Evoke repair weapon
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@@ -131,6 +131,7 @@ public class Blocks{
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//unit - erekir
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tankAssembler,
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shipAssembler,
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basicAssemblerModule,
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//payloads
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@@ -3264,15 +3265,25 @@ public class Blocks{
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tankAssembler = new UnitAssembler("tank-assembler"){{
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requirements(Category.units, with(Items.graphite, 10));
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size = 5;
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droneType = UnitTypes.manifold;
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plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 5f, BlockStack.list(Blocks.thoriumWallLarge, 4, Blocks.duct, 2)));
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plans.add(new AssemblerUnitPlan(UnitTypes.vanquish, 60f * 10f, BlockStack.list(Blocks.thoriumWallLarge, 4, Blocks.duct, 2)));
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consumes.power(2f);
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areaSize = 13;
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//TODO unit production is rarely continuous, can be double
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consumes.liquid(Liquids.gallium, 1f / 60f);
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}};
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//TODO requirements
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shipAssembler = new UnitAssembler("ship-assembler"){{
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requirements(Category.units, with(Items.graphite, 10));
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size = 5;
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plans.add(new AssemblerUnitPlan(UnitTypes.quell, 60f * 4f, BlockStack.list(Blocks.thoriumWallLarge, 4, Blocks.duct, 2)));
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consumes.power(2f);
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areaSize = 13;
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//TODO unit production is rarely continuous, can be double
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consumes.liquid(Liquids.gallium, 1f / 60f);
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droneType = UnitTypes.assemblyDrone;
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}};
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basicAssemblerModule = new UnitAssemblerModule("basic-assembler-module"){{
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@@ -752,6 +752,14 @@ public class Fx{
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Drawf.light(e.x, e.y, 23f, Pal.heal, e.fout() * 0.7f);
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}),
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hitLaserColor = new Effect(8, e -> {
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color(Color.white, e.color, e.fin());
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stroke(0.5f + e.fout());
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Lines.circle(e.x, e.y, e.fin() * 5f);
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Drawf.light(e.x, e.y, 23f, e.color, e.fout() * 0.7f);
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}),
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hitYellowLaser = new Effect(8, e -> {
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color(Color.white, Pal.lightTrail, e.fin());
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stroke(0.5f + e.fout());
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@@ -2563,7 +2563,6 @@ public class UnitTypes{
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outlineColor = Pal.darkOutline;
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lowAltitude = false;
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flying = true;
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targetAir = false;
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mineSpeed = 6.5f;
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mineTier = 1;
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buildSpeed = 0.8f;
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@@ -2584,32 +2583,31 @@ public class UnitTypes{
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);
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weapons.add(new Weapon(){{
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reload = 55f;
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reload = 17f;
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x = 0f;
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y = 1f;
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top = false;
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mirror = false;
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bullet = new ArtilleryBulletType(3f, 11){{
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trailLength = 8;
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trailWidth = 2.4f;
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collidesTiles = true;
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collides = true;
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trailEffect = Fx.none;
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trailColor = Pal.bulletYellowBack;
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homingPower = 0.01f;
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splashDamage = 10;
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splashDamageRadius = 20f;
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weaveMag = 2f;
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weaveScale = 4f;
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width = 10f;
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height = 13f;
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bullet = new LaserBoltBulletType(){{
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speed = 4.2f;
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frontColor = Color.white;
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backColor = hitColor = trailColor = Pal.accent;
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lifetime = 50f;
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hitEffect = Fx.blastExplosion;
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootBigSmoke;
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buildingDamageMultiplier = 0.4f;
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height = 6f;
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trailLength = 5;
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trailWidth = 2f;
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healColor = Pal.accent;
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healPercent = 1f;
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healAmount = 25f;
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collidesTeam = true;
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lifetime = 35f;
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shootEffect = Fx.colorSpark;
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hitEffect = smokeEffect = despawnEffect = Fx.hitLaserColor;
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damage = 10;
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}};
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}});
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}};
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