mirror of
https://github.com/cyberarm/i-mic-rts.git
synced 2025-12-15 07:42:34 +00:00
Added last 2 units, added sidebar actions and build queue components, entities can now have their build actions put on the sidebar
This commit is contained in:
@@ -7,7 +7,7 @@ class IMICRTS
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end
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end
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def self.inherited(klass)
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def self.inherited(klass)
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name = klass.to_s.split("::").last.downcase.to_sym
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name = klass.to_s.split("::").last.gsub(/([^A-Z])([A-Z]+)/,'\1_\2').downcase.to_sym
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if get(name)
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if get(name)
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raise "#{klass.inspect} is already defined!"
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raise "#{klass.inspect} is already defined!"
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14
lib/components/build_queue.rb
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14
lib/components/build_queue.rb
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@@ -0,0 +1,14 @@
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class IMICRTS
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class BuildQueue < Component
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Item = Struct.new(:entity, :progress)
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def initialize(parent:)
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@parent = parent
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@queue = []
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end
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def add(type)
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@queue << Item.new(Entity.get(type), 0.0)
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end
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end
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end
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27
lib/components/sidebar_actions.rb
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27
lib/components/sidebar_actions.rb
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@@ -0,0 +1,27 @@
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class IMICRTS
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class SidebarActions < Component
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Action = Struct.new(:label, :image, :description, :block)
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attr_reader :actions
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def initialize(parent:)
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@parent = parent
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@actions = []
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end
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def add(action, *args)
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case action
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when :add_to_build_queue
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action = Action.new
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ent = IMICRTS::Entity.get(args.first)
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action.label = ent.name.to_s
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action.description = "Cost: #{ent.cost}\n#{ent.description}"
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action.block = proc { @parent.component(:build_queue).add(args.first) }
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@actions << action
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else
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raise "Unhandled sidebar action: #{action.inspect}"
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end
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end
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end
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end
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@@ -1,4 +1,6 @@
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IMICRTS::Entity.define_entity(:barracks, :building, 400, "Builds and soldiers") do |entity|
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IMICRTS::Entity.define_entity(:barracks, :building, 400, "Builds and soldiers") do |entity|
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entity.has(:build_queue)
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entity.radius = 44
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entity.radius = 44
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entity.max_health = 100.0
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entity.max_health = 100.0
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@@ -1,4 +1,8 @@
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IMICRTS::Entity.define_entity(:construction_yard, :building, 2_000, "Provides radar and builds construction workers") do |entity|
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IMICRTS::Entity.define_entity(:construction_yard, :building, 2_000, "Provides radar and builds construction workers") do |entity|
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, :construction_worker)
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entity.radius = 40
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entity.radius = 40
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entity.max_health = 100.0
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entity.max_health = 100.0
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@@ -1,4 +1,8 @@
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IMICRTS::Entity.define_entity(:helipad, :building, 1_000, "Builds and rearms helicopters") do |entity|
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IMICRTS::Entity.define_entity(:helipad, :building, 1_000, "Builds and rearms helicopters") do |entity|
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, :helicopter)
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entity.radius = 26
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entity.radius = 26
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entity.max_health = 100.0
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entity.max_health = 100.0
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@@ -1,4 +1,10 @@
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IMICRTS::Entity.define_entity(:war_factory, :building, 2_000, "Generates credits") do |entity|
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IMICRTS::Entity.define_entity(:war_factory, :building, 2_000, "Builds units") do |entity|
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entity.has(:build_queue)
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entity.has(:sidebar_actions)
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entity.component(:sidebar_actions).add(:add_to_build_queue, :jeep)
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entity.component(:sidebar_actions).add(:add_to_build_queue, :tank)
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entity.component(:sidebar_actions).add(:add_to_build_queue, :harvester)
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entity.radius = 48
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entity.radius = 48
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entity.max_health = 100.0
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entity.max_health = 100.0
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14
lib/entities/units/helicopter.rb
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14
lib/entities/units/helicopter.rb
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@@ -0,0 +1,14 @@
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IMICRTS::Entity.define_entity(:helicopter, :unit, 400, "Attacks ground targets") do |entity|
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entity.has(:movement)
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entity.radius = 14
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entity.movement = :air
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entity.max_health = 100.0
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entity.body_image = "vehicles/helicopter/helicopter.png"
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entity.shell_image = "vehicles/helicopter/helicopter_shell.png"
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entity.overlay_image = "vehicles/helicopter/helicopter_overlay.png"
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entity.on_tick do
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end
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end
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17
lib/entities/units/jeep.rb
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17
lib/entities/units/jeep.rb
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@@ -0,0 +1,17 @@
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IMICRTS::Entity.define_entity(:jeep, :unit, 400, "Attacks ground targets") do |entity|
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entity.has(:movement)
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entity.has(:turret)
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entity.radius = 14
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entity.movement = :ground
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entity.max_health = 100.0
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entity.body_image = "vehicles/jeep/jeep.png"
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entity.shell_image = "vehicles/jeep/tank_shell.png"
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entity.component(:turret).shell_image = "vehicles/jeep/jeep_turret_shell.png"
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entity.component(:turret).center.y = 0.3125
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entity.on_tick do
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end
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end
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@@ -67,7 +67,7 @@ class IMICRTS
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if component
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if component
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@components[symbol] = component.new(parent: self)
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@components[symbol] = component.new(parent: self)
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else
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else
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raise "Unknown component: #{component.inspect}"
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raise "Unknown component: #{symbol.inspect}"
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end
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end
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end
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end
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@@ -69,6 +69,17 @@ class IMICRTS
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@director.schedule_order(Order::SELECTED_UNITS, @player.id, @selected_entities)
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@director.schedule_order(Order::SELECTED_UNITS, @player.id, @selected_entities)
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else
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else
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pick_entity
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pick_entity
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if ent = @selected_entities.first
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return unless ent.component(:sidebar_actions)
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@game.sidebar_actions.clear do |stack|
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ent.component(:sidebar_actions).actions.each do |action|
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stack.button action.label, tip: action.description do
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action.block.call if action.block
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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@@ -2,7 +2,7 @@ class IMICRTS
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class Game < CyberarmEngine::GuiState
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class Game < CyberarmEngine::GuiState
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Overlay = Struct.new(:image, :position, :angle, :alpha)
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Overlay = Struct.new(:image, :position, :angle, :alpha)
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attr_reader :sidebar, :overlays
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attr_reader :sidebar, :sidebar_actions, :overlays
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def setup
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def setup
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window.show_cursor = true
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window.show_cursor = true
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@options[:networking_mode] ||= :host
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@options[:networking_mode] ||= :host
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@@ -21,8 +21,8 @@ class IMICRTS
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label "SIDEBAR", text_size: 78, margin_bottom: 20
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label "SIDEBAR", text_size: 78, margin_bottom: 20
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flow(width: 1.0) do
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flow(width: 1.0) do
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@buttons = stack(width: 0.9) do
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@sidebar_actions = stack(width: 0.9) do
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@h = button("Harvester", width: 1.0) do
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button("Harvester", width: 1.0) do
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@player.entities << Entity.new(
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@player.entities << Entity.new(
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name: :harvester,
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name: :harvester,
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director: @director,
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director: @director,
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@@ -32,7 +32,7 @@ class IMICRTS
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angle: rand(360)
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angle: rand(360)
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)
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)
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end
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end
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@c = button("Construction Worker", width: 1.0) do
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button("Construction Worker", width: 1.0) do
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@player.entities << Entity.new(
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@player.entities << Entity.new(
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name: :construction_worker,
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name: :construction_worker,
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director: @director,
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director: @director,
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@@ -42,7 +42,7 @@ class IMICRTS
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angle: rand(360)
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angle: rand(360)
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)
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)
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end
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end
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@t = button("Tank", width: 1.0) do
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button("Tank", width: 1.0) do
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@player.entities << Entity.new(
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@player.entities << Entity.new(
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name: :tank,
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name: :tank,
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director: @director,
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director: @director,
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