Open source Star Ruler 2 source code!
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import empire_ai.weasel.WeaselAI;
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import empire_ai.weasel.Movement;
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import empire_ai.weasel.Military;
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import empire_ai.weasel.Construction;
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import empire_ai.weasel.Designs;
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import empire_ai.weasel.Development;
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import empire_ai.weasel.Systems;
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import empire_ai.weasel.Budget;
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import empire_ai.weasel.Fleets;
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import ftl;
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from orbitals import getOrbitalModuleID;
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const double FLING_MIN_DISTANCE_STAGE = 10000;
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const double FLING_MIN_DISTANCE_DEVELOP = 20000;
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const double FLING_MIN_TIMER = 3.0 * 60.0;
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int flingModule = -1;
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void init() {
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flingModule = getOrbitalModuleID("FlingCore");
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}
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class FlingRegion : Savable {
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Region@ region;
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Object@ obj;
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bool installed = false;
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vec3d destination;
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void save(SaveFile& file) {
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file << region;
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file << obj;
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file << installed;
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file << destination;
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}
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void load(SaveFile& file) {
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file >> region;
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file >> obj;
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file >> installed;
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file >> destination;
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}
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};
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class Fling : FTL {
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Military@ military;
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Designs@ designs;
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Construction@ construction;
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Development@ development;
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Systems@ systems;
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Budget@ budget;
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Fleets@ fleets;
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array<FlingRegion@> tracked;
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array<Object@> unused;
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BuildOrbital@ buildFling;
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double nextBuildTry = 15.0 * 60.0;
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bool wantToBuild = false;
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void create() override {
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@military = cast<Military>(ai.military);
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@designs = cast<Designs>(ai.designs);
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@construction = cast<Construction>(ai.construction);
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@development = cast<Development>(ai.development);
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@systems = cast<Systems>(ai.systems);
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@budget = cast<Budget>(ai.budget);
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@fleets = cast<Fleets>(ai.fleets);
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}
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void save(SaveFile& file) override {
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construction.saveConstruction(file, buildFling);
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file << nextBuildTry;
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file << wantToBuild;
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uint cnt = tracked.length;
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file << cnt;
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for(uint i = 0; i < cnt; ++i)
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file << tracked[i];
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cnt = unused.length;
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file << cnt;
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for(uint i = 0; i < cnt; ++i)
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file << unused[i];
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}
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void load(SaveFile& file) override {
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@buildFling = cast<BuildOrbital>(construction.loadConstruction(file));
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file >> nextBuildTry;
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file >> wantToBuild;
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uint cnt = 0;
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file >> cnt;
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for(uint i = 0; i < cnt; ++i) {
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FlingRegion fr;
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file >> fr;
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tracked.insertLast(fr);
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}
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file >> cnt;
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for(uint i = 0; i < cnt; ++i) {
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Object@ obj;
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file >> obj;
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if(obj !is null)
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unused.insertLast(obj);
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}
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}
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uint order(MoveOrder& ord) override {
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if(!canFling(ord.obj))
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return F_Pass;
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//Find the position to fling to
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vec3d toPosition;
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if(!targetPosition(ord, toPosition))
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return F_Pass;
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//Don't fling if we're saving our FTL for a new beacon
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double avail = usableFTL(ai, ord);
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if((buildFling !is null && !buildFling.started) || wantToBuild)
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avail = min(avail, ai.empire.FTLStored - 250.0);
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//Make sure we have the ftl to fling
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if(flingCost(ord.obj, toPosition) > avail)
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return F_Pass;
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//Make sure we're in range of a beacon
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Object@ beacon = getClosest(ord.obj.position);
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if(beacon is null || beacon.position.distanceTo(ord.obj.position) > FLING_BEACON_RANGE)
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return F_Pass;
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ord.obj.addFlingOrder(beacon, toPosition);
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return F_Continue;
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}
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FlingRegion@ get(Region@ reg) {
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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if(tracked[i].region is reg)
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return tracked[i];
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}
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return null;
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}
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void remove(FlingRegion@ gt) {
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if(gt.obj !is null && gt.obj.valid && gt.obj.owner is ai.empire)
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unused.insertLast(gt.obj);
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tracked.remove(gt);
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}
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Object@ getClosest(const vec3d& position) {
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Object@ closest;
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double minDist = INFINITY;
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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Object@ obj = tracked[i].obj;
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if(obj is null)
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continue;
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double d = obj.position.distanceTo(position);
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if(d < minDist) {
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minDist = d;
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@closest = obj;
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}
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}
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for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
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Object@ obj = unused[i];
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if(obj is null)
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continue;
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double d = obj.position.distanceTo(position);
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if(d < minDist) {
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minDist = d;
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@closest = obj;
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}
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}
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return closest;
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}
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FlingRegion@ getClosestRegion(const vec3d& position) {
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FlingRegion@ closest;
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double minDist = INFINITY;
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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double d = tracked[i].region.position.distanceTo(position);
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if(d < minDist) {
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minDist = d;
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@closest = tracked[i];
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}
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}
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return closest;
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}
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void assignTo(FlingRegion@ track, Object@ closest) {
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unused.remove(closest);
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@track.obj = closest;
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}
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bool trackingBeacon(Object@ obj) {
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for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
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if(unused[i] is obj)
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return true;
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}
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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if(tracked[i].obj is obj)
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return true;
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}
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return false;
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}
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bool shouldHaveBeacon(Region@ reg, bool always = false) {
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if(military.getBase(reg) !is null)
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return true;
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if(development.isDevelopingIn(reg))
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return true;
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return false;
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}
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void focusTick(double time) override {
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//Manage unused beacons list
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for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
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Object@ obj = unused[i];
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if(obj is null || !obj.valid || obj.owner !is ai.empire) {
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unused.removeAt(i);
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--i; --cnt;
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}
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}
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//Detect new beacons
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auto@ data = ai.empire.getFlingBeacons();
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Object@ obj;
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while(receive(data, obj)) {
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if(obj is null)
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continue;
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if(!trackingBeacon(obj))
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unused.insertLast(obj);
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}
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//Update existing beacons for staging bases
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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auto@ reg = tracked[i];
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bool checkAlways = false;
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if(reg.obj !is null) {
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if(!reg.obj.valid || reg.obj.owner !is ai.empire || reg.obj.region !is reg.region) {
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@reg.obj = null;
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checkAlways = true;
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}
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}
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if(!shouldHaveBeacon(reg.region, checkAlways)) {
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remove(tracked[i]);
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--i; --cnt;
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}
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}
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//Detect new staging bases to build beacons at
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for(uint i = 0, cnt = military.stagingBases.length; i < cnt; ++i) {
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auto@ base = military.stagingBases[i];
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if(base.occupiedTime < FLING_MIN_TIMER)
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continue;
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if(get(base.region) is null) {
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FlingRegion@ closest = getClosestRegion(base.region.position);
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if(closest !is null && closest.region.position.distanceTo(base.region.position) < FLING_MIN_DISTANCE_STAGE)
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continue;
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FlingRegion gt;
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@gt.region = base.region;
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tracked.insertLast(gt);
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break;
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}
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}
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//Detect new important planets to build beacons at
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for(uint i = 0, cnt = development.focuses.length; i < cnt; ++i) {
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auto@ focus = development.focuses[i];
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Region@ reg = focus.obj.region;
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if(reg is null)
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continue;
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if(get(reg) is null) {
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FlingRegion@ closest = getClosestRegion(reg.position);
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if(closest !is null && closest.region.position.distanceTo(reg.position) < FLING_MIN_DISTANCE_DEVELOP)
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continue;
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FlingRegion gt;
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@gt.region = reg;
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tracked.insertLast(gt);
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break;
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}
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}
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//Destroy beacons if we're having ftl trouble
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if(ai.empire.FTLShortage) {
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Orbital@ leastImportant;
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double leastWeight = INFINITY;
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for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
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Orbital@ obj = cast<Orbital>(unused[i]);
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if(obj is null || !obj.valid)
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continue;
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@leastImportant = obj;
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leastWeight = 0.0;
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break;
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}
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if(leastImportant !is null) {
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if(log)
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ai.print("Scuttle unused beacon for ftl", leastImportant.region);
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leastImportant.scuttle();
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}
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else {
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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Orbital@ obj = cast<Orbital>(tracked[i].obj);
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if(obj is null || !obj.valid)
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continue;
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double weight = 1.0;
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auto@ base = military.getBase(tracked[i].region);
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if(base is null) {
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weight *= 5.0;
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}
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else if(base.idleTime >= 1) {
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weight *= 1.0 + (base.idleTime / 60.0);
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}
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else {
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weight /= 2.0;
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}
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if(weight < leastWeight) {
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@leastImportant = obj;
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leastWeight = weight;
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}
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}
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if(leastImportant !is null) {
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if(log)
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ai.print("Scuttle unimportant beacon for ftl", leastImportant.region);
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leastImportant.scuttle();
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}
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}
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}
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//See if we should build a new gate
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if(buildFling !is null) {
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if(buildFling.completed) {
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@buildFling = null;
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nextBuildTry = gameTime + 60.0;
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}
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}
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wantToBuild = false;
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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auto@ gt = tracked[i];
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if(gt.obj is null && gt.region.ContestedMask & ai.mask == 0 && gt.region.BlockFTLMask & ai.mask == 0) {
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Object@ found;
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for(uint n = 0, ncnt = unused.length; n < ncnt; ++n) {
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Object@ obj = unused[n];
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if(obj.region is gt.region) {
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@found = obj;
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break;
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}
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}
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if(found !is null) {
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if(log)
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ai.print("Assign beacon to => "+gt.region.name, found.region);
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assignTo(gt, found);
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} else if(buildFling is null && gameTime > nextBuildTry && !ai.empire.isFTLShortage(0.15)) {
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if(ai.empire.FTLStored >= 250) {
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if(log)
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ai.print("Build beacon for this system", gt.region);
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@buildFling = construction.buildOrbital(getOrbitalModule(flingModule), military.getStationPosition(gt.region));
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}
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else {
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wantToBuild = true;
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}
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}
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}
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}
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//Scuttle anything unused if we don't need beacons in those regions
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for(uint i = 0, cnt = unused.length; i < cnt; ++i) {
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if(get(unused[i].region) is null && unused[i].isOrbital) {
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cast<Orbital>(unused[i]).scuttle();
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unused.removeAt(i);
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--i; --cnt;
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}
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}
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//Try to get enough ftl storage that we can fling our largest fleet and have some remaining
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double highestCost = 0.0;
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for(uint i = 0, cnt = fleets.fleets.length; i < cnt; ++i) {
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auto@ flAI = fleets.fleets[i];
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if(flAI.fleetClass != FC_Combat)
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continue;
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highestCost = max(highestCost, double(flingCost(flAI.obj, vec3d())));
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}
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development.aimFTLStorage = highestCost / (1.0 - ai.behavior.ftlReservePctCritical - ai.behavior.ftlReservePctNormal);
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}
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};
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AIComponent@ createFling() {
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return Fling();
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}
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