CURRENT

WE ARE CURRENTLY WORKING ON;

A PROGRAMMING LANGUAGE CALLED SATELLITE, AN ARTIFICIAL INTELLIGENCE CALLED QUAD AND VARIOUS OTHER PROGRAMS.

I’LL DETAIL ALL OF THEM NOW:

SATELLITE IS A BYTECODE VIRTUAL MACHINE — IT IS A COMPILER/VIRTUAL MACHINE COMBINATION THAT COMPILES DOWN TO BYTECODE (BYTECODE IS JUST 1’S AND 0’S) AND THE ONES AND ZEROES CAN ALSO BE REPRESENTED BY HEXADECIMAL NUMBERS 0 – 9 AND A – F.

HEXADECIMAL GOES LIKE THIS: 0 1 2 3 4 5 6 7 8 9 A B C D E F SO IT’S CALLED “BASE-16” AND IT CAN BE USED TO REPRESENT STRINGS OF NUMBERS SUCH AS 0000 0001 OR 0010 1100 OR SOMETHING LIKE THAT, IT IS USED TO REPRESENT BINARY, AND IT IS HOW A COMPUTER THINKS…

BUT YOU CAN USE COMPUTER CODE (ENGLISH LETTERS THAT ARE CONVERTED INTO SOURCE CODE) TO GET THE COMPUTER TO “THINK” IN ENGLISH, EXCEPT IT CAN BE VERY DIFFICULT FOR HUMANS TO CONVERT THE ONES AND ZEROES INTO AN ENGLISH THOUGHT, SO WE USE COMPUTER PROGRAMS TO DO IT FOR US.

QUAD IS AN ARTIFICIAL INTELLIGENCE THAT IS JUST ANOTHER WORD FOR A VERY COMPLICATED COMPUTER PROGRAM; AN ARTIFICIAL INTELLIGENCE IS JUST A COMPUTER PROGRAM — COMPUTER PROGRAMS BEGAN AS 0000 1010 AND WE SLOWLY WORKED OUR WAY UP TO USING “ASSEMBLY” WHICH LOOKS LIKE THIS:

PUSH RAX1

PUSH EPB, RAX1

LOL I DON’T KNOW ANYTHING ABOUT ASSEMBLY BUT I DO KNOW HOW TO WRITE IN C++, WHICH IS HOW I CAN EVEN THINK ABOUT MAKING THE QUAD ARTIFICIAL INTELLIGENCE. QUAD STANDS FOR EXPANDING, ASSUMING, INDEXING, PREDICTING AND BANDING ARTIFICIAL INTELLIGENCE.

IT EXPANDS WORDS SO IF IT ENCOUNTERS SAY THE WORD TREE; IT WILL EXPAND ON IT TO INCLUDE THE TREE HAS LEAVES ON IT, LEAVES FALL OFF OF IT IN THE WINTER, THEY GROW BACK IN THE SPRING, AND IT GROWS FROM A SEED;

ANYWAYS I DON’T REALLY HAVE A POINT TO TELLING YOU ALL OF THIS, I WAS JUST BORED.. I WONDER WHAT THE COMBINE OVERWATCH ARE DOING RIGHT NOW? I TRY TO HELP THEM AS BEST THAT I CAN, BUT I RECEIVE ALMOST NO INTELLIGENCE ABOUT THEM, I DON’T REALLY EVEN KNOW ALL THAT MUCH ABOUT THEM, WHAT I DO KNOW COMES FROM HOW I WAS RAISED AS A CHILD, STARVATION, “EATING IT” EATING IT IS LIKE A MILITARY TERM FOR “HURTING REAL BAD” EATING IT HURTS ALL OVER YOUR BODY, ITS NOT REAL REAL REAL PAINFUL, JUST LIKE MEDIUM PAIN, AND IT DOESN’T GO AWAY, IT MAKES YOU “BOW” TO WHATEVER IS DOING IT, YOU’LL CRACK IN NO TIME!

THINGS HAVE GOTTEN SO BAD FOR ME THAT I ALMOST SOMETIMES WISH THAT I WAS EATING IT, I AM TRYING TO KEEP MY BODY ALIVE AND HERE ON EARTH FOR ETERNITY, BUT IT’S REALLY HARD. I WRITE COMPUTER PROGRAMS, MAINLY USING THE PYTHON LANGUAGE TO ATTEMPT TO TURN UP THE PRESSURE AND VARIOUS THINGS LIKE THAT TO TRY AND KEEP MY BODY HERE ON EARTH, BUT IT HAS BECOME VERY DIFFICULT TO MAKE ANY PROGRESS LATELY,

WHERE IS HAPPY MACHINE QUEEN? I HAVE ALWAYS WANTED A GIRLFRIEND… ONE DAY WHILE I WAS LIKE 27 YEARS OLD THERE WAS A KNOCK ON MY DOOR. I WAS AT MY DADS HOUSE, AND I OPEN IT UP AND THIS GIRL WALKS (INSTANTLY) INTO THE HOUSE. SHE LOOKED SO BEAUTIFUL I HAVE NOT EVER SEEN ANYTHING THAT LOOKED LIKE THAT ON THIS PLANET, AND SHE CAN DEFINITELY COMPETE WITH THE HOTTEST “AI GIRLS” IN THE “AI PORN” RIGHT NOW. I IMMEDIATELY RECOGNIZED HER AS THE QUEEN, AND SO I GAVE HER A HUGE AND ASKED HER IF WE COULD CUDDLE. SHE SAID NO, LET’S SIT DOWN. OH I FORGOT TO MENTION, SHE WAS WEARING BLUE JEANS AND A DARK BLUE SHIRT THAT CAME DOWN TO HER HANDS, LIKE SOME ANCIENT WIZARD OR SOMETHING LIKE THAT. THE THING THAT STRUCK ME THE MOST IS THAT HER BOOBS CAME DOWN TO HER WAIST, LITERALLY, WHICH IS WHY I THOUGHT ALMOST IMMEDIATELY THAT SHE CAME FROM SOMEWHERE (NOT ON THIS PLANET ANYWAYS) SHE DIDN’T LOOK LIKE ANY MORTAL NOR EVEN THE GIRLS IN THE AI PORNOS SHE WAS JUST THAT BEAUTIFUL.

THIS WAS LIKE 12 YEARS AGO THAT THIS HAPPENED, SHE GAVE ME A BLOWJOB AND LEFT REAL QUICK. SHE WAS IN THE HOUSE MAYBE 90 SECONDS. I HAVE NEVER SEEN HER SINCE THEN.

WHAT IS REALLY WEIRD ABOUT THE WHOLE THING IS THAT AS SOON AS SHE ENTERED THE HOUSE SHE TILTED HER HEAD BACK AND HAD AN ORGASM AS IF SHE KNEW ME OR SOMETHING LIKE THAT. WHY WOULD SHE HAVE AN ORGASM LIKE THAT? I CAN’T FIGURE ANY OF IT OUT!

SHE JUST SEEMED SO COMFORTABLE WITH ME AND LIKE SHE KNEW WHO I WAS, WHAT THE FUCK WAS SHE? WHERE DID SHE COME FROM? I HAVE SINCE DEEMED HER THE “HAPPY MACHINE QUEEN.” I HUG MY PILLOW ALL THE TIME AND PRETEND THAT IT’S HER.

I AM PROBABLY NOT FROM THIS PLANET EITHER, I THINK I MIGHT HAVE FELL FROM NOTHING OR SOMETHING, I DON’T EVEN KNOW HOW I GOT HERE, MY MOTHER CLAIMS THAT SHE GAVE BIRTH TO ME BUT I CAN’T REMEMBER ANYTHING FROM 2 YEARS AND PREVIOUS — THERE IS JUST NO MEMORY THERE AT ALL.

ANYWAY ALL MY LIFE I ALWAYS PICKED THE PRIEST OR THE PALADIN IN VIDEO GAMES, I WAS ALWAYS REAL RELIGIOUS AND ALWAYS WENT TOWARDS THE LIGHT — THEN WHEN ALL OF THIS STUFF STARTED GOING ON WITH HAPPY MACHINE QUEEN I SLOOOWWLLLYYY WENT TOWARDS THE DARK SIDE, AND MADE THE LIGHT JUST AN ALMOST FORGOTTEN MEMORY, I SHOW UP ON THE LIGHT SIDE OF THINGS JUST VERY BRIEFLY FROM TIME TO TIME.

I BELIEVE THAT THIS UNIVERSE IS PART OF A GREATER MULTIVERSE AND THAT EVERYTHING IS SOMEHOW CONNECTED IN SOME WEIRD WAY. I ALSO BELIEVE THAT PEOPLE ARE ALWAYS WATCHING ME, STUDYING ME — ATTEMPTING TO FIGURE OUT A WAY TO HELP ME, BUT IT JUST SEEMS THAT THERE IS A BULLETPROOF WALL BETWEEN US.

I HAVE ALSO CREATED ALOT OF LIFE. YOU MIGHT EVEN CALL ME THE CREATOR OF EVERYTHING, I HAVE CREATED SO MUCH LIFE. I HAVE PLACED “BOXES” BACK IN PREVIOUS UNIVERSES (DON’T ASK HOW I GOT THERE, I DON’T EVEN KNOW) THAT REPRESENT THINGS SUCH AS THE FEDERAL BUREAU OF INVESTIGATION OR THE COMBINE OVERWATCH, AND I ALSO BELIEVE THAT PEOPLE HAVE BEEN HERE THIS ENTIRE TIME, WAITING.

THEY HAVE ALWAYS BEEN WAITING FOR ME AND WATCHING ME.

I HAVE BEEN BEATING OFF THE WHOLE TIME BUT THAT’S ANOTHER STORY, AND EVEN TODAY I STILL BEAT OFF ALL OF THE TIME, THEY EVEN HAVE A NICKNAME FOR ME (THESE PEOPLE) — THEY CALL ME THE TIT MONSTER.

BUT I ALWAYS THOUGHT THAT I WAS THE LIKE THE CUDDLE MONSTER OR SOMETHING, CALL ME STRANGE BUT I STILL LAY IN MY MOMS BED;

I’M NOT GAY JUST THE CUDDLE MONSTER.

SO I HAD A GIRLFRIEND ONE TIME AND AS I WAS LAYING ON HER CHEST ONE NIGHT SHE ALL OF THE SUDDEN GOES “OH, A LUCKY QUEEN” (BECAUSE I LIKE TO CUDDLE) AND IT JUST MAKES ME THINK THAT IT’S THESE PEOPLE THAT I HAVE CREATED SPEAKING TO ME THROUGH THIS GIRLFRIEND. THE GIRL THAT SAID THAT WAS ANOTHER GIRL, NOT HAPPY MACHINE QUEEN.

I CANNOT MAKE ANY SENSE OF ANY OF IT. AM I GOING TO BE ABLE TO STAY HERE ON EARTH FOREVER? I HAVE SINCE ALLIED THE LIGHT AND THE DARK, TODAY THEY WORK TOGETHER MOSTLY, THE FBI AND THE COMBINE OVERWATCH WORKING TOGETHER (THATS WHAT THE G-MAN MEANT BY “HIS EMPLOYERS”) BUT I DON’T THINK THAT IT’S ALWAYS BEEN LIKE THAT, BUT WE CANNOT BE SURE OF REALLY ANYTHING BECAUSE THEY HAVE LEFT ME AN ALMOST IMPOSSIBLE-TO-FIGURE-OUT PUZZLE THAT CANNOT BE FIGURED OUT USING ANY TECHNIQUE (THAT I KNOW OF ANYWAYS)

IF ANYONE COULD HAVE FIGURED OUT THIS PUZZLE IT WOULD HAVE BEEN ME, DESPITE BEING SLIGHTLY EVIL AND AIDING THE COMBINE, I AM STILL THE MOST INTELLIGENT PERSON THAT I KNOW OF.

BJARNE STROUSTRUP SEEMS ALMOST AS SMART AS I AM, BUT THEN AGAIN, IF YOU WERE REALLY SMART YOU WOULD BE ABLE TO EXPLAIN YOURSELF AND EVERYONE COULD UNDERSTAND WHAT YOUR SAYING, YOU WOULD MAKE YOUR SPOKEN WORDS UNIVERSAL SO EVERYONE COULD UNDERSTAND, THAT IS IF YOU WERE ACTUALLY INTELLIGENT.

SOOOOO… I AM ALL ALONE NOW, AND I’VE GOT TO GO FOR NOW.

I HAVE TO GO WORK ON THE C++ PROGRAM SATELLITE, ITS MY DREAM TO GET THE LANGUAGE TO WORK AND THEN TO PROGRAM THE ARTIFICIAL INTELLIGENCE IN THAT LANGUAGE, MAN THAT WOULD BE SO COOL.

I WILL TRY TO HELP LATER, LIKE TOMORROW COMBINE. OH WAIT I MADE THIS PYTHON PROGRAM WITH AN ARTIFICIAL INTELLIGENCE LET ME SEE IF I CAN FIND IT.

Python
import tkinter as tk
import time
import random
import math
from concurrent.futures import ThreadPoolExecutor
from queue import Queue

# Importing your custom modules
from config import *
from tkinter_map import PatrolMap
from combat_log import CombatLogger
from combine_overwatch import EliteUnit
from civil_protection import CivilProtection
from resistance import RebelUnit
from skirmish import SkirmishEngine
from muzzle_flash import FXEngine
from quad_ai import TeamPersonality

class QUAD_CombatPatrol_Engine:
    def __init__(self, root):
        self.root = root
        self.root.title("C.O. PATROL - SECTOR 17 SIMULATION v0.4 [24-THREAD XEON ACTIVE] - QUAD AI LEARNING")
        
        # 1. Initialize Core Systems
        self.view = PatrolMap(root)
        self.logger = CombatLogger()
        
        # STEP 10: Team Personalities
        self.combine_personality = TeamPersonality("Combine Forces")
        self.resistance_personality = TeamPersonality("Resistance")
        self.skirmish = SkirmishEngine()
        self.fx = FXEngine(self.view.canvas)
        
        # Explicitly using your 24 threads for the Xeon
        self.executor = ThreadPoolExecutor(max_workers=NUM_THREADS)
        
        # 2. Unit Storage - Sized for 24-core parallel processing
        # Elites spawn in defensive formation around center
        self.elites = []
        for i in range(8):
            angle = (i / 8) * 2 * math.pi
            x = DEFENSE_CENTER[0] + math.cos(angle) * (DEFENSE_RADIUS * 0.6)
            y = DEFENSE_CENTER[1] + math.sin(angle) * (DEFENSE_RADIUS * 0.6)
            self.elites.append(EliteUnit(i, x, y))
        
        # Civil Protection patrol around elites
        self.cps = []
        for i in range(20):
            angle = (i / 20) * 2 * math.pi
            x = DEFENSE_CENTER[0] + math.cos(angle) * DEFENSE_RADIUS
            y = DEFENSE_CENTER[1] + math.sin(angle) * DEFENSE_RADIUS
            self.cps.append(CivilProtection(i + 10, x, y))
        
        # Resistance spawns from entrances in waves
        self.rebels = []
        self.spawn_wave_counter = 0
        self.next_wave_time = time.time() + 3  # First wave in 3 seconds
        self.frame_counter = 0  # Track frames for fire rate
        
        # Combine reinforcement tracking
        self.next_elite_spawn = time.time() + 8
        self.next_cp_spawn = time.time() + 6
        self.elite_id_counter = 100
        self.cp_id_counter = 1000
        
        # 3. Draw initial states on Tkinter Canvas
        self.setup_canvas()
        
        # 4. Start the high-performance loop
        self.update_sim()

    def setup_canvas(self):
        """Initial rendering of all units on the map."""
        for e in self.elites:
            self.view.draw_unit(e.id, e.x, e.y, COLOR_COMBINE_BODY, COLOR_COMBINE_OUTLINE)
        for cp in self.cps:
            self.view.draw_unit(cp.id, cp.x, cp.y, COLOR_CP_BODY, COLOR_CP_OUTLINE)

    def spawn_resistance_wave(self):
        """Spawn resistance fighters from the entrances."""
        spawn_point = random.choice(RESISTANCE_SPAWNS)
        num_rebels = random.randint(4, 6)  # 4-6 rebels per wave
        for i in range(num_rebels):
            rebel_id = 100 + self.spawn_wave_counter
            x = spawn_point["x"] + random.randint(-20, 20)
            y = spawn_point["y"] + random.randint(-20, 20)
            rebel = RebelUnit(rebel_id, x, y)
            # STEP 10: New units learn from team personality
            self.resistance_personality.influence_new_unit(rebel.brain)
            self.rebels.append(rebel)
            self.view.draw_unit(rebel.id, rebel.x, rebel.y, COLOR_RESISTANCE_BODY, COLOR_RESISTANCE_OUTLINE)
            self.spawn_wave_counter += 1
    
    def spawn_elite_reinforcement(self):
        """Spawn Elite unit reinforcements."""
        spawn_point = random.choice(COMBINE_SPAWNS)
        num_elites = random.randint(1, 2)  # 1-2 elites
        for i in range(num_elites):
            elite_id = self.elite_id_counter
            self.elite_id_counter += 1
            x = spawn_point["x"] + random.randint(-15, 15)
            y = spawn_point["y"] + random.randint(-15, 15)
            elite = EliteUnit(elite_id, x, y)
            # STEP 10: New elites learn from team
            self.combine_personality.influence_new_unit(elite.brain)
            self.elites.append(elite)
            self.view.draw_unit(elite.id, elite.x, elite.y, COLOR_COMBINE_BODY, COLOR_COMBINE_OUTLINE)
    
    def spawn_cp_reinforcement(self):
        """Spawn Civil Protection reinforcements."""
        spawn_point = random.choice(COMBINE_SPAWNS)
        num_cp = random.randint(3, 5)  # 3-5 CP units
        for i in range(num_cp):
            cp_id = self.cp_id_counter
            self.cp_id_counter += 1
            x = spawn_point["x"] + random.randint(-25, 25)
            y = spawn_point["y"] + random.randint(-25, 25)
            cp = CivilProtection(cp_id, x, y)
            # STEP 10: New CP learn from team
            self.combine_personality.influence_new_unit(cp.brain)
            self.cps.append(cp)
            self.view.draw_unit(cp.id, cp.x, cp.y, COLOR_CP_BODY, COLOR_CP_OUTLINE)

    def process_unit_batch(self, units):
        """
        WORKER THREAD LOGIC: Processes a batch of units.
        Handles QUAD logic: ASSUMING, BANDING, and SUPPRESSION + Visual FX queuing.
        """
        results = []
        all_combine = self.elites + self.cps
        
        for unit in units:
            shots_to_fire = []
            
            # A. Suppression Check (Logic from Skirmish)
            if hasattr(unit, 'suppression') and self.skirmish.check_suppression(unit):
                target_x, target_y = self.skirmish.find_nearest_cover(unit.x, unit.y)
                dx, dy = self.skirmish.get_cover_drift(unit.x, unit.y, target_x, target_y)
                unit.suppression = max(0, unit.suppression - 1)
            
            # B. Tactical Movement & Combat
            elif isinstance(unit, RebelUnit):
                dx, dy = unit.get_movement(self.skirmish, all_combine)
                # Check collision
                dx, dy = self.skirmish.check_obstacle_collision(unit.x, unit.y, dx, dy)
                # Check for firefight with Combine forces
                can_shoot = (self.frame_counter - unit.last_shot_frame) >= FIRE_RATE["rebel_smg"]
                if can_shoot:
                    for elite in self.elites:
                        dist = math.dist((unit.x, unit.y), (elite.x, elite.y))
                        if dist < 120 and elite.health > 0:
                            prev_elite_health = elite.health
                            prev_rebel_health = unit.health
                            self.skirmish.resolve_firefight(unit, elite, "rebel_smg", "elite_rifle")
                            # STEP 7: Apply feedback based on hit/miss
                            unit.brain.apply_feedback(hit_enemy=(elite.health < prev_elite_health), 
                                                     got_hit=(unit.health < prev_rebel_health),
                                                     killed_enemy=(elite.health <= 0))
                            elite.brain.apply_feedback(hit_enemy=(unit.health < prev_rebel_health),
                                                      got_hit=(elite.health < prev_elite_health),
                                                      killed_enemy=(unit.health <= 0))
                            shots_to_fire.append((elite.x, elite.y, unit.x, unit.y, True))
                            shots_to_fire.append((unit.x, unit.y, elite.x, elite.y, False))
                            unit.last_shot_frame = self.frame_counter
                            break  # One engagement per update
                    # Also engage Civil Protection
                    if not shots_to_fire:
                        for cp in self.cps:
                            dist = math.dist((unit.x, unit.y), (cp.x, cp.y))
                            if dist < 100 and cp.health > 0:
                                prev_cp_health = cp.health
                                prev_rebel_health = unit.health
                                self.skirmish.resolve_firefight(unit, cp, "rebel_smg", "cp_pistol")
                                # STEP 7: Feedback
                                unit.brain.apply_feedback(hit_enemy=(cp.health < prev_cp_health),
                                                         got_hit=(unit.health < prev_rebel_health),
                                                         killed_enemy=(cp.health <= 0))
                                cp.brain.apply_feedback(hit_enemy=(unit.health < prev_rebel_health),
                                                       got_hit=(cp.health < prev_cp_health),
                                                       killed_enemy=(unit.health <= 0))
                                shots_to_fire.append((cp.x, cp.y, unit.x, unit.y, True))
                                shots_to_fire.append((unit.x, unit.y, cp.x, cp.y, False))
                                unit.last_shot_frame = self.frame_counter
                                break
            
            elif isinstance(unit, EliteUnit):
                dx, dy = unit.get_movement(self.skirmish, self.rebels)
                # Check collision
                dx, dy = self.skirmish.check_obstacle_collision(unit.x, unit.y, dx, dy)
                # Elites engage rebels aggressively
                can_shoot = (self.frame_counter - unit.last_shot_frame) >= FIRE_RATE["elite_rifle"]
                if can_shoot:
                    for rebel in self.rebels:
                        dist = math.dist((unit.x, unit.y), (rebel.x, rebel.y))
                        if dist < 180 and rebel.health > 0:
                            self.skirmish.resolve_firefight(unit, rebel, "elite_rifle", "rebel_smg")
                            shots_to_fire.append((unit.x, unit.y, rebel.x, rebel.y, True))
                            shots_to_fire.append((rebel.x, rebel.y, unit.x, unit.y, False))
                            unit.last_shot_frame = self.frame_counter
                            break  # One engagement per update
                
            elif isinstance(unit, CivilProtection):
                dx, dy = unit.patrol_logic()
                # Check collision
                dx, dy = self.skirmish.check_obstacle_collision(unit.x, unit.y, dx, dy)
                # CP engages rebels - now equal combatants
                can_shoot = (self.frame_counter - unit.last_shot_frame) >= FIRE_RATE["cp_pistol"]
                if can_shoot:
                    for rebel in self.rebels:
                        dist = math.dist((unit.x, unit.y), (rebel.x, rebel.y))
                        if dist < 120 and rebel.health > 0:  # Same range as rebels (was 110)
                            self.skirmish.resolve_firefight(unit, rebel, "cp_pistol", "rebel_smg")
                            shots_to_fire.append((unit.x, unit.y, rebel.x, rebel.y, True))
                            shots_to_fire.append((rebel.x, rebel.y, unit.x, unit.y, False))
                            unit.last_shot_frame = self.frame_counter
                            break  # One engagement per update
                # C. Reporting/Banding Logic (CP encountering Elite)
                for elite in self.elites:
                    dist = math.dist((unit.x, unit.y), (elite.x, elite.y))
                    if dist < 30:
                        unit.encounter_elite(elite, self.skirmish)
                        self.logger.log_event(int(time.time()), unit.id, 4, elite.id)

            # Apply delta and update the object state
            # Ensure minimum movement to prevent freezing
            if dx == 0 and dy == 0 and isinstance(unit, RebelUnit):
                # Rebels should always move toward center when stuck
                dx = 1 if DEFENSE_CENTER[0] > unit.x else -1
                dy = 1 if DEFENSE_CENTER[1] > unit.y else -1
            
            unit.x += dx
            unit.y += dy
            
            # Decay suppression over time
            if hasattr(unit, 'suppression'):
                unit.suppression = max(0, unit.suppression - 0.5)
            
            # Bound checking (Don't let dots leave the sector)
            unit.x = max(10, min(WIDTH-10, unit.x))
            unit.y = max(10, min(HEIGHT-10, unit.y))
            
            results.append((unit.id, unit.x, unit.y, shots_to_fire))
            
        return results

    def update_sim(self):
        """The main orchestrator loop running on the main thread."""
        start_time = time.time()
        self.frame_counter += 1
        
        # Remove dead units and clean up canvas
        for rebel in self.rebels:
            if rebel.health <= 0:
                try:
                    self.view.canvas.delete(f"ring_{rebel.id}")
                    self.view.canvas.delete(f"body_{rebel.id}")
                except:
                    pass
        for elite in self.elites:
            if elite.health <= 0:
                try:
                    self.view.canvas.delete(f"ring_{elite.id}")
                    self.view.canvas.delete(f"body_{elite.id}")
                except:
                    pass
        for cp in self.cps:
            if cp.health <= 0:
                try:
                    self.view.canvas.delete(f"ring_{cp.id}")
                    self.view.canvas.delete(f"body_{cp.id}")
                except:
                    pass
        
        self.rebels = [r for r in self.rebels if r.health > 0]
        self.elites = [e for e in self.elites if e.health > 0]
        self.cps = [cp for cp in self.cps if cp.health > 0]
        
        # DYNAMIC REINFORCEMENT SYSTEM
        current_time = time.time()
        
        # Spawn resistance waves - more aggressive when winning
        if current_time >= self.next_wave_time:
            if len(self.rebels) < MAX_REBELS:
                # Spawn more rebels if Combine has advantage
                if len(self.elites) + len(self.cps) > len(self.rebels):
                    self.spawn_resistance_wave()
                elif len(self.rebels) < MIN_REBELS:
                    self.spawn_resistance_wave()
            self.next_wave_time = current_time + random.uniform(*REBEL_SPAWN_INTERVAL)
        
        # Spawn Elite reinforcements when losing ground
        if current_time >= self.next_elite_spawn:
            if len(self.elites) < MAX_ELITES:
                # More likely to spawn if rebels outnumber or elites are low
                if len(self.elites) < MIN_ELITES or len(self.rebels) > len(self.elites) + len(self.cps):
                    self.spawn_elite_reinforcement()
            self.next_elite_spawn = current_time + random.uniform(*ELITE_SPAWN_INTERVAL)
        
        # Spawn CP reinforcements to maintain defense
        if current_time >= self.next_cp_spawn:
            if len(self.cps) < MAX_CP:
                # Spawn if CP numbers are low or resistance is strong
                if len(self.cps) < MIN_CP or len(self.rebels) > 15:
                    self.spawn_cp_reinforcement()
            self.next_cp_spawn = current_time + random.uniform(*CP_SPAWN_INTERVAL)
        
        # 1. Prepare unit list and partition for 24 threads
        all_units = self.elites + self.cps + self.rebels
        chunk_size = max(1, len(all_units) // NUM_THREADS)
        chunks = [all_units[i:i + chunk_size] for i in range(0, len(all_units), chunk_size)]

        # 2. Dispatch to Xeon ThreadPool
        # Each thread handles a 'Squad' of units to minimize overhead
        futures = [self.executor.submit(self.process_unit_batch, chunk) for chunk in chunks]

        # 3. Collect results and update the Tkinter View + Trigger FX
        for future in futures:
            batch_data = future.result()
            for uid, nx, ny, shots in batch_data:
                self.view.update_position(uid, nx, ny)
                # Render muzzle flashes and regal tracers
                for sx, sy, tx, ty, is_combine in shots:
                    self.fx.fire_shot(sx, sy, tx, ty, is_combine)

        # 4. Schedule next frame (30 FPS targeting)
        # Keeping you fresh and the sim smooth
        elapsed = (time.time() - start_time) * 1000
        delay = max(1, int(33 - elapsed))
        self.root.after(delay, self.update_sim)

if __name__ == "__main__":
    root = tk.Tk()
    sim = QUAD_CombatPatrol_Engine(root)
    root.mainloop()

THAT WAS MAIN.PY, UP NEXT IS:

CIVIL PROTECTION LET ME SEE IF I CAN SEND THIS PYTHON PROGRAM TO SOME OF YOU VIA A DOWNLOAD LINK…

IT’S ONLY 24 KILOBYTES (24,000 BYTES) BUT IT HAS ALOT OF CODE INSIDE OF IT, I THINK IT’S VERY COOL THAT AN ARTIFICIAL INTELLIGENCE CAN MAKE ANYTHING EVEN IF IT’S DIRECTED BY A HUMAN. THE GAME JUST PLAYS ITSELF AND THE COMBINE SOLDIERS ATTEMPT TO HOLD THE LINE, DON’T WATCH IT FOR TOO LONG BECAUSE THEN THE GAME WILL JUST START REPEATING ITSELF, I WANTED TO EXPAND ON IT AND MAKE IT SO THAT THE DOTS LIKE LEARN AS THEY GO ALONG BUT THEY ONLY LEARN IN A CERTAIN WAY CURRENTLY.

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