Merge remote-tracking branch 'origin/master'

This commit is contained in:
Anuken
2026-03-10 14:44:23 -04:00
47 changed files with 601 additions and 469 deletions

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining stance.mineauto = Automatic Mining
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Поведение: Преследва
keybind.unit_stance_patrol.name = Поведение: Патрул keybind.unit_stance_patrol.name = Поведение: Патрул
keybind.unit_stance_ram.name = Поведение: Забий се keybind.unit_stance_ram.name = Поведение: Забий се
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Команда: Движение keybind.unit_command_move.name = Команда: Движение
keybind.unit_command_repair.name = Команда: Поправка keybind.unit_command_repair.name = Команда: Поправка

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@@ -380,6 +380,7 @@ stance.shoot = Comportament: Dispara
stance.holdfire = Comportament: Mantén el foc stance.holdfire = Comportament: Mantén el foc
stance.pursuetarget = Comportament: Persegueix lobjectiu stance.pursuetarget = Comportament: Persegueix lobjectiu
stance.patrol = Comportament: Patrulla el camí stance.patrol = Comportament: Patrulla el camí
stance.holdposition = Stance: Hold Position
stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador stance.ram = Comportament: Senzill\n[lightgray]Mou-te en línia recta, sense encaminador
stance.boost = Boost stance.boost = Boost
stance.mineauto = Extracció automàtica stance.mineauto = Extracció automàtica
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Comportament: Persegueix lobjectiu
keybind.unit_stance_patrol.name = Comportament: Patrulla keybind.unit_stance_patrol.name = Comportament: Patrulla
keybind.unit_stance_ram.name = Comportament: Senzill keybind.unit_stance_ram.name = Comportament: Senzill
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Ordre dunitat: Mou keybind.unit_command_move.name = Ordre dunitat: Mou
keybind.unit_command_repair.name = Ordre dunitat: Repara keybind.unit_command_repair.name = Ordre dunitat: Repara

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@@ -380,6 +380,7 @@ stance.shoot = Postoj: Střílejte
stance.holdfire = Postoj: Přestaň střílet stance.holdfire = Postoj: Přestaň střílet
stance.pursuetarget = Postoj: Sleduj cíl stance.pursuetarget = Postoj: Sleduj cíl
stance.patrol = Postoj: Hlídej stance.patrol = Postoj: Hlídej
stance.holdposition = Stance: Hold Position
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatická těžba stance.mineauto = Automatická těžba
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
keybind.unit_stance_ram.name = Postoj jednotky: Ram keybind.unit_stance_ram.name = Postoj jednotky: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Příkaz jednotce: Hýbej se keybind.unit_command_move.name = Příkaz jednotce: Hýbej se
keybind.unit_command_repair.name = Příkaz jednotce: Opravuj keybind.unit_command_repair.name = Příkaz jednotce: Opravuj

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stellung: schießen
stance.holdfire = Stellung: nicht schießen stance.holdfire = Stellung: nicht schießen
stance.pursuetarget = Stellung: Ziel verfolgen stance.pursuetarget = Stellung: Ziel verfolgen
stance.patrol = Stellung: Pfad patroullieren stance.patrol = Stellung: Pfad patroullieren
stance.holdposition = Stance: Hold Position
stance.ram = Stellung: rammen[lightgray]in einer geraden Linie bewegen, gegen Wände laufen stance.ram = Stellung: rammen[lightgray]in einer geraden Linie bewegen, gegen Wände laufen
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining stance.mineauto = Automatic Mining
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
keybind.unit_stance_patrol.name = Stellung: patroullieren keybind.unit_stance_patrol.name = Stellung: patroullieren
keybind.unit_stance_ram.name = Stellung: rammen keybind.unit_stance_ram.name = Stellung: rammen
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Befehl: bewegen keybind.unit_command_move.name = Befehl: bewegen
keybind.unit_command_repair.name = Befehl: reparieren keybind.unit_command_repair.name = Befehl: reparieren

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@@ -380,6 +380,7 @@ stance.shoot = Acción: Disparar
stance.holdfire = Acción: No disparar stance.holdfire = Acción: No disparar
stance.pursuetarget = Acción: Seguir al objetivo stance.pursuetarget = Acción: Seguir al objetivo
stance.patrol = Acción: Patrullar ruta stance.patrol = Acción: Patrullar ruta
stance.holdposition = Stance: Hold Position
stance.ram = Acción: Embestir\n[lightgray]Movimiento en linea recta, sin pathfinding stance.ram = Acción: Embestir\n[lightgray]Movimiento en linea recta, sin pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Minar automáticamente stance.mineauto = Minar automáticamente
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Acción de unidad: Seguir objetivo
keybind.unit_stance_patrol.name = Acción de unidad: Patrullar keybind.unit_stance_patrol.name = Acción de unidad: Patrullar
keybind.unit_stance_ram.name = Acción de unidad: Embestir keybind.unit_stance_ram.name = Acción de unidad: Embestir
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Comando de unidad: Moverse keybind.unit_command_move.name = Comando de unidad: Moverse
keybind.unit_command_repair.name = Comando de unidad: Reparar keybind.unit_command_repair.name = Comando de unidad: Reparar

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Jarrera: Tiro egin
stance.holdfire = Jarrera: Su-etena stance.holdfire = Jarrera: Su-etena
stance.pursuetarget = Jarrera: Objetiboa jarraitu stance.pursuetarget = Jarrera: Objetiboa jarraitu
stance.patrol = Jarrera: Patruila bidea stance.patrol = Jarrera: Patruila bidea
stance.holdposition = Stance: Hold Position
stance.ram = Jarrera: Ram\n[lightgray]Mugimendua lerro zuzenean, biderik bilatu gabe stance.ram = Jarrera: Ram\n[lightgray]Mugimendua lerro zuzenean, biderik bilatu gabe
stance.boost = Boost stance.boost = Boost
stance.mineauto = Meatzaritza automatikoa stance.mineauto = Meatzaritza automatikoa
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Unitatearen jarrera: Helburua jarraitu
keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila
keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Unitateko agindua: Mugitu keybind.unit_command_move.name = Unitateko agindua: Mugitu
keybind.unit_command_repair.name = Unitateko agindua: Konponketa keybind.unit_command_repair.name = Unitateko agindua: Konponketa

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Paninindigan: Barilan
stance.holdfire = Paninindigan: Huwag Bumaril stance.holdfire = Paninindigan: Huwag Bumaril
stance.pursuetarget = Paninindigan: Habulin ang Iaatake stance.pursuetarget = Paninindigan: Habulin ang Iaatake
stance.patrol = Paninindigan: Patrolyang Lakarin stance.patrol = Paninindigan: Patrolyang Lakarin
stance.holdposition = Stance: Hold Position
stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path stance.ram = Paninindigan: Daan\n[lightgray]Tuwid na linyang paggalaw, walang paghanag ng path
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Ordre: Tirer
stance.holdfire = Ordre: Ne pas Tirer stance.holdfire = Ordre: Ne pas Tirer
stance.pursuetarget = Ordre: Poursuivre Cible stance.pursuetarget = Ordre: Poursuivre Cible
stance.patrol = Ordre: Chemins de Contrôle stance.patrol = Ordre: Chemins de Contrôle
stance.holdposition = Stance: Hold Position
stance.ram = Ordre: Charger\n[lightgray]Mouvement en ligne droite, sans détection de chemins stance.ram = Ordre: Charger\n[lightgray]Mouvement en ligne droite, sans détection de chemins
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining stance.mineauto = Automatic Mining
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Ordre: Poursuivre la cible
keybind.unit_stance_patrol.name = Ordre: Patrouille keybind.unit_stance_patrol.name = Ordre: Patrouille
keybind.unit_stance_ram.name = Ordre: Charger keybind.unit_stance_ram.name = Ordre: Charger
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Viselkedés: lövés
stance.holdfire = Viselkedés: tüzet szüntess stance.holdfire = Viselkedés: tüzet szüntess
stance.pursuetarget = Viselkedés: célpont követése stance.pursuetarget = Viselkedés: célpont követése
stance.patrol = Viselkedés: járőrözési útvonal stance.patrol = Viselkedés: járőrözési útvonal
stance.holdposition = Stance: Hold Position
stance.ram = Viselkedés: ütközés\n[lightgray]Egyenes vonalú mozgás, útkeresés nélkül stance.ram = Viselkedés: ütközés\n[lightgray]Egyenes vonalú mozgás, útkeresés nélkül
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatikus bányászás stance.mineauto = Automatikus bányászás
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Egység viselkedése: célpont követé
keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés keybind.unit_stance_patrol.name = Egység viselkedése: járőrözés
keybind.unit_stance_ram.name = Egység viselkedése: ütközés keybind.unit_stance_ram.name = Egység viselkedése: ütközés
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Egységparancs: mozgás keybind.unit_command_move.name = Egységparancs: mozgás
keybind.unit_command_repair.name = Egységparancs: javítás keybind.unit_command_repair.name = Egységparancs: javítás

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@@ -380,6 +380,7 @@ stance.shoot = Posisi Unit: Menembak
stance.holdfire = Posisi Unit: Gencatan Senjata stance.holdfire = Posisi Unit: Gencatan Senjata
stance.pursuetarget = Posisi Unit: Kejar Target stance.pursuetarget = Posisi Unit: Kejar Target
stance.patrol = Posisi Unit: Patroli Jalur stance.patrol = Posisi Unit: Patroli Jalur
stance.holdposition = Stance: Hold Position
stance.ram = Posisi Unit: Seruduk\n[lightgray]Pergerakan lurus, tanpa pathfinding stance.ram = Posisi Unit: Seruduk\n[lightgray]Pergerakan lurus, tanpa pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Menambang Otomatis stance.mineauto = Menambang Otomatis
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
keybind.unit_stance_patrol.name = Posisi Unit: Patroli keybind.unit_stance_patrol.name = Posisi Unit: Patroli
keybind.unit_stance_ram.name = Posisi Unit: Tabrak keybind.unit_stance_ram.name = Posisi Unit: Tabrak
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = Perintah Unit: Bergerak keybind.unit_command_move.name = Perintah Unit: Bergerak
keybind.unit_command_repair.name = Perintah Unit: Perbaiki keybind.unit_command_repair.name = Perintah Unit: Perbaiki

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = 姿勢:発砲
stance.holdfire = 姿勢:発砲控え stance.holdfire = 姿勢:発砲控え
stance.pursuetarget = 姿勢:追撃 stance.pursuetarget = 姿勢:追撃
stance.patrol = 姿勢:偵察経路 stance.patrol = 姿勢:偵察経路
stance.holdposition = Stance: Hold Position
stance.ram = 姿勢: 突撃\n[lightgray]直線、経路捜索無し stance.ram = 姿勢: 突撃\n[lightgray]直線、経路捜索無し
stance.boost = Boost stance.boost = Boost
stance.mineauto = 自採掘掘 stance.mineauto = 自採掘掘
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = ユニット姿勢:追撃
keybind.unit_stance_patrol.name = ユニット姿勢:偵察経路 keybind.unit_stance_patrol.name = ユニット姿勢:偵察経路
keybind.unit_stance_ram.name = ユニット姿勢:突撃 keybind.unit_stance_ram.name = ユニット姿勢:突撃
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = ユニット指令:移動 keybind.unit_command_move.name = ユニット指令:移動
keybind.unit_command_repair.name = ユニット指令:修復 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
stance.holdfire = 명령: 사격 중지 stance.holdfire = 명령: 사격 중지
stance.pursuetarget = 명령: 타겟 추격 stance.pursuetarget = 명령: 타겟 추격
stance.patrol = 명령: 정찰 stance.patrol = 명령: 정찰
stance.holdposition = Stance: Hold Position
stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다. stance.ram = 명령 : 돌격\n[lightgray] 유닛이 장애물 여부를 확인하지 않고 일직선으로 이동합니다.
stance.boost = Boost stance.boost = Boost
stance.mineauto = 자동 채굴 stance.mineauto = 자동 채굴
@@ -1364,6 +1365,7 @@ keybind.unit_stance_pursue_target.name = 유닛 명령: 타겟 추격
keybind.unit_stance_patrol.name = 유닛 명령: 정찰 keybind.unit_stance_patrol.name = 유닛 명령: 정찰
keybind.unit_stance_ram.name = 유닛 명령: 돌격 keybind.unit_stance_ram.name = 유닛 명령: 돌격
keybind.unit_stance_boost.name = Unit Stance: Boost keybind.unit_stance_boost.name = Unit Stance: Boost
keybind.unit_stance_hold_position.name = Unit Stance: Hold Position
keybind.unit_command_move.name = 유닛 제어: 이동 keybind.unit_command_move.name = 유닛 제어: 이동
keybind.unit_command_repair.name = 유닛 제어: 수리 keybind.unit_command_repair.name = 유닛 제어: 수리

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Strzelaj
stance.holdfire = Wstrzymaj Ogień stance.holdfire = Wstrzymaj Ogień
stance.pursuetarget = Goń Cel stance.pursuetarget = Goń Cel
stance.patrol = Patroluj Obszar stance.patrol = Patroluj Obszar
stance.holdposition = Stance: Hold Position
stance.ram = Taranuj\n[lightgray]Ruch w prostej linii bez znajdowania drogi stance.ram = Taranuj\n[lightgray]Ruch w prostej linii bez znajdowania drogi
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Patroluj
keybind.unit_stance_ram.name = Taranuj keybind.unit_stance_ram.name = Taranuj
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Atirar
stance.holdfire = Stance: Não disparar stance.holdfire = Stance: Não disparar
stance.pursuetarget = Stance: Perseguir alvo stance.pursuetarget = Stance: Perseguir alvo
stance.patrol = Stance: Caminho de Patrulha stance.patrol = Stance: Caminho de Patrulha
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória stance.ram = Stance: Ram\n[lightgray]Movimento em linha reta, sem trajetória
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Postura de Unidade: Patrulha
keybind.unit_stance_ram.name = Postura de Unidade: Forçar keybind.unit_stance_ram.name = Postura de Unidade: Forçar
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Controlo de Unidade: Mover
keybind.unit_command_repair.name = Controlo de Unidade: Reparar keybind.unit_command_repair.name = Controlo de Unidade: Reparar

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Положение: Стрелять
stance.holdfire = Положение: Удерживать огонь stance.holdfire = Положение: Удерживать огонь
stance.pursuetarget = Положение: Преследовать цель stance.pursuetarget = Положение: Преследовать цель
stance.patrol = Положение: Патрулировать путь stance.patrol = Положение: Патрулировать путь
stance.holdposition = Stance: Hold Position
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
stance.boost = Boost stance.boost = Boost
stance.mineauto = Автоматическая добыча 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_patrol.name = Поведение юнита: Патруль
keybind.unit_stance_ram.name = Поведение юнита: Таран keybind.unit_stance_ram.name = Поведение юнита: Таран
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Команда юниту: Двигаться
keybind.unit_command_repair.name = Команда юниту: Ремонт keybind.unit_command_repair.name = Команда юниту: Ремонт

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = ท่าที: ยิง
stance.holdfire = ท่าที: หยุดยิง stance.holdfire = ท่าที: หยุดยิง
stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย stance.pursuetarget = ท่าที: ไล่ตามเป้าหมาย
stance.patrol = ท่าที: ลาดตระเวน stance.patrol = ท่าที: ลาดตระเวน
stance.holdposition = Stance: Hold Position
stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง stance.ram = ท่าที: พุ่งชน\n[lightgray]ขยับเป็นเส้นตรงโดยที่ไม่มีการตรวจสอบเส้นทาง
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = ท่าทียูนิต: ลาดตระเวน
keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน keybind.unit_stance_ram.name = ท่าทียูนิต: พุ่งชน
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = คำสั่งยูนิต: ขยับ
keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม keybind.unit_command_repair.name = คำสั่งยูนิต: ซ่อมแซม

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@@ -380,6 +380,7 @@ stance.shoot = Stance: Shoot
stance.holdfire = Stance: Hold Fire stance.holdfire = Stance: Hold Fire
stance.pursuetarget = Stance: Pursue Target stance.pursuetarget = Stance: Pursue Target
stance.patrol = Stance: Patrol Path stance.patrol = Stance: Patrol Path
stance.holdposition = Stance: Hold Position
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Unit Stance: Patrol
keybind.unit_stance_ram.name = Unit Stance: Ram keybind.unit_stance_ram.name = Unit Stance: Ram
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Duruş: Saldırı
stance.holdfire = Duruş: Hazır Ol stance.holdfire = Duruş: Hazır Ol
stance.pursuetarget = Duruş: Hedefi Takip Et stance.pursuetarget = Duruş: Hedefi Takip Et
stance.patrol = Duruş: Devriye Gez stance.patrol = Duruş: Devriye Gez
stance.holdposition = Stance: Hold Position
stance.ram = Duruş: Düz\n[lightgray]Düz bir ol halinde ilerle. stance.ram = Duruş: Düz\n[lightgray]Düz bir ol halinde ilerle.
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Birim Duruşu: Devriye Gez
keybind.unit_stance_ram.name = Birim Duruşu: VUR keybind.unit_stance_ram.name = Birim Duruşu: VUR
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Birim Komutu: Git
keybind.unit_command_repair.name = Birim Komutu: Tamir Et keybind.unit_command_repair.name = Birim Komutu: Tamir Et

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@@ -380,6 +380,7 @@ stance.shoot = Позиція: стріляти
stance.holdfire = Позиція: припинити вогонь stance.holdfire = Позиція: припинити вогонь
stance.pursuetarget = Позиція: переслідувати ціль stance.pursuetarget = Позиція: переслідувати ціль
stance.patrol = Позиція: шлях патрулювання 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.ram = Позиція: на таран\n[lightgray]Рух по прямій лінії, без пошуку шляху
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = Позиція одиниці: патрулювати
keybind.unit_stance_ram.name = Позиція одиниці: на таран keybind.unit_stance_ram.name = Позиція одиниці: на таран
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Unit Command: Move
keybind.unit_command_repair.name = Unit Command: Repair keybind.unit_command_repair.name = Unit Command: Repair

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@@ -380,6 +380,7 @@ stance.shoot = Thế Trận: Bắn
stance.holdfire = Thế Trận: Ngừng Bắn stance.holdfire = Thế Trận: Ngừng Bắn
stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu stance.pursuetarget = Thế Trận: Bám Đuổi Mục Tiêu
stance.patrol = Thế Trận: Đường Tuần Tra 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.ram = Thế Trận: Tông Thẳng\n[lightgray]Đi theo đường thẳng, không tìm đường
stance.boost = Boost stance.boost = Boost
stance.mineauto = Tự Động Khai Khoáng 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_patrol.name = Thế Trận Đơn Vị: Tuần Tra
keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng keybind.unit_stance_ram.name = Thế Trận Đơn Vị: Tông Thẳng
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = Mệnh lệnh đơn vị: Di chuyển
keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa keybind.unit_command_repair.name = Mệnh lệnh đơn vị: Sửa chữa

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@@ -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.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.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.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.ram = 突进\n[lightgray]径直移动,不进行寻路
stance.boost = Boost stance.boost = Boost
stance.mineauto = 自动采矿 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_patrol.name = 姿态:巡逻
keybind.unit_stance_ram.name = 姿态:突进 keybind.unit_stance_ram.name = 姿态:突进
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = 单位命令:移动
keybind.unit_command_repair.name = 单位命令:修复 keybind.unit_command_repair.name = 单位命令:修复

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@@ -380,6 +380,7 @@ stance.shoot = 狀態:射擊
stance.holdfire = 狀態: 停火 stance.holdfire = 狀態: 停火
stance.pursuetarget = 狀態:追逐目標 stance.pursuetarget = 狀態:追逐目標
stance.patrol = 狀態:路徑巡邏 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.ram = 狀態:衝鋒\n[lightgray]直線移動,不進行尋路。
stance.boost = Boost stance.boost = Boost
stance.mineauto = Automatic Mining 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_patrol.name = 單位狀態:巡邏
keybind.unit_stance_ram.name = 單位狀態:冲鋒 keybind.unit_stance_ram.name = 單位狀態:冲鋒
keybind.unit_stance_boost.name = Unit Stance: Boost 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_move.name = 單位指令:移動
keybind.unit_command_repair.name = 單位指令:修理 keybind.unit_command_repair.name = 單位指令:修理

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@@ -189,4 +189,5 @@ Someone's Shadow
buj buj
Agzam4 Agzam4
ItsKirby69 ItsKirby69
TheCuber TheCuber
Jovinull

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@@ -4,6 +4,7 @@ import arc.*;
import arc.func.*; import arc.func.*;
import arc.input.*; import arc.input.*;
import arc.scene.style.*; import arc.scene.style.*;
import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.ai.types.*; import mindustry.ai.types.*;
import mindustry.ctype.*; import mindustry.ctype.*;
@@ -27,12 +28,14 @@ public class UnitCommand extends MappableContent{
public boolean resetTarget = true; public boolean resetTarget = true;
/** Whether to snap the command destination to ally buildings. */ /** Whether to snap the command destination to ally buildings. */
public boolean snapToBuilding = false; public boolean snapToBuilding = false;
/** */ /** If true, the unit will arrive at this command's exact endpoint. */
public boolean exactArrival = false; 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!*/ /** 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; public boolean refreshOnSelect = false;
/** Key to press for this command. */ /** Key to press for this command. */
public @Nullable KeyBind keybind = null; 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){ public UnitCommand(String name, String icon, Func<Unit, AIController> controller){
super(name); super(name);

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@@ -12,7 +12,7 @@ import mindustry.input.*;
import mindustry.type.*; import mindustry.type.*;
public class UnitStance extends MappableContent{ 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). */ /** Name of UI icon (from Icon class). */
public String icon; public String icon;
@@ -84,16 +84,22 @@ public class UnitStance extends MappableContent{
stop = new UnitStance("stop", "cancel", Binding.cancelOrders, false); stop = new UnitStance("stop", "cancel", Binding.cancelOrders, false);
holdFire = new UnitStance("holdfire", "none", Binding.unitStanceHoldFire); holdFire = new UnitStance("holdfire", "none", Binding.unitStanceHoldFire);
pursueTarget = new UnitStance("pursuetarget", "right", Binding.unitStancePursueTarget); 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); ram = new UnitStance("ram", "rightOpen", Binding.unitStanceRam);
boost = new UnitStance("boost", "up", Binding.unitStanceBoost){{ boost = new UnitStance("boost", "up", Binding.unitStanceBoost){{
incompatibleCommands.addAll(UnitCommand.rebuildCommand, UnitCommand.repairCommand, UnitCommand.assistCommand); incompatibleCommands.addAll(UnitCommand.rebuildCommand, UnitCommand.repairCommand, UnitCommand.assistCommand);
}}; }};
holdPosition = new UnitStance("holdposition", "effect", Binding.unitStanceHoldPosition);
mineAuto = new UnitStance("mineauto", "settings", null, false); mineAuto = new UnitStance("mineauto", "settings", null, false);
//Only vanilla items are supported for now //Only vanilla items are supported for now
for(Item item : Vars.content.items()){ for(Item item : Vars.content.items()){
new ItemUnitStance(item); new ItemUnitStance(item);
} }
Seq.with(UnitCommand.repairCommand, UnitCommand.assistCommand, UnitCommand.rebuildCommand)
.each(c -> c.extraStances.add(holdPosition));
} }
} }

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@@ -2,6 +2,7 @@ package mindustry.ai.types;
import arc.struct.*; import arc.struct.*;
import arc.util.*; import arc.util.*;
import mindustry.ai.*;
import mindustry.entities.*; import mindustry.entities.*;
import mindustry.entities.units.*; import mindustry.entities.units.*;
import mindustry.game.Teams.*; import mindustry.game.Teams.*;
@@ -61,6 +62,7 @@ public class BuilderAI extends AIController{
} }
boolean moving = false; boolean moving = false;
boolean hold = hasStance(UnitStance.holdPosition);
if(following != null){ if(following != null){
retreatTimer = 0f; retreatTimer = 0f;
@@ -77,7 +79,7 @@ public class BuilderAI extends AIController{
unit.plans.clear(); unit.plans.clear();
unit.plans.addFirst(following.buildPlan()); unit.plans.addFirst(following.buildPlan());
lastPlan = null; lastPlan = null;
}else if(unit.buildPlan() == null || alwaysFlee){ }else if((unit.buildPlan() == null || alwaysFlee) && !hold){
//not following anyone or building //not following anyone or building
if(timer.get(timerTarget4, 40)){ if(timer.get(timerTarget4, 40)){
enemy = target(unit.x, unit.y, fleeRange, true, true); 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))); Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation)));
if(valid){ if(valid){
float range = Math.min(unit.type.buildRange - unit.type.hitSize * 2f, buildRadius); if(!hold){
//move toward the plan float range = Math.min(unit.type.buildRange - unit.type.hitSize * 2f, buildRadius);
moveTo(req.tile(), range, 20f); //move toward the plan
moving = !unit.within(req.tile(), range); 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{ }else{
//discard invalid plan //discard invalid plan
unit.plans.removeFirst(); unit.plans.removeFirst();
@@ -132,7 +140,7 @@ public class BuilderAI extends AIController{
} }
}else{ }else{
if(assistFollowing != null){ if(assistFollowing != null && !hold){
moveTo(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 60f); moveTo(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 60f);
moving = !unit.within(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 65f); moving = !unit.within(assistFollowing, assistFollowing.type.hitSize + unit.type.hitSize/2f + 65f);
} }
@@ -179,21 +187,43 @@ public class BuilderAI extends AIController{
//find new plan //find new plan
if(!onlyAssist && !unit.team.data().plans.isEmpty() && following == null && timer.get(timerTarget3, rebuildPeriod)){ if(!onlyAssist && !unit.team.data().plans.isEmpty() && following == null && timer.get(timerTarget3, rebuildPeriod)){
Queue<BlockPlan> blocks = unit.team.data().plans; var blocks = unit.team.data().plans;
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){ if(hold){
blocks.removeFirst(); //essentially build turret behavior (find first plan in range)
}else if(Build.validPlace(block.block, unit.team(), block.x, block.y, block.rotation) && (!alwaysFlee || !nearEnemy(block.x, block.y))){ //it's valid for(int i = 0; i < blocks.size; i++){
lastPlan = block; var block = blocks.get(i);
//add build plan if(state.rules.infiniteResources || unit.within(block.x * tilesize, block.y * tilesize, unit.type.buildRange)){
unit.addBuild(new BuildPlan(block.x, block.y, block.rotation, block.block, block.config)); var btype = block.block;
//shift build plan to tail so next unit builds something else
blocks.addLast(blocks.removeFirst()); 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{ }else{
//shift head of queue to tail, try something else next time BlockPlan block = blocks.first();
blocks.addLast(blocks.removeFirst());
//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());
}
} }
} }
} }

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@@ -63,6 +63,7 @@ public class CommandAI extends AIController{
} }
} }
@Override
public boolean hasStance(@Nullable UnitStance stance){ public boolean hasStance(@Nullable UnitStance stance){
return stance != null && stances.get(stance.id); return stance != null && stances.get(stance.id);
} }

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@@ -1,6 +1,7 @@
package mindustry.ai.types; package mindustry.ai.types;
import arc.util.*; import arc.util.*;
import mindustry.ai.*;
import mindustry.entities.*; import mindustry.entities.*;
import mindustry.entities.units.*; import mindustry.entities.units.*;
import mindustry.gen.*; import mindustry.gen.*;
@@ -28,11 +29,15 @@ public class RepairAI extends AIController{
unit.controlWeapons(false); unit.controlWeapons(false);
} }
boolean hold = hasStance(UnitStance.holdPosition);
if(target != null && target instanceof Building b && b.team == unit.team){ if(target != null && target instanceof Building b && b.team == unit.team){
if(unit.type.circleTarget){ if(!hold){
circleAttack(unit.type.circleTargetRadius); if(unit.type.circleTarget){
}else if(!target.within(unit, unit.type.range * 0.65f)){ circleAttack(unit.type.circleTargetRadius);
moveTo(target, unit.type.range * 0.65f); }else if(!target.within(unit, unit.type.range * 0.65f)){
moveTo(target, unit.type.range * 0.65f);
}
} }
if(!unit.type.circleTarget){ if(!unit.type.circleTarget){
@@ -41,7 +46,7 @@ public class RepairAI extends AIController{
} }
//not repairing //not repairing
if(!(target instanceof Building)){ if(!(target instanceof Building) && !hold){
if(timer.get(timerTarget4, 40)){ if(timer.get(timerTarget4, 40)){
avoid = target(unit.x, unit.y, fleeRange, true, true); avoid = target(unit.x, unit.y, fleeRange, true, true);
} }

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@@ -4,6 +4,8 @@ import arc.math.*;
import arc.math.geom.*; import arc.math.geom.*;
import arc.util.*; import arc.util.*;
import mindustry.*; import mindustry.*;
import mindustry.ai.*;
import mindustry.ai.types.*;
import mindustry.async.*; import mindustry.async.*;
import mindustry.entities.*; import mindustry.entities.*;
import mindustry.game.*; import mindustry.game.*;
@@ -53,6 +55,13 @@ public class AIController implements UnitController{
updateMovement(); 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. */ /** Called when the parent CommandAI changes its stance. */
public void stanceChanged(){} public void stanceChanged(){}

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@@ -52,6 +52,7 @@ public class Binding{
unitStancePatrol = KeyBind.add("unit_stance_patrol", KeyCode.unset), unitStancePatrol = KeyBind.add("unit_stance_patrol", KeyCode.unset),
unitStanceRam = KeyBind.add("unit_stance_ram", KeyCode.unset), unitStanceRam = KeyBind.add("unit_stance_ram", KeyCode.unset),
unitStanceBoost = KeyBind.add("unit_stance_boost", 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), unitCommandMove = KeyBind.add("unit_command_move", KeyCode.unset),
unitCommandRepair = KeyBind.add("unit_command_repair", KeyCode.unset), unitCommandRepair = KeyBind.add("unit_command_repair", KeyCode.unset),

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@@ -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. */ /** 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){ 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 //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); out.add(UnitStance.mineAuto);
for(Item item : indexer.getAllPresentOres()){ for(Item item : indexer.getAllPresentOres()){
if(unit.canMine(item) && ((mineFloor && indexer.hasOre(item)) || (mineWalls && indexer.hasWallOre(item)))){ if(unit.canMine(item) && ((mineFloor && indexer.hasOre(item)) || (mineWalls && indexer.hasWallOre(item)))){
@@ -660,13 +664,15 @@ public class UnitType extends UnlockableContent implements Senseable{
} }
} }
}else{ }else{
var command = unit.controller() instanceof CommandAI ai ? ai.command : null;
for(var stance : stances){ for(var stance : stances){
if(stance.isCompatible(command)){ if(stance.isCompatible(current)){
out.add(stance); out.add(stance);
} }
} }
} }
//there might be duplicates, but that shouldn't cause issues
out.addAll(current.extraStances);
} }
public boolean allowStance(Unit unit, UnitStance stance){ public boolean allowStance(Unit unit, UnitStance stance){

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@@ -42,6 +42,7 @@ public class PowerNode extends PowerBlock{
public PowerNode(String name){ public PowerNode(String name){
super(name); super(name);
configurable = true; configurable = true;
ignoreResizeConfig = true;
consumesPower = false; consumesPower = false;
outputsPower = false; outputsPower = false;
canOverdrive = false; canOverdrive = false;

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@@ -17,7 +17,7 @@ public class BuildVisibility{
campaignOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.isCampaign() || !Vars.state.isGame()), 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()), 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)), 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), 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()); fogOnly = new BuildVisibility(() -> Vars.state == null || Vars.state.rules.fog || Vars.state.rules.editor || !Vars.state.isGame());

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@@ -35,7 +35,6 @@ task incrementConfig{
dependencies{ dependencies{
implementation project(":core") implementation project(":core")
implementation arcModule("natives:natives-ios")
implementation arcModule("natives:natives-freetype-ios") implementation arcModule("natives:natives-freetype-ios")
implementation arcModule("backends:backend-robovm") implementation arcModule("backends:backend-robovm")