Logic controller & dead`` sensors
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@@ -1544,6 +1544,8 @@ lenum.configure = Building configuration, e.g. sorter item.
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lenum.enabled = Whether the block is enabled.
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lenum.enabled = Whether the block is enabled.
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laccess.color = Illuminator color.
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laccess.color = Illuminator color.
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laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
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laccess.dead = Whether a unit/building is dead or no longer valid.
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graphicstype.clear = Fill the display with a color.
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graphicstype.clear = Fill the display with a color.
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graphicstype.color = Set color for next drawing operations.
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graphicstype.color = Set color for next drawing operations.
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@@ -1312,7 +1312,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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return switch(sensor){
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return switch(sensor){
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case x -> World.conv(x);
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case x -> World.conv(x);
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case y -> World.conv(y);
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case y -> World.conv(y);
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//case dead -> !isValid(); //TODO 126
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case dead -> !isValid() ? 1 : 0;
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case team -> team.id;
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case team -> team.id;
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case health -> health;
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case health -> health;
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case maxHealth -> maxHealth;
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case maxHealth -> maxHealth;
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@@ -128,7 +128,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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case ammoCapacity -> type.ammoCapacity;
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case ammoCapacity -> type.ammoCapacity;
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case x -> World.conv(x);
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case x -> World.conv(x);
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case y -> World.conv(y);
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case y -> World.conv(y);
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//case dead -> dead || !isAdded(); //TODO 126
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case dead -> dead || !isAdded() ? 1 : 0;
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case team -> team.id;
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case team -> team.id;
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case shooting -> isShooting() ? 1 : 0;
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case shooting -> isShooting() ? 1 : 0;
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case range -> range() / tilesize;
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case range -> range() / tilesize;
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@@ -151,6 +151,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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case type -> type;
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case type -> type;
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case name -> controller instanceof Player p ? p.name : null;
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case name -> controller instanceof Player p ? p.name : null;
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case firstItem -> stack().amount == 0 ? null : item();
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case firstItem -> stack().amount == 0 ? null : item();
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case controller -> controller instanceof LogicAI log ? log.controller : controller instanceof FormationAI form ? form.leader : this;
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case payloadType -> self() instanceof Payloadc pay ?
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case payloadType -> self() instanceof Payloadc pay ?
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(pay.payloads().isEmpty() ? null :
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(pay.payloads().isEmpty() ? null :
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pay.payloads().peek() instanceof UnitPayload p1 ? p1.unit.type :
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pay.payloads().peek() instanceof UnitPayload p1 ? p1.unit.type :
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@@ -27,7 +27,7 @@ public enum LAccess{
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y,
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y,
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shootX,
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shootX,
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shootY,
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shootY,
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//dead, //TODO 126
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dead,
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range,
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range,
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shooting,
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shooting,
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mineX,
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mineX,
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@@ -42,6 +42,7 @@ public enum LAccess{
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config,
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config,
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payloadCount,
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payloadCount,
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payloadType,
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payloadType,
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controller,
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//values with parameters are considered controllable
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//values with parameters are considered controllable
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enabled("to"), //"to" is standard for single parameter access
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enabled("to"), //"to" is standard for single parameter access
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+1
-1
@@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=7e4bc7e1c7c25bdf4321a22356f6ddb1943f6d60
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archash=26a96b2eb63608f200e5b93873013dd85c31e39f
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@@ -42,6 +42,9 @@ task dist(type: Jar, dependsOn: configurations.runtimeClasspath){
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exclude("zones/**")
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exclude("zones/**")
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exclude("icons/**")
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exclude("icons/**")
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exclude("bundles/**")
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exclude("bundles/**")
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exclude("cubemaps/**")
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exclude("cursors/**")
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exclude("shaders/**")
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manifest{
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manifest{
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attributes 'Main-Class': project.mainClassName
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attributes 'Main-Class': project.mainClassName
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