Begin iron curtain impl

This commit is contained in:
Paul Chote
2010-01-08 00:18:06 +13:00
parent 92dc6754a3
commit 9df6d01577
8 changed files with 203 additions and 56 deletions

View File

@@ -305,6 +305,21 @@ namespace OpenRa.Game
AddButton(chronoshiftRect, isLmb => HandleChronosphereButton());
}
buildPaletteRenderer.DrawSprite(repairButton.Image, chronoshiftDrawPos, PaletteType.Chrome);
// Iron Curtain
Rectangle curtainRect = new Rectangle(6, 14+50, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
var curtainDrawPos = Game.viewport.Location + new float2(curtainRect.Location);
var hasCurtain = Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasCurtain)
repairButton.ReplaceAnim("disabled");
else
{
//repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
AddButton(curtainRect, isLmb => Game.controller.ToggleInputMode<IronCurtainOrderGenerator>());
}
buildPaletteRenderer.DrawSprite(repairButton.Image, curtainDrawPos, PaletteType.Chrome);
// Repair

View File

@@ -25,6 +25,7 @@ namespace OpenRa.Game
public static Cursor DeployBlocked { get { return new Cursor("deploy-blocked"); } }
public static Cursor Chronoshift { get { return new Cursor("chrono-target"); } }
public static Cursor ChronoshiftSelect { get { return new Cursor("chrono-select"); } }
public static Cursor Ability { get { return new Cursor("ability"); } }
public static Cursor C4 { get { return new Cursor("c4"); } }
public static Cursor Capture { get { return new Cursor("capture"); } }
public static Cursor Heal { get { return new Cursor("heal"); } }

View File

@@ -100,6 +100,7 @@
<Compile Include="Orders\ChronoshiftSelfDestinationOrderGenerator.cs" />
<Compile Include="Orders\ChronosphereSelectOrderGenerator.cs" />
<Compile Include="Orders\IOrderSource.cs" />
<Compile Include="Orders\IronCurtainOrderGenerator.cs" />
<Compile Include="Orders\LocalOrderSource.cs" />
<Compile Include="Effects\Missile.cs" />
<Compile Include="Orders\NetworkOrderSource.cs" />
@@ -217,6 +218,8 @@
<Compile Include="Traits\Helicopter.cs" />
<Compile Include="Traits\InvisibleToOthers.cs" />
<Compile Include="Traits\ConstructionYard.cs" />
<Compile Include="Traits\IronCurtain.cs" />
<Compile Include="Traits\IronCurtainable.cs" />
<Compile Include="Traits\MineImmune.cs" />
<Compile Include="Traits\Minelayer.cs" />
<Compile Include="Traits\LimitedAmmo.cs" />

View File

@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using OpenRa.Game.Traits;
namespace OpenRa.Game.Orders
{
class IronCurtainOrderGenerator : IOrderGenerator
{
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(xy, mi);
}
IEnumerable<Order> OrderInner(int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = Game.FindUnits(loc, loc)
.Where(a => a.Owner == Game.LocalPlayer
&& a.traits.Contains<IronCurtainable>()
&& a.Info.Selectable).FirstOrDefault();
var unit = underCursor != null ? underCursor.Info as UnitInfo : null;
if (unit != null)
{
yield return new Order("IronCurtain", underCursor, null, int2.Zero, null);
}
}
}
public void Tick()
{
var hasStructure = Game.world.Actors
.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<IronCurtain>());
if (!hasStructure)
Game.controller.CancelInputMode();
}
public void Render() { }
public Cursor GetCursor(int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(xy, mi).Any()
? Cursor.Ability : Cursor.MoveBlocked;
}
}
}

View File

@@ -0,0 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OpenRa.Game.Traits
{
class IronCurtain
{
public IronCurtain(Actor self) {}
}
}

View File

@@ -0,0 +1,57 @@
using OpenRa.Game.Traits;
using OpenRa.Game.Orders;
using System.Collections.Generic;
using System.Linq;
using System.Drawing;
using OpenRa.Game.Effects;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Traits
{
class IronCurtainable: IOrder, IDamageModifier, ITick, IRenderModifier
{
int RemainingTicks = 0;
public IronCurtainable(Actor self) { }
public void Tick(Actor self)
{
if (RemainingTicks > 0)
RemainingTicks--;
}
public float GetDamageModifier()
{
return (RemainingTicks > 0) ? 0.0f : 1.0f;
}
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
{
return null; // Chronoshift order is issued through Chrome.
}
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "IronCurtain")
{
RemainingTicks = (int)(Rules.General.IronCurtain * 60 * 25);
// Play active anim
var ironCurtain = Game.world.Actors.Where(a => a.Owner == order.Subject.Owner && a.traits.Contains<IronCurtain>()).FirstOrDefault();
Sound.Play("ironcur9.aud");
if (ironCurtain != null)
ironCurtain.traits.Get<RenderBuilding>().PlayCustomAnim(ironCurtain, "active");
}
}
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> rs)
{
if (RemainingTicks <= 0)
return rs;
List<Renderable> nrs = new List<Renderable>(rs);
foreach(var r in rs)
{
nrs.Add(r.WithPalette(PaletteType.Shadow));
}
return nrs;
}
}
}

View File

@@ -201,8 +201,10 @@
</unit>
<!-- iron curtain -->
<unit name="iron">
<sequence name="idle" start="0" length="11" />
<sequence name="damaged-idle" start="11" length="11" />
<sequence name="idle" start="0" length="1" />
<sequence name="active" start="0" length="11" />
<sequence name="damaged-idle" start="11" length="1" />
<sequence name="damaged-active" start="11" length="11" />
<sequence name="make" start="0" length="*" src="ironmake" />
</unit>
<!-- chronosphere -->

108
units.ini
View File

@@ -16,47 +16,47 @@ MNLY.AT
[V2RL]
Description=V2 Rocket
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, AttackBase, RenderUnitReload, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Long-range rocket artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[1TNK]
Description=Light Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=2
Voice=VehicleVoice
LongDesc=Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
[2TNK]
Description=Medium Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3
Voice=VehicleVoice
LongDesc=Allied Main Battle Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[3TNK]
Description=Heavy Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Recoil=3
Voice=VehicleVoice
LongDesc=Soviet Main Battle Tank, with dual cannons\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
[4TNK]
Description=Mammoth Tank
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
[ARTY]
Description=Artillery
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, AttackBase, RenderUnit, Explodes, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[JEEP]
Description=Ranger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-2
MuzzleFlash=yes
Voice=VehicleVoice
LongDesc=Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
[APC]
Description=Armored Personnel Carrier
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger
Traits=Unit, Mobile, AttackBase, RenderUnitMuzzleFlash, AutoTarget, Repairable, Chronoshiftable, Cargo, Passenger, IronCurtainable
PrimaryOffset=0,0,0,-4
MuzzleFlash=yes
Voice=VehicleVoice
@@ -67,40 +67,40 @@ PassengerTypes=Foot
;; non-combat vehicles
[MRJ]
Description=Radar Jammer
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,4,0,-6
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Hides nearby units on the enemy's minimap.\n Unarmed
[MGG]
Description=Mobile Gap Generator
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, RenderUnitSpinner, Repairable, Chronoshiftable, Passenger, IronCurtainable
PrimaryOffset=0,6,0,-3
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
[HARV]
Description=Ore Truck
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger
Traits=Harvester, Unit, Mobile, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=7
Voice=VehicleVoice
LongDesc=Collects Ore and Gems for processing.\n Unarmed
[MCV]
Description=Mobile Construction Vehicle
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger
Traits=Unit, Mobile, McvDeploy, RenderUnit, Repairable, Chronoshiftable, Passenger, IronCurtainable
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Deploys into another Construction Yard.\n Unarmed
[MNLY.AP]
Description=Minelayer (Anti-Personnel)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINP ;; temporary hack
[MNLY.AT]
Description=Minelayer (Anti-Tank)
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger
Traits=Unit, Mobile, RenderUnit, Minelayer, MineImmune, Repairable, LimitedAmmo, Chronoshiftable, Passenger, IronCurtainable
Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
Primary=MINV ;; temporary hack
@@ -118,21 +118,21 @@ PT
Description=Submarine
WaterBound=yes
BuiltAt=spen
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable
Traits=Unit, Mobile, RenderUnit, Submarine, AttackBase, Chronoshiftable, IronCurtainable
FireDelay=2
LongDesc=Submerged anti-ship unit armed with \ntorpedoes.\n Strong vs Ships\n Weak vs Everything\n Special Ability: Submerge
[DD]
Description=Destroyer
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,-8,0,-3
LongDesc=Fast multi-role ship. \n Strong vs Submarines, Aircraft\n Weak vs Infantry, Tanks
[CA]
Description=Cruiser
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,17,0,-2
SecondaryOffset=0,-17,0,-2
LongDesc=Very slow long-range ship. \n Strong vs Buildings\n Weak vs Ships, Submarines
@@ -140,14 +140,14 @@ Recoil=3
[LST]
Description=Transport
WaterBound=yes
Traits=Unit, Mobile, RenderUnit, Cargo
Traits=Unit, Mobile, RenderUnit, Cargo, IronCurtainable
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
PassengerTypes=Foot,Wheel,Track
[PT]
Description=Gunboat
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted, AutoTarget, Chronoshiftable, IronCurtainable
PrimaryOffset=0,-6,0,-1
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
@@ -168,13 +168,13 @@ HIND
[MIG]
Description=Mig Attack Plane
BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
[YAK]
Description=Yak Attack Plane
BuiltAt=afld
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo, IronCurtainable
InitialFacing=192
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
[TRAN]
@@ -182,14 +182,14 @@ Description=Transport Helicopter
RotorOffset=0,14,0,-4
RotorOffset2=0,-14,0,-2
BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, Cargo, IronCurtainable
InitialFacing=20
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
PassengerTypes=Foot
[HELI]
Description=Longbow
BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
RotorOffset=0,0,0,-2
PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2
@@ -198,7 +198,7 @@ LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n W
[HIND]
Description=Hind
BuiltAt=hpad
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo, IronCurtainable
PrimaryOffset=-5,0,0,2
SecondaryOffset=5,0,0,2
InitialFacing=20
@@ -226,21 +226,21 @@ MSLO
[PBOX]
Description=Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[HBOX]
Description=Camo Pillbox
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Hidden defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[TSLA]
Description=Tesla Coil
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuildingCharge, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
@@ -248,7 +248,7 @@ FireDelay=8
LongDesc=Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
[GUN]
Description=Turret
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
@@ -256,7 +256,7 @@ InitialFacing=50
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
[AGUN]
Description=AA Gun
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
@@ -264,14 +264,14 @@ InitialFacing=224
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[FTUR]
Description=Flame Turret
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget
Traits=Turreted, Building, RenderBuilding, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
[SAM]
Description=SAM Site
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget, IronCurtainable
Dimensions=2,1
Footprint=xx
SelectionPriority=3
@@ -279,28 +279,28 @@ LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[MSLO]
Description=Missile Silo
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,1
Footprint=xx
SelectionPriority=3
LongDesc=Launches a devastating nuclear strike.\n Strong vs Infantry, Buildings\n Weak vs Tanks\n Special Ability: Nuclear Missile
[IRON]
Description=Iron Curtain
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable, IronCurtain
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
[PDOX]
Description=Chronosphere
Traits=Building, RenderBuilding, Chronosphere
Traits=Building, RenderBuilding, Chronosphere, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
[GAP]
Description=Gap Generator
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
@@ -345,14 +345,14 @@ MINV
; `Produces` is a category of objects that this building can produce.
[ATEK]
Description=Allied Tech Center
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides Allied advanced technologies.\n Special Ability: GPS Satellite
[WEAP]
Description=War Factory
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production
Traits=Building, RenderWarFactory, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
Produces=Vehicle
@@ -361,7 +361,7 @@ SelectionPriority=3
LongDesc=Produces tanks & light vehicles.
[SYRD]
Description=Shipyard
Traits=Building, RenderBuilding, ProductionSurround
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
@@ -369,7 +369,7 @@ SelectionPriority=3
LongDesc=Produces and repairs ships
[SPEN]
Description=Sub Pen
Traits=Building, RenderBuilding, ProductionSurround
Traits=Building, RenderBuilding, ProductionSurround, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
@@ -377,7 +377,7 @@ SelectionPriority=3
LongDesc=Produces and repairs submarines and \ntransports
[FACT]
Description=Construction Yard
Traits=Building, RenderBuilding, ConstructionYard
Traits=Building, RenderBuilding, ConstructionYard, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Building,Defense
@@ -385,7 +385,7 @@ SelectionPriority=3
LongDesc=Produces other structures
[PROC]
Description=Ore Refinery
Traits=Building, RenderBuilding, AcceptsOre, StoresOre
Traits=Building, RenderBuilding, AcceptsOre, StoresOre, IronCurtainable
Dimensions=3,3
Footprint=_x_ xxx x==
SelectionPriority=3
@@ -393,7 +393,7 @@ OrePips=17
LongDesc=Converts Ore and Gems into money
[SILO]
Description=Silo
Traits=Building, RenderBuildingOre, StoresOre
Traits=Building, RenderBuildingOre, StoresOre, IronCurtainable
Dimensions=1,1
Footprint=x
SelectionPriority=3
@@ -402,7 +402,7 @@ LongDesc=Stores excess harvested Ore
[HPAD]
Description=Helipad
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Plane
@@ -411,14 +411,14 @@ SpawnOffset=0,-4
LongDesc=Produces and reloads helicopters
[DOME]
Description=Radar Dome
Traits=Building, RenderBuilding, ProvidesRadar
Traits=Building, RenderBuilding, ProvidesRadar, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides an overview of the battlefield.\n Requires power to operate.
[AFLD]
Description=Airstrip
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable
Traits=Building, RenderBuilding, Production, BelowUnits, Reservable, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
Produces=Plane
@@ -426,28 +426,28 @@ SelectionPriority=3
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
[POWR]
Description=Power Plant
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides power for other structures
[APWR]
Description=Advanced Power Plant
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,3
Footprint=___ xxx xxx
SelectionPriority=3
LongDesc=Provides more power, cheaper than the \nstandard Power Plant
[STEK]
Description=Soviet Tech Center
Traits=Building, RenderBuilding
Traits=Building, RenderBuilding, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3
LongDesc=Provides Soviet advanced technologies
[BARR]
Description=Soviet Barracks
Traits=Building, RenderBuilding, RallyPoint, Production
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Infantry
@@ -456,7 +456,7 @@ SelectionPriority=3
LongDesc=Produces infantry
[TENT]
Description=Allied Barracks
Traits=Building, RenderBuilding, RallyPoint, Production
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=2,2
Footprint=xx xx
Produces=Infantry
@@ -465,7 +465,7 @@ SelectionPriority=3
LongDesc=Produces infantry
[KENN]
Description=Kennel
Traits=Building, RenderBuilding, RallyPoint, Production
Traits=Building, RenderBuilding, RallyPoint, Production, IronCurtainable
Dimensions=1,1
Footprint=x
RallyPoint=1,2
@@ -473,21 +473,21 @@ SelectionPriority=3
LongDesc=Produces attack dogs
[FIX]
Description=Service Depot
Traits=Building, RenderBuilding, BelowUnits, Reservable
Traits=Building, RenderBuilding, BelowUnits, Reservable, IronCurtainable
Dimensions=3,3
Footprint=_x_ xxx _x_
SelectionPriority=3
LongDesc=Repairs vehicles, reloads minelayers, and \nallows the construction of additional bases.
[FACF]
Description=Fake Construction Yard
Traits=Building, RenderBuilding, Fake
Traits=Building, RenderBuilding, Fake, IronCurtainable
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Construction Yard.
[WEAF]
Description=Fake War Factory
Traits=Building, RenderWarFactory, RenderBuilding, Fake
Traits=Building, RenderWarFactory, RenderBuilding, Fake, IronCurtainable
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3