
Description
With independent ruin solving scripts, you'll soon run into your ruin solvers end up all in scouting mode around your base, rendering them useless. Wouldn't it be more useful to have a central register of found ruins, instead of each ruin solver wandering around blindly? Here, the "Ruin Cartographer" unit comes into play - it continously scans its surroundings for new ruins, signalling them to a group of ruin solvers. The ruin solvers then individually allocate a ruin each, solving it.How it's done
The ruin cartographer stores found ruins in an array. It calculates the distance to each ruin, returning the ruin furthest away in its signal register, with a range information. Each Solver iterates through all "Unsolved" type signals, identifying the Cartographer's signal by having a non-zero number in its signal. The Solver allocates this ruin by removing the number (=zero) and setting the ruin into its own signal register. The Cartographer then goes through all "Unsolved" signals itself, removing all Solver-allocated ruins from its register array. Each Solver also has its own radar to find additional ruins by itself - again, it checks found ruins against allocated ruins by going through the "Unsolved" signals to avoid double-allocating.Usage
Use P1 to attach your Cartographer to a unit moving around a lot (e.g., your combat group). Add distance information. In the Solver, drag your central drop-off point into P3. P5 and P6 contain the ruin types to scan for (typically "Human" and "Robot"). Once your Cartographer has found a couple of ruins, you can start your Solvers with a bit of delay between each.Screenshots
Cartographer trailing a combat group's baggage train - note the large array of ruins found:


