId=36;
ShapeId=1;
Description="Pillage nearby improvements and districts";};

Operation_Siege_City={
NodeId=37;
ShapeId=1;
Description="Pillage nearby improvements and districts";};

Garrison_City={
NodeId=38;
ShapeId=1;
Description="As part of an operation, garrison a unit in a friendly city";};

Is_City_Threatened={
NodeId=39;
ShapeId=2;
Description="Tell if city that is operation target is still threatened";};

Is_At_War={
NodeId=40;
ShapeId=2;
Description="Tell if player is at war";};

Find_Unit_Targets={
NodeId=41;
ShapeId=2;
Description="Find places for all owned units to go";};

Upgrade_Units={
NodeId=42;
ShapeId=1;
Description="Upgrade any upgradeable units";};

Has_Great_Person={
NodeId=43;
ShapeId=2;
Description="Succeeds if the tree has a great person of the appropriate type";};

Use_Great_Person={
NodeId=44;
ShapeId=1;
Description="Uses the great person ability, including founding a religion";};

Cancel_Contract={
NodeId=45;
ShapeId=2;
Description="Cancel a tagged contract";};

Lock_Units={
NodeId=46;
ShapeId=2;
Description="Allow / disallow units to be recruited off the team";};

Operation_Diplomacy={
NodeId=47;
ShapeId=1;
Description="Diplomatic actions and tests";};

SPY__Choose_Mission={
NodeId=48;
ShapeId=2;
Description="Choose a spy mission for the spy's current city";};

SPY__Do_Operation={
NodeId=49;
ShapeId=1;
Description="Execute the spy's current mission";};

SPY__Travel={
NodeId=50;
ShapeId=1;
Description="Move the spy to the chosen city (or home)";};

ARCHAEOLOGY__Dig={
NodeId=51;
ShapeId=1;
Description="Have an archaeologist dig at the specified location";};

ARCHAEOLOGY__Donate={
NodeId=52;
ShapeId=1;
Description="An archaeologist moves to his home and donates any carried artifact to his museum";};

Operation_Naval_Escort={
NodeId=53;
ShapeId=1;
Description="Recruit naval escorts to an operation and ferry units across the waters";};

Has_Player_Ability={
NodeId=54;
ShapeId=3;
Description="Decorator that checks for player ability before handing control to child";};

Build_Production={
NodeId=55;
ShapeId=1;
Description="Use a builder charge to accelerate a wonder or district (if allowed)";};

Has_Inquisition={
NodeId=56;
ShapeId=2;
Description="Returns true if the specified player has launched an inquisition";};

Launch_Inquisition={
NodeId=57;
ShapeId=1;
Description="Launches an inquisition using an attached unit, if possible";};

Will_use_nukes={
NodeId=58;
ShapeId=2;
Description="Checks if the AI is willing to use nukes against his opponent (Gandhi always will)";};

Operation_Launch_nuke={
NodeId=59;
ShapeId=1;
Description="Launch nuke at target";};

Operation_Is_Ready={
NodeId=60;
ShapeId=2;
Description="Checks if the associated operation is ready";};

Build_Military_Improvement={
NodeId=61;
ShapeId=1;
Description="Build an improvement outside your own territory (usually in an operation)";};

Operation_Air_Assault={
NodeId=62;
ShapeId=1;
Description="Launcher bombers against target city";};

Naval_Choose_Target={
NodeId=63;
ShapeId=3;
Description="Choose a naval superiority target. If none available, don't run child.";};

Naval_Patrol={
NodeId=64;
ShapeId=1;
Description="Choose a naval patrol target and move accordingly.";};

Naval_Pillage={
NodeId=65;
ShapeId=1;
Description="Opportunistically attack districts and land units (naval raiding to come).";};

Has_Valid_Target={
NodeId=66;
ShapeId=2;
Description="Checks that unit assigned target remains valid. Removes units with invalid targets from tree.";};

Can_Alpha_City={
NodeId=67;
ShapeId=2;
Description="For shortcutting a city attack. Check if you can do 50%+ garrison damage or defense units are worth ignoring.";};

Is_Near_Fallout={
NodeId=69;
ShapeId=2;
Description="Returns true if any unit is within range of fallout and puts all such members in the Endangered list (if there is an operation)";};

LUA_Script_Condition={
NodeId=70;
ShapeId=2;
Description="Run a lua script function that returns a boolean value. Only the player is passed in to the script";};

Operation_Military_Formation={
NodeId=71;
ShapeId=1;
Description="Within an operation, attempt to combine units into corps and armies";};

Use_Scripted_Command={
NodeId=72;
ShapeId=1;
Description="If they have an available scripted command, try to use it";};

}
return data
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