Turret progress
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@@ -2006,6 +2006,7 @@ block.breach.name = Breach
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block.sublimate.name = Sublimate
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block.sublimate.name = Sublimate
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block.titan.name = Titan
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block.titan.name = Titan
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block.disperse.name = Disperse
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block.disperse.name = Disperse
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block.afflict.name = Afflict
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block.fabricator.name = Fabricator
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block.fabricator.name = Fabricator
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block.tank-refabricator.name = Tank Refabricator
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block.tank-refabricator.name = Tank Refabricator
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block.mech-refabricator.name = Mech Refabricator
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block.mech-refabricator.name = Mech Refabricator
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@@ -4079,6 +4079,8 @@ public class Blocks{
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trailEffect = Fx.missileTrail;
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trailEffect = Fx.missileTrail;
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trailInterval = 3f;
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trailInterval = 3f;
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trailParam = 4f;
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trailParam = 4f;
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pierceCap = 2;
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fragOnHit = false;
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speed = 5f;
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speed = 5f;
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damage = 150f;
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damage = 150f;
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lifetime = 80f;
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lifetime = 80f;
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@@ -4097,36 +4099,37 @@ public class Blocks{
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waveRad = 40f;
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waveRad = 40f;
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}};
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}};
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intervalBullet = new LightningBulletType(){{
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fragBullet = intervalBullet = new BasicBulletType(3f, 20){{
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damage = 18;
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width = 9f;
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collidesAir = false;
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hitSize = 5f;
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ammoMultiplier = 1f;
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height = 15f;
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lightningColor = Pal.surge;
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pierce = true;
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lightningLength = 5;
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lifetime = 30f;
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lightningLengthRand = 8;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Pal.surge;
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//for visual stats only.
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frontColor = Color.white;
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buildingDamageMultiplier = 0.25f;
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trailWidth = 2.1f;
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trailLength = 5;
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lightningType = new BulletType(0.0001f, 0f){{
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hitEffect = despawnEffect = new WaveEffect(){{
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lifetime = Fx.lightning.lifetime;
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colorFrom = colorTo = Pal.surge;
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hitEffect = Fx.hitLancer;
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sizeTo = 4f;
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despawnEffect = Fx.none;
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strokeFrom = 4f;
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status = StatusEffects.shocked;
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lifetime = 10f;
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statusDuration = 10f;
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hittable = false;
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lightColor = Color.white;
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buildingDamageMultiplier = 0.25f;
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}};
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}};
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buildingDamageMultiplier = 0.3f;
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homingPower = 0.2f;
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}};
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}};
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bulletInterval = 3f;
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bulletInterval = 3f;
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intervalRandomSpread = 20f;
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intervalBullets = 2;
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intervalAngle = 180f;
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intervalSpread = 280f;
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lightningColor = Pal.surge;
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fragBullets = 20;
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lightningDamage = 25;
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fragVelocityMin = 0.5f;
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lightning = 8;
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fragVelocityMax = 1.5f;
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lightningLength = 5;
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fragLifeMin = 0.5f;
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lightningLengthRand = 8;
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}};
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}};
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drawer = new DrawTurret("reinforced-"){{
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drawer = new DrawTurret("reinforced-"){{
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@@ -4153,7 +4156,7 @@ public class Blocks{
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}};
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}};
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consumePower(2f);
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consumePower(2f);
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heatRequirement = 8f;
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heatRequirement = 10f;
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maxHeatEfficiency = 2f;
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maxHeatEfficiency = 2f;
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inaccuracy = 1f;
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inaccuracy = 1f;
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@@ -4162,11 +4165,11 @@ public class Blocks{
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outlineColor = Pal.darkOutline;
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outlineColor = Pal.darkOutline;
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size = 4;
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size = 4;
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envEnabled |= Env.space;
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envEnabled |= Env.space;
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reload = 80f;
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reload = 110f;
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cooldownTime = reload;
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cooldownTime = reload;
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recoil = 3f;
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recoil = 3f;
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range = 290;
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range = 340;
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shootCone = 15f;
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shootCone = 20f;
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scaledHealth = 180;
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scaledHealth = 180;
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rotateSpeed = 1.5f;
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rotateSpeed = 1.5f;
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researchCostMultiplier = 0.05f;
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researchCostMultiplier = 0.05f;
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@@ -258,9 +258,10 @@ public class ErekirTechTree{
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node(diffuse, Seq.with(new OnSector(two)), () -> {
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node(diffuse, Seq.with(new OnSector(two)), () -> {
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node(sublimate, () -> {
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node(sublimate, () -> {
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//TODO implement
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node(titan, Seq.with(new OnSector(four)), () -> {
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node(titan, Seq.with(new OnSector(four)), () -> {
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node(afflict, Seq.with(new OnSector(four)), () -> {
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});
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});
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});
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node(disperse, Seq.with(new OnSector(four)), () -> {
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node(disperse, Seq.with(new OnSector(four)), () -> {
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@@ -167,6 +167,12 @@ public class BulletType extends Content implements Cloneable{
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public float bulletInterval = 20f;
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public float bulletInterval = 20f;
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/** Number of bullet spawned per interval. */
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/** Number of bullet spawned per interval. */
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public int intervalBullets = 1;
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public int intervalBullets = 1;
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/** Random spread of interval bullets. */
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public float intervalRandomSpread = 360f;
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/** Angle spread between individual interval bullets. */
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public float intervalSpread = 0f;
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/** Angle offset for interval bullets. */
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public float intervalAngle = 0f;
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/** Color used for hit/despawn effects. */
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/** Color used for hit/despawn effects. */
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public Color hitColor = Color.white;
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public Color hitColor = Color.white;
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@@ -496,8 +502,9 @@ public class BulletType extends Content implements Cloneable{
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public void updateBulletInterval(Bullet b){
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public void updateBulletInterval(Bullet b){
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if(intervalBullet != null && b.timer.get(2, bulletInterval)){
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if(intervalBullet != null && b.timer.get(2, bulletInterval)){
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float ang = b.rotation();
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for(int i = 0; i < intervalBullets; i++){
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for(int i = 0; i < intervalBullets; i++){
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intervalBullet.create(b, b.x, b.y, Mathf.random(360f));
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intervalBullet.create(b, b.x, b.y, ang + Mathf.range(intervalRandomSpread) + intervalAngle + ((i - (intervalBullets - 1f)/2f) * intervalSpread));
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}
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}
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}
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}
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}
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}
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