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@ -174,15 +174,15 @@ public class scoutingManagerAI {
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if(mainThread.ec.theDefenseManagerAI.minorThreatLocation.x != 0 || mainThread.ec.theDefenseManagerAI.majorThreatLocation.x != 0 || (!mainThread.ec.theMapAwarenessAI.canRushPlayer && gameTime > 240)) {
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if(scout.currentHP > 0) {
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if(gameTime > 310)
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mainThread.ec.theUnitProductionAI.addLightTank((lightTank)scout);
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if(scout.currentHP > 0) {
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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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scout = null;
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if(gameTime > 310) {
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mainThread.ec.theUnitProductionAI.addLightTank((lightTank)scout);
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scout = null;
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}
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}
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}else if(mainThread.ec.theMapAwarenessAI.canRushPlayer && gameTime > 290) {
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mainThread.ec.theUnitProductionAI.addLightTank((lightTank)scout);
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@ -113,6 +113,10 @@ public class unitProductionAI {
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rallyPoint.set(z - 2.5f, 0, z - 2.5f);
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else
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rallyPoint.set(x - 2f, 0, z - 1.5f);
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if(frameAI < 240) {
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rallyPoint.set(mainThread.theAssetManager.goldMines[5].centre);
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}
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}else {
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if(mainThread.theAssetManager.constructionYards[index] != null && mainThread.theAssetManager.constructionYards[index].teamNo !=0)
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rallyPoint.set(mainThread.theAssetManager.constructionYards[index].centre.x - 2.5f, 0, mainThread.theAssetManager.constructionYards[index].centre.z -2.5f);
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@ -162,7 +166,7 @@ public class unitProductionAI {
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boolean playerHasManyLightTanksButNoHeavyTank = mainThread.ec.theMapAwarenessAI.playerHasManyLightTanksButNoHeavyTank;
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boolean playerHasMostlyHeavyAndStealthTanks = mainThread.ec.theMapAwarenessAI.playerHasMostlyHeavyAndStealthTanks;
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if((numberOfRocketTanks_AI < 2 && frameAI > 300 && !playerHasMostlyLightTanks) || numberOfRocketTanks_AI < numberOfPlayerGunTurrets + numberOfPlayerMissileTurrets*1.5 || (gameData.getRandom() > 925 && !playerHasMostlyLightTanks)){
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if((numberOfRocketTanks_AI < 2 && (frameAI > 300 || frameAI > 170 && frameAI < 240 && mainThread.ec.theMapAwarenessAI.numberOfConstructionYard_player > 0) && !playerHasMostlyLightTanks) || numberOfRocketTanks_AI < numberOfPlayerGunTurrets + numberOfPlayerMissileTurrets*1.5 || (gameData.getRandom() > 925 && !playerHasMostlyLightTanks)){
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currentProductionOrder = produceRocketTank;
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}else if(theBaseInfo.canBuildHeavyTank &&
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playerHasMostlyHeavyAndStealthTanks ||
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