move Building et al into Mods/
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@@ -1,111 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class PowerManagerInfo : ITraitInfo
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{
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public readonly int AdviceInterval = 250;
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public object Create(ActorInitializer init) { return new PowerManager(init, this); }
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}
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public class PowerManager : ITick
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{
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PowerManagerInfo Info;
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Player Player;
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Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
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[Sync] int totalProvided;
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public int PowerProvided { get { return totalProvided; } }
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[Sync] int totalDrained;
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public int PowerDrained { get { return totalDrained; } }
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public PowerManager(ActorInitializer init, PowerManagerInfo info)
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{
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Info = info;
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Player = init.self.Owner;
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init.world.ActorAdded += ActorAdded;
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init.world.ActorRemoved += ActorRemoved;
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}
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void ActorAdded(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
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UpdateTotals();
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}
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void ActorRemoved(Actor a)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain.Remove(a);
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UpdateTotals();
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}
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void UpdateTotals()
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{
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totalProvided = 0;
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totalDrained = 0;
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foreach (var kv in PowerDrain)
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{
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var p = kv.Value;
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if (p > 0)
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totalProvided += p;
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else
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totalDrained -= p;
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}
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}
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public void UpdateActor(Actor a, int newPower)
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{
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if (a.Owner != Player || !a.HasTrait<Building>())
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return;
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PowerDrain[a] = newPower;
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UpdateTotals();
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}
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int nextPowerAdviceTime = 0;
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bool wasLowPower = false;
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public void Tick(Actor self)
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{
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var lowPower = totalProvided < totalDrained;
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if (lowPower && !wasLowPower)
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nextPowerAdviceTime = 0;
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wasLowPower = lowPower;
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if (--nextPowerAdviceTime <= 0)
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{
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if (lowPower)
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Player.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
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nextPowerAdviceTime = Info.AdviceInterval;
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}
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}
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public PowerState PowerState
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{
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get {
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if (PowerProvided >= PowerDrained) return PowerState.Normal;
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if (PowerProvided > PowerDrained / 2) return PowerState.Low;
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return PowerState.Critical;
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}
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}
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}
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}
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@@ -1,124 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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public class TechTreeInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new TechTree(init);}
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}
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public class TechTree
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{
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readonly List<Watcher> watchers = new List<Watcher>();
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readonly Player player;
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public TechTree(ActorInitializer init)
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{
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player = init.self.Owner;
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init.world.ActorAdded += ActorChanged;
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init.world.ActorRemoved += ActorChanged;
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}
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public void ActorChanged(Actor a)
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{
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if (a.Owner == player && a.HasTrait<Building>())
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Update();
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}
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public void Update()
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{
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var buildings = GatherBuildings(player);
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foreach(var w in watchers)
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w.Update(buildings);
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}
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public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
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{
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Add(key, prerequisites, false, tte);
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}
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// set requiresPowered = true to discard buildings that have an IDisabled active (eg manually powered down)
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public void Add(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement tte)
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{
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watchers.Add(new Watcher( key, prerequisites, requiresPowered, tte ));
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}
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public void Remove(string key)
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{
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watchers.RemoveAll(x => x.key == key);
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}
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static Cache<string, List<Actor>> GatherBuildings( Player player )
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{
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var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
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if (player == null)
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return ret;
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foreach( var b in player.World.Queries.OwnedBy[player].Where( x=>x.Info.Traits.Contains<BuildingInfo>() ) )
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{
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ret[ b.Info.Name ].Add( b );
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var tt = b.Info.Traits.GetOrDefault<TooltipInfo>();
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if( tt != null )
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foreach( var alt in tt.AlternateName )
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ret[ alt ].Add( b );
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}
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return ret;
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}
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class Watcher
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{
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public readonly string key;
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// strings may be either actor type, or "alternate name" key
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public readonly List<string> prerequisites;
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public readonly ITechTreeElement watcher;
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bool hasPrerequisites;
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bool requiresPowered;
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public Watcher(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement watcher)
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{
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this.key = key;
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this.prerequisites = prerequisites;
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this.watcher = watcher;
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this.hasPrerequisites = false;
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this.requiresPowered = requiresPowered;
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}
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public void Update(Cache<string, List<Actor>> buildings)
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{
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var nowHasPrerequisites = true;
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foreach (var p in prerequisites)
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if (!buildings.Keys.Contains(p) ||
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(requiresPowered && buildings[p].All(b => b.TraitsImplementing<IDisable>().Any(d => d.Disabled))))
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{
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nowHasPrerequisites = false;
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break;
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}
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if( nowHasPrerequisites && !hasPrerequisites )
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watcher.PrerequisitesAvailable(key);
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if( !nowHasPrerequisites && hasPrerequisites )
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watcher.PrerequisitesUnavailable(key);
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hasPrerequisites = nowHasPrerequisites;
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}
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}
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}
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public interface ITechTreeElement
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{
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void PrerequisitesAvailable(string key);
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void PrerequisitesUnavailable(string key);
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}
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}
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