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@ -364,7 +364,7 @@ public class combatManagerAI {
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//check if the player force has become stronger than the AI during the marching towards attack position
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//check if the player force has become stronger than the AI during the marching towards attack position
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//System.out.println("distanceToTarget: " + distanceToTarget);
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//System.out.println("distanceToTarget: " + distanceToTarget);
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if(checkIfAIHasBiggerForce(1.2f) == false && distanceToTarget > 5){
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if(checkIfAIHasBiggerForce(1.5f) == false && distanceToTarget > 5){
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playerHasBecomeStrongerThanAIDuringMarching = true;
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playerHasBecomeStrongerThanAIDuringMarching = true;
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}
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}
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@ -711,7 +711,7 @@ public class combatManagerAI {
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double playerForceStrength = unrevealedPlayerForceStrength + numberOfLightTanks_player + 0.75f*numberOfRocketTanks_player + 1.5*numberOfStealthTanks_player + 3* numberOfHeavyTanks_player;
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double playerForceStrength = unrevealedPlayerForceStrength + numberOfLightTanks_player + 0.75f*numberOfRocketTanks_player + 1.5*numberOfStealthTanks_player + 3* numberOfHeavyTanks_player;
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//System.out.println("unrevealedPlayerForceStrength" + unrevealedPlayerForceStrength + " " + "enemyAIForceStrength " + enemyAIForceStrength + " " + "playerForceStrength" + playerForceStrength);
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System.out.println("unrevealedPlayerForceStrength" + unrevealedPlayerForceStrength + " " + "enemyAIForceStrength " + enemyAIForceStrength + " " + "playerForceStrength" + playerForceStrength);
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return enemyAIForceStrength > 0 && playerForceStrength/enemyAIForceStrength < ratio;
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return enemyAIForceStrength > 0 && playerForceStrength/enemyAIForceStrength < ratio;
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}
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}
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@ -216,7 +216,7 @@ public class defenseManagerAI {
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majorThreatCooldown = 20;
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majorThreatCooldown = 20;
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majorThreatLocation.set(mainPlayerForceLocation);
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majorThreatLocation.set(mainPlayerForceLocation);
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}
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}
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/*
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else {
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else {
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float d = playerForceIsMovingTwoardsBase(mainPlayerForceLocation, mainPlayerForceDirection);
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float d = playerForceIsMovingTwoardsBase(mainPlayerForceLocation, mainPlayerForceDirection);
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if(d != -1) {
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if(d != -1) {
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@ -226,7 +226,7 @@ public class defenseManagerAI {
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majorThreatLocation.add(mainPlayerForceDirection, d);
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majorThreatLocation.add(mainPlayerForceDirection, d);
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}
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}
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}
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}
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*/
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}
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}
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@ -403,7 +403,7 @@ public class defenseManagerAI {
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//find deploy location of gun turret
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//find deploy location of gun turret
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if(threatX != 0 && distanceToThreat < 4.75 && numOfGunTurretNearThreat < (float)mainPlayerForceSize/3) {
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if(threatX != 0 && distanceToThreat < 4.75 && numOfGunTurretNearThreat < (float)mainPlayerForceSize/3) {
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float d = 1.75f; //minimum deploy distance from conyard
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float d = 1.85f; //minimum deploy distance from conyard
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if(distanceToThreat > d + gunTurret.attackRange)
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if(distanceToThreat > d + gunTurret.attackRange)
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d = distanceToThreat - gunTurret.attackRange;
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d = distanceToThreat - gunTurret.attackRange;
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@ -416,7 +416,7 @@ public class defenseManagerAI {
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//find deploy location of missile turret
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//find deploy location of missile turret
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if(threatX != 0 && distanceToThreat < 5.15 && (numOfMissileTurretNearThreat < mainPlayerForceSize/6 || !gunTurretAlreadyInQueue)) {
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if(threatX != 0 && distanceToThreat < 5.15 && (numOfMissileTurretNearThreat < mainPlayerForceSize/6 || !gunTurretAlreadyInQueue)) {
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float d = 1.35f; //minimum deploy distance from conyard
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float d = 1.65f; //minimum deploy distance from conyard
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if(distanceToThreat > d + missileTurret.attackRange)
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if(distanceToThreat > d + missileTurret.attackRange)
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d = distanceToThreat - missileTurret.attackRange;
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d = distanceToThreat - missileTurret.attackRange;
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@ -500,7 +500,7 @@ public class defenseManagerAI {
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threatToBaseDirection.unit();
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threatToBaseDirection.unit();
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if(threatToBaseDirection.dot(direction) > 0.8) {
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if(threatToBaseDirection.dot(direction) > 0.8) {
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float currentThreatDistance = Math.max(3f, d - 3f);
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float currentThreatDistance = Math.max(3f, d - 2f);
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if(currentThreatDistance < threatDistance)
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if(currentThreatDistance < threatDistance)
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threatDistance = currentThreatDistance;
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threatDistance = currentThreatDistance;
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@ -194,7 +194,7 @@ public class unitProductionAI {
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}
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}
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}
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}
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if(mainThread.ec.theEconomyManagerAI.numberOfharvesters > 6 && theBaseInfo.currentCredit > 1500) {
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if(mainThread.ec.theEconomyManagerAI.numberOfharvesters >= 6 && theBaseInfo.currentCredit > 1500) {
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if(!communicationCenter.harvesterSpeedResearched_enemy) {
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if(!communicationCenter.harvesterSpeedResearched_enemy) {
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if(communicationCenter.harvesterSpeedResearchProgress_enemy == 255){
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if(communicationCenter.harvesterSpeedResearchProgress_enemy == 255){
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communicationCenter.researchHarvesterSpeed(1);
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communicationCenter.researchHarvesterSpeed(1);
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@ -284,6 +284,13 @@ public class goldMine extends solidObject{
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for(int i = 0; i < polygons.length; i++)
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for(int i = 0; i < polygons.length; i++)
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polygons[i].myTexture = mainThread.textures[textureIndex];
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polygons[i].myTexture = mainThread.textures[textureIndex];
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}
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}
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}else {
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if(textureIndex == 41 && goldDeposite == maxDeposite) {
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textureIndex = 39;
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for(int i = 0; i < polygons.length; i++) {
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polygons[i].myTexture = mainThread.textures[textureIndex];
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}
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}
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}
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}
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