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@ -106,12 +106,12 @@ public class AssetManager {
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goldMines = new goldMine[16];
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goldMines = new goldMine[16];
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goldMines[0] = new goldMine(2f,-0.515f, 1.25f, 45000);
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goldMines[0] = new goldMine(2f,-0.515f, 1.25f, 45000);
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goldMines[1] = new goldMine(9.5f,-0.515f, 5.5f, 45000);
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goldMines[1] = new goldMine(9.5f,-0.515f, 5.5f, 45000);
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goldMines[2] = new goldMine(2f,-0.515f, 28.25f, 52500);
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goldMines[2] = new goldMine(2f,-0.515f, 28.25f, 55000);
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goldMines[3] = new goldMine(26f,-0.515f, 3.5f, 52500);
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goldMines[3] = new goldMine(26f,-0.515f, 3.5f, 55000);
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goldMines[4] = new goldMine(29.75f,-0.515f, 30f, 45000);
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goldMines[4] = new goldMine(29.75f,-0.515f, 30f, 45000);
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goldMines[5] = new goldMine(22.5f,-0.515f, 25.5f, 45000);
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goldMines[5] = new goldMine(22.5f,-0.515f, 25.5f, 45000);
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goldMines[6] = new goldMine(15.75f,-0.515f, 18f, 52500);
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goldMines[6] = new goldMine(15.75f,-0.515f, 18f, 55000);
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goldMines[7] = new goldMine(16.25f,-0.515f, 12.25f, 52500);
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goldMines[7] = new goldMine(16.25f,-0.515f, 12.25f, 55000);
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//create trees from bitmap
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//create trees from bitmap
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@ -318,6 +318,7 @@ public class AssetManager {
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rockets = null;
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rockets = null;
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mainThread.gridMap.reset();
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mainThread.gridMap.reset();
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solidObject.globalUniqID = 0;
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}
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}
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@ -34,15 +34,15 @@ public class baseExpensionAI {
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int randomeNumber = gameData.getRandom();
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int randomeNumber = gameData.getRandom();
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if(randomeNumber < 170)
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if(randomeNumber < 100)
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expensionPiorityList = new int[]{5,6,2,3,7};
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expensionPiorityList = new int[]{5,6,2,3,7};
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else if(randomeNumber >= 170 && randomeNumber < 340)
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else if(randomeNumber >= 100 && randomeNumber < 200)
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expensionPiorityList = new int[]{5,6,3,2,7};
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expensionPiorityList = new int[]{5,6,3,2,7};
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else if(randomeNumber >= 340 && randomeNumber < 510)
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else if(randomeNumber >= 200 && randomeNumber < 407)
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expensionPiorityList = new int[]{5,2,6,3,7};
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expensionPiorityList = new int[]{5,2,6,3,7};
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else if(randomeNumber >= 510 && randomeNumber < 680)
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else if(randomeNumber >= 407 && randomeNumber < 614)
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expensionPiorityList = new int[]{5,2,3,6,7};
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expensionPiorityList = new int[]{5,2,3,6,7};
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else if(randomeNumber >= 680 && randomeNumber < 850)
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else if(randomeNumber >= 614 && randomeNumber < 821)
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expensionPiorityList = new int[]{5,3,6,2,7};
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expensionPiorityList = new int[]{5,3,6,2,7};
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else
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else
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expensionPiorityList = new int[]{5,3,2,6,7};
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expensionPiorityList = new int[]{5,3,2,6,7};
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@ -52,9 +52,6 @@ public class baseExpensionAI {
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lastExpansionLocation = 7;
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lastExpansionLocation = 7;
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lowGoldmineThreshold = 22500;
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lowGoldmineThreshold = 22500;
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System.out.println(expensionPiorityList[1]);
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}
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}
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@ -69,7 +69,7 @@ public class combatManagerAI {
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public combatManagerAI(){
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public combatManagerAI(){
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this.theBaseInfo = mainThread.ec.theBaseInfo;
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this.theBaseInfo = mainThread.ec.theBaseInfo;
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standardAttackTime = 600;
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standardAttackTime = 500;
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rushAttackTime = 250 + gameData.getRandom()/4;
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rushAttackTime = 250 + gameData.getRandom()/4;
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goldMines = mainThread.theAssetManager.goldMines;
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goldMines = mainThread.theAssetManager.goldMines;
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@ -81,7 +81,7 @@ public class defenseManagerAI {
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lightTanksControlledByCombatAI = mainThread.ec.theUnitProductionAI.lightTanksControlledByCombatAI;
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lightTanksControlledByCombatAI = mainThread.ec.theUnitProductionAI.lightTanksControlledByCombatAI;
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//after 500 seconds mark, borrow 2 stealth tanks from combat manager, and send them to guard western and southern side of the main base
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//after 500 seconds mark, borrow 2 stealth tanks from combat manager, and send them to guard western and southern side of the main base
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if(frameAI >= 480 && mainThread.ec.theCombatManagerAI.checkIfAIHasBiggerForce(0.8f)) {
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if(frameAI >= 630 && mainThread.ec.theCombatManagerAI.checkIfAIHasBiggerForce(0.8f)) {
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for(int i = 0; i < 2; i++) {
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for(int i = 0; i < 2; i++) {
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if(observers[i] == null || observers[i].currentHP <=0) {
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if(observers[i] == null || observers[i].currentHP <=0) {
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for(int j = 0; j < stealthTanksControlledByCombatAI.length; j++) {
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for(int j = 0; j < stealthTanksControlledByCombatAI.length; j++) {
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@ -135,7 +135,7 @@ public class defenseManagerAI {
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zPos = 24.5f;
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zPos = 24.5f;
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}
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}
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if(frameAI > 980) {
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if(frameAI > 1000) {
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if(frameAI%18 < 9) {
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if(frameAI%18 < 9) {
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xPos = 0.25f;
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xPos = 0.25f;
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zPos = 20.5f;
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zPos = 20.5f;
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@ -157,7 +157,7 @@ public class defenseManagerAI {
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zPos = 20f;
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zPos = 20f;
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}
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}
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if(frameAI > 980) {
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if(frameAI > 1000) {
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if(frameAI%14 < 7) {
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if(frameAI%14 < 7) {
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xPos = 18.75f;
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xPos = 18.75f;
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zPos = 5f;
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zPos = 5f;
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@ -157,19 +157,13 @@ public class microManagementAI {
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solidObject currentTarget = unitInCombatRadius[i].targetObject;
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solidObject currentTarget = unitInCombatRadius[i].targetObject;
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int targetHP = 99999;
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int targetHP = 99999;
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int level = 0;
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int level = 0;
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if(currentTarget != null) {
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level = currentTarget.level;
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}
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float distanceToDesination = 99999;
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float distanceToDesination = 99999;
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for(int j=0; j < numberOfPlayerUnitsOnMinimap; j++){
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for(int j=0; j < numberOfPlayerUnitsOnMinimap; j++){
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if(playerUnitInMinimap[j] != null && playerUnitInMinimap[j].currentHP > 0){
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if(playerUnitInMinimap[j] != null && playerUnitInMinimap[j].currentHP > 0){
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if(((playerUnitInMinimap[j].getMaxHp() / playerUnitInMinimap[j].currentHP >= 4) && !(currentTarget != null && currentTarget.currentHP < playerUnitInMinimap[j].currentHP)) || playerUnitInMinimap[j].level > level){
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if((playerUnitInMinimap[j].getMaxHp() / playerUnitInMinimap[j].currentHP > 4 && !(currentTarget != null && currentTarget.currentHP < playerUnitInMinimap[j].currentHP)) || playerUnitInMinimap[j].level > level){
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x1 = playerUnitInMinimap[j].centre.x;
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x1 = playerUnitInMinimap[j].centre.x;
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x2 = unitInCombatRadius[i].centre.x;
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x2 = unitInCombatRadius[i].centre.x;
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z1 = playerUnitInMinimap[j].centre.z;
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z1 = playerUnitInMinimap[j].centre.z;
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@ -753,7 +753,7 @@ public class gunTurret extends solidObject{
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}
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}
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int theDamage = myDamage;
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int theDamage = myDamage;
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if(targetObject.type == 0)
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if(targetObject.type == 0 || targetObject.type == 6)
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theDamage = 20;
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theDamage = 20;
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if(attackCoolDown == 0 ){
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if(attackCoolDown == 0 ){
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@ -139,7 +139,7 @@ public abstract class solidObject{
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public vector tempCentre = new vector(0,0,0);
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public vector tempCentre = new vector(0,0,0);
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public vector tempVector = new vector(0,0,0);
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public vector tempVector = new vector(0,0,0);
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public static int globalUniqID = 1;
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public static int globalUniqID = 0;
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public int ID;
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public int ID;
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