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Third sector
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core/assets-raw/sprites/units/krepost.png
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core/assets-raw/sprites/units/krepost.png
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core/assets/maps/three.msav
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core/assets/maps/three.msav
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@ -3105,7 +3105,7 @@ public class Blocks{
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//TODO bad name
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sublimate = new ContinuousLiquidTurret("sublimate"){{
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//TODO requirements
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requirements(Category.turret, with(Items.tungsten, 150, Items.silicon, 160, Items.oxide, 50, Items.beryllium, 250));
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requirements(Category.turret, with(Items.tungsten, 150, Items.silicon, 200, Items.oxide, 40, Items.beryllium, 400));
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draw = new DrawTurret("reinforced-"){{
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@ -3147,14 +3147,14 @@ public class Blocks{
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//TODO balance, set up, where is liquid/sec displayed? status effects maybe?
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ammo(
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Liquids.ozone, new ContinuousFlameBulletType(){{
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damage = 9f;
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damage = 85f;
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length = range;
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knockback = 1f;
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colors = new Color[]{Color.valueOf("eb7abe").a(0.55f), Color.valueOf("e189f5").a(0.7f), Color.valueOf("907ef7").a(0.8f), Color.valueOf("91a4ff"), Color.white};
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}},
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Liquids.cyanogen, new ContinuousFlameBulletType(){{
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damage = 20f;
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damage = 180f;
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rangeChange = 70f;
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length = range + rangeChange;
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knockback = 2f;
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@ -89,7 +89,7 @@ public class ErekirTechTree{
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node(turbineCondenser, () -> {
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node(beamNode, () -> {
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node(ventCondenser, Seq.with(new OnSector(aware)), () -> {
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node(chemicalCombustionChamber, () -> {
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node(chemicalCombustionChamber, Seq.with(new OnSector(three)), () -> {
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node(pyrolysisGenerator, () -> {
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});
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@ -111,7 +111,7 @@ public class ErekirTechTree{
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node(reinforcedConduit, () -> {
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//TODO maybe should be even later
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node(reinforcedPump, Seq.with(new SectorComplete(aware)), () -> {
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node(reinforcedPump, Seq.with(new OnSector(three)), () -> {
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//TODO T2 pump, consume cyanogen or similar
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});
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@ -122,7 +122,7 @@ public class ErekirTechTree{
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node(reinforcedLiquidRouter, () -> {
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node(reinforcedLiquidContainer, () -> {
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node(reinforcedLiquidTank, Seq.with(new SectorComplete(aware)), () -> {
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node(reinforcedLiquidTank, Seq.with(new SectorComplete(three)), () -> {
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});
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});
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@ -132,8 +132,7 @@ public class ErekirTechTree{
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node(siliconArcFurnace, () -> {
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node(cliffCrusher, () -> {
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//TODO should be gated on landing of 3rd sector, not complete?
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node(electrolyzer, Seq.with(new SectorComplete(aware)), () -> {
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node(electrolyzer, Seq.with(new OnSector(three)), () -> {
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node(oxidationChamber, () -> {
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node(electricHeater, () -> {
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node(heatRedirector, () -> {
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@ -204,7 +203,9 @@ public class ErekirTechTree{
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//TODO more sectors
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node(onset, () -> {
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node(aware, Seq.with(new SectorComplete(onset), new Research(ductRouter)), () -> {
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node(three, Seq.with(new SectorComplete(aware), new Research(reinforcedContainer), new Research(ductUnloader), new Research(ventCondenser)), () -> {
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});
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});
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});
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@ -12,7 +12,7 @@ public class SectorPresets{
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impact0078, desolateRift, nuclearComplex, planetaryTerminal,
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coastline, navalFortress,
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onset, aware
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onset, aware, three
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;
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public static void load(){
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@ -123,6 +123,11 @@ public class SectorPresets{
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difficulty = 3;
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}};
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three = new SectorPreset("three", erekir, 32){{
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captureWave = 100;
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difficulty = 8;
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}};
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//endregion
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}
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}
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@ -11,7 +11,6 @@ import mindustry.entities.*;
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import mindustry.entities.abilities.*;
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import mindustry.entities.bullet.*;
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import mindustry.entities.effect.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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@ -35,7 +34,7 @@ public class UnitTypes{
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public static @EntityDef(value = {Unitc.class, Mechc.class}, legacy = true) UnitType nova, pulsar, quasar;
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//legs
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public static @EntityDef({Unitc.class, Legsc.class}) UnitType corvus, atrax, bulwark;
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public static @EntityDef({Unitc.class, Legsc.class}) UnitType corvus, atrax, bulwark, krepost;
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//legs, legacy
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public static @EntityDef(value = {Unitc.class, Legsc.class}, legacy = true) UnitType spiroct, arkyid, toxopid;
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@ -2508,7 +2507,7 @@ public class UnitTypes{
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armor = 25f;
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areaDamage = 22f;
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rotateSpeed = 0.9f;
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treadRects = new Rect[]{new Rect(27, 152, 56, 73), new Rect(24, 51, 29, 17), new Rect(59, 18, 39, 19)};
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treadRects = new Rect[]{new Rect(27, 152, 56, 73), new Rect(24, 51 - 9, 29, 17), new Rect(59, 18 - 9, 39, 19)};
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//TODO maybe different sprite, weapon impl
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weapons.add(new Weapon("conquer-weapon"){{
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@ -2522,7 +2521,7 @@ public class UnitTypes{
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mirror = false;
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x = 0f;
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shadow = 32f;
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y = -5f;
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y = -8f;
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 80f;
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@ -2546,9 +2545,9 @@ public class UnitTypes{
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}});
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//TODO could change color when shooting
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decals.add(new UnitDecal("conquer-glow", Pal.turretHeat.cpy(), Blending.additive){{
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layer = -1f;
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}});
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//decals.add(new UnitDecal("conquer-glow", Pal.turretHeat.cpy(), Blending.additive){{
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// layer = -1f;
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//}});
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}};
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//endregion
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