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incomplete stuff
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@@ -7,90 +7,34 @@ package blitzkit;
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message Tank {
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required string id = 1;
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required I18n name = 2;
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required string set = 3;
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required string class = 4;
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// nations have been renamed to factions
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required string faction = 5;
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required TankClass class = 3;
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required TankType type = 4;
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}
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required ModuleHealth turret_rotator_health = 6;
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required ModuleHealth surveying_device_health = 7;
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required ModuleHealth gun_health = 8;
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required ModuleHealth chassis_health = 9;
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required ModuleHealth ammo_bay_health = 10;
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required ModuleHealth engine_health = 11;
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required ModuleHealth fuel_tank_health = 12;
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repeated CrewHealth crew_health = 13;
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required float max_health = 14;
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required float health_burn_per_sec = 15;
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required float fire_starting_chance = 16;
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required float concealment_stationary = 17;
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required float concealment_moving = 18;
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required float concealment_factor_at_shot = 19;
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required float turret_turn_rate = 20;
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required float circular_vision_radius = 21;
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enum TankClass {
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LIGHT = 1;
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MEDIUM = 2;
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HEAVY = 3;
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TANK_DESTROYER = 4;
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}
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repeated Shell shells = 22;
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required float reload_time = 23;
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required float dispersion_angle = 24;
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required float shot_dispersion_factor = 25;
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required float turret_rotation_dispersion_factor = 26;
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required float aiming_time = 27;
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required float gun_turn_rate = 28;
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required float mass = 29;
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required float engine_power = 30;
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required float forward_max_speed = 31;
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required float backward_max_speed = 32;
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required float rotation_speed = 33;
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required float terrain_resistance_hard = 34;
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required float brake_force = 35;
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enum TankType {
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RESEARCHABLE = 1;
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PREMIUM = 2;
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COLLECTOR = 3;
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}
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enum ShellType {
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AP = 1;
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APCR = 2;
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HEAT = 3;
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HE = 4;
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}
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enum CrewType {
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COMMANDER = 0;
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DRIVER = 1;
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GUNNER_1 = 2;
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GUNNER_2 = 3;
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LOADER_1 = 4;
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LOADER_2 = 5;
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}
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message CrewHealth {
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required CrewType type = 1;
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required float max_health = 2;
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}
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message Shell {
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required float speed = 1;
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required float gravity = 2;
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required float armor_damage = 3;
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required float module_damage = 4;
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required float caliber = 5;
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required float piercing_power = 6;
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required float piercing_power_500m = 7;
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required float normalization = 8;
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required float max_distance = 9;
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required float ricochet_angle = 10;
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required float piercing_power_loss_factor_by_distance = 11;
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required float explosion_radius = 12;
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required int32 max_count = 13;
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}
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message ModuleHealth {
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// max health, assigned by default at the start of the battle
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required float max_health = 1;
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// max health reached as the module regenerates after breaking
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required float max_regen_health = 2;
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// the range from 0 to this where the module is "red" and doesn't function
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// all the while healing; after surpassing this, the "yellow" phase is reached
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// undefined for modules like ammo bays
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optional float hysteresis_health = 3;
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// the heal rate (per second); this won't apply if the health is at or above
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// max_regen hence always leaving it in the "yellow" phase until repaired
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required float health_regen_per_sec = 4;
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// damage received (per second) to the modules when caught on fire; this can
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// be undefined for some modules like the gun or chassis
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optional float health_burn_per_sec = 5;
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COMMANDER = 1;
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DRIVER = 2;
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GUNNER = 3;
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LOADER = 4;
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RADIOMAN = 5;
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}
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