Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var Races []cs.Race = []cs.Race{ { Name: "HE🫥", PluralName: "HE🫥s", PRT: cs.HE, LRTs: cs.Bitmask(cs.IFE) | cs.Bitmask(cs.ISB) | cs.Bitmask(cs.NRSE) | cs.Bitmask(cs.GR) | cs.Bitmask(cs.OBRM) | cs.Bitmask(cs.NAS), ImmuneGrav: true, ImmuneTemp: true, ImmuneRad: true, GrowthRate: 4, PopEfficiency: 10, FactoryOutput: 15, FactoryCost: 6, NumFactories: 23, FactoriesCostLess: true, MineOutput: 15, MineCost: 2, NumMines: 21, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostLess, Weapons: cs.ResearchCostLess, Propulsion: cs.ResearchCostLess, Construction: cs.ResearchCostLess, Electronics: cs.ResearchCostLess, Biotechnology: cs.ResearchCostLess, }, }, { Name: "SS", PluralName: "SSs", PRT: cs.SS, LRTs: cs.Bitmask(cs.IFE) | cs.Bitmask(cs.ARM) | cs.Bitmask(cs.MA) | cs.Bitmask(cs.RS), HabLow: cs.Hab{ Grav: 20, Temp: 5, }, HabHigh: cs.Hab{ Grav: 92, Temp: 53, }, ImmuneRad: true, GrowthRate: 15, PopEfficiency: 8, FactoryOutput: 15, FactoryCost: 10, NumFactories: 25, MineOutput: 10, MineCost: 5, NumMines: 9, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostExtra, Weapons: cs.ResearchCostExtra, Propulsion: cs.ResearchCostExtra, Construction: cs.ResearchCostExtra, Electronics: cs.ResearchCostExtra, Biotechnology: cs.ResearchCostExtra, }, TechsStartHigh: true, }, { Name: "WM", PluralName: "WMs", PRT: cs.WM, LRTs: cs.Bitmask(cs.OBRM) | cs.Bitmask(cs.NAS) | cs.Bitmask(cs.CE), HabLow: cs.Hab{ Grav: 40, Temp: 40, }, HabHigh: cs.Hab{ Grav: 100, Temp: 100, }, ImmuneRad: true, GrowthRate: 13, PopEfficiency: 10, FactoryOutput: 11, FactoryCost: 9, NumFactories: 12, FactoriesCostLess: true, MineOutput: 10, MineCost: 3, NumMines: 12, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostExtra, Weapons: cs.ResearchCostLess, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostLess, Electronics: cs.ResearchCostExtra, Biotechnology: cs.ResearchCostExtra, }, TechsStartHigh: true, }, { Name: "CA", PluralName: "CAs", PRT: cs.CA, LRTs: cs.Bitmask(cs.TT) | cs.Bitmask(cs.GR) | cs.Bitmask(cs.OBRM) | cs.Bitmask(cs.LSP), HabLow: cs.Hab{ Grav: 28, Temp: 28, Rad: 28, }, HabHigh: cs.Hab{ Grav: 72, Temp: 72, Rad: 72, }, GrowthRate: 19, PopEfficiency: 9, FactoryOutput: 10, FactoryCost: 10, NumFactories: 13, FactoriesCostLess: true, MineOutput: 10, MineCost: 5, NumMines: 11, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostExtra, Weapons: cs.ResearchCostStandard, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostStandard, Electronics: cs.ResearchCostExtra, Biotechnology: cs.ResearchCostLess, }, }, { Name: "IS", PluralName: "ISs", PRT: cs.IS, LRTs: cs.Bitmask(cs.IFE) | cs.Bitmask(cs.NRSE) | cs.Bitmask(cs.GR) | cs.Bitmask(cs.NAS), HabLow: cs.Hab{ Grav: 0, Rad: 0, }, HabHigh: cs.Hab{ Grav: 52, Rad: 52, }, ImmuneTemp: true, GrowthRate: 13, PopEfficiency: 10, FactoryOutput: 10, FactoryCost: 10, NumFactories: 12, MineOutput: 10, MineCost: 5, NumMines: 12, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostStandard, Weapons: cs.ResearchCostLess, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostLess, Electronics: cs.ResearchCostStandard, Biotechnology: cs.ResearchCostStandard, }, }, { Name: "SD", PluralName: "SDs", PRT: cs.SD, LRTs: cs.LRTNone, HabLow: cs.Hab{ Grav: 15, Temp: 15, Rad: 15, }, HabHigh: cs.Hab{ Grav: 85, Temp: 85, Rad: 85, }, GrowthRate: 15, PopEfficiency: 10, FactoryOutput: 10, FactoryCost: 10, NumFactories: 10, MineOutput: 10, MineCost: 5, NumMines: 10, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostStandard, Weapons: cs.ResearchCostStandard, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostStandard, Electronics: cs.ResearchCostStandard, Biotechnology: cs.ResearchCostStandard, }, }, { Name: "PP", PluralName: "PPs", PRT: cs.PP, LRTs: cs.Bitmask(cs.ISB) | cs.Bitmask(cs.GR) | cs.Bitmask(cs.ARM), HabLow: cs.Hab{ Temp: 0, Rad: 46, }, HabHigh: cs.Hab{ Temp: 52, Rad: 100, }, ImmuneGrav: true, GrowthRate: 14, PopEfficiency: 11, FactoryOutput: 9, FactoryCost: 10, NumFactories: 10, MineOutput: 10, MineCost: 4, NumMines: 11, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostLess, Weapons: cs.ResearchCostExtra, Propulsion: cs.ResearchCostExtra, Construction: cs.ResearchCostLess, Electronics: cs.ResearchCostExtra, Biotechnology: cs.ResearchCostExtra, }, }, { Name: "IT", PluralName: "ITs", PRT: cs.IT, LRTs: cs.LRTNone, HabLow: cs.Hab{ Grav: 15, Temp: 15, Rad: 15, }, HabHigh: cs.Hab{ Grav: 85, Temp: 85, Rad: 85, }, GrowthRate: 15, PopEfficiency: 10, FactoryOutput: 10, FactoryCost: 10, NumFactories: 10, MineOutput: 10, MineCost: 5, NumMines: 10, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostStandard, Weapons: cs.ResearchCostStandard, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostStandard, Electronics: cs.ResearchCostStandard, Biotechnology: cs.ResearchCostStandard, }, }, { Name: "AR", PluralName: "ARs", PRT: cs.AR, LRTs: cs.Bitmask(cs.IFE) | cs.Bitmask(cs.ISB) | cs.Bitmask(cs.ARM) | cs.Bitmask(cs.NRSE), HabLow: cs.Hab{ Temp: 62, Rad: 64, }, HabHigh: cs.Hab{ Temp: 98, Rad: 100, }, ImmuneGrav: true, GrowthRate: 18, PopEfficiency: 10, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostLess, Weapons: cs.ResearchCostStandard, Propulsion: cs.ResearchCostExtra, Construction: cs.ResearchCostStandard, Electronics: cs.ResearchCostExtra, Biotechnology: cs.ResearchCostExtra, }, }, { Name: "Humanoid", PluralName: "Humanoids", PRT: cs.JoaT, LRTs: cs.LRTNone, HabLow: cs.Hab{ Grav: 15, Temp: 15, Rad: 15, }, HabHigh: cs.Hab{ Grav: 85, Temp: 85, Rad: 85, }, GrowthRate: 15, PopEfficiency: 10, FactoryOutput: 10, FactoryCost: 10, NumFactories: 10, MineOutput: 10, MineCost: 5, NumMines: 10, ResearchCost: cs.ResearchCost{ Energy: cs.ResearchCostStandard, Weapons: cs.ResearchCostStandard, Propulsion: cs.ResearchCostStandard, Construction: cs.ResearchCostStandard, Electronics: cs.ResearchCostStandard, Biotechnology: cs.ResearchCostStandard, }, }, }
Functions ¶
func GetRandomRace ¶
func NewAIPlayer ¶
Types ¶
type Personality ¶
type Personality string
each AI has a personality that influences decisions
const ( Neutral Personality = "" Aggressive Personality = "Aggressive" Defensive Personality = "Defensive" Sneaky Personality = "Sneaky" )
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