//added by gremlin deveksmod military planner private void RunMilitaryPlanner() { float SizeLimiter = GlobalStats.MemoryLimiter; int ShipCountLimit = GlobalStats.ShipCountLimit; List<AO>.Enumerator enumerator; if(!this.empire.MinorRace) this.RunGroundPlanner(); this.numberOfShipGoals = 0; foreach (Planet p in this.empire.GetPlanets()) { // if (!p.HasShipyard || (p.GetMaxProductionPotential() <2f if ((p.GetMaxProductionPotential() < 2f //||( this.empire.data.Traits.Cybernetic !=0 && p.GetMaxProductionPotential()-p.consumption <2f) || p.ps == Planet.GoodState.IMPORT )) //p.GetNetProductionPerTurn() < .5f)) { continue; } this.numberOfShipGoals = this.numberOfShipGoals + (int)((p.ProductionHere)/50); //(int)(p.ProductionHere /(1+ p.ConstructionQueue.Sum(q => q.Cost))); } float numgoals = 0f; float offenseUnderConstruction = 0f; float UnderConstruction = 0f; float TroopStrengthUnderConstruction = 0f; foreach (Goal g in this.Goals) //Parallel.ForEach(this.Goals, g => { if (g.GoalName == "BuildOffensiveShips") { if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.useProportionalUpkeep) { UnderConstruction = UnderConstruction + ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCostRealism(); } else { UnderConstruction = UnderConstruction + ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCost(this.empire); } offenseUnderConstruction += ResourceManager.ShipsDict[g.ToBuildUID].BaseStrength; foreach (Troop t in ResourceManager.ShipsDict[g.ToBuildUID].TroopList) { TroopStrengthUnderConstruction = TroopStrengthUnderConstruction + (float)t.Strength; } numgoals = numgoals + 1f; } if (g.GoalName != "BuildConstructionShip") { continue; } if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.useProportionalUpkeep) { UnderConstruction = UnderConstruction + ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCostRealism(); } else { UnderConstruction = UnderConstruction + ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCost(this.empire); } } //this.GetAShip(0); //float offensiveStrength = offenseUnderConstruction + this.empire.GetForcePoolStrength(); bool atWar = this.empire.GetRelations().Where(war => war.Value.AtWar).Count() > 0; //int prepareWar = this.empire.GetRelations().Where(angry => angry.Value.TotalAnger > angry.Value.Trust).Count(); //prepareWar += this.empire.GetRelations().Where(angry => angry.Value.PreparingForWar).Count(); float noIncome = this.FindTaxRateToReturnAmount(UnderConstruction); //float tax = atWar ? .40f + (prepareWar * .05f) : .25f + (prepareWar * .05f); //.45f - (tasks); //float offenseNeeded = this.empire.GetRelations().Where(war => war.Value.AtWar || war.Value.PreparingForWar || war.Value.Trust < war.Value.TotalAnger).Sum(power => power.Key.currentMilitaryStrength); float offenseNeeded = this.empire.GetRelations().Where(war => !war.Key.isFaction && war.Value.AtWar || war.Value.PreparingForWar).Sum(power => power.Key.currentMilitaryStrength); float offenseNeededThreat = this.ThreatMatrix.Pins.Values.Sum(power => power.Strength); //.Where(faction=> EmpireManager.GetEmpireByName(faction.EmpireName).isFaction).Sum(power => power.Strength); //if (offenseNeededThreat > 0) // System.Diagnostics.Debug.WriteLine("threat: " + offenseNeededThreat); float offenseNeededRatio = ((offenseNeeded + offenseNeededThreat)+1) / (this.empire.currentMilitaryStrength +1); //float prepareWar2 = this.empire.GetRelations().Where(angry => angry.Value.TotalAnger > angry.Value.Trust).Sum(power => power.Key.currentMilitaryStrength / (power.Value.Trust /power.Value.TotalAnger) ); //float tax = offenseNeededRatio > 0.0 ? offenseNeededRatio * (.6f - (this.empire.data.TaxRate)) : this.empire.data.TaxRate; float tax = offenseNeededRatio*.1f;// > 0.0 ? offenseNeededRatio * (.6f - (this.empire.data.TaxRate)) : this.empire.data.TaxRate; if (tax > .25f) tax = .25f; else if (tax < .05f) tax = .05f; //float Capacity = this.empire.EstimateIncomeAtTaxRate(tax) + this.empire.Money * -.1f -UnderConstruction + this.empire.GetAverageNetIncome(); float Capacity = this.empire.Money * .1f - UnderConstruction -this.empire.GetTotalShipMaintenance();// +this.empire.GetAverageNetIncome(); float allowable_deficit = this.empire.Money * -.1f; //>0?(1 - (this.empire.Money * 10 / this.empire.Money)):0); //-Capacity;// +(this.empire.Money * -.1f); //-Capacity; //if ((allowable_deficit >= 0f || noIncome >.5f) && atWar) //{ // allowable_deficit = -(this.empire.Money*.5f );//- this.empire.GrossTaxes );// 0f; //} this.buildCapacity = Capacity - allowable_deficit;// +this.empire.GetTotalShipMaintenance(); ; //this.empire.GetTotalShipMaintenance(); this.GetAShip(0); if (Capacity <= allowable_deficit )//|| (this.empire.data.TaxRate >=.5f && this.empire.GetAverageNetIncome()<0)) //(Capacity <= 0f) { float HowMuchWeAreScrapping = 0f; foreach (Ship ship1 in this.empire.GetShips()) { if (ship1.GetAI().State != AIState.Scrap) { continue; } if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.useProportionalUpkeep) { HowMuchWeAreScrapping = HowMuchWeAreScrapping + ship1.GetMaintCostRealism(); } else { HowMuchWeAreScrapping = HowMuchWeAreScrapping + ship1.GetMaintCost(this.empire); } } if (HowMuchWeAreScrapping < Math.Abs(Capacity)) { float Added = 0f; //added by gremlin clear out building ships before active ships. if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.useProportionalUpkeep) { foreach (Goal g in this.Goals.Where(goal => goal.GoalName == "BuildOffensiveShips").OrderByDescending(goal => ResourceManager.ShipsDict[goal.ToBuildUID].GetMaintCostRealism())) { bool flag = false; if (g.GetPlanetWhereBuilding() == null) continue; foreach (QueueItem shipToRemove in g.GetPlanetWhereBuilding().ConstructionQueue) { if (shipToRemove.Goal != g) { continue; } g.GetPlanetWhereBuilding().ProductionHere += shipToRemove.productionTowards; g.GetPlanetWhereBuilding().ConstructionQueue.QueuePendingRemoval(shipToRemove); this.Goals.QueuePendingRemoval(g); Added += ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCostRealism(); flag = true; break; } if (flag) g.GetPlanetWhereBuilding().ConstructionQueue.ApplyPendingRemovals(); } } else { foreach (Goal g in this.Goals.Where(goal => goal.GoalName == "BuildOffensiveShips").OrderByDescending(goal => ResourceManager.ShipsDict[goal.ToBuildUID].GetMaintCost(this.empire))) { bool flag = false; if (g.GetPlanetWhereBuilding() == null) continue; foreach (QueueItem shipToRemove in g.GetPlanetWhereBuilding().ConstructionQueue) { if (shipToRemove.Goal != g) { continue; } g.GetPlanetWhereBuilding().ProductionHere += shipToRemove.productionTowards; g.GetPlanetWhereBuilding().ConstructionQueue.QueuePendingRemoval(shipToRemove); this.Goals.QueuePendingRemoval(g); Added += ResourceManager.ShipsDict[g.ToBuildUID].GetMaintCost(this.empire); flag = true; break; } if (flag) g.GetPlanetWhereBuilding().ConstructionQueue.ApplyPendingRemovals(); } } this.Goals.ApplyPendingRemovals(); } } //Capacity = this.empire.EstimateIncomeAtTaxRate(tax) - UnderConstruction; //if (allowable_deficit > 0f || noIncome > tax) //{ // allowable_deficit = Math.Abs(allowable_deficit); //} while (Capacity > 0 //this.buildCapacity > 0 //Capacity > allowable_deficit && numgoals < this.numberOfShipGoals && (Empire.universeScreen.globalshipCount < ShipCountLimit+ recyclepool || this.empire.empireShipTotal <this.empire.EmpireShipCountReserve)) //shipsize < SizeLimiter) { string s = this.GetAShip(this.buildCapacity-allowable_deficit);//Capacity - allowable_deficit); if (s == null) { break; } if(this.recyclepool>0) { this.recyclepool--; } Goal g = new Goal(s, "BuildOffensiveShips", this.empire) { type = GoalType.BuildShips }; this.Goals.Add(g); if (GlobalStats.ActiveModInfo != null && GlobalStats.ActiveModInfo.useProportionalUpkeep) { Capacity = Capacity - ResourceManager.ShipsDict[s].GetMaintCostRealism(); } else { Capacity = Capacity - ResourceManager.ShipsDict[s].GetMaintCost(this.empire); } numgoals = numgoals + 1f; } //this.GetAShip(0); int numWars = 0; foreach (KeyValuePair<Empire, Ship_Game.Gameplay.Relationship> Relationship in this.empire.GetRelations()) { if (!Relationship.Value.AtWar || Relationship.Key.isFaction) { continue; } numWars++; } foreach (Goal g in this.Goals) //Parallel.ForEach(this.Goals, g => { if (g.type != GoalType.Colonize || g.Held) { if (g.type != GoalType.Colonize || !g.Held || g.GetMarkedPlanet().Owner == null) { continue; } foreach (KeyValuePair<Empire, Ship_Game.Gameplay.Relationship> Relationship in this.empire.GetRelations()) { this.empire.GetGSAI().CheckClaim(Relationship, g.GetMarkedPlanet()); } this.Goals.QueuePendingRemoval(g); lock (GlobalStats.TaskLocker) { foreach (MilitaryTask task in this.TaskList) { foreach (Guid held in task.HeldGoals) { if (held != g.guid) { continue; } this.TaskList.QueuePendingRemoval(task); break; } } } } else { if (g.GetMarkedPlanet() != null) { foreach (KeyValuePair<Guid, ThreatMatrix.Pin> pin in this.ThreatMatrix.Pins.Where(pin => !((Vector2.Distance(g.GetMarkedPlanet().Position, pin.Value.Position) >= 75000f) || EmpireManager.GetEmpireByName(pin.Value.EmpireName) == this.empire || pin.Value.Strength <= 0f || !this.empire.GetRelations()[EmpireManager.GetEmpireByName(pin.Value.EmpireName)].AtWar))) { if (Vector2.Distance(g.GetMarkedPlanet().Position, pin.Value.Position) >= 75000f || EmpireManager.GetEmpireByName(pin.Value.EmpireName) == this.empire || pin.Value.Strength <= 0f || !this.empire.GetRelations()[EmpireManager.GetEmpireByName(pin.Value.EmpireName)].AtWar && !EmpireManager.GetEmpireByName(pin.Value.EmpireName).isFaction) { continue; } List<Goal> tohold = new List<Goal>() { g }; MilitaryTask task = new MilitaryTask(g.GetMarkedPlanet().Position, 125000f, tohold, this.empire); lock (GlobalStats.TaskLocker) { this.TaskList.Add(task); break; } } } } } if (this.empire.data.DiplomaticPersonality.Name == "Aggressive" || this.empire.data.DiplomaticPersonality.Name == "Ruthless" || this.empire.data.EconomicPersonality.Name == "Expansionist") { foreach (Goal g in this.Goals) { if (g.type != GoalType.Colonize || g.Held) { continue; } bool OK = true; lock (GlobalStats.TaskLocker) { foreach (MilitaryTask mt in this.TaskList) //Parallel.ForEach(this.TaskList, (mt,state) => { if ((mt.type != MilitaryTask.TaskType.DefendClaim && mt.type != MilitaryTask.TaskType.ClearAreaOfEnemies ) || g.GetMarkedPlanet() != null && !(mt.TargetPlanetGuid == g.GetMarkedPlanet().guid)) { continue; } OK = false; break; } } if (!OK) { continue; } if (g.GetMarkedPlanet() == null) continue; MilitaryTask task = new MilitaryTask() { AO = g.GetMarkedPlanet().Position }; task.SetEmpire(this.empire); task.AORadius = 75000f; task.SetTargetPlanet(g.GetMarkedPlanet()); task.TargetPlanetGuid = g.GetMarkedPlanet().guid; task.type = MilitaryTask.TaskType.DefendClaim; lock (GlobalStats.TaskLocker) { this.TaskList.Add(task); } } } this.Goals.ApplyPendingRemovals(); lock (GlobalStats.TaskLocker) { List<MilitaryTask> ToughNuts = new List<MilitaryTask>(); List<MilitaryTask> InOurSystems = new List<MilitaryTask>(); List<MilitaryTask> InOurAOs = new List<MilitaryTask>(); List<MilitaryTask> Remainder = new List<MilitaryTask>(); foreach (MilitaryTask task in this.TaskList.OrderBy(target=> target.GetTargetPlanet()!=null ? Vector2.Distance(target.GetTargetPlanet().Position,this.empire.GetWeightedCenter()):0f)) { if (task.type != MilitaryTask.TaskType.AssaultPlanet) { continue; } if (task.IsToughNut) { ToughNuts.Add(task); } else if (!this.empire.GetOwnedSystems().Contains(task.GetTargetPlanet().system)) { bool dobreak = false; foreach (KeyValuePair<Guid, Planet> entry in Ship.universeScreen.PlanetsDict) { if (task.GetTargetPlanet() != entry.Value) { continue; } enumerator = this.AreasOfOperations.GetEnumerator(); try { while (enumerator.MoveNext()) { AO area = enumerator.Current; if (Vector2.Distance(entry.Value.Position, area.Position) >= area.Radius) { continue; } InOurAOs.Add(task); dobreak = true; break; } break; } finally { ((IDisposable)enumerator).Dispose(); } } if (dobreak) { continue; } Remainder.Add(task); } else { InOurSystems.Add(task); } } List<MilitaryTask> TNInOurSystems = new List<MilitaryTask>(); List<MilitaryTask> TNInOurAOs = new List<MilitaryTask>(); List<MilitaryTask> TNRemainder = new List<MilitaryTask>(); foreach (MilitaryTask task in ToughNuts) { if (!this.empire.GetOwnedSystems().Contains(task.GetTargetPlanet().system)) { bool dobreak = false; foreach (KeyValuePair<Guid, Planet> entry in Ship.universeScreen.PlanetsDict) { if (task.GetTargetPlanet() != entry.Value) { continue; } enumerator = this.AreasOfOperations.GetEnumerator(); try { while (enumerator.MoveNext()) { AO area = enumerator.Current; if (Vector2.Distance(entry.Value.Position, area.Position) >= area.Radius) { continue; } TNInOurAOs.Add(task); dobreak = true; break; } break; } finally { ((IDisposable)enumerator).Dispose(); } } if (dobreak) { continue; } TNRemainder.Add(task); } else { TNInOurSystems.Add(task); } } foreach (MilitaryTask task in TNInOurAOs.OrderBy(target=> Vector2.Distance(target.GetTargetPlanet().Position,this.empire.GetWeightedCenter()))) //Parallel.ForEach(TNInOurAOs, task => { if (task.GetTargetPlanet().Owner == null || task.GetTargetPlanet().Owner == this.empire || this.empire.GetRelations()[task.GetTargetPlanet().Owner].ActiveWar == null || (float)this.empire.TotalScore <= (float)task.GetTargetPlanet().Owner.TotalScore * 1.5f) { continue; //return; } task.Evaluate(this.empire); }//); foreach (MilitaryTask task in TNInOurSystems) //Parallel.ForEach(TNInOurSystems, task => { task.Evaluate(this.empire); }//); foreach (MilitaryTask task in TNRemainder) { if (task.GetTargetPlanet().Owner == null || task.GetTargetPlanet().Owner == this.empire || this.empire.GetRelations()[task.GetTargetPlanet().Owner].ActiveWar == null || (float)this.empire.TotalScore <= (float)task.GetTargetPlanet().Owner.TotalScore * 1.5f) { continue; } task.Evaluate(this.empire); } foreach (MilitaryTask task in InOurAOs) { task.Evaluate(this.empire); } foreach (MilitaryTask task in InOurSystems) { task.Evaluate(this.empire); } foreach (MilitaryTask task in Remainder) { task.Evaluate(this.empire); } foreach (MilitaryTask task in this.TaskList) { if (task.type != MilitaryTask.TaskType.AssaultPlanet) { task.Evaluate(this.empire); } if (task.type != MilitaryTask.TaskType.AssaultPlanet && task.type != MilitaryTask.TaskType.GlassPlanet || task.GetTargetPlanet().Owner != null && task.GetTargetPlanet().Owner != this.empire) { continue; } task.EndTask(); } this.TaskList.AddRange(this.TasksToAdd); this.TasksToAdd.Clear(); this.TaskList.ApplyPendingRemovals(); } }
private void DoAssaultPlanet(MilitaryTask Task) { if (Task.GetTargetPlanet().Owner == this.Owner || Task.GetTargetPlanet().Owner == null || Task.GetTargetPlanet().Owner != null && !this.Owner.GetRelations()[Task.GetTargetPlanet().Owner].AtWar) { if (Task.GetTargetPlanet().Owner == this.Owner) { MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = Task.GetTargetPlanet().Position; militaryTask.AORadius = 50000f; militaryTask.WhichFleet = Task.WhichFleet; militaryTask.SetEmpire(this.Owner); militaryTask.type = MilitaryTask.TaskType.DefendPostInvasion; this.Owner.GetGSAI().TaskList.QueuePendingRemoval(Task); this.Task = militaryTask; lock (GlobalStats.TaskLocker) this.Owner.GetGSAI().TaskList.Add(Task); } else Task.EndTask(); } else { float num1 = 0.0f; foreach (Ship ship in (List<Ship>)this.Ships) num1 += ship.GetStrength(); if ((double)num1 == 0.0) Task.EndTask(); int num2 = 0; int num3 = 0; foreach (Ship ship in (List<Ship>)this.Ships) { if ((double)ship.GetStrength() > 0.0) ++num3; num2 += ship.TroopList.Count; } if (num2 == 0) { foreach (Troop troop in Task.GetTargetPlanet().TroopsHere) { if (troop.GetOwner() == this.Owner) ++num2; } } if (num2 == 0 || num3 == 0) { if (num3 == 0) Task.IsCoreFleetTask = false; Task.EndTask(); this.Task = (MilitaryTask)null; this.TaskStep = 0; } else { switch (this.TaskStep) { case 0: List<Planet> list1 = new List<Planet>(); this.Owner.GetPlanets().thisLock.EnterReadLock(); foreach (Planet planet in this.Owner.GetPlanets().OrderBy(combat=> combat.ParentSystem.DangerTimer)) { if (planet.HasShipyard ) list1.Add(planet); } this.Owner.GetPlanets().thisLock.ExitReadLock(); IOrderedEnumerable<Planet> orderedEnumerable1 = Enumerable.OrderBy<Planet, float>((IEnumerable<Planet>)list1, (Func<Planet, float>)(planet => Vector2.Distance(Task.AO, planet.Position))); if (Enumerable.Count<Planet>((IEnumerable<Planet>)orderedEnumerable1) > 0) { Vector2 fVec = Vector2.Normalize(Task.AO - Enumerable.First<Planet>((IEnumerable<Planet>)orderedEnumerable1).Position); Vector2 vector2 = Enumerable.First<Planet>((IEnumerable<Planet>)orderedEnumerable1).Position; this.MoveToNow(vector2, Math.Abs(MathHelper.ToRadians(HelperFunctions.findAngleToTarget(vector2, Task.AO))), fVec); foreach (Ship ship in (List<Ship>)this.Ships) ship.GetAI().HasPriorityOrder = true; this.TaskStep = 1; break; } else { Task.EndTask(); break; } case 1: bool flag1 = true; this.Ships.thisLock.EnterReadLock(); foreach (Ship ship in (List<Ship>)this.Ships) { if (!ship.disabled && ship.hasCommand && ship.Active) { if ((double)Vector2.Distance(ship.Center, this.Position + ship.FleetOffset) > 5000.0) { flag1 = false; this.Ships.thisLock.ExitReadLock(); } else if (ship.GetAI().BadGuysNear) { this.Ships.thisLock.ExitReadLock(); Task.EndTask(); flag1 = false; } int num4 = ship.InCombat ? 1 : 0; if (!flag1) break; } } if (!flag1) break; this.Ships.thisLock.ExitReadLock(); this.TaskStep = 2; Vector2 MovePosition = Task.GetTargetPlanet().Position + Vector2.Normalize(this.findAveragePosition() - Task.GetTargetPlanet().Position) * 125000f; this.Position = MovePosition; this.FormationWarpTo(MovePosition, MathHelper.ToRadians(HelperFunctions.findAngleToTarget(this.findAveragePosition(), Task.AO)), Vector2.Normalize(Task.AO - this.findAveragePosition())); break; case 2: bool flag2 = true; this.Ships.thisLock.EnterReadLock(); foreach (Ship ship in (List<Ship>)this.Ships) { if (!ship.disabled && ship.hasCommand && ship.Active) { if ((double)Vector2.Distance(ship.Center, this.Position + ship.FleetOffset) > 25000.0) flag2 = false; if (!flag2) break; } } this.Ships.thisLock.ExitReadLock(); if (!flag2) break; this.Ships.thisLock.EnterReadLock(); foreach (Ship ship in (List<Ship>)this.Ships) { ship.GetAI().HasPriorityOrder = false; ship.GetAI().State = AIState.HoldPosition; if (ship.BombBays.Count > 0) ship.GetAI().OrderBombardPlanet(Task.GetTargetPlanet()); else if (ship.Role == "troop") ship.GetAI().HoldPosition(); } this.Ships.thisLock.ExitReadLock(); this.InterceptorDict.Clear(); this.TaskStep = 3; break; case 3: float num5 = 0.0f; float num6 = 0.0f; float num7 = 0.0f; float num8 = 0.0f; this.Ships.thisLock.EnterReadLock(); foreach (Ship ship in (List<Ship>)this.Ships) { num5 += ship.Ordinance; num6 += ship.OrdinanceMax; foreach (Weapon weapon in ship.Weapons) { if ((double)weapon.OrdinanceRequiredToFire > 0.0) num7 = weapon.DamageAmount / weapon.fireDelay; if ((double)weapon.PowerRequiredToFire > 0.0) num8 = weapon.DamageAmount / weapon.fireDelay; } } this.Ships.thisLock.ExitReadLock(); float num9 = num7 + num8; if ((double)num7 >= 0.5 * (double)num9 && (double)num5 <= 0.100000001490116 * (double)num6) { this.TaskStep = 5; break; } else { foreach (Ship key in (List<Ship>)Task.GetTargetPlanet().system.ShipList) { if (key.loyalty != this.Owner && (key.loyalty.isFaction || this.Owner.GetRelations()[key.loyalty].AtWar) && ((double)Vector2.Distance(key.Center, Task.GetTargetPlanet().Position) < 15000.0 && !this.InterceptorDict.ContainsKey(key))) this.InterceptorDict.Add(key, new List<Ship>()); } List<Ship> list2 = new List<Ship>(); foreach (KeyValuePair<Ship, List<Ship>> keyValuePair in this.InterceptorDict) { List<Ship> list3 = new List<Ship>(); if ((double)Vector2.Distance(keyValuePair.Key.Center, Task.GetTargetPlanet().Position) > 20000.0 || !keyValuePair.Key.Active) { list2.Add(keyValuePair.Key); foreach (Ship ship in keyValuePair.Value) { lock (ship) { ship.GetAI().OrderQueue.Clear(); ship.GetAI().Intercepting = false; ship.GetAI().OrderOrbitPlanet(Task.GetTargetPlanet()); ship.GetAI().State = AIState.AwaitingOrders; ship.GetAI().Intercepting = false; } } } foreach (Ship ship in keyValuePair.Value) { if (!ship.Active) list3.Add(ship); } foreach (Ship ship in list3) keyValuePair.Value.Remove(ship); } foreach (Ship key in list2) this.InterceptorDict.Remove(key); foreach (KeyValuePair<Ship, List<Ship>> keyValuePair1 in this.InterceptorDict) { List<Ship> list3 = new List<Ship>(); foreach (Ship ship in (List<Ship>)this.Ships) { if (ship.Role != "troop") list3.Add(ship); } List<Ship> list4 = new List<Ship>(); foreach (KeyValuePair<Ship, List<Ship>> keyValuePair2 in this.InterceptorDict) { list4.Add(keyValuePair2.Key); foreach (Ship ship in keyValuePair2.Value) list3.Remove(ship); } foreach (Ship toAttack in (IEnumerable<Ship>)Enumerable.OrderByDescending<Ship, float>((IEnumerable<Ship>)list4, (Func<Ship, float>)(ship => ship.GetStrength()))) { IOrderedEnumerable<Ship> orderedEnumerable2 = Enumerable.OrderByDescending<Ship, float>((IEnumerable<Ship>)list3, (Func<Ship, float>)(ship => ship.GetStrength())); float num4 = 0.0f; foreach (Ship ship in (IEnumerable<Ship>)orderedEnumerable2) { if ((double)num4 != 0.0) { if ((double)num4 >= (double)toAttack.GetStrength() * 1.5) break; } ship.GetAI().Intercepting = true; list3.Remove(ship); ship.GetAI().OrderAttackSpecificTarget(toAttack); this.InterceptorDict[toAttack].Add(ship); num4 += ship.GetStrength(); } } } if (this.InterceptorDict.Count == 0 || (double)this.Owner.GetGSAI().ThreatMatrix.PingRadarStr(Task.GetTargetPlanet().Position, 25000f, this.Owner) < 500.0) this.TaskStep = 4; lock (GlobalStats.TaskLocker) { this.Owner.GetGSAI().TaskList.thisLock.EnterReadLock(); using (List<MilitaryTask>.Enumerator resource_0 = this.Owner.GetGSAI().TaskList.GetEnumerator()) { while (resource_0.MoveNext()) { MilitaryTask local_43 = resource_0.Current; if (local_43.WaitForCommand && local_43.GetTargetPlanet() != null && local_43.GetTargetPlanet() == Task.GetTargetPlanet()) local_43.WaitForCommand = false; } this.Owner.GetGSAI().TaskList.thisLock.ExitReadLock(); break; } this.Owner.GetGSAI().TaskList.thisLock.ExitReadLock(); } } case 4: int num10 = 0; foreach (Ship ship in (List<Ship>)this.Ships) { if (ship.BombBays.Count > 0 && (double)ship.Ordinance / (double)ship.OrdinanceMax > 0.200000002980232) { num10 += ship.BombBays.Count; ship.GetAI().OrderBombardPlanet(Task.GetTargetPlanet()); } } float num11 = 0.0f; float num12 = 0.0f; float num13 = 0.0f; float num14 = 0.0f; foreach (Ship ship in (List<Ship>)this.Ships) { num11 += ship.Ordinance; num12 += ship.OrdinanceMax; foreach (Weapon weapon in ship.Weapons) { if ((double)weapon.OrdinanceRequiredToFire > 0.0) num13 = weapon.DamageAmount / weapon.fireDelay; if ((double)weapon.PowerRequiredToFire > 0.0) num14 = weapon.DamageAmount / weapon.fireDelay; } } float num15 = num13 + num14; if ((double)num13 >= 0.5 * (double)num15 && (double)num11 <= 0.100000001490116 * (double)num12) { this.TaskStep = 5; break; } else { bool flag3 = true; float groundStrOfPlanet = this.GetGroundStrOfPlanet(Task.GetTargetPlanet()); float num4 = 0.0f; foreach (Ship ship in (List<Ship>)this.Ships) { foreach (Troop troop in ship.TroopList) num4 += (float)troop.Strength; } if ((double)num4 > (double)groundStrOfPlanet || num10 < 6) { flag3 = true; } else { int num16 = 0; foreach (Ship ship in (List<Ship>)this.Ships) { if (ship.BombBays.Count > 0) { ++num16; if ((double)ship.Ordinance / (double)ship.OrdinanceMax > 0.200000002980232) { flag3 = false; break; } } } if (num16 == 0) flag3 = true; } if (flag3) { foreach (Ship ship in (List<Ship>)this.Ships) { if (ship.BombBays.Count > 0) { ship.GetAI().State = AIState.AwaitingOrders; ship.GetAI().OrderQueue.Clear(); } } this.Position = Task.GetTargetPlanet().Position; this.AssembleFleet(this.facing, Vector2.Normalize(this.Position - this.findAveragePosition())); using (List<Ship>.Enumerator enumerator = this.Ships.GetEnumerator()) { while (enumerator.MoveNext()) enumerator.Current.GetAI().OrderLandAllTroops(Task.GetTargetPlanet()); break; } } else { this.Ships.thisLock.EnterReadLock(); using (List<Ship>.Enumerator enumerator = this.Ships.GetEnumerator()) { while (enumerator.MoveNext()) { Ship current = enumerator.Current; if (current.BombBays.Count > 0) current.GetAI().OrderBombardPlanet(Task.GetTargetPlanet()); } this.Ships.thisLock.ExitReadLock(); break; } this.Ships.thisLock.ExitReadLock(); } } case 5: List<Planet> list5 = new List<Planet>(); this.Owner.GetPlanets().thisLock.EnterReadLock(); foreach (Planet planet in this.Owner.GetPlanets()) { if (planet.HasShipyard) list5.Add(planet); } this.Owner.GetPlanets().thisLock.ExitReadLock(); IOrderedEnumerable<Planet> orderedEnumerable3 = Enumerable.OrderBy<Planet, float>((IEnumerable<Planet>)list5, (Func<Planet, float>)(p => Vector2.Distance(this.Position, p.Position))); if (Enumerable.Count<Planet>((IEnumerable<Planet>)orderedEnumerable3) > 0) { this.Position = Enumerable.First<Planet>((IEnumerable<Planet>)orderedEnumerable3).Position; foreach (Ship ship in (List<Ship>)this.Ships) ship.GetAI().OrderResupply(Enumerable.First<Planet>((IEnumerable<Planet>)orderedEnumerable3), true); this.TaskStep = 6; break; } else { Task.EndTask(); break; } case 6: float num17 = 0.0f; float num18 = 0.0f; foreach (Ship ship in (List<Ship>)this.Ships) { ship.GetAI().HasPriorityOrder = true; num17 += ship.Ordinance; num18 += ship.OrdinanceMax; } if ((double)num17 < (double)num18 * 0.899999976158142) break; this.TaskStep = 0; break; } } } }
public override void Update(float elapsedTime) { if (!this.Active) return; //if (!GlobalStats.WarpInSystem && this.system != null) // this.InhibitedTimer = 1f; //else if (this.FTLmodifier < 1.0 && this.system != null && (this.engineState == Ship.MoveState.Warp && this.velocityMaximum < this.GetSTLSpeed())) this.HyperspaceReturn(); if (this.ScuttleTimer > -1.0 || this.ScuttleTimer <-1.0) { this.ScuttleTimer -= elapsedTime; if (this.ScuttleTimer <= 0.0) this.Die((GameplayObject)null, true); } if ((this.system != null && this.system.isVisible) || this.system == null) { BoundingSphere sphere = new BoundingSphere(new Vector3(this.Position, 0.0f), 2000f); if (Ship.universeScreen.Frustum.Contains(sphere) != ContainmentType.Disjoint && Ship.universeScreen.viewState <= UniverseScreen.UnivScreenState.SystemView) { this.InFrustum = true; this.ShipSO.Visibility = ObjectVisibility.Rendered; } else { this.InFrustum = false; this.ShipSO.Visibility = ObjectVisibility.None; } } else { this.InFrustum = false; this.ShipSO.Visibility = ObjectVisibility.None; } foreach (ProjectileTracker projectileTracker in (List<ProjectileTracker>)this.ProjectilesFired) { projectileTracker.Timer -= elapsedTime; if ((double)projectileTracker.Timer <= 0.0) this.ProjectilesFired.QueuePendingRemoval(projectileTracker); } this.ProjectilesFired.ApplyPendingRemovals(); this.ShieldRechargeTimer += elapsedTime; this.InhibitedTimer -= elapsedTime; this.Inhibited = this.InhibitedTimer > 0.0; if (this.Inhibited && this.engineState == Ship.MoveState.Warp) { this.HyperspaceReturn(); } if (this.TetheredTo != null) { this.Position = this.TetheredTo.Position + this.TetherOffset; this.Center = this.TetheredTo.Position + this.TetherOffset; } if (this.Mothership != null && !this.Mothership.Active) this.Mothership = (Ship)null; if (this.dying) { this.ThrusterList.Clear(); this.dietimer -= elapsedTime; if ((double)this.dietimer <= 1.89999997615814 && this.dieCue == null && this.InFrustum) { if (this.Size < 80) { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_small"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } else if (this.Size >= 80 && this.Size < 250) { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_medium"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } else { this.dieCue = AudioManager.GetCue("sd_explosion_ship_warpdet_large"); this.dieCue.Apply3D(Ship.universeScreen.listener, this.emitter); this.dieCue.Play(); } } if ((double)this.dietimer <= 0.0) { this.reallyDie = true; this.Die(this.LastDamagedBy, true); return; } else { if ((double)this.Velocity.Length() > (double)this.velocityMaximum) this.Velocity = Vector2.Normalize(this.Velocity) * this.velocityMaximum; Ship ship1 = this; Vector2 vector2_1 = ship1.Position + this.Velocity * elapsedTime; ship1.Position = vector2_1; Ship ship2 = this; Vector2 vector2_2 = ship2.Center + this.Velocity * elapsedTime; ship2.Center = vector2_2; int num1 = (int)(this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, 60f); if (num1 >= 57 && this.InFrustum) { float radius = this.ShipSO.WorldBoundingSphere.Radius; Vector3 vector3 = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius)); ExplosionManager.AddExplosion(vector3, radius, 2.5f, 0.2f); Ship.universeScreen.flash.AddParticleThreadA(vector3, Vector3.Zero); } if (num1 >= 40) { Vector3 position = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween(0.0f, this.Radius)); Ship.universeScreen.sparks.AddParticleThreadA(position, Vector3.Zero); } this.yRotation += this.xdie * elapsedTime; this.xRotation += this.ydie * elapsedTime; Ship ship3 = this; double num2 = (double)ship3.Rotation + (double)this.zdie * (double)elapsedTime; ship3.Rotation = (float)num2; if (this.ShipSO == null) return; if (Ship.universeScreen.viewState == UniverseScreen.UnivScreenState.ShipView && this.inSensorRange) { this.ShipSO.World = Matrix.Identity * Matrix.CreateRotationY(this.yRotation) * Matrix.CreateRotationX(this.xRotation) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateTranslation(new Vector3(this.Center, 0.0f)); if (this.shipData.Animated) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } } for (int index = 0; index < this.Projectiles.Count; ++index) { Projectile projectile = this.Projectiles[index]; if (projectile != null) { if (projectile.Active) projectile.Update(elapsedTime); else this.Projectiles.QueuePendingRemoval(projectile); } } this.emitter.Position = new Vector3( this.Center, 0);//GlobalStats.Config.EffectsVolume * -5000); foreach (ModuleSlot moduleSlot in this.ModuleSlotList) //Parallel.ForEach<ModuleSlot>(this.ModuleSlotList, moduleSlot => { moduleSlot.module.UpdateWhileDying(elapsedTime); }//); } } else if (!this.dying) { if (this.system != null && (double)elapsedTime > 0.0) { foreach (Planet p in this.system.PlanetList) { if ((double)Vector2.Distance(p.Position, this.Center) < 3000.0) { if (this.loyalty == Ship.universeScreen.player && !p.ExploredDict[this.loyalty]) { foreach (Building building in p.BuildingList) { if (!string.IsNullOrEmpty(building.EventTriggerUID)) Ship.universeScreen.NotificationManager.AddFoundSomethingInteresting(p); } } if (!p.ExploredDict[this.loyalty]) { p.ExploredDict[this.loyalty] = true; foreach (Building building in p.BuildingList) { if (!string.IsNullOrEmpty(building.EventTriggerUID) && this.loyalty != Ship.universeScreen.player && p.Owner == null) { MilitaryTask militaryTask = new MilitaryTask(); militaryTask.AO = p.Position; militaryTask.AORadius = 50000f; militaryTask.SetTargetPlanet(p); militaryTask.type = MilitaryTask.TaskType.Exploration; militaryTask.SetEmpire(this.loyalty); lock (GlobalStats.TaskLocker) this.loyalty.GetGSAI().TaskList.Add(militaryTask); } } //added by gremlin put shahmatts exploration notifications here } } } if (this.InCombat && this.GetAI().Target != null && this.GetAI().Target.GetSystem() != null && this.GetAI().Target.GetSystem() == this.GetSystem()) { this.system.CombatInSystem = true; this.system.combatTimer = 15f; } } if (this.disabled) { for (int index = 0; index < 5; ++index) { Vector3 vector3 = new Vector3((this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween((float)(-(double)this.radius / 3.0), this.radius / 3f), (this.system != null ? this.system.RNG : Ship.universeScreen.DeepSpaceRNG).RandomBetween((float)(-(double)this.radius / 3.0), this.radius / 3f), 0.0f); Ship.universeScreen.lightning.AddParticleThreadA(new Vector3(this.Center, 0.0f) + vector3, Vector3.Zero); } } Ship ship1 = this; double num1 = (double)ship1.Rotation + (double)this.RotationalVelocity * (double)elapsedTime; ship1.Rotation = (float)num1; if ((double)Math.Abs(this.RotationalVelocity) > 0.0) this.isTurning = true; if (!this.isSpooling && this.Afterburner != null && this.Afterburner.IsPlaying) this.Afterburner.Stop(AudioStopOptions.Immediate); this.ClickTimer -= elapsedTime; if ((double)this.ClickTimer < 0.0) this.ClickTimer = 10f; if (this.Active) { this.InCombatTimer -= elapsedTime; if (this.InCombatTimer > 0.0) { this.InCombat = true; } else { if (this.InCombat) this.InCombat = false; try { if (this.AI.State == AIState.Combat) { if (this.loyalty != Ship.universeScreen.player) { this.AI.State = AIState.AwaitingOrders; this.GetAI().OrderQueue.Clear(); } } } catch { } } this.Velocity.Length(); Ship ship2 = this; Vector2 vector2_1 = ship2.Position + this.Velocity * elapsedTime; ship2.Position = vector2_1; Ship ship3 = this; Vector2 vector2_2 = ship3.Center + this.Velocity * elapsedTime; ship3.Center = vector2_2; this.UpdateShipStatus(elapsedTime); if (!this.Active) return; if (!this.disabled && !Ship.universeScreen.Paused) //this.hasCommand && this.AI.Update(elapsedTime); if (this.InFrustum) { if (this.ShipSO == null) return; this.ShipSO.World = Matrix.Identity * Matrix.CreateRotationY(this.yRotation) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateTranslation(new Vector3(this.Center, 0.0f)); if (this.shipData.Animated && this.animationController != null) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } else if (this.shipData != null && this.animationController != null && this.shipData.Animated) { this.ShipSO.SkinBones = this.animationController.SkinnedBoneTransforms; this.animationController.Update(Game1.Instance.TargetElapsedTime, Matrix.Identity); } foreach (Thruster thruster in this.ThrusterList) { thruster.SetPosition(); Vector2 vector2_3 = new Vector2((float)Math.Sin((double)this.Rotation), -(float)Math.Cos((double)this.Rotation)); vector2_3 = Vector2.Normalize(vector2_3); float num2 = this.Velocity.Length() / this.velocityMaximum; if (this.isThrusting) { if (this.engineState == Ship.MoveState.Warp) { if ((double)thruster.heat < (double)num2) thruster.heat += 0.06f; this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, thruster.heat, 0.004f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } else { if ((double)thruster.heat < (double)num2) thruster.heat += 0.06f; if ((double)thruster.heat > 0.600000023841858) thruster.heat = 0.6f; this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, thruster.heat, 1.0f / 500.0f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } } else { this.pointat = new Vector3(vector2_3.X, vector2_3.Y, 0.0f); this.scalefactors = new Vector3(thruster.tscale, thruster.tscale, thruster.tscale); thruster.heat = 0.01f; thruster.update(thruster.WorldPos, this.pointat, this.scalefactors, 0.1f, 1.0f / 500.0f, Color.OrangeRed, Color.LightBlue, Ship.universeScreen.camPos); } } } if (this.isSpooling) this.fightersOut = false; if (this.isSpooling && !this.Inhibited) { this.JumpTimer -= elapsedTime; //task gremlin move fighter recall here. if (this.JumpTimer <= 4.0) // let's see if we can sync audio to behaviour with new timers { if (Vector2.Distance(this.Center, new Vector2(Ship.universeScreen.camPos.X, Ship.universeScreen.camPos.Y)) < 100000.0 && (this.Jump == null || this.Jump != null && !this.Jump.IsPlaying) && Ship.universeScreen.camHeight < 250000) { this.Jump = AudioManager.GetCue(this.GetStartWarpCue()); this.Jump.Apply3D(GameplayObject.audioListener, this.emitter); this.Jump.Play(); } } if (this.JumpTimer <= 0.1) { if (this.engineState == Ship.MoveState.Sublight )//&& (!this.Inhibited && this.GetFTLSpeed() > this.velocityMaximum)) { FTL ftl = new FTL(); ftl.Center = new Vector2(this.Center.X, this.Center.Y); //lock (FTLManager.FTLLock) FTLManager.FTLList.thisLock.EnterWriteLock(); FTLManager.FTLList.Add(ftl); FTLManager.FTLList.thisLock.ExitWriteLock(); this.engineState = Ship.MoveState.Warp; } else this.engineState = Ship.MoveState.Sublight; this.isSpooling = false; this.ResetJumpTimer(); } } if (this.isPlayerShip()) { if ((!this.isSpooling || !this.Active) && this.Afterburner != null) { if (this.Afterburner.IsPlaying) this.Afterburner.Stop(AudioStopOptions.Immediate); this.Afterburner = (Cue)null; } if (this.isThrusting && this.drone == null && this.AI.State == AIState.ManualControl) { this.drone = AudioManager.GetCue("starcruiser_drone01"); this.drone.Play(); } else if ((!this.isThrusting || !this.Active) && this.drone != null) { if (this.drone.IsPlaying) this.drone.Stop(AudioStopOptions.Immediate); this.drone = (Cue)null; } } this.emitter.Position = new Vector3(this.Center, 0); } if (elapsedTime > 0.0f) { //if (this.GetAI().fireTask != null && !this.GetAI().fireTask.IsCompleted) //{ // this.GetAI().fireTask.Wait(); //} //task gremlin look at parallel here for weapons foreach (Projectile projectile in (List<Projectile>)this.Projectiles) //Parallel.ForEach<Projectile>(this.projectiles, projectile => { if (projectile != null && projectile.Active) projectile.Update(elapsedTime); else { // projectile.Die(null, true); this.Projectiles.QueuePendingRemoval(projectile); } }//); foreach (Beam beam in (List<Beam>)this.beams) { Vector2 origin = new Vector2(); if (beam.moduleAttachedTo != null) { ShipModule shipModule = beam.moduleAttachedTo; origin = (int)shipModule.XSIZE != 1 || (int)shipModule.YSIZE != 3 ? ((int)shipModule.XSIZE != 2 || (int)shipModule.YSIZE != 5 ? new Vector2(shipModule.Center.X - 8f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2)) : new Vector2(shipModule.Center.X - 80f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2))) : new Vector2(shipModule.Center.X - 50f + (float)(16 * (int)shipModule.XSIZE / 2), shipModule.Center.Y - 8f + (float)(16 * (int)shipModule.YSIZE / 2)); Vector2 target = new Vector2(shipModule.Center.X - 8f, shipModule.Center.Y - 8f); float angleToTarget = HelperFunctions.findAngleToTarget(origin, target); Vector2 angleAndDistance = HelperFunctions.findPointFromAngleAndDistance(shipModule.Center, MathHelper.ToDegrees(shipModule.Rotation) - angleToTarget, 8f * (float)Math.Sqrt(2.0)); float num2 = (float)((int)shipModule.XSIZE * 16 / 2); float num3 = (float)((int)shipModule.YSIZE * 16 / 2); float distance = (float)Math.Sqrt((double)((float)Math.Pow((double)num2, 2.0) + (float)Math.Pow((double)num3, 2.0))); float radians = 3.141593f - (float)Math.Asin((double)num2 / (double)distance) + shipModule.GetParent().Rotation; origin = HelperFunctions.findPointFromAngleAndDistance(angleAndDistance, MathHelper.ToDegrees(radians), distance); int Thickness = this.system != null ? (int)this.system.RNG.RandomBetween((float)beam.thickness - 0.25f * (float)beam.thickness, (float)beam.thickness + 0.1f * (float)beam.thickness) : (int)Ship.universeScreen.DeepSpaceRNG.RandomBetween((float)beam.thickness - 0.25f * (float)beam.thickness, (float)beam.thickness + 0.1f * (float)beam.thickness); beam.Update(beam.moduleAttachedTo != null ? origin : beam.owner.Center, beam.followMouse ? Ship.universeScreen.mouseWorldPos : beam.Destination, Thickness, Ship.universeScreen.view, Ship.universeScreen.projection, elapsedTime); if ((double)beam.duration < 0.0 && !beam.infinite) { beam.Die(null, false); this.beams.QueuePendingRemoval(beam); } } else { beam.Die(null, false); this.beams.QueuePendingRemoval(beam); } }//); //this.beams.thisLock.ExitReadLock(); this.beams.ApplyPendingRemovals(); //foreach (Projectile projectile in this.projectiles.pendingRemovals) // projectile.Die(null,false); this.Projectiles.ApplyPendingRemovals(); } } }