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