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@ -405,7 +405,7 @@ public class playerCommander {
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if(selectedConyardID != -1) {
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if(selectedConyardID != -1) {
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for(int i = 0; i < constructionYards.length; i++) {
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for(int i = 0; i < constructionYards.length; i++) {
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if(constructionYards[i].ID == selectedConyardID) {
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if(constructionYards[i] != null && constructionYards[i].ID == selectedConyardID) {
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conyardIndex = i;
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conyardIndex = i;
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break;
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break;
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}
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}
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@ -1,6 +1,7 @@
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package enemyAI;
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package enemyAI;
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import core.baseInfo;
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import core.baseInfo;
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import core.gameData;
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import core.mainThread;
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import core.mainThread;
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import core.vector;
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import core.vector;
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import entity.goldMine;
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import entity.goldMine;
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@ -67,7 +68,7 @@ public class 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 = 600;
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rushAttackTime = 300;
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rushAttackTime = 330 + gameData.getRandom()/4;
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goldMines = mainThread.theAssetManager.goldMines;
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goldMines = mainThread.theAssetManager.goldMines;
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@ -65,7 +65,7 @@ public class enemyCommander {
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thinkHardLikeHumanPlayer();
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thinkHardLikeHumanPlayer();
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drawVisionMap();
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//drawVisionMap();
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//reset tempBitmap;
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//reset tempBitmap;
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for(int i = 0 ;i < tempBitmap.length; i++){
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for(int i = 0 ;i < tempBitmap.length; i++){
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@ -26,7 +26,8 @@ public class harassmentAI {
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miniFrameAI++;
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miniFrameAI++;
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frameAI = mainThread.ec.frameAI;
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frameAI = mainThread.ec.frameAI;
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if(miniFrameAI%30 == 29)
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System.out.println(frameAI + " " + mainThread.ec.theCombatManagerAI.rushAttackTime);
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}
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}
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@ -516,24 +516,7 @@ public class mapAwarenessAI {
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if(playerIsFastExpanding) {
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if(playerIsFastExpanding) {
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//check if there is any static defense around player's natural
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if(mainThread.ec.theCombatManagerAI.checkIfAIHasBiggerForce(0.5f))
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boolean staticDefenceNearPlayerExpansion = false;
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solidObject[] playerStaticDefence = mainThread.ec.theMapAwarenessAI.playerStaticDefenceInMinimap;
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for(int i = 0; i < playerStaticDefence.length; i++) {
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if(playerStaticDefence[i] != null && playerStaticDefence[i].currentHP > 0) {
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float x1 = playerStaticDefence[i].centre.x;
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float z1 = playerStaticDefence[i].centre.z;
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float x2 = playerNaturalLocation.x;
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float z2 = playerNaturalLocation.z;
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if(Math.sqrt((x1-x2)*(x1-x2) + (z1-z2)*(z1-z2)) < 3f) {
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staticDefenceNearPlayerExpansion = true;
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break;
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}
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}
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}
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if(!staticDefenceNearPlayerExpansion)
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canRushPlayer = true;
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canRushPlayer = true;
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}
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}
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@ -122,9 +122,9 @@ public class unitProductionAI {
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//If the difficulty is set to normal or hard, set the rally point just outside of player's natural expansion.
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//If the difficulty is set to normal or hard, set the rally point just outside of player's natural expansion.
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//So if the player is going for a fast expansion and don't have much units, the AI can perform a rush attack.
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//So if the player is going for a fast expansion and don't have much units, the AI can perform a rush attack.
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if(mainThread.ec.theMapAwarenessAI.canRushPlayer && frameAI < 360 && mainThread.ec.theCombatManagerAI.checkIfAIHasBiggerForce(1f)) {
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//if(mainThread.ec.theMapAwarenessAI.canRushPlayer && frameAI < 360 && mainThread.ec.theCombatManagerAI.checkIfAIHasBiggerForce(0.75f)) {
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rallyPoint.set(rushRallyPointX, 0, rushRallyPointZ);
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// rallyPoint.set(rushRallyPointX, 0, rushRallyPointZ);
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}
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//}
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//make sure not to over produce when the resource is running low
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//make sure not to over produce when the resource is running low
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int maxNumOfUnitCanBeProduced = theBaseInfo.currentCredit / 500 + 1;
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int maxNumOfUnitCanBeProduced = theBaseInfo.currentCredit / 500 + 1;
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