Better map format; First half of a loader for it.
This commit is contained in:
@@ -19,9 +19,11 @@ namespace MapConverter
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foreach (var folder in manifest.Folders) FileSystem.Mount(folder);
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foreach (var folder in manifest.Folders) FileSystem.Mount(folder);
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foreach (var pkg in manifest.Packages) FileSystem.Mount(pkg);
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foreach (var pkg in manifest.Packages) FileSystem.Mount(pkg);
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var map = new NewMap(args[2]);
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map.DebugContents();
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var map = new IniMap(args[1]);
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//var map = new IniMap(args[1]);
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map.Save(args[2]);
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//map.Save(args[2]);
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}
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}
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}
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}
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}
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}
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@@ -169,5 +169,13 @@ namespace OpenRA.FileFormats
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yield return "";
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yield return "";
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}
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}
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}
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}
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public static IEnumerable< Pair<string,string> >ToPairs(this MiniYamlNodes y)
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{
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foreach (var kv in y)
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{
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yield return Pair.New(kv.Key,kv.Value.Value);
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}
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}
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}
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}
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}
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}
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102
OpenRA.FileFormats/NewMap.cs
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102
OpenRA.FileFormats/NewMap.cs
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@@ -0,0 +1,102 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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namespace OpenRA.FileFormats
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{
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public class NewMap
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{
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// General info
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public int MapFormat;
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public string Title;
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public string Description;
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public string Author;
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public int PlayerCount;
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public string Preview;
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// 'Simple' map data
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public string Tiledata;
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public string Tileset;
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public int2 Size;
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public int[] Bounds;
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// 'Complex' map data
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public TileReference[ , ] MapTiles;
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public Dictionary<string, ActorReference> Actors = new Dictionary<string, ActorReference>();
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public Dictionary<string, int2> Waypoints = new Dictionary<string, int2>();
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public Dictionary<string, MiniYaml> Rules = new Dictionary<string, MiniYaml>();
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List<string> SimpleFields = new List<string>() {
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"MapFormat", "Title", "Description", "Author", "PlayerCount", "Tileset", "Size", "Tiledata", "Preview", "Bounds"
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};
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public NewMap(string filename)
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{
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var yaml = MiniYaml.FromFile(filename);
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// 'Simple' metadata
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foreach (var field in SimpleFields)
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{
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if (!yaml.ContainsKey(field)) continue;
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FieldLoader.LoadField(this,field,yaml[field].Value);
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}
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// Waypoints
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foreach (var wp in yaml["Waypoints"].Nodes)
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{
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string[] loc = wp.Value.Value.Split(',');
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Waypoints.Add(wp.Key, new int2(int.Parse(loc[0]),int.Parse(loc[1])));
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}
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// TODO: Players
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// Actors
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foreach (var kv in yaml["Actors"].Nodes.ToPairs())
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{
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string[] vals = kv.Second.Split(' ');
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string[] loc = vals[2].Split(',');
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var a = new ActorReference(vals[0], new int2(int.Parse(loc[0]),int.Parse(loc[1])) ,vals[1]);
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Actors.Add(kv.First,a);
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}
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// Rules
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Rules = yaml["Rules"].Nodes;
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}
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public void DebugContents()
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{
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foreach (var field in SimpleFields)
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Console.WriteLine("Loaded {0}: {1}", field, this.GetType().GetField(field).GetValue(this));
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Console.WriteLine("Loaded Waypoints:");
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foreach (var wp in Waypoints)
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Console.WriteLine("\t{0} => {1}",wp.Key,wp.Value);
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Console.WriteLine("Loaded Actors:");
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foreach (var wp in Actors)
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Console.WriteLine("\t{0} => {1} {2} {3}",wp.Key,wp.Value.Name, wp.Value.Owner,wp.Value.Location);
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}
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}
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -101,6 +101,7 @@
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<Compile Include="Walkability.cs" />
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<Compile Include="Walkability.cs" />
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<Compile Include="ActorReference.cs" />
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<Compile Include="ActorReference.cs" />
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<Compile Include="TerrainColorSet.cs" />
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<Compile Include="TerrainColorSet.cs" />
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<Compile Include="NewMap.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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46
mods/ra/testmap.yaml
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46
mods/ra/testmap.yaml
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@@ -0,0 +1,46 @@
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MapFormat: 1
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Title: Scripted Multiplayer map
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Description:
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Author: Me
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PlayerCount: 2
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Tileset: TEMPERAT
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Size: 100,97
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TileData: testmap.bin
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Preview: testmap.png
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Waypoints:
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spawn0: 36,75
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spawn1: 92,29
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Players:
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neutral:
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Color:Gray
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Type:Scripted
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NoSpawn:true
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ai:
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Type:BrutalAI
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Color:Red
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Country:Russia
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# AI player starts with a pre-placed base
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NoSpawn:true
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player0:
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player1:
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Actors:
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tree0: TC05 neutral 93,90
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tree1: TC04 neutral 92,92
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tree2: TC01 neutral 88,92
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tree3: T11 neutral 96,93
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tree4: T08 neutral 90,94
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mine0: MINE neutral 67,103
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# <A bunch of pre-placed stuff to give ai player an advantage>
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pwn01: 4tnk ai 1,1
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pwn02: 4tnk ai 1,2
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pwn03: 4tnk ai 1,3
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# ...
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Rules:
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Player:
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ChronoshiftPower:
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ChargeTime:1
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