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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from statuses import getStatusID;
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from abilities import getAbilityID;
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from oddity_navigation import hasOddityLink;
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const double SS_MIN_DISTANCE_STAGE = 0;
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const double SS_MIN_DISTANCE_DEVELOP = 10000;
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const double SS_MIN_TIMER = 3.0 * 60.0;
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const double SS_MAX_DISTANCE = 3000.0;
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class SSRegion : Savable {
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Region@ region;
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Object@ obj;
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bool arrived = 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 << arrived;
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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 >> arrived;
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file >> destination;
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}
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};
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class Slipstream : 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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DesignTarget@ ssDesign;
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array<SSRegion@> tracked;
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array<Object@> unassigned;
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BuildFlagship@ buildSS;
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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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@fleets = cast<Fleets>(ai.fleets);
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}
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void save(SaveFile& file) override {
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designs.saveDesign(file, ssDesign);
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construction.saveConstruction(file, buildSS);
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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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@ssDesign = designs.loadDesign(file);
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@buildSS = cast<BuildFlagship>(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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SSRegion 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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uint order(MoveOrder& ord) override {
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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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//Check if we have a slipstream generator in this region
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auto@ gt = get(ord.obj.region);
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if(gt is null || gt.obj is null || !gt.arrived)
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return F_Pass;
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//Make sure our generator is usable
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Object@ ssGen = gt.obj;
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if(!canSlipstream(ssGen))
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return F_Pass;
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//Check if we already have a link
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if(hasOddityLink(gt.region, toPosition, SS_MAX_DISTANCE, minDuration=60.0))
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return F_Pass;
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//See if we have the FTL to make a link
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double avail = usableFTL(ai, ord);
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if(!canSlipstreamTo(ssGen, toPosition))
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return F_Pass;
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if(slipstreamCost(ssGen, 0, toPosition.distanceTo(ssGen.position)) >= avail)
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return F_Pass;
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ssGen.addSlipstreamOrder(toPosition, append=true);
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if(ssGen !is ord.obj) {
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ord.obj.addWaitOrder(ssGen, moveTo=true);
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ssGen.addSecondaryToSlipstream(ord.obj);
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}
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else {
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ord.obj.addMoveOrder(toPosition, append=true);
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}
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return F_Continue;
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}
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SSRegion@ 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(SSRegion@ gt) {
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if(gt.obj !is null && gt.obj.valid && gt.obj.owner is ai.empire)
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unassigned.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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if(!tracked[i].arrived)
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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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SSRegion@ getClosestRegion(const vec3d& position) {
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SSRegion@ 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(SSRegion@ gt, Object@ closest) {
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unassigned.remove(closest);
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@gt.obj = closest;
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gt.arrived = false;
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military.stationFleet(fleets.getAI(closest), gt.region);
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if(closest.region is gt.region)
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gt.arrived = true;
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if(!gt.arrived) {
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gt.destination = military.getStationPosition(gt.region);
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closest.addMoveOrder(gt.destination);
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}
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}
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bool trackingGen(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].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 shouldHaveGen(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 turn() override {
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if(ssDesign !is null && ssDesign.active !is null) {
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int newSize = round(double(budget.spendable(BT_Military)) * 0.2 * 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 != ssDesign.targetSize) {
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@ssDesign = designs.design(DP_Slipstream, newSize);
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ssDesign.customName = "Slipstream";
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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 generator
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if(ssDesign is null) {
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@ssDesign = designs.design(DP_Slipstream, 128);
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ssDesign.customName = "Slipstream";
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}
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//Manage unassigned gens 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 gens
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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_Slipstream)
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continue;
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if(!trackingGen(flAI.obj))
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unassigned.insertLast(flAI.obj);
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}
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//Update existing gens 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.obj !is null) {
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if(!gt.obj.valid || gt.obj.owner !is ai.empire || (gt.arrived && gt.obj.region !is gt.region)) {
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@gt.obj = null;
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gt.arrived = false;
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checkAlways = true;
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}
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else if(!gt.arrived && !gt.obj.hasOrders) {
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if(gt.destination.distanceTo(gt.obj.position) < 10.0)
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gt.arrived = true;
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else
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assignTo(gt, gt.obj);
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}
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}
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if(!shouldHaveGen(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 gens 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 < SS_MIN_TIMER)
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continue;
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if(get(base.region) is null) {
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SSRegion@ closest = getClosestRegion(base.region.position);
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if(closest !is null && closest.region.position.distanceTo(base.region.position) < SS_MIN_DISTANCE_STAGE)
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continue;
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SSRegion 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 generator 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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SSRegion@ closest = getClosestRegion(reg.position);
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if(closest !is null && closest.region.position.distanceTo(reg.position) < SS_MIN_DISTANCE_DEVELOP)
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continue;
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SSRegion 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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//See if we should build a new generator
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if(buildSS !is null) {
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if(buildSS.completed) {
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@buildSS = 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.obj 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(buildSS 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 slipstream gen to => "+gt.region.name, closest.region);
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assignTo(gt, closest);
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} else if(buildSS is null && gameTime > nextBuildTry) {
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if(log)
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ai.print("Build slipstream gen for this system", gt.region);
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@buildSS = construction.buildFlagship(ssDesign);
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}
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}
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}
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//Try to get enough ftl storage that we can permanently open a slipstream with each of generators
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double mostCost = 0.0;
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for(uint i = 0, cnt = tracked.length; i < cnt; ++i) {
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Ship@ obj = cast<Ship>(tracked[i].obj);
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if(obj is null)
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continue;
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double baseCost = obj.blueprint.design.average(SV_SlipstreamCost);
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double duration = obj.blueprint.design.average(SV_SlipstreamDuration);
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mostCost += baseCost / duration;
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}
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development.aimFTLStorage = mostCost;
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}
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};
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AIComponent@ createSlipstream() {
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return Slipstream();
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}
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