Lands retire-longinusx on master after gear-without-presence. The catalog is regenerated from master's catalog with retire-longinusx apply (next commit). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> # Conflicts: # GameData/Aetheria.cc
50 lines
2.4 KiB
C#
50 lines
2.4 KiB
C#
using static CultMath.math;
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using static ItemRotation;
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public sealed class Arcs : Scenario
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{
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public override string Name => "Arcs";
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public override string Brief => "Forward mounts, a bare hull off the bow, one off the stern, a hostile turret. Verify: the hull keeps its " +
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"heading while you aim at the stern hull, and the forward guns hold. Designate the bow hull and fire with the " +
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"aim anywhere: the forward guns fire on it and hit. The turret tracks you all the way round.";
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public override uint Seed => 103;
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public override bool Ambient => false;
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// Where the targets sit: the player is at the origin facing +z, and every mount fires forward.
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public static readonly CultMath.float2 Bow = float2(0, 400), Stern = float2(0, -400), Turret = float2(600, 0);
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public override Galaxy Generate(GalaxyStage stage) => stage.Prelude();
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public override void Stage(ScenarioStage stage)
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{
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var fighter = stage.Fit("Longinus",
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("Cockpit 2x2", int2(2, 6), None),
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("Large Drive", int2(1, 0), Reversed),
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("Large Drive", int2(3, 0), Reversed),
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("Talaria", int2(2, 14), CounterClockwise),
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("Talaria", int2(3, 14), Clockwise),
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("Core Power", int2(2, 4), None),
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("GT 3K", int2(0, 5), None),
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("GT 3K", int2(5, 5), None),
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("FastBlast+-", int2(1, 8), None),
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("FastBlast+-", int2(4, 8), None),
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("Iapyx", int2(2, 2), CounterClockwise),
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("Iapyx", int2(3, 2), Clockwise),
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("not if i see you first", int2(3, 10), None),
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("Fire Control Array", int2(1, 6), Clockwise));
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var turret = stage.Fit("Turret",
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("ClearPath", int2(1, 2), None),
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("ClearPath", int2(5, 2), None),
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("Skiron", int2(0, 2), CounterClockwise),
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("Skiron", int2(7, 2), Clockwise),
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("Core Power", int2(3, 3), None),
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("Turret Control Module", int2(3, 5), None),
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("not if i see you first", int2(4, 5), None),
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("Fire Control Array", int2(3, 6), None));
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stage.Player(fighter, float2(0, 0), facing: float2(0, 1));
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stage.Place(stage.Bare("Longinus"), Bow);
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stage.Place(stage.Bare("Longinus"), Stern);
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stage.Place(turret, Turret, stance: ScenarioStance.Hostile);
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}
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}
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