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.github/copilot-instructions.md

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CLAUDE.md

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.github/copilot-instructions.md

CREDITS.md

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@@ -52,6 +52,7 @@ This page lists all the individual contributions to the project by their author.
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- MP saves support for quicksave command and savegame trigger action
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- Ported XNA CnCNet Client MP save handling
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- Retint fix toggle
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- Voxel drawing invisible sections skip
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- **Uranusian (Thrifinesma)**:
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- Mind Control enhancement
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- Custom warhead splash list
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- Deploy priority filtering
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- Customizable paradrop missions
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- Guard range customizations
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- Wall overlay unit sell exploit fix
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- Fix vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't
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- **Morton (MortonPL)**:
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- `XDrawOffset` for animations
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- Shield passthrough & absorption
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- Fix an issue where miners affected by `Passengers/DeployFire` were unable to unload minerals
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- Fix an issue where mining vehicles could not move after leaving a tank bunker
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- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4
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- Fixed an issue where parachute units would die upon landing if bridges were destroyed during their descent
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- Custom hover vehicles shutdown drowning death
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- SHP turret vehicles support the use of `*tur.shp` files
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- **NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Customize particle system of parasite logic
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- Fix an issue where parasites that have infected infantry do not provide a refund when the infected infantry enters a Grinding building
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- Fix the issue that `PassengerDeletion` dont consider passenger's passenger, parasite and hijacker
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- Fix the issue that power output of building on tooltip won't consider power enhancer
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- Fix the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself
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- Customize which parasite can remove by warhead
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- Fix the bug that unit will play crashing voice & sound when dropped by warhead with `IsLocomotor=yes`
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- Customize reveal radius of `RevealToAll`
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- **Apollo** - Translucent SHP drawing patches
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- **ststl**:
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- Fix a jumpjet crash related to voxel shadow drawing
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- Replace `BLOWFISH.DLL` using Red Alert source code
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- Adjust the dehardcoding of the 255 `OverlayType` limit to a different format
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- Voxel drawing invisible sections skip
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- **CrimRecya**:
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- Fix `LimboKill` not working reliably
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- Allow using waypoints, area guard and attack move with aircraft
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- Fix an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos
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- Allow the aircraft to enter area guard mission and not crash immediately without any airport
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- Allow merging AOE damage to buildings into one
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- Fix the bug that `DeploysInto` and `UndeploysInto` will make damaged techno lose 1 health
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- **Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
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- Global default value for `DefaultToGuardArea`
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- Weapon range finding in cylinder
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- Allow jumpjet climbing ignore building height
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- Fix an issue where the AI's regular targeting would also target garrisonable buildings
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- Fix an issue that the move mission of the jumpjet does not end correctly
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- Fix the issue that the Jumpjet must end its movement before starting the next mission
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- Taunt warhead
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- **solar-III (凤九歌)**
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- Target scanning delay customization (documentation)
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- Skip target scanning function calling for unarmed technos (documentation)
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- Superweapon launch site & availability code
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- AI vehicle production update code
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- parts of TechnoType conversion placeholder code
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- **[Vinifera Contributors](https://github.com/Vinifera-developers/Vinifera/blob/develop/CREDITS.md)**:
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- Implement `CurleyShuffle` for AircraftTypes
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- **ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - Digital Display
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- **SukaHati (Erzoid)** - Minimum interceptor guard range
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- **E1 Elite** - TileSet 255 and above bridge repair fix
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- **Dmitry Volkov** - extensive and thorough testing
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- **Rise of the East community** - extensive playtesting of in-dev features
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- **11EJDE11** - Prevent mpdebug number from being drawn when visibility toggled off
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- **RAZER**:
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- Wall overlay unit sell exploit fix
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- Multiplayer gamespeed fix for RealTimeTimers

README.md

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As the project is international and English is currently studied the most commonly as a second language, it's the main project language. We do not limit the creation of language-specific community groups though, because we understand that many may not know English as well as their native language and/or may have trouble accessing Discord.
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- **[🌐 International Discord channel on C&C Mod Haven](https://discord.gg/sZeMzz6qVg)**
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- [🇨🇳 Chinese QQ Phobos group](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659) (630590659)
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- **[🇨🇳 Chinese Phobos Communication Forum - Phobos CN](https://phoboscn.top)**
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Downloads
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---------
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- **[@Starkku](https://github.com/Starkku)** - T3 maintainer (co-lead)
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- [Patreon](https://www.patreon.com/Starkku)
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- **[@CrimRecya](https://github.com/CrimRecya) (绯红热茶)** - T2 maintainer
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- [Alipay](https://i2.hdslb.com/bfs/new_dyn/8de77b17b8fc2e005613821b62008e37362533219.jpg)
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- [Alipay](https://www.phoboscn.top/t/topic/45#crimrecya)
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- **[@ZivDero](https://github.com/ZivDero)** - T2 maintainer
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- [Patreon](https://www.patreon.com/c/ZivDero)
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- **Ollerus ([@Coronia](https://github.com/Coronia))** - T1 maintainer
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- [Alipay](https://i2.hdslb.com/bfs/new_dyn/7c5f82c5530c88dc076a6f1ca2c02b46362533219.jpg)
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- [Alipay](https://www.phoboscn.top/t/topic/45#ollerus)
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- **[@NetsuNegi](https://github.com/NetsuNegi)** - T1 maintainer
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- [Alipay](https://i2.hdslb.com/bfs/new_dyn/cb69d2b5eb08c13d03bc79664e68b6c2362533219.png)
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- [Alipay](https://www.phoboscn.top/t/topic/45#netsunegi)
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- **[@TaranDahl](https://github.com/TaranDahl) (航味麻酱)** - T1 maintainer
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- [WeChatPay](https://i2.hdslb.com/bfs/new_dyn/ffd5d36cc5efcdd83d93138062ec116e362533219.jpg)
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- [WeChatPay](https://www.phoboscn.top/t/topic/45#tarandahl)
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- **Noble_Fish ([@DeathFishAtEase](https://github.com/DeathFishAtEase))** - triage, doc maintainer
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- [Alipay](https://i2.hdslb.com/bfs/new_dyn/b080641faea49ae3e10b4728679ef2e5362533219.jpg)
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- [Alipay](https://www.phoboscn.top/t/topic/45#noble_fish)
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- **FlyStar ([@Fly-Star-him](https://github.com/Fly-Star-him))** - triage
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- **[@Fryone](https://github.com/Fryone)** - triage
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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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As a modification, the project complies with [EA C&C modding guidelines](https://www.ea.com/games/command-and-conquer/modding-faq); should there be conflict between the project's license and modding guidelines - the rules imposed by guidelines shall take precedence (for example, the project should not be commercial or used to make money).
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As a modification, the project complies with [EA C&C modding guidelines](https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered/news/modding-faq); should there be conflict between the project's license and modding guidelines - the rules imposed by guidelines shall take precedence (for example, the project should not be commercial or used to make money).
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This project has no direct affiliation with Electronic Arts Inc. Command & Conquer, Command & Conquer Red Alert 2, Command & Conquer Yuri's Revenge are registered trademarks of Electronic Arts Inc. All Rights Reserved.

docs/AI-Scripting-and-Mapping.md

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| 8 | House Threats | Any object that targets anything of the Team's House or any enemy that is near to the Team Leader |
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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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| 11 | Tech Buildings | Any `BuildingTypes` with `Capturable=yes` and `NeedsEngineer=yes` |
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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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| 30 | Inhibitors | Any enemy objects with positive `InhibitorRange=` values |
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| 31 | Naval Units | Any enemy `VehicleTypes` with a `Naval=yes` or any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell |
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| 32 | Mobile Units | Anything `VehicleTypes`, `AircraftTypes` and `InfantryTypes` |
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| 33 | Capturable | Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with `BridgeRepairHut=yes` and `Repairable=yes` |
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| 33 | Capturable | Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with `BridgeRepairHut=yes` that are linked to broken bridges |
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| 34 | Area Threats | Any enemy object that is inside of the Team Leader's Guard Area |
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| 35 | Vehicle & Naval Factory | Any enemy `BuildingTypes` with `Factory=UnitType` |
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| 36 | Non-defensive Structures | Any enemy `BuildingTypes` with `IsBaseDefense=no` |
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| 37 | Bridge Repair Huts | Any `BuildingTypes`with `BridgeRepairHut=yes` that are linked to broken bridges |
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- The second parameter with a 0-based index for the `AITargetTypes` section specifies the list of possible `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` that can be evaluated.
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- The *`AITargetTypes` index#* values are obtained in the new `AITargetTypes` section that must be declared in `rulesmd.ini`:

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