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Original file line number Diff line number Diff line change
Expand Up @@ -93,78 +93,78 @@ function inquisition_fleet_inspection_chase(){

// Sets up an inquisitor ship to do an inspection on the HomeWorld
function new_inquisitor_inspection(){
var inspection_set = false;
var target_system = "none";
var new_inquis_fleet;
if (obj_ini.fleet_type==ePlayerBase.home_world){
if (obj_ini.fleet_type == ePlayerBase.home_world) {
var monestary_system = "none";
// If player does not own their homeworld than do a fleet inspection instead
var player_stars = [];
with(obj_star){
if (owner==eFACTION.Player) then array_push(player_stars,id);
if (system_feature_bool(p_feature, P_features.Monastery)){
monestary_system=self;
with(obj_star) {
if (owner == eFACTION.Player) {
array_push(player_stars, id);
}
if (system_feature_bool(p_feature, P_features.Monastery)) {
monestary_system = self;
}
}
if (monestary_system!="none"){
target_system=monestary_system;
} else if (array_length(player_stars)>0){
target_system=player_stars[0];
if (monestary_system != "none"){
target_system = monestary_system;
} else if (array_length(player_stars) > 0) {
target_system = player_stars[0];
}

if (target_system!="none"){
inspection_set = true;
if (target_system != "none") {
var target_star = target_system;
var tar,new_inquis_fleet;
var xx=target_star.x;
var yy=target_star.y;
var tar, new_inquis_fleet;
var xx = target_star.x;
var yy = target_star.y;

//get the second or third closest planet to launch inquisitor from
var from_star = distance_removed_star(target_star.x,target_star.y);
new_inquis_fleet=instance_create(from_star.x,from_star.y,obj_en_fleet);
var from_star = distance_removed_star(target_star.x, target_star.y);
new_inquis_fleet = instance_create(from_star.x, from_star.y, obj_en_fleet);


with (new_inquis_fleet){
base_inquis_fleet();
action_x=xx;
action_y=yy;
set_fleet_movement();
with (new_inquis_fleet) {
base_inquis_fleet();
action_x = xx;
action_y = yy;
set_fleet_movement();
}
var mess=$"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}";
mess += " wishes to inspect your chapter base at "+string(target_star.name);
scr_alert("green","inspect",mess,target_star.x,target_star.y);
obj_controller.last_world_inspection=obj_controller.turn;
var mess = $"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}";
mess += " wishes to inspect your chapter base at " + string(target_star.name);
scr_alert("green", "inspect", mess, target_star.x, target_star.y);
obj_controller.last_world_inspection = obj_controller.turn;
// we sent an inspection, we are done
return;
}
}
if (obj_ini.fleet_type = ePlayerBase.home_world || !inspection_set){
// If player does not own their homeworld than do a fleet inspection instead
// otherwise, do a fleet inspection.

var target_player_fleet = get_largest_player_fleet();
if (target_player_fleet != "none"){
var target_player_fleet = get_largest_player_fleet();
if (target_player_fleet != "none") {

//get the second or third closest planet to launch inquisitor from
var from_star = distance_removed_star(target_player_fleet.x,target_player_fleet.y);
//get the second or third closest planet to launch inquisitor from
var from_star = distance_removed_star(target_player_fleet.x, target_player_fleet.y);

new_inquis_fleet=instance_create(from_star.x,from_star.y,obj_en_fleet);
var obj;
with (new_inquis_fleet){
base_inquis_fleet();
target = target_player_fleet;
chase_fleet_target_set();
obj=instance_nearest(action_x,action_y,obj_star);
trade_goods+="_fleet";
}
new_inquis_fleet = instance_create(from_star.x, from_star.y, obj_en_fleet);
var obj;
with (new_inquis_fleet) {
base_inquis_fleet();
target = target_player_fleet;
chase_fleet_target_set();
obj = instance_nearest(action_x, action_y, obj_star);
trade_goods += "_fleet";
}

var mess=$"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}";
var mess = $"Inquisitor {obj_controller.inquisitor[new_inquis_fleet.inquisitor]}";

mess+=" wishes to inspect your fleet at "+string(obj.name);
scr_alert("green","inspect",mess,obj.x,obj.y);
mess += " wishes to inspect your fleet at " + string(obj.name);
scr_alert("green", "inspect", mess, obj.x, obj.y);

obj_controller.last_fleet_inspection=obj_controller.turn;
obj_controller.last_fleet_inspection = obj_controller.turn;

instance_activate_object(obj_star);
}
}
instance_activate_object(obj_star);
}
}

function inquisition_inspection_logic(){
Expand Down