Overhaul ProductionBar:
- Is now a conditional trait - Now respects multiple Production trait instances - ProductionType is now required
This commit is contained in:
@@ -595,6 +595,7 @@
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<Compile Include="UpdateRules\Rules\20180923\RemovedNotifyBuildComplete.cs" />
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<Compile Include="UpdateRules\Rules\20180923\ChangeTakeOffSoundAndLandingSound.cs" />
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<Compile Include="UpdateRules\Rules\20180923\AddCarryableHarvester.cs" />
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<Compile Include="UpdateRules\Rules\20180923\RequireProductionType.cs" />
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<Compile Include="UtilityCommands\CheckYaml.cs" />
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<Compile Include="UtilityCommands\ConvertPngToShpCommand.cs" />
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<Compile Include="UtilityCommands\ConvertSpriteToPngCommand.cs" />
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@@ -17,73 +17,72 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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[Desc("Visualizes the remaining build time of actor produced here.")]
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class ProductionBarInfo : ITraitInfo, Requires<ProductionInfo>
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class ProductionBarInfo : ConditionalTraitInfo, Requires<ProductionInfo>
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{
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[FieldLoader.Require]
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[Desc("Production queue type, for actors with multiple queues.")]
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public readonly string ProductionType = null;
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public readonly Color Color = Color.SkyBlue;
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public object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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public override object Create(ActorInitializer init) { return new ProductionBar(init.Self, this); }
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}
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class ProductionBar : ISelectionBar, ITick, INotifyCreated, INotifyOwnerChanged
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class ProductionBar : ConditionalTrait<ProductionBarInfo>, ISelectionBar, ITick, INotifyOwnerChanged
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{
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readonly ProductionBarInfo info;
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readonly Actor self;
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ProductionQueue queue;
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float value;
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public ProductionBar(Actor self, ProductionBarInfo info)
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: base(info)
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{
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this.self = self;
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this.info = info;
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}
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protected override void Created(Actor self)
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{
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base.Created(self);
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FindQueue();
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}
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void FindQueue()
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{
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var type = info.ProductionType ?? self.Info.TraitInfo<ProductionInfo>().Produces.First();
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// Per-actor queue
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// Note: this includes disabled queues, as each bar must bind to exactly one queue.
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queue = self.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
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if (queue == null)
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{
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// No queues available - check for classic production queues
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queue = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => type == null || type == q.Info.Type);
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.FirstOrDefault(q => Info.ProductionType == q.Info.Type);
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}
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if (queue == null)
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throw new InvalidOperationException("No queues available for production type '{0}'".F(type));
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}
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void INotifyCreated.Created(Actor self)
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{
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FindQueue();
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}
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void ITick.Tick(Actor self)
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{
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if (IsTraitDisabled)
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return;
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var current = queue.AllQueued().Where(i => i.Started).OrderBy(i => i.RemainingTime).FirstOrDefault();
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value = current != null ? 1 - (float)current.RemainingCost / current.TotalCost : 0;
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}
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float ISelectionBar.GetValue()
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{
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// only people we like should see our production status.
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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// Only people we like should see our production status.
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if (IsTraitDisabled || !self.Owner.IsAlliedWith(self.World.RenderPlayer))
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return 0;
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return value;
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}
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Color ISelectionBar.GetColor() { return info.Color; }
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Color ISelectionBar.GetColor() { return Info.Color; }
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bool ISelectionBar.DisplayWhenEmpty { get { return false; } }
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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FindQueue();
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}
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@@ -0,0 +1,63 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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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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namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public class RequireProductionType : UpdateRule
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{
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public override string Name { get { return "Require 'ProductionType' on 'ProductionBar'"; } }
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public override string Description
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{
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get
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{
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return "The 'ProductionBar' trait now requires the 'ProductionType' to be set.\n" +
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"The value will be automatically set to the first value in 'Produces' of the first 'Production' trait.";
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}
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}
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readonly string[] productionTraits = { "Production", "ProductionAirdrop", "ProductionParadrop", "ProductionFromMapEdge" };
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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foreach (var pb in actorNode.ChildrenMatching("ProductionBar"))
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{
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var type = pb.LastChildMatching("ProductionType");
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if (type != null)
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continue;
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MiniYamlNode production = null;
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foreach (var trait in productionTraits)
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{
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if (production != null)
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break;
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production = actorNode.ChildrenMatching(trait).FirstOrDefault();
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}
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if (production == null)
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continue;
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var produces = production.LastChildMatching("Produces");
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if (produces == null)
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continue;
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var toAdd = produces.NodeValue<string[]>().FirstOrDefault();
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if (toAdd != null)
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pb.AddNode("ProductionType", toAdd);
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}
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yield break;
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}
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}
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}
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@@ -103,6 +103,7 @@ namespace OpenRA.Mods.Common.UpdateRules
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new AddRearmable(),
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new MergeAttackPlaneAndHeli(),
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new RemovedDemolishLocking(),
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new RequireProductionType(),
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})
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};
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@@ -322,6 +322,7 @@ PYLE:
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OnHoldAudio: OnHold
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CancelledAudio: Cancelled
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ProductionBar:
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ProductionType: Infantry.GDI
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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@@ -372,6 +373,7 @@ HAND:
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OnHoldAudio: OnHold
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CancelledAudio: Cancelled
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ProductionBar:
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ProductionType: Infantry.Nod
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Power:
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Amount: -20
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ProvidesPrerequisite@buildingname:
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@@ -431,6 +433,7 @@ AFLD:
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OnHoldAudio: OnHold
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CancelledAudio: Cancelled
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ProductionBar:
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ProductionType: Vehicle.Nod
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Power:
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Amount: -40
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ProvidesPrerequisite@buildingname:
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@@ -489,6 +492,7 @@ WEAP:
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OnHoldAudio: OnHold
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CancelledAudio: Cancelled
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ProductionBar:
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ProductionType: Vehicle.GDI
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Power:
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Amount: -40
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ProvidesPrerequisite@buildingname:
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@@ -104,6 +104,7 @@ BIO:
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OnHoldAudio: OnHold
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CancelledAudio: Cancelled
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ProductionBar:
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ProductionType: Biolab
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RallyPoint:
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Offset: -1,-1
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SpawnActorOnDeath:
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@@ -89,6 +89,7 @@ construction_yard:
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ActorTypes: light_inf, light_inf, engineer
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BaseBuilding:
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ProductionBar:
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ProductionType: Building
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Power:
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Amount: 20
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RenderSprites:
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@@ -215,6 +216,7 @@ barracks:
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ProductionQueues: Infantry
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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ProvidesPrerequisite@atreides:
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Prerequisite: barracks.atreides
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Factions: atreides
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@@ -426,6 +428,7 @@ light_factory:
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ProductionQueues: Vehicle
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Vehicle
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ProvidesPrerequisite@atreides:
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Prerequisite: light.atreides
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Factions: atreides
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@@ -507,6 +510,7 @@ heavy_factory:
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ProductionQueues: Armor
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Armor
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ProvidesPrerequisite@atreides:
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Prerequisite: heavy.atreides
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Factions: atreides
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@@ -669,6 +673,7 @@ starport:
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RequiresCondition: !build-incomplete
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Palette: starportlights
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ProductionBar:
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ProductionType: Starport
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PrimaryBuilding:
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PrimaryCondition: primary
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ProductionQueues: Starport
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@@ -933,6 +938,7 @@ high_tech_factory:
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ProductionFromMapEdge:
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Produces: Aircraft, Upgrade
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ProductionBar:
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ProductionType: Aircraft
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PrimaryBuilding:
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PrimaryCondition: primary
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ProductionQueues: Aircraft
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@@ -205,6 +205,7 @@ SPEN:
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PlayerExperience: 15
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RallyPoint:
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ProductionBar:
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ProductionType: Ship
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Power:
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Amount: -30
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DetectCloaked:
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@@ -326,6 +327,7 @@ SYRD:
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PlayerExperience: 15
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RallyPoint:
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ProductionBar:
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ProductionType: Ship
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Power:
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Amount: -30
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DetectCloaked:
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@@ -1055,6 +1057,7 @@ WEAP:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Vehicle
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Power:
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Amount: -30
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ProvidesPrerequisite@buildingname:
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@@ -1320,6 +1323,7 @@ HPAD:
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Produces: Aircraft, Helicopter
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Reservable:
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ProductionBar:
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ProductionType: Aircraft
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PrimaryBuilding:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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@@ -1488,6 +1492,7 @@ AFLD:
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ClockSequence: clock
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CircleSequence: circles
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ProductionBar:
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ProductionType: Aircraft
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SupportPowerChargeBar:
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PrimaryBuilding:
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PrimaryCondition: primary
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@@ -1684,6 +1689,7 @@ BARR:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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ProvidesPrerequisite:
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Prerequisite: barracks
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ProvidesPrerequisite@soviet:
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@@ -1766,6 +1772,7 @@ KENN:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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-SpawnActorsOnSell:
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Power:
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Amount: -10
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@@ -1826,6 +1833,7 @@ TENT:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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ProvidesPrerequisite@barracks:
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Prerequisite: barracks
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ProvidesPrerequisite@allies:
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@@ -110,6 +110,7 @@ GAPILE:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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@@ -174,6 +175,7 @@ GAWEAP:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Vehicle
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WithIdleOverlay@ROOF:
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RequiresCondition: !build-incomplete
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Sequence: idle-roof
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@@ -242,6 +244,7 @@ GAHPAD:
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PlayerExperience: 15
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StartRepairingNotification: Repairing
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ProductionBar:
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ProductionType: Air
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WithIdleOverlay@PLATFORM:
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RequiresCondition: !build-incomplete
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Sequence: idle-platform
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@@ -119,6 +119,7 @@ NAHAND:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Infantry
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WithIdleOverlay@LIGHTS:
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RequiresCondition: !build-incomplete
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Sequence: idle-lights
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@@ -180,6 +181,7 @@ NAWEAP:
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PrimaryCondition: primary
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SelectionNotification: PrimaryBuildingSelected
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ProductionBar:
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ProductionType: Vehicle
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WithIdleOverlay@ROOF:
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RequiresCondition: !build-incomplete
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Sequence: idle-roof
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@@ -242,6 +244,7 @@ NAHPAD:
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PlayerExperience: 15
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StartRepairingNotification: Repairing
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ProductionBar:
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ProductionType: Air
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WithIdleOverlay@PLATFORM:
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RequiresCondition: !build-incomplete
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Sequence: idle-platform
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