Re-implemented some units / Bugfixes
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@@ -110,6 +110,15 @@ public class EventType{
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}
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}
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/** Called when a sector is conquered, e.g. a boss or base is defeated. */
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public static class SectorCaptureEvent{
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public final Sector sector;
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public SectorCaptureEvent(Sector sector){
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this.sector = sector;
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}
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}
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/** Called when the player withdraws items from a block. */
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public static class WithdrawEvent{
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public final Tilec tile;
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@@ -51,15 +51,15 @@ public class Objectives{
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}
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}
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public static class ZoneWave extends ZoneObjective{
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public static class SectorWave extends SectorObjective{
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public int wave;
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public ZoneWave(SectorPreset zone, int wave){
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public SectorWave(SectorPreset zone, int wave){
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this.preset = zone;
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this.wave = wave;
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}
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protected ZoneWave(){}
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protected SectorWave(){}
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@Override
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public boolean complete(){
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@@ -72,7 +72,7 @@ public class Objectives{
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}
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}
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public static class Launched extends ZoneObjective{
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public static class Launched extends SectorObjective{
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public Launched(SectorPreset zone){
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this.preset = zone;
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@@ -91,7 +91,7 @@ public class Objectives{
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}
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}
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public abstract static class ZoneObjective implements Objective{
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public abstract static class SectorObjective implements Objective{
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public @NonNull SectorPreset preset;
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}
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@@ -112,7 +112,7 @@ public class Objectives{
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}
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default SectorPreset zone(){
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return this instanceof ZoneObjective ? ((ZoneObjective)this).preset : null;
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return this instanceof SectorObjective ? ((SectorObjective)this).preset : null;
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}
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}
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}
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@@ -1,9 +1,8 @@
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package mindustry.game;
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import arc.util.ArcAnnotate.*;
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import mindustry.annotations.Annotations.*;
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import arc.struct.*;
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import arc.graphics.*;
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import arc.struct.*;
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import arc.util.ArcAnnotate.*;
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import mindustry.content.*;
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import mindustry.io.*;
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import mindustry.type.*;
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@@ -67,8 +66,8 @@ public class Rules{
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public boolean limitedRespawns = false;
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/** How many times player can respawn during one wave. */
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public int respawns = 5;
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/** Hold wave timer until all enemies are destroyed. */
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public boolean waitForWaveToEnd = false;
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/** Whether to pause the wave timer until all enemies are destroyed. */
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public boolean waitEnemies = false;
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/** Determinates if gamemode is attack mode */
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public boolean attackMode = false;
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/** Whether this is the editor gamemode. */
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