Disperse turret mostly done
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@@ -3215,11 +3215,11 @@ public class Blocks{
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}};
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titan = new ItemTurret("titan"){{
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requirements(Category.turret, with(Items.carbide, 250, Items.surgeAlloy, 160, Items.silicon, 300, Items.beryllium, 400));
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requirements(Category.turret, with(Items.carbide, 100, Items.tungsten, 250, Items.silicon, 300, Items.beryllium, 400));
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ammo(
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//TODO 1 more ammo type, decide on base type
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Items.fissileMatter, new ArtilleryBulletType(2.5f, 300, "shell"){{
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Items.carbide, new ArtilleryBulletType(2.5f, 300, "shell"){{
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hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
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despawnEffect = Fx.none;
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knockback = 2f;
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@@ -3228,6 +3228,7 @@ public class Blocks{
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width = 17f;
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splashDamageRadius = 65f;
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splashDamage = 250f;
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scaledSplashDamage = true;
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backColor = hitColor = trailColor = Color.valueOf("ea8878").lerp(Color.valueOf("feb380"), 0.5f);
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frontColor = Color.white;
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ammoMultiplier = 1f;
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@@ -3255,7 +3256,9 @@ public class Blocks{
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recoilAmount = 1f;
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reloadTime = 60f * 3f;
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shootLength = 7f;
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rotateSpeed = 2.5f;
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rotateSpeed = 1.4f;
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minWarmup = 0.85f;
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shootWarmupSpeed = 0.07f;
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coolantUsage = 30f / 60f;
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coolantOverride = Liquids.water;
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@@ -3263,14 +3266,14 @@ public class Blocks{
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draw = new DrawTurret("reinforced-"){{
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parts.addAll(
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new RegionPart("-barrel"){{
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progress = PartProgress.warmup.curve(Interp.pow2In);
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progress = PartProgress.reload.curve(Interp.pow2In);
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moveY = -5f * 4f / 3f;
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heatColor = Color.valueOf("f03b0e");
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mirror = false;
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}},
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new RegionPart("-side"){{
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heatProgress = PartProgress.warmup;
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progress = PartProgress.warmup.curve(Interp.pow2Out);
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progress = PartProgress.warmup;
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mirror = true;
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moveX = 2f * 4f / 3f;
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moveY = -0.5f;
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@@ -3294,13 +3297,11 @@ public class Blocks{
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}};
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disperse = new ItemTurret("disperse"){{
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requirements(Category.turret, with(Items.carbide, 250, Items.surgeAlloy, 160, Items.silicon, 300, Items.beryllium, 400));
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requirements(Category.turret, with(Items.carbide, 50, Items.oxide, 150, Items.silicon, 200, Items.beryllium, 350));
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ammo(Items.scrap, new BasicBulletType(){{
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damage = 50;
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damage = 40;
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speed = 8.5f;
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//width = 11f;
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//height = 19f;
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width = height = 16;
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shrinkY = 0.3f;
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backSprite = "large-bomb-back";
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@@ -3309,27 +3310,24 @@ public class Blocks{
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collidesGround = false;
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collidesTiles = false;
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shootEffect = Fx.shootBig2;
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smokeEffect = Fx.shootBigSmoke2;
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smokeEffect = Fx.shootSmokeDisperse;
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frontColor = trailColor = Color.white;
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backColor = Color.valueOf("869cbe");
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//trailInterval = 3;
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trailChance = 0.44f;
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lifetime = 34f;
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rotationOffset = 90f;
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trailRotation = true;
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trailEffect = Fx.disperseTrail;
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//spin = 360f;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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//controversial
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//homingDelay = 10f;
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//homingPower = 0.01f;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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}});
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//TODO bullet.
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//recoilAmount = 1f;
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reloadTime = 9f;
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shootLength = 15f;
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rotateSpeed = 5f;
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@@ -3339,7 +3337,33 @@ public class Blocks{
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coolantOverride = Liquids.water;
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draw = new DrawTurret("reinforced-"){{
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parts.add(new RegionPart("-side"){{
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mirror = true;
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under = true;
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moveX = 1.75f;
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moveY = -0.5f;
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}});
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parts.add(new RegionPart("-mid"){{
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under = true;
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moveY = -1f;
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progress = PartProgress.reload;
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heatProgress = PartProgress.reload.add(0.25f).min(PartProgress.warmup);
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heatColor = Color.sky.cpy().a(0.9f);
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}});
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parts.add(new RegionPart("-blade"){{
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heatProgress = PartProgress.warmup;
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heatColor = Color.sky.cpy().a(0.9f);
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mirror = true;
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under = true;
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moveY = 1f;
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//lame
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moveX = 0.5f;
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//wackier variant
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moveX = 1.5f;
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moveRot = 8;
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}});
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}};
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unitFilter = u -> !u.spawnedByCore;
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@@ -3347,10 +3371,10 @@ public class Blocks{
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alternate = true;
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widthSpread = true;
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targetGround = false;
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spread = 4.6f;
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spread = 4.7f;
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inaccuracy = 8f;
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restitution = 0.1f;
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restitution = 0.11f;
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shootWarmupSpeed = 0.08f;
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outlineColor = Pal.darkOutline;
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