Infrastructure for removing Categories and UnitCategory. Also, changed defensive structures to be in the same build-queue as normal structures. (mod it if you don't like it)
This commit is contained in:
@@ -47,7 +47,7 @@ namespace OpenRa.Game
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// Build Palette tabs
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string currentTab = "Building";
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bool paletteOpen = false;
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static string[] groups = new string[] { "Building", "Defense", "Infantry", "Vehicle", "Plane", "Ship" };
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static string[] groups = new string[] { "Building", "Infantry", "Vehicle", "Plane", "Ship" };
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readonly Dictionary<string, string[]> tabImageNames;
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readonly Dictionary<string, Sprite> tabSprites;
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@@ -530,10 +530,10 @@ namespace OpenRa.Game
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var buildableItems = Rules.TechTree.BuildableItems(Game.LocalPlayer, queueName).ToArray();
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var allItems = Rules.TechTree.AllItems(Game.LocalPlayer, queueName)
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.Where(a => Rules.NewUnitInfo[a].Traits.Contains<BuildableInfo>())
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.Where(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().Owner.Contains(Game.LocalPlayer.Race))
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.OrderBy(a => Rules.NewUnitInfo[a].Traits.Get<BuildableInfo>().TechLevel);
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var allBuildables = Rules.TechTree.AllBuildables(Game.LocalPlayer, queueName)
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.Where(a => a.Traits.Contains<BuildableInfo>())
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.Where(a => a.Traits.Get<BuildableInfo>().Owner.Contains(Game.LocalPlayer.Race))
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.OrderBy(a => a.Traits.Get<BuildableInfo>().TechLevel);
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var queue = Game.LocalPlayer.PlayerActor.traits.Get<Traits.ProductionQueue>();
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@@ -546,7 +546,7 @@ namespace OpenRa.Game
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// Draw the icons
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int lasty = -1;
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foreach (var item in allItems)
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foreach (var item in allBuildables)
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{
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// Draw the background for this row
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if (y != lasty)
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@@ -560,12 +560,12 @@ namespace OpenRa.Game
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var drawPos = Game.viewport.Location + new float2(rect.Location);
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var isBuildingSomething = queue.CurrentItem(queueName) != null;
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shpRenderer.DrawSprite(tabSprites[item], drawPos, PaletteType.Chrome);
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shpRenderer.DrawSprite(tabSprites[item.Name], drawPos, PaletteType.Chrome);
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var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item);
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var firstOfThis = queue.AllItems(queueName).FirstOrDefault(a => a.Item == item.Name);
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if (rect.Contains(lastMousePos.ToPoint()))
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tooltipItem = item;
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tooltipItem = item.Name;
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var overlayPos = drawPos + new float2((64 - ready.Image.size.X) / 2, 2);
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@@ -589,7 +589,7 @@ namespace OpenRa.Game
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overlayBits.Add(Pair.New(ready.Image, overlayPos));
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}
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var repeats = queue.AllItems(queueName).Count(a => a.Item == item);
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var repeats = queue.AllItems(queueName).Count(a => a.Item == item.Name);
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if (repeats > 1 || queue.CurrentItem(queueName) != firstOfThis)
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{
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var offset = -22;
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@@ -604,11 +604,11 @@ namespace OpenRa.Game
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}
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}
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else
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if (!buildableItems.Contains(item) || isBuildingSomething)
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if (!buildableItems.Contains(item.Name) || isBuildingSomething)
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overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
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var closureItem = item;
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AddButton(rect, isLmb => HandleBuildPalette(closureItem, isLmb));
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var closureItemName = item.Name;
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AddButton(rect, isLmb => HandleBuildPalette(closureItemName, isLmb));
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if (++x == columns) { x = 0; y++; }
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@@ -645,7 +645,7 @@ namespace OpenRa.Game
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void StartProduction( string item )
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{
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var group = Rules.UnitCategory[item];
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Sound.Play((group == "Building" || group == "Defense") ? "abldgin1.aud" : "train1.aud");
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Sound.Play((group == "Building") ? "abldgin1.aud" : "train1.aud");
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Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item));
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}
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@@ -664,7 +664,7 @@ namespace OpenRa.Game
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{
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if (producing.Done)
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{
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if (group == "Building" || group == "Defense")
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if (group == "Building")
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Game.controller.orderGenerator = new PlaceBuildingOrderGenerator(player.PlayerActor, item);
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return;
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}
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@@ -8,15 +8,24 @@ namespace OpenRa.Game.GameRules
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{
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class NewUnitInfo
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{
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public readonly TypeDictionary Traits = new TypeDictionary();
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public readonly string Name;
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public readonly string Category;
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public readonly TypeDictionary Traits = new TypeDictionary();
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public NewUnitInfo( string name, MiniYaml node, Dictionary<string, MiniYaml> allUnits )
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{
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Name = name;
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var mergedNode = MergeWithParent( node, allUnits ).Nodes;
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foreach( var t in MergeWithParent( node, allUnits ).Nodes )
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if( t.Key != "Inherits" )
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Name = name;
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MiniYaml categoryNode;
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if( mergedNode.TryGetValue( "Category", out categoryNode ) )
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Category = categoryNode.Value;
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if( Rules.UnitCategory.ContainsKey( name ) && Category != Rules.UnitCategory[ name ] )
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throw new NotImplementedException( "wrong category");
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foreach( var t in mergedNode )
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if( t.Key != "Inherits" && t.Key != "Category" )
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Traits.Add( LoadTraitInfo( t.Key, t.Value ) );
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}
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@@ -56,7 +56,6 @@ namespace OpenRa.Game
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LoadCategories(
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"Building",
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"Defense",
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"Infantry",
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"Vehicle",
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"Ship",
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@@ -11,9 +11,8 @@ namespace OpenRa.Game.GameRules
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public TechTree()
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{
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foreach( var b in Rules.Categories[ "Building" ] )
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foreach( var info in Rules.NewUnitInfo.Values )
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{
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var info = Rules.NewUnitInfo[ b ];
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var pi = info.Traits.GetOrDefault<ProductionInfo>();
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if (pi != null)
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foreach( var p in pi.Produces )
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@@ -51,19 +50,22 @@ namespace OpenRa.Game.GameRules
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return false;
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return true;
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}
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}
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public IEnumerable<string> BuildableItems( Player player, params string[] categories )
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{
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var playerBuildings = GatherBuildings( player );
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foreach( var unit in categories.SelectMany( x => Rules.Categories[ x ] ).Select( x => Rules.NewUnitInfo[ x ] ) )
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foreach( var unit in AllBuildables( player, categories ) )
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if( CanBuild( unit, player, playerBuildings ) )
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yield return unit.Name;
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}
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public IEnumerable<string> AllItems(Player player, params string[] categories)
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public IEnumerable<NewUnitInfo> AllBuildables(Player player, params string[] categories)
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{
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return categories.SelectMany(x => Rules.Categories[x]).Select(x => Rules.NewUnitInfo[x].Name);
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return Rules.NewUnitInfo.Values
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.Where( x => x.Name[ 0 ] != '^' )
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.Where( x => categories.Contains( Rules.UnitCategory[ x.Name ] ) )
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.Where( x => x.Traits.Contains<BuildableInfo>() );
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}
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public IEnumerable<NewUnitInfo> UnitBuiltAt( NewUnitInfo info )
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@@ -52,7 +52,7 @@ namespace OpenRa.Game.Traits
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() => Game.world.AddFrameEndTask(
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_ =>
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{
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var isBuilding = group == "Building" || group == "Defense";
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var isBuilding = group == "Building";
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if( !hasPlayedSound && order.Player == Game.LocalPlayer )
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{
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Sound.Play( isBuilding ? "conscmp1.aud" : "unitrdy1.aud" );
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@@ -26,12 +26,11 @@ namespace RulesConverter
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var categoryMap = new Dictionary<string,Pair<string,string>>
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{
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{ "VehicleTypes", Pair.New( "DefaultVehicle", "Vehicle" ) },
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{ "ShipTypes", Pair.New( "DefaultShip", "Ship" ) },
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{ "PlaneTypes", Pair.New( "DefaultPlane", "Plane" ) },
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{ "DefenseTypes", Pair.New( "DefaultDefense", "Defense" ) },
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{ "BuildingTypes", Pair.New( "DefaultBuilding", "Building" ) },
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{ "InfantryTypes", Pair.New( "DefaultInfantry", "Infantry" ) },
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{ "VehicleTypes", Pair.New( "^Vehicle", "Vehicle" ) },
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{ "ShipTypes", Pair.New( "^Ship", "Ship" ) },
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{ "PlaneTypes", Pair.New( "^Plane", "Plane" ) },
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{ "BuildingTypes", Pair.New( "^Building", "Building" ) },
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{ "InfantryTypes", Pair.New( "^Infantry", "Infantry" ) },
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};
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var traitMap = new Dictionary<string, PL>
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@@ -173,6 +172,7 @@ namespace RulesConverter
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var iniSection = rules.GetSection(item);
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writer.WriteLine("{0}:", item);
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writer.WriteLine("\tInherits: {0}", cat.Value.First);
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writer.WriteLine("\tCategory: {0}", cat.Value.Second);
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var traits = iniSection.GetValue("Traits", "")
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.Split(new char[] { ',', ' ' }, StringSplitOptions.RemoveEmptyEntries).ToList();
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@@ -1,5 +1,5 @@
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STNK:
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Inherits: DefaultVehicle
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Inherits: ^Vehicle
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Unit:
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HP: 200
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Armor: heavy
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@@ -16,7 +16,7 @@ STNK:
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Cloak:
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TTNK:
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Inherits: DefaultVehicle
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 8
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Tab: Vehicle
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@@ -37,7 +37,7 @@ TTNK:
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RenderUnitSpinner:
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CTNK:
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Inherits: DefaultVehicle
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 12
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Tab: Vehicle
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@@ -58,7 +58,7 @@ CTNK:
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ChronoshiftDeploy:
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DTRK:
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Inherits: DefaultVehicle
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 13
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Tab: Vehicle
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@@ -77,7 +77,7 @@ DTRK:
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DemoTruck:
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QTNK:
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Inherits: DefaultVehicle
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Inherits: ^Vehicle
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Buildable:
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TechLevel: 10
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Tab: Vehicle
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@@ -96,7 +96,7 @@ QTNK:
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RenderUnit:
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MSUB:
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Inherits: DefaultShip
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Inherits: ^Ship
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Buildable:
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TechLevel: 9
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Tab: Ship
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@@ -120,7 +120,7 @@ MSUB:
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Chronoshiftable:
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SHOK:
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Inherits: DefaultInfantry
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Inherits: ^Infantry
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Buildable:
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TechLevel: 7
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Tab: Infantry
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@@ -138,7 +138,7 @@ SHOK:
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TakeCover:
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MECH:
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Inherits: DefaultInfantry
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Inherits: ^Infantry
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Buildable:
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TechLevel: 7
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Tab: Infantry
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@@ -1,4 +1,5 @@
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DefaultVehicle:
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^Vehicle:
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Category: Vehicle
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Unit:
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ROT: 5
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Mobile:
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@@ -10,7 +11,8 @@ DefaultVehicle:
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Passenger:
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IronCurtainable:
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DefaultInfantry:
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^Infantry:
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Category: Infantry
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Unit:
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Armor: none
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Sight: 4
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@@ -20,17 +22,20 @@ DefaultInfantry:
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RenderInfantry:
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Passenger:
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DefaultShip:
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^Ship:
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Category: Ship
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Unit:
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Mobile:
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MovementType: Float
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Selectable:
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DefaultPlane:
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^Plane:
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Category: Plane
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Unit:
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Selectable:
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DefaultBuilding:
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^Building:
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Category: Building
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Selectable:
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Priority: 3
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Building:
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76
units.ini
76
units.ini
@@ -210,7 +210,8 @@ LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicle
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[DefenseTypes]
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[BuildingTypes]
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IRON
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PDOX
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PBOX
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@@ -226,7 +227,41 @@ MSLO
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; BRIK
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; FENC
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ATEK
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WEAP
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SYRD
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SPEN
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FACT
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PROC
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SILO
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HPAD
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DOME
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AFLD
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POWR
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APWR
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STEK
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BARR
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TENT
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KENN
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FIX
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FACF
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WEAF
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SYRF
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SPEF
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DOMF
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; pseudo-buildings
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MINP
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MINV
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; `Dimensions` is the size of a box that will include the whole building, excluding bib.
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; ("bib-ness" can be altered in rules.ini; we can't expect people to change this, too)
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; `Footprint` is the pathability and buildability of each cell occupied by the building
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; _ : Not occupied by the building (e.g: the holes in the refinery and the service depot)
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; x : Solid. cannot be walked on or built on.
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; = : Occupied by a building, but can be walked on normally. (e.g: the drop-off point on the refinery)
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; `Produces` is a category of objects that this building can produce.
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[PBOX]
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Description=Pillbox
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Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
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@@ -279,7 +314,6 @@ Dimensions=2,1
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Footprint=xx
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SelectionPriority=3
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LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
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[MSLO]
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Description=Missile Silo
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Traits=Building, RenderBuilding, IronCurtainable
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@@ -308,44 +342,6 @@ Dimensions=1,2
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Footprint=_ x
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SelectionPriority=3
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LongDesc=Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
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[BuildingTypes]
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ATEK
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WEAP
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SYRD
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SPEN
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FACT
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PROC
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SILO
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HPAD
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DOME
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AFLD
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POWR
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APWR
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STEK
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BARR
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TENT
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KENN
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FIX
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FACF
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WEAF
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SYRF
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SPEF
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DOMF
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; pseudo-buildings
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MINP
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MINV
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; `Dimensions` is the size of a box that will include the whole building, excluding bib.
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; ("bib-ness" can be altered in rules.ini; we can't expect people to change this, too)
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; `Footprint` is the pathability and buildability of each cell occupied by the building
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; _ : Not occupied by the building (e.g: the holes in the refinery and the service depot)
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; x : Solid. cannot be walked on or built on.
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; = : Occupied by a building, but can be walked on normally. (e.g: the drop-off point on the refinery)
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; `Produces` is a category of objects that this building can produce.
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[ATEK]
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Description=Allied Tech Center
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Traits=Building, RenderBuilding, IronCurtainable, GpsLaunchSite
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Block a user