Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Поведение: Преследва
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keybind.unit_stance_patrol.name = Поведение: Патрул
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keybind.unit_stance_ram.name = Поведение: Забий се
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Команда: Движение
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keybind.unit_command_repair.name = Команда: Поправка
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@@ -380,6 +380,7 @@ stance.shoot = Comportament: Dispara
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stance.holdfire = Comportament: Mantén el foc
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stance.pursuetarget = Comportament: Persegueix l’objectiu
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stance.patrol = Comportament: Patrulla el camí
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stance.holdposition = Stance: Hold Position
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stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador
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stance.boost = Boost
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stance.mineauto = Extracció automàtica
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Comportament: Persegueix l’objectiu
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keybind.unit_stance_patrol.name = Comportament: Patrulla
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keybind.unit_stance_ram.name = Comportament: Senzill
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Ordre d’unitat: Mou
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keybind.unit_command_repair.name = Ordre d’unitat: Repara
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@@ -380,6 +380,7 @@ stance.shoot = Postoj: Střílejte
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stance.holdfire = Postoj: Přestaň střílet
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stance.pursuetarget = Postoj: Sleduj cíl
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stance.patrol = Postoj: Hlídej
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stance.holdposition = Stance: Hold Position
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stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
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stance.boost = Boost
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stance.mineauto = Automatická těžba
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
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keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
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keybind.unit_stance_ram.name = Postoj jednotky: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Příkaz jednotce: Hýbej se
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keybind.unit_command_repair.name = Příkaz jednotce: Opravuj
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Stellung: schießen
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stance.holdfire = Stellung: nicht schießen
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stance.pursuetarget = Stellung: Ziel verfolgen
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stance.patrol = Stellung: Pfad patroullieren
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stance.holdposition = Stance: Hold Position
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stance.ram = Stellung: rammen[lightgray]in einer geraden Linie bewegen, gegen Wände laufen
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
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keybind.unit_stance_patrol.name = Stellung: patroullieren
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keybind.unit_stance_ram.name = Stellung: rammen
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Befehl: bewegen
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keybind.unit_command_repair.name = Befehl: reparieren
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@@ -380,6 +380,7 @@ stance.shoot = Acción: Disparar
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stance.holdfire = Acción: No disparar
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stance.pursuetarget = Acción: Seguir al objetivo
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stance.patrol = Acción: Patrullar ruta
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stance.holdposition = Stance: Hold Position
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stance.ram = Acción: Embestir\n[lightgray]Movimiento en linea recta, sin pathfinding
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stance.boost = Boost
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stance.mineauto = Minar automáticamente
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Acción de unidad: Seguir objetivo
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keybind.unit_stance_patrol.name = Acción de unidad: Patrullar
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keybind.unit_stance_ram.name = Acción de unidad: Embestir
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Comando de unidad: Moverse
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keybind.unit_command_repair.name = Comando de unidad: Reparar
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Jarrera: Tiro egin
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stance.holdfire = Jarrera: Su-etena
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stance.pursuetarget = Jarrera: Objetiboa jarraitu
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stance.patrol = Jarrera: Patruila bidea
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stance.holdposition = Stance: Hold Position
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stance.ram = Jarrera: Ram\n[lightgray]Mugimendua lerro zuzenean, biderik bilatu gabe
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stance.boost = Boost
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stance.mineauto = Meatzaritza automatikoa
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unitatearen jarrera: Helburua jarraitu
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keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila
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keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unitateko agindua: Mugitu
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keybind.unit_command_repair.name = Unitateko agindua: Konponketa
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Paninindigan: Barilan
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stance.holdfire = Paninindigan: Huwag Bumaril
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stance.pursuetarget = Paninindigan: Habulin ang Iaatake
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stance.patrol = Paninindigan: Patrolyang Lakarin
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stance.holdposition = Stance: Hold Position
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stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Ordre: Tirer
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stance.holdfire = Ordre: Ne pas Tirer
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stance.pursuetarget = Ordre: Poursuivre Cible
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stance.patrol = Ordre: Chemins de Contrôle
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stance.holdposition = Stance: Hold Position
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stance.ram = Ordre: Charger\n[lightgray]Mouvement en ligne droite, sans détection de chemins
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
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keybind.unit_stance_patrol.name = Ordre: Patrouille
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keybind.unit_stance_ram.name = Ordre: Charger
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = Viselkedés: lövés
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stance.holdfire = Viselkedés: tüzet szüntess
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stance.pursuetarget = Viselkedés: célpont követése
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stance.patrol = Viselkedés: járőrözési útvonal
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stance.holdposition = Stance: Hold Position
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stance.ram = Viselkedés: ütközés\n[lightgray]Egyenes vonalú mozgás, útkeresés nélkül
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stance.boost = Boost
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stance.mineauto = Automatikus bányászás
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Egység viselkedése: célpont követé
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keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés
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keybind.unit_stance_ram.name = Egység viselkedése: ütközés
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Egységparancs: mozgás
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keybind.unit_command_repair.name = Egységparancs: javítás
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@@ -380,6 +380,7 @@ stance.shoot = Posisi Unit: Menembak
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stance.holdfire = Posisi Unit: Gencatan Senjata
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stance.pursuetarget = Posisi Unit: Kejar Target
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stance.patrol = Posisi Unit: Patroli Jalur
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stance.holdposition = Stance: Hold Position
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stance.ram = Posisi Unit: Seruduk\n[lightgray]Pergerakan lurus, tanpa pathfinding
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stance.boost = Boost
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stance.mineauto = Menambang Otomatis
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
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keybind.unit_stance_patrol.name = Posisi Unit: Patroli
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keybind.unit_stance_ram.name = Posisi Unit: Tabrak
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Perintah Unit: Bergerak
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keybind.unit_command_repair.name = Perintah Unit: Perbaiki
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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@@ -380,6 +380,7 @@ stance.shoot = 姿勢:発砲
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stance.holdfire = 姿勢:発砲控え
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stance.pursuetarget = 姿勢:追撃
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stance.patrol = 姿勢:偵察経路
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stance.holdposition = Stance: Hold Position
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stance.ram = 姿勢: 突撃\n[lightgray]直線、経路捜索無し
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stance.boost = Boost
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stance.mineauto = 自採掘掘
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = ユニット姿勢:追撃
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keybind.unit_stance_patrol.name = ユニット姿勢:偵察経路
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keybind.unit_stance_ram.name = ユニット姿勢:突撃
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = ユニット指令:移動
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keybind.unit_command_repair.name = ユニット指令:修復
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@@ -380,6 +380,7 @@ stance.shoot = 명령: 사격
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stance.holdfire = 명령: 사격 중지
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stance.pursuetarget = 명령: 타겟 추격
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stance.patrol = 명령: 정찰
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stance.holdposition = Stance: Hold Position
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stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
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stance.boost = Boost
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stance.mineauto = 자동 채굴
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
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keybind.unit_stance_patrol.name = 유닛 명령: 정찰
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keybind.unit_stance_ram.name = 유닛 명령: 돌격
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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keybind.unit_command_move.name = 유닛 제어: 이동
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keybind.unit_command_repair.name = 유닛 제어: 수리
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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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stance.holdfire = Stance: Hold Fire
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stance.pursuetarget = Stance: Pursue Target
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stance.patrol = Stance: Patrol Path
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stance.holdposition = Stance: Hold Position
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stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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stance.boost = Boost
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stance.mineauto = Automatic Mining
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@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_stance_boost.name = Unit Stance: Boost
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keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
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||||
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||||
keybind.unit_command_move.name = Unit Command: Move
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||||
keybind.unit_command_repair.name = Unit Command: Repair
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||||
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||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
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||||
stance.holdfire = Stance: Hold Fire
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||||
stance.pursuetarget = Stance: Pursue Target
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||||
stance.patrol = Stance: Patrol Path
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||||
stance.holdposition = Stance: Hold Position
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||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
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||||
stance.boost = Boost
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||||
stance.mineauto = Automatic Mining
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||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
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||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Strzelaj
|
||||
stance.holdfire = Wstrzymaj Ogień
|
||||
stance.pursuetarget = Goń Cel
|
||||
stance.patrol = Patroluj Obszar
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Taranuj\n[lightgray]Ruch w prostej linii bez znajdowania drogi
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Goń Cel
|
||||
keybind.unit_stance_patrol.name = Patroluj
|
||||
keybind.unit_stance_ram.name = Taranuj
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -380,6 +380,7 @@ stance.shoot = Stance: Atirar
|
||||
stance.holdfire = Stance: Não disparar
|
||||
stance.pursuetarget = Stance: Perseguir alvo
|
||||
stance.patrol = Stance: Caminho de Patrulha
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Postura de Unidade: Perseguir Alvo
|
||||
keybind.unit_stance_patrol.name = Postura de Unidade: Patrulha
|
||||
keybind.unit_stance_ram.name = Postura de Unidade: Forçar
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Controlo de Unidade: Mover
|
||||
keybind.unit_command_repair.name = Controlo de Unidade: Reparar
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Положение: Стрелять
|
||||
stance.holdfire = Положение: Удерживать огонь
|
||||
stance.pursuetarget = Положение: Преследовать цель
|
||||
stance.patrol = Положение: Патрулировать путь
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Автоматическая добыча
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Поведение юнита: Прес
|
||||
keybind.unit_stance_patrol.name = Поведение юнита: Патруль
|
||||
keybind.unit_stance_ram.name = Поведение юнита: Таран
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Команда юниту: Двигаться
|
||||
keybind.unit_command_repair.name = Команда юниту: Ремонт
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = ท่าที: ยิง
|
||||
stance.holdfire = ท่าที: หยุดยิง
|
||||
stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย
|
||||
stance.patrol = ท่าที: ลาดตระเวน
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = ท่าทียูนิต: ไล
|
||||
keybind.unit_stance_patrol.name = ท่าทียูนิต: ลาดตระเวน
|
||||
keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = คำสั่งยูนิต: ขยับ
|
||||
keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
|
||||
stance.holdfire = Stance: Hold Fire
|
||||
stance.pursuetarget = Stance: Pursue Target
|
||||
stance.patrol = Stance: Patrol Path
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Duruş: Saldırı
|
||||
stance.holdfire = Duruş: Hazır Ol
|
||||
stance.pursuetarget = Duruş: Hedefi Takip Et
|
||||
stance.patrol = Duruş: Devriye Gez
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Duruş: Düz\n[lightgray]Düz bir ol halinde ilerle.
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Birim Duruşu: Takip Et
|
||||
keybind.unit_stance_patrol.name = Birim Duruşu: Devriye Gez
|
||||
keybind.unit_stance_ram.name = Birim Duruşu: VUR
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Birim Komutu: Git
|
||||
keybind.unit_command_repair.name = Birim Komutu: Tamir Et
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Позиція: стріляти
|
||||
stance.holdfire = Позиція: припинити вогонь
|
||||
stance.pursuetarget = Позиція: переслідувати ціль
|
||||
stance.patrol = Позиція: шлях патрулювання
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Позиція одиниці: пере
|
||||
keybind.unit_stance_patrol.name = Позиція одиниці: патрулювати
|
||||
keybind.unit_stance_ram.name = Позиція одиниці: на таран
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Unit Command: Move
|
||||
keybind.unit_command_repair.name = Unit Command: Repair
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = Thế Trận: Bắn
|
||||
stance.holdfire = Thế Trận: Ngừng Bắn
|
||||
stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu
|
||||
stance.patrol = Thế Trận: Đường Tuần Tra
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = Thế Trận: Tông Thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Tự Động Khai Khoáng
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Thế Trận Đơn Vị: Bám Đuổi M
|
||||
keybind.unit_stance_patrol.name = Thế Trận Đơn Vị: Tuần Tra
|
||||
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = Mệnh lệnh đơn vị: Di chuyển
|
||||
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = 警戒\n[lightgray]自动攻击一定范围内的敌人
|
||||
stance.holdfire = 停火\n[lightgray]暂停自动攻击
|
||||
stance.pursuetarget = 追击\n[lightgray]跟踪敌人并自动攻击
|
||||
stance.patrol = 巡逻\n[lightgray]根据路径点循环移动
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = 突进\n[lightgray]径直移动,不进行寻路
|
||||
stance.boost = Boost
|
||||
stance.mineauto = 自动采矿
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = 姿态:追击
|
||||
keybind.unit_stance_patrol.name = 姿态:巡逻
|
||||
keybind.unit_stance_ram.name = 姿态:突进
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = 单位命令:移动
|
||||
keybind.unit_command_repair.name = 单位命令:修复
|
||||
|
||||
@@ -380,6 +380,7 @@ stance.shoot = 狀態:射擊
|
||||
stance.holdfire = 狀態: 停火
|
||||
stance.pursuetarget = 狀態:追逐目標
|
||||
stance.patrol = 狀態:路徑巡邏
|
||||
stance.holdposition = Stance: Hold Position
|
||||
stance.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
|
||||
stance.boost = Boost
|
||||
stance.mineauto = Automatic Mining
|
||||
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = 單位狀態:追逐目標
|
||||
keybind.unit_stance_patrol.name = 單位狀態:巡邏
|
||||
keybind.unit_stance_ram.name = 單位狀態:冲鋒
|
||||
keybind.unit_stance_boost.name = Unit Stance: Boost
|
||||
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
|
||||
|
||||
keybind.unit_command_move.name = 單位指令:移動
|
||||
keybind.unit_command_repair.name = 單位指令:修理
|
||||
|
||||
@@ -189,4 +189,5 @@ Someone's Shadow
|
||||
buj
|
||||
Agzam4
|
||||
ItsKirby69
|
||||
TheCuber
|
||||
TheCuber
|
||||
Jovinull
|
||||
@@ -4,6 +4,7 @@ import arc.*;
|
||||
import arc.func.*;
|
||||
import arc.input.*;
|
||||
import arc.scene.style.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.ai.types.*;
|
||||
import mindustry.ctype.*;
|
||||
@@ -27,12 +28,14 @@ public class UnitCommand extends MappableContent{
|
||||
public boolean resetTarget = true;
|
||||
/** Whether to snap the command destination to ally buildings. */
|
||||
public boolean snapToBuilding = false;
|
||||
/** */
|
||||
/** If true, the unit will arrive at this command's exact endpoint. */
|
||||
public boolean exactArrival = false;
|
||||
/** If true, this command refreshes the list of stances when selected TODO: do not use, this will likely be removed later!*/
|
||||
public boolean refreshOnSelect = false;
|
||||
/** Key to press for this command. */
|
||||
public @Nullable KeyBind keybind = null;
|
||||
/** Extra stances that are available when this command is selected. These ignore incompatibleStances. */
|
||||
public Seq<UnitStance> extraStances = new Seq<>();
|
||||
|
||||
public UnitCommand(String name, String icon, Func<Unit, AIController> controller){
|
||||
super(name);
|
||||
|
||||
@@ -12,7 +12,7 @@ import mindustry.input.*;
|
||||
import mindustry.type.*;
|
||||
|
||||
public class UnitStance extends MappableContent{
|
||||
public static UnitStance stop, holdFire, pursueTarget, patrol, ram, boost, mineAuto;
|
||||
public static UnitStance stop, holdFire, pursueTarget, patrol, ram, boost, holdPosition, mineAuto;
|
||||
|
||||
/** Name of UI icon (from Icon class). */
|
||||
public String icon;
|
||||
@@ -84,16 +84,22 @@ public class UnitStance extends MappableContent{
|
||||
stop = new UnitStance("stop", "cancel", Binding.cancelOrders, false);
|
||||
holdFire = new UnitStance("holdfire", "none", Binding.unitStanceHoldFire);
|
||||
pursueTarget = new UnitStance("pursuetarget", "right", Binding.unitStancePursueTarget);
|
||||
patrol = new UnitStance("patrol", "refresh", Binding.unitStancePatrol);
|
||||
patrol = new UnitStance("patrol", "refresh", Binding.unitStancePatrol){{
|
||||
incompatibleCommands.addAll(UnitCommand.repairCommand, UnitCommand.assistCommand, UnitCommand.rebuildCommand);
|
||||
}};
|
||||
ram = new UnitStance("ram", "rightOpen", Binding.unitStanceRam);
|
||||
boost = new UnitStance("boost", "up", Binding.unitStanceBoost){{
|
||||
incompatibleCommands.addAll(UnitCommand.rebuildCommand, UnitCommand.repairCommand, UnitCommand.assistCommand);
|
||||
}};
|
||||
holdPosition = new UnitStance("holdposition", "effect", Binding.unitStanceHoldPosition);
|
||||
mineAuto = new UnitStance("mineauto", "settings", null, false);
|
||||
|
||||
//Only vanilla items are supported for now
|
||||
for(Item item : Vars.content.items()){
|
||||
new ItemUnitStance(item);
|
||||
}
|
||||
|
||||
Seq.with(UnitCommand.repairCommand, UnitCommand.assistCommand, UnitCommand.rebuildCommand)
|
||||
.each(c -> c.extraStances.add(holdPosition));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@ package mindustry.ai.types;
|
||||
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.ai.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.entities.units.*;
|
||||
import mindustry.game.Teams.*;
|
||||
@@ -61,6 +62,7 @@ public class BuilderAI extends AIController{
|
||||
}
|
||||
|
||||
boolean moving = false;
|
||||
boolean hold = hasStance(UnitStance.holdPosition);
|
||||
|
||||
if(following != null){
|
||||
retreatTimer = 0f;
|
||||
@@ -77,7 +79,7 @@ public class BuilderAI extends AIController{
|
||||
unit.plans.clear();
|
||||
unit.plans.addFirst(following.buildPlan());
|
||||
lastPlan = null;
|
||||
}else if(unit.buildPlan() == null || alwaysFlee){
|
||||
}else if((unit.buildPlan() == null || alwaysFlee) && !hold){
|
||||
//not following anyone or building
|
||||
if(timer.get(timerTarget4, 40)){
|
||||
enemy = target(unit.x, unit.y, fleeRange, true, true);
|
||||
@@ -121,10 +123,16 @@ public class BuilderAI extends AIController{
|
||||
Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation)));
|
||||
|
||||
if(valid){
|
||||
float range = Math.min(unit.type.buildRange - unit.type.hitSize * 2f, buildRadius);
|
||||
//move toward the plan
|
||||
moveTo(req.tile(), range, 20f);
|
||||
moving = !unit.within(req.tile(), range);
|
||||
if(!hold){
|
||||
float range = Math.min(unit.type.buildRange - unit.type.hitSize * 2f, buildRadius);
|
||||
//move toward the plan
|
||||
moveTo(req.tile(), range, 20f);
|
||||
moving = !unit.within(req.tile(), range);
|
||||
}else if(!unit.within(req, unit.type.buildRange - tilesize) && !state.rules.infiniteResources){
|
||||
//discard the plan, it's too far away to reach while holding position. try the next one
|
||||
unit.plans.removeFirst();
|
||||
lastPlan = null;
|
||||
}
|
||||
}else{
|
||||
//discard invalid plan
|
||||
unit.plans.removeFirst();
|
||||
@@ -132,7 +140,7 @@ public class BuilderAI extends AIController{
|
||||
}
|
||||
}else{
|
||||
|
||||
if(assistFollowing != null){
|
||||
if(assistFollowing != null && !hold){
|
||||
moveTo(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 60f);
|
||||
moving = !unit.within(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 65f);
|
||||
}
|
||||
@@ -179,21 +187,43 @@ public class BuilderAI extends AIController{
|
||||
|
||||
//find new plan
|
||||
if(!onlyAssist && !unit.team.data().plans.isEmpty() && following == null && timer.get(timerTarget3, rebuildPeriod)){
|
||||
Queue<BlockPlan> blocks = unit.team.data().plans;
|
||||
BlockPlan block = blocks.first();
|
||||
var blocks = unit.team.data().plans;
|
||||
|
||||
//check if it's already been placed
|
||||
if(world.tile(block.x, block.y) != null && world.tile(block.x, block.y).block() == block.block){
|
||||
blocks.removeFirst();
|
||||
}else if(Build.validPlace(block.block, unit.team(), block.x, block.y, block.rotation) && (!alwaysFlee || !nearEnemy(block.x, block.y))){ //it's valid
|
||||
lastPlan = block;
|
||||
//add build plan
|
||||
unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, block.block, block.config));
|
||||
//shift build plan to tail so next unit builds something else
|
||||
blocks.addLast(blocks.removeFirst());
|
||||
|
||||
if(hold){
|
||||
//essentially build turret behavior (find first plan in range)
|
||||
for(int i = 0; i < blocks.size; i++){
|
||||
var block = blocks.get(i);
|
||||
if(state.rules.infiniteResources || unit.within(block.x * tilesize, block.y * tilesize, unit.type.buildRange)){
|
||||
var btype = block.block;
|
||||
|
||||
if(Build.validPlace(btype, unit.team(), block.x, block.y, block.rotation)){
|
||||
unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, block.block, block.config));
|
||||
//shift build plan to tail so next unit builds something else
|
||||
blocks.addLast(blocks.removeIndex(i));
|
||||
lastPlan = block;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}else{
|
||||
//shift head of queue to tail, try something else next time
|
||||
blocks.addLast(blocks.removeFirst());
|
||||
BlockPlan block = blocks.first();
|
||||
|
||||
//check if it's already been placed
|
||||
if(world.tile(block.x, block.y) != null && world.tile(block.x, block.y).block() == block.block){
|
||||
blocks.removeFirst();
|
||||
}else if(Build.validPlace(block.block, unit.team(), block.x, block.y, block.rotation)
|
||||
&& (!alwaysFlee || !nearEnemy(block.x, block.y))){ //check if it's valid
|
||||
|
||||
lastPlan = block;
|
||||
//add build plan
|
||||
unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, block.block, block.config));
|
||||
//shift build plan to tail so next unit builds something else
|
||||
blocks.addLast(blocks.removeFirst());
|
||||
}else{
|
||||
//shift head of queue to tail, try something else next time
|
||||
blocks.addLast(blocks.removeFirst());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,6 +63,7 @@ public class CommandAI extends AIController{
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hasStance(@Nullable UnitStance stance){
|
||||
return stance != null && stances.get(stance.id);
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package mindustry.ai.types;
|
||||
|
||||
import arc.util.*;
|
||||
import mindustry.ai.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.entities.units.*;
|
||||
import mindustry.gen.*;
|
||||
@@ -28,11 +29,15 @@ public class RepairAI extends AIController{
|
||||
unit.controlWeapons(false);
|
||||
}
|
||||
|
||||
boolean hold = hasStance(UnitStance.holdPosition);
|
||||
|
||||
if(target != null && target instanceof Building b && b.team == unit.team){
|
||||
if(unit.type.circleTarget){
|
||||
circleAttack(unit.type.circleTargetRadius);
|
||||
}else if(!target.within(unit, unit.type.range * 0.65f)){
|
||||
moveTo(target, unit.type.range * 0.65f);
|
||||
if(!hold){
|
||||
if(unit.type.circleTarget){
|
||||
circleAttack(unit.type.circleTargetRadius);
|
||||
}else if(!target.within(unit, unit.type.range * 0.65f)){
|
||||
moveTo(target, unit.type.range * 0.65f);
|
||||
}
|
||||
}
|
||||
|
||||
if(!unit.type.circleTarget){
|
||||
@@ -41,7 +46,7 @@ public class RepairAI extends AIController{
|
||||
}
|
||||
|
||||
//not repairing
|
||||
if(!(target instanceof Building)){
|
||||
if(!(target instanceof Building) && !hold){
|
||||
if(timer.get(timerTarget4, 40)){
|
||||
avoid = target(unit.x, unit.y, fleeRange, true, true);
|
||||
}
|
||||
|
||||
@@ -4,6 +4,8 @@ import arc.math.*;
|
||||
import arc.math.geom.*;
|
||||
import arc.util.*;
|
||||
import mindustry.*;
|
||||
import mindustry.ai.*;
|
||||
import mindustry.ai.types.*;
|
||||
import mindustry.async.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.game.*;
|
||||
@@ -53,6 +55,13 @@ public class AIController implements UnitController{
|
||||
updateMovement();
|
||||
}
|
||||
|
||||
public boolean hasStance(@Nullable UnitStance stance){
|
||||
if(unit.controller() instanceof CommandAI ai){
|
||||
return ai.hasStance(stance);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Called when the parent CommandAI changes its stance. */
|
||||
public void stanceChanged(){}
|
||||
|
||||
|
||||
@@ -52,6 +52,7 @@ public class Binding{
|
||||
unitStancePatrol = KeyBind.add("unit_stance_patrol", KeyCode.unset),
|
||||
unitStanceRam = KeyBind.add("unit_stance_ram", KeyCode.unset),
|
||||
unitStanceBoost = KeyBind.add("unit_stance_boost", KeyCode.unset),
|
||||
unitStanceHoldPosition = KeyBind.add("unit_stance_hold_position", KeyCode.unset),
|
||||
|
||||
unitCommandMove = KeyBind.add("unit_command_move", KeyCode.unset),
|
||||
unitCommandRepair = KeyBind.add("unit_command_repair", KeyCode.unset),
|
||||
|
||||
@@ -648,8 +648,12 @@ public class UnitType extends UnlockableContent implements Senseable{
|
||||
|
||||
/** Adds all available unit stances based on the unit's current state. This can change based on the command of the unit. */
|
||||
public void getUnitStances(Unit unit, Seq<UnitStance> out){
|
||||
if(!(unit.controller() instanceof CommandAI ai)) return;
|
||||
|
||||
var current = ai.currentCommand();
|
||||
|
||||
//return mining stances based on present items
|
||||
if(unit.controller() instanceof CommandAI ai && ai.currentCommand() == UnitCommand.mineCommand){
|
||||
if(current == UnitCommand.mineCommand){
|
||||
out.add(UnitStance.mineAuto);
|
||||
for(Item item : indexer.getAllPresentOres()){
|
||||
if(unit.canMine(item) && ((mineFloor && indexer.hasOre(item)) || (mineWalls && indexer.hasWallOre(item)))){
|
||||
@@ -660,13 +664,15 @@ public class UnitType extends UnlockableContent implements Senseable{
|
||||
}
|
||||
}
|
||||
}else{
|
||||
var command = unit.controller() instanceof CommandAI ai ? ai.command : null;
|
||||
for(var stance : stances){
|
||||
if(stance.isCompatible(command)){
|
||||
if(stance.isCompatible(current)){
|
||||
out.add(stance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//there might be duplicates, but that shouldn't cause issues
|
||||
out.addAll(current.extraStances);
|
||||
}
|
||||
|
||||
public boolean allowStance(Unit unit, UnitStance stance){
|
||||
|
||||
@@ -42,6 +42,7 @@ public class PowerNode extends PowerBlock{
|
||||
public PowerNode(String name){
|
||||
super(name);
|
||||
configurable = true;
|
||||
ignoreResizeConfig = true;
|
||||
consumesPower = false;
|
||||
outputsPower = false;
|
||||
canOverdrive = false;
|
||||
|
||||
@@ -17,7 +17,7 @@ public class BuildVisibility{
|
||||
campaignOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.isCampaign() || !Vars.state.isGame()),
|
||||
legacyLaunchPadOnly = new BuildVisibility(() -> (Vars.state == null || Vars.state.isCampaign() && Vars.state.getPlanet().campaignRules.legacyLaunchPads) && Blocks.advancedLaunchPad != null && Blocks.advancedLaunchPad.unlocked()),
|
||||
notLegacyLaunchPadOnly = new BuildVisibility(() -> (Vars.state == null || !Vars.state.isGame() || Vars.state.rules.infiniteResources || Vars.state.isCampaign() && !Vars.state.getPlanet().campaignRules.legacyLaunchPads)),
|
||||
lightingOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.rules.lighting || Vars.state.isCampaign() || !Vars.state.isGame()),
|
||||
lightingOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.rules.lighting || Vars.state.isCampaign() || !Vars.state.isGame() || Vars.state.rules.infiniteResources),
|
||||
ammoOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.rules.unitAmmo),
|
||||
fogOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.rules.fog || Vars.state.rules.editor || !Vars.state.isGame());
|
||||
|
||||
|
||||
@@ -35,7 +35,6 @@ task incrementConfig{
|
||||
dependencies{
|
||||
implementation project(":core")
|
||||
|
||||
implementation arcModule("natives:natives-ios")
|
||||
implementation arcModule("natives:natives-freetype-ios")
|
||||
implementation arcModule("backends:backend-robovm")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user