#2048 fixed: make AI behavior more varied
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@@ -275,10 +275,13 @@ namespace OpenRA.Mods.RA.AI
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activeUnits.Add(a);
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}
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/* Create an attack force when we have enough units around our base. */
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// (don't bother leaving any behind for defense.)
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if (unitsHangingAroundTheBase.Count >= Info.SquadSize)
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int randomizedSquadSize = Info.SquadSize - 4 + random.Next(200);
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if (unitsHangingAroundTheBase.Count >= randomizedSquadSize)
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{
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BotDebug("Launch an attack.");
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@@ -314,7 +317,7 @@ namespace OpenRA.Mods.RA.AI
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// Check how many own units we have gathered nearby...
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var ownUnits = world.FindUnitsInCircle(a1.CenterLocation, Game.CellSize * 2)
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.Where(unit => unit.Owner == p).ToList();
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if (ownUnits.Count < Info.SquadSize)
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if (ownUnits.Count < randomizedSquadSize)
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{
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// Not enough to attack. Send more units.
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world.IssueOrder(new Order("Stop", a1, false));
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@@ -464,4 +467,4 @@ namespace OpenRA.Mods.RA.AI
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aggro[e.Attacker.Owner].Aggro += e.Damage;
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}
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}
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}
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}
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