Reduced spirit factory to 1 drone, 2x power
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@@ -0,0 +1,50 @@
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package io.anuke.mindustry.entities.bullet;
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import io.anuke.arc.graphics.*;
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import io.anuke.arc.graphics.g2d.*;
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import io.anuke.mindustry.content.*;
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import io.anuke.mindustry.entities.*;
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import io.anuke.mindustry.entities.type.*;
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import io.anuke.mindustry.graphics.*;
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import io.anuke.mindustry.world.*;
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import io.anuke.mindustry.world.blocks.*;
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public class HealBulletType extends BulletType{
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protected float healPercent = 3f;
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public HealBulletType(float speed, float damage){
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super(speed, damage);
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shootEffect = Fx.shootHeal;
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smokeEffect = Fx.hitLaser;
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hitEffect = Fx.hitLaser;
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despawnEffect = Fx.hitLaser;
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collidesTeam = true;
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}
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@Override
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public boolean collides(Bullet b, Tile tile){
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return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
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}
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@Override
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public void draw(Bullet b){
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Draw.color(Pal.heal);
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Lines.stroke(2f);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
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Draw.color(Color.white);
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Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
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Draw.reset();
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}
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@Override
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public void hitTile(Bullet b, Tile tile){
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super.hit(b);
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tile = tile.link();
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if(tile.entity != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
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Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size);
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tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
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}
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}
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}
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