Merui swap / Bomber command support
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@@ -78,11 +78,15 @@ public class CommandAI extends AIController{
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float engageRange = unit.type.range - 10f;
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if(move){
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moveTo(vecOut,
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attackTarget != null && unit.within(attackTarget, engageRange) ? engageRange :
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unit.isGrounded() ? 0f :
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attackTarget != null ? engageRange :
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0f, unit.isFlying() ? 40f : 100f, false, null);
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if(unit.type.circleTarget && attackTarget != null){
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circleAttack(80f);
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}else{
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moveTo(vecOut,
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attackTarget != null && unit.within(attackTarget, engageRange) ? engageRange :
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unit.isGrounded() ? 0f :
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attackTarget != null ? engageRange :
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0f, unit.isFlying() ? 40f : 100f, false, null);
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}
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//calculateFlock().limit(unit.speed() * flockMult)
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}
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@@ -15,11 +15,11 @@ public class FlyingAI extends AIController{
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unloadPayloads();
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if(target != null && unit.hasWeapons()){
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if(!unit.type.circleTarget){
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if(unit.type.circleTarget){
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circleAttack(120f);
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}else{
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moveTo(target, unit.type.range * 0.8f);
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unit.lookAt(target);
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}else{
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attack(120f);
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}
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}
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@@ -56,21 +56,4 @@ public class FlyingAI extends AIController{
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return core;
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}
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protected void attack(float circleLength){
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vec.set(target).sub(unit);
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float ang = unit.angleTo(target);
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float diff = Angles.angleDist(ang, unit.rotation());
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if(diff > 70f && vec.len() < circleLength){
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vec.setAngle(unit.vel().angle());
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}else{
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vec.setAngle(Angles.moveToward(unit.vel().angle(), vec.angle(), 6f));
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}
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vec.setLength(unit.speed());
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unit.moveAt(vec);
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}
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}
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