Merge pull request #4970 from Phrohdoh/LineBuild
Added LineBuildNode trait to filter which structure(s) a LineBuild actor can be attached to. Closes #2248
This commit is contained in:
@@ -40,6 +40,7 @@ NEW:
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Added the BLOXXMAS terrain tiles from the 1.06 patch.
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Saboteur can now plant C4 on vehicles.
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Added concrete plates and building weathering.
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Walls will now extend themselves when placed in line with a turret.
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Red Alert:
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Engineers are now remapped to team colors.
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Added some remap to the bottom edge of SAM sites.
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@@ -138,6 +139,7 @@ NEW:
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Maps can define initial cargo for actors by adding "Cargo: actora, actorb, ..." to the actor reference.
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Modified Teleport activity to use the best/closest open cell to the target destination for teleports (for ChronoshiftPower this only applies on the return trip).
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Renamed ChronoshiftDeploy trait to PortableChrono.
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Added LineBuildNode trait to filter which structure(s) a LineBuild actor can be attached to.
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Server:
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Message of the day is now shared between all mods and a default motd.txt gets created in the user directory.
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Asset Browser:
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -18,6 +18,9 @@ namespace OpenRA.Mods.RA.Buildings
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{
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[Desc("The maximum allowed length of the line.")]
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public readonly int Range = 5;
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[Desc("LineBuildNode 'Types' to attach to.")]
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public readonly string[] NodeTypes = { "wall" };
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}
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public class LineBuild {}
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24
OpenRA.Mods.RA/Buildings/LineBuildNode.cs
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24
OpenRA.Mods.RA/Buildings/LineBuildNode.cs
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@@ -0,0 +1,24 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Buildings
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{
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[Desc("LineBuild actors attach to LineBuildNodes.")]
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public class LineBuildNodeInfo : TraitInfo<LineBuildNode>
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{
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[Desc("This actor is of LineBuild 'NodeType'...")]
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public readonly string[] Types = { "wall" };
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}
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public class LineBuildNode {}
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}
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.RA.Buildings
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public static IEnumerable<CPos> GetLineBuildCells(World world, CPos location, string name, BuildingInfo bi)
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{
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int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
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var lbi = Rules.Info[name].Traits.Get<LineBuildInfo>();
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var topLeft = location; // 1x1 assumption!
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if (world.IsCellBuildable(topLeft, bi))
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@@ -54,17 +54,21 @@ namespace OpenRA.Mods.RA.Buildings
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int[] dirs = { 0, 0, 0, 0 };
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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for (int i = 1; i < lbi.Range; i++)
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{
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if (dirs[d] != 0)
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continue;
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CPos cell = topLeft + i * vecs[d];
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var cell = topLeft + i * vecs[d];
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if (world.IsCellBuildable(cell, bi))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (world.ActorsWithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == name && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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if (world.ActorsWithTrait<LineBuildNode>().Any(a =>
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(
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a.Actor.Location == cell &&
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a.Actor.Info.Traits.Get<LineBuildNodeInfo>().Types.Intersect(lbi.NodeTypes).Any()
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)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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@@ -490,6 +490,7 @@
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<Compile Include="Orders\BeaconOrderGenerator.cs" />
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<Compile Include="Widgets\LogicKeyListenerWidget.cs" />
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<Compile Include="Widgets\Logic\ControlGroupLogic.cs" />
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<Compile Include="Buildings\LineBuildNode.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -447,6 +447,9 @@
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CrushSound: sandbag2.aud
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LineBuild:
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Range: 8
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NodeTypes: wall
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LineBuildNode:
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Types: wall
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RenderBuildingWall:
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HasMakeAnimation: false
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Palette: staticterrain
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@@ -726,6 +726,11 @@ SBAG:
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HP: 100
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Armor:
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Type: Light
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LineBuild:
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Range: 8
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NodeTypes: sandbag
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LineBuildNode:
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Types: sandbag
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CYCL:
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Inherits: ^Wall
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@@ -745,6 +750,11 @@ CYCL:
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HP: 100
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Armor:
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Type: Light
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LineBuild:
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Range: 8
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NodeTypes: chain
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LineBuildNode:
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Types: chain
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BRIK:
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Inherits: ^Wall
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@@ -769,6 +779,11 @@ BRIK:
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-CrushSound:
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SoundOnDamageTransition:
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DestroyedSound: crumble.aud
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LineBuild:
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Range: 8
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NodeTypes: concrete
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LineBuildNode:
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Types: concrete
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BARRACKS:
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Tooltip:
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@@ -412,6 +412,9 @@ CONCRETEB:
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CrushClasses: Concretewall
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LineBuild:
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Range: 8
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NodeTypes: wall, turret
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LineBuildNode:
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Types: wall
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TargetableBuilding:
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TargetTypes: Ground
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RenderBuildingWall:
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@@ -478,6 +481,8 @@ WALL:
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DetectCloaked:
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Range: 5
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-WithCrumbleOverlay:
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LineBuildNode:
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Types: turret
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^ROCKETTOWER:
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Inherits: ^Building
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@@ -527,6 +532,8 @@ WALL:
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DetectCloaked:
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Range: 6
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-WithCrumbleOverlay:
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LineBuildNode:
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Types: turret
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^REPAIR:
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Inherits: ^Building
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@@ -287,6 +287,9 @@
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CrushClasses: wall
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LineBuild:
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Range: 8
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NodeTypes: wall
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LineBuildNode:
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Types: wall
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TargetableBuilding:
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TargetTypes: Ground, DetonateAttack
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RenderBuildingWall:
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@@ -1355,6 +1355,11 @@ SBAG:
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HP: 300
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Armor:
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Type: Wood
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LineBuild:
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Range: 8
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NodeTypes: sandbag
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LineBuildNode:
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Types: sandbag
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FENC:
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Inherits: ^Wall
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@@ -1375,6 +1380,11 @@ FENC:
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HP: 300
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Armor:
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Type: Wood
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LineBuild:
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Range: 8
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NodeTypes: fence
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LineBuildNode:
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Types: fence
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BRIK:
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Inherits: ^Wall
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@@ -1400,6 +1410,11 @@ BRIK:
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Type: Concrete
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Wall:
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CrushClasses: heavywall
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LineBuild:
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Range: 8
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NodeTypes: concrete
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LineBuildNode:
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Types: concrete
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CYCL:
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Inherits: ^Wall
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@@ -159,6 +159,9 @@
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CrushClasses: wall
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LineBuild:
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Range: 8
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NodeTypes: wall
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LineBuildNode:
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Types: wall
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SelectionDecorations:
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Selectable:
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Priority: 1
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