crushable walls
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@@ -18,10 +18,10 @@
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*/
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*/
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#endregion
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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.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using System;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -18,18 +18,12 @@
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*/
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*/
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#endregion
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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.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Traits.Activities;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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public class LineBuildInfo : TraitInfo<LineBuild>
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public class LineBuildInfo : TraitInfo<LineBuild>
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{
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{
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public readonly int Range = 5;
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public readonly int Range = 5;
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}
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}
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public class LineBuild {}
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public class LineBuild {}
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}
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}
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@@ -20,7 +20,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Graphics;
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@@ -18,8 +18,39 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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namespace OpenRA.Traits
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{
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{
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public class WallInfo : TraitInfo<Wall> {}
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public class WallInfo : ITraitInfo
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public class Wall {}
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{
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public readonly UnitMovementType[] CrushableBy = { };
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public object Create(Actor self) { return new Wall(self); }
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}
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public class Wall : ICrushable, IOccupySpace
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{
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readonly Actor self;
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public Wall(Actor self)
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{
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this.self = self;
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self.World.WorldActor.traits.Get<UnitInfluence>().Add(self, this);
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}
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public IEnumerable<int2> OccupiedCells() { yield return self.Location; }
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public void OnCrush(Actor crusher) { self.InflictDamage(crusher, self.Health, null); }
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public bool IsCrushableBy(UnitMovementType umt, Player player)
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{
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return self.Info.Traits.Get<WallInfo>().CrushableBy.Contains(umt);
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}
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public bool IsPathableCrush(UnitMovementType umt, Player player)
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{
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return IsCrushableBy(umt, player);
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}
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}
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}
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}
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@@ -1,3 +1,23 @@
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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.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -139,9 +139,9 @@ namespace OpenRA
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
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public static bool CanPlaceBuilding(this World world, string name, BuildingInfo building, int2 topLeft, Actor toIgnore)
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{
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{
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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return !Footprint.Tiles(name, building, topLeft).Any(
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return Footprint.Tiles(name, building, topLeft).All(
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t => !world.Map.IsInMap(t.X, t.Y) || res.GetResource(t) != null || !world.IsCellBuildable(t,
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t => world.Map.IsInMap(t.X, t.Y) && res.GetResource(t) == null &&
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building.WaterBound, toIgnore));
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world.IsCellBuildable(t, building.WaterBound, toIgnore));
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}
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}
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public static bool IsVisible(this Actor a)
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public static bool IsVisible(this Actor a)
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@@ -61,7 +61,7 @@
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Category: Building
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Category: Building
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Building:
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Building:
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Dimensions: 1,1
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Dimensions: 1,1
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Footprint: x
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Footprint: y
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BuildSounds: placbldg.aud
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BuildSounds: placbldg.aud
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Capturable: false
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Capturable: false
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BaseNormal: no
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BaseNormal: no
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@@ -818,6 +818,8 @@ SBAG:
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Building:
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Building:
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HP: 100
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HP: 100
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Armor: none
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Armor: none
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Wall:
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CrushableBy: Wheel, Track
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FENC:
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FENC:
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Category: Defense
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Category: Defense
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@@ -833,6 +835,8 @@ FENC:
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Building:
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Building:
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HP: 100
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HP: 100
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Armor: none
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Armor: none
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Wall:
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CrushableBy: Track
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BRIK:
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BRIK:
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Category: Defense
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Category: Defense
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@@ -858,14 +862,21 @@ CYCL:
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Armor: none
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Armor: none
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RenderBuildingWall:
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RenderBuildingWall:
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DamageStates: 3
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DamageStates: 3
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Wall:
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CrushableBy: Track
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BARB:
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BARB:
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Inherits: ^Wall
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Inherits: ^Wall
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Building:
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Building:
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HP: 100
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HP: 100
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Armor: none
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Armor: none
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Wall:
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CrushableBy: Track
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WOOD:
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WOOD:
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Inherits: ^Wall
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Inherits: ^Wall
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Building:
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Building:
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HP: 100
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HP: 100
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Armor: none
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Armor: none
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Wall:
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CrushableBy: Track
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