1.10 AI:
Make sure cyborg engineers end up in the construction group and are used for construction. git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2112 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
fb5b691c3a
commit
f0fd2363da
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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shutDownAI();
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}
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}
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if(message == "aidebug on")
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{
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console(getPlayerName(me) & " ai debug is on");
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_DEBUG = TRUE;
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dbgMsgOn(me, _DEBUG);
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}
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else if(message == "aidebug off")
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{
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console(getPlayerName(me) & " ai debug is off");
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_DEBUG = FALSE;
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dbgMsgOn(me, _DEBUG);
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}
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}
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|
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@ -1277,11 +1277,15 @@ event droidBuiltAssign(droidBuiltTr)
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}
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else
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{
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if(droid.droidType == DROID_REPAIR)
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if((droid.droidType == DROID_REPAIR)
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or (droid.droidType == DROID_CYBORG_REPAIR))
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{
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numRepairUnits = numRepairUnits + 1;
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}
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if(droid.droidType == DROID_CONSTRUCT) // if not constructor droid
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if((droid.droidType == DROID_CONSTRUCT)
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or (droid.droidType == DROID_CYBORG_CONSTRUCT)) // if constructor droid
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{
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groupAddDroid(buildGroup, droid);
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}
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|
@ -1305,10 +1309,8 @@ event droidBuiltAssign(droidBuiltTr)
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{
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groupAddDroid(defendGroup, droid);
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}
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|
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else // just make them scouts.
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else
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{
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if(scoutGroup.members < maxScouts[curTech])
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{
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groupAddDroid(scoutGroup, droid);
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|
@ -4148,7 +4150,7 @@ event consoleEv(consoleTr)
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{
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if(not bRunning) //make sure current machine is responsible for this AI and it's not already active
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{
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console(getPlayerName(me) & " activated");
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console(getPlayerName(me) & " is active");
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reassignAI();
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}
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|
@ -4161,9 +4163,22 @@ event consoleEv(consoleTr)
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{
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if(bRunning) //make sure this AI is active
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{
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console(getPlayerName(me) & " deactivated");
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console(getPlayerName(me) & " is deactivated");
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|
||||
shutDownAI();
|
||||
}
|
||||
}
|
||||
|
||||
if(message == "aidebug on")
|
||||
{
|
||||
console(getPlayerName(me) & " ai debug is on");
|
||||
_DEBUG = TRUE;
|
||||
dbgMsgOn(me, _DEBUG);
|
||||
}
|
||||
else if(message == "aidebug off")
|
||||
{
|
||||
console(getPlayerName(me) & " ai debug is off");
|
||||
_DEBUG = FALSE;
|
||||
dbgMsgOn(me, _DEBUG);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue