Add multi monitor multiplayer
This commit is contained in:
@@ -2,28 +2,29 @@ package main
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import "github.com/veandco/go-sdl2/sdl"
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const (
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openingWidth = 7
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)
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type Base struct {
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rect sdl.Rect
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owner *Player
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owner *Player
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openingWidth int32
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gameObject *GameObject
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}
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func (base *Base) tick(players *[]*Player) {
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for _, player := range *players {
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if player.cullingRect.HasIntersection(&base.rect) {
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if player.gameObject.baseRect.HasIntersection(&base.gameObject.baseRect) {
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if player.rechargeCooldown == 0 && player.energy < MaxEnergy {
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player.energy++
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if MaxEnergy-player.energy < 4 {
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player.energy++
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} else {
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player.energy += 4
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}
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if player == base.owner {
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player.rechargeCooldown = RechargeCooldownOwn
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} else {
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player.rechargeCooldown = RechargeCooldownOpponent
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}
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}
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if player == base.owner && player.repairCooldown == 0 && player.health < MaxHealth {
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player.health++
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if player == base.owner && player.repairCooldown == 0 && player.shields < MaxShields {
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player.shields++
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player.repairCooldown = RepairCooldown
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}
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}
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@@ -31,112 +32,79 @@ func (base *Base) tick(players *[]*Player) {
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}
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func (base *Base) render(camera *sdl.Rect, surface *sdl.Surface) {
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borderWidth := base.rect.W - openingWidth
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borderWidthA := borderWidth / 2
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borderWidthB := borderWidth - borderWidthA + 1
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if borderWidth < 0 {
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panic("Bad border width")
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}
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rects := []sdl.Rect{
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{
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X: base.rect.X,
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Y: base.rect.Y,
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W: 1,
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H: base.rect.H,
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},
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{
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X: base.rect.X + base.rect.W,
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Y: base.rect.Y,
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W: 1,
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H: base.rect.H,
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},
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{
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X: base.rect.X,
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Y: base.rect.Y,
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W: borderWidthA,
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H: 1,
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},
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{
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X: base.rect.X + borderWidthA + openingWidth,
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Y: base.rect.Y,
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W: borderWidthB,
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H: 1,
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},
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{
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X: base.rect.X,
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Y: base.rect.Y + base.rect.H,
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W: borderWidthA,
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H: 1,
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},
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{
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X: base.rect.X + borderWidthA + openingWidth,
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Y: base.rect.Y + base.rect.H,
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W: borderWidthB,
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H: 1,
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},
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}
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for _, rect := range rects {
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if camera.HasIntersection(&rect) {
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cameraCompensatedRect := sdl.Rect{
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X: rect.X - camera.X,
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Y: rect.Y - camera.Y,
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W: rect.W,
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H: rect.H,
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}
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surface.FillRect(&cameraCompensatedRect, (*base.owner).color2)
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}
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}
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base.gameObject.render(camera, surface)
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}
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func (base *Base) build(gameMap *GameMap) {
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borderWidth := base.rect.W - openingWidth
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borderWidth := base.gameObject.baseRect.W - base.openingWidth
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borderWidthA := borderWidth / 2
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if borderWidth < 0 {
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panic("Bad border width")
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}
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if base.rect.H < 9 {
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if base.gameObject.baseRect.H < 9 {
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panic("Bad border height")
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}
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if gameMap.width-base.rect.X-base.rect.W <= 0 {
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if gameMap.width-base.gameObject.baseRect.X-base.gameObject.baseRect.W <= 0 {
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panic("Bad base x location")
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}
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if gameMap.height-base.rect.Y-base.rect.H <= 0 {
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if gameMap.height-base.gameObject.baseRect.Y-base.gameObject.baseRect.H <= 0 {
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panic("Bad base y location")
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}
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if base.rect.X < 0 || base.rect.Y < 0 {
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if base.gameObject.baseRect.X < 0 || base.gameObject.baseRect.Y < 0 {
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panic("Bad base negative location")
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}
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for x := base.rect.X; x < base.rect.X+base.rect.W+1; x++ {
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for y := base.rect.Y; y < base.rect.Y+base.rect.H+1; y++ {
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H+1; y++ {
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gameMap.tiles[x][y] = 0
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}
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}
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for y := base.rect.Y; y < base.rect.Y+base.rect.H; y++ {
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gameMap.tiles[base.rect.X][y] = 4
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gameMap.tiles[base.rect.X+base.rect.W][y] = 4
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for y := base.gameObject.baseRect.Y; y < base.gameObject.baseRect.Y+base.gameObject.baseRect.H; y++ {
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gameMap.tiles[base.gameObject.baseRect.X][y] = 4
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gameMap.tiles[base.gameObject.baseRect.X+base.gameObject.baseRect.W][y] = 4
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}
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for x := base.rect.X; x < base.rect.X+borderWidthA; x++ {
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gameMap.tiles[x][base.rect.Y] = 4
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gameMap.tiles[x][base.rect.Y+base.rect.H] = 4
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for x := base.gameObject.baseRect.X; x < base.gameObject.baseRect.X+borderWidthA; x++ {
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gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
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gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
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}
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for x := base.rect.X + borderWidthA + openingWidth; x < base.rect.X+base.rect.W+1; x++ {
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gameMap.tiles[x][base.rect.Y] = 4
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gameMap.tiles[x][base.rect.Y+base.rect.H] = 4
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for x := base.gameObject.baseRect.X + borderWidthA + base.openingWidth; x < base.gameObject.baseRect.X+base.gameObject.baseRect.W+1; x++ {
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gameMap.tiles[x][base.gameObject.baseRect.Y] = 4
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gameMap.tiles[x][base.gameObject.baseRect.Y+base.gameObject.baseRect.H] = 4
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}
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}
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func createBases(players *[]*Player, gameMap *GameMap) *[]*Base {
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bases := &[]*Base{}
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for ownerID, player := range *players {
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gameObject := &GameObject{}
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gameObject.baseRect = sdl.Rect{
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X: player.gameObject.baseRect.X - 14,
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Y: player.gameObject.baseRect.Y - 14,
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W: 35,
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H: 35,
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}
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openingWidth := int32(float64(player.gameObject.baseRect.W) * 1.5)
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if openingWidth%2 == 0 {
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openingWidth++
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}
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borderWidth := gameObject.baseRect.W - openingWidth
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borderWidthA := borderWidth / 2
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borderWidthB := borderWidth - borderWidthA + 1
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if borderWidth < 0 {
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panic("Bad border width")
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}
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gameObject.addColor((*player).playerColors.body)
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gameObject.addColoredRect(0, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(gameObject.baseRect.W, 0, 1, gameObject.baseRect.H, 0)
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gameObject.addColoredRect(0, 0, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+openingWidth, 0, borderWidthB, 1, 0)
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gameObject.addColoredRect(0, gameObject.baseRect.H, borderWidthA, 1, 0)
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gameObject.addColoredRect(borderWidthA+openingWidth, gameObject.baseRect.H, borderWidthB, 1, 0)
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*bases = append(*bases, &Base{
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rect: sdl.Rect{
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X: player.posX - 14,
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Y: player.posY - 14,
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W: 35,
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H: 35,
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},
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owner: (*players)[ownerID],
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gameObject: gameObject,
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owner: (*players)[ownerID],
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openingWidth: openingWidth,
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})
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(*bases)[ownerID].build(gameMap)
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}
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