Fix cnc afld
This commit is contained in:
@@ -41,43 +41,15 @@ namespace OpenRA.Traits
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Spawns.Add(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1]));
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Spawns.Add(new float2(info.SpawnOffsets[i],info.SpawnOffsets[i+1]), new int2(info.ExitCells[i], info.ExitCells[i+1]));
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}
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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public void DoProduction(Actor self, Actor newUnit, int2 exit, float2 spawn)
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{
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{
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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Game.Debug("Creating actor {0}".F(newUnit.Info.Name));
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{
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new OwnerInit( self.Owner ),
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});
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// Todo: remove assumption on Mobile
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var mobile = newUnit.traits.Get<Mobile>();
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var mobile = newUnit.traits.Get<Mobile>();
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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if (mobile.CanEnterCell(exit,self,true))
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{
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success = true;
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break;
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}
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}
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if (!success)
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{
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// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
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newUnit.traits.Get<Mobile>().RemoveInfluence();
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return false;
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}
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// Unit can be built; add to the world
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// Unit can be built; add to the world
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self.World.Add(newUnit);
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self.World.Add(newUnit);
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Game.Debug("Added to world");
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// Set the physical position of the unit as the exit cell
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// Set the physical position of the unit as the exit cell
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mobile.SetPosition(newUnit,exit);
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mobile.SetPosition(newUnit,exit);
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@@ -113,7 +85,44 @@ namespace OpenRA.Traits
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t.UnitProduced(self, newUnit);
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t.UnitProduced(self, newUnit);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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Log.Write("debug", "{0} #{1} produced by {2} #{3}", newUnit.Info.Name, newUnit.ActorID, self.Info.Name, self.ActorID);
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}
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public virtual bool Produce( Actor self, ActorInfo producee )
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{
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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{
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new OwnerInit( self.Owner ),
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});
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// Todo: remove assumption on Mobile
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var mobile = newUnit.traits.Get<Mobile>();
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// Pick an exit that we can move to
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var exit = int2.Zero;
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var spawn = float2.Zero;
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var success = false;
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// Pick a spawn/exit point
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// Todo: Reorder in a synced random way
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foreach (var s in Spawns)
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{
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exit = self.Location + s.Value;
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spawn = self.CenterLocation + s.Key;
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if (mobile.CanEnterCell(exit,self,true))
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{
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success = true;
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break;
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}
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}
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if (!success)
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{
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// Hack around mobile being a tard; remove from UIM (we shouldn't be there in the first place)
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newUnit.traits.Get<Mobile>().RemoveInfluence();
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return false;
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}
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DoProduction(self, newUnit, exit, spawn);
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return true;
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return true;
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}
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}
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@@ -33,12 +33,14 @@ namespace OpenRA.Mods.Cnc
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var owner = self.Owner;
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var owner = self.Owner;
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// Start and end beyond the edge of the map, to give a finite delay, and ability to land when AFLD is on map edge
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// Start and end beyond the edge of the map, to give a finite delay, and ability to land when AFLD is on map edge
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var startPos = new int2(owner.World.Map.XOffset + owner.World.Map.Width+15, self.Location.Y);
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var startPos = new int2(owner.World.Map.XOffset + owner.World.Map.Width+5, self.Location.Y);
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var endPos = new int2(owner.World.Map.XOffset-15, self.Location.Y);
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var endPos = new int2(owner.World.Map.XOffset-5, self.Location.Y);
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var unloadOffset = new int2(1,1);
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var exitOffset = new int2(3,1);
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// Assume a single exit point for simplicity
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var spawn = self.CenterLocation + Spawns.First().Key;
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var exit = self.Location + Spawns.First().Value;
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var rp = self.traits.GetOrDefault<RallyPoint>();
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owner.World.AddFrameEndTask(w =>
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owner.World.AddFrameEndTask(w =>
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{
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{
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var a = w.CreateActor("C17", new TypeDictionary
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var a = w.CreateActor("C17", new TypeDictionary
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@@ -50,37 +52,20 @@ namespace OpenRA.Mods.Cnc
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});
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});
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var cargo = a.traits.Get<Cargo>();
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var cargo = a.traits.Get<Cargo>();
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary
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var newUnit = self.World.CreateActor(false, producee.Name, new TypeDictionary{ new OwnerInit( self.Owner ) });
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{
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new OwnerInit( self.Owner ),
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});
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cargo.Load(a, newUnit);
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cargo.Load(a, newUnit);
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a.CancelActivity();
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a.QueueActivity(new Land(Target.FromActor(self)));
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a.QueueActivity(new Land(Target.FromActor(self)));
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a.QueueActivity(new CallFunc(() =>
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a.QueueActivity(new CallFunc(() =>
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{
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{
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if (self.IsDead())
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if (self.IsDead())
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return;
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return;
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var actor = cargo.Unload(self);
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Game.Debug("Creating");
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self.World.AddFrameEndTask(ww =>
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self.World.AddFrameEndTask(ww => DoProduction(self, cargo.Unload(self), exit, spawn));
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{
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ww.Add(actor);
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actor.traits.Get<IMove>().SetPosition(actor, self.Location + unloadOffset);
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newUnit.traits.Get<IFacing>().Facing = 192;
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actor.CancelActivity();
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actor.QueueActivity(new Move(self.Location + exitOffset, self));
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actor.QueueActivity(new Move(rp.rallyPoint, 0));
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if (actor.Owner == self.World.LocalPlayer)
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{
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var line = actor.traits.GetOrDefault<DrawLineToTarget>();
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if (line != null)
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line.SetTargetSilently(actor, Target.FromCell(rp.rallyPoint), Color.Green);
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}
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foreach (var t in self.traits.WithInterface<INotifyProduction>())
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t.UnitProduced(self, actor);
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});
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}));
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}));
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a.QueueActivity(new Fly(endPos));
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a.QueueActivity(new Fly(endPos));
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a.QueueActivity(new RemoveSelf());
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a.QueueActivity(new RemoveSelf());
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@@ -46,6 +46,9 @@ namespace OpenRA.Mods.RA
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}
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}
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}
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}
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if (!success)
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return false;
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// Todo: Once Helicopter supports it, update UIM if its docked/landed
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// Todo: Once Helicopter supports it, update UIM if its docked/landed
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var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary
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var newUnit = self.World.CreateActor( producee.Name, new TypeDictionary
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{
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{
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@@ -215,7 +215,8 @@ AFLD:
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BelowUnits:
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BelowUnits:
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ProductionAirdrop:
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ProductionAirdrop:
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Produces: Vehicle
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Produces: Vehicle
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SpawnOffsets: -24,0
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ExitCells:3,1
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WEAP:
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WEAP:
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Inherits: ^Building
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Inherits: ^Building
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Buildable:
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Buildable:
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