Further RTS tweaks
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@@ -130,6 +130,8 @@ public class RtsAI{
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}
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boolean handleSquad(Seq<Unit> units, boolean noDefenders){
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if(units.isEmpty()) return false;
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float health = 0f, dps = 0f;
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float ax = 0f, ay = 0f;
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boolean targetAir = true, targetGround = true;
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@@ -226,7 +228,7 @@ public class RtsAI{
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boolean anyDefend = defendPos != null || defendTarget != null;
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var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health);
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var build = anyDefend ? null : findTarget(ax, ay, units.size, dps, health, units.first().flag == 0);
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if(build != null || anyDefend){
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for(var unit : units){
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@@ -246,7 +248,7 @@ public class RtsAI{
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return anyDefend;
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}
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@Nullable Building findTarget(float x, float y, int total, float dps, float health){
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@Nullable Building findTarget(float x, float y, int total, float dps, float health, boolean checkWeight){
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if(total < data.team.rules().rtsMinSquad) return null;
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//flag priority?
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@@ -281,7 +283,7 @@ public class RtsAI{
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);
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float weight = weights.get(result, 0f);
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if(weight < data.team.rules().rtsMinWeight && total < Units.getCap(data.team)){
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if(checkWeight && weight < data.team.rules().rtsMinWeight && total < Units.getCap(data.team)){
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return null;
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}
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