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small ai naval resupply improveent
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resources/aidata/normal/__coreai.js

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -90,6 +90,7 @@ var COREAI =
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reconCounterUnitBalance : 2.5,
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ownCounterUnitMinHp : 7,
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enemyCounterUnitMinHp : 5,
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lowLevelFuelUnitCount : 2,
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// building variables
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minMaxFundsPerFactory : 10000,
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minMaxFundsOvercharge : 7000,
@@ -432,20 +433,19 @@ var COREAI =
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var apcCount = ai.getUnitCount(units, COREAI.supplyUnits);
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if (apcCount === 0 &&
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turn >= COREAI.minApcResupplyDay &&
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(lowFuelUnitCount > 2 ||
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(lowFuelUnitCount > COREAI.lowLevelFuelUnitCount ||
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COREAI.minInfantryTransporterMapSize <= map.getMapWidth() * map.getMapHeight()))
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{
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system.addForcedProduction(COREAI.supplyUnits);
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}
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var variables = system.getVariables();
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var variableNavalBattle = variables.createVariable("NAVALBATTLE");
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var naval = variableNavalBattle.readDataInt32();
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var blackboatCount = ai.getUnitCount(units, COREAI.navalSupplyUnits);
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var hasNavalFlag = map.hasMapFlags(GameEnums.MapFilterFlags_Naval);
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if (blackboatCount === 0 &&
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var naval = variableNavalBattle.readDataInt32();
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var navalSupplyUnits = ai.getUnitCount(units, COREAI.navalSupplyUnits);
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if (navalSupplyUnits === 0 &&
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turn >= COREAI.minApcResupplyDay &&
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(lowFuelUnitCount > 2 && naval > 0))
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(lowFuelUnitCount > COREAI.lowLevelFuelUnitCount && naval > 0))
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{
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system.addForcedProduction(COREAI.navalSupplyUnits);
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}

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