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					@ -8,37 +8,221 @@ local _ENV = mkmodule('plugins.siege-engine')
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					 * clearTargetArea(building)
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					 * clearTargetArea(building)
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					 * setTargetArea(building, point1, point2) -> true/false
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					 * setTargetArea(building, point1, point2) -> true/false
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					--]]
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					 * isLinkedToPile(building,pile) -> true/false
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					 * getStockpileLinks(building) -> {pile}
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					 * addStockpileLink(building,pile) -> true/false
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					 * removeStockpileLink(building,pile) -> true/false
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					 * saveWorkshopProfile(building) -> profile
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					 * getAmmoItem(building) -> item_type
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					 * setAmmoItem(building,item_type) -> true/false
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					 * isPassableTile(pos) -> true/false
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					 * isTreeTile(pos) -> true/false
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					 * isTargetableTile(pos) -> true/false
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					 * getTileStatus(building,pos) -> 'invalid/ok/out_of_range/blocked/semiblocked'
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					 * paintAimScreen(building,view_pos_xyz,left_top_xy,size_xy)
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					 * canTargetUnit(unit) -> true/false
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					 proj_info = { target = pos, [delta = float/pos], [factor = int] }
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					 * projPosAtStep(building,proj_info,step) -> pos
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					 * projPathMetrics(building,proj_info) -> {
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					       hit_type = 'wall/floor/ceiling/map_edge/tree',
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					       collision_step = int,
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					       collision_z_step = int,
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					       goal_distance = int,
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					       goal_step = int/nil,
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					       goal_z_step = int/nil,
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					       status = 'ok/out_of_range/blocked'
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					   }
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					 * adjustToTarget(building,pos) -> pos,ok=true/false
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					 * traceUnitPath(unit) -> { {x=int,y=int,z=int[,from=time][,to=time]} }
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					 * unitPosAtTime(unit, time) -> pos
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					 * proposeUnitHits(building) -> { {
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					       pos=pos, unit=unit, time=float, dist=int,
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					       [lmargin=float,] [rmargin=float,]
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					   } }
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					 * computeNearbyWeight(building,hits,{[id/unit]=score}[,fname])
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					]]
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					Z_STEP_COUNT = 15
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					Z_STEP_COUNT = 15
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					Z_STEP = 1/31
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					Z_STEP = 1/31
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					function getMetrics(engine, path)
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					    path.metrics = path.metrics or projPathMetrics(engine, path)
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					    return path.metrics
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					end
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					function findShotHeight(engine, target)
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					function findShotHeight(engine, target)
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					    local path = { target = target, delta = 0.0 }
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					    local path = { target = target, delta = 0.0 }
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					    if projPathMetrics(engine, path).goal_step then
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					    if getMetrics(engine, path).goal_step then
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					        return path
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					        return path
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					    end
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					    end
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					    for i = 1,Z_STEP_COUNT do
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					    local tpath = { target = target, delta = Z_STEP_COUNT*Z_STEP }
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					        path.delta = i*Z_STEP
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					        if projPathMetrics(engine, path).goal_step then
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					    if getMetrics(engine, tpath).goal_step then
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					            return path
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					        for i = 1,Z_STEP_COUNT-1 do
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					            path = { target = target, delta = i*Z_STEP }
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					            if getMetrics(engine, path).goal_step then
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					                return path
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					            end
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					        end
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					        return tpath
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					    end
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					    tpath = { target = target, delta = -Z_STEP_COUNT*Z_STEP }
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					    if getMetrics(engine, tpath).goal_step then
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					        for i = 1,Z_STEP_COUNT-1 do
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					            path = { target = target, delta = -i*Z_STEP }
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					            if getMetrics(engine, path).goal_step then
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					                return path
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					            end
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					        end
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					        return tpath
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					    end
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					end
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					function findReachableTargets(engine, targets)
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					    local reachable = {}
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					    for _,tgt in ipairs(targets) do
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					        tgt.path = findShotHeight(engine, tgt.pos)
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					        if tgt.path then
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					            table.insert(reachable, tgt)
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					        end
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					    end
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					    return reachable
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					end
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					recent_targets = recent_targets or {}
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					if dfhack.is_core_context then
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					    dfhack.onStateChange[_ENV] = function(code)
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					        if code == SC_MAP_LOADED then
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					            recent_targets = {}
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					        end
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					    end
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					end
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					function saveRecent(unit)
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					    local id = unit.id
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					    local tgt = recent_targets
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					    tgt[id] = (tgt[id] or 0) + 1
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					    dfhack.timeout(3, 'days', function()
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					        tgt[id] = math.max(0, tgt[id]-1)
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					    end)
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					end
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					function getBaseUnitWeight(unit)
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					    if dfhack.units.isCitizen(unit) then
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					        return -10
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					    elseif unit.flags1.diplomat or unit.flags1.merchant then
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					        return -2
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					    elseif unit.flags1.tame and unit.civ_id == df.global.ui.civ_id then
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					        return -1
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					    else
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					        local rv = 1
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					        if unit.flags1.marauder then rv = rv + 0.5 end
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					        if unit.flags1.active_invader then rv = rv + 1 end
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					        if unit.flags1.invader_origin then rv = rv + 1 end
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					        if unit.flags1.invades then rv = rv + 1 end
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					        if unit.flags1.hidden_ambusher then rv = rv + 1 end
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					        return rv
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					    end
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					end
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					function getUnitWeight(unit)
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					    local base = getBaseUnitWeight(unit)
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					    return base * math.pow(0.7, recent_targets[unit.id] or 0)
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					end
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					function unitWeightCache()
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					    local cache = {}
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					    return cache, function(unit)
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					        local id = unit.id
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					        cache[id] = cache[id] or getUnitWeight(unit)
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					        return cache[id]
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					    end
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					end
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					function scoreTargets(engine, reachable)
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					    local ucache, get_weight = unitWeightCache()
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					    for _,tgt in ipairs(reachable) do
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					        tgt.score = get_weight(tgt.unit)
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					        if tgt.lmargin and tgt.lmargin < 3 then
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					            tgt.score = tgt.score * tgt.lmargin / 3
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					        end
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					        if tgt.rmargin and tgt.rmargin < 3 then
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					            tgt.score = tgt.score * tgt.rmargin / 3
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					        end
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					        end
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					    end
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					    computeNearbyWeight(engine, reachable, ucache)
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					    for _,tgt in ipairs(reachable) do
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					        tgt.score = (tgt.score + tgt.nearby_weight*0.7) * math.pow(0.995, tgt.time/3)
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					    end
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					    table.sort(reachable, function(a,b)
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					        return a.score > b.score or (a.score == b.score and a.time < b.time)
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					    end)
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					end
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					function pickUniqueTargets(reachable)
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					    local unique = {}
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					        path.delta = -i*Z_STEP
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					    if #reachable > 0 then
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					        if projPathMetrics(engine, path).goal_step then
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					        local pos_table = {}
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					            return path
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					        local first_score = reachable[1].score
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					        for i,tgt in ipairs(reachable) do
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					            if tgt.score < 0 or tgt.score < 0.1*first_score then
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					                break
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					            end
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					            local x,y,z = pos2xyz(tgt.pos)
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					            local key = x..':'..y..':'..z
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					            if pos_table[key] then
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					                table.insert(pos_table[key].units, tgt.unit)
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					            else
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					                table.insert(unique, tgt)
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					                pos_table[key] = tgt
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					                tgt.units = { tgt.unit }
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					            end
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					        end
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					        end
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					    end
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					    end
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					    return unique
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					end
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					end
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					function doAimProjectile(engine, item, target_min, target_max, skill)
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					function doAimProjectile(engine, item, target_min, target_max, skill)
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					    print(item, df.skill_rating[skill])
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					    print(item, df.skill_rating[skill])
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					    local targets = proposeUnitHits(engine)
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					    local targets = proposeUnitHits(engine)
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					    if #targets > 0 then
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					    local reachable = findReachableTargets(engine, targets)
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					        local rnd = math.random(#targets)
 | 
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					    scoreTargets(engine, reachable)
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					        return findShotHeight(engine, targets[rnd].pos)
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					    local unique = pickUniqueTargets(reachable)
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					    if #unique > 0 then
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					        local cnt = math.max(math.min(#unique,5), math.min(10, math.floor(#unique/2)))
 | 
				
			
			
		
	
		
		
			
				
					
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					        local rnd = math.random(cnt)
 | 
				
			
			
		
	
		
		
			
				
					
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					        for _,u in ipairs(unique[rnd].units) do
 | 
				
			
			
		
	
		
		
			
				
					
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					            saveRecent(u)
 | 
				
			
			
		
	
		
		
			
				
					
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					        end
 | 
				
			
			
		
	
		
		
			
				
					
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					        return unique[rnd].path
 | 
				
			
			
		
	
		
		
			
				
					
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					    end
 | 
					 | 
					 | 
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					    end
 | 
				
			
			
		
	
		
		
			
				
					
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					end
 | 
					 | 
					 | 
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					end
 | 
				
			
			
		
	
		
		
			
				
					
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