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@ -210,7 +210,7 @@ public class buildingManagerAI {
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}
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}
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}
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}
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//then reset factory production if still dont have enough credit to finish building
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//then reset factory production if still dont have enough credit to finish refinery
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hasEnoughCredit = theBaseInfo.currentCredit > 1200 -constructionYards[i].creditSpentOnBuilding;
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hasEnoughCredit = theBaseInfo.currentCredit > 1200 -constructionYards[i].creditSpentOnBuilding;
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if(!hasEnoughCredit) {
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if(!hasEnoughCredit) {
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factory[] factories = mainThread.theAssetManager.factories;
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factory[] factories = mainThread.theAssetManager.factories;
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@ -215,7 +215,9 @@ public class defenseManagerAI {
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giveBackControlOfDefendersToCombatAI();
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giveBackControlOfDefendersToCombatAI();
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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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}else {
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}
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/*
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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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giveBackControlOfDefendersToCombatAI();
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giveBackControlOfDefendersToCombatAI();
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@ -224,7 +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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