petra: tune requirements when building defenses
This was SVN commit r20291.
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@ -1668,6 +1668,7 @@ m.HQ.prototype.buildDefenses = function(gameState, queues)
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let numFortresses = gameState.getOwnEntitiesByClass("Fortress", true).length;
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if ((!numFortresses || gameState.ai.elapsedTime > (1 + 0.10*numFortresses)*this.fortressLapseTime + this.fortressStartTime) &&
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numFortresses < this.numActiveBase() + 1 + this.extraFortresses &&
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numFortresses < Math.floor(gameState.getPopulation() / 25) &&
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gameState.getOwnFoundationsByClass("Fortress").length < 2)
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{
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this.fortressStartTime = gameState.ai.elapsedTime;
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@ -1696,10 +1697,11 @@ m.HQ.prototype.buildDefenses = function(gameState, queues)
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if (this.currentPhase < 2 || !this.canBuild(gameState, "structures/{civ}_defense_tower"))
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return;
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let numTowers = gameState.getOwnEntitiesByClass("DefenseTower", true).filter(API3.Filters.byClass("Town")).length;
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let numTowers = gameState.getOwnEntitiesByClass("DefenseTower", true).filter(API3.Filters.not(API3.Filters.byClass("SentryTower"))).length;
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let towerLapseTime = this.saveResource ? (1 + numTowers) * this.towerLapseTime : this.towerLapseTime;
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if ((!numTowers || gameState.ai.elapsedTime > (1 + 0.1*numTowers)*towerLapseTime + this.towerStartTime) &&
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numTowers < 2 * this.numActiveBase() + 3 + this.extraTowers &&
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numTowers < Math.floor(gameState.getPopulation() / 8) &&
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gameState.getOwnFoundationsByClass("DefenseTower").length < 3)
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{
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this.towerStartTime = gameState.ai.elapsedTime;
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