Add: Handling of town cargoes in challenge creation.
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168
main.nut
168
main.nut
@@ -21,6 +21,81 @@ function FMainClass::ExamineCargoes()
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}
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}
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}
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}
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// Find cargo sources.
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// @param cargo_id Cargo index (index in this.cargoes).
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// @return List of resources that produce the requested cargo, list of
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// 'ind' or 'town' number, 'prod' produced amount, 'transp' transported amount, and 'loc' location.
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function FMainClass::FindSources(cargo_id)
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{
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local cargo = this.cargoes[cargo_id];
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local num_sources = 0;
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local sources = {};
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if (cargo.freight) {
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// For 'freight' cargoes, check the producing industries for sufficient available production.
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foreach (ind, _ in GSIndustryList_CargoProducing(cargo.cid)) {
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local prod_amount = GSIndustry.GetLastMonthProduction(ind, cargo.cid);
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if (prod_amount < 10) continue;
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local transp_amount = GSIndustry.GetLastMonthTransported(ind, cargo.cid);
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if (prod_amount - transp_amount < 10) continue;
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local loc = GSIndustry.GetLocation(ind);
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sources[num_sources] <- {ind=ind, prod=prod_amount, transp=transp_amount, loc=loc};
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num_sources += 1;
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}
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}
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if (cargo.effect != GSCargo.TE_NONE) {
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// For 'town effect' cargoes, check the towns for sufficient available production.
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foreach (town, _ in GSTownList()) {
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local prod_amount = GSTown.GetLastMonthProduction(town, cargo.cid);
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if (prod_amount < 10) continue;
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local transp_amount = GSTown.GetLastMonthSupplied(town, cargo.cid);
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if (prod_amount - transp_amount < 10) continue;
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local loc = GSTown.GetLocation(town);
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sources[num_sources] <- {town=town, prod=prod_amount, transp=transp_amount, loc=loc};
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num_sources += 1;
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}
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}
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return sources;
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}
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// Find destinations for the cargo.
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// @param cargo_id Cargo index (index in this.cargoes).
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// @param company Company to inspect.
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// @return A list of destinations, tables 'ind' or 'town' id, and a 'loc' location.
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function FMainClass::FindDestinations(cargo_id, company)
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{
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local cargo = this.cargoes[cargo_id];
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local num_dests = 0;
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local dests = {};
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if (cargo.freight) {
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// Assume all industries are willing to accept the cargo.
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foreach (ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) {
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local loc = GSIndustry.GetLocation(ind);
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dests[num_dests] <- {ind=ind, loc=loc};
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num_dests += 1;
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}
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}
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if (cargo.effect != GSCargo.TE_NONE) {
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// Find towns with sufficient rating.
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local acceptable_ratings = [
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GSTown.TOWN_RATING_MEDIOCRE, GSTown.TOWN_RATING_GOOD,
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GSTown.TOWN_RATING_VERY_GOOD, GSTown.TOWN_RATING_EXCELLENT,
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GSTown.TOWN_RATING_OUTSTANDING, GSTown.TOWN_RATING_INVALID
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];
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foreach (town, _ in GSTownList()) {
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local rating = GSTown.GetRating(town, company);
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if (rating in acceptable_ratings) {
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local loc = GSTown.GetLocation(town);
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dests[num_dests] <- {town=town, loc=loc};
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num_dests += 1;
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}
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}
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}
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return dests;
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}
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// Construct a score for the distance
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// Construct a score for the distance
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// @param desired Desired distance.
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// @param desired Desired distance.
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// @param actual Actual distance.
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// @param actual Actual distance.
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@@ -34,81 +109,66 @@ function FMainClass::GetDistanceScore(desired, actual)
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// Try to find a challenge for a given cargo and a desired distance.
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// Try to find a challenge for a given cargo and a desired distance.
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// @param cargo Cargo entry from FMainClass.cargoes (table with 'cid', 'freight', 'effect').
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// @param cargo Cargo entry from FMainClass.cargoes (table with 'cid', 'freight', 'effect').
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// @param distance Desired distance between source and target.
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// @param distance Desired distance between source and target.
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// @param company Company to find a challenge for.
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// @return Best accepting industry to use, or 'null' if no industry-pair found.
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// @return Best accepting industry to use, or 'null' if no industry-pair found.
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function FMainClass::FindChallenge(cargo, distance)
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function FMainClass::FindChallenge(cargo_id, distance, company)
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{
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{
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if (cargo.freight) {
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local prods = this.FindSources(cargo_id);
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local prod_inds = GSIndustryList_CargoProducing(cargo.cid); // Cache the list of producers.
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local accepts = this.FindDestinations(cargo_id, company);
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local best_score = 0; // Best overall distance.
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local best_score = 0; // Best overall distance.
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local best_accept_ind = null; // Best industry to target.
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local best_accept = null; // Best accepting to target.
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foreach (accept_ind, _ in GSIndustryList_CargoAccepting(cargo.cid)) {
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foreach (_, accept in accepts) {
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local accept_tile = GSIndustry.GetLocation(accept_ind);
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local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry.
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local prod_score = GetDistanceScore(distance, min_prod_distance);
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foreach (_, prod in prods) {
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local actual_dist = GSTile.GetDistanceManhattanToTile(accept.loc, prod.loc);
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if (actual_dist > distance * 2) continue; // Too far away, skip.
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local min_prod_distance = distance * 2; // Smallest found distance to the accepting industry.
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if (actual_dist < min_prod_distance) {
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local prod_score = GetDistanceScore(distance, min_prod_distance);
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min_prod_distance = actual_dist;
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foreach (prod_ind, _ in prod_inds) {
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prod_score = this.GetDistanceScore(distance, min_prod_distance);
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if (prod_ind == accept_ind) continue;
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if (min_prod_distance < distance && prod_score < best_score) break;
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local actual_dist = GSIndustry.GetDistanceManhattanToTile(prod_ind, accept_tile);
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if (actual_dist > distance * 2) continue; // Too far away, skip.
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if (actual_dist < min_prod_distance) {
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min_prod_distance = actual_dist;
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prod_score = this.GetDistanceScore(distance, min_prod_distance);
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if (min_prod_distance < distance && prod_score < best_score) break;
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}
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}
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if (prod_score > best_score) { // The accepting industry is better than what we have.
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prod_score = best_score;
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best_accept_ind = accept_ind;
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}
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}
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}
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}
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return best_accept_ind;
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if (prod_score > best_score) { // The accepting industry is better than what we have.
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prod_score = best_score;
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best_accept = accept;
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}
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}
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}
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return null; // XXX Town stuff not implemented yet.
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return best_accept;
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}
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}
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function FMainClass::Start()
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function FMainClass::Start()
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{
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{
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// Wait for the game to start
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this.Sleep(1); // Wait for the game to start.
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this.Sleep(1);
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this.ExamineCargoes();
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this.ExamineCargoes();
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// foreach(idx, val in cargoes) {
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local accept = FindChallenge(0, 50, GSCompany.COMPANY_FIRST); // Mail challenge
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// GSLog.Info(idx + " : " + GSCargo.GetCargoLabel(val.cid) + ", " + val.cid + ", " + val.freight + ", " + val.effect);
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if (accept != null) {
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// }
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if ("town" in accept) {
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GSLog.Info("Use town " + GSTown.GetName(accept.town));
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} else {
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GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
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}
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}
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local accept_ind = FindChallenge(cargoes[3], 50);
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local accept = FindChallenge(3, 50, GSCompany.COMPANY_FIRST); // Mail challenge
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if (accept_ind != null) {
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if (accept != null) {
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GSLog.Info("Use " + GSIndustry.GetName(accept_ind));
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if ("town" in accept) {
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GSLog.Info("Use town " + GSTown.GetName(accept.town));
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} else {
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GSLog.Info("Use industry " + GSIndustry.GetName(accept.ind));
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}
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}
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}
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// this is proof of concept only
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// this is proof of concept only
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for (local cid = GSCompany.COMPANY_FIRST; cid < GSCompany.COMPANY_LAST; cid++) {
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for (local cid = GSCompany.COMPANY_FIRST; cid <= GSCompany.COMPANY_LAST; cid++) {
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GSLog.Info(cid);
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GSLog.Info(cid);
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GSGoal.New(cid, "Foo", GSGoal.GT_NONE, 0);
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GSGoal.New(cid, "Foo", GSGoal.GT_NONE, 0);
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}
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}
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// for (local cid = 0; cid < 32; cid += 1) {
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// if (!GSCargo.IsValidCargo(cid)) continue;
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// local label = cid + " (" + GSCargo.GetCargoLabel(cid) + ")"
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// if (GSCargo.IsFreight(cid)) {
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// GSLog.Info(label + " is freight.");
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// local accept_inds = GSIndustryList_CargoAccepting(cid);
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// local prod_inds = GSIndustryList_CargoProducing(cid);
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// foreach (industry,_ in prod_inds) {
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// GSLog.Info("Produces " + label + " @ " + GSIndustry.GetName(industry));
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// }
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// foreach (industry,_ in accept_inds) {
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// GSLog.Info("Accepts " + label + " @ " + GSIndustry.GetName(industry));
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// }
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// } else if (GSCargo.GetTownEffect(cid) != GSCargo.TE_NONE) {
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// GSLog.Info(label + " affects town.");
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// } else {
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// GSLog.Info(label + " does nothing.");
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// }
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// }
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while (true) {
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while (true) {
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local lake_news = GSText(GSText.STR_LAKE_NEWS);
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local lake_news = GSText(GSText.STR_LAKE_NEWS);
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if (GSBase.Chance(1, 5)) {
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if (GSBase.Chance(1, 5)) {
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