T4/5 naval / Controversial weapon outlines
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@@ -1803,6 +1803,7 @@ public class Blocks implements ContentList{
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{UnitTypes.zenith, UnitTypes.antumbra},
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{UnitTypes.spiroct, UnitTypes.arkyid},
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{UnitTypes.fortress, UnitTypes.scepter},
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{UnitTypes.bryde, UnitTypes.sei},
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};
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}};
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@@ -1821,6 +1822,7 @@ public class Blocks implements ContentList{
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{UnitTypes.antumbra, UnitTypes.eclipse},
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{UnitTypes.arkyid, UnitTypes.toxopid},
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{UnitTypes.scepter, UnitTypes.reign},
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{UnitTypes.sei, UnitTypes.omura}
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};
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}};
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@@ -269,13 +269,13 @@ public class Bullets implements ContentList{
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status = StatusEffects.burning;
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}};
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missileSurge = new MissileBulletType(3.7f, 20){{
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missileSurge = new MissileBulletType(3.7f, 18){{
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width = 8f;
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height = 8f;
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shrinkY = 0f;
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drag = -0.01f;
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splashDamageRadius = 28f;
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splashDamage = 35f;
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splashDamageRadius = 25f;
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splashDamage = 25f;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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lightning = 2;
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@@ -1054,7 +1054,7 @@ public class Fx{
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lancerLaserShootSmoke = new Effect(26f, e -> {
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color(Color.white);
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float length = e.data == null ? 70f : (Float)e.data;
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float length = e.data == null || !(e.data instanceof Float) ? 70f : (Float)e.data;
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randLenVectors(e.id, 7, length, e.rotation, 0f, (x, y) -> {
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lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fout() * 9f);
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@@ -43,7 +43,7 @@ public class UnitTypes implements ContentList{
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public static @EntityDef({Unitc.class, Builderc.class, Minerc.class}) UnitType alpha, beta, gamma;
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//water + commander
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public static @EntityDef({Unitc.class, WaterMovec.class, Commanderc.class}) UnitType risso, minke, bryde, omura;
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public static @EntityDef({Unitc.class, WaterMovec.class, Commanderc.class}) UnitType risso, minke, bryde, sei, omura;
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//special block unit type
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public static @EntityDef({Unitc.class, BlockUnitc.class}) UnitType block;
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@@ -275,7 +275,7 @@ public class UnitTypes implements ContentList{
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itemCapacity = 60;
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canBoost = true;
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boostMultiplier = 1.5f;
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speed = 0.48f;
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speed = 0.62f;
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hitsize = 10f;
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health = 320f;
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buildSpeed = 0.9f;
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@@ -1254,18 +1254,104 @@ public class UnitTypes implements ContentList{
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}});
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}};
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sei = new UnitType("sei"){{
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health = 10000;
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armor = 12f;
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speed = 0.73f;
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drag = 0.17f;
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hitsize = 39f;
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accel = 0.2f;
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rotateSpeed = 1.3f;
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immunities = ObjectSet.with(StatusEffects.wet);
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rotateShooting = false;
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trailLength = 50;
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trailX = 18f;
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trailY = -21f;
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trailScl = 3f;
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weapons.add(new Weapon("sei-launcher"){{
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x = 0f;
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y = 0f;
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rotate = true;
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rotateSpeed = 4f;
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mirror = false;
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occlusion = 30f;
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shootY = 2f;
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recoil = 4f;
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reload = 45f;
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shots = 6;
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spacing = 10f;
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velocityRnd = 0.4f;
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inaccuracy = 7f;
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ejectEffect = Fx.none;
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shake = 3f;
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shootSound = Sounds.shootBig;
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xRand = 8f;
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shotDelay = 1f;
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bullet = new MissileBulletType(4.2f, 25){{
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homingPower = 0.12f;
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width = 8f;
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height = 8f;
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shrinkX = shrinkY = 0f;
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drag = -0.003f;
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homingRange = 80f;
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keepVelocity = false;
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splashDamageRadius = 25f;
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splashDamage = 25f;
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lifetime = 56f;
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trailColor = Pal.bulletYellowBack;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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hitEffect = Fx.blastExplosion;
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despawnEffect = Fx.blastExplosion;
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weaveScale = 8f;
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weaveMag = 2f;
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}};
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}});
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weapons.add(new Weapon("large-bullet-mount"){{
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reload = 80f;
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cooldownTime = 90f;
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x = 70f/4f;
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y = -66f/4f;
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rotateSpeed = 4f;
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rotate = true;
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shootY = 7f;
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shake = 2f;
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recoil = 3f;
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occlusion = 12f;
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ejectEffect = Fx.shellEjectBig;
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shots = 3;
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shotDelay = 4f;
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inaccuracy = 1f;
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bullet = new BasicBulletType(7f, 50){{
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width = 13f;
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height = 19f;
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shootEffect = Fx.shootBig;
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lifetime = 30f;
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}};
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}});
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}};
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omura = new UnitType("omura"){{
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health = 20000;
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health = 22000;
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speed = 0.62f;
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drag = 0.18f;
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hitsize = 50f;
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armor = 15f;
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armor = 16f;
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accel = 0.19f;
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rotateSpeed = 0.9f;
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immunities = ObjectSet.with(StatusEffects.wet);
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rotateShooting = false;
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float spawnTime = 0.75f * Time.toMinutes;
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float spawnTime = 0.5f * Time.toMinutes;
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abilities.add(new UnitSpawnAbility(flare, spawnTime, 19.25f, -31.75f), new UnitSpawnAbility(flare, spawnTime, -19.25f, -31.75f));
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@@ -1285,20 +1371,20 @@ public class UnitTypes implements ContentList{
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shootY = 23f;
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shake = 6f;
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recoil = 10.5f;
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occlusion = 42f;
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occlusion = 50f;
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shots = 1;
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ejectEffect = Fx.none;
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bullet = new RailBulletType(){{
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shootEffect = Fx.railShoot;
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speed = 65f;
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speed = 67f;
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lifetime = 8f;
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pierceEffect = Fx.railHit;
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updateEffect = Fx.railTrail;
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hitEffect = Fx.massiveExplosion;
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smokeEffect = Fx.shootBig2;
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damage = 1200;
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damage = 1250;
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pierceDamageFactor = 0.5f;
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}};
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}});
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