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/*%FSM<COMPILE "E:\Bohemia Interactive\ArmA 2\FSM Editor Personal Edition\scriptedFSM.cfg, conquest">*/
/*%FSM<HEAD>*/
/*
item0[] = {"Init",0,4346,53.240814,-221.988968,143.240845,-171.989166,0.000000,"Init"};
item1[] = {"End",1,250,-216.387955,-52.508366,-126.387947,-2.508394,0.000000,"End"};
item2[] = {"Update_Conquest",2,250,-82.090652,-139.314026,7.909359,-89.314034,0.000000,"Update" \n "Conquest"};
item3[] = {"Loop",4,218,53.846153,-139.681244,143.846161,-89.681236,0.000000,"Loop"};
item4[] = {"Gameover",4,218,-216.387955,-139.464890,-126.387947,-89.464890,0.000000,"Gameover"};
link0[] = {0,3};
link1[] = {2,3};
link2[] = {2,4};
link3[] = {3,2};
link4[] = {4,1};
globals[] = {0.000000,0,0,0,0,640,480,1,8,6316128,1,-348.696411,348.696136,79.849762,-328.514618,921,592,1};
window[] = {0,-1,-1,-1,-1,837,100,1513,100,1,939};
*//*%FSM</HEAD>*/
class FSM
{
  fsmName = "conquest";
  class States
  {
    /*%FSM<STATE "Init">*/
    class Init
    {
      name = "Init";
      init = /*%FSM<STATEINIT""">*/"_ntime = 0;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Loop">*/
        class Loop
        {
          priority = 0.000000;
          to="Update_Conquest";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"time > _ntime"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "End">*/
    class End
    {
      name = "End";
      init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "Update_Conquest">*/
    class Update_Conquest
    {
      name = "Update_Conquest";
      init = /*%FSM<STATEINIT""">*/"_wt = [];" \n
       "_et = [];" \n
       "" \n
       "{" \n
       "	_sideID = _x getVariable 'sideID';" \n
       "	if (_sideID == WestID) then {_wt = _wt + [_x]};" \n
       "	if (_sideID == EastID) then {_et = _et + [_x]};" \n
       "} forEach towns;" \n
       "" \n
       "{" \n
       "	Private [""_hq"",""_set"",""_side"",""_sideID"",""_sideTowns"",""_sideVar""];" \n
       "	_sideTowns = _x select 0;" \n
       "	_sideVar = _x select 1;" \n
       "	_side = _x select 2;" \n
       "	_sideID = _x select 3;" \n
       "	_set = [];" \n
       "	" \n
       "	if (count _sideTowns > 0) then {" \n
       "		{" \n
       "			_neighbors = _x getVariable ""neighbors"";" \n
       "			if !(isNil ""_neighbors"") then {" \n
       "				{" \n
       "					if ((_x getVariable ""sideID"") != _sideID) then {" \n
       "						_x setVariable [_sideVar, true];" \n
       "						if !(_x in _set) then {_set = _set + [_x]};" \n
       "					};" \n
       "				} forEach _neighbors;" \n
       "			};" \n
       "		} forEach _sideTowns;" \n
       "	} else {" \n
       "		_hq = (_side) Call GetSideHQ;" \n
       "		_nearest = ([_hq, towns] Call SortByDistance) select 0;" \n
       "		if !(_nearest getVariable _sideVar) then {_nearest setVariable [_sideVar, true]};" \n
       "		_set = [_nearest];" \n
       "	};" \n
       "" \n
       "	_set = towns - _set;" \n
       "	{" \n
       "		if (_x getVariable _sideVar) then {_x setVariable [_sideVar, false]};" \n
       "	} forEach _set;" \n
       "} forEach [[_wt, ""wfbe_cancap_w"", west, WESTID], [_et, ""wfbe_cancap_e"", east, EASTID]];" \n
       "" \n
       "_ntime = time + 10;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Gameover">*/
        class Gameover
        {
          priority = 0.000000;
          to="End";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"gameOver"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "Loop">*/
        class Loop
        {
          priority = 0.000000;
          to="Update_Conquest";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"time > _ntime"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
  };
  initState="Init";
  finalStates[] =
  {
    "End",
  };
};
/*%FSM</COMPILE>*/