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@ -196,6 +196,17 @@ public class combatManagerAI {
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}
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}else {
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//if the player is attacking and AI doesn't have enough unit to deal with it for the time being, hold attacks until AI has gathered enough force
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if(mainThread.ec.theDefenseManagerAI.majorThreatLocation.x != 0) {
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int numberOfLightTanks_AI = mainThread.ec.theUnitProductionAI.numberOfLightTanksControlledByCombatAI;
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int numberOfRocketTanks_AI = mainThread.ec.theUnitProductionAI.numberOfRocketTanksControlledByCombatAI;
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int numberOfStealthTanks_AI = mainThread.ec.theUnitProductionAI.numberOfStealthTanksControlledByCombatAI;
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int numberOfHeavyTanks_AI = mainThread.ec.theUnitProductionAI.numberOfHeavyTanksControlledByCombatAI;
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if(numberOfLightTanks_AI + numberOfRocketTanks_AI + numberOfStealthTanks_AI + numberOfHeavyTanks_AI < 7)
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return;
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}
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//check if there are any player units/structures near the combat center
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solidObject[] playerUnitInMinimap = mainThread.ec.theMapAwarenessAI.playerUnitInMinimap;
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solidObject[] playerStructures = mainThread.ec.theMapAwarenessAI.playerStructures;
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