diff --git a/enemyAI/mapAwarenessAI.java b/enemyAI/mapAwarenessAI.java index cdb434a..81e2ae3 100644 --- a/enemyAI/mapAwarenessAI.java +++ b/enemyAI/mapAwarenessAI.java @@ -15,6 +15,7 @@ import core.vector; public class mapAwarenessAI { public baseInfo theBaseInfo; + public int frameAI; public int numberOfLightTanks_player, numberOfLightTanks_AI, numberOfLightTanksOnMinimap_player; public int numberOfStealthTanks_player, numberOfStealthTanks_AI, numberOfStealthTanksOnMinimap_player; @@ -70,6 +71,7 @@ public class mapAwarenessAI { public vector[] playerForceLocations; public vector[] playerForceDirections; public int[] playerForceSize; + public vector playerNaturalLocation; public vector[] playerStaticDefenseLocations; public int[] playerStaticDefenseSize; @@ -87,6 +89,7 @@ public class mapAwarenessAI { goldMines = mainThread.theAssetManager.goldMines; playerExpensionInfo = new int[goldMines.length]; + playerNaturalLocation = goldMines[1].centre; mainPlayerForceLocation = new vector(0,0,0); mainPlayerForceDirection = new vector(0,0,0); @@ -113,6 +116,8 @@ public class mapAwarenessAI { } public void processAI(){ + frameAI++; + theAssetManager = mainThread.theAssetManager; //the number of player's military units in AI's vision @@ -471,6 +476,10 @@ public class mapAwarenessAI { //determine if a rush is feasible against the player + canRushPlayer = false; + if(frameAI > 270 && frameAI < 300) { + + } findTheMostVulnerablePlayerBase(); diff --git a/enemyAI/scoutingManagerAI.java b/enemyAI/scoutingManagerAI.java index c59d058..6092ac9 100644 --- a/enemyAI/scoutingManagerAI.java +++ b/enemyAI/scoutingManagerAI.java @@ -40,7 +40,7 @@ public class scoutingManagerAI { }; exploringNodes = new float[][]{ - {8f, 3f}, {2,2}, {14, 14} + {8f, 3f}, {2,2}, {2, 14} }; destinationNode = 0; diff --git a/enemyAI/unitProductionAI.java b/enemyAI/unitProductionAI.java index df33a15..9d7c3a3 100644 --- a/enemyAI/unitProductionAI.java +++ b/enemyAI/unitProductionAI.java @@ -22,11 +22,6 @@ public class unitProductionAI { public float combatAICenterX; public float combatAICenterZ; - //public int currentState; - //public final int booming = 0; - //public final int aggressing = 1; - //public final int defending = 2; - public int currentProductionOrder; public final int produceLightTank = 0; public final int produceRocketTank = 1;