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@ -251,8 +251,8 @@ public class AssetManager {
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for(int i = 0; i < 10; i ++){
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for(int j = 0; j < 6; j++){
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//heavyTank l = new heavyTank(new vector(i*0.25f+ 1.125f,-0.3f, 17.375f - 0.25f*j), 90, 0);
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//addHeavyTank(l);
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heavyTank l = new heavyTank(new vector(i*0.25f+ 1.125f,-0.3f, 17.375f - 0.25f*j), 90, 0);
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addHeavyTank(l);
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//l.hasMultiShotUpgrade = true;
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//lightTank l = new lightTank(new vector(i*0.25f + 1.125f,-0.3f, 0.5f + 18.625f + j*0.25f), 90, 0);
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@ -21,6 +21,7 @@ public class defenseManagerAI {
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public solidObject[] stealthTanksControlledByCombatAI;
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public solidObject[] defenders;
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public int numOfDefenders;
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public vector direction;
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@ -125,12 +126,53 @@ public class defenseManagerAI {
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minorThreatLocation.reset();
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majorThreatLocation.reset();
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// if the size of the player unit cluster is less than 5, and no heavy tanks in the cluster, then borrow some unites from combatAI to deal with the threat
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//if(mainPlayerForceSize < 5 && playerForceContainsNoHeavyTank(mainPlayerForceLocation) && playerForceIsNearBase(mainPlayerForceLocation)) {
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//}
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System.out.println(playerForceContainsNoHeavyTank(mainPlayerForceLocation));
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}
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public boolean playerForceIsNearBase(vector location) {
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return false;
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}
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public boolean playerForceContainsNoHeavyTank(vector location) {
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solidObject o = null;
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for(int i = 0; i < mainThread.ec.theMapAwarenessAI.playerUnitInMinimap.length; i++) {
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o = mainThread.ec.theMapAwarenessAI.playerUnitInMinimap[i];
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if(o !=null && o.currentHP > 0 && o.type == 7 && (o.centre.x - location.x)*(o.centre.x - location.x) + (o.centre.z - location.z)*(o.centre.z - location.z) < 4)
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return false;
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}
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return true;
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}
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public void addUnitToDefenders(solidObject o) {
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numOfDefenders = 0;
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for(int i = 0; i < defenders.length; i++) {
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if(defenders[i] != null && defenders[i].currentHP > 0)
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numOfDefenders++;
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}
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if(numOfDefenders == defenders.length && minorThreatLocation.x == 0) {
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for(int i = defenders.length - 1; i > 0; i--)
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defenders[i] = defenders[i - 1];
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defenders[0] = o;
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}else {
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for(int i = 0; i < defenders.length; i++) {
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if(defenders[i] == null || defenders[i].currentHP <= 0) {
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defenders[i] = o;
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break;
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}
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}
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}
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}
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@ -545,12 +545,7 @@ public class mapAwarenessAI {
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playerForceDirections[i].set(0,0,0);
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playerForceSize[i] = 0;
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}
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if(numberOfPlayerUnitsOnMinimap < 5)
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return;
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for(int i = 0; i < playerUnitInMinimap.length; i++) {
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if(playerUnitInMinimap[i] == null)
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continue;
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@ -164,8 +164,17 @@ public class scoutingManagerAI {
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}
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if(scout.type == 0)
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if(scout.type == 0) {
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if(mainThread.ec.theDefenseManagerAI.minorThreatLocation.x != 0 || mainThread.ec.theDefenseManagerAI.majorThreatLocation.x != 0) {
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if(scout.currentHP > 0) {
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mainThread.ec.theUnitProductionAI.addLightTank((lightTank)scout);
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scout.moveTo(mainThread.ec.theUnitProductionAI.rallyPoint.x, mainThread.ec.theUnitProductionAI.rallyPoint.z);
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scout.currentCommand = solidObject.attackMove;
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scout.secondaryCommand = solidObject.attackMove;
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}
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}
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return;
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}
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//try to avoid collision with player units
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int xPos_old = scout.boundary2D.x1;
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@ -221,9 +230,6 @@ public class scoutingManagerAI {
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scout.boundary2D.setOrigin(xPos_old, yPos_old);
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}
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}
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@ -304,9 +310,9 @@ public class scoutingManagerAI {
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//build light tank as scout when stealth tank tech is locked
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public boolean needLightTank(){
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//if((scout == null ) && !theBaseInfo.canBuildStealthTank){
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// return true;
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//}
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if((scout == null ) && !theBaseInfo.canBuildStealthTank && mainThread.ec.theDefenseManagerAI.minorThreatLocation.x == 0 && mainThread.ec.theDefenseManagerAI.majorThreatLocation.x == 0){
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return true;
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}
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return false;
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}
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@ -253,6 +253,7 @@ public class unitProductionAI {
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if(lightTanksControlledByCombatAI[i] == null || (lightTanksControlledByCombatAI[i] != null && lightTanksControlledByCombatAI[i].currentHP <=0)){
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lightTanksControlledByCombatAI[i] = o;
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unitProduced++;
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mainThread.ec.theDefenseManagerAI.addUnitToDefenders(o);
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break;
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}
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}
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@ -293,6 +294,7 @@ public class unitProductionAI {
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if(stealthTanksControlledByCombatAI[i] == null || (stealthTanksControlledByCombatAI[i] != null && stealthTanksControlledByCombatAI[i].currentHP <=0)){
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stealthTanksControlledByCombatAI[i] = o;
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unitProduced++;
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mainThread.ec.theDefenseManagerAI.addUnitToDefenders(o);
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break;
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}
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}
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