T4 air carrier unit (*unfinished*)
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@@ -290,6 +290,22 @@ public class Fx{
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Lines.spikes(e.x, e.y, 1f + e.fin() * 6f, e.fout() * 4f, 6);
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}),
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healBomb = new Effect(40f, 100f, e -> {
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color(Pal.heal);
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stroke(e.fout() * 2f);
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Lines.circle(e.x, e.y, 4f + e.finpow() * 65f);
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color(Pal.heal);
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for(int i = 0; i < 4; i++){
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Drawf.tri(e.x, e.y, 6f, 100f * e.fout(), i*90);
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}
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color();
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for(int i = 0; i < 4; i++){
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Drawf.tri(e.x, e.y, 3f, 35f * e.fout(), i*90);
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}
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}),
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healWave = new Effect(22, e -> {
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color(Pal.heal);
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stroke(e.fout() * 2f);
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@@ -39,7 +39,7 @@ public class UnitTypes implements ContentList{
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public static @EntityDef({Unitc.class, Builderc.class, Minerc.class, Payloadc.class}) UnitType mega;
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//air + building + payload TODO implement
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public static @EntityDef({Unitc.class, Builderc.class, Minerc.class, Payloadc.class}) UnitType quad, oct;
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public static @EntityDef({Unitc.class, Builderc.class, Payloadc.class}) UnitType quad, oct;
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//air + building + mining
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public static @EntityDef({Unitc.class, Builderc.class, Minerc.class}) UnitType alpha, beta, gamma;
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@@ -1047,6 +1047,8 @@ public class UnitTypes implements ContentList{
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mineTier = 2;
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health = 500;
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armor = 2f;
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armor = 5f;
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speed = 1.8f;
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accel = 0.06f;
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drag = 0.017f;
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@@ -1076,6 +1078,65 @@ public class UnitTypes implements ContentList{
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}});
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}};
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quad = new UnitType("quad"){{
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mineTier = 2;
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armor = 4f;
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health = 7000;
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speed = 1.2f;
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rotateSpeed = 2f;
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accel = 0.05f;
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drag = 0.017f;
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lowAltitude = false;
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flying = true;
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engineOffset = 12f;
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engineSize = 6f;
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rotateShooting = false;
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hitsize = 32f;
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payloadCapacity = (3 * 3) * (8 * 8);
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buildSpeed = 2.5f;
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range = 140f;
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weapons.add(
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new Weapon(){{
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x = y = 0f;
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mirror = false;
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reload = 60f;
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minShootVelocity = 0.01f;
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bullet = new BasicBulletType(){{
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sprite = "large-bomb";
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width = height = 120/4f;
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backColor = Pal.heal;
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frontColor = Color.white;
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mixColorTo = Color.white;
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shootCone = 180f;
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ejectEffect = Fx.none;
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ignoreRotation = true;
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shootSound = Sounds.none;
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despawnShake = 4f;
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collidesAir = false;
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lifetime = 70f;
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despawnEffect = Fx.healBomb;
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hitEffect = Fx.massiveExplosion;
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keepVelocity = false;
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spin = 2f;
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shrinkX = shrinkY = 0.7f;
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speed = 0.001f;
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collides = false;
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splashDamage = 230f;
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splashDamageRadius = 90f;
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}};
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}});
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}};
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//endregion
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//region naval attack
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