import settings.game_settings; from empire_ai.EmpireAI import AIController; class BumAI : AIController { array planets; void debugAI() { } vec3d get_aiFocus() { return vec3d(); } int getDifficultyLevel() { return 0; } void commandAI(string cmd) { } void aiPing(Empire@ fromEmpire, vec3d position, uint type) { } void init(Empire& emp, EmpireSettings& settings) { } void init(Empire& emp) { } void tick(Empire& emp, double time) { if(planets.length > 0) { Planet@ planet = planets[0]; if(planet.constructionCount == 0) { planet.buildFlagship(emp.designs[0]); } } else { uint objects = emp.objectCount; for(uint i = 0; i < objects; ++i) { Planet@ pl = cast(emp.objects[i]); if(pl !is null) planets.insertLast(pl); } } } void pause(Empire& emp) { } void resume(Empire& emp) { } void load(SaveFile& msg) { } void save(SaveFile& msg) { } string getOpinionOf(Empire& emp, Empire@ other) { return ""; } int getStandingTo(Empire& emp, Empire@ other) { return 0; } }; AIController@ createBumAI() { return BumAI(); }