DEATH AND DESTRUCTION
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@@ -3,7 +3,6 @@ package mindustry.game;
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import arc.util.*;
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import mindustry.core.GameState.*;
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import mindustry.ctype.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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import mindustry.net.*;
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import mindustry.net.Packets.*;
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@@ -121,16 +120,6 @@ public class EventType{
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}
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}
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public static class CommandIssueEvent{
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public final Building tile;
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public final UnitCommand command;
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public CommandIssueEvent(Building tile, UnitCommand command){
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this.tile = tile;
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this.command = command;
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}
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}
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public static class ClientPreConnectEvent{
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public final Host host;
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@@ -47,8 +47,6 @@ public class Rules{
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public boolean damageExplosions = true;
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/** Whether fire is enabled. */
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public boolean fire = true;
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/** Erekir-specific: If true, unit RTS controls can be used. */
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public boolean unitCommand = false;
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/** Whether units use and require ammo. */
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public boolean unitAmmo = false;
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/** EXPERIMENTAL! If true, blocks will update in units and share power. */
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@@ -9,7 +9,6 @@ import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.power.*;
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import mindustry.world.blocks.storage.*;
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import mindustry.world.consumers.*;
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import static mindustry.Vars.*;
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@@ -36,7 +35,7 @@ public class Schematic implements Publishable, Comparable<Schematic>{
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}
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public float powerConsumption(){
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return tiles.sumf(s -> s.block.consumes.has(ConsumeType.power) ? s.block.consumes.getPower().usage : 0f);
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return tiles.sumf(s -> s.block.consPower != null ? s.block.consPower.usage : 0f);
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}
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public ItemSeq requirements(){
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@@ -8,7 +8,6 @@ import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.ai.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.blocks.payloads.*;
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@@ -231,8 +230,6 @@ public class Teams{
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public Team[] coreEnemies = {};
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/** Planned blocks for drones. This is usually only blocks that have been broken. */
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public Queue<BlockPlan> blocks = new Queue<>();
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/** The current command for units to follow. */
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public UnitCommand command = UnitCommand.attack;
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/** Quadtree for all buildings of this team. Null if not active. */
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public @Nullable QuadTree<Building> buildings;
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