using static CultMath.math; using static ItemRotation; public sealed class LauncherAngles : Scenario { public override string Name => "Launcher Angles"; public override string Brief => "A GT 3K, a pswarm and two FastBlasts; a hostile LonginusX broadside on, a bare Longinus beside it. " + "Verify: hits pulse only the facing edge; a pswarm round whose target dies fades unexploded."; public override uint Seed => 105; public override bool Ambient => false; public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(); public override void Stage(ScenarioStage stage) { var launcher = stage.Fit("LonginusX", ("Cockpit 2x2", int2(2, 6), None), ("Traction", int2(2, 3), None), ("Core Power", int2(2, 1), None), ("GT 3K", int2(0, 5), None), ("pswarm", int2(5, 5), None), ("FastBlast+-", int2(1, 8), None), ("FastBlast+-", int2(4, 8), None), ("Iapyx", int2(1, 2), CounterClockwise), ("Iapyx", int2(4, 2), Clockwise), ("not if i see you first", int2(3, 10), None), ("Fire Control Array", int2(2, 5), None)); stage.Player(launcher, float2(0, 0)); stage.Place(stage.Bare("LonginusX"), float2(0, 900), facing: float2(1, 0), stance: ScenarioStance.Hostile); stage.Place(stage.Bare("Longinus"), float2(300, 700)); } }