Add unit guarding
This commit is contained in:
@@ -151,6 +151,7 @@ namespace OpenRA.GameRules
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public string ScatterKey = "x";
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public string DeployKey = "f";
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public string StanceCycleKey = "z";
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public string GuardKey = "d";
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public string CycleTabsKey = "tab";
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}
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98
OpenRA.Mods.RA/Guard.cs
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98
OpenRA.Mods.RA/Guard.cs
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@@ -0,0 +1,98 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class GuardInfo : TraitInfo<Guard>, Requires<MobileInfo> { }
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class Guard : IResolveOrder, IOrderVoice
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{
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Guard")
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{
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var target = Target.FromActor(order.TargetActor);
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self.SetTargetLine(target, Color.Yellow);
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self.QueueActivity(false, new AttackMove.AttackMoveActivity(self,
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new Follow(target, target.Actor.Info.Traits.Get<GuardableInfo>().Range)));
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return order.OrderString == "Guard" ? "Move" : null;
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}
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}
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class GuardOrderGenerator : IOrderGenerator
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{
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readonly IEnumerable<Actor> subjects;
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public GuardOrderGenerator(IEnumerable<Actor> subjects)
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{
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this.subjects = subjects;
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}
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public IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
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{
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if (mi.Button == Game.mouseButtonPreference.Cancel)
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{
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world.CancelInputMode();
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yield break;
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}
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var target = FriendlyGuardableUnitsAtMouse(world, mi).FirstOrDefault();
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if (target == null || subjects.All(s => s.IsDead()))
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yield break;
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foreach (var actor in subjects)
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yield return new Order("Guard", actor, false) { TargetActor = target };
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}
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public void Tick(World world)
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{
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if (subjects.All(s => s.IsDead() || !s.HasTrait<Guard>()))
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world.CancelInputMode();
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}
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public void RenderBeforeWorld(WorldRenderer wr, World world) { }
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public void RenderAfterWorld(WorldRenderer wr, World world) { }
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public string GetCursor(World world, CPos xy, MouseInput mi)
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{
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return world.Map.IsInMap(xy)
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&& FriendlyGuardableUnitsAtMouse(world, mi).Any()
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? "guard"
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: "move-blocked";
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}
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static IEnumerable<Actor> FriendlyGuardableUnitsAtMouse(World world, MouseInput mi)
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{
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return world.FindUnitsAtMouse(mi.Location)
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.Where(a => !a.IsDead() && a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && a.HasTrait<Guardable>());
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}
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}
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class GuardableInfo : TraitInfo<Guardable>
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{
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public readonly int Range = 2;
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}
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class Guardable { }
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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 ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -229,6 +229,7 @@
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<Compile Include="GainsExperience.cs" />
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<Compile Include="GivesBounty.cs" />
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<Compile Include="GivesExperience.cs" />
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<Compile Include="Guard.cs" />
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<Compile Include="Harvester.cs" />
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<Compile Include="HarvesterHuskModifier.cs" />
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<Compile Include="Husk.cs" />
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@@ -208,6 +208,10 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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SetupKeyBinding(deployKey, "Deploy:", () => keyConfig.DeployKey, k => keyConfig.DeployKey = k);
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unitCommandHotkeyList.AddChild(deployKey);
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var guardKey = ScrollItemWidget.Setup(unitCommandHotkeyTemplate, () => false, () => { });
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SetupKeyBinding(guardKey, "Guard: ", () => keyConfig.GuardKey, k => keyConfig.GuardKey = k);
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unitCommandHotkeyList.AddChild(guardKey);
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// Debug
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var debug = bg.Get("DEBUG_PANE");
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@@ -70,6 +70,9 @@ namespace OpenRA.Mods.RA.Widgets
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if (e.KeyName == Game.Settings.Keys.StanceCycleKey)
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return PerformStanceCycle();
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if (e.KeyName == Game.Settings.Keys.GuardKey)
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return PerformGuard();
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}
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return false;
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@@ -79,12 +82,11 @@ namespace OpenRA.Mods.RA.Widgets
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bool PerformAttackMove()
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{
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var actors = World.Selection.Actors
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.Where(a => a.Owner == World.LocalPlayer).ToArray();
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var actors = World.Selection.Actors.Where(a => a.Owner == World.LocalPlayer).ToArray();
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if (actors.Length > 0)
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World.OrderGenerator = new GenericSelectTarget(actors, "AttackMove",
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"attackmove", Game.mouseButtonPreference.Action);
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if (actors.Any())
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World.OrderGenerator = new GenericSelectTarget(actors,
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"AttackMove", "attackmove", Game.mouseButtonPreference.Action);
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return true;
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}
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@@ -146,6 +148,16 @@ namespace OpenRA.Mods.RA.Widgets
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return true;
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}
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bool PerformGuard()
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{
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var actors = World.Selection.Actors.Where(a => a.Owner == World.LocalPlayer && a.HasTrait<Guard>());
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if (actors.Any())
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World.OrderGenerator = new GuardOrderGenerator(actors);
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return true;
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}
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bool CycleBases()
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{
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var bases = World.ActorsWithTrait<BaseBuilding>()
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@@ -31,6 +31,8 @@
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AcceptsCloakCrate:
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WithSmoke:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Tank:
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AppearsOnRadar:
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@@ -68,6 +70,8 @@
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Helicopter:
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AppearsOnRadar:
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@@ -145,6 +149,8 @@
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Buildings: hosp
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CloseEnough: 1
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^CivInfantry:
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Inherits: ^Infantry
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@@ -176,7 +182,7 @@
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Notification: CivilianKilled
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NotifyAll: true
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ScaredyCat:
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RenderInfantryPanic:
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RenderInfantryPanic:
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AttackMove:
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JustMove: yes
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CrushableInfantry:
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@@ -214,6 +220,8 @@
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ActorLostNotification:
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AttackMove:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Building:
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AppearsOnRadar:
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@@ -260,6 +268,8 @@
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Capturable:
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CapturableBar:
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DebugMuzzlePositions:
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Guardable:
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Range: 3
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^CivBuilding:
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Inherits: ^Building
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@@ -347,6 +357,7 @@
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RelativeToTopLeft: yes
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AutoTargetIgnore:
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Sellable:
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Guardable:
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^Tree:
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Tooltip:
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@@ -31,6 +31,8 @@
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Repairable:
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RepairBuildings: repair
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Tank:
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AppearsOnRadar:
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@@ -65,6 +67,8 @@
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Repairable:
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RepairBuildings: repair
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Husk:
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Health:
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@@ -145,6 +149,8 @@
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Buildings: barra, barro
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CloseEnough: 1
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Plane:
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AppearsOnRadar:
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@@ -200,7 +206,6 @@
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ActorTypes: rifle,rifle,rifle,rifle,rifle,bazooka,bazooka,bazooka,engineer
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MustBeDestroyed:
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GivesExperience:
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FrozenUnderFog:
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CaptureNotification:
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ActorLostNotification:
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@@ -215,3 +220,5 @@
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GivesBounty:
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DebugMuzzlePositions:
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Bib:
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Guardable:
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Range: 3
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@@ -371,6 +371,7 @@ WALL:
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ProximityCaptor:
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Types:Wall
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Sellable:
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Guardable:
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GUNTOWER:
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Inherits: ^Building
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@@ -34,6 +34,8 @@
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WithSmoke:
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UpdatesPlayerStatistics:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Tank:
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AppearsOnRadar:
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@@ -71,6 +73,8 @@
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WithSmoke:
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UpdatesPlayerStatistics:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Infantry:
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AppearsOnRadar:
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@@ -122,6 +126,8 @@
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CloseEnough: 1
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UpdatesPlayerStatistics:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Ship:
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AppearsOnRadar:
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@@ -151,6 +157,8 @@
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WithSmoke:
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UpdatesPlayerStatistics:
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DebugMuzzlePositions:
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Guard:
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Guardable:
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^Plane:
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AppearsOnRadar:
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@@ -224,6 +232,8 @@
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GivesBounty:
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UpdatesPlayerStatistics:
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DebugMuzzlePositions:
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Guardable:
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Range: 3
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^Wall:
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AppearsOnRadar:
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@@ -257,6 +267,7 @@
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Types:Wall
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Sellable:
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UpdatesPlayerStatistics:
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Guardable:
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^TechBuilding:
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Inherits: ^Building
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