additional fix for inefficient EC, thanks to Yves for noticing
This was SVN commit r16028.
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3e09cf4797
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@ -208,19 +208,19 @@ m.DefenseManager.prototype.checkEnemyArmies = function(gameState, events)
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// army in neutral territory // TODO check smaller distance with all our buildings instead of only ccs with big distance
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var stillDangerous = false;
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if (this.Config.personality.cooperative > 0.3)
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var bases = gameState.getAllyEntities().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
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else
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var bases = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre")).toEntityArray();
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for (var i in bases)
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let bases = gameState.updatingGlobalCollection("allCCs", API3.Filters.byClass("CivCentre")).toEntityArray();
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for (let base of bases)
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{
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if (API3.SquareVectorDistance(bases[i].position(), army.foePosition) < 40000)
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{
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if(this.Config.debug > 1)
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API3.warn("army in neutral territory, but still near one of our CC");
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stillDangerous = true;
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break;
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}
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if (!gameState.isEntityAlly(base))
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continue;
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if (this.Config.personality.cooperative < 0.3 && !gameState.isEntityOwn(base))
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continue;
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if (API3.SquareVectorDistance(base.position(), army.foePosition) > 40000)
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continue;
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if(this.Config.debug > 1)
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API3.warn("army in neutral territory, but still near one of our CC");
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stillDangerous = true;
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break;
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}
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if (stillDangerous)
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continue;
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