New extendable mechanism for disabling units
This commit is contained in:
@@ -1,50 +0,0 @@
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using System.Collections.Generic;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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namespace OpenRa.Effects
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{
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class PowerDownIndicator : IEffect
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{
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Actor a;
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Building b;
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Animation anim = new Animation("powerdown");
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bool removeNextFrame = false;
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bool indicatorState = true;
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int stateTicks = 0;
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public PowerDownIndicator(Actor a)
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{
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this.a = a;
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this.b = a.traits.Get<Building>();
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anim.PlayRepeating("disabled");
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}
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public void Tick( World world )
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{
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if (removeNextFrame == true)
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world.AddFrameEndTask(w => w.Remove(this));
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// Fix off-by one frame bug with undisabling causing low-power
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if (!b.Disabled || a.IsDead)
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removeNextFrame = true;
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// Flash power icon
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if (++stateTicks == 15)
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{
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stateTicks = 0;
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indicatorState = !indicatorState;
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}
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}
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public IEnumerable<Renderable> Render()
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{
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foreach (var r in a.Render())
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yield return r.WithPalette(PaletteType.Disabled);
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if (b.ManuallyDisabled && indicatorState)
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yield return new Renderable(anim.Image,
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a.CenterLocation - .5f * anim.Image.size, PaletteType.Chrome);
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}
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}
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}
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@@ -83,7 +83,6 @@
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<Compile Include="Effects\GpsSatellite.cs" />
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<Compile Include="Effects\InvulnEffect.cs" />
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<Compile Include="Effects\MoveFlash.cs" />
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<Compile Include="Effects\PowerDownIndicator.cs" />
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<Compile Include="Effects\RepairIndicator.cs" />
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<Compile Include="Effects\SatelliteLaunch.cs" />
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<Compile Include="Effects\Smoke.cs" />
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@@ -101,6 +100,7 @@
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<Compile Include="Graphics\MappedImage.cs" />
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<Compile Include="Graphics\Minimap.cs" />
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<Compile Include="Network\Connection.cs" />
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<Compile Include="Orders\PowerDownOrderGenerator.cs" />
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<Compile Include="Resources1.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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@@ -109,7 +109,6 @@
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<Compile Include="Effects\Missile.cs" />
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<Compile Include="Network\OrderIO.cs" />
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<Compile Include="Network\OrderManager.cs" />
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<Compile Include="Orders\PowerDownOrderGenerator.cs" />
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<Compile Include="Orders\RepairOrderGenerator.cs" />
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<Compile Include="Orders\SellOrderGenerator.cs" />
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<Compile Include="Ore.cs" />
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@@ -204,6 +203,7 @@
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<Compile Include="Traits\Bridge.cs" />
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<Compile Include="Traits\Buildable.cs" />
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<Compile Include="Traits\Building.cs" />
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<Compile Include="Traits\CanPowerDown.cs" />
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<Compile Include="Traits\Cargo.cs" />
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<Compile Include="Traits\Chronoshiftable.cs" />
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<Compile Include="Traits\ChronoshiftPaletteEffect.cs" />
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@@ -24,8 +24,8 @@ namespace OpenRa.Orders
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var loc = mi.Location + Game.viewport.Location;
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var underCursor = world.FindUnits(loc, loc)
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.Where(a => a.Owner == world.LocalPlayer
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&& a.traits.Contains<Building>()
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&& a.traits.Contains<Selectable>()).FirstOrDefault();
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&& a.traits.Contains<CanPowerDown>())
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.FirstOrDefault();
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if (underCursor != null)
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yield return new Order("PowerDown", underCursor);
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@@ -39,7 +39,7 @@ namespace OpenRa.Orders
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{
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mi.Button = MouseButton.Left;
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return OrderInner(world, xy, mi).Any()
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? Cursor.PowerDown : Cursor.PowerDown;
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? Cursor.PowerDown : Cursor.RepairBlocked;
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}
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}
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}
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@@ -1,7 +1,10 @@
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using System;
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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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using OpenRa.Graphics;
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using System.Collections.Generic;
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namespace OpenRa.Traits
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{
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@@ -17,7 +20,6 @@ namespace OpenRa.Traits
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public class BuildingInfo : OwnedActorInfo, ITraitInfo
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{
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public readonly int Power = 0;
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public readonly bool RequiresPower = false;
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public readonly bool BaseNormal = true;
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public readonly int Adjacent = 2;
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public readonly bool Bib = false;
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@@ -31,24 +33,17 @@ namespace OpenRa.Traits
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public object Create(Actor self) { return new Building(self); }
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}
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public class Building : INotifyDamage, IResolveOrder, ITick
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public class Building : INotifyDamage, IResolveOrder, ITick, IRenderModifier
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{
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readonly Actor self;
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public readonly BuildingInfo Info;
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[Sync]
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bool isRepairing = false;
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[Sync]
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bool manuallyDisabled = false;
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public bool ManuallyDisabled { get { return manuallyDisabled; } }
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public bool Disabled
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{
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get
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{
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return (manuallyDisabled ||
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(Info.RequiresPower && self.Owner.GetPowerState() != PowerState.Normal));
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}
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get { return self.traits.WithInterface<IDisable>().Any(t => t.Disabled); }
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}
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bool wasDisabled = false;
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public Building(Actor self)
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{
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@@ -60,15 +55,17 @@ namespace OpenRa.Traits
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public int GetPowerUsage()
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{
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if (manuallyDisabled)
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return 0;
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var modifier = self.traits
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.WithInterface<IPowerModifier>()
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.Select(t => t.GetPowerModifier())
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.Product();
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var maxHP = self.Info.Traits.Get<BuildingInfo>().HP;
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if (Info.Power > 0)
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return (self.Health * Info.Power) / maxHP;
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return (int)(modifier*(self.Health * Info.Power) / maxHP);
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else
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return Info.Power;
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return (int)(modifier * Info.Power);
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}
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public void Damaged(Actor self, AttackInfo e)
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@@ -89,23 +86,12 @@ namespace OpenRa.Traits
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{
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isRepairing = !isRepairing;
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}
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if (order.OrderString == "PowerDown")
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{
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manuallyDisabled = !manuallyDisabled;
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Sound.Play((manuallyDisabled) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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int remainingTicks;
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public void Tick(Actor self)
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{
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// If the disabled state has changed since the last frame
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if (Disabled ^ wasDisabled
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&& (wasDisabled = Disabled)) // Yes, I mean assignment
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self.World.AddFrameEndTask(w => w.Add(new PowerDownIndicator(self)));
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if (!isRepairing) return;
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if (remainingTicks == 0)
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@@ -132,5 +118,15 @@ namespace OpenRa.Traits
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else
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--remainingTicks;
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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foreach (var a in r)
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{
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yield return a;
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if (Disabled)
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yield return a.WithPalette(PaletteType.Disabled);
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}
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}
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}
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}
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41
OpenRa.Game/Traits/CanPowerDown.cs
Normal file
41
OpenRa.Game/Traits/CanPowerDown.cs
Normal file
@@ -0,0 +1,41 @@
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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.Traits;
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namespace OpenRa.Traits
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{
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public class CanPowerDownInfo : ITraitInfo
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{
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public object Create(Actor self) { return new CanPowerDown(self); }
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}
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public class CanPowerDown : IDisable, IPowerModifier, IResolveOrder
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{
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readonly Actor self;
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[Sync]
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bool IsDisabled = false;
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public CanPowerDown(Actor self)
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{
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this.self = self;
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}
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public bool Disabled
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{
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get { return IsDisabled; }
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set { IsDisabled = value; }
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}
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public float GetPowerModifier() { return (IsDisabled) ? 0.0f : 1.0f; }
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public void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "PowerDown")
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{
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IsDisabled = !IsDisabled;
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Sound.Play((IsDisabled) ? "bleep12.aud" : "bleep11.aud");
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}
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}
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}
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}
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@@ -27,6 +27,8 @@ namespace OpenRa.Traits
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public interface ICustomTerrain { float GetCost(int2 p, UnitMovementType umt); }
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public interface IDisable { bool Disabled { get; set; } }
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interface IProducer
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{
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bool Produce( Actor self, ActorInfo producee );
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@@ -37,6 +39,7 @@ namespace OpenRa.Traits
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public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
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public interface IDamageModifier { float GetDamageModifier(); }
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public interface ISpeedModifier { float GetSpeedModifier(); }
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public interface IPowerModifier { float GetPowerModifier(); }
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public interface IPaletteModifier { void AdjustPalette(Bitmap b); }
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public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
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public interface ITags { IEnumerable<TagType> GetTags(); }
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@@ -53,6 +53,7 @@
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<Compile Include="C4Demolition.cs" />
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<Compile Include="EngineerCapture.cs" />
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<Compile Include="InfiltrateForSonarPulse.cs" />
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<Compile Include="RequiresPower.cs" />
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<Compile Include="Mine.cs" />
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<Compile Include="MineImmune.cs" />
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<Compile Include="Minelayer.cs" />
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@@ -72,6 +73,9 @@
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<Name>OpenRa.Game</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Orders\" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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27
OpenRa.Mods.RA/RequiresPower.cs
Normal file
27
OpenRa.Mods.RA/RequiresPower.cs
Normal file
@@ -0,0 +1,27 @@
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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.Traits;
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namespace OpenRa.Mods.RA
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{
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class RequiresPowerInfo : ITraitInfo
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{
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public object Create(Actor self) { return new RequiresPower(self); }
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}
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class RequiresPower : IDisable
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{
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readonly Actor self;
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public RequiresPower( Actor self )
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{
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this.self = self;
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}
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public bool Disabled
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{
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get { return (self.Owner.GetPowerState() != PowerState.Normal); }
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set {} // Cannot explicity set
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}
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}
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}
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@@ -95,7 +95,6 @@ namespace RulesConverter
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{ "Building", new PL {
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{ "Power", "Power" },
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{ "RequiresPower", "Powered" },
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{ "Footprint", "Footprint" },
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{ "Dimensions", "Dimensions" },
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{ "Capturable", "Capturable" },
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@@ -60,6 +60,8 @@ MGG:
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Range: 10
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GAP:
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RequiresPower:
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CanPowerDown:
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GeneratesGap:
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Range: 10
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@@ -109,3 +111,18 @@ SPEN:
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SYRD:
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InfiltrateForSonarPulse:
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IRON:
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RequiresPower:
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CanPowerDown:
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PDOX:
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RequiresPower:
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CanPowerDown:
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TSLA:
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RequiresPower:
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CanPowerDown:
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AGUN:
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RequiresPower:
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CanPowerDown:
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DOME:
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RequiresPower:
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CanPowerDown:
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@@ -78,6 +78,8 @@ MGG:
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Offset: 0,6,0,-3
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GAP:
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RequiresPower:
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CanPowerDown:
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GeneratesGap:
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Range: 10
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Inherits: ^Building
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@@ -90,7 +92,6 @@ GAP:
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LongDesc: Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
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Building:
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Power: -60
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RequiresPower: true
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Footprint: _ x
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Dimensions: 1,2
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Capturable: true
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@@ -285,6 +286,135 @@ SYRD:
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Produces: Ship
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IronCurtainable:
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IRON:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Buildable:
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TechLevel: 12
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Prerequisites: stek
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Owner: soviet
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Cost: 2800
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Description: Iron Curtain
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LongDesc: Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
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Building:
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Power: -200
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Footprint: xx xx
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Dimensions: 2,2
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Capturable: true
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HP: 400
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Armor: wood
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Crewed: yes
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Sight: 10
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RenderBuilding:
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IronCurtainable:
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IronCurtain:
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PDOX:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Buildable:
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TechLevel: 12
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Prerequisites: atek
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Owner: allies
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Cost: 2800
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Description: Chronosphere
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LongDesc: Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
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Building:
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Power: -200
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Footprint: xx xx
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Dimensions: 2,2
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Capturable: true
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HP: 400
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Armor: wood
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Crewed: yes
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Sight: 10
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RenderBuilding:
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Chronosphere:
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IronCurtainable:
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TSLA:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Buildable:
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TechLevel: 7
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Prerequisites: weap
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Owner: soviet
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Cost: 1500
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Description: Tesla Coil
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LongDesc: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
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Building:
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Power: -150
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Footprint: _ x
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Dimensions: 1,2
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HP: 400
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Armor: heavy
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Crewed: yes
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Sight: 8
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Turreted:
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RenderBuildingCharge:
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AttackTurreted:
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PrimaryWeapon: TeslaZap
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FireDelay: 8
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AutoTarget:
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IronCurtainable:
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AGUN:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Buildable:
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TechLevel: 5
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Prerequisites: dome
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Owner: allies
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Cost: 600
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Description: AA Gun
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LongDesc: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
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Building:
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Power: -50
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Footprint: _ x
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Dimensions: 1,2
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HP: 400
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Armor: heavy
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Crewed: yes
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Sight: 6
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Turreted:
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ROT: 15
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InitialFacing: 224
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RenderBuildingTurreted:
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AttackTurreted:
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PrimaryWeapon: ZSU-23
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SecondaryWeapon: ZSU-23
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AutoTarget:
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IronCurtainable:
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DOME:
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RequiresPower:
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CanPowerDown:
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Inherits: ^Building
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Buildable:
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TechLevel: 3
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Prerequisites: proc
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Owner: allies,soviet
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Cost: 1000
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Description: Radar Dome
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LongDesc: Provides an overview of the battlefield.\n Requires power to operate.
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Building:
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Power: -40
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Footprint: xx xx
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Dimensions: 2,2
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Capturable: true
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Bib: yes
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HP: 1000
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Armor: wood
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Crewed: yes
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Sight: 10
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RenderBuilding:
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ProvidesRadar:
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IronCurtainable:
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V2RL:
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Inherits: ^Vehicle
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Buildable:
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@@ -882,52 +1012,6 @@ U2:
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WithShadow:
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IronCurtainable:
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IRON:
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Inherits: ^Building
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||||
Buildable:
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TechLevel: 12
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||||
Prerequisites: stek
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Owner: soviet
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Cost: 2800
|
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Description: Iron Curtain
|
||||
LongDesc: Makes a group of units invulnerable for a \nshort time.\n Special Ability: Invulnerability
|
||||
Building:
|
||||
Power: -200
|
||||
RequiresPower: true
|
||||
Footprint: xx xx
|
||||
Dimensions: 2,2
|
||||
Capturable: true
|
||||
HP: 400
|
||||
Armor: wood
|
||||
Crewed: yes
|
||||
Sight: 10
|
||||
RenderBuilding:
|
||||
IronCurtainable:
|
||||
IronCurtain:
|
||||
|
||||
PDOX:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
TechLevel: 12
|
||||
Prerequisites: atek
|
||||
Owner: allies
|
||||
Cost: 2800
|
||||
Description: Chronosphere
|
||||
LongDesc: Teleports a unit from one place \nto another, for a limited time.\n Special Ability: Chronoshift
|
||||
Building:
|
||||
Power: -200
|
||||
RequiresPower: true
|
||||
Footprint: xx xx
|
||||
Dimensions: 2,2
|
||||
Capturable: true
|
||||
HP: 400
|
||||
Armor: wood
|
||||
Crewed: yes
|
||||
Sight: 10
|
||||
RenderBuilding:
|
||||
Chronosphere:
|
||||
IronCurtainable:
|
||||
|
||||
PBOX:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
@@ -976,32 +1060,6 @@ HBOX:
|
||||
AutoTarget:
|
||||
IronCurtainable:
|
||||
|
||||
TSLA:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
TechLevel: 7
|
||||
Prerequisites: weap
|
||||
Owner: soviet
|
||||
Cost: 1500
|
||||
Description: Tesla Coil
|
||||
LongDesc: Advanced base defense. Requires power\nto operate.\n Strong vs Tanks, Infantry\n Weak vs Aircraft
|
||||
Building:
|
||||
Power: -150
|
||||
RequiresPower: true
|
||||
Footprint: _ x
|
||||
Dimensions: 1,2
|
||||
HP: 400
|
||||
Armor: heavy
|
||||
Crewed: yes
|
||||
Sight: 8
|
||||
Turreted:
|
||||
RenderBuildingCharge:
|
||||
AttackTurreted:
|
||||
PrimaryWeapon: TeslaZap
|
||||
FireDelay: 8
|
||||
AutoTarget:
|
||||
IronCurtainable:
|
||||
|
||||
GUN:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
@@ -1028,34 +1086,6 @@ GUN:
|
||||
AutoTarget:
|
||||
IronCurtainable:
|
||||
|
||||
AGUN:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
TechLevel: 5
|
||||
Prerequisites: dome
|
||||
Owner: allies
|
||||
Cost: 600
|
||||
Description: AA Gun
|
||||
LongDesc: Anti-Air base defense.\n Strong vs Aircraft\n Weak vs Infantry, Tanks
|
||||
Building:
|
||||
Power: -50
|
||||
RequiresPower: true
|
||||
Footprint: _ x
|
||||
Dimensions: 1,2
|
||||
HP: 400
|
||||
Armor: heavy
|
||||
Crewed: yes
|
||||
Sight: 6
|
||||
Turreted:
|
||||
ROT: 15
|
||||
InitialFacing: 224
|
||||
RenderBuildingTurreted:
|
||||
AttackTurreted:
|
||||
PrimaryWeapon: ZSU-23
|
||||
SecondaryWeapon: ZSU-23
|
||||
AutoTarget:
|
||||
IronCurtainable:
|
||||
|
||||
FTUR:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
@@ -1251,30 +1281,6 @@ HPAD:
|
||||
Reservable:
|
||||
IronCurtainable:
|
||||
|
||||
DOME:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
TechLevel: 3
|
||||
Prerequisites: proc
|
||||
Owner: allies,soviet
|
||||
Cost: 1000
|
||||
Description: Radar Dome
|
||||
LongDesc: Provides an overview of the battlefield.\n Requires power to operate.
|
||||
Building:
|
||||
Power: -40
|
||||
RequiresPower: true
|
||||
Footprint: xx xx
|
||||
Dimensions: 2,2
|
||||
Capturable: true
|
||||
Bib: yes
|
||||
HP: 1000
|
||||
Armor: wood
|
||||
Crewed: yes
|
||||
Sight: 10
|
||||
RenderBuilding:
|
||||
ProvidesRadar:
|
||||
IronCurtainable:
|
||||
|
||||
AFLD:
|
||||
Inherits: ^Building
|
||||
Buildable:
|
||||
|
||||
Reference in New Issue
Block a user