Scathe turret homing
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@@ -136,7 +136,7 @@ public class Blocks{
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
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//turrets - erekir
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//turrets - erekir
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe,
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe, ravage,
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//units
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//units
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groundFactory, airFactory, navalFactory,
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groundFactory, airFactory, navalFactory,
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@@ -4278,7 +4278,7 @@ public class Blocks{
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engineLayer = Layer.effect;
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engineLayer = Layer.effect;
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engineSize = 3.1f;
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engineSize = 3.1f;
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engineOffset = 10f;
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engineOffset = 10f;
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rotateSpeed = 0f;
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rotateSpeed = 0.25f;
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trailLength = 18;
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trailLength = 18;
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missileAccelTime = 50f;
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missileAccelTime = 50f;
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lowAltitude = true;
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lowAltitude = true;
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@@ -4409,6 +4409,52 @@ public class Blocks{
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limitRange();
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limitRange();
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}};
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}};
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//TODO
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if(false)
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ravage = new ItemTurret("ravage"){{
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 150, Items.carbide, 250, Items.phaseFabric, 100));
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ammo(
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Items.beryllium, new BasicBulletType(7.5f, 85){{
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width = 12f;
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hitSize = 7f;
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height = 20f;
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shootEffect = new MultiEffect(Fx.shootBigColor, Fx.colorSparkBig);
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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pierceCap = 2;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Pal.berylShot;
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frontColor = Color.white;
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trailWidth = 2.1f;
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trailLength = 10;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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buildingDamageMultiplier = 0.3f;
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}}
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);
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coolantMultiplier = 6f;
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shake = 1f;
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ammoPerShot = 2;
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drawer = new DrawTurret("reinforced-");
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shootY = -2;
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outlineColor = Pal.darkOutline;
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size = 5;
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envEnabled |= Env.space;
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reload = 40f;
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recoil = 2f;
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range = 190;
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shootCone = 3f;
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scaledHealth = 250;
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rotateSpeed = 1.5f;
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researchCostMultiplier = 0.05f;
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coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
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limitRange();
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}};
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//TODO 2 more turrets.
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//TODO 2 more turrets.
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//endregion
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//endregion
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@@ -393,6 +393,11 @@ public class Turret extends ReloadTurret{
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if(Float.isNaN(rotation)) rotation = 0;
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if(Float.isNaN(rotation)) rotation = 0;
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}
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}
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if(!isControlled()){
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unit.aimX(targetPos.x);
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unit.aimY(targetPos.y);
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}
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float targetRot = angleTo(targetPos);
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float targetRot = angleTo(targetPos);
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if(shouldTurn()){
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if(shouldTurn()){
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