Misc minor fixes & cost balance
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@@ -21,7 +21,7 @@ public class CommandAI extends AIController{
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/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
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public IntSeq unreachableBuildings = new IntSeq(8);
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protected boolean stopAtTarget;
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protected boolean stopAtTarget, stopWhenInRange;
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protected Vec2 lastTargetPos;
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protected int pathId = -1;
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protected Seq<Unit> local = new Seq<>(false);
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@@ -194,6 +194,11 @@ public class CommandAI extends AIController{
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}
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}
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if(stopWhenInRange && targetPos != null && unit.within(targetPos, engageRange - 1f)){
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targetPos = null;
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stopWhenInRange = false;
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}
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}else if(target != null){
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faceTarget();
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}
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@@ -240,10 +245,15 @@ public class CommandAI extends AIController{
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}
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public void commandPosition(Vec2 pos){
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commandPosition(pos, false);
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}
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public void commandPosition(Vec2 pos, boolean stopWhenInRange){
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targetPos = pos;
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lastTargetPos = pos;
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attackTarget = null;
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pathId = Vars.controlPath.nextTargetId();
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this.stopWhenInRange = stopWhenInRange;
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}
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public void commandTarget(Teamc moveTo){
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@@ -2543,7 +2543,7 @@ public class Blocks{
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fluxReactor = new VariableReactor("flux-reactor"){{
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requirements(Category.power, with(Items.graphite, 300, Items.carbide, 200, Items.oxide, 100, Items.silicon, 600, Items.surgeAlloy, 300));
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powerProduction = 120f;
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maxHeat = 150f;
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maxHeat = 140f;
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consumeLiquid(Liquids.cyanogen, 9f / 60f);
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liquidCapacity = 30f;
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@@ -2934,7 +2934,7 @@ public class Blocks{
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}};
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coreCitadel = new CoreBlock("core-citadel"){{
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requirements(Category.effect, with(Items.silicon, 4000, Items.beryllium, 5000, Items.tungsten, 3000, Items.oxide, 1000));
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requirements(Category.effect, with(Items.silicon, 4000, Items.beryllium, 4000, Items.tungsten, 3000, Items.oxide, 1000));
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unitType = UnitTypes.incite;
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health = 16000;
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@@ -3055,7 +3055,6 @@ public class UnitTypes{
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trailWidth = 2f;
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trailLength = 4;
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shake = 1f;
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recoil = 0.1f;
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trailEffect = Fx.missileTrail;
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trailParam = 1.8f;
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@@ -3093,6 +3092,7 @@ public class UnitTypes{
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recoil = 0.5f;
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bullet = new BulletType(){{
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shootSound = Sounds.lasershoot;
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shootEffect = Fx.sparkShoot;
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hitEffect = Fx.pointHit;
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maxRange = 100f;
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