public AIResearchFramework()
        {
            this._replacements = new AIResearchFramework.AITechReplacementRow[0];
            XmlDocument xmlDocument = new XmlDocument();

            xmlDocument.LoadXml("<stylegroups><!-- Race value format = Human/Hiver/Tark/Liir/Zuul/Morrigi (% chance) --><!-- style, group, priority, % chance --><!--{ {EnergyWeapons},       1, 0.50, 40,10,30,90,20,70 },--><!--{ {BallisticWeapons},    1, 0.50, 40,80,60,10,70,20 },--><group><style costmul='0.5'><families><family value='EnergyWeapons'/></families><chances><chance faction='human'     value='50'/><chance faction='hiver'     value='10'/><chance faction='tarkas'    value='30'/><chance faction='liir_zuul' value='90'/><chance faction='zuul'      value='50'/><chance faction='morrigi'   value='90'/><chance faction='loa'       value='90'/></chances></style><style costmul='0.5'><families><family value='BallisticWeapons'/></families><chances><chance faction='human'     value='50'/><chance faction='hiver'     value='90'/><chance faction='tarkas'    value='90'/><chance faction='liir_zuul' value='10'/><chance faction='zuul'      value='50'/><chance faction='morrigi'   value='10'/><chance faction='loa'       value='10'/></chances></style></group><!--{ {ShieldTechnology},      2, 0.50, 40,10,30,70,10,60 },--><!--{ {IndustrialTechnology},  2, 0.50, 40,90,70,20,80,20 },--><group><style costmul='0.5'><families><family value='ShieldTechnology'/></families><chances><chance faction='human'     value='80'/><chance faction='hiver'     value='10'/><chance faction='tarkas'    value='50'/><chance faction='liir_zuul' value='40'/><chance faction='zuul'      value='20'/><chance faction='morrigi'   value='50'/><chance faction='loa'       value='40'/></chances></style><style costmul='0.5'><families><family value='IndustrialTechnology'/></families><chances><chance faction='human'     value='50'/><chance faction='hiver'     value='50'/><chance faction='tarkas'    value='50'/><chance faction='liir_zuul' value='50'/><chance faction='zuul'      value='50'/><chance faction='morrigi'   value='50'/><chance faction='loa'       value='50'/></chances></style></group><!--{ {Torpedos,EnergyWeapons},  3, 0.50, 60,55,70,30,50,70 },--><!--{ {BioTechnology},           3, 0.50, 20,15,20,60, 0,20 },--><group><style costmul='0.5'><families><family value='Torpedos'/><family value='EnergyWeapons'/></families><chances><chance faction='human'     value='70'/><chance faction='hiver'     value='10'/><chance faction='tarkas'    value='20'/><chance faction='liir_zuul' value='50'/><chance faction='zuul'      value='50'/><chance faction='morrigi'   value='50'/><chance faction='loa'       value='40'/></chances></style><style costmul='0.5'><families><family value='BioTechnology'/></families><chances><chance faction='human'     value='30'/><chance faction='hiver'     value='30'/><chance faction='tarkas'    value='30'/><chance faction='liir_zuul' value='30'/><chance faction='zuul'      value='30'/><chance faction='morrigi'   value='30'/><chance faction='loa'       value='30'/></chances></style></group><!--{ {RiderTechnology,Psionics},  4, 0.50, 40,35,30,90,50,70 },--><!--{ {WarheadTechnology},         4, 0.50, 40,45,50,10,40,20 },--><group><style costmul='0.5'><families><family value='RiderTechnology'/><family value='Psionics'/></families><chances><chance faction='human'     value='10'/><chance faction='hiver'     value='10'/><chance faction='tarkas'    value='10'/><chance faction='liir_zuul' value='30'/><chance faction='zuul'      value='10'/><chance faction='morrigi'   value='10'/><chance faction='loa'       value='10'/></chances></style><style costmul='0.5'><families><family value='WarheadTechnology'/></families><chances><chance faction='human'     value='10'/><chance faction='hiver'     value='50'/><chance faction='tarkas'    value='40'/><chance faction='liir_zuul' value='10'/><chance faction='zuul'      value='20'/><chance faction='morrigi'   value='10'/><chance faction='loa'       value='10'/></chances></style></group></stylegroups>");
            this._styleGroups = new List <AIResearchFramework.AITechStyleGroup>(xmlDocument["stylegroups"].OfType <XmlElement>().Where <XmlElement>((Func <XmlElement, bool>)(x => x.Name == "group")).Select <XmlElement, AIResearchFramework.AITechStyleGroup>((Func <XmlElement, AIResearchFramework.AITechStyleGroup>)(y => AIResearchFramework.AITechStyleGroup.Parse(y))));
            this._rhythms     = new Dictionary <AIStance, AIResearchFramework.AIResearchRhythm>();
            Dictionary <AIStance, AIResearchFramework.AIResearchRhythm> rhythms1 = this._rhythms;
            AIStance aiStance1 = AIStance.ARMING;

            AIResearchFramework.AIResearchRhythm aiResearchRhythm1 = new AIResearchFramework.AIResearchRhythm();
            aiResearchRhythm1.Beats = new AIResearchModes[8]
            {
                AIResearchModes.Weapon,
                AIResearchModes.Engine,
                AIResearchModes.Weapon,
                AIResearchModes.Expansion,
                AIResearchModes.Empire,
                AIResearchModes.Weapon,
                AIResearchModes.Engine,
                AIResearchModes.Empire
            };
            int num1 = (int)aiStance1;

            AIResearchFramework.AIResearchRhythm aiResearchRhythm2 = aiResearchRhythm1;
            rhythms1[(AIStance)num1]           = aiResearchRhythm2;
            this._rhythms[AIStance.CONQUERING] = new AIResearchFramework.AIResearchRhythm()
            {
                Beats = new AIResearchModes[7]
                {
                    AIResearchModes.Weapon,
                    AIResearchModes.Engine,
                    AIResearchModes.Weapon,
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Weapon,
                    AIResearchModes.Engine
                }
            };
            this._rhythms[AIStance.DEFENDING] = new AIResearchFramework.AIResearchRhythm()
            {
                Beats = new AIResearchModes[7]
                {
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Weapon,
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Weapon,
                    AIResearchModes.Engine
                }
            };
            this._rhythms[AIStance.DESTROYING] = new AIResearchFramework.AIResearchRhythm()
            {
                Beats = new AIResearchModes[7]
                {
                    AIResearchModes.Weapon,
                    AIResearchModes.Engine,
                    AIResearchModes.Weapon,
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Weapon,
                    AIResearchModes.Engine
                }
            };
            this._rhythms[AIStance.EXPANDING] = new AIResearchFramework.AIResearchRhythm()
            {
                Beats = new AIResearchModes[9]
                {
                    AIResearchModes.Expansion,
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Weapon,
                    AIResearchModes.Expansion,
                    AIResearchModes.Engine,
                    AIResearchModes.Weapon,
                    AIResearchModes.Empire,
                    AIResearchModes.Expansion
                }
            };
            Dictionary <AIStance, AIResearchFramework.AIResearchRhythm> rhythms2 = this._rhythms;
            AIStance aiStance2 = AIStance.HUNKERING;

            AIResearchFramework.AIResearchRhythm aiResearchRhythm3 = new AIResearchFramework.AIResearchRhythm();
            aiResearchRhythm3.Beats = new AIResearchModes[8]
            {
                AIResearchModes.Empire,
                AIResearchModes.Weapon,
                AIResearchModes.Empire,
                AIResearchModes.Weapon,
                AIResearchModes.Expansion,
                AIResearchModes.Weapon,
                AIResearchModes.Engine,
                AIResearchModes.Empire
            };
            int num2 = (int)aiStance2;

            AIResearchFramework.AIResearchRhythm aiResearchRhythm4 = aiResearchRhythm3;
            rhythms2[(AIStance)num2] = aiResearchRhythm4;
        }
 private static AIResearchModes AIGetResearchMode(
     AIResearchFramework.AIResearchRhythm rhythm,
     int age)
 {
     return(rhythm.Beats[age % rhythm.Beats.Length]);
 }