#include "Main.h" void ArmyThread::Reset() { _WakeUpTime = GameTime() + 10.0; _Priority = 4; _Name = "Army"; } void ArmyThread::Update() { KnowledgeManager &Knowledge = g_Context->Managers.Knowledge; Vector<ExtractorInfo>& Extractors = Knowledge.Extractors(); ArmyInfo &Army = Knowledge.Army(); ControlGroupInfo &CurGroup = g_Context->Managers.ControlGroup.FindControlGroup(ControlGroupCombatAll); if(CurGroup.LastObservedNonBaseUnits.Length() > 0 && GameTime() >= Army.NextMacroTime) { _Army.Init(); _ProgramToExecute = &_Army; _CurAction = "Army"; _Priority = 4; return; } } void ArmyThread::ProgramSucceeded() { _WakeUpTime = GameTime() + 2.0; } void ArmyThread::ProgramFailed() { _WakeUpTime = GameTime() + 2.0; }