def AI_unitUpdate(self,argsList):
pUnit = argsList[0]
iGameTurn = CyGame().getGameTurn()
iMelee = gc.getInfoTypeForString("UNITCOMBAT_MELEE")
iMounted = gc.getInfoTypeForString("UNITCOMBAT_MOUNTED")
iSiege = gc.getInfoTypeForString("UNITCOMBAT_SIEGE")
iClass = pUnit.getUnitCombatType()
iPlayer = pUnit.getOwner()
pGroup = pUnit.getGroup()
iX = pUnit.getX()
iY = pUnit.getY()
pPlot = gc.getMap().plot(iX,iY)
pCity1 = CyMap().plot(32, 23).getPlotCity() #mediolanum
pCity2 = CyMap().plot(35, 21).getPlotCity() #bedriacum
pCity3 = CyMap().plot(38, 14).getPlotCity() #roma
iMission = MissionTypes.MISSION_MOVE_TO
iMissionType = MissionAITypes.MISSIONAI_ASSAULT
if (iClass == iMelee or iClass == iMounted or iClass == iSiege) and pPlot.isCity() == False:
if iGameTurn > 19 and iPlayer == 3:
if pCity3.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity3.getX(), pCity3.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity2.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity2.getX(), pCity2.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity1.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity1.getX(), pCity1.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
else:
return False
if iGameTurn > 35 and iPlayer == 0:
if pCity3.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity3.getX(), pCity3.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity2.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity2.getX(), pCity2.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity1.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity1.getX(), pCity1.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
else:
return False
if iGameTurn > 48 and iPlayer == 2:
if pCity3.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity3.getX(), pCity3.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity2.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity2.getX(), pCity2.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity1.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity1.getX(), pCity1.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
else:
return False
if iGameTurn > 71 and iPlayer == 1:
if pCity3.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity3.getX(), pCity3.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity2.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity2.getX(), pCity2.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
elif pCity1.getOwner != iPlayer:
pGroup.pushMission(iMission, pCity1.getX(), pCity1.getY(), 0, False, False, iMissionType, pPlot, pUnit)
return True
else:
return False
return False