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ifMovableMan:GetTeamMOIDCount(self.CPUTeam) <rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() andMovableMan:IsActor(self.CPUBrain) then
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ifobstacleHeight<30then
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self:CreateHeavyDrop(xPosLZ);
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elseifobstacleHeight<90then
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self:CreateMediumDrop(xPosLZ);
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elseifobstacleHeight<180then
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self:CreateLightDrop(xPosLZ);
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else
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self:CreateScoutDrop(xPosLZ);
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ifobstacleHeight<30then
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self:CreateHeavyDrop(xPosLZ);
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elseifobstacleHeight<90then
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self:CreateMediumDrop(xPosLZ);
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elseifobstacleHeight<180then
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self:CreateLightDrop(xPosLZ);
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else
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self:CreateScoutDrop(xPosLZ);
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-- This target is very difficult to reach: change target for the next attack
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self.AttackActor=nil;
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self.AttackPos=nil;
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end
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-- This target is very difficult to reach: change target for the next attack
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self.AttackActor=nil;
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self.AttackPos=nil;
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end
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ifself.AttackActorthen
@@ -504,41 +499,36 @@ function BrainvsBrain:UpdateActivity()
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else
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self.AttackActor=nil;
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ifMovableMan:GetTeamMOIDCount(self.CPUTeam) <rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() then
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-- Find an enemy actor to attack
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localIntruders= {};
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localintruder_tally=0;
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forActinMovableMan.Actorsdo
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ifself.OnPlayerTeam[Act.Team] and (Act.ClassName=="AHuman" orAct.ClassName=="ACrab" orAct.ClassName=="Actor") andnotSceneMan:IsUnseen(Act.Pos.X, Act.Pos.Y, self.CPUTeam) then
ifself.OnPlayerTeam[Act.Team] and (Act.ClassName=="AHuman" orAct.ClassName=="ACrab" orAct.ClassName=="Actor") andnotSceneMan:IsUnseen(Act.Pos.X, Act.Pos.Y, self.CPUTeam) then
Copy file name to clipboardExpand all lines: Data/Base.rte/Activities/Harvester.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -214,7 +214,7 @@ function Harvester:UpdateActivity()
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end
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--Spawn the AI.
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ifself.CPUTeam~=Activity.NOTEAMandself.enemySpawnTimer:LeftTillSimMS(self.enemySpawnTimeLimit) <=0andMovableMan:GetTeamMOIDCount(self.CPUTeam) <=rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() then
Copy file name to clipboardExpand all lines: Data/Base.rte/Activities/KeepieUppie.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -188,7 +188,7 @@ function KeepieUppie:UpdateActivity()
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end
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--Spawn the AI.
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ifself.CPUTeam~=Activity.NOTEAMandself.enemySpawnTimer:LeftTillSimMS(self.enemySpawnTimeLimit) <=0andMovableMan:GetTeamMOIDCount(self.CPUTeam) <=rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() then
Copy file name to clipboardExpand all lines: Data/Base.rte/Activities/Massacre.lua
+1-1Lines changed: 1 addition & 1 deletion
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@@ -210,7 +210,7 @@ function Massacre:UpdateActivity()
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end
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--Spawn the AI.
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ifself.CPUTeam~=Activity.NOTEAMandself.enemySpawnTimer:LeftTillSimMS(self.enemySpawnTimeLimit) <=0andMovableMan:GetTeamMOIDCount(self.CPUTeam) <=rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() then
Copy file name to clipboardExpand all lines: Data/Base.rte/Activities/OneManArmyDiggers.lua
+1-2Lines changed: 1 addition & 2 deletions
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@@ -267,8 +267,7 @@ function OneManArmy:UpdateActivity()
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end
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--Spawn the AI.
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ifself.CPUTeam~=Activity.NOTEAMandself.enemySpawnTimer:LeftTillSimMS(self.enemySpawnTimeLimit) <=0andMovableMan:GetTeamMOIDCount(self.CPUTeam) <=rte.AIMOIDMax*3/self:GetActiveCPUTeamCount() then
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