Update! Source Code:
https://hastebin.com/ovipegeked.cpp(Will post source code now and than so people who don't frequent the discord can also enjoy browsing my absolutely perfect code.)
Contains no new content, but contains a bunch of tweaks and utility!
Utility:Ingame:
Dynamic descriptions. Actually see whats happening!
Start station: Lists all train lines, along with capacity, build timers, number of ships in its train, and if its currently running or building.
End station: Lists capacity, build timer, number of ships in its train, and if its currently running or building.
Train ship: See if its currently part of a line, or idling around like a lazy bugger.
Reward stations: Lists precise numbers for the number of ships required for things to occur. (Aka, number of ships until next reward or upgrade.)
Outgame:
Added in a new external constants xml file. This allows both myself, and any of you who download this, to modify various values for the reward stations in games. If you want to set the turret cap per planet to 9 million and crash your game, by all means. (Please note, you will not actually crash your game.)
Will, of course, be updated as new reward stations are added.
Code:Moved everything not related to game commands out of DoLongRangePlanning to help against potential desyncs in the future. (This was a pain, and the code is somewhat messy, but I think its understandable enough in how it works to not require a brand new recode to reorder it from scratch.)
Removed the use of local random number generation. (Didn't swap to Context random, but rather entirely redid how turrets upgrade themself with thanks to Badger.)
I stuck assault ri- *cough* I put in a bunch of sanity checks in various locations to hopefully nip any future bugs in the bud.
Fixed a bug where train cars would start stacking, and the train lines would start crashing the game in fear of all their goods going missing.