Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc
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@@ -24,49 +24,11 @@ using OpenRA.Graphics;
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namespace OpenRA.GameRules
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{
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public enum UnitMovementType : byte
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{
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Foot = 0,
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Track = 1,
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Wheel = 2,
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Float = 3,
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Fly = 4,
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}
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public class TerrainCost
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{
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public readonly bool Buildable = true;
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public readonly float Foot = 0, Track = 0, Wheel = 0, Float = 0;
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public readonly bool AcceptSmudge = true;
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public TerrainCost(MiniYaml y) { FieldLoader.Load(this, y); }
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public float GetSpeedModifier(UnitMovementType umt)
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{
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switch (umt) /* todo: make this nice */
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{
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case UnitMovementType.Fly: return 1;
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case UnitMovementType.Foot: return Foot;
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case UnitMovementType.Wheel: return Wheel;
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case UnitMovementType.Track: return Track;
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case UnitMovementType.Float: return Float;
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default:
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throw new InvalidOperationException("wtf?");
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}
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}
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public float GetCost(UnitMovementType umt)
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{
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switch (umt) /* todo: make this nice */
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{
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case UnitMovementType.Fly: return 1;
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case UnitMovementType.Foot: return 1 / Foot;
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case UnitMovementType.Wheel: return 1 / Wheel;
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case UnitMovementType.Track: return 1 / Track;
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case UnitMovementType.Float: return 1 / Float;
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default:
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throw new InvalidOperationException("wtf?");
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}
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}
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}
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}
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@@ -41,7 +41,6 @@ namespace OpenRA
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{
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public int2 from;
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public int2 to;
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public UnitMovementType umt;
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public List<int2> result;
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public int tick;
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}
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.RA
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public class CargoInfo : TraitInfo<Cargo>
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{
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public readonly int Passengers = 0;
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public readonly UnitMovementType[] PassengerTypes = { };
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public readonly string[] PassengerTypes = { };
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public readonly int UnloadFacing = 0;
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}
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@@ -45,15 +45,19 @@ namespace OpenRA.Mods.RA
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public object Create(ActorInitializer init) { return new Crate(init); }
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}
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class Crate : ITick
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class Crate : ITick, IOccupySpace
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{
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readonly Actor self;
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[Sync]
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int ticks;
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[Sync]
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public int2 Location;
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public Crate(ActorInitializer init)
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{
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this.self = init.self;
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this.Location = init.location;
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}
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public void OnCollected(Actor crusher)
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@@ -90,5 +94,9 @@ namespace OpenRA.Mods.RA
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if (seq != self.traits.Get<RenderSimple>().anim.CurrentSequence.Name)
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self.traits.Get<RenderSimple>().anim.PlayRepeating(seq);
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}
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public int2 TopLeft {get { return Location; }}
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int2[] noCells = new int2[] { };
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public IEnumerable<int2> OccupiedCells() { return noCells; }
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}
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}
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@@ -25,13 +25,15 @@ using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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public class CrateDropInfo : TraitInfo<CrateDrop>
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{
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public readonly int Minimum = 1; // Minumum number of crates
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public readonly int Maximum = 255; // Maximum number of crates
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public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"}; // Which terrain types can we drop on?
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public readonly string[] ValidWater = {"Water"};
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public readonly int SpawnInterval = 180; // Average time (seconds) between crate spawn
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public readonly float WaterChance = .2f; // Chance of generating a water crate instead of a land crate
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}
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@@ -67,15 +69,16 @@ namespace OpenRA.Mods.RA
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{
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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// Is this valid terrain?
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// Ugly hack until terraintypes are converted from enums
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var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
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var terrain = Enum.GetName( typeof(TerrainType), terrainType);
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if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrain)) continue;
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// Don't drop on any actors
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if (self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(p).Any()) continue;
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// Don't drop on unpathable cells
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if (!(self.World.Map.IsInMap(p.X, p.Y) &&
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Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y])]
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.GetCost(inWater ? UnitMovementType.Float : UnitMovementType.Wheel) < float.PositiveInfinity)) continue;
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self.World.AddFrameEndTask(w =>
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{
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var crate = new Actor(w, "crate", new int2(0, 0), w.WorldActor.Owner);
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@@ -20,21 +20,25 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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class CrateSpawnerInfo : TraitInfo<CrateSpawner>
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public class CrateSpawnerInfo : TraitInfo<CrateSpawner>
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{
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public readonly int Minimum = 1; // Minumum number of crates
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public readonly int Maximum = 255; // Maximum number of crates
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public readonly string[] ValidGround = {"Clear", "Rough", "Road", "Ore", "Beach"}; // Which terrain types can we drop on?
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public readonly string[] ValidWater = {"Water"};
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public readonly int SpawnInterval = 180; // Average time (seconds) between crate spawn
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public readonly float WaterChance = .2f; // Chance of generating a water crate instead of a land crate
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}
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// assumption: there is always at least one free water cell, and one free land cell.
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class CrateSpawner : ITick
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public class CrateSpawner : ITick
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{
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List<Actor> crates = new List<Actor>();
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int ticks = 0;
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@@ -46,7 +50,7 @@ namespace OpenRA.Mods.RA
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var info = self.Info.Traits.Get<CrateSpawnerInfo>();
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ticks = info.SpawnInterval * 25; // todo: randomize
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crates.RemoveAll(c => !c.IsInWorld);
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crates.RemoveAll(x => !x.IsInWorld);
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var toSpawn = Math.Max(0, info.Minimum - crates.Count)
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+ (crates.Count < info.Maximum ? 1 : 0);
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@@ -56,22 +60,30 @@ namespace OpenRA.Mods.RA
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}
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}
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const int ChooseCrateLocationAttempts = 100;
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void SpawnCrate(Actor self, CrateSpawnerInfo info)
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{
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var threshold = 100;
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var inWater = self.World.SharedRandom.NextDouble() < info.WaterChance;
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for (var n = 0; n < ChooseCrateLocationAttempts; n++)
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for (var n = 0; n < threshold; n++ )
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{
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var p = self.World.ChooseRandomCell(self.World.SharedRandom);
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if (self.World.IsCellBuildable(p, inWater))
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{
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// Is this valid terrain?
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// Ugly hack until terraintypes are converted from enums
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var terrainType = self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[p.X, p.Y]);
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var terrain = Enum.GetName( typeof(TerrainType), terrainType);
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if (!(inWater ? info.ValidWater : info.ValidGround).Contains(terrain)) continue;
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// Don't spawn on any actors
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if (self.World.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(p) != null) continue;
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if (self.World.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(p).Any()) continue;
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System.Console.WriteLine("Spawning crate at {0}", p);
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self.World.AddFrameEndTask(
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w => crates.Add(w.CreateActor("crate", p, self.World.WorldActor.Owner)));
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break;
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}
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return;
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}
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}
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}
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@@ -122,6 +122,15 @@
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<sequence name="idle" start="0" src="wcrate" />
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</unit>
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<unit name="crate-effects">
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<sequence name="airstrike" start="0" length="9" src="deviator" />
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<sequence name="nuke" start="0" length="29" src="missile2" />
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<sequence name="dollar" start="0" length="21" src="dollar" />
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<sequence name="reveal-map" start="0" length="10" src="earth" />
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<sequence name="hide-map" start="0" length="19" src="empulse" />
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<sequence name="heal" start="0" length="35" src="invun" />
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<sequence name="mine" start="0" length="21" src="mine" />
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<sequence name="redskull" start="0" length="20" src="rapid" />
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<sequence name="stealth" start="0" length="15" src="stealth2" />
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<sequence name="levelup" start="0" length="5" src="levelup" tick="200" />
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</unit>
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<unit name="ionsfx">
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@@ -249,3 +249,26 @@ World:
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SpatialBins:
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BinSize: 4
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Shroud:
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CrateSpawner:
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Minimum: 1
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Maximum: 300
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SpawnInterval: 12
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WaterChance: 0
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CRATE:
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Valued:
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Cost: 0
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Description: Crate
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Crate:
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Lifetime: 120
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GiveCashCrateAction:
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Amount: 1000
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SelectionShares: 50
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Effect: dollar
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HideMapCrateAction:
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SelectionShares: 5
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Effect: hide-map
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Unit:
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HP: 1
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RenderUnit:
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BelowUnits:
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@@ -1,82 +1,38 @@
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Clear:
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Foot: 90%
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Track: 80%
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Wheel: 60%
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Float: 0%
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Buildable: yes
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Rough:
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Foot: 80%
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Track: 70%
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Wheel: 40%
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Float: 0%
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Buildable: no
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Road:
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Foot: 100%
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Track: 100%
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Wheel: 100%
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Float: 0%
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Buildable: yes
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Tree:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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Water:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 100%
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Buildable: no
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AcceptSmudge: no
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Rock:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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Wall:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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Ore:
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Foot: 90%
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Track: 70%
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Wheel: 50%
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Float: 0%
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Buildable: no
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Beach:
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Foot: 80%
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Track: 70%
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Wheel: 40%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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River:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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Special:
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Foot: 100%
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Track: 100%
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Wheel: 100%
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Float: 100%
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Buildable: no
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AcceptSmudge: no
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