This commit is contained in:
Chris Forbes
2009-12-17 21:05:49 +13:00
parent c4c4d6cd00
commit ea211fcc1c
7 changed files with 166 additions and 29 deletions

View File

@@ -7,6 +7,7 @@ using IjwFramework.Collections;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
using OpenRa.Game.Support;
using OpenRa.Game.GameRules;
namespace OpenRa.Game
{
@@ -17,6 +18,7 @@ namespace OpenRa.Game
readonly SpriteRenderer chromeRenderer;
readonly Sprite specialBinSprite;
readonly Sprite moneyBinSprite;
readonly Sprite tooltipSprite;
readonly SpriteRenderer buildPaletteRenderer;
readonly Animation cantBuild;
readonly Animation ready;
@@ -37,6 +39,7 @@ namespace OpenRa.Game
specialBinSprite = new Sprite(specialBin, new Rectangle(0, 0, 32, 192), TextureChannel.Alpha);
moneyBinSprite = new Sprite(specialBin, new Rectangle(512 - 320, 0, 320, 32), TextureChannel.Alpha);
tooltipSprite = new Sprite(specialBin, new Rectangle(0, 288, 272, 136), TextureChannel.Alpha);
blank = SheetBuilder.Add(new Size(64, 48), 16);
@@ -90,8 +93,8 @@ namespace OpenRa.Game
Game.orderManager.FrameNumber,
PerfHistory.items["render"].LastValue,
PerfHistory.items["tick_time"].LastValue,
Game.LocalPlayer.powerDrained,
Game.LocalPlayer.powerProvided,
Game.LocalPlayer.PowerDrained,
Game.LocalPlayer.PowerProvided,
Game.LocalPlayer.IsReady ? "Yes" : "No"
), new int2(140, 5), Color.White);
@@ -214,6 +217,9 @@ namespace OpenRa.Game
var overlayBits = new List<Pair<Sprite, float2>>();
string tooltipItem = null;
int2 tooltipPos = int2.Zero;
foreach (var item in allItems)
{
var rect = new Rectangle(Game.viewport.Width - (3 - x) * 64, 40 + 48 * y, 64, 48);
@@ -223,6 +229,12 @@ namespace OpenRa.Game
buildPaletteRenderer.DrawSprite(sprites[item], drawPos, 0);
if (rect.Contains(lastMousePos.ToPoint()))
{
tooltipItem = item;
tooltipPos = new int2(rect.Location);
}
if (!buildableItems.Contains(item) || isBuildingSomethingElse)
overlayBits.Add(Pair.New(cantBuild.Image, drawPos));
@@ -271,6 +283,9 @@ namespace OpenRa.Game
chromeRenderer.DrawSprite(shimSprites[0], new float2(Game.viewport.Width - 192 - 9, 40 - 9), 0);
chromeRenderer.DrawSprite(shimSprites[1], new float2(Game.viewport.Width - 192 - 9, 40 - 1 + 48 * y), 0);
chromeRenderer.Flush();
if (tooltipItem != null)
DrawProductionTooltip(tooltipItem, tooltipPos);
}
void HandleBuildPalette(string item, bool isLmb)
@@ -322,8 +337,12 @@ namespace OpenRa.Game
}
}
int2 lastMousePos;
public bool HandleInput(MouseInput mi)
{
if (mi.Event == MouseInputEvent.Move)
lastMousePos = mi.Location;
var action = buttons.Where(a => a.First.Contains(mi.Location.ToPoint()))
.Select(a => a.Second).FirstOrDefault();
@@ -340,5 +359,46 @@ namespace OpenRa.Game
{
return buttons.Any(a => a.First.Contains(mousePos.ToPoint()));
}
void DrawRightAligned(string text, int2 pos, Color c)
{
renderer.DrawText2(text, pos - new int2(renderer.MeasureText2(text).X, 0), c);
}
void DrawProductionTooltip(string unit, int2 pos)
{
var p = pos.ToFloat2() - new float2(tooltipSprite.size.X, 0);
chromeRenderer.DrawSprite(tooltipSprite, p, 0);
chromeRenderer.Flush();
var info = Rules.UnitInfo[unit];
renderer.DrawText2(info.Description, p.ToInt2() + new int2(5,5), Color.White);
DrawRightAligned( "${0}".F(info.Cost), pos + new int2(-5,5),
Game.LocalPlayer.Cash + Game.LocalPlayer.Ore >= info.Cost ? Color.White : Color.Red);
var bi = info as BuildingInfo;
if (bi != null)
DrawRightAligned("ϟ{0}".F(bi.Power), pos + new int2(-5, 20),
Game.LocalPlayer.PowerProvided - Game.LocalPlayer.PowerDrained + bi.Power >= 0
? Color.White : Color.Red);
var buildings = Rules.TechTree.GatherBuildings( Game.LocalPlayer );
p += new int2(5, 5);
p += new int2(0, 15);
if (!Rules.TechTree.CanBuild(info, Game.LocalPlayer, buildings))
{
var prereqs = info.Prerequisite.Select(a => Rules.UnitInfo[a.ToLowerInvariant()].Description);
renderer.DrawText("Requires {0}".F( string.Join( ", ", prereqs.ToArray() ) ), p.ToInt2(),
Color.White);
}
if (info.LongDesc != null)
{
p += new int2(0, 15);
renderer.DrawText(info.LongDesc.Replace( "\\n", "\n" ), p.ToInt2(), Color.White);
}
}
}
}

View File

@@ -50,6 +50,7 @@ namespace OpenRa.Game.GameRules
public readonly int InitialFacing = 128;
public readonly bool Selectable = true;
public readonly int FireDelay = 0;
public readonly string LongDesc = null;
public UnitInfo(string name) { Name = name; }
}

View File

@@ -17,7 +17,7 @@ namespace OpenRa.Game.Graphics
public Shader RgbaSpriteShader { get; private set; }
readonly SpriteHelper sh;
readonly FontHelper fhDebug;
readonly FontHelper fhDebug, fhTitle;
public void BuildPalette(Map map)
{
@@ -44,6 +44,7 @@ namespace OpenRa.Game.Graphics
sh = new SpriteHelper(device);
fhDebug = new FontHelper(device, "Tahoma", 10, false);
fhTitle = new FontHelper(device, "Tahoma", 10, true);
}
public GraphicsDevice Device { get { return device; } }
@@ -107,9 +108,21 @@ namespace OpenRa.Game.Graphics
sh.End();
}
public void DrawText2(string text, int2 pos, Color c)
{
sh.Begin();
fhTitle.Draw(sh, text, pos.X, pos.Y, c.ToArgb());
sh.End();
}
public int2 MeasureText(string text)
{
return new int2(fhDebug.MeasureText(sh, text));
}
public int2 MeasureText2(string text)
{
return new int2(fhTitle.MeasureText(sh, text));
}
}
}

View File

@@ -19,8 +19,8 @@ namespace OpenRa.Game
public int Cash;
public int Ore;
public int DisplayCash;
public int powerProvided;
public int powerDrained;
public int PowerProvided;
public int PowerDrained;
public bool IsReady;
@@ -34,15 +34,15 @@ namespace OpenRa.Game
this.Cash = 10000;
this.Ore = 0;
this.DisplayCash = 0;
this.powerProvided = this.powerDrained = 0;
this.PowerProvided = this.PowerDrained = 0;
}
void UpdatePower()
{
var oldBalance = powerProvided - powerDrained;
var oldBalance = PowerProvided - PowerDrained;
powerProvided = 0;
powerDrained = 0;
PowerProvided = 0;
PowerDrained = 0;
var myBuildings = Game.world.Actors
.Where(a => a.Owner == this && a.traits.Contains<Building>());
@@ -51,13 +51,13 @@ namespace OpenRa.Game
{
var bi = a.Info as BuildingInfo;
if (bi.Power > 0) /* todo: is this how real-ra scales it? */
powerProvided += (a.Health * bi.Power) / bi.Strength;
PowerProvided += (a.Health * bi.Power) / bi.Strength;
else
powerDrained -= bi.Power;
PowerDrained -= bi.Power;
}
if (powerProvided - powerDrained < 0)
if (powerProvided - powerDrained != oldBalance)
if (PowerProvided - PowerDrained < 0)
if (PowerProvided - PowerDrained != oldBalance)
GiveAdvice("lopower1.aud");
}
@@ -68,8 +68,8 @@ namespace OpenRa.Game
public PowerState GetPowerState()
{
if (powerProvided >= powerDrained) return PowerState.Normal;
if (powerProvided > powerDrained / 2) return PowerState.Low;
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}

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@@ -17,68 +17,80 @@ MNLY
Description=V2 Rocket
Traits=Unit, Mobile, AttackBase, RenderUnitReload
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
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
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
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
Voice=VehicleVoice
LongDesc=Big and slow tank, with anti-air capability.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
[MRJ]
Description=Radar Jammer
Traits=Unit, Mobile, RenderUnitSpinner
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
PrimaryOffset=0,6,0,-3
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Regenerates Fog of War in a small area \naround the unit.\n Unarmed
[ARTY]
Description=Artillery
Traits=Unit, Mobile, AttackBase, RenderUnit
Voice=VehicleVoice
LongDesc=Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
[HARV]
Description=Ore Truck
Traits=Harvester, Unit, Mobile, RenderUnit
SelectionPriority=7
Voice=VehicleVoice
LongDesc=Collects Ore and Gems for processing.\n Unarmed
[MCV]
Description=Mobile Construction Vehicle
Traits=Unit, Mobile, McvDeploy, RenderUnit
SelectionPriority=3
Voice=VehicleVoice
LongDesc=Deploys into another Construction Yard.\n Unarmed
[JEEP]
Description=Ranger
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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
PrimaryOffset=0,0,0,-4
MuzzleFlash=yes
Voice=VehicleVoice
LongDesc=Tough infantry transport.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
[MNLY]
Description=Minelayer
Traits=Unit, Mobile, RenderUnit
Voice=VehicleVoice
LongDesc=Lays mines to destroy unwary enemy units.\n Unarmed
@@ -96,12 +108,14 @@ WaterBound=yes
BuiltAt=spen
Traits=Unit, Mobile, RenderUnit, Cloak, AttackBase
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
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
@@ -109,17 +123,20 @@ BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
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
Recoil=3
[LST]
Description=Transport
WaterBound=yes
Traits=Unit, Mobile, RenderUnit
LongDesc=General-purpose naval transport.\nCan carry infantry and tanks.\n Unarmed
[PT]
Description=Gunboat
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
PrimaryOffset=0,-6,0,-1
LongDesc=Light scout & support ship. \n Strong vs Ships, Submarines\n Weak vs Aircraft
@@ -140,11 +157,13 @@ Description=Mig Attack Plane
BuiltAt=afld
Traits=Unit, Mobile, RenderUnit
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, Mobile, RenderUnit
InitialFacing=192
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
[TRAN]
Description=Transport Helicopter
PrimaryOffset=0,14,0,-4
@@ -153,18 +172,20 @@ BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor
SecondaryAnim=rotor2
InitialFacing=20
LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
[HELI]
Description=Longbow
BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor
PrimaryOffset=0,0,0,-2
InitialFacing=20
LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
[HIND]
Description=Hind
BuiltAt=hpad
Traits=Unit, Helicopter, RenderUnitRotor
InitialFacing=20
LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
@@ -192,12 +213,14 @@ Traits=Building, Turreted, RenderBuilding, AttackTurreted, AutoTarget
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
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
@@ -205,6 +228,7 @@ Dimensions=1,2
Footprint=_ x
SelectionPriority=3
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
@@ -212,6 +236,7 @@ Dimensions=1,1
Footprint=x
SelectionPriority=3
InitialFacing=50
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
[AGUN]
Description=AA Gun
Traits=Building, Turreted, RenderBuildingTurreted
@@ -219,30 +244,49 @@ Dimensions=1,2
Footprint=_ x
SelectionPriority=3
InitialFacing=224
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[FTUR]
Description=Flame Turret
Traits=Building, RenderBuilding
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Anti-Infantry base defense.\n Strong vs Infantry\n Weak vs Aircraft
[GAP]
Description=Gap Generator
Traits=Building, RenderBuilding
Dimensions=1,2
Footprint=_ x
SelectionPriority=3
LongDesc=Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
[SAM]
Description=SAM Site
Traits=Building, Turreted, RenderBuildingTurreted
Dimensions=2,1
Footprint=xx
SelectionPriority=3
LongDesc=Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
[MSLO]
Description=Missile Silo
Traits=Building, RenderBuilding
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
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
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Teleports a group of units from one place \nto another, for a limited time.\n Special Ability: Chronoshift
@@ -279,24 +323,13 @@ DOMF
; x : Solid. cannot be walked on or built on.
; = : Occupied by a building, but can be walked on normally. (e.g: the drop-off point on the refinery)
; `Produces` is a category of objects that this building can produce.
[IRON]
Description=Iron Curtain
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
[ATEK]
Description=Allied Tech Center
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
[PDOX]
Description=Chronosphere
Traits=Building, RenderBuilding
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, RallyPoint, Production
@@ -305,6 +338,7 @@ Footprint=xxx xxx
Produces=Vehicle
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces tanks & light vehicles.
[SYRD]
Description=Shipyard
Traits=Building, RenderBuilding, ProductionSurround
@@ -312,6 +346,7 @@ Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
SelectionPriority=3
LongDesc=Produces and repairs ships
[SPEN]
Description=Sub Pen
Traits=Building, RenderBuilding, ProductionSurround
@@ -319,6 +354,7 @@ Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Ship
SelectionPriority=3
LongDesc=Produces and repairs submarines and \ntransports
[FACT]
Description=Construction Yard
Traits=Building, RenderBuilding
@@ -326,18 +362,21 @@ Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Building,Defense
SelectionPriority=3
LongDesc=Produces other structures
[PROC]
Description=Ore Refinery
Traits=Building, RenderBuilding, AcceptsOre
Dimensions=3,3
Footprint=_x_ xxx x==
SelectionPriority=3
LongDesc=Converts Ore and Gems into money
[SILO]
Description=Silo
Traits=Building, RenderBuildingOre
Dimensions=1,1
Footprint=x
SelectionPriority=3
LongDesc=Stores excess harvested Ore
[HPAD]
Description=Helipad
Traits=Building, RenderBuilding, Production
@@ -346,12 +385,14 @@ Footprint=xx xx
Produces=Plane
SelectionPriority=3
SpawnOffset=0,0 ; todo: push this up a bit, but we've got a z-order issue first.
LongDesc=Produces and reloads helicopters
[DOME]
Description=Radar Dome
Traits=Building, RenderBuilding
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
@@ -359,24 +400,28 @@ Dimensions=3,2
Footprint=xxx xxx
Produces=Plane
SelectionPriority=3
LongDesc=Produces and reloads planes\n Special Ability: Paratroopers\n Special Ability: Spy Plane
[POWR]
Description=Power Plant
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Provides power for other structures
[APWR]
Description=Advanced Power Plant
Traits=Building, RenderBuilding
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
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3
LongDesc=Provides Soviet advanced technologies
[BARR]
Description=Soviet Barracks
Traits=Building, RenderBuilding, RallyPoint, Production
@@ -385,6 +430,7 @@ Footprint=xx xx
Produces=Infantry
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces infantry
[TENT]
Description=Allied Barracks
Traits=Building, RenderBuilding, RallyPoint, Production
@@ -393,6 +439,7 @@ Footprint=xx xx
Produces=Infantry
RallyPoint=1,3
SelectionPriority=3
LongDesc=Produces infantry
[KENN]
Description=Kennel
Traits=Building, RenderBuilding, RallyPoint, Production
@@ -400,42 +447,49 @@ Dimensions=1,1
Footprint=x
RallyPoint=1,2
SelectionPriority=3
LongDesc=Produces attack dogs
[FIX]
Description=Service Depot
Traits=Building, RenderBuilding
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
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Construction Yard.
[WEAF]
Description=Fake War Factory
Traits=Building, RenderWarFactory
Dimensions=3,2
Footprint=xxx xxx
SelectionPriority=3
LongDesc=Looks like a War Factory.
[SYRF]
Description=Fake Shipyard
Traits=Building, RenderBuilding
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Shipyard
[SPEF]
Description=Fake Sub Pen
Traits=Building, RenderBuilding
Dimensions=3,3
Footprint=xxx xxx xxx
SelectionPriority=3
LongDesc=Looks like a Sub Pen
[DOMF]
Description=Fake Radar Dome
Traits=Building, RenderBuilding
Dimensions=2,2
Footprint=xx xx
SelectionPriority=3
LongDesc=Looks like a Radar Dome
;[SBAG]
;Description=Sandbags
;SelectionPriority=3
@@ -467,29 +521,36 @@ Description=Attack Dog
BuiltAt=KENN
Voice=DogVoice
Traits=Unit, Mobile, RenderInfantry
LongDesc=Anti-infantry unit. Not fooled by the \nSpy's disguise.\n Strong vs Infantry\n Weak vs Vehicles
[E1]
Description=Rifle Infantry
Traits=Unit, Mobile, RenderInfantry, AttackBase
LongDesc=General-purpose infantry. Strong vs Infantry\n Weak vs Vehicles
[E2]
Description=Grenadier
Traits=Unit, Mobile, RenderInfantry, AttackBase
FireDelay=15
LongDesc=Infantry armed with grenades. \n Strong vs Buildings, Infantry\n Weak vs Vehicles
[E3]
Description=Rocket Soldier
Traits=Unit, Mobile, RenderInfantry, AttackBase
PrimaryOffset=0,0,0,-13
LongDesc=Anti-tank/Anti-aircraft infantry.\n Strong vs Tanks, Aircraft\n Weak vs Infantry
[E4]
Description=Flamethrower
Traits=Unit, Mobile, RenderInfantry, AttackBase
FireDelay=8
LongDesc=Advanced Anti-infantry unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles
[E6]
Description=Engineer
Traits=Unit, Mobile, RenderInfantry
Voice=EngineerVoice
LongDesc=Infiltrates and captures enemy structures.\n Strong vs Nothing\n Weak vs Everything
[SPY]
Description=Spy
Voice=SpyVoice
Traits=Unit, Mobile, RenderInfantry
LongDesc=Infiltrates enemy structures to gather \nintelligence. Exact effect depends on the \nbuilding infiltrated.\n Strong vs Nothing\n Weak vs Everything\n Special Ability: Disguised
[THF]
Description=Thief
Voice=MedicVoice
@@ -497,10 +558,12 @@ Voice=MedicVoice
Description=Tanya
Voice=TanyaVoice
Traits=Unit, Mobile, RenderInfantry, AttackBase
LongDesc=Elite commando infantry, armed with \ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles\n Special Ability: Destroy Building with C4
[MEDI]
Description=Medic
Voice=MedicVoice
Traits=Unit, Mobile, RenderInfantry, AttackBase
LongDesc=Heals nearby infantry.\n Strong vs Nothing\n Weak vs Everything