Merge commit 'alzeih/master'; commit 'pchote/master'
This commit is contained in:
@@ -326,6 +326,21 @@ namespace OpenRa.Game
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AddButton(chronoshiftRect, isLmb => HandleChronosphereButton());
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}
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buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome);
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// Iron Curtain
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Rectangle curtainRect = new Rectangle(6, 14+50, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
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var curtainDrawPos = Game.viewport.Location + new float2(curtainRect.Location);
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var hasCurtain = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
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if (!hasCurtain)
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repairButton.ReplaceAnim("disabled");
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else
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{
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//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
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AddButton(curtainRect, isLmb => HandleIronCurtainButton());
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}
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buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
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// Repair
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@@ -423,6 +438,12 @@ namespace OpenRa.Game
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Sound.Play("slcttgt1.aud");
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}
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void HandleIronCurtainButton()
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{
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if (Game.controller.ToggleInputMode<IronCurtainOrderGenerator>())
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Sound.Play("slcttgt1.aud");
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}
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void DrawChat()
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{
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var chatpos = new int2(400, Game.viewport.Height - 20);
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@@ -25,6 +25,7 @@ namespace OpenRa.Game
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public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
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public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
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public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
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public static Cursor Ability { get { return new Cursor("ability"); } }
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public static Cursor C4 { get { return new Cursor("c4"); } }
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public static Cursor Capture { get { return new Cursor("capture"); } }
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public static Cursor Heal { get { return new Cursor("heal"); } }
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30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
30
OpenRa.Game/Effects/InvulnEffect.cs
Normal file
@@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Effects
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{
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class InvulnEffect : IEffect
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{
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Actor a;
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IronCurtainable b;
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public InvulnEffect(Actor a)
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{
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this.a = a;
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this.b = a.traits.Get<IronCurtainable>();
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}
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public void Tick()
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{
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if (a.IsDead || b.GetDamageModifier() > 0)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<Renderable> Render()
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{
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Invuln);
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}
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}
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}
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36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
36
OpenRa.Game/Effects/PowerDownIndicator.cs
Normal file
@@ -0,0 +1,36 @@
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using System.Collections.Generic;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Effects
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{
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class PowerDownIndicator : IEffect
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{
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Actor a;
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Building b;
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Animation anim = new Animation("powerdown");
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public PowerDownIndicator(Actor a)
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{
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this.a = a;
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this.b = a.traits.Get<Building>();
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anim.PlayRepeating("disabled");
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}
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public void Tick()
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{
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if (!b.Disabled || a.IsDead)
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Game.world.AddFrameEndTask(w => w.Remove(this));
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}
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public IEnumerable<Renderable> Render()
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{
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Disabled);
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if (b.ManuallyDisabled)
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yield return new Renderable(anim.Image,
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a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
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}
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}
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}
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@@ -5,8 +5,8 @@ namespace OpenRa.Game.Graphics
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{
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public enum PaletteType
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{
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Chrome, Shroud, Highlight,
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Gold, Blue, Red, Orange, Teal, Salmon, Green, Gray,
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Shadow, Invuln, Disabled, Highlight, Shroud, Chrome,
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};
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class HardwarePalette : Sheet
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@@ -23,11 +23,12 @@ namespace OpenRa.Game.Graphics
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foreach (string remap in new string[] { "blue", "red", "orange", "teal", "salmon", "green", "gray" })
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AddPalette(new Palette(pal, new PlayerColorRemap(FileSystem.Open(remap + ".rem"))));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0))));
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AddPalette(pal); // iron curtain. todo: remap!
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AddPalette(pal); // chrome (it's like gold, but we're not going to hax it in palettemods)
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AddPalette(new Palette(pal, new ShroudPaletteRemap()));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255))));
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(140, 0, 0, 0)))); // Shadow
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 128, 0, 0)))); // Invulnerable (Iron Curtain)
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(180, 0, 0, 0)))); // Disabled / Low power
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AddPalette(new Palette(pal, new SingleColorRemap(Color.FromArgb(128, 255, 255, 255)))); // Highlight
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AddPalette(new Palette(pal, new ShroudPaletteRemap())); // Shroud
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AddPalette(pal); // Chrome (it's like gold, but we're not going to hax it in palettemods)
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}
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int AddPalette(Palette p)
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@@ -242,6 +242,9 @@ namespace OpenRa.Game.Graphics
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{
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foreach (var tag in tags.GetTags())
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{
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if (tag == TagType.None)
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continue;
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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spriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, PaletteType.Chrome);
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@@ -83,7 +83,9 @@
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<Compile Include="Effects\Corpse.cs" />
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<Compile Include="Effects\DelayedAction.cs" />
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<Compile Include="Effects\FlashTarget.cs" />
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<Compile Include="Effects\InvulnEffect.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\PowerDownIndicator.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\Smoke.cs" />
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<Compile Include="Effects\TeslaZap.cs" />
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@@ -100,6 +102,7 @@
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<Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" />
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<Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" />
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<Compile Include="Orders\IOrderSource.cs" />
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<Compile Include="Orders\IronCurtainOrderGenerator.cs" />
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<Compile Include="Orders\LocalOrderSource.cs" />
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<Compile Include="Effects\Missile.cs" />
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<Compile Include="Orders\NetworkOrderSource.cs" />
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@@ -217,6 +220,8 @@
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||||
<Compile Include="Traits\Helicopter.cs" />
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<Compile Include="Traits\InvisibleToOthers.cs" />
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<Compile Include="Traits\ConstructionYard.cs" />
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<Compile Include="Traits\IronCurtain.cs" />
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<Compile Include="Traits\IronCurtainable.cs" />
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<Compile Include="Traits\MineImmune.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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<Compile Include="Traits\LimitedAmmo.cs" />
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||||
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||||
57
OpenRa.Game/Orders/IronCurtainOrderGenerator.cs
Normal file
57
OpenRa.Game/Orders/IronCurtainOrderGenerator.cs
Normal file
@@ -0,0 +1,57 @@
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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 System.Text;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Traits;
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namespace OpenRa.Game.Orders
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{
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class IronCurtainOrderGenerator : IOrderGenerator
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{
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public IEnumerable<Order> Order(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Right)
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Game.controller.CancelInputMode();
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return OrderInner(xy, mi);
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}
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IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
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{
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if (mi.Button == MouseButton.Left)
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{
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = Game.FindUnits(loc, loc)
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.Where(a => a.Owner == Game.LocalPlayer
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&& a.traits.Contains<IronCurtainable>()
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&& a.Info.Selectable).FirstOrDefault();
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var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
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if (unit != null)
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{
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yield return new Order("IronCurtain", underCursor, null, int2.Zero, null);
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}
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}
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||||
}
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||||
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||||
public void Tick()
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{
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var hasStructure = Game.world.Actors
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.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
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||||
if (!hasStructure)
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Game.controller.CancelInputMode();
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||||
}
|
||||
|
||||
public void Render() { }
|
||||
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||||
public Cursor GetCursor(int2 xy, MouseInput mi)
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{
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mi.Button = MouseButton.Left;
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return OrderInner(xy, mi).Any()
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? Cursor.Ability : Cursor.MoveBlocked;
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}
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}
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||||
}
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||||
@@ -26,7 +26,7 @@ namespace OpenRa.Game.Traits
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||||
|
||||
protected override void QueueAttack( Actor self, Order order )
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||||
{
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if (self.traits.Contains<Building>() && self.traits.Get<Building>().InsuffientPower())
|
||||
if (self.traits.Contains<Building>() && self.traits.Get<Building>().Disabled)
|
||||
return;
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||||
|
||||
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
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||||
@@ -9,13 +9,16 @@ using OpenRa.Game.Graphics;
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||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Building : INotifyDamage, IOrder, ITick, IRenderModifier
|
||||
class Building : INotifyDamage, IOrder, ITick
|
||||
{
|
||||
readonly Actor self;
|
||||
public readonly BuildingInfo unitInfo;
|
||||
bool isRepairing = false;
|
||||
bool isPoweredDown = false;
|
||||
|
||||
bool manuallyDisabled = false;
|
||||
public bool ManuallyDisabled { get { return manuallyDisabled; } }
|
||||
public bool Disabled { get { return (manuallyDisabled || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal)); } }
|
||||
bool wasDisabled = false;
|
||||
|
||||
public Building(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
@@ -24,14 +27,9 @@ namespace OpenRa.Game.Traits
|
||||
* ((float2)self.Location + .5f * (float2)unitInfo.Dimensions);
|
||||
}
|
||||
|
||||
public bool InsuffientPower()
|
||||
{
|
||||
return (isPoweredDown || (unitInfo.Powered && self.Owner.GetPowerState() != PowerState.Normal));
|
||||
}
|
||||
|
||||
public int GetPowerUsage()
|
||||
{
|
||||
if (isPoweredDown)
|
||||
if (manuallyDisabled)
|
||||
return 0;
|
||||
|
||||
if (unitInfo.Power > 0) /* todo: is this how real-ra scales it? */
|
||||
@@ -40,32 +38,6 @@ namespace OpenRa.Game.Traits
|
||||
return unitInfo.Power;
|
||||
}
|
||||
|
||||
public Animation iconAnim;
|
||||
public IEnumerable<Renderable>
|
||||
ModifyRender(Actor self, IEnumerable<Renderable> rs)
|
||||
{
|
||||
if (!InsuffientPower())
|
||||
return rs;
|
||||
|
||||
List<Renderable> nrs = new List<Renderable>(rs);
|
||||
foreach(var r in rs)
|
||||
{
|
||||
// Need 2 shadows to make it dark enough
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
nrs.Add(r.WithPalette(PaletteType.Shadow));
|
||||
}
|
||||
|
||||
if (isPoweredDown)
|
||||
{
|
||||
iconAnim = new Animation("powerdown");
|
||||
iconAnim.PlayRepeating("disabled");
|
||||
nrs.Add(new Renderable(iconAnim.Image, self.CenterLocation - 0.5f*iconAnim.Image.size, PaletteType.Chrome));
|
||||
}
|
||||
|
||||
|
||||
return nrs;
|
||||
}
|
||||
|
||||
public void Damaged(Actor self, AttackInfo e)
|
||||
{
|
||||
if (e.DamageState == DamageState.Dead)
|
||||
@@ -92,8 +64,8 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
if (order.OrderString == "PowerDown")
|
||||
{
|
||||
isPoweredDown = !isPoweredDown;
|
||||
Sound.Play((isPoweredDown) ? "bleep12.aud" : "bleep11.aud");
|
||||
manuallyDisabled = !manuallyDisabled;
|
||||
Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -101,6 +73,11 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// If the disabled state has changed since the last frame
|
||||
if (Disabled ^ wasDisabled
|
||||
&& (wasDisabled = Disabled)) // Yes, I mean assignment
|
||||
Game.world.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
|
||||
|
||||
if (!isRepairing) return;
|
||||
|
||||
if (remainingTicks == 0)
|
||||
|
||||
12
OpenRa.Game/Traits/IronCurtain.cs
Normal file
12
OpenRa.Game/Traits/IronCurtain.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class IronCurtain
|
||||
{
|
||||
public IronCurtain(Actor self) {}
|
||||
}
|
||||
}
|
||||
47
OpenRa.Game/Traits/IronCurtainable.cs
Normal file
47
OpenRa.Game/Traits/IronCurtainable.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using OpenRa.Game.Traits;
|
||||
using OpenRa.Game.Orders;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Drawing;
|
||||
using OpenRa.Game.Effects;
|
||||
using OpenRa.Game.Graphics;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class IronCurtainable: IOrder, IDamageModifier, ITick
|
||||
{
|
||||
int RemainingTicks = 0;
|
||||
|
||||
public IronCurtainable(Actor self) { }
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
if (RemainingTicks > 0)
|
||||
RemainingTicks--;
|
||||
}
|
||||
public float GetDamageModifier()
|
||||
{
|
||||
return (RemainingTicks > 0) ? 0.0f : 1.0f;
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
return null; // Chronoshift order is issued through Chrome.
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "IronCurtain")
|
||||
{
|
||||
Game.controller.CancelInputMode();
|
||||
Game.world.AddFrameEndTask(w => w.Add(new InvulnEffect(self)));
|
||||
RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
|
||||
Sound.Play("ironcur9.aud");
|
||||
// Play active anim
|
||||
var ironCurtain = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<IronCurtain>()).FirstOrDefault();
|
||||
if (ironCurtain != null)
|
||||
ironCurtain.traits.Get<RenderBuilding>().PlayCustomAnim(ironCurtain, "active");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,8 +4,11 @@ using System.Collections.Generic;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Production : IProducer, ITags
|
||||
class Production : IOrder, IProducer, ITags
|
||||
{
|
||||
bool isPrimary = false;
|
||||
public bool IsPrimary { get { return isPrimary; } }
|
||||
|
||||
public Production( Actor self ) { }
|
||||
|
||||
public virtual int2? CreationLocation( Actor self, UnitInfo producee )
|
||||
@@ -50,7 +53,45 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public IEnumerable<TagType> GetTags()
|
||||
{
|
||||
yield return (true) ? TagType.Primary : TagType.None;
|
||||
yield return (isPrimary) ? TagType.Primary : TagType.None;
|
||||
}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
if (mi.Button == MouseButton.Right && underCursor == self)
|
||||
return new Order("Deploy", self, null, int2.Zero, null);
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
if (order.OrderString == "Deploy")
|
||||
{
|
||||
SetPrimaryProducer(self, !isPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPrimaryProducer(Actor self, bool state)
|
||||
{
|
||||
if (state == false)
|
||||
{
|
||||
isPrimary = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Cancel existing primaries
|
||||
foreach (var p in (self.Info as BuildingInfo).Produces)
|
||||
{
|
||||
foreach (var b in Game.world.Actors.Where(x => x.traits.Contains<Production>()
|
||||
&& x.Owner == self.Owner
|
||||
&& x.traits.Get<Production>().IsPrimary == true
|
||||
&& (x.Info as BuildingInfo).Produces.Contains(p)))
|
||||
{
|
||||
b.traits.Get<Production>().SetPrimaryProducer(b, false);
|
||||
}
|
||||
}
|
||||
isPrimary = true;
|
||||
Sound.Play("pribldg1.aud");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,12 +128,36 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
var newUnitType = Rules.UnitInfo[ name ];
|
||||
var producerTypes = Rules.TechTree.UnitBuiltAt( newUnitType );
|
||||
|
||||
// TODO: choose producer based on "primary building"
|
||||
var producer = Game.world.Actors
|
||||
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
|
||||
.FirstOrDefault();
|
||||
|
||||
Actor producer = null;
|
||||
|
||||
// Prioritise primary structure in build order
|
||||
var primaryProducers = Game.world.Actors
|
||||
.Where(x => x.traits.Contains<Production>()
|
||||
&& producerTypes.Contains(x.Info)
|
||||
&& x.Owner == self.Owner
|
||||
&& x.traits.Get<Production>().IsPrimary == true);
|
||||
|
||||
foreach (var p in primaryProducers)
|
||||
{
|
||||
// Ignore buildings that are disabled
|
||||
if (p.traits.Contains<Building>() && p.traits.Get<Building>().Disabled)
|
||||
continue;
|
||||
producer = p;
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: Be smart about disabled buildings. Units in progress should be paused(?)
|
||||
// Ignore this for now
|
||||
|
||||
// Pick the first available producer
|
||||
if (producer == null)
|
||||
{
|
||||
producer = Game.world.Actors
|
||||
.Where( x => producerTypes.Contains( x.Info ) && x.Owner == self.Owner )
|
||||
.FirstOrDefault();
|
||||
}
|
||||
|
||||
// Something went wrong somewhere...
|
||||
if( producer == null )
|
||||
{
|
||||
CancelProduction( Rules.UnitCategory[ name ] );
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
// Check if powered
|
||||
var b = self.traits.Get<Building>();
|
||||
if (b != null && b.InsuffientPower())
|
||||
if (b != null && b.Disabled)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -22,7 +22,11 @@ namespace OpenRa.Game.Traits
|
||||
Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor );
|
||||
void ResolveOrder( Actor self, Order order );
|
||||
}
|
||||
interface IProducer { bool Produce( Actor self, UnitInfo producee ); }
|
||||
interface IProducer
|
||||
{
|
||||
bool Produce( Actor self, UnitInfo producee );
|
||||
void SetPrimaryProducer(Actor self, bool isPrimary);
|
||||
}
|
||||
interface IOccupySpace { IEnumerable<int2> OccupiedCells(); }
|
||||
interface INotifyAttack { void Attacking(Actor self); }
|
||||
interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
|
||||
|
||||
@@ -201,8 +201,10 @@
|
||||
</unit>
|
||||
<!-- iron curtain -->
|
||||
<unit name="iron">
|
||||
<sequence name="idle" start="0" length="11" />
|
||||
<sequence name="damaged-idle" start="11" length="11" />
|
||||
<sequence name="idle" start="0" length="1" />
|
||||
<sequence name="active" start="0" length="11" />
|
||||
<sequence name="damaged-idle" start="11" length="1" />
|
||||
<sequence name="damaged-active" start="11" length="11" />
|
||||
<sequence name="make" start="0" length="*" src="ironmake" />
|
||||
</unit>
|
||||
<!-- chronosphere -->
|
||||
|
||||
108
units.ini
108
units.ini
@@ -16,47 +16,47 @@ MNLY.AT
|
||||
|
||||
[V2RL]
|
||||
Description=V2 Rocket
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
|
||||
[1TNK]
|
||||
Description=Light Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=2
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[2TNK]
|
||||
Description=Medium Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
|
||||
[3TNK]
|
||||
Description=Heavy Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Recoil=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
|
||||
[4TNK]
|
||||
Description=Mammoth Tank
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
|
||||
[ARTY]
|
||||
Description=Artillery
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
|
||||
[JEEP]
|
||||
Description=Ranger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,0,0,-2
|
||||
MuzzleFlash=yes
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
|
||||
[APC]
|
||||
Description=Armored Personnel Carrier
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger
|
||||
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,0,0,-4
|
||||
MuzzleFlash=yes
|
||||
Voice=VehicleVoice
|
||||
@@ -67,40 +67,40 @@ PassengerTypes=Foot
|
||||
;; non-combat vehicles
|
||||
[MRJ]
|
||||
Description=Radar Jammer
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,4,0,-6
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
|
||||
[MGG]
|
||||
Description=Mobile Gap Generator
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
PrimaryOffset=0,6,0,-3
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
|
||||
[HARV]
|
||||
Description=Ore Truck
|
||||
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
SelectionPriority=7
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Collects Ore and Gems for processing.\n Unarmed
|
||||
[MCV]
|
||||
Description=Mobile Construction Vehicle
|
||||
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
|
||||
SelectionPriority=3
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Deploys into another Construction Yard.\n Unarmed
|
||||
|
||||
[MNLY.AP]
|
||||
Description=Minelayer (Anti-Personnel)
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
|
||||
Primary=MINP ;; temporary hack
|
||||
[MNLY.AT]
|
||||
Description=Minelayer (Anti-Tank)
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
|
||||
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
|
||||
Voice=VehicleVoice
|
||||
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
|
||||
Primary=MINV ;; temporary hack
|
||||
@@ -118,21 +118,21 @@ PT
|
||||
Description=Submarine
|
||||
WaterBound=yes
|
||||
BuiltAt=spen
|
||||
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable
|
||||
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable, IronCurtainable
|
||||
FireDelay=2
|
||||
LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
|
||||
[DD]
|
||||
Description=Destroyer
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,-8,0,-3
|
||||
LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
|
||||
[CA]
|
||||
Description=Cruiser
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,17,0,-2
|
||||
SecondaryOffset=0,-17,0,-2
|
||||
LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
|
||||
@@ -140,14 +140,14 @@ Recoil=3
|
||||
[LST]
|
||||
Description=Transport
|
||||
WaterBound=yes
|
||||
Traits=Unit, Mobile, RenderUnit, Cargo
|
||||
Traits=Unit, Mobile, RenderUnit, Cargo, IronCurtainable
|
||||
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
|
||||
PassengerTypes=Foot,Wheel,Track
|
||||
[PT]
|
||||
Description=Gunboat
|
||||
WaterBound=yes
|
||||
BuiltAt=syrd
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
|
||||
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
|
||||
PrimaryOffset=0,-6,0,-1
|
||||
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
|
||||
|
||||
@@ -168,13 +168,13 @@ HIND
|
||||
[MIG]
|
||||
Description=Mig Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
|
||||
InitialFacing=192
|
||||
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
|
||||
[YAK]
|
||||
Description=Yak Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
|
||||
InitialFacing=192
|
||||
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
|
||||
[TRAN]
|
||||
@@ -182,14 +182,14 @@ Description=Transport Helicopter
|
||||
RotorOffset=0,14,0,-4
|
||||
RotorOffset2=0,-14,0,-2
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo, IronCurtainable
|
||||
InitialFacing=20
|
||||
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
|
||||
PassengerTypes=Foot
|
||||
[HELI]
|
||||
Description=Longbow
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
|
||||
RotorOffset=0,0,0,-2
|
||||
PrimaryOffset=-5,0,0,2
|
||||
SecondaryOffset=5,0,0,2
|
||||
@@ -198,7 +198,7 @@ LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n W
|
||||
[HIND]
|
||||
Description=Hind
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
|
||||
PrimaryOffset=-5,0,0,2
|
||||
SecondaryOffset=5,0,0,2
|
||||
InitialFacing=20
|
||||
@@ -226,21 +226,21 @@ MSLO
|
||||
|
||||
[PBOX]
|
||||
Description=Pillbox
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[HBOX]
|
||||
Description=Camo Pillbox
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
[TSLA]
|
||||
Description=Tesla Coil
|
||||
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -248,7 +248,7 @@ FireDelay=8
|
||||
LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
|
||||
[GUN]
|
||||
Description=Turret
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
@@ -256,7 +256,7 @@ InitialFacing=50
|
||||
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
|
||||
[AGUN]
|
||||
Description=AA Gun
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -264,14 +264,14 @@ InitialFacing=224
|
||||
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
|
||||
[FTUR]
|
||||
Description=Flame Turret
|
||||
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget
|
||||
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
|
||||
[SAM]
|
||||
Description=SAM Site
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
|
||||
Dimensions=2,1
|
||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
@@ -279,28 +279,28 @@ LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
|
||||
|
||||
[MSLO]
|
||||
Description=Missile Silo
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,1
|
||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
|
||||
[IRON]
|
||||
Description=Iron Curtain
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable, IronCurtain
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
|
||||
[PDOX]
|
||||
Description=Chronosphere
|
||||
Traits=Building, RenderBuilding, Chronosphere
|
||||
Traits=Building, RenderBuilding, Chronosphere, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
|
||||
[GAP]
|
||||
Description=Gap Generator
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -345,14 +345,14 @@ MINV
|
||||
; `Produces` is a category of objects that this building can produce.
|
||||
[ATEK]
|
||||
Description=Allied Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
|
||||
[WEAP]
|
||||
Description=War Factory
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
Produces=Vehicle
|
||||
@@ -361,7 +361,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces tanks & light vehicles.
|
||||
[SYRD]
|
||||
Description=Shipyard
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
@@ -369,7 +369,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces and repairs ships
|
||||
[SPEN]
|
||||
Description=Sub Pen
|
||||
Traits=Building, RenderBuilding, ProductionSurround
|
||||
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Ship
|
||||
@@ -377,7 +377,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces and repairs submarines and \ntransports
|
||||
[FACT]
|
||||
Description=Construction Yard
|
||||
Traits=Building, RenderBuilding, ConstructionYard
|
||||
Traits=Building, RenderBuilding, ConstructionYard, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
Produces=Building,Defense
|
||||
@@ -385,7 +385,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces other structures
|
||||
[PROC]
|
||||
Description=Ore Refinery
|
||||
Traits=Building, RenderBuilding, AcceptsOre, StoresOre
|
||||
Traits=Building, RenderBuilding, AcceptsOre, StoresOre, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx x==
|
||||
SelectionPriority=3
|
||||
@@ -393,7 +393,7 @@ OrePips=17
|
||||
LongDesc=Converts Ore and Gems into money
|
||||
[SILO]
|
||||
Description=Silo
|
||||
Traits=Building, RenderBuildingOre, StoresOre
|
||||
Traits=Building, RenderBuildingOre, StoresOre, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
SelectionPriority=3
|
||||
@@ -402,7 +402,7 @@ LongDesc=Stores excess harvested Ore
|
||||
|
||||
[HPAD]
|
||||
Description=Helipad
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Plane
|
||||
@@ -411,14 +411,14 @@ SpawnOffset=0,-4
|
||||
LongDesc=Produces and reloads helicopters
|
||||
[DOME]
|
||||
Description=Radar Dome
|
||||
Traits=Building, RenderBuilding, ProvidesRadar
|
||||
Traits=Building, RenderBuilding, ProvidesRadar, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
|
||||
[AFLD]
|
||||
Description=Airstrip
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
Produces=Plane
|
||||
@@ -426,28 +426,28 @@ SelectionPriority=3
|
||||
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
|
||||
[POWR]
|
||||
Description=Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides power for other structures
|
||||
[APWR]
|
||||
Description=Advanced Power Plant
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=___ xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides more power, cheaper than the \nstandard Power Plant
|
||||
[STEK]
|
||||
Description=Soviet Tech Center
|
||||
Traits=Building, RenderBuilding
|
||||
Traits=Building, RenderBuilding, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Provides Soviet advanced technologies
|
||||
[BARR]
|
||||
Description=Soviet Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Infantry
|
||||
@@ -456,7 +456,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[TENT]
|
||||
Description=Allied Barracks
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=2,2
|
||||
Footprint=xx xx
|
||||
Produces=Infantry
|
||||
@@ -465,7 +465,7 @@ SelectionPriority=3
|
||||
LongDesc=Produces infantry
|
||||
[KENN]
|
||||
Description=Kennel
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production
|
||||
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
|
||||
Dimensions=1,1
|
||||
Footprint=x
|
||||
RallyPoint=1,2
|
||||
@@ -473,21 +473,21 @@ SelectionPriority=3
|
||||
LongDesc=Produces attack dogs
|
||||
[FIX]
|
||||
Description=Service Depot
|
||||
Traits=Building, RenderBuilding, BelowUnits, Reservable
|
||||
Traits=Building, RenderBuilding, BelowUnits, Reservable, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=_x_ xxx _x_
|
||||
SelectionPriority=3
|
||||
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
|
||||
[FACF]
|
||||
Description=Fake Construction Yard
|
||||
Traits=Building, RenderBuilding, Fake
|
||||
Traits=Building, RenderBuilding, Fake, IronCurtainable
|
||||
Dimensions=3,3
|
||||
Footprint=xxx xxx xxx
|
||||
SelectionPriority=3
|
||||
LongDesc=Looks like a Construction Yard.
|
||||
[WEAF]
|
||||
Description=Fake War Factory
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, Fake
|
||||
Traits=Building, RenderWarFactory, RenderBuilding, Fake, IronCurtainable
|
||||
Dimensions=3,2
|
||||
Footprint=xxx xxx
|
||||
SelectionPriority=3
|
||||
|
||||
Reference in New Issue
Block a user