Open source Star Ruler 2 source code!
This commit is contained in:
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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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from statuses import getStatusID;
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from abilities import getAbilityID;
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const double GATE_MIN_DISTANCE_STAGE = 10000;
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const double GATE_MIN_DISTANCE_DEVELOP = 20000;
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const double GATE_MIN_DISTANCE_BORDER = 30000;
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const double GATE_MIN_TIMER = 3.0 * 60.0;
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const int GATE_BUILD_MOVE_HOPS = 5;
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int packAbility = -1;
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int unpackAbility = -1;
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int packedStatus = -1;
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int unpackedStatus = -1;
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void init() {
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packAbility = getAbilityID("GatePack");
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unpackAbility = getAbilityID("GateUnpack");
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packedStatus = getAbilityID("GatePacked");
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unpackedStatus = getAbilityID("GateUnpacked");
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}
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class GateRegion : Savable {
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Region@ region;
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Object@ gate;
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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 << gate;
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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 >> gate;
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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 Gate : 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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DesignTarget@ gateDesign;
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array<GateRegion@> tracked;
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array<Object@> unassigned;
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BuildStation@ buildGate;
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double nextBuildTry = 15.0 * 60.0;
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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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}
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void save(SaveFile& file) override {
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designs.saveDesign(file, gateDesign);
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construction.saveConstruction(file, buildGate);
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file << nextBuildTry;
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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 = unassigned.length;
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file << cnt;
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for(uint i = 0; i < cnt; ++i)
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file << unassigned[i];
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}
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void load(SaveFile& file) override {
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@gateDesign = designs.loadDesign(file);
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@buildGate = cast<BuildStation>(construction.loadConstruction(file));
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file >> nextBuildTry;
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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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GateRegion gt;
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file >> gt;
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tracked.insertLast(gt);
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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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unassigned.insertLast(obj);
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}
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}
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GateRegion@ 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(GateRegion@ gt) {
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if(gt.gate !is null && gt.gate.valid && gt.gate.owner is ai.empire)
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unassigned.insertLast(gt.gate);
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tracked.remove(gt);
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}
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Object@ getClosestGate(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@ gate = tracked[i].gate;
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if(gate is null)
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continue;
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if(!tracked[i].installed)
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continue;
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double d = gate.position.distanceTo(position);
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if(d < minDist) {
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minDist = d;
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@closest = gate;
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}
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}
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return closest;
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}
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GateRegion@ getClosestGateRegion(const vec3d& position) {
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GateRegion@ 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(GateRegion@ gt, Object@ closest) {
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unassigned.remove(closest);
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@gt.gate = closest;
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gt.installed = false;
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if(closest.region is gt.region) {
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if(closest.hasStatusEffect(unpackedStatus)) {
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gt.installed = true;
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}
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}
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if(!gt.installed) {
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gt.destination = military.getStationPosition(gt.region);
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closest.activateAbilityTypeFor(ai.empire, packAbility);
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closest.addMoveOrder(gt.destination);
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}
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}
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bool trackingGate(Object@ obj) {
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for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
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if(unassigned[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].gate 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 shouldHaveGate(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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if(!always) {
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auto@ sys = systems.getAI(reg);
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if(sys !is null) {
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if(sys.border && sys.bordersEmpires)
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return true;
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}
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}
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return false;
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}
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void turn() override {
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if(gateDesign !is null && gateDesign.active !is null) {
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int newSize = round(double(budget.spendable(BT_Military)) * 0.5 * ai.behavior.shipSizePerMoney / 64.0) * 64;
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if(newSize < 128)
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newSize = 128;
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if(newSize != gateDesign.targetSize) {
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@gateDesign = designs.design(DP_Gate, newSize);
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gateDesign.customName = "Gate";
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}
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}
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}
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void focusTick(double time) override {
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//Design a gate
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if(gateDesign is null) {
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@gateDesign = designs.design(DP_Gate, 128);
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gateDesign.customName = "Gate";
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}
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//Manage unassigned gates list
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for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
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Object@ obj = unassigned[i];
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if(obj is null || !obj.valid || obj.owner !is ai.empire) {
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unassigned.removeAt(i);
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--i; --cnt;
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}
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}
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//Detect new gates
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auto@ data = ai.empire.getStargates();
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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(!trackingGate(obj))
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unassigned.insertLast(obj);
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}
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//Update existing gates for staging bases
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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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bool checkAlways = false;
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if(gt.gate !is null) {
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if(!gt.gate.valid || gt.gate.owner !is ai.empire || (gt.installed && gt.gate.region !is gt.region)) {
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@gt.gate = null;
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gt.installed = false;
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checkAlways = true;
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}
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else if(!gt.installed && !gt.gate.hasOrders) {
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if(gt.destination.distanceTo(gt.gate.position) < 10.0) {
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gt.gate.activateAbilityTypeFor(ai.empire, unpackAbility, gt.destination);
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gt.installed = true;
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}
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else {
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gt.gate.activateAbilityTypeFor(ai.empire, packAbility);
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gt.gate.addMoveOrder(gt.destination);
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}
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}
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}
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if(!shouldHaveGate(gt.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 gates 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 < GATE_MIN_TIMER)
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continue;
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if(get(base.region) is null) {
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GateRegion@ closest = getClosestGateRegion(base.region.position);
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if(closest !is null && closest.region.position.distanceTo(base.region.position) < GATE_MIN_DISTANCE_STAGE)
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continue;
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GateRegion 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 gates 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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GateRegion@ closest = getClosestGateRegion(reg.position);
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if(closest !is null && closest.region.position.distanceTo(reg.position) < GATE_MIN_DISTANCE_DEVELOP)
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continue;
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GateRegion 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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//Detect new border systems to build gates at
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uint offset = randomi(0, systems.border.length-1);
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for(uint i = 0, cnt = systems.border.length; i < cnt; ++i) {
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auto@ sys = systems.border[(i+offset)%cnt];
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Region@ reg = sys.obj;
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if(reg is null)
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continue;
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if(!sys.bordersEmpires)
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continue;
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if(get(reg) is null) {
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GateRegion@ closest = getClosestGateRegion(reg.position);
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if(closest !is null && closest.region.position.distanceTo(reg.position) < GATE_MIN_DISTANCE_DEVELOP)
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continue;
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GateRegion 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 gates if we're having ftl trouble
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if(ai.empire.FTLShortage) {
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Ship@ leastImportant;
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double leastWeight = INFINITY;
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for(uint i = 0, cnt = unassigned.length; i < cnt; ++i) {
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Ship@ ship = cast<Ship>(unassigned[i]);
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if(ship is null || !ship.valid)
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continue;
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double weight = ship.blueprint.design.size;
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weight *= 10.0;
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if(weight < leastWeight) {
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@leastImportant = ship;
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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 unassigned gate 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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Ship@ ship = cast<Ship>(tracked[i].gate);
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if(ship is null || !ship.valid)
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continue;
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double weight = ship.blueprint.design.size;
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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 = ship;
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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 gate 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(buildGate !is null) {
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if(buildGate.completed) {
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@buildGate = null;
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nextBuildTry = gameTime + 60.0;
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}
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}
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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.gate is null && gt.region.ContestedMask & ai.mask == 0 && gt.region.BlockFTLMask & ai.mask == 0) {
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Object@ closest;
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double closestDist = INFINITY;
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for(uint n = 0, ncnt = unassigned.length; n < ncnt; ++n) {
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Object@ obj = unassigned[n];
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if(obj.region is gt.region) {
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@closest = obj;
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break;
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}
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if(!obj.hasMover)
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continue;
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if(buildGate is null && gameTime > nextBuildTry) {
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double d = obj.position.distanceTo(gt.region.position);
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if(d < closestDist) {
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closestDist = d;
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@closest = obj;
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}
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}
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}
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if(closest !is null) {
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if(log)
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ai.print("Assign gate to => "+gt.region.name, closest.region);
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assignTo(gt, closest);
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} else if(buildGate is null && gameTime > nextBuildTry && !ai.empire.isFTLShortage(0.15)) {
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if(log)
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ai.print("Build gate for this system", gt.region);
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bool buildLocal = true;
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auto@ factory = construction.primaryFactory;
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if(factory !is null) {
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Region@ factRegion = factory.obj.region;
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if(factRegion !is null && systems.hopDistance(gt.region, factRegion) < GATE_BUILD_MOVE_HOPS)
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buildLocal = false;
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}
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if(buildLocal)
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@buildGate = construction.buildLocalStation(gateDesign);
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else
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@buildGate = construction.buildStation(gateDesign, military.getStationPosition(gt.region));
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}
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}
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}
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}
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};
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AIComponent@ createGate() {
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return Gate();
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}
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Reference in New Issue
Block a user