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Commit faf1e2b

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Bytekeeper
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Bounces should target live units only
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src/main/java/org/bk/ass/sim/AgentUtil.java

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@@ -127,6 +127,7 @@ public static void dealBounceDamage(
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for (int i = enemies.size() - 1; i >= 0 && remainingBounces > 0; i--) {
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Agent enemy = enemies.get(i);
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if (enemy != lastTarget
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&& enemy.healthShifted > 0
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&& abs(enemy.x - lastTarget.x) <= 96
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&& abs(enemy.y - lastTarget.y) <= 96) {
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lastTarget = enemy;

src/main/java/org/bk/ass/sim/RetreatBehavior.java

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@@ -22,6 +22,7 @@ static boolean simFlee(int frames, Agent agent, UnorderedCollection<Agent> enemi
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for (int i = enemies.size() - 1; i >= 0; i--) {
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Agent enemy = enemies.get(i);
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Weapon wpn = enemy.weaponVs(agent);
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// Enemy could be dead already, but skipping it generally doesn't make a difference and it will be gone next frame.
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if (wpn.damageShifted != 0) {
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int distanceSq = distanceSquared(agent, enemy);
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if (distanceSq >= wpn.minRangeSquared && distanceSq < selectedDistanceSquared) {

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