Power transfer algo fix / Battery link fix / Fireball fix / 'and'
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@@ -18,6 +18,7 @@ public class UnitTypes implements ContentList {
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maxVelocity = 0.8f;
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ammoCapacity = 0;
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range = 50f;
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healSpeed = 0.05f;
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health = 45;
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}};
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@@ -67,7 +68,7 @@ public class UnitTypes implements ContentList {
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health = 45;
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buildPower = 0.9f;
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minePower = 1.1f;
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healSpeed = 0.3f;
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healSpeed = 0.09f;
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}};
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}
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@@ -15,7 +15,7 @@ import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.blocks.PowerBlock;
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import io.anuke.mindustry.world.blocks.distribution.Sorter;
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import io.anuke.mindustry.world.blocks.power.PowerDistributor;
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import io.anuke.mindustry.world.blocks.power.PowerNode;
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import io.anuke.ucore.graphics.Draw;
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import io.anuke.ucore.scene.ui.ButtonGroup;
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import io.anuke.ucore.scene.ui.ImageButton;
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@@ -36,7 +36,7 @@ public class DebugBlocks extends BlockList implements ContentList{
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}
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};
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powerInfinite = new PowerDistributor("powerinfinite") {
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powerInfinite = new PowerNode("powerinfinite") {
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{
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powerCapacity = 10000f;
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powerSpeed = 100f;
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@@ -58,20 +58,20 @@ public class PowerBlocks extends BlockList implements ContentList {
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health = 600;
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}};
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battery = new PowerGenerator("battery") {{
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battery = new PowerDistributor("battery") {{
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powerCapacity = 320f;
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}};
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batteryLarge = new PowerGenerator("battery-large") {{
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batteryLarge = new PowerDistributor("battery-large") {{
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size = 3;
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powerCapacity = 2000f;
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}};
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powerNode = new PowerDistributor("power-node") {{
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powerNode = new PowerNode("power-node") {{
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shadow = "shadow-round-1";
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}};
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powerNodeLarge = new PowerDistributor("power-node-large") {{
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powerNodeLarge = new PowerNode("power-node-large") {{
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size = 2;
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powerSpeed = 1f;
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maxNodes = 5;
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@@ -79,6 +79,7 @@ public class ProductionBlocks extends BlockList implements ContentList {
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result = Liquids.oil;
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inputLiquid = Liquids.water;
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updateEffect = BlockFx.pulverize;
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liquidCapacity = 50f;
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updateEffectChance = 0.05f;
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inputLiquidUse = 0.3f;
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powerUse = 0.6f;
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@@ -39,7 +39,9 @@ public class TurretBullets extends BulletList implements ContentList {
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{
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pierce = true;
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hitTiles = false;
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drag = 0.3f;
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collides = false;
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collidesTiles = false;
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drag = 0.03f;
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}
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@Override
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