Updated AI to be more stable
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@@ -79,10 +79,11 @@ func stop_game():
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if _scores[k] > max_score:
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max_score = _scores[k]
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winner_team = k
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for e in _teams[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
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for e in _cheers[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
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if winner_team >= 0:
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for e in _teams[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
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for e in _cheers[winner_team]:
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world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
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var base_speed = 300.0
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func striker(ch: Dictionary, delta: float) -> Vector2:
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@@ -257,9 +258,9 @@ func _process(delta):
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_main.add_child(_ball_instance)
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_ball_instance.global_position = world.master_node.global_position + Vector2(randf() - 0.5, randf() - 0.5) * 20.0
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_ball_instance.add_to_group("ball")
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catch_delay += 5.0
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catch_delay += 10.0
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else:
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drop_ball(_ball_carrier)
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catch_delay += 5.0
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catch_delay += 7.0
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if catch_delay > 0.0:
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catch_delay -= delta
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