code:
:: Dairy [nobr jump-to-safe jump-from-safe]

<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.dairy)>>
<<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Dairy", $encyclopedia = "Dairy", _SL = $slaves.length, _DL = _slaves.length>>

<<set _dairyNameCaps = capFirstChar($dairyName)>>

<<if ($dairyRestraintsSetting != 2) || ($dairyRestraintsUpgrade != 1)>>
	<<if $dairyStimulatorsSetting == 2>>
		<<set $dairyStimulatorsSetting = 1>>
	<</if>>
	<<if $dairyPregSetting >= 2>>
		<<set $dairyPregSetting = 1>>
	<</if>>
	<<if $dairyFeedersSetting == 2>>
		<<set $dairyFeedersSetting = 1>>
	<</if>>
<</if>>

	<<if ($MilkmaidID != 0) && ($dairyRestraintsSetting == 2)>>
		<<setLocalPronouns _S.Milkmaid>>
		_S.Milkmaid.slaveName has been removed from $his position as Milkmaid, since an industrialized dairy automates $his duties.
		<<= removeJob(_S.Milkmaid, "be the Milkmaid")>>
	<</if>>

<<if (_DL > 1)>>

		<<if $dairyFeedersSettingChanged == 1>>
			In unison, the milking machines press their feeding phalli into the slaves' mouths and down their throats. Once situated, they begin to facefuck the slaves, who gag and struggle as they figure out how to breathe while this is going on. Once each slave is no longer panicking and is inhaling and exhaling regularly, there is a hydraulic sound and the transparent reservoir of feeding fluid near their head begins to drain. The slaves swallow desperately, their bellies beginning to swell with nutrition and drugs.
		<<elseif $dairyFeedersSettingChanged == -1>>
			In unison, the milking machines withdraw their feeders from the slaves' throats. The slaves gag and cough, strings of feeding fluid and saliva running between their lips and the heads of the feeding phalli. These remain close to their faces so that the slaves can suck them off once they get hungry, which they will, very soon. The slaves' mouths and tongues are very tired, and most of them rest with their mouths open and their tongues hanging out.
		<</if>>

		<<if $dairyPregSettingChanged == 1>>
			<<set _purgedSlaves = false>>
			<<for _slave range _slaves>>
				<<setLocalPronouns _slave>>
				<<if (_slave.vagina > -1) && (_slave.vagina < 3)>>
					_slave.slaveName's milking machine ejects $him, since it cannot fit the mandated dildo into $his tight cunt.
					<<= removeJob(_slave, Job.DAIRY)>>
					<<set _purgedSlaves = true>>
					<<continue>>
				<</if>>
				<<if ($dairyPregSetting > 0)>>
					<<set WombCleanGenericReserve(_slave, "incubator", 9999)>>
					<<set WombCleanGenericReserve(_slave, "nursery", 9999)>>
					<<if ((_slave.broodmother > 0) || (_slave.bellyImplant != -1))>>
						_slave.slaveName's milking machine ejects $him, since it detected a foreign body in $his womb blocking its required functions.
						<<= removeJob(_slave, Job.DAIRY)>>
						<<set _purgedSlaves = true>>
					<</if>>
				<</if>>
			<</for>>
			<<if _purgedSlaves>>
				<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.dairy)>>
				<<set _DL = _slaves.length>>
			<</if>>
			In unison, the milking machines withdraw their dildos from the pregnant slaves' vaginas. The auxiliary drug injectors hiss as the slaves are filled with drugs that promote natural lubrication. The slaves begin to shift awkwardly as they feel their pussies begin to drool slick female fluids. Once a machine judges that its slave's cunt is sufficiently wet, it readies a gigantic dildo. The slaves cannot see their own groins, but as soon as the heads of the dildos touch their pussylips, they begin to
			<<if $dairyFeedersSetting < 2>>
				struggle instinctively against their restraints, and the more energetic ones begin to weep.
			<<else>>
				struggle instinctively against their restraints.
			<</if>>
			As the massive phalli begin to ejaculate fertility drugs and semen, they drive all resistance out of the poor girls.
		<<elseif $dairyPregSettingChanged == -1>>
			In unison, the milking machines withdraw their monstrous dildos from the pregnant slaves' stretched cunts. Their pussies' overcharged production of natural lubricant produces a gush of pent-up female fluids from each loose vagina as the phalli slide clear.
			<<if $dairyFeedersSetting < 2>>
				The slaves moan with relief at the sudden reduction in fullness. Being penetrated like that while pregnant must be quite uncomfortable.
			<<else>>
				The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them relax a little in their restraints.
			<</if>>
			The machines do replace the withdrawn dildos with more reasonably sized phalli and resume thrusting, but the slaves are relieved anyway.
		<</if>>

		<<if $dairyStimulatorsSettingChanged == 1>>
			<<set _purgedSlaves = false>>
			<<for _slave range _slaves>>
				<<if (_slave.anus < 3)>>
					<<setLocalPronouns _slave>>
					_slave.slaveName's milking machine ejects $him, since it cannot fit its massive anal dildo up $his tight asshole.
					<<= removeJob(_slave, Job.DAIRY)>>
					<<set _purgedSlaves = true>>
				<</if>>
			<</for>>
			<<if _purgedSlaves>>
				<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.dairy)>>
				<<set _DL = _slaves.length>>
			<</if>>
			In unison, the milking machines shove their dildos deep into slaves' anuses, ejaculating large quantities of lubricant deep inside their rectums. The slaves start in surprise at the sudden rush of warm slick fluid, and then relax as the phalli withdraw themselves from their butts. Their relief is short-lived, however, as their assholes are only empty for a moment. The reasonably sized dildos are replaced with dildos the size of horse cocks. As soon as the slaves feel the heads of these monstrous phalli press inexorably against their sphincters,
			<<if $dairyFeedersSetting < 2>>
				they begin to scream and struggle instinctively. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their whining
			<<else>>
				they begin to struggle wildly. As the constant assrape that will define their existences for the foreseeable future begins in earnest, their wriggling
			<</if>>
			gradually diminishes as each slave is exhausted and slumps within their restraints. The machines take no notice, and continue the relentless sodomy.
		<<elseif $dairyStimulatorsSettingChanged == -1>>
			In unison, the milking machines withdraw their gargantuan dildos from the slaves' loosened anuses.
			<<if $dairyFeedersSetting < 2>>
				Several of the more energetic slaves begin to cry quietly with relief
			<<else>>
				The slaves are silent, since their mouths and throats are being fucked by the feeders, but most of them slump against their machines with relief
			<</if>>
			as their sphincters gradually recover from wide open to merely gaping. The machines switch out the withdrawn dildos for phalli that are just large, but the slaves barely react at all as they are penetrated. After what their sphincters have been through, a merely big dick is nothing to them.
		<</if>>

	<<setNonlocalPronouns $seeDicks>>

		<<if $dairyRestraintsSettingChanged == 1>>
			<<if $dairyRestraintsSetting == 1>>
				<<set _purgedSlaves = false>>
				<<for _slave range _slaves>>
					<<setLocalPronouns _slave>>
					<<if (_slave.indentureRestrictions >= 2)>>
						_slave.slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from restraint for milking.
						<<= removeJob(_slave, Job.DAIRY)>>
						<<set _purgedSlaves = true>>
					<</if>>
				<</for>>
				<<if _purgedSlaves>>
					<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.dairy)>>
					<<set _DL = _slaves.length>>
				<</if>>
				The next cow to stumble over to a milking machine to be drained is gently but firmly embraced by its restraints, allowing it to suck _himU dry and violate _himU without any regard for _hisU feelings. Most of the cows accept this new wrinkle in their lives, since the restraints let them go afterward, and the milking machines bring temporary relief. Some, however, begin to regard the machines with concern.
			<<else>>
				The next cow to stumble over to a milking machine to be drained finds to _hisU surprise that _heU is not restrained while it sucks _himU dry. _HeU wiggles around experimentally, verifying that _heU is indeed free to pull _himselfU away from its ministrations if _heU wishes. There's little actual impact on the cows' behavior, since they still need the relief the machines offer.
			<</if>>
		<<elseif $dairyRestraintsSettingChanged == -1>>
			<<if $dairyRestraintsSetting == 1>>
				<<set _purgedSlaves = false>>
				<<for _slave range _slaves>>
					<<if (_slave.indentureRestrictions >= 1)>>
						<<setLocalPronouns _slave>>
						_slave.slaveName's milking machine declines to restrain $him, since $he is encoded as an indentured servant protected from being restrained for milking.
						<<= removeJob(_slave, "work in the dairy")>>
						<<set _purgedSlaves = true>>
					<</if>>
				<</for>>
				<<if _purgedSlaves>>
					<<set _slaves = App.Utils.sortedEmployees(App.Entity.facilities.dairy)>>
					<<set _DL = _slaves.length>>
				<</if>>
				The next time a cow tries to get up after being milked, _heU finds to _hisU sudden terror that the machine will not let _himU go. It continues to add fluids to _hisU body, and remove them from _hisU nipples, ignoring _hisU mounting panic as _heU realizes that it's to be _hisU new partner and lover, on a level far more intimate than any possible human relationship. The other cows approach their machines with trepidation, but the mounting pressure in their udders forces them to embrace their immurement despite their terror.
			<<else>>
				The next time a cow finishes an intensive milking period, _hisU restraints loosen. _HeU does not move for a long time, as though _heU is unable to believe that _heU is, at least in an immediate and local sense, free. Finally, _heU prises _himselfU out of _hisU milking machine's embrace, thick strings of fluid leading from it to _hisU orifices as _heU pulls each one off of its corresponding port.
			<</if>>
		<</if>>

<</if>>

<<set $dairyStimulatorsSettingChanged = 0, $dairyFeedersSettingChanged = 0, $dairyPregSettingChanged = 0, $dairyRestraintsSettingChanged = 0>>

	<<if ($dairyRestraintsSetting > 1)>>
		_dairyNameCaps is an industrial facility, but there's a viewing gallery for visitors.
		<<switch $dairyDecoration>>
			<<case "Roman Revivalist">>
				The screens there review each slave's liquid contributions to the state in minute detail.
			<<case "Neo-Imperialist">>
				The sleek screens display a variety of statistics on each slave's vitals and production.
			<<case "Aztec Revivalist">>
				The strange sight of the milking machines, designed to look like fertility statues gives the space an imposing feeling.
			<<case "Egyptian Revivalist">>
				The screens there list a tally of each slave's contributions to the harvest this season. They also identify related slaves who occupy multi-slave milking machines so that they may feed each other directly.
			<<case "Edo Revivalist">>
				It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed amongst tatami mats and rice paper partitions.
			<<case "Arabian Revivalist">>
				It looks out on a strangely contradictory sight: a beautiful and terrible combination of modern slavery and technology, placed inside brightly tiled walls.
			<<case "Chinese Revivalist">>
				The milking machines are fascinating: they're encased in decorative carvings, making it look like the slaves are in the embrace of traditional Chinese depictions of lions, bears, and dragons.
			<<case "Chattel Religionist">>
				It presents the inmates as lessons, here to expiate their sins in a purgatory created by technology.
			<<case "Degradationist">>
				The screens there feature, among a sea of facts and figures about each slave, their most recent brain scan.
			<<case "Repopulationist">>
				The gallery is placed for a good view of each slave's swelling breasts and growing pregnancy. A screen is prominently displayed before each slave, detailing the number of babies she produced and the current number occupying their womb.
			<<case "Eugenics">>
				The screens there tell very little about the slaves within. That information is privy only to Society's Elite.
			<<case "Asset Expansionist">>
				It's designed for VIP visits, since this place is arguably the present apogee of expansionism. Nowhere else can breasts become so large. This is a place for pride.
			<<case "Transformation Fetishist">>
				It's designed for VIP visits, since this place is arguably the present apogee of transformationism. Nowhere else can slaves be so radically changed, from humans into something less — and something more.
			<<case "Gender Radicalist">>
				The gallery is placed for a good view of each slave's front, from their head to what's between their spread legs.
			<<case "Gender Fundamentalist">>
				The gallery is placed for a good view of each slave's breasts, belly, and cunt. Visitors can critically compare each feminine advantage.
			<<case "Physical Idealist">>
				The gallery is placed for a good view of each slave's body. Though muscles are at a lower premium here, there is intense interest in such radical changes to human biology.
			<<case "Supremacist">>
				The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more subhumans serve in this way. Many more.
			<<case "Subjugationist">>
				The screens there give information about each cow, but the data they present is also predictive. They imply a vision for a world in which more milking machines have $arcologies[0].FSSubjugationistRace components. Many more.
			<<case "Paternalist">>
				The screens there include feeds that show what media is being pumped into the slaves through their machines. It's designed to provide as much mental stimulation as possible.
			<<case "Pastoralist">>
				The screens there let the production figures speak for themselves. There may be more personable cows out there, but they don't produce milk like these do.
			<<case "Maturity Preferentialist">>
				The screens there give each slave's productivity and forecast it into the future. The facility is unmatched at extracting value from mature bodies.
			<<case "Youth Preferentialist">>
				The screens there give each slave's productivity and forecast it into the future. The best bodies here have many, many years of productivity ahead of them.
			<<case "Body Purist">>
				The screens there offer reams of data on each slave's product purity. Drugs are necessary here, and each body's balance results in a different grade of product.
			<<case "Slimness Enthusiast">>
				The screens there alternate live views of the fashionably slim cows in their stalls with brief infomercials on the specialized techniques and equipment $dairyName uses to extract milk from such modest udders.
			<<case "Hedonistic">>
				The gallery is placed for a good view of each slave's fattened body and the undulations running through them from the force of the milkers<<if $dairyPregSetting || $dairyFeedersSetting || $dairyStimulatorsSetting>> and other assorted tubes and dildos<</if>>.
			<<case "Intellectual Dependency">>
				The screens there feature an active scan showcasing each slave's diminishing brain activity.
			<<case "Slave Professionalism">>
				It serves as a dire warning to what happens to unskilled, moronic slaves.
			<<case "Petite Admiration">>
				The gallery is placed for a good view of each slave's petite body. Those that don't fit in a standard milking unit are kept well out of sight.
			<<case "Statuesque Glorification">>
				The gallery is placed for a good view of each slave's body. Fascinated visitors may peruse each slave's productivity statistics contrasted against their height on a corresponding touchscreen.
			<<default>>
				Fascinated visitors may peruse each slave's productivity statistics on a corresponding touchscreen.
		<</switch>>
	<<else>>
		_dairyNameCaps
		<<switch $dairyDecoration>>
			<<case "Roman Revivalist">>
				is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Roman goddess of bountiful harvests.
			<<case "Neo-Imperialist">>
				is cold and industrial, filled with the latest in industrial harvesting technology. The slaves do their duty underneath the hanging banners of your house, reminding them who owns their very bodies and all they produce.
			<<case "Aztec Revivalist">>
				is sterile and organized, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Aztec god of the Earth.
			<<case "Egyptian Revivalist">>
				is functional and clean, using traditional methods wherever possible. At one end of the long row of stalls there is an alcove with a shrine to the Egyptian god of bountiful harvests.
			<<case "Edo Revivalist">>
				is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by walking on a wooden wheel that raises fresh water to $dairyName.
			<<case "Arabian Revivalist">>
				is clean and traditional. Its dusky stone walls keep it so warm that the cows go nude, basking in the hot sun between milkings.
			<<case "Chinese Revivalist">>
				is clean and traditional. The stalls are constructed of bamboo and carefully shaped wood, and muscle power is used wherever possible. Cows exercise and help out by fetching and carrying as best they can.
			<<case "Chattel Religionist">>
				is functional and clean. There are nice quotations from the holy book on the walls, and there is a little shrine designed to allow a cow who has difficulty standing to make their devotions comfortably.
			<<case "Degradationist">>
				is harsh and utilitarian. There are stands to restrain cows who aren't being milked for dosing, punishment, or sexual use. There are cattle prods here and there to use on resistant cows, unproductive cows, or cows one wishes to hear scream.
			<<case "Repopulationist">>
				is comfortable and well-kept. The milking machines are specially designed to maximize a pregnant cow's comfort. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep.
			<<case "Eugenics">>
				is comfortable, well-kept and well-monitored. Cows are kept track of at all times to make sure no-one tries to increase milk production via pregnancy.
			<<case "Asset Expansionist">>
				looks misleadingly industrial at first glance. Though the cows here are free-range, the facility mounts a system of slings and cranes to allow slaves with massive udders to walk around with their tits suspended from the ceiling.
			<<case "Transformation Fetishist">>
				looks like a medical facility at first glance. Transformation is just as much a priority as production: there are surgical and drug injection machines right here.
			<<case "Gender Radicalist">>
				is comfortable and well-kept. The milking machines include perianal vibrators to massage slaves from butthole to cock while they give cum.
			<<case "Gender Fundamentalist">>
				is comfortable and well-kept. The milking machines include vibrators so that cows can get off while they're milked.
			<<case "Physical Idealist">>
				could be mistaken for a gym with milking machines. Cows here are expected to keep fit between milkings, since the best milk comes from cattle who are healthy, muscular, and strong.
			<<case "Supremacist">>
				is spartan, since that's all subhuman cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or subhuman cows one wishes to hear scream.
			<<case "Subjugationist">>
				is spartan, since that's all $arcologies[0].FSSubjugationistRace cows need. There are cattle prods here and there to use on resistant cows, unproductive cows, or $arcologies[0].FSSubjugationistRace cows one wishes to hear scream.
			<<case "Paternalist">>
				is comfortable and well-kept. Rather than stalls, $dairyName has an open arrangement of machines cows can use freely, and a lovely common area they can relax in afterward.
			<<case "Pastoralist">>
				is state of the art, but is also brilliantly designed to look like a barn. All the advanced machinery retracts when not in use, leaving the cows in a clean, airy pastoral paradise. It smells of summer.
			<<case "Maturity Preferentialist">>
				is inviting and homelike. After a milking, cows have a wide selection of soft furniture to choose from, so comfortable that most fall fast asleep.
			<<case "Youth Preferentialist">>
				is functional, but fun. There are all sorts of fun activities to keep the cows amused between milkings, cleverly adapted for girls with massive mammaries.
			<<case "Body Purist">>
				is state of the art, and spotlessly clean. All attention here is on the cows, to keep them happy, productive, and pure.
			<<case "Slimness Enthusiast">>
				is quite unusual. Since the cows it milks may not necessarily have gigantic boobs, the milking machines here can adapt to drain cream from any body.
			<<case "Hedonistic">>
				is comfortable and fun. The stalls are filled with thick, soft pillows to lounge on while hooked to the milking machines and with plenty of toys to make use of while getting milked. Cows here are expected to binge eat between milkings, since the best milk comes from cattle who are immobile, stuffed with food and hugely fat.
			<<case "Intellectual Dependency">>
				is simple and fun. Getting situated for milking is easy enough for even the dumbest cow to figure out and there are all sorts of activities to keep the cows amused between milkings.
			<<case "Slave Professionalism">>
				is functional and clean. A wide selection of informative documentaries and books are available for cows to keep their minds sharp while the milker does its business.
			<<case "Petite Admiration">>
				is comfortable and well-kept. While designed for miniature cows, accommodations for large udders allow even the lankiest of cattle to make use of the machinery.
			<<case "Statuesque Glorification">>
				is comfortable and well-kept. While designed for towering cows, accommodations for large udders allow even the shortest of cattle to make use of the machinery; even if they need help to reach it.
			<<default>>
				is comfortable and well-kept. It features nice rest areas for cows to lounge in after a milking, and exercise equipment to keep them healthy.
		<</switch>>
	<</if>>

	<<if _DL > 2>>
		_dairyNameCaps is working steadily.
		<<if ($dairyRestraintsUpgrade == 1) && ($dairyRestraintsSetting > 1)>>
			Each cow is strapped into their own milking machine. The machines are set up in rows, alternating forward and backward so that the cows are interleaved as closely as possible without touching.
			<<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>>
				<<if $dairyFeedersSetting == 2>>
					A phallic feeding tube completely fills each cow's mouth and throat, making it eerily quiet in there. Occasionally one of the cows convulses when a particularly long rush of food and drugs flows down their gullet.
				<<else>>
					When feeding is required, a phallus extends into cows' mouths.
				<</if>>
			<</if>>
			<<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>>
				<<if $dairyStimulatorsSetting == 2>>
					Every cow is being sodomized by a massive phallus. Most are pumping away gently, the strokes taking a long time to push the half-<<if $showInches == 2>>yard<<else>>meter<</if>> of shaft into each slave's rectum and pull it out again. When a slave's balls are ready to give cum, however, the pace quickens, and the agonized slave wriggles in involuntary desperation to escape until they finally stiffen, squirt, and slump in exhaustion.
				<<else>>
					Each cow's anus is periodically fucked by a machine phallus that ejaculates hydration directly up their butt. When a slave's balls are ready to give cum, they are mercilessly sodomized until prostate stimulation forces an orgasm.
				<</if>>
			<</if>>
			<<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>>
				<<if $dairyPregSetting == 3>>
					Fertile cows' vaginas are constantly penetrated by huge dildos that ejaculate extra strong fertility drugs into their progressively distending wombs. The drugs induce intense arousal and excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises and nonstop moaning.
				<<elseif $dairyPregSetting == 2>>
					Fertile cows' vaginas are constantly penetrated by huge dildos that ejaculate fertility drugs. The drugs produce excessive female lubrication, so the constant dildo rape fills $dairyName with occasional gushing noises.
				<<else>>
					The fertile cows are visibly pregnant.
				<</if>>
			<</if>>
		<<else>>
			The row of milking machines is available for cows to use.
			<<if ($dairyRestraintsSetting > 0)>>
				When they do, the machines gently restrain them until they are completely done.
			<</if>>
			<<if ($dairyFeedersUpgrade == 1) && ($dairyFeedersSetting > 0)>>
				The machines mount convenient phallic feeders for slaves to suck for tasty food while they're milked.
			<</if>>
			<<if ($dairyPregUpgrade == 1) && ($dairyPregSetting > 0)>>
				The fertile cows are visibly pregnant.
			<</if>>
			<<if ($dairyStimulatorsUpgrade == 1) && ($dairyStimulatorsSetting > 0)>>
				The machines gently sodomize cows who need the extra nutrition and treatment the dildos can ejaculate into them<<if $seeDicks > 0>>, and fuck them more vigorously when they need help ejaculating.<</if>>
			<</if>>
		<</if>>
	<<elseif $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren > 0>>
		_dairyNameCaps is quiet and calm. The only sounds are faint sucking and gushing noises.
	<<elseif _DL > 0>>
		_dairyNameCaps is sparsely populated.
	<<elseif $MilkmaidID != 0>>
		_S.Milkmaid.slaveName is alone in $dairyName, and has nothing to do but clean and maintain the equipment.
	<<else>>
		_dairyNameCaps is empty and desolate.

			<<link "Decommission the dairy" "Main">>
				<<set $dairy = 0, $dairyFeedersUpgrade = 0, $dairyPregUpgrade = 0, $dairyStimulatorsUpgrade = 0, $dairyDecoration = "standard", $dairyFeedersSetting = 0, $dairyPregSetting = 0, $dairyStimulatorsSetting = 0, $dairyHyperPregRemodel = 0, $cumPipeline = 0, $milkPipeline = 0>>
				<<run App.Arcology.cellUpgrade($building, App.Arcology.Cell.Manufacturing, "Dairy", "Manufacturing")>>
			<</link>>

	<</if>>

	<<set _Tmult0 = Math.trunc($dairy*1000*$upgradeMultiplierArcology)>>
	_dairyNameCaps can support $dairy milkers.
	There <<if _DL == 1>>is<<else>>are<</if>> currently _DL cow<<if _DL != 1>>s<</if>>.

		[[Expand the dairy|Dairy][cashX(forceNeg(_Tmult0), "capEx"), $dairy += 5, $PC.skill.engineering += .1]]

			Costs <<print cashFormat(_Tmult0)>> and will increase upkeep costs

		<<if _DL > 0>>
			<<includeDOM removeFacilityWorkers(App.Entity.facilities.dairy, "rest", "get milked")>>
		<</if>>

	<<set _Tmult1 = Math.trunc(10000*$upgradeMultiplierArcology)>>
	<<if $dairyFeedersUpgrade == 1>>
		The milking machines can hold feeders in slaves' mouths and inject drugs into their bodies, ensuring ideal nutrition and production.

			The feeders are
			<<if $dairyFeedersSetting == 2>>
				''industrial.''
				[[Moderate|Dairy][$dairyFeedersSetting = 1, $dairyFeedersSettingChanged = -1]]
			<<elseif $dairyFeedersSetting == 1>>
				''active.''
				[[Inactive|Dairy][$dairyFeedersSetting = 0]]
				<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>>
					| [[Industrial|Dairy][$dairyFeedersSetting = 2, $dairyFeedersSettingChanged = 1]]
				<</if>>
			<<else>>
				''inactive.''
				[[Active|Dairy][$dairyFeedersSetting = 1]]
			<</if>>

	<<else>>
		_dairyNameCaps is equipped to feed and clean slaves normally.

			[[Upgrade the milking machines with intubators|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyFeedersUpgrade = 1, $PC.skill.engineering += 0.1]]

				Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs

	<</if>>

	<<if $seePreg != 0>>
		<<set _Tmult3 = Math.trunc(2500*$upgradeMultiplierArcology)>>
		<<if $dairyPregUpgrade == 1>>
			_dairyNameCaps can support cow pregnancies.

				Fertile cows' wombs are
				<<if $dairyPregSetting == 3>>
					''worked to capacity.'' [[Industrial|Dairy][$dairyPregSetting = 2]]
				<<elseif $dairyPregSetting == 2>>
					''industrially employed.''
					<<if ($seeExtreme != 0) && ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyHyperPregRemodel == 1)>>
						[[Mass Production|Dairy][$dairyPregSetting = 3]] |
					<</if>>
					[[Moderate|Dairy][$dairyPregSetting = 1, $dairyPregSettingChanged = -1]]
				<<elseif $dairyPregSetting == 1>>
					''for hire.''
					[[Not for hire|Dairy][$dairyPregSetting = 0]]
					<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>>
						| [[Industrial|Dairy][$dairyPregSetting = 2, $dairyPregSettingChanged = 1]]
					<</if>>
				<<else>>
					''not for hire.''
					[[For hire|Dairy][$dairyPregSetting = 1]]
				<</if>>

		<<else>>
			_dairyNameCaps is not prepared to support cow pregnancies, and therefore cannot be used to contract out fertile slaves' wombs.

				[[Upgrade the dairy to support pregnancies|Dairy][cashX(forceNeg(_Tmult3), "capEx"), $dairyPregUpgrade = 1]]

					Costs <<print cashFormat(_Tmult3)>> and will increase upkeep costs

		<</if>>
	<</if>>

	<<if $dairyStimulatorsUpgrade == 1>>
		The milking machines mount reciprocating dildos that can sodomize the slaves, delivering extra nutrition and pharmaceuticals. <<if $seeDicks > 0>>The prostate stimulation also serves to increase semen production, where appropriate.<</if>>

			The sodomizers are
			<<if $dairyStimulatorsSetting == 2>>
				''industrial,''employing dildos the size of horse phalli.
				[[Moderate|Dairy][$dairyStimulatorsSetting = 1, $dairyStimulatorsSettingChanged = -1]]
			<<elseif $dairyStimulatorsSetting == 1>>
				''active.''
				[[Deactivate|Dairy][$dairyStimulatorsSetting = 0]]
				<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>>
					| [[Industrial|Dairy][$dairyStimulatorsSetting = 2, $dairyStimulatorsSettingChanged = 1]]
				<</if>>
			<<else>>
				''inactive.''
				[[Activate|Dairy][$dairyStimulatorsSetting = 1]]
			<</if>>

	<<else>>
		_dairyNameCaps does not automatically sodomize.

			[[Upgrade the cockmilking machines with sodomizers|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyStimulatorsUpgrade = 1, $PC.skill.engineering += 0.1]]

				Costs <<print cashFormat(_Tmult1)>> and will increase upkeep costs

	<</if>>

	<<set _Tmult2 = Math.trunc(5000*$upgradeMultiplierArcology)>>
	<<if ($dairyPregSetting == 2) || ($dairyStimulatorsSetting == 2)>>
		<<if $dairyPrepUpgrade == 1>>
			_dairyNameCaps features a preparatory raper designed to gape slaves for integration.
		<<else>>
			_dairyNameCaps's industrial machines can only accept slaves with loose holes.

				[[Install a preparatory raper|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyPrepUpgrade = 1, $PC.skill.engineering += 0.1]]

					Costs <<print cashFormat(_Tmult2)>>

		<</if>>
	<</if>>

	<<if $dairyRestraintsUpgrade == 1>>
		_dairyNameCaps is equipped to restrain cows.

			The cows are restrained
			<<if $dairyRestraintsSetting == 2>>
				''permanently,'' allowing use of industrial techniques even devoted cows would flinch at.
				[[Only during milking|Dairy][$dairyRestraintsSetting = 1, $dairyRestraintsSettingChanged = -1]]
			<<elseif $dairyRestraintsSetting == 1>>
				''when being milked,'' giving the machines full play.
				[[Free range|Dairy][$dairyRestraintsSetting = 0, $dairyRestraintsSettingChanged = -1]] |
				[[Permanent machine milking|Dairy][$dairyRestraintsSetting = 2, $dairyRestraintsSettingChanged = 1]]
			<<else>>
				''only when necessary,'' allowing obedient cows freedom to range around.
				[[Restrain the cows|Dairy][$dairyRestraintsSetting = 1, $dairyRestraintsSettingChanged = 1]]
			<</if>>

	<<else>>
		_dairyNameCaps is not equipped to restrain recalcitrant cows.

			[[Equip the dairy with milking racks|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairyRestraintsUpgrade = 1]]

				Costs <<print cashFormat(_Tmult2)>>

	<</if>>

	<<if ($seeHyperPreg == 1) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2) && ($dairyPregSetting >= 1)>>
		<<if $dairyHyperPregRemodel == 1>>
			_dairyNameCaps's milking racks have been remodeled to allow cows' abnormal pregnancies room to grow.
		<<else>>
			_dairyNameCaps's milking racks can be remodeled to hold hyper-pregnant cattle.

				[[Expand the milking racks|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyHyperPregRemodel = 1]]

					Costs <<print cashFormat(_Tmult1)>>

		<</if>>
	<</if>>

	<<if ($bioreactorsAnnounced != 0) && ($dairyRestraintsSetting == 2) && ($dairyStimulatorsSetting == 2) && ($dairyFeedersSetting == 2)>>
		_dairyNameCaps will

			<<if $createBioreactors == 1>>
				''convert perfected cows into equipment,'' removing them from slave status, permanently.
				[[Cancel conversion|Dairy][$createBioreactors = 0]]
			<<else>>
				''leave perfected cows as slaves.''
				[[Convert them into equipment|Dairy][$createBioreactors = 1]]
			<</if>>

	<</if>>

	<<if $arcologies[0].FSSlimnessEnthusiast > 80>>
		<<if $dairySlimMaintainUpgrade == 1>>
			Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been updated with optimized milkers for small breasts, and a customized drug regimen to extract maximum output while maintaining small breast sizes.
			<<if $dairySlimMaintain == 1>>
				_dairyNameCaps is currently set to limit the breast growth of slimmer slaves while maximizing their milk output.

					[[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]]

						NOTE: This may allow the automatic administration of lactation inducing drugs

			<<else>>
				_dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking.

					[[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]]

						NOTE: This will NOT remove existing lactation implants

			<</if>>
		<<else>>
			Dairy cows' breasts will expand normally as a result of the milking process.

				[[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]]

					Costs <<print cashFormat(_Tmult2)>>

		<</if>>
	<<elseif $arcologies[0].FSSlimnessEnthusiast > 20>>
		<<if $dairySlimMaintainUpgrade == 1>>
			Thanks to advances precipitated by the arcology's commitment to the fashion of slimmer slaves, $dairyName has been re-engineered so that its milking process can now prevent the unwanted breast expansion of fashionably slim slaves.
			<<if $dairySlimMaintain == 1>>
				_dairyNameCaps is currently set to limit the breast growth of slimmer slaves.

					[[Return to Normal Operation|Dairy][$dairySlimMaintain = 0]]

						NOTE: This may allow the automatic administration of lactation inducing drugs

			<<else>>
				_dairyNameCaps is currently set to normal operation, and will allow the breasts of slimmer slaves to expand due to milking.

					[[Set milkers to preserve small breast sizes|Dairy][$dairySlimMaintain = 1]]

						NOTE: This will NOT remove existing lactation implants

			<</if>>
		<<else>>
			Dairy cows' breasts will expand normally as a result of the milking process.

				[[Optimize the milking process to preserve small breast sizes|Dairy][cashX(forceNeg(_Tmult2), "capEx"), $dairySlimMaintainUpgrade = 1, $dairySlimMaintain = 1, $PC.skill.engineering += 0.1]]

					Costs <<print cashFormat(_Tmult2)>>

		<</if>>
	<</if>>

	<<if $dairySlimMaintain == 0>>
		<<if $dairyImplantsSetting == 1>>
			All cows will undergo lactation implant surgery to increase their milk output.

				[[Restrict lactation surgery on cum-cows|Dairy][$dairyImplantsSetting = 0]] |
				[[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] |
				[[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]]

		<<elseif $dairyImplantsSetting == 2>>
			Cows will not undergo surgical procedures to maximize production.

				[[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] |
				[[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] |
				[[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]]

		<<elseif $dairyImplantsSetting == 3>>
			Non-lactating cows incapable of producing cum will undergo manual stimulation to promote natural production.

				[[Maximize production in all cattle|Dairy][$dairyImplantsSetting = 1]] |
				[[Maximize production in only milkable cows|Dairy][$dairyImplantsSetting = 0]] |
				[[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]]

		<<else>>
			Naturally lactating cows, cows with non-lactating breasts, and cows incapable of producing cum will undergo lactation implant surgery to increase their milk output. Cows with working prostates will have them enhanced.

				[[Maximize lactation in all cattle|Dairy][$dairyImplantsSetting = 1]] |
				[[Restrict maximization surgery on cattle|Dairy][$dairyImplantsSetting = 2]] |
				[[Encourage natural lactation in cattle|Dairy][$dairyImplantsSetting = 3]]

		<</if>>
	<<else>>
		Current settings do not implant lactation implants into cows.
	<</if>>

	<<if $dairySlimMaintainUpgrade == 1 || $arcologies[0].FSSlimnessEnthusiast > 20>>
		<<set _note = "NOTE: Slimness controls will override all weight settings">>
	<<else>>
		<<set _note = "">>
	<</if>>
	<<if $dairyWeightSetting == 0>>
		_dairyNameCaps is keeping cows at least chubby.

			[[Increase Weight Target|Dairy][$dairyWeightSetting = 1]] |
			[[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]]
			<<print _note>>

	<<elseif $dairyWeightSetting == 1>>
		_dairyNameCaps aims to keep cows overweight.

			[[Increase Weight Target|Dairy][$dairyWeightSetting = 2]] |
			[[Decrease Weight Target|Dairy][$dairyWeightSetting = 0]] |
			[[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]]
			<<print _note>>

	<<elseif $dairyWeightSetting == 2>>
		_dairyNameCaps aims to keep cows fat.

			[[Increase Weight Target|Dairy][$dairyWeightSetting = 3]] |
			[[Decrease Weight Target|Dairy][$dairyWeightSetting = 1]] |
			[[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]]
			<<print _note>>

	<<elseif $dairyWeightSetting == 3>>
		_dairyNameCaps aims to keep cows very fat.

			[[Increase Weight Target|Dairy][$dairyWeightSetting = 4]] |
			[[Decrease Weight Target|Dairy][$dairyWeightSetting = 2]] |
			[[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]]
			<<print _note>>

	<<elseif $dairyWeightSetting == 4>>
		_dairyNameCaps aims to keep cows so fat they can barely move.

			[[Decrease Weight Target|Dairy][$dairyWeightSetting = 3]] |
			[[Disable Dietary Control|Dairy][$dairyWeightSetting = -1]]
			<<print _note>>

	<<else>>
		_dairyNameCaps is currently not monitoring slave diets and will allow you full control.

			[[Enable Dietary Control|Dairy][$dairyWeightSetting = 0]]
			<<print _note>>

	<</if>>

	<<set _note = "NOTE: Favors milk production if available">>
	<<if $dairyHormonesSetting == 0>>
		Cows will not be given hormones.

			[[Apply Hormones|Dairy][$dairyHormonesSetting = 1]] |
			[[Apply Intense Hormones|Dairy][$dairyHormonesSetting = 2]] |
			[[Disable Hormone Control|Dairy][$dairyHormonesSetting = -1]]
			<<print _note>>

	<<elseif $dairyHormonesSetting == 1>>
		Cows will be given hormones.

			[[Increase Hormone Dosage|Dairy][$dairyHormonesSetting = 2]] |
			[[Hormone Free|Dairy][$dairyHormonesSetting = 0]] |
			[[Disable Hormone Control|Dairy][$dairyHormonesSetting = -1]]
			<<print _note>>

	<<elseif $dairyHormonesSetting == 2>>
		Cows will undergo intense hormone treatment.

			[[Decrease Hormone Dosage|Dairy][$dairyHormonesSetting = 1]] |
			[[Hormone Free|Dairy][$dairyHormonesSetting = 0]] |
			[[Disable Hormone Control|Dairy][$dairyHormonesSetting = -1]]
			<<print _note>>

	<<else>>
		Hormone application is left to your discretion.

			[[Apply Hormones|Dairy][$dairyHormonesSetting = 1]] |
			[[Apply Intense Hormones|Dairy][$dairyHormonesSetting = 2]] |
			[[Hormone Free|Dairy][$dairyHormonesSetting = 0]]
			<<print _note>>

	<</if>>

	<<if $arcologies[0].FSPaternalist == "unset">>
		<<if $dairyUpgradeMenials == 1>>
			<<if $menialBioreactors > 0>>
				Menial Bioreactors are restrained here and there, in every unused space. Hoses run from their nipples
				<<if $seeDicks != 0>>
					and penises
				<</if>>
				into the machinery, and from the machinery into their mouths<<if $seeDicks != 100>>, anuses, and the pussies beneath their pregnant bellies<<else>> and anuses<</if>>.
			<<else>>
				In addition to the standard milking machines, $dairyName includes numerous hose hookups for menial Bioreactors. When there's space, any menial milkers you own can be placed in any empty space and connected.
			<</if>>
		<<else>>
			There is no provision for milking menial Bioreactors.

				[[Add hose hookups|Dairy][cashX(forceNeg(_Tmult1), "capEx"), $dairyUpgradeMenials = 1]]

					Costs <<print cashFormat(_Tmult1)>>

		<</if>>
	<</if>>

<<if ($dairyPregSetting > 1) || ($dairyFeedersSetting > 1) || ($dairyStimulatorsSetting > 1)>>

		@@.yellow;WARNING:@@ current milking machine settings will have dramatic and possibly irreversible effects on cow bodies and minds.

<</if>>

<<includeDOM App.Facilities.Dairy.Stats(true)>>

	<<set _facility = App.Entity.facilities.dairy>>
	<<if (_S.Milkmaid)>>
		<<includeDOM App.UI.SlaveList.displayManager(_facility)>>
		<<if canAchieveErection(_S.Milkmaid) && _S.Milkmaid.pubertyXY == 1>>
			<<setLocalPronouns _S.Milkmaid>>
			<<if $milkmaidImpregnates == 1>>
				Keeping the cows pregnant is part of $his job.

					<<link "Order $him to stop impregnating" "Dairy">>
						<<set $milkmaidImpregnates = 0>>
					<</link>>

			<<elseif $seePreg != 0>>
				$He could be directed to keep the cows pregnant $himself.

					<<link "Order $him to impregnate" "Dairy">>
						<<set $milkmaidImpregnates = 1>>
					<</link>>

			<</if>>
		<</if>>
	<<elseif $dairyRestraintsSetting > 1>>

			Current milking machine settings make a Milkmaid superfluous by replacing their duties with automation

	<<else>>
		You do not have a slave serving as a Milkmaid. [[Appoint one|Milkmaid Select]]
	<</if>>
	<<set _seed = $bioreactorsXY+$bioreactorsXX+$bioreactorsHerm+$bioreactorsBarren>>
	<<if _seed > 0>>
		<<if _seed > 1>>

				In addition, _seed milking machines have biological components installed in them.

		<<else>>

			In addition, one milking machine has biological components installed in it.

		<</if>>
	<</if>>

	<<includeDOM App.UI.SlaveList.listSJFacilitySlaves(_facility)>>

	Rename $dairyName: <<textbox "$dairyName" $dairyName "Dairy">>

		Use a noun or similar short phrase

<<run App.UI.SlaveList.ScrollPosition.restore()>>


code:
:: random event roll

<<if $events.length == 0>>
	<<set $events.push("RE no event")>>
<</if>>

<<set _goto = $events.random()>>
<<if _goto.startsWith("JSRE")>>
	<<run App.Events.setGlobalEventForPassageTransition(_goto)>>
	<<set _goto = "JS Random Event">>
<</if>>
<<goto _goto>>

repo_name: Elohiem/fc

license: mit


code:
:: random event select [nobr]

<<set $nextButton = "Refresh", $nextLink = "random event select">>

<<if $events.length == 0>>
	<<set $events.push("RE no event")>>
<</if>>

<<if $eventSlave != 0>>
	$eventSlave.slaveName has been randomly selected for an event this week.

<</if>>

''A random event would have been selected from the following:''
<<set $RESSeventIndex = 0>>
<<for $i = 0; $i < $events.length; $i++>>
<<capture $i>>

	<<if $events[$i].startsWith("JSRE")>>
		<<set _linkText = App.Events.printEventPassage($events[$i])>>
		<<link _linkText "JS Random Event">><<run App.Events.setGlobalEventForPassageTransition($events[$i])>><</link>>
	<<else>>
		[[$events[$i]]]
		<<if $events[$i] == "RESS">>
			– $RESSevent[$RESSeventIndex]
			<<set $RESSeventIndex += 1>>
		<</if>>
	<</if>>
<</capture>>
<</for>>

//RESS is an amalgamated Random Event, Single Slave that combines existing single slave random events//

DEBUG:

[[RE no event]] | <<print "[[Go back to previous passage: '" + previous() + "'|previous()][$activeSlave = 0, $eventSlave = 0]] | [[Go all the way back to Scheduled Event|Scheduled Event][$activeSlave = 0, $eventSlave = 0]]">>

<<includeDOM App.Events.renderEventDebugger("JS Random Event")>>


code:
:: Random Individual Event [nobr]

<<if $eventSlave === 0>>
	<<set _eligibleSlaves = getRieEligibleSlaves()>>
	<<if ($debugMode > 0 && $debugModeEventSelection > 0)>>
		<<set $nextButton = "Refresh", $nextLink = "Random Individual Event", $returnTo = "Random Individual Event", $encyclopedia = "Random Events">>

		[[Skip week-end events|Next Week]]

''One of the following eligible slaves would have been selected for an individual random event:''

		<<for _slave range _eligibleSlaves>>
			<<capture _slave>>

[[SlaveFullName(_slave)|Random Individual Event][$eventSlave = _slave]]
			<</capture>>
		<</for>>

[[Switch to Random Nonindividual Event|Random Nonindividual Event][$activeSlave = 0, $eventSlave = 0]]
	<<else>>
		<<set $eventSlave = _eligibleSlaves.random()>>
		<<goto "Random Individual Event">>
	<</if>>
<<else>>
	/* initialize event lists as arrays [], not objects {} */
	<<set $events = [], $RESSevent = [], $RESSTRevent = [], $RETSevent = [], $RECIevent = [], $activeSlave = 0>>

	<<run generateRandomEventPool($eventSlave)>>
	/* EVENT RANDOMIZATION */
	<<set $events = populateEventArray().concat(App.Events.getIndividualEventsPassageList($eventSlave))>>
	<<if ($debugMode > 0 && $debugModeEventSelection > 0)>>
		<<goto "random event select">>
	<<else>>
		<<goto "random event roll">>
	<</if>>
<</if>> /* CLOSES SLAVE SELECT */


code:
:: Random Nonindividual Event [nobr]

<<if $eventSlave === 0>>
	<<set $eventSlave = $slaves.random()>>
	<<if ($debugMode > 0) && ($debugModeEventSelection > 0)>>
		<<set $nextButton = "Refresh", $nextLink = "Random Nonindividual Event", $returnTo = "Random Nonindividual Event", $encyclopedia = "Random Events">>

		<<link "Skip week-end events" "Next Week">><</link>>

''Any one of your slaves would have been selected for a random non-individual event:''

		<<for _slave range $slaves>>
			<<capture _slave>>

[[SlaveFullName(_slave)|Random Nonindividual Event][$eventSlave = _slave]]
			<</capture>>
		<</for>>

[[Switch to RIE Eligibility Check|RIE Eligibility Check][$activeSlave = 0, $eventSlave = 0]]
	<<else>>
		<<goto "Random Nonindividual Event">>
	<</if>>
<<else>>
	/* initialize event lists as arrays [], not objects {} */
	<<set $events = [], $REFIevent = [], $PESSevent = [], $PETSevent = [], $activeSlave = 0>>

	/* EVENT RANDOMIZATION */
	<<for $i = 0; $i < $PESSevent.length; $i++>>
		<<set $events.push("PESS")>>
	<</for>>
	<<for $i = 0; $i < $PETSevent.length; $i++>>
		<<set $events.push("PETS")>>
	<</for>>
	<<for $i = 0; $i < $REFIevent.length; $i++>>
		<<set $events.push("REFI")>>
	<</for>>
	<<set _recruitEvents = App.Events.getNonindividualRecruitmentEventsPassageList()>>
	<<if $debugMode > 0 && $debugModeEventSelection > 0>>
		<<set $events = $events.concat(_recruitEvents).concat(App.Events.getNonindividualEventsPassageList())>>
		<<goto "random event select">>
	<<else>>
		<<set _maxRecruitNumber = Math.min(10, Math.floor($events.length/4) + 1)>>
		<<if _maxRecruitNumber < _recruitEvents.length>>
			<<set _recruitEvents.shuffle()>>
			<<set _recruitEvents.length = _maxRecruitNumber>>
		<</if>>
		<<set $events = $events.concat(_recruitEvents).concat(App.Events.getNonindividualEventsPassageList())>>
		<<goto "random event roll">>
	<</if>>
<</if>> /* CLOSES SLAVE SELECT */


code:
:: RE no event [nobr]

<<set $nextButton = "Continue", $nextLink = "AS Dump", $returnTo = "Next Week">>

<<set $activeSlave = $eventSlave>>
<<run App.Utils.setLocalPronouns($activeSlave)>>

<<set $activeSlave.devotion += 3>>
<<set $activeSlave.trust += 3>>

/* 000-250-006 */
<<if $seeImages == 1>>
<<if $imageChoice == 1>>

<<SlaveArt $activeSlave 3 0>>

<<else>>

<<SlaveArt $activeSlave 3 0>>

<</if>>
<</if>>
/* 000-250-006 */

This is a placeholder event.

<<= App.UI.slaveDescriptionDialog($activeSlave)>> does not currently qualify for any events, so $he has been given a generic @@.hotpink;devotion@@ and @@.mediumaquamarine;trust@@ boost. /*If you see this event repeatedly for $him, please submit a report so the author can write $him some events.*/


code:
:: RIE Eligibility Check

<<silently>>
<<set $eventSlave = 0>>
<<if $hostageRescued == 1>>
	<<goto "P hostage acquisition">>
<<elseif getRieEligibleSlaves().length === 0>>
	<<goto "Next Week">>
<<else>>
	<<goto "Random Individual Event">>
<</if>>
<</silently>>


code:
:: enunciate widgets [nobr widget]

<<widget "Master">><<if def $args[0]>><<run Enunciate($args[0])>><<elseif ndef $enunciate>><<run Enunciate($activeSlave)>><</if>>$enunciate.title<</widget>>
<<widget "say">><<if (def $args[0]) && $enunciate.say != "lisp">>$args[0]<<else>>$enunciate.say<</if>><</widget>>
<<widget "s">>$enunciate.s<</widget>>
<<widget "S">>$enunciate.S<</widget>>
<<widget "ss">>$enunciate.ss<</widget>>
<<widget "c">>$enunciate.c<</widget>>
<<widget "C">>$enunciate.C<</widget>>
<<widget "cc">>$enunciate.cc<</widget>>
<<widget "z">>$enunciate.z<</widget>>
<<widget "Z">>$enunciate.Z<</widget>>
<<widget "zz">>$enunciate.zz<</widget>>
<<widget "ch">>$enunciate.ch<</widget>>
<<widget "Ch">>$enunciate.Ch<</widget>>
<<widget "ps">>$enunciate.ps<</widget>>
<<widget "Ps">>$enunciate.Ps<</widget>>
<<widget "sh">>$enunciate.sh<</widget>>
<<widget "Sh">>$enunciate.Sh<</widget>>
<<widget "sc">>$enunciate.sc<</widget>>
<<widget "Sc">>$enunciate.Sc<</widget>>
<<widget "sch">>$enunciate.sch<</widget>>
<<widget "Sch">>$enunciate.Sch<</widget>>
<<widget "x">>$enunciate.x<</widget>>
<<widget "X">>$enunciate.X<</widget>>

/*
	If $args[0] is defined, it is assumed the primary slave is speaking about secondary slave. Else, the secondary slave is speaking about primary slave.
	This means that <<he>> will print _heLisp or $he, and <<he 2>> will print _he2Lisp or _he2.
	Pronouns must be set for both slaves, and <<setSpokenLocalPronouns primarySlave secondarySlave>> must be previously called.
*/
<<widget "he">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_heLisp<<else>>$he<</if>><<else>><<if _primarySlaveLisp>>_he2Lisp<<else>>_he2<</if>><</if>><</widget>>
<<widget "his">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_hisLisp<<else>>$his<</if>><<else>><<if _primarySlaveLisp>>_his2Lisp<<else>>_his2<</if>><</if>><</widget>>
<<widget "hers">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_hersLisp<<else>>$hers<</if>><<else>><<if _primarySlaveLisp>>_hers2Lisp<<else>>_hers2<</if>><</if>><</widget>>
<<widget "himself">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_himselfLisp<<else>>$himself<</if>><<else>><<if _primarySlaveLisp>>_himself2Lisp<<else>>_himself2<</if>><</if>><</widget>>
<<widget "daughter">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_daughterLisp<<else>>$daughter<</if>><<else>><<if _primarySlaveLisp>>_daughter2Lisp<<else>>_daughter2<</if>><</if>><</widget>>
<<widget "sister">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_sisterLisp<<else>>$sister<</if>><<else>><<if _primarySlaveLisp>>_sister2Lisp<<else>>_sister2<</if>><</if>><</widget>>
<<widget "loli">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_loliLisp<<else>>$loli<</if>><<else>><<if _primarySlaveLisp>>_loli2Lisp<<else>>_loli2<</if>><</if>><</widget>>
<<widget "wife">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_wifeLisp<<else>>$wife<</if>><<else>><<if _primarySlaveLisp>>_wife2Lisp<<else>>_wife2<</if>><</if>><</widget>>
<<widget "wives">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_wivesLisp<<else>>$wives<</if>><<else>><<if _primarySlaveLisp>>_wives2Lisp<<else>>_wives2<</if>><</if>><</widget>>
<<widget "He">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_HeLisp<<else>>$He<</if>><<else>><<if _primarySlaveLisp>>_He2Lisp<<else>>_He2<</if>><</if>><</widget>>
<<widget "His">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_HisLisp<<else>>$His<</if>><<else>><<if _primarySlaveLisp>>_His2Lisp<<else>>_His2<</if>><</if>><</widget>>
<<widget "Hers">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_HersLisp<<else>>$Hers<</if>><<else>><<if _primarySlaveLisp>>_Hers2Lisp<<else>>_Hers2<</if>><</if>><</widget>>
<<widget "Himself">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_HimselfLisp<<else>>$Himself<</if>><<else>><<if _primarySlaveLisp>>_Himself2Lisp<<else>>_Himself2<</if>><</if>><</widget>>
<<widget "Daughter">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_DaughterLisp<<else>>$Daughter<</if>><<else>><<if _primarySlaveLisp>>_Daughter2Lisp<<else>>_Daughter2<</if>><</if>><</widget>>
<<widget "Sister">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_SisterLisp<<else>>$Sister<</if>><<else>><<if _primarySlaveLisp>>_Sister2Lisp<<else>>_Sister2<</if>><</if>><</widget>>
<<widget "Loli">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_LoliLisp<<else>>$Loli<</if>><<else>><<if _primarySlaveLisp>>_Loli2Lisp<<else>>_Loli2<</if>><</if>><</widget>>
<<widget "Wife">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_WifeLisp<<else>>$Wife<</if>><<else>><<if _primarySlaveLisp>>_Wife2Lisp<<else>>_Wife2<</if>><</if>><</widget>>
<<widget "Wives">><<if ndef $args[0]>><<if _secondarySlaveLisp>>_WivesLisp<<else>>$Wives<</if>><<else>><<if _primarySlaveLisp>>_Wives2Lisp<<else>>_Wives2<</if>><</if>><</widget>>

<<widget "heP">><<if _playerSlaveLisp>>_hePLisp<<else>>_heP<</if>><</widget>>
<<widget "hisP">><<if _playerSlaveLisp>>_hisPLisp<<else>>_hisP<</if>><</widget>>
<<widget "hersP">><<if _playerSlaveLisp>>_hersPLisp<<else>>_hersP<</if>><</widget>>
<<widget "himselfP">><<if _playerSlaveLisp>>_himselfPLisp<<else>>_himselfP<</if>><</widget>>
<<widget "daughterP">><<if _playerSlaveLisp>>_daughterPLisp<<else>>_daughterP<</if>><</widget>>
<<widget "sisterP">><<if _playerSlaveLisp>>_sisterPLisp<<else>>_sisterP<</if>><</widget>>
<<widget "loliP">><<if _playerSlaveLisp>>_loliPLisp<<else>>_loliP<</if>><</widget>>
<<widget "wifeP">><<if _playerSlaveLisp>>_wifePLisp<<else>>_wifeP<</if>><</widget>>
<<widget "wivesP">><<if _playerSlaveLisp>>_wivesPLisp<<else>>_wivesP<</if>><</widget>>
<<widget "HeP">><<if _playerSlaveLisp>>_HePLisp<<else>>_HeP<</if>><</widget>>
<<widget "HisP">><<if _playerSlaveLisp>>_HisPLisp<<else>>_HisP<</if>><</widget>>
<<widget "HersP">><<if _playerSlaveLisp>>_HersPLisp<<else>>_HersP<</if>><</widget>>
<<widget "HimselfP">><<if _playerSlaveLisp>>_HimselfPLisp<<else>>_HimselfP<</if>><</widget>>
<<widget "DaughterP">><<if _playerSlaveLisp>>_DaughterPLisp<<else>>_DaughterP<</if>><</widget>>
<<widget "SisterP">><<if _playerSlaveLisp>>_SisterPLisp<<else>>_SisterP<</if>><</widget>>
<<widget "LoliP">><<if _playerSlaveLisp>>_LoliPLisp<<else>>_LoliP<</if>><</widget>>
<<widget "WifeP">><<if _playerSlaveLisp>>_WifePLisp<<else>>_WifeP<</if>><</widget>>
<<widget "WivesP">><<if _playerSlaveLisp>>_WivesPLisp<<else>>_WivesP<</if>><</widget>>

<<widget "heA">><<if _assistantSlaveLisp>>_heALisp<<else>>_heA<</if>><</widget>>
<<widget "hisA">><<if _assistantSlaveLisp>>_hisALisp<<else>>_hisA<</if>><</widget>>
<<widget "hersA">><<if _assistantSlaveLisp>>_hersALisp<<else>>_hersA<</if>><</widget>>
<<widget "himselfA">><<if _assistantSlaveLisp>>_himselfALisp<<else>>_himselfA<</if>><</widget>>
<<widget "daughterA">><<if _assistantSlaveLisp>>_daughterALisp<<else>>_daughterA<</if>><</widget>>
<<widget "sisterA">><<if _assistantSlaveLisp>>_sisterALisp<<else>>_sisterA<</if>><</widget>>
<<widget "loliA">><<if _assistantSlaveLisp>>_loliALisp<<else>>_loliA<</if>><</widget>>
<<widget "wifeA">><<if _assistantSlaveLisp>>_wifeALisp<<else>>_wifeA<</if>><</widget>>
<<widget "wivesA">><<if _assistantSlaveLisp>>_wivesALisp<<else>>_wivesA<</if>><</widget>>
<<widget "HeA">><<if _assistantSlaveLisp>>_HeALisp<<else>>_HeA<</if>><</widget>>
<<widget "HisA">><<if _assistantSlaveLisp>>_HisALisp<<else>>_HisA<</if>><</widget>>
<<widget "HersA">><<if _assistantSlaveLisp>>_HersALisp<<else>>_HersA<</if>><</widget>>
<<widget "HimselfA">><<if _assistantSlaveLisp>>_HimselfALisp<<else>>_HimselfA<</if>><</widget>>
<<widget "DaughterA">><<if _assistantSlaveLisp>>_DaughterALisp<<else>>_DaughterA<</if>><</widget>>
<<widget "SisterA">><<if _assistantSlaveLisp>>_SisterALisp<<else>>_SisterA<</if>><</widget>>
<<widget "LoliA">><<if _assistantSlaveLisp>>_LoliALisp<<else>>_LoliA<</if>><</widget>>
<<widget "WifeA">><<if _assistantSlaveLisp>>_WifeALisp<<else>>_WifeA<</if>><</widget>>
<<widget "WivesA">><<if _assistantSlaveLisp>>_WivesALisp<<else>>_WivesA<</if>><</widget>>


code:
App.Art.cacheArtData();
App.Corporate.Init();

// TODO: remove once setup object is no longer required.
for (let key in App.Data.misc) {
	setup[key] = App.Data.misc[key];
}


code:
/* subscribe to game save/load events */
Config.saves.onLoad = App.EventHandlers.onLoad;
Config.saves.onSave = App.EventHandlers.onSave;

/* ### Every-time listeners #### */

$(document).on(":storyready", () => {
	App.EventHandlers.storyReady();
});

$(document).on(":passageinit", () => {
	if (V.passageSwitchHandler) {
		V.passageSwitchHandler();
		delete V.passageSwitchHandler;
	}
	App.UI.Tabs.clear();
	profileEvents.passageinit();
});

$(document).on(":passagestart", event => {
	App.Debug.slavesConsistency(event);
	Object.defineProperty(State.temporary, "S", {
		get: () => S,
		enumerable: true
	});
	profileEvents.passagestart();
});

$(document).on(":passagerender", () => {
	profileEvents.passagerender();
});

$(document).on(":passagedisplay", () => {
	profileEvents.passagedisplay();
});

$(document).on(":passageend", ev => {
	profileEvents.passageend(ev.content);
});

/* ### One-time listeners ### */

$(document).one(":passagestart", () => {
	App.EventHandlers.optionsChanged();
});


code:
[submodule "submodules/sugarcube-2"]
	branch = fc


code:
:root {
    /* base */
    --background-color: #fff;
    --sidebar-color: #ccf;
    --sidebar-hover-color: #99f;
    --text-color: #000;
    --divider-color: #888;

    /* button */
    --button-color: #b38cd9;
    --button-border-color: #9966cc;
    --button-selected-color: #663399;
    --button-hover-color: #ccb3e6;
    --button-disabled-color: #8c70a9;

    --link-color: #2A52B7;
    --link-hover-color: #446DD5;
}

.aquamarine, .aquamarine a, .skill, .skill a { color: #008563 }
.coral, .coral a, .fetish.loss, .fetish.loss a { color: #8a5c2e }
.cyan, .cyan a, .hotkey { color: #008585 }
/*
.darkgoldenrod, .darkgoldenrod a, .trust.extremely-terrified, .trust.extremely-terrified a { color: darkgoldenrod }
.darkred, .darkred a, .defiant.full, .defiant.full a { color: darkred }
.darkviolet, .darkviolet a, .devotion.hateful, .devotion.hateful a { color: darkviolet }
.deeppink, .deeppink a, .devotion.devoted, .devotion.devoted a { color: deeppink }
.steelblue, .steelblue a { color: steelblue }
*/
.deepskyblue, .deepskyblue a, .intelligent, .intelligent a { color: #00B4F0 }
/*
.dodgerblue, .dodgerblue a { color: dodgerblue }
.blue, .blue a { color: blue }
*/
.gold, .gold a, .trust.dec, .trust.dec a, .trust.frightened, .trust.frightened a { color: #cc8d00 }
/*
.goldenrod, .goldenrod a, .trust.terrified, .trust.terrified a { color: goldenrod }
.gray, .gray a { color: gray }
*/
.green, .green a, .reputation.inc, .reputation.inc a, .improvement, .improvement a, .flaw.break, .flaw.break a, .skill.inc, .skill.inc a, .positive, .positive a { color: #006600 }
/*
.hotpink, .hotpink a, .devotion.inc, .devotion.inc a, .devotion.accept, .devotion.accept a { color: hotpink }
.lawngreen, .lawngreen a { color: lawngreen }
.lightblue, .lightblue a { color: lightblue }
*/
.lightcoral, .lightcoral a, .fetish.gain, .fetish.gain a { color: #B85C00 }
.lightgreen, .lightgreen a, .relationship, .relationship a { color: #008550 }
/*
.lightpink, .lightpink a { color: lightpink }
.lightsalmon, .lightsalmon a, .fetish.inc, .fetish.inc a { color: lightsalmon }
.lime, .lime a, .change.positive, .change.positive a, .virginity.loss, .virginity.loss a, .pregnant, .pregnant a { color: lime }
.limegreen, .limegreen a { color: limegreen }
.magenta, .magenta a, .devotion.worship, .devotion.worship a { color: magenta }
*/
.mediumaquamarine, .mediumaquamarine a, .trust.inc, .trust.inc a, .trust.careful, .trust.careful a { color: #0F6161 }
/*
.mediumorchid, .mediumorchid a, .devotion.dec, .devotion.dec a, .devotion.resistant, .devotion.resistant a { color: mediumorchid }
.mediumseagreen, .mediumseagreen a, .trust.trusting, .trust.trusting a { color: mediumseagreen }
*/
.orange, .orange a, .stupid, .stupid a, .change.negative, .change.negative a, .defiant.careful, .defiant.careful a, .intro.question { color: #B85C00 }
/*
.orangered, .orangered a, .defiant.inc, .defiant.inc a, .defiant.bold, .defiant.bold, .education.neg a { color: orangered }
.orchid, .orchid a { color: orchid }
*/
.pink, .pink a, .slave.name.simple, .slave-name { color: #E00070 }
/*
.red, .red a, .health.dec, .health.dec a, .cash.dec, .cash.dec a, .flaw.gain, .flaw.gain a, .error, .error a, .elites.loss, .elites.loss a, .reputation.dec, .reputation.dec a, .warning, .warning a { color: red }
.seagreen, .seagreen a, .trust.prof-trusting, .trust.prof-trusting a { color: seagreen }
.springgreen, .springgreen a, .skill.player, .skill.player a { color: springgreen }
*/
.tan, .tan a { color: #846E58 }
/*
.chocolate, .chocolate a { color: chocolate }
.saddlebrown, .saddlebrown a { color: saddlebrown }
.teal, .teal a { color: teal }
*/
.yellow, .yellow a, .noteworthy, .noteworthy a, .devotion.ambivalent, .devotion.ambivalent a, .trust.fearful, .trust.fearful a { color: #cc9600 }
.yellowgreen, .yellowgreen a, .cash.inc, .cash.inc a, .cash, .cash a { color: #677f1f }


code:
#init-screen {
	color: var(--text-color);
	background-color: var(--background-color);
}


code:
body {
	color: var(--text-color);
	background-color: var(--background-color);
}

a {
	color: var(--link-color);
}

a:hover {
	color: var(--link-hover-color);
}

button {
	color: var(--text-color);
	background-color: var(--button-color);
	border: 1px solid var(--button-border-color);
}

button:hover {
	background-color: var(--button-hover-color);
	border-color: var(--button-border-color);
}

button:disabled {
	background-color: var(--button-disabled-color);
	border: 1px solid var(--button-border-color);
}

input, select, textarea {
	color: #333;
	background-color: transparent;
	border: 1px solid var(--button-border-color);
}

input:not(:disabled):focus, select:not(:disabled):focus, textarea:not(:disabled):focus,
input:not(:disabled):hover, select:not(:disabled):hover, textarea:not(:disabled):hover {
	background-color: #e5d9f2;
	border-color: var(--button-selected-color);
}

hr {
	border-top: 1px solid var(--divider-color);
}


code:
#ui-dialog-titlebar {
	background-color: var(--divider-color);
}
#ui-dialog-body {
	background-color: var(--sidebar-color);
	border: 1px solid var(--divider-color);
}
#ui-dialog-body hr {
	background-color: var(--divider-color);
}


code:
/* Saves dialog styling. */
#ui-dialog-body.saves > *:not(:first-child) {
	border-top-color: var(--divider-color);
}
#ui-dialog-body.saves tr:not(:first-child) {
	border-top-color: var(--divider-color);
}
#ui-dialog-body.saves .empty {
	color: var(--text-color);
}


code:
#ui-bar {
	background-color: var(--sidebar-color);
	border-right: 1px solid var(--divider-color);
}
#ui-bar a:hover {
	text-decoration: underline;
}
#ui-bar hr {
	border-color: var(--divider-color);
}
#ui-bar-toggle{
	color: #444;
	border: 1px solid var(--divider-color);
	border-right: none;
}
#ui-bar-toggle:hover {
	background-color: var(--sidebar-hover-color);
	border-color: var(--divider-color);
}
#menu ul {
	border: 1px solid var(--divider-color);
}
#menu li:not(:first-child) {
	border-top: 1px solid var(--divider-color);
}
#menu li a {
	color: var(--text-color);
	background-color: transparent;
	border: none;
}
#menu li a:hover {
	background-color: var(--sidebar-hover-color);
	text-decoration: none;
}


code:
div.building.basement {
	border-top-color: #8F8F8F;
	background-image: repeating-linear-gradient(135deg, transparent, transparent 20px, #8F8F8F 20px, #8F8F8F 30px);
}

div.building div.innerCell {
	background-color: var(--background-color);
}

div.building div.decorative {
	outline-color: black;
}

/* introduction special formatting */
/* makes all links unusable */
.intro div.building a {
	color: var(--text-color);
}

div.building div.row div.dairy {
	border-color: saddlebrown;
}


code:
div.card {
	/*border: none;*/
	border-color: #cccccc;
	background-color: #e6e6e6;
	box-shadow: 10px 10px 5px #b3b3b3;
}


code:
.lrgRender > div.mask, .lrgVector > div.mask {
	background: linear-gradient(90deg, rgba(255, 255, 255, 1), rgba(255, 255, 255, 0.8) 60%, rgba(255, 255, 255, 0));
}

.clear-formatting {
	color: var(--text-color);
}


code:
div.options-group .comment {
	color: #575757;
}


code:
div.quick-links div.toggle {
	background-color: var(--button-color);
}

div.quick-links div.toggle:hover {
	background-color: var(--button-hover-color);
}

div.quick-links div.menu-link {
	background-color: var(--button-disabled-color);
	border-color: var(--button-border-color);
	box-shadow: var(--button-border-color);
}

div.quick-links div.notification:not(.category)::after,
div.quick-links div.category.notification.collapsed > div.toggle::after {
	content: "\e80b";
}


code:
# Themes

Every subdirectory is a distinct theme. The compiled theme is placed in `bin/` and can be loaded ingame via the options
page.

## Creating new themes

Files inside these directories are combined into one CSS file based on
alphabetical ordering. The light theme is recommended as a base for creating new themes.

For quick testing run `App.UI.Theme.loadTheme("yourTheme.css")` in the browser console. This will unload the current
theme and load the new theme. If you modify the same file it is effectively reloading. Supplying no argument (eg.
`App.UI.Theme.loadTheme()`) will unload any theme.


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<actionScriptProperties analytics="false" mainApplicationPath="classes/CoC.as" projectUUID="26fdbf31-7e61-462c-b4df-d511fc572a88" version="11">
  <compiler additionalCompilerArguments="-locale en_US" advancedTelemetry="false" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="false" htmlExpressInstall="true" htmlGenerate="false" htmlHistoryManagement="true" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" removeUnusedRSL="true" sourceFolderPath="classes" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="false" useDebugRSLSwfs="true" useFlashSDK="true" verifyDigests="true" warn="true">
    <compilerSourcePath/>
    <libraryPath defaultLinkType="0">
      <libraryPathEntry kind="4" path="">
        <excludedEntries>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation_charts.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="1" linkType="1" path="${PROJECT_FRAMEWORKS}/locale/{locale}"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/advancedgrids.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/qtp.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation_air.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/charts.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/framework.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/mx/mx.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/netmon.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/spark.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/sparkskins.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/rpc.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/videoPlayer.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/qtp_air.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/datavisualization.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/spark_dmv.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/flash-integration.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation_dmv.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation_flashflexkit.swc" useDefaultLinkType="false"/>
          <libraryPathEntry kind="3" linkType="1" path="${PROJECT_FRAMEWORKS}/libs/automation_agent.swc" useDefaultLinkType="false"/>
        </excludedEntries>
      </libraryPathEntry>
      <libraryPathEntry kind="1" linkType="1" path="lib/bin"/>
    </libraryPath>
    <sourceAttachmentPath/>
  </compiler>
  <applications>
    <application path="classes/CoC.as"/>
  </applications>
  <modules/>
  <workers/>
  <buildCSSFiles/>
  <flashCatalyst validateFlashCatalystCompatibility="false"/>
</actionScriptProperties>

license: unknown


code:
*.swf
RECOVER_*
Corruption-of-Champions.as3proj
/img/*
/bin-debug
/debugStuff
/CoCEd 1.0.3
/bin
/obj

*.pyc
/dist
.idea/workspace.xml
.idea/copyright/profiles_settings.xml
*.sol
*.swc
/out
/tmp
CoC-AIR-app.xml
CoC-AIR.airi


code:
[submodule "classes/showdown"]
	path = classes/showdown
	url = https://github.com/herp-a-derp/Showdown.as.git


code:
<component name="ArtifactManager">
  <artifact name="dist">
    <output-path>$PROJECT_DIR$/dist/</output-path>
    <root id="root">
      <element id="directory" name="img">
        <element id="dir-copy" path="$PROJECT_DIR$/img" />
      </element>
      <element id="file-copy" path="$PROJECT_DIR$/CoC-debug.swf" />
      <element id="file-copy" path="$PROJECT_DIR$/CoC-release.swf" />
    </root>
  </artifact>
</component>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="ProjectCodeStyleSettingsManager">
    <option name="PER_PROJECT_SETTINGS">
      <value>
        <XML>
          <option name="XML_LEGACY_SETTINGS_IMPORTED" value="true" />
        </XML>
      </value>
    </option>
    <option name="PREFERRED_PROJECT_CODE_STYLE" value="Default (1)" />
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="CompilerConfiguration">
    <option name="DEFAULT_COMPILER" value="Javac" />
    <excludeFromCompile>
      <file url="file://$PROJECT_DIR$/classes/classes/Parser/Main/README.md" />
    </excludeFromCompile>
    <resourceExtensions />
    <wildcardResourcePatterns>
      <entry name="/img/*" />
    </wildcardResourcePatterns>
    <annotationProcessing>
      <profile default="true" name="Default" enabled="false">
        <processorPath useClasspath="true" />
      </profile>
    </annotationProcessing>
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="Encoding" useUTFGuessing="true" native2AsciiForPropertiesFiles="false">
    <file url="PROJECT" charset="UTF-8" />
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="FlexCompilerConfiguration">
    <option name="HEAP_SIZE_MB" value="1024" />
  </component>
  <component name="FlexIdeProjectLevelCompilerOptionsHolder">
    <compiler-options />
  </component>
</project>


code:
<component name="InspectionProjectProfileManager">
  <profile version="1.0" is_locked="false">
    <option name="myName" value="Project Default" />
    <option name="myLocal" value="false" />
    <inspection_tool class="JSCommentMatchesSignature" enabled="false" level="WARNING" enabled_by_default="false" />
    <inspection_tool class="JSMethodCanBeStatic" enabled="false" level="WARNING" enabled_by_default="false" />
    <inspection_tool class="JSSuspiciousNameCombination" enabled="false" level="WARNING" enabled_by_default="false">
      <group names="x,width,left,right" />
      <group names="y,height,top,bottom" />
      <exclude classes="Math" />
    </inspection_tool>
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    </inspection_tool>
    <inspection_tool class="SpellCheckingInspection" enabled="false" level="TYPO" enabled_by_default="false">
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      <option name="processLiterals" value="true" />
      <option name="processComments" value="true" />
    </inspection_tool>
  </profile>
</component>


code:
<component name="InspectionProjectProfileManager">
  <settings>
    <option name="PROJECT_PROFILE" value="Project Default" />
    <option name="USE_PROJECT_PROFILE" value="true" />
    <version value="1.0" />
  </settings>
</component>


code:
<component name="libraryTable">
  <library name="lib" type="flex">
    <CLASSES>
      <root url="file://$PROJECT_DIR$/lib/bin" />
    </CLASSES>
    <JAVADOC />
    <SOURCES />
    <jarDirectory url="file://$PROJECT_DIR$/lib/bin" recursive="false" />
  </library>
</component>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="EntryPointsManager">
    <entry_points version="2.0" />
  </component>
  <component name="ProjectRootManager" version="2" languageLevel="JDK_1_6" default="false" assert-keyword="true" jdk-15="true" project-jdk-name="4.6.0" project-jdk-type="Flex SDK Type (new)">
    <output url="file://$PROJECT_DIR$/out" />
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="ProjectModuleManager">
    <modules>
      <module fileurl="file://$PROJECT_DIR$/Corruption-of-Champions.iml" filepath="$PROJECT_DIR$/Corruption-of-Champions.iml" />
    </modules>
  </component>
</project>


code:
<component name="ProjectRunConfigurationManager">
  <configuration default="false" name="CoC-debug (Debugger)" type="FlashRunConfigurationType" factoryName="Flash App">
    <option name="BCName" value="CoC-debug" />
    <option name="IOSSimulatorSdkPath" value="" />
    <option name="adlOptions" value="" />
    <option name="airProgramParameters" value="" />
    <option name="appDescriptorForEmulator" value="Android" />
    <option name="debugTransport" value="USB" />
    <option name="debuggerSdkRaw" value="BC SDK" />
    <option name="emulator" value="NexusOne" />
    <option name="emulatorAdlOptions" value="" />
    <option name="fastPackaging" value="true" />
    <option name="fullScreenHeight" value="0" />
    <option name="fullScreenWidth" value="0" />
    <option name="launchUrl" value="false" />
    <option name="launcherParameters">
      <LauncherParameters>
        <option name="browser" value="a7bb68e0-33c0-4d6f-a81a-aac1fdb870c8" />
        <option name="launcherType" value="Player" />
        <option name="newPlayerInstance" value="false" />
        <option name="playerPath" value="$FLEX_SDK$/runtimes/player/11.1/win/FlashPlayerDebugger.exe" />
      </LauncherParameters>
    </option>
    <option name="mobileRunTarget" value="Emulator" />
    <option name="moduleName" value="Corruption-of-Champions" />
    <option name="overriddenMainClass" value="" />
    <option name="overriddenOutputFileName" value="" />
    <option name="overrideMainClass" value="false" />
    <option name="runTrusted" value="true" />
    <option name="screenDpi" value="0" />
    <option name="screenHeight" value="0" />
    <option name="screenWidth" value="0" />
    <option name="url" value="http://" />
    <option name="usbDebugPort" value="7936" />
    <RunnerSettings RunnerId="FlexDebugRunner" />
    <RunnerSettings RunnerId="FlexRunner" />
    <ConfigurationWrapper RunnerId="FlexDebugRunner" />
    <ConfigurationWrapper RunnerId="FlexRunner" />
    <method />
  </configuration>
</component>


code:
<component name="ProjectRunConfigurationManager">
  <configuration default="false" name="CoC-release (Chrome)" type="FlashRunConfigurationType" factoryName="Flash App">
    <option name="BCName" value="CoC-release" />
    <option name="IOSSimulatorSdkPath" value="" />
    <option name="adlOptions" value="" />
    <option name="airProgramParameters" value="" />
    <option name="appDescriptorForEmulator" value="Android" />
    <option name="debugTransport" value="USB" />
    <option name="debuggerSdkRaw" value="BC SDK" />
    <option name="emulator" value="NexusOne" />
    <option name="emulatorAdlOptions" value="" />
    <option name="fastPackaging" value="true" />
    <option name="fullScreenHeight" value="0" />
    <option name="fullScreenWidth" value="0" />
    <option name="launchUrl" value="false" />
    <option name="launcherParameters">
      <LauncherParameters>
        <option name="browser" value="98ca6316-2f89-46d9-a9e5-fa9e2b0625b3" />
        <option name="launcherType" value="Browser" />
        <option name="newPlayerInstance" value="false" />
        <option name="playerPath" value="C:/Program Files/Adobe/Adobe Flash Builder 4.7 (64 Bit)/player/win/11.4/FlashPlayerDebugger.exe" />
      </LauncherParameters>
    </option>
    <option name="mobileRunTarget" value="Emulator" />
    <option name="moduleName" value="Corruption-of-Champions" />
    <option name="overriddenMainClass" value="" />
    <option name="overriddenOutputFileName" value="" />
    <option name="overrideMainClass" value="false" />
    <option name="runTrusted" value="true" />
    <option name="screenDpi" value="0" />
    <option name="screenHeight" value="0" />
    <option name="screenWidth" value="0" />
    <option name="url" value="http://" />
    <option name="usbDebugPort" value="7936" />
    <RunnerSettings RunnerId="FlexDebugRunner" />
    <RunnerSettings RunnerId="FlexRunner" />
    <ConfigurationWrapper RunnerId="FlexDebugRunner" />
    <ConfigurationWrapper RunnerId="FlexRunner" />
    <method />
  </configuration>
</component>


code:
<component name="DependencyValidationManager">
  <state>
    <option name="SKIP_IMPORT_STATEMENTS" value="false" />
  </state>
</component>


code:
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<project version="4">
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      </item>
    </group>
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
  <component name="VcsDirectoryMappings">
    <mapping directory="$PROJECT_DIR$" vcs="Git" />
  </component>
</project>


code:
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
	<name>CoC</name>
	<comment></comment>
	<projects>
	</projects>
	<buildSpec>
		<buildCommand>
			<name>com.adobe.flexbuilder.project.flexbuilder</name>
			<arguments>
			</arguments>
		</buildCommand>
	</buildSpec>
	<natures>
		<nature>com.adobe.flexbuilder.project.actionscriptnature</nature>
	</natures>
</projectDescription>


code:
Contributing to CoC
==============

If you'd like to work on CoC, here are some things to keep in mind.

1. **Work on CoC happens slowly.** CoC is considered largely complete. The CoC leadership's primary focus is on TiTS, and CoC is a weekend project for them at this point. Do not expect quick turnaround.
2. **One change per pull request.** If you try to submit a new monster, support for multiple vaginas, a bunch of grammar fixes, and a redesign of the pregnancy system all in one pull request, we will probably close your pull request and tell you to submit four separate ones (and probably not that politely, either). When you mix changes together like that, it's impossible to tell which of your edits are related to which features. That means we can't see what you're doing, which means we can't see if you're doing things correctly.
3. **Be cautious when refactoring.** CoC is an old codebase with lots of crap in it that's begging to be redesigned. But there are several reasons you should be very cautious:
 * **CoC is complicated.** A lot of factors are involved in something as simple as deciding how much your lust increases each hour; if you're not careful, you'll miss something.
 * **It's really, really easy to write bugs in CoC.** ActionScript is not a strict language, CoC does not have comprehensive unit tests, and as previously stated, CoC is complicated. Those factors make CoC a minefield. Did you test your new scene with a bat-winged, scaled, pregnant, three-cocked hermaphrodite centaur with two identical cock socks, the beautiful sword, a hairless corrupted Amily, and a minotaur cum addiction? Because somebody probably has a character like that, and their bug reports will make you weep.
 * **Some core CoC developers are amateur programmers**. They have trouble understanding fancy tricks. Some of the things they consider to be "fancy tricks" may seem pretty simple to you.
 * **Most CoC developers are putting most of their attention elsewhere** (see point 1). If the codebase moves too far ahead too fast, they will have trouble working on the game.
4. **The fact that there's shitty code in CoC doesn't mean you get to write shitty code, too.** The first step in making CoC better is making sure it doesn't get any worse. Don't copy and paste when you should be using functions, don't fill your code with magic numbers, don't expand systems we're trying to get rid of, and don't write code that's spaghetti-er than it has to be. Use common sense.
5. **Communicate.** If you want to do something big, talk it over with us first. This will be a slow process (see point 1), but it will save you from wasting your time.

Good luck!


code:
<?xml version="1.0" encoding="utf-8"?>
<project version="2">
  <!-- Output SWF options -->
  <output>
    <movie outputType="Application" />
    <movie input="" />
    <movie path="CoC-AIR.swf" />
    <movie fps="30" />
    <movie width="800" />
    <movie height="600" />
    <movie version="21" />
    <movie minorVersion="0" />
    <movie platform="AIR Mobile" />
    <movie background="#000000" />
  </output>
  <!-- Other classes to be compiled into your SWF -->
  <classpaths>
    <class path="classes" />
    <class path="lib\bin" />
  </classpaths>
  <!-- Build options -->
  <build>
    <option accessible="False" />
    <option advancedTelemetry="False" />
    <option allowSourcePathOverlap="False" />
    <option benchmark="True" />
    <option es="False" />
    <option inline="False" />
    <option locale="" />
    <option loadConfig="" />
    <option optimize="True" />
    <option omitTraces="True" />
    <option showActionScriptWarnings="False" />
    <option showBindingWarnings="True" />
    <option showInvalidCSS="True" />
    <option showDeprecationWarnings="True" />
    <option showUnusedTypeSelectorWarnings="True" />
    <option strict="True" />
    <option useNetwork="False" />
    <option useResourceBundleMetadata="True" />
    <option warnings="True" />
    <option verboseStackTraces="True" />
    <option linkReport="" />
    <option loadExterns="" />
    <option staticLinkRSL="True" />
    <option additional="-show-actionscript-warnings=true
-show-binding-warnings=true
-show-unused-type-selector-warnings=true" />
    <option compilerConstants="CONFIG::STANDALONE,false
CONFIG::AIR,true" />
    <option minorVersion="" />
  </build>
  <!-- SWC Include Libraries -->
  <includeLibraries>
    <!-- example: <element path="..." /> -->
  </includeLibraries>
  <!-- SWC Libraries -->
  <libraryPaths>
    <element path="lib\bin\MainView.swc" />
    <element path="lib\bin\ScrollPane.swc" />
  </libraryPaths>
  <!-- External Libraries -->
  <externalLibraryPaths>
    <!-- example: <element path="..." /> -->
  </externalLibraryPaths>
  <!-- Runtime Shared Libraries -->
  <rslPaths>
    <!-- example: <element path="..." /> -->
  </rslPaths>
  <!-- Intrinsic Libraries -->
  <intrinsics>
    <!-- example: <element path="..." /> -->
  </intrinsics>
  <!-- Assets to embed into the output SWF -->
  <library>
    <!-- example: <asset path="..." id="..." update="..." glyphs="..." mode="..." place="..." sharepoint="..." /> -->
  </library>
  <!-- Class files to compile (other referenced classes will automatically be included) -->
  <compileTargets>
    <compile path="classes\classes\CoC.as" />
  </compileTargets>
  <!-- Paths to exclude from the Project Explorer tree -->
  <hiddenPaths>
    <hidden path="obj" />
  </hiddenPaths>
  <!-- Executed before build -->
  <preBuildCommand />
  <!-- Executed after build -->
  <postBuildCommand alwaysRun="False" />
  <!-- Other project options -->
  <options>
    <option showHiddenPaths="False" />
    <option testMovie="Custom" />
    <option testMovieCommand="$(FlexSDK)\bin\adl.exe -profile mobileDevice -screensize 800x600:800x600 $(OutputDir)\application.xml" />
  </options>
  <!-- Plugin storage -->
  <storage>
    <entry key="air-descriptor"><![CDATA[devTools\application.xml]]></entry>
  </storage>
</project>


code:
<?xml version="1.0" encoding="utf-8"?>
<project version="2">
  <!-- Output SWF options -->
  <output>
    <movie outputType="Application" />
    <movie input="" />
    <movie path="OtherCoCAnon.swf" />
    <movie fps="24" />
    <movie width="1000" />
    <movie height="800" />
    <movie version="13" />
    <movie minorVersion="0" />
    <movie platform="Flash Player" />
    <movie background="#000000" />
    <movie preferredSDK="Flex 4.6.0, AIR 3.1;4.6.0, 3.1;" />
  </output>
  <!-- Other classes to be compiled into your SWF -->
  <classpaths>
    <class path="classes" />
    <class path="lib\bin" />
  </classpaths>
  <!-- Build options -->
  <build>
    <option accessible="False" />
    <option advancedTelemetry="False" />
    <option allowSourcePathOverlap="False" />
    <option benchmark="True" />
    <option es="False" />
    <option inline="False" />
    <option locale="" />
    <option loadConfig="" />
    <option optimize="True" />
    <option omitTraces="True" />
    <option showActionScriptWarnings="True" />
    <option showBindingWarnings="True" />
    <option showInvalidCSS="True" />
    <option showDeprecationWarnings="True" />
    <option showUnusedTypeSelectorWarnings="True" />
    <option strict="True" />
    <option useNetwork="False" />
    <option useResourceBundleMetadata="True" />
    <option warnings="True" />
    <option verboseStackTraces="True" />
    <option linkReport="" />
    <option loadExterns="" />
    <option staticLinkRSL="True" />
    <option additional="-show-actionscript-warnings=true
-show-binding-warnings=true
-show-unused-type-selector-warnings=true" />
    <option compilerConstants="CONFIG::STANDALONE,true
CONFIG::AIR,false" />
    <option minorVersion="" />
  </build>
  <!-- SWC Include Libraries -->
  <includeLibraries>
    <!-- example: <element path="..." /> -->
  </includeLibraries>
  <!-- SWC Libraries -->
  <libraryPaths>
    <element path="lib\bin\MainView.swc" />
    <element path="lib\bin\ScrollPane.swc" />
  </libraryPaths>
  <!-- External Libraries -->
  <externalLibraryPaths>
    <!-- example: <element path="..." /> -->
  </externalLibraryPaths>
  <!-- Runtime Shared Libraries -->
  <rslPaths>
    <!-- example: <element path="..." /> -->
  </rslPaths>
  <!-- Intrinsic Libraries -->
  <intrinsics>
    <!-- example: <element path="..." /> -->
  </intrinsics>
  <!-- Assets to embed into the output SWF -->
  <library>
    <!-- example: <asset path="..." id="..." update="..." glyphs="..." mode="..." place="..." sharepoint="..." /> -->
  </library>
  <!-- Class files to compile (other referenced classes will automatically be included) -->
  <compileTargets>
    <compile path="classes\classes\CoC.as" />
  </compileTargets>
  <!-- Paths to exclude from the Project Explorer tree -->
  <hiddenPaths>
    <hidden path="obj" />
  </hiddenPaths>
  <!-- Executed before build -->
  <preBuildCommand />
  <!-- Executed after build -->
  <postBuildCommand alwaysRun="False" />
  <!-- Other project options -->
  <options>
    <option showHiddenPaths="False" />
    <option testMovie="Default" />
    <option testMovieCommand="" />
  </options>
  <!-- Plugin storage -->
  <storage />
</project>


code:
<?xml version="1.0" encoding="utf-8"?>
<SWCProject xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <FlexBinPath />
  <FlashBinPath />
  <FlexIncludeASI>false</FlexIncludeASI>
  <MakeCS3>false</MakeCS3>
  <MakeMXI>false</MakeMXI>
  <IntegrateAsDoc>true</IntegrateAsDoc>
  <LaunchAEM>false</LaunchAEM>
  <MXPIncludeASI>false</MXPIncludeASI>
  <Flex_IgnoreClasses />
  <CS3_IgnoreClasses />
  <CS3_PreviewType>None</CS3_PreviewType>
</SWCProject>