Allow landing pad config in more situations / Small power node build time increase
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@@ -2286,9 +2286,10 @@ public class Blocks{
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//region power
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powerNode = new PowerNode("power-node"){{
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requirements(Category.power, with(Items.copper, 1, Items.lead, 3));
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requirements(Category.power, with(Items.copper, 2, Items.lead, 5));
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maxNodes = 10;
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laserRange = 6;
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buildCostMultiplier = 2f;
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}};
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powerNodeLarge = new PowerNode("power-node-large"){{
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@@ -2451,12 +2452,13 @@ public class Blocks{
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//erekir
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beamNode = new BeamNode("beam-node"){{
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requirements(Category.power, with(Items.beryllium, 8));
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requirements(Category.power, with(Items.beryllium, 10));
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consumesPower = outputsPower = true;
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health = 90;
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range = 10;
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fogRadius = 1;
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researchCost = with(Items.beryllium, 5);
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buildCostMultiplier = 2f;
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consumePowerBuffered(1000f);
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}};
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@@ -13,6 +13,7 @@ import arc.util.io.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.game.*;
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import mindustry.game.EventType.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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@@ -65,12 +66,12 @@ public class LandingPad extends Block{
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lightRadius = 90f;
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config(Item.class, (LandingPadBuild build, Item item) -> {
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if(!accessible()) return;
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if(!build.accessible()) return;
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build.config = item;
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});
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configClear((LandingPadBuild build) -> {
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if(!accessible()) return;
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if(!build.accessible()) return;
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build.config = null;
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});
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@@ -119,10 +120,6 @@ public class LandingPad extends Block{
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build.handleLanding();
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}
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public boolean accessible(){
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return state.rules.editor || state.rules.allowEditWorldProcessors || state.isCampaign();
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}
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public class LandingPadBuild extends Building{
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public @Nullable Item config;
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//priority collisions are possible, but should be extremely rare
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@@ -146,6 +143,11 @@ public class LandingPad extends Block{
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}
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}
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public boolean accessible(){
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//In custom games, this block can be configured by anyone except the player team; this allows for enemy builder AI to use it
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return state.rules.editor || state.rules.allowEditWorldProcessors || state.isCampaign() || state.rules.infiniteResources || (team != state.rules.defaultTeam && !state.rules.pvp && team != Team.derelict);
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}
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public void updateTimers(){
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if(state.isCampaign() && lastUpdateId != state.updateId){
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lastUpdateId = state.updateId;
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