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Just to let you guys know that I'm currently building an AI which at the moment defeats Starcrack 7.0 AI every single round of its play.
Strategy 0.31 has full vision of the whole map and that is considered cheating, what I'm coding has no cheats applied, so that's why I've only tested my AI on non-cheating AI only.
void AIMeleeZerg (int player) { int mainState = AIState(player, e_mainState); if(player == 1) { if (mainState == e_mainState_Init) { ZergInit(player); } else if (mainState == e_mainState_OpenGnd0) { ZergOpenGnd0(player); } else if (mainState == e_mainState_OpenGnd1) { ZergOpenGnd1(player); } else if (mainState == e_mainState_OpenGnd2) { ZergOpenGnd2(player); } else if (mainState == e_mainState_Mid0) { ZergMid0(player); } else if (mainState == e_mainState_Mid1) { ZergMid1(player); } else if (mainState == e_mainState_Mid2) { ZergMid2(player); } else if (mainState == e_mainState_Late0) { ZergLate0(player); } else if (mainState == e_mainState_Late1) { ZergLate1(player); } else if (mainState == e_mainState_Late2) { ZergLate2(player); } else if (mainState == e_mainState_Off) { EndMeleeScript(player); } else if (mainState == e_mainState_Disabled) { } else { ErrorMeleeScript(player, "Invalid mainState"); } } else if (player == 2) { if (mainState == e_mainState_Init) { ZergInit(player); } else if (mainState == e_mainState_OpenGnd0) { _ZergOpenGnd0(player); } else if (mainState == e_mainState_OpenGnd1) { _ZergOpenGnd1(player); } else if (mainState == e_mainState_OpenGnd2) { _ZergOpenGnd2(player); } else if (mainState == e_mainState_Mid0) { _ZergMid0(player); } else if (mainState == e_mainState_Mid1) { _ZergMid1(player); } else if (mainState == e_mainState_Mid2) { _ZergMid2(player); } else if (mainState == e_mainState_Late0) { _ZergLate0(player); } else if (mainState == e_mainState_Late1) { _ZergLate1(player); } else if (mainState == e_mainState_Late2) { _ZergLate2(player); } else if (mainState == e_mainState_Off) { EndMeleeScript(player); } else if (mainState == e_mainState_Disabled) { } else { ErrorMeleeScript(player, "Invalid mainState"); } } }