322 lines
7.9 KiB
ActionScript
322 lines
7.9 KiB
ActionScript
import empire_ai.weasel.WeaselAI;
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import empire_ai.weasel.race.Race;
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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 orbitals import getOrbitalModuleID;
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const double MAINFRAME_MIN_DISTANCE_STAGE = 15000;
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const double MAINFRAME_MIN_DISTANCE_DEVELOP = 20000;
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const double MAINFRAME_MIN_TIMER = 3.0 * 60.0;
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const int MAINFRAME_BUILD_MOVE_HOPS = 5;
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class LinkRegion : 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 Linked : Race {
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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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array<LinkRegion@> tracked;
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array<Object@> unassigned;
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BuildOrbital@ buildMainframe;
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int mainframeId = -1;
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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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mainframeId = getOrbitalModuleID("Mainframe");
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}
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void save(SaveFile& file) override {
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construction.saveConstruction(file, buildMainframe);
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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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@buildMainframe = cast<BuildOrbital>(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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LinkRegion 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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LinkRegion@ 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(LinkRegion@ 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@ getClosestMainframe(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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LinkRegion@ getClosestLinkRegion(const vec3d& position) {
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LinkRegion@ 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(LinkRegion@ 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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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 trackingMainframe(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 shouldHaveMainframe(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 unassigned mainframes 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.getOrbitals();
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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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Orbital@ orb = cast<Orbital>(obj);
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if(orb is null || orb.coreModule != uint(mainframeId))
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continue;
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if(!trackingMainframe(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.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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gt.obj.addMoveOrder(gt.destination);
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}
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}
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if(!shouldHaveMainframe(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 mainframes 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 < MAINFRAME_MIN_TIMER)
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continue;
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if(get(base.region) is null) {
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LinkRegion@ closest = getClosestLinkRegion(base.region.position);
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if(closest !is null && closest.region.position.distanceTo(base.region.position) < MAINFRAME_MIN_DISTANCE_STAGE)
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continue;
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LinkRegion 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 mainframes 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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LinkRegion@ closest = getClosestLinkRegion(reg.position);
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if(closest !is null && closest.region.position.distanceTo(reg.position) < MAINFRAME_MIN_DISTANCE_DEVELOP)
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continue;
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LinkRegion 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 mainframe
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if(buildMainframe !is null) {
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if(buildMainframe.completed) {
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@buildMainframe = 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) {
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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(buildMainframe 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 mainframe to => "+gt.region.name, closest.region);
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assignTo(gt, closest);
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} else if(buildMainframe is null && gameTime > nextBuildTry) {
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if(log)
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ai.print("Build mainframe 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) < MAINFRAME_BUILD_MOVE_HOPS)
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buildLocal = false;
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}
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if(buildLocal)
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@buildMainframe = construction.buildLocalOrbital(getOrbitalModule(mainframeId));
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else
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@buildMainframe = construction.buildOrbital(getOrbitalModule(mainframeId), 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@ createLinked() {
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return Linked();
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}
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