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Merge remote-tracking branch 'upstream/develop' into random-anims
# Conflicts: # CREDITS.md # docs/New-or-Enhanced-Logics.md # docs/Whats-New.md # docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po # src/Ext/Rules/Body.h # src/Ext/Techno/Hooks.cpp
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CREDITS.md

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LICENSE.md

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Phobos.vcxproj

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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Blowfish\blowfish.cpp" />
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<ClCompile Include="src\Blowfish\Hooks.Blowfish.cpp" />
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<ClCompile Include="src\Ext\Cell\Body.cpp" />
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<ClCompile Include="src\Ext\House\Hooks.ForceEnemy.cpp" />
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<ClCompile Include="src\Ext\TechnoType\Hooks.MatrixOp.cpp" />
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<ClCompile Include="src\Ext\Techno\Hooks.Airstrike.cpp" />
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<ClCompile Include="src\Ext\Unit\Hooks.Harvester.cpp" />
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<ClCompile Include="src\Ext\Unit\Hooks.Sinking.cpp" />
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<ClCompile Include="src\Misc\Hooks.AlphaImage.cpp" />
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<ClCompile Include="src\New\Entity\AttachEffectClass.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\TiberiumEaterTypeClass.cpp" />
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<ClCompile Include="src\New\Type\AttachEffectTypeClass.cpp" />
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<ClCompile Include="src\Commands\Commands.cpp" />
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<ClCompile Include="src\Commands\DamageDisplay.cpp" />
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<ClCompile Include="src\Ext\Sidebar\Hooks.cpp" />
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<ClCompile Include="src\Ext\Surface\Body.cpp" />
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<ClCompile Include="src\Ext\SWType\FireSuperWeapon.cpp" />
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<ClCompile Include="src\Ext\SWType\NewSWType\NewSWType.cpp" />
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<ClCompile Include="src\Ext\SWType\SWHelpers.cpp" />
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<ClCompile Include="src\Ext\SWType\Hooks.cpp" />
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<ClCompile Include="src\Ext\TAction\Body.cpp" />
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<ClCompile Include="src\Misc\RetryDialog.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\DroppodTypeClass.cpp" />
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<ClCompile Include="src\New\Type\DigitalDisplayTypeClass.cpp" />
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<ClCompile Include="src\New\Type\InsigniaTypeClass.cpp" />
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<ClCompile Include="src\New\Type\RadTypeClass.cpp" />
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<ClCompile Include="src\New\Type\SelectBoxTypeClass.cpp" />
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<ClCompile Include="src\New\Type\ShieldTypeClass.cpp" />
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<ClCompile Include="src\New\Type\LaserTrailTypeClass.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\InterceptorTypeClass.cpp" />
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<ClCompile Include="src\Ext\WeaponType\Hooks.cpp" />
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<ClCompile Include="src\Ext\WeaponType\Hooks.DiskLaserRadius.cpp" />
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<ClCompile Include="src\Misc\BlittersFix.cpp" />
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<ClCompile Include="src\Misc\Hooks.Blowfish.cpp" />
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<ClCompile Include="src\Misc\Selection.cpp" />
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<ClCompile Include="src\Utilities\Anchor.cpp" />
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<ClCompile Include="src\Utilities\Debug.cpp" />
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<ClCompile Include="YRpp\StaticInits.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\Blowfish\blowfish.h" />
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<ClInclude Include="src\Ext\Cell\Body.h" />
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<ClInclude Include="src\New\Entity\AttachEffectClass.h" />
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<ClInclude Include="src\New\Type\Affiliated\TiberiumEaterTypeClass.h" />
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<ClInclude Include="src\New\Type\AttachEffectTypeClass.h" />
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<ClInclude Include="src\Commands\FrameByFrame.h" />
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<ClInclude Include="src\Commands\FrameStep.h" />
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<ClInclude Include="src\Ext\Sidebar\Body.h" />
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<ClInclude Include="src\Ext\Anim\Body.h" />
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<ClInclude Include="src\Ext\Surface\Body.h" />
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<ClInclude Include="src\Ext\SWType\NewSWType\NewSWType.h" />
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<ClInclude Include="src\Ext\TAction\Body.h" />
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<ClInclude Include="src\Ext\Team\Body.h" />
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<ClInclude Include="src\Ext\TEvent\Body.h" />
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<ClInclude Include="src\New\Type\Affiliated\TypeConvertGroup.h" />
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<ClInclude Include="src\New\Type\Affiliated\DroppodTypeClass.h" />
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<ClInclude Include="src\New\Type\DigitalDisplayTypeClass.h" />
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<ClInclude Include="src\New\Type\InsigniaTypeClass.h" />
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<ClInclude Include="src\New\Type\RadTypeClass.h" />
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<ClInclude Include="src\New\Type\SelectBoxTypeClass.h" />
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<ClInclude Include="src\New\Type\ShieldTypeClass.h" />
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<ClInclude Include="src\New\Type\LaserTrailTypeClass.h" />
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<ClInclude Include="src\New\Type\Affiliated\InterceptorTypeClass.h" />

README.md

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[![Docs status](https://readthedocs.org/projects/phobos/badge/?version=latest)](https://phobos.readthedocs.io/en/latest/?badge=latest)
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[![Workflow](https://img.shields.io/github/actions/workflow/status/Phobos-developers/Phobos/nightly.yml?branch=develop)](https://github.com/Phobos-developers/Phobos/actions)
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[![EditorConfig](https://github.com/Phobos-developers/Phobos/workflows/EditorConfig/badge.svg)](https://github.com/Phobos-developers/Phobos/actions?query=workflow%3AEditorConfig)
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[![license](https://img.shields.io/github/license/Phobos-developers/Phobos.svg)](https://www.gnu.org/licenses/lgpl-3.0.en.html)
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[![license](https://img.shields.io/github/license/Phobos-developers/Phobos.svg)](https://www.gnu.org/licenses/gpl-3.0.html)
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> **Warning**
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> The project is currently not maintained actively enough and thus we are looking for active maintainers at the moment. Please message us [in Discord channel](https://discord.gg/sZeMzz6qVg) (or PM Kerbiter directly).
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Legal and License
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-----
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[![LGPL v3](https://www.gnu.org/graphics/lgplv3-147x51.png)](https://opensource.org/licenses/LGPL-3.0)
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[![GPL v3](https://www.gnu.org/graphics/gplv3-127x51.png)](https://opensource.org/license/GPL-3.0)
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The Phobos project is an unofficial open-source community collaboration project to extend the Red Alert 2 Yuri's Revenge engine for modding and compatibility purposes.
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docs/AI-Scripting-and-Mapping.md

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| 9 | Power Plants | Any enemy `BuildingTypes` with positive `Power=` values |
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| 10 | Occupied | Any `BuildingTypes` with garrisoned infantry |
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| 11 | Tech Buildings | Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI] -> NeutralTechBuildings=` list |
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| 12 | Refinery | Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, `VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave Miner) |
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| 12 | Refinery | Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, `VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave Miner) |
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| 13 | Mind Controller | Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` with `MindControl=yes` in the weapons Warheads |
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| 14 | Air Units (incl. landed) | Any enemy, `AircraftTypes` and `Jumpjet=yes` `VehicleTypes` or `InfantryTypes`, including landed ones as well as any other currently airborne units |
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| 15 | Naval | Any enemy `BuildingTypes` and `VehicleTypes` with a `Naval=yes`, any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell |
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...
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```
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### `606` Edit Hate-Value
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- Edit the hate-value that trigger houses to other houses.
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- -1 works for all houses.
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In `mycampaign.map`:
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```ini
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[Actions]
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...
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ID=ActionCount,[Action1],606,0,[HouseIndex],[Operation],[Number],0,0,A,[ActionX]
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...
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```
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| *Operation* | *Description* |
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|------------:|:----------------------------------------------|
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| 0 | CurrentValue = Number |
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| 1 | CurrentValue = CurrentValue + Number |
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| 2 | CurrentValue = CurrentValue - Number |
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| 3 | CurrentValue = CurrentValue * Number |
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| 4 | CurrentValue = CurrentValue / Number |
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| 5 | CurrentValue = CurrentValue % Number |
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| 6 | CurrentValue = CurrentValue leftshift Number |
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| 7 | CurrentValue = CurrentValue rightshift Number |
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| 8 | CurrentValue = ~CurrentValue |
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| 9 | CurrentValue = CurrentValue xor Number |
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| 10 | CurrentValue = CurrentValue or Number |
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| 11 | CurrentValue = CurrentValue and Number |
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### `607` Clear Hate-Value
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- Clear the hate-value that trigger houses to other houses.
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- -1 works for all houses.
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```ini
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[Actions]
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...
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ID=ActionCount,[Action1],607,0,[HouseIndex],0,0,0,0,A,[ActionX]
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...
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```
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### `608` Set Force Enemy
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- Force an enemy, it will not change with the change of hate-value.
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- -1 will remove the forced enemy.
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- -2 will never have any enemies.
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```ini
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ID=ActionCount,[Action1],608,0,0,[HouseIndex],0,0,0,A,[ActionX]
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...
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```
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### `500-511` Variable comparation

docs/Contributing.md

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- `T1` complexity by default
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- Unhardcodings/customizations - contributions that only make something customizable through the INI or other way (by the modder usually), without adding too much code to handle the customization
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- `T1` complexity by default
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- Restored featues (from TS, RA2 etc.), assuming no extra changes or additions apart from the ones necessary to function in YR with extensions (the reviewer has to verify that)
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- `T1` complexity by default
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- New features
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- Extensions of existing systems - add logic to existing systems, doesn't warrant it's own entity or type classes generally, but may introduce new hooks
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- Examples: feedback weapon logic, superweapon launch warhead logic, a new type of trajectory that uses existing custom trajectory framework, etc.

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