- reverted AI's repair rule logic to hunt down an AI out of synch
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@ -110,7 +110,7 @@ void AiRuleRepair::execute() {
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const Unit *damagedUnit= aiInterface->getMyUnit(damagedUnitIndex);
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const Unit *damagedUnit= aiInterface->getMyUnit(damagedUnitIndex);
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//find a repairer and issue command
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//find a repairer and issue command
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/*
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if(damagedUnit != NULL) {
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if(damagedUnit != NULL) {
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static std::vector<SkillClass> skillClassList;
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static std::vector<SkillClass> skillClassList;
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if(skillClassList.size() == 0) {
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if(skillClassList.size() == 0) {
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@ -131,8 +131,8 @@ void AiRuleRepair::execute() {
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return;
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return;
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}
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}
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}
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}
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*/
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/*
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for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
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for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
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const Unit *u= aiInterface->getMyUnit(i);
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const Unit *u= aiInterface->getMyUnit(i);
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const RepairCommandType *rct= static_cast<const RepairCommandType *>(u->getType()->getFirstCtOfClass(ccRepair));
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const RepairCommandType *rct= static_cast<const RepairCommandType *>(u->getType()->getFirstCtOfClass(ccRepair));
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@ -146,7 +146,6 @@ void AiRuleRepair::execute() {
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}
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}
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}
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}
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}
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}
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*/
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}
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}
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// =====================================================
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// =====================================================
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