h
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@ -122,7 +122,7 @@ public class mainThread extends JFrame implements KeyListener, ActionListener, M
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}
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}
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frameIndex = 0;
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frameIndex = 0;
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frameInterval = 28;
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frameInterval = 25;
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lastDraw = 0;
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lastDraw = 0;
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//create main thread
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//create main thread
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@ -201,7 +201,7 @@ public class mainThread extends JFrame implements KeyListener, ActionListener, M
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if(gameStarted)
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if(gameStarted)
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gameFrame++;
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gameFrame++;
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timeString = secondsToString((int)(gameFrame*0.028));
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timeString = secondsToString((int)(gameFrame*0.025));
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//handle user's interaction with game GUI
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//handle user's interaction with game GUI
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if(gameFrame == 1 && gameStarted){
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if(gameFrame == 1 && gameStarted){
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@ -167,7 +167,7 @@ public class unitProductionAI {
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boolean playerArmyCanBeCounteredWithLightTanks = mainThread.ec.theMapAwarenessAI.playerArmyCanBeCounteredWithLightTanks;
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boolean playerArmyCanBeCounteredWithLightTanks = mainThread.ec.theMapAwarenessAI.playerArmyCanBeCounteredWithLightTanks;
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boolean playerArmyCanBeCounteredWithStealthTanks = mainThread.ec.theMapAwarenessAI.playerArmyCanBeCounteredWithStealthTanks;
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boolean playerArmyCanBeCounteredWithStealthTanks = mainThread.ec.theMapAwarenessAI.playerArmyCanBeCounteredWithStealthTanks;
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int timeToBuildHeavyTank = 400;
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int timeToBuildHeavyTank = 500;
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int timeToBuildStealthTank = 200;
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int timeToBuildStealthTank = 200;
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if(mainThread.ec.theMapAwarenessAI.canRushPlayer) {
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if(mainThread.ec.theMapAwarenessAI.canRushPlayer) {
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//when AI decides to rush the player, then dont build higher tier units so it can mass produce light tanks
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//when AI decides to rush the player, then dont build higher tier units so it can mass produce light tanks
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@ -186,14 +186,13 @@ public class unitProductionAI {
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&& !(playerHasMostlyHeavyTanks && numberOfStealthTanks_player < numberOfHeavyTanks_AI*2)
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&& !(playerHasMostlyHeavyTanks && numberOfStealthTanks_player < numberOfHeavyTanks_AI*2)
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&& (playIsRushingHighTierUnits || maxNumberOfStealthTanks_playerInLastFiveMinutes*4 > numberOfHeavyTanks_AI))){
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&& (playIsRushingHighTierUnits || maxNumberOfStealthTanks_playerInLastFiveMinutes*4 > numberOfHeavyTanks_AI))){
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currentProductionOrder = produceHeavyTank;
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currentProductionOrder = produceHeavyTank;
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}else if(theBaseInfo.canBuildStealthTank && ((numberOfStealthTanksControlledByCombatAI < 1) || (playerDoesntHaveMassHeavyTanks && !playerHasMostlyHeavyTanks && !playerArmyCanBeCounteredWithLightTanks && !(numberOfStealthTanksControlledByCombatAI >= 8 && frameAI < 600) && !(numberOfStealthTanksControlledByCombatAI >= 16 && frameAI > 600)
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}else if(theBaseInfo.canBuildStealthTank && ((numberOfStealthTanksControlledByCombatAI < 1) || (playerDoesntHaveMassHeavyTanks && !playerHasMostlyHeavyTanks && !playerArmyCanBeCounteredWithLightTanks && !(numberOfStealthTanksControlledByCombatAI >= 9 && frameAI < 600) && !(numberOfStealthTanksControlledByCombatAI >= 18 && frameAI > 600)
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&& (playerHasMostlyLightTanks || playerLikelyCanNotProduceHighTierUnits || playerDoesntHaveMassHeavyTanks || playerHasMostlyLightAndStealthTanks) && !playerHasMostlyHeavyTanks && (frameAI > timeToBuildStealthTank || numberOfLightTanks_player > 8)))){
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&& (playerHasMostlyLightTanks || playerLikelyCanNotProduceHighTierUnits || playerDoesntHaveMassHeavyTanks || playerHasMostlyLightAndStealthTanks) && !playerHasMostlyHeavyTanks && (frameAI > timeToBuildStealthTank || numberOfLightTanks_player > 8)))){
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currentProductionOrder = produceStealthTank;
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currentProductionOrder = produceStealthTank;
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}else{
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}else{
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currentProductionOrder = produceLightTank;
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currentProductionOrder = produceLightTank;
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}
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}
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//make decision on what tech to research
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//make decision on what tech to research
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if(mainThread.ec.theBuildingManagerAI.theBaseInfo.numberOfCommunicationCenter > 0) {
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if(mainThread.ec.theBuildingManagerAI.theBaseInfo.numberOfCommunicationCenter > 0) {
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if(mainThread.ec.theDefenseManagerAI.needMissileTurret || theBaseInfo.currentCredit > 1500 && frameAI > 450) {
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if(mainThread.ec.theDefenseManagerAI.needMissileTurret || theBaseInfo.currentCredit > 1500 && frameAI > 450) {
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@ -1309,7 +1309,7 @@ public class stealthTank extends solidObject{
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myDamageModified = myDamage;
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myDamageModified = myDamage;
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if(secondaryTargets[i].type==0 || targetObject.type==1){
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if(secondaryTargets[i].type==0 || targetObject.type==1){
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myDamageModified=(int)(myDamage*2);
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myDamageModified=(int)(myDamage*3);
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}else if(targetObject.type==6){
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}else if(targetObject.type==6){
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myDamageModified=(int)(myDamage*1.75);
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myDamageModified=(int)(myDamage*1.75);
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