split PrimaryBuilding from Production
This commit is contained in:
@@ -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 DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -230,6 +230,7 @@
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<Compile Include="ActorInitializer.cs" />
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<Compile Include="ActorReference.cs" />
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<Compile Include="Map.cs" />
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<Compile Include="Traits\PrimaryBuilding.cs" />
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<Compile Include="Widgets\Delegates\DeveloperModeDelegate.cs" />
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</ItemGroup>
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<ItemGroup>
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@@ -260,7 +261,4 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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<ItemGroup>
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<Folder Include="Traits\" />
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</ItemGroup>
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</Project>
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@@ -82,7 +82,7 @@ namespace OpenRA.Traits
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var producers = self.World.Queries.OwnedBy[ self.Owner ].WithTrait<Production>()
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.Where( x => x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( unit.Category ) )
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.ToList();
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var producer = producers.Where( x => x.Trait.IsPrimary ).Concat( producers )
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var producer = producers.Where( x => x.Actor.IsPrimaryBuilding() ).Concat( producers )
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.FirstOrDefault();
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if( producer.Actor != null )
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@@ -170,7 +170,7 @@ namespace OpenRA.Traits
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => producerTypes.Contains(x.Actor.Info))
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.OrderByDescending(x => x.Trait.IsPrimary ? 1 : 0) // prioritize the primary.
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.OrderByDescending(x => x.Actor.IsPrimaryBuilding() ? 1 : 0 ) // prioritize the primary.
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.ToArray();
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if (producers.Length == 0)
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77
OpenRA.Game/Traits/PrimaryBuilding.cs
Normal file
77
OpenRA.Game/Traits/PrimaryBuilding.cs
Normal file
@@ -0,0 +1,77 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 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 LICENSE.
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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.Traits
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{
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class PrimaryBuildingInfo : TraitInfo<PrimaryBuilding> { }
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class PrimaryBuilding : IIssueOrder, IResolveOrder, IOrderCursor, ITags
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{
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bool isPrimary = false;
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public bool IsPrimary { get { return isPrimary; } }
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public IEnumerable<TagType> GetTags()
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{
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yield return (isPrimary) ? TagType.Primary : TagType.None;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Right && underCursor == self)
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return new Order("PrimaryProducer", self);
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return null;
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}
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public string CursorForOrder(Actor self, Order order)
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{
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return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
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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 == "PrimaryProducer")
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SetPrimaryProducer(self, !isPrimary);
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}
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public void SetPrimaryProducer(Actor self, bool state)
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{
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if (state == false)
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{
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isPrimary = false;
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return;
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}
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// Cancel existing primaries
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foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
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foreach (var b in self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<PrimaryBuilding>()
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.Where(x => x.Trait.IsPrimary
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&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
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b.Trait.SetPrimaryProducer(b.Actor, false);
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isPrimary = true;
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var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.PlayToPlayer(self.Owner, eva.PrimaryBuildingSelected);
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}
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}
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static class PrimaryExts
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{
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public static bool IsPrimaryBuilding(this Actor a)
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{
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var pb = a.traits.Get<PrimaryBuilding>();
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return pb != null && pb.IsPrimary;
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}
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}
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}
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@@ -20,13 +20,12 @@ namespace OpenRA.Traits
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{
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public readonly float[] SpawnOffsets; // in px relative to CenterLocation
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public readonly int[] ExitCells; // in cells relative to TopLeft, supports a list for multiple exits
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public readonly bool EnablePrimary = true;
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public readonly string[] Produces = { };
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public virtual object Create(ActorInitializer init) { return new Production(this); }
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}
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public class Production : IIssueOrder, IResolveOrder, ITags, IOrderCursor
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public class Production
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{
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public readonly List<Pair<float2, int2>> Spawns = new List<Pair<float2, int2>>();
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public Production(ProductionInfo info)
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@@ -111,56 +110,6 @@ namespace OpenRA.Traits
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return false;
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}
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// "primary building" crap - perhaps this should be split?
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bool isPrimary = false;
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public bool IsPrimary { get { return isPrimary; } }
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public IEnumerable<TagType> GetTags()
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{
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yield return (isPrimary) ? TagType.Primary : TagType.None;
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}
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public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
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{
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if (mi.Button == MouseButton.Right && underCursor == self && self.Info.Traits.Get<ProductionInfo>().EnablePrimary)
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return new Order("PrimaryProducer", self);
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return null;
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}
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public string CursorForOrder(Actor self, Order order)
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{
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return (order.OrderString == "PrimaryProducer") ? "deploy" : null;
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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 == "PrimaryProducer")
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SetPrimaryProducer(self, !isPrimary);
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}
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public void SetPrimaryProducer(Actor self, bool state)
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{
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if (state == false)
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{
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isPrimary = false;
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return;
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}
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// Cancel existing primaries
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foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
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{
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foreach (var b in self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.Where(x => x.Trait.IsPrimary
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&& (x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains(p))))
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{
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b.Trait.SetPrimaryProducer(b.Actor, false);
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}
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}
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isPrimary = true;
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var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.PlayToPlayer(self.Owner,eva.PrimaryBuildingSelected);
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}
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}
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}
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@@ -17,7 +17,6 @@ FACT:
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AllowsBuildingRepair:
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Production:
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Produces: Building,Defense
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EnablePrimary: false
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Transforms:
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IntoActor: mcv
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Offset:1,1
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@@ -160,6 +159,7 @@ PYLE:
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Produces: Infantry
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SpawnOffsets: -10,2, 7,7
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ExitCells: 0,1, 1,1
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PrimaryBuilding:
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HAND:
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Inherits: ^Building
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@@ -188,6 +188,7 @@ HAND:
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Produces: Infantry
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SpawnOffsets: 12,24
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ExitCells:1,2
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PrimaryBuilding:
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AFLD:
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Inherits: ^Building
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@@ -218,6 +219,8 @@ AFLD:
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Produces: Vehicle
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SpawnOffsets: -24,0
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ExitCells:3,1
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PrimaryBuilding:
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WEAP:
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Inherits: ^Building
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Buildable:
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@@ -247,6 +250,8 @@ WEAP:
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Produces: Vehicle
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SpawnOffsets: -8,-8
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ExitCells: 0,2
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PrimaryBuilding:
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HQ:
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RequiresPower:
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CanPowerDown:
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@@ -346,6 +351,7 @@ HPAD:
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SpawnOffsets: 0,-6
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ExitCells: 0,0
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Produces: Plane
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PrimaryBuilding:
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BelowUnits:
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Reservable:
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RepairsUnits:
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@@ -81,6 +81,7 @@ SPEN:
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SpawnOffsets: 0,-5, 0,-5, 0,0, 0,0
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ExitCells: -1,2, 3,2, 0,0, 2,0
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Produces: Ship
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PrimaryBuilding:
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IronCurtainable:
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-EmitInfantryOnSell:
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RepairsUnits:
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@@ -115,6 +116,7 @@ SYRD:
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Produces: Ship
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SpawnOffsets: -25,23, 26,23, -22,-25, 23,-25
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ExitCells: 0,2, 2,2, 0,0, 2,0
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PrimaryBuilding:
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IronCurtainable:
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-EmitInfantryOnSell:
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RepairsUnits:
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@@ -451,6 +453,7 @@ WEAP:
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SpawnOffsets: 5,0
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ExitCells: 1,1
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Produces: Vehicle
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PrimaryBuilding:
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IronCurtainable:
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FACT:
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@@ -468,7 +471,6 @@ FACT:
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Bib:
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Production:
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Produces: Building,Defense
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EnablePrimary: false
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IronCurtainable:
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Valued:
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Cost: 2500
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@@ -567,6 +569,7 @@ HPAD:
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SpawnOffsets: 0,-6
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ExitCells: 0,0
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Produces: Plane
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PrimaryBuilding:
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BelowUnits:
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Reservable:
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IronCurtainable:
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@@ -595,6 +598,7 @@ AFLD:
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Produces: Plane
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SpawnOffsets: 0,4
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ExitCells: 1,1
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PrimaryBuilding:
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BelowUnits:
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Reservable:
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IronCurtainable:
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@@ -697,6 +701,7 @@ BARR:
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SpawnOffsets: -4,19, -17,15
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ExitCells: 0,2, 0,2
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Produces: Infantry
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PrimaryBuilding:
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IronCurtainable:
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TENT:
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@@ -726,6 +731,7 @@ TENT:
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Produces: Infantry
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SpawnOffsets: -1,19, -17,15
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ExitCells: 0,2, 0,2
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PrimaryBuilding:
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IronCurtainable:
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KENN:
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@@ -750,6 +756,7 @@ KENN:
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SpawnOffsets: 0,0
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ExitCells: 0,0
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Produces: Infantry
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PrimaryBuilding:
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IronCurtainable:
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-EmitInfantryOnSell:
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