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// Shipstuff, made by netty
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// Ship materials
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elements.ship_steel = {
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color: ["#2B7D15", "#2B7D15", "#34E504"],
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behavior: behaviors.WALL,
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hardness: 1,
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tempHigh: 9500,
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stateHigh: "magma",
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density: 1e+20,
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};
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// Bombers
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elements.bomberLeft = {
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color: "#555757",
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conduct: 1,
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behavior: behaviors.WALL,
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behaviorOn: [
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"XX|XX|XX",
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"CR:ship_missileL|XX|XX",
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"XX|XX|XX",
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],
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};
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elements.bomberRight = {
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color: "#555757",
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behavior: behaviors.WALL,
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conduct: 1,
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behaviorOn: [
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"XX|XX|XX",
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"XX|XX|CR:ship_missileR",
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"XX|XX|XX",
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],
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};
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// Missiles
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elements.ship_missileR = {
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color: "#FFFFFF",
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hidden: true,
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behavior: [
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"XX|XX|XX",
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"CR:fw_ember|XX|M1",
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"XX|XX|XX",
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],
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tick: function(pixel) {
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for (var i = 0; i < squareCoords.length; i++) {
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var coord = squareCoords[i];
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var x4 = pixel.x+coord[0];
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var y4 = pixel.y+coord[1];
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if (isEmpty(x4, y4, true) && !isEmpty(x, y)) {
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explodeAt(pixel.x, pixel.y, 25, "plasma");
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}
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}
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},
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};
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elements.ship_missileL = {
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color: "#FFFFFF",
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hidden: true,
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behavior: [
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"XX|XX|XX",
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"M1|XX|CR:fw_ember",
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"XX|XX|XX",
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],
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tick: function(pixel) {
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for (var i = 0; i < squareCoords.length; i++) {
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var coord = squareCoords[i];
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var x5 = pixel.x+coord[0];
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var y5 = pixel.y+coord[1];
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if (isEmpty(x5, y5, true) && !isEmpty(x, y)) {
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explodeAt(pixel.x, pixel.y, 25, "plasma");
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}
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}
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},
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};
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elements.ship_missile = {
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color: ["#F5F6F5", "#E1DFDF"],
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category: "weapons",
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behavior: [
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"XX|M1|XX",
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"XX|XX|XX",
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"XX|CR:flash|XX",
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],
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tick: function(pixel) {
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for (var i = 0; i < squareCoords.length; i++) {
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var coord = squareCoords[i];
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var x6 = pixel.x+coord[0];
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var y6 = pixel.y+coord[1];
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if (isEmpty(x6, y6, true) && !isEmpty(x, y)) {
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explodeAt(pixel.x, pixel.y, 30, "plasma, fire, fw_ember");
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}
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}
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},
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};
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elements.ship_flare = {
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color: ["#FFBD00", "#FF4200", "#7C00FF"],
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category: "weapons",
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behavior: [
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"XX|M1|XX",
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"XX|XX|XX",
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"XX|CR:smoke|XX",
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],
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tick: function(pixel) {
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for (var i = 0; i < squareCoords.length; i++) {
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var coord = squareCoords[i];
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var x7 = pixel.x+coord[0];
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var y7 = pixel.y+coord[1];
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if (isEmpty(x7, y7, true) && !isEmpty(x, y)) {
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explodeAt(pixel.x, pixel.y, 20, "fw_ember, smoke");
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}
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}
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},
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};
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// Bombs / Nukes
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elements.stationary_nuke = {
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color: ["#E7E71B", "#CCCC31", "#048904"],
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burn: 25,
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burnInto: "n_explosion",
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burnTime: 200,
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behavior: WALL,
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};
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elements.naval_mine = {
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color: ["#0C32A0", "#09267A"],
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behavior: behaviors.POWDER,
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reactions: {
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"water": { elem1: "explosion", elem2: "water" },
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"salt_water": { elem1: "explosion", elem2: "salt" },
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},
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hardness: 0.45,
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density: 500,
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};
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// Other ship materials
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elements.tempered_glass = {
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color: "#A1A1A1",
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behavior: behaviors.WALL,
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colorPattern: textures.GLASS,
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colorKey: {
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"g": "#5e807d",
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"s": "#638f8b",
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"S": "#679e99"},
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hardnesss: 0.85,
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tempHigh: 2500,
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stateHigh: "rad_glass",
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density: 5700,
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};
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elements.bulletproof_glass= {
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color: "#5E5F5E",
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behavior: behaviors.WALL,
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colorPattern: textures.GLASS,
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colorKey: {
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"g": "#5e807d",
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"s": "#638f8b",
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"S": "#679e99"},
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hardnesss: 0.94,
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tempHigh: 3500,
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stateHigh: "rad_glass",
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density: 6000,
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};
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elements.asphalt = {
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color: "#313131",
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behavior: behaviors.WALL,
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hardness: 0.35,
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density: 145,
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tempHigh: 2500,
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stateHigh: "molten_asphalt",
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};
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elements.molten_asphalt = {
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color: "#313131",
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behavior: behaviors.LIQUID,
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hardness: 0.30,
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density: 125,
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temp: 3000,
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burnTime: 50
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};
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// Technologies
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elements.flare_shooter = {
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color: ["#000000", "#FFBD00"],
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conduct: 1,
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behavior: behaviors.WALL,
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behaviorOn: [
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"XX|CR:ship_flare|XX",
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"XX|XX|XX",
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"XX|XX|XX",
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],
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hardness: 0.20,
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tempHigh: 2000,
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stateHigh: "molten_glass",
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density: 900,
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};
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elements.flying_nuker ={
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color: ["#0BD10B", "#034603"],
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behavior: [
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"XX|XX|XX",
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"XX|XX|M1 AND BO",
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"XX|CR:nuke|XX",
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],
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hardness: 0.55,
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density: 300
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};
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// End of mod
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