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/*
Guardians of the Windmills
Authors: Randrian, Newton, Clonkonaut
Defend the windmills against waves of enemies
*/
static g_wave; // index of current wave
static g_spawned_enemies;
static g_relaunchs; // array of relaunch counts
static g_scores; // array of player scores
static g_ai; // derived from AI; contains changes for this scenario
static g_lost; // True if all windmills are destroyed
static const ENEMY = 10; // player number of enemy
static const ALLOW_DEBUG_COMMANDS = true;
static const MAX_RELAUNCH = 10;
static shared_wealth_remainder;
//======================================================================
/* Initialization */
func Initialize()
{
// dev stuff (we will forget to turn this off for release)
//AddMsgBoardCmd("waveinfo", "GameCall(\"ShowWaveInfo\")");
//AddMsgBoardCmd("next", "GameCall(\"SetNextWave\", \"%s\")");
//AddMsgBoardCmd("nextwait", "GameCall(\"SetNextWave\", \"%s\", true)");
//AddMsgBoardCmd("scrooge", "GameCall(\"DoWealthForAll\", 1000000000)");
// Wealth shown at all time
GUI_Controller->ShowWealth();
// static variable init
g_homebases = [];
InitWaveData();
}
func InitializePlayer(int plr, int iX, int iY, object pBase, int iTeam)
{
if (GetPlayerType(plr) != C4PT_User) return;
if (g_lost) { EliminatePlayer(plr); return; } // no post-elimination join
if (!g_relaunchs)
{
g_relaunchs = [];
g_scores = [];
Scoreboard->Init([{key = "relaunchs", title = Rule_Relaunch, sorted = true, desc = true, default = "", priority = 75},
{key = "score", title = Nugget, sorted = true, desc = true, default = "0", priority = 100}]);
}
g_relaunchs[plr] = MAX_RELAUNCH;
g_scores[plr] = 0;
Scoreboard->NewPlayerEntry(plr);
Scoreboard->SetPlayerData(plr, "relaunchs", g_relaunchs[plr]);
Scoreboard->SetPlayerData(plr, "score", g_scores[plr]);
CreateObject(Homebase, 0,0, plr);
SetPlayerZoomByViewRange(plr, 1200, 0, PLRZOOM_LimitMax);
//DoWealth(plr, 10000000);
JoinPlayer(plr);
if (!g_wave) StartGame();
}
func RemovePlayer(int plr)
{
Scoreboard->SetPlayerData(plr, "relaunchs", Icon_Cancel);
// Split player's wealth among the remaining players
ScheduleCall(nil, Scenario.DoSharedWealth, 50, 1, GetWealth(plr));
}
private func TransferInventory(object from, object to)
{
// Drop some items that cannot be transferred (such as connected pipes and dynamite igniters)
var i = from->ContentsCount(), contents;
while (i--)
if (contents = from->Contents(i))
if (contents->~IsDroppedOnDeath(from))
contents->Exit();
return to->GrabContents(from);
}
func JoinPlayer(plr, prev_clonk)
{
var x=991,y = 970;
var clonk = GetCrew(plr);
if (clonk)
{
clonk->SetPosition(x,y-10);
}
else
{
clonk = CreateObjectAbove(Clonk, x,y, plr);
clonk->MakeCrewMember(plr);
}
SetCursor(plr, clonk);
clonk->DoEnergy(1000);
// contents
clonk.MaxContentsCount = 1;
if (prev_clonk) TransferInventory(prev_clonk, clonk);
if (!clonk->ContentsCount())
{
clonk->CreateContents(Bow);
var arrow = CreateObjectAbove(Arrow);
clonk->Collect(arrow);
arrow->SetInfiniteStackCount();
}
clonk->~CrewSelection(); // force update HUD
// Make this work under the friendly fire rule.
for (var obj in [g_windgen1, g_windgen2, g_windgen3, g_windmill])
if (obj)
obj->SetOwner(plr);
}
// Enter all buyable things into the homebase
func FillHomebase(object homebase)
{
// Quick buy items on hotkeys
homebase->SetQuickbuyItems([WindBag, Bow, Javelin, Blunderbuss, GrenadeLauncher, nil, nil, nil, nil, nil]);
// Buy menu entries
homebase->AddCaption("$HomebaseWeapons$");
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = Bow, ammo = Arrow, desc = "$HomebaseDescBow$" });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = Javelin, cost = 10, desc = "$HomebaseDescJavelin$" , infinite = true});
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = Blunderbuss, cost = 50, ammo = LeadBullet, desc = "$HomebaseDescBlunderbuss$", requirements = ["AdvancedWeapons"] });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = GrenadeLauncher, ammo = IronBomb, desc = "$HomebaseDescGrenadeLauncher$", requirements = ["MasterWeapons"] });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = WindBag, cost = 500, desc = "$HomebaseDescWindBag$", requirements = ["MasterWeapons"] });
homebase->AddCaption("$HomebaseItems$");
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Consumable { item = Bread, cost = 5 });
// homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Weapon { item = Hammer, cost = 1000, desc = "$HomebaseDescHammer$", extra_width = 1 });
homebase->AddCaption("$HomebaseTechnology$");
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Technology { name="$HomebaseAdvancedWeapons$", item = Icon_World,cost = 100, desc="$HomebaseDescAdvancedWeapons$", tech = "AdvancedWeapons" });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Technology { name="$HomebaseMasterWeapons$", item = Icon_World,cost = 1000, desc = "$HomebaseDescMasterWeapons$", tech = "MasterWeapons", requirements = ["AdvancedWeapons"] });
homebase->AddCaption("$HomebaseUpgrades$");
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Technology { name="$HomebaseLoadSpeed$", item = Homebase_Icon, graphics="LoadSpeed%d", costs = [100, 500, 1000], desc = "$HomebaseDescLoadSpeed$", tech = "LoadSpeed", tiers=3 });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Technology { name="$HomebaseShootingStrength$", item = Homebase_Icon, graphics="ShootingStrength%d", costs = [50, 150, 350], desc = "$HomebaseDescShootingStrength$", tech = "ShootingStrength", tiers=3 });
homebase->AddHomebaseItem(new Homebase.ITEMTYPE_Technology { name="$HomebaseLife$", item = Homebase_Icon, graphics="Life%d", costs = [10, 50, 100], desc = "$HomebaseDescLife$", tech = "Life", tiers=3 });
homebase->AddCaption("$HomebaseArtifacts$");
}
// Clonk death callback
func OnClonkDeath(clonk, killed_by)
{
// Player died?
if (!clonk) return;
var plr = clonk->GetOwner();
if (GetPlayerType(plr) == C4PT_User)
{
// Relaunch count
if (!g_relaunchs[plr])
{
Log("$MsgOutOfRelaunchs$", GetTaggedPlayerName(plr));
Scoreboard->SetPlayerData(plr, "relaunchs", Icon_Cancel);
EliminatePlayer(plr);
return false;
}
// Relaunch count
--g_relaunchs[plr];
Scoreboard->SetPlayerData(plr, "relaunchs", g_relaunchs[plr]);
Log("$MsgRelaunch$", GetTaggedPlayerName(plr));
JoinPlayer(plr, clonk);
}
else
{
// Enemy clonk death
// Remove inventory
var i = clonk->ContentsCount(), obj;
while (i--) if (obj=clonk->Contents(i))
if (!obj->~OnContainerDeath())
obj->RemoveObject();
// Clear enemies from list
i = GetIndexOf(g_spawned_enemies, clonk);
if (i>=0)
{
g_spawned_enemies[i] = nil;
// Kill bounty
if (killed_by>=0)
{
Scoreboard->SetPlayerData(killed_by, "score", ++g_scores[killed_by]);
DoWealth(killed_by, clonk.Bounty);
}
else
{
// Killer could not be determined. Just give gold to everyone.
DoSharedWealth(clonk.Bounty);
}
}
}
return;
}
//======================================================================
/* The Game */
func StartGame()
{
// Init objects to defend
var obj;
for (obj in [g_windgen1, g_windgen2, g_windgen3, g_windmill]) if (obj)
{
obj->SetCategory(C4D_Living);
obj->SetAlive(true);
obj.MaxEnergy = 800000;
obj->DoEnergy(obj.MaxEnergy/1000);
obj->AddEnergyBar();
GameCallEx("OnCreationRuleNoFF", obj);
}
// Launch first wave!
g_wave = 1;
ScheduleCall(nil, Scenario.LaunchWave, 50, 1, g_wave);
return true;
}
public func WindmillDown(object windmill)
{
if (g_windgen1 == windmill) g_windgen1 = nil;
if (g_windgen2 == windmill) g_windgen2 = nil;
if (g_windgen3 == windmill) g_windgen3 = nil;
if (g_windmill == windmill) g_windmill = nil;
Sound("Objects::Plane::PlaneCrash", true);
// Nothing left to defend?
if (!g_windgen1 && !g_windgen2 && !g_windgen3 && !g_windmill)
{
// Fail!
var i=GetPlayerCount(C4PT_User);
while (i--) EliminatePlayer(GetPlayerByIndex(i, C4PT_User));
g_lost = true;
ScheduleCall(nil, Global.GameOver, 50, 1);
}
}
public func DoSharedWealth(int amount)
{
// Split gold among all players. Keep track of remainder and use it next time
shared_wealth_remainder += amount;
var cnt = GetPlayerCount(C4PT_User);
if (cnt)
{
var wealth_add = shared_wealth_remainder / cnt;
if (wealth_add)
{
shared_wealth_remainder -= wealth_add * cnt;
DoWealthForAll(wealth_add);
}
}
return true;
}
public func DoWealthForAll(int amount)
{
// Add wealth to all players
for (var iplr = 0; iplr < GetPlayerCount(C4PT_User); ++iplr)
DoWealth(GetPlayerByIndex(iplr, C4PT_User), amount);
return true;
}
//======================================================================
/* Enemy waves */
func LaunchWave(int wave)
{
// * Schedules spawning of all enemies
// * Schedules call to LaunchWaveDone() after last enemy has been spawned
var wave_data = ENEMY_WAVE_DATA[g_wave];
g_spawned_enemies = [];
if (wave_data)
{
var wave_spawn_time = 0;
CustomMessage(Format("$MsgWave$: %s", wave, wave_data.Name));
Sound("UI::Ding");
if (wave_data.Chest != nil && g_chest)
{
var item = g_chest->CreateContents(wave_data.Chest.Item);
if (item)
{
if (item->GetID() == GoldBar)
{
item->SetValue(wave_data.Chest.Value);
g_chest->SetMeshMaterial("GoldenChest", 0);
}
}
}
for (var enemy in ForceVal2Array(wave_data.Enemies)) if (enemy)
{
if (enemy.Delay)
ScheduleCall(nil, Scenario.ScheduleLaunchEnemy, enemy.Delay, 1, enemy);
else
ScheduleLaunchEnemy(enemy);
wave_spawn_time = Max(wave_spawn_time, enemy.Delay + enemy.Interval * enemy.Num);
}
for (var arrow in ForceVal2Array(wave_data.Arrows))
{
CreateArrowForPlayers(arrow.X, arrow.Y);
}
ScheduleCall(nil, Scenario.LaunchWaveDone, wave_spawn_time+5, 1, wave);
return true;
}
return false;
}
func CreateArrowForPlayers(int x, int y)
{
for (var i = 0; i < GetPlayerCount(C4PT_User); i++)
{
var plr = GetPlayerByIndex(i, C4PT_User);
var cursor = GetCursor(plr);
if (!cursor) continue;
var arrow = CreateObject(GUI_GoalArrow, cursor->GetX(), cursor->GetY(), plr);
if (!arrow) continue;
arrow->SetAction("Show", cursor);
arrow->SetR(Angle(cursor->GetX(), cursor->GetY(), x, y));
arrow->SetClrModulation(RGBa(255, 50, 0, 128));
Schedule(arrow, "RemoveObject()", 100);
}
}
func ScheduleLaunchEnemy(proplist enemy)
{
// Schedules spawning of enemy definition
// Spawn on ground or in air?
var xmin, xmax, ymin, ymax;
var def = enemy.Type ?? enemy.Vehicle;
if (!def) def = Clonk;
var width = def->GetDefWidth();
var height = def->GetDefWidth();
xmin = BoundBy(enemy.PosX - 100, 0 + width/2, LandscapeWidth() - width/2);
xmax = BoundBy(enemy.PosX + 100, 0 + width/2, LandscapeWidth() - width/2);
ymin = BoundBy(enemy.PosY - 100, 0 + height/2, LandscapeHeight() - height/2);
ymax = BoundBy(enemy.PosY + 100, 0 + height/2, LandscapeHeight() - height/2);
ScheduleCall(nil, CustomAI.LaunchEnemy, Max(enemy.Interval,1), Max(enemy.Num,1), enemy, xmin, xmax - xmin, ymin, ymax - ymin);
return true;
}
func LaunchWaveDone(int wave)
{
// All enemies spawned! Now start timer to check whether they are all dead
ScheduleCall(nil, Scenario.CheckWaveCleared, 20, 9999999, wave);
return true;
}
func CheckWaveCleared(int wave)
{
// Check timer to determine if enemy wave has been cleared.
// Enemies nil themselves when they're dead. So clear out nils and we're done when the list is empty
var nil_idx;
while ( (nil_idx=GetIndexOf(g_spawned_enemies))>=0 )
{
var l = GetLength(g_spawned_enemies) - 1;
if (nil_idx<l) g_spawned_enemies[nil_idx] = g_spawned_enemies[l];
SetLength(g_spawned_enemies, l);
}
if (!GetLength(g_spawned_enemies))
{
// All enemies dead!
ClearScheduleCall(nil, Scenario.CheckWaveCleared);
OnWaveCleared(wave);
}
}
func OnWaveCleared(int wave)
{
var bounty = ENEMY_WAVE_DATA[g_wave].Bounty, bounty_msg = "";
if (bounty)
{
bounty = bounty * 4 / BoundBy(GetPlayerCount(C4PT_User), 1, 4); // Carefully tested balancing
bounty_msg = Format("|<c ffff00>+%d</c>{{Icon_Wealth}}", bounty);
DoWealthForAll(bounty);
}
CustomMessage(Format("$MsgWaveCleared$%s| ", wave, bounty_msg));
Sound("UI::NextWave");
// Fade out stuff
Airship->AllStop();
if (g_object_fade)
for (var obj in FindObjects(Find_Or(Find_And(Find_ID(Clonk), Find_Not(Find_OCF(OCF_Alive))), Find_ID(Catapult), Find_ID(Airship))))
obj->AddEffect("IntFadeOut", obj, 100, 1, g_object_fade, Rule_ObjectFade);
// Next wave!
++g_wave;
if (ENEMY_WAVE_DATA[g_wave])
ScheduleCall(nil, Scenario.LaunchWave, 500, 1, g_wave);
else
{
// There is no next wave? Game done D:
ScheduleCall(nil, Scenario.OnAllWavesCleared, 50, 1);
}
}
public func GiveRandomAttackTarget(object attacker)
{
return GetRandomWindmill();
}
//======================================================================
/* Game end */
func OnAllWavesCleared()
{
// Success!
if (g_goal) g_goal.is_fulfilled = true;
if (GetPlayerType(ENEMY) == C4PT_Script) EliminatePlayer(ENEMY);
GainScenarioAchievement("Done");
GameOver();
return true;
}
//======================================================================
/* Wave and enemy definitions */
static ENEMY_WAVE_DATA;
static const g_respawning_weapons = [Firestone, Rock];
func InitWaveData()
{
// Define different enemy types
var pilot = { Name="$EnemyPilot$", Inventory=Rock, Energy=30, Bounty=20, Color=0xff0000ff, Skin=CSKIN_Alchemist, Backpack=0, Vehicle=Airship };
var swordman = { Name="$EnemyCrewman$", Inventory=Sword, Energy=50, Bounty=15, Color=0xffff0000, Skin=CSKIN_Default, Backpack=0, IsCrew=true };
var defender = { Name="$EnemyDefender$", Inventory=[Shield, Axe], Energy=50, Bounty=10, Color=0xff00ff00, Skin=CSKIN_Farmer, Backpack=0, IsCrew=true };
var bowman = { Name="$EnemyBow$", Inventory=[Bow, Arrow], Energy=30, Bounty=10, Color=0xff80ff80, Skin=CSKIN_Steampunk, Backpack=0, IsCrew=true };
var artillery = { Name="$EnemyArtillery$", Inventory=Firestone, Energy=10, Bounty=25, Color=0xffffff80, Skin=CSKIN_Steampunk, Backpack=0, Vehicle=Catapult, IsCrew=true };
var ballooner = { Name="$EnemyBalloon$", Inventory=Sword, Energy=30, Bounty=15, Color=0xff008000, Skin=CSKIN_Default, Vehicle=Balloon };
var rocketeer = { Name="$EnemyRocket$", Inventory=[Bow, Arrow], Energy=15, Bounty=15, Color=0xffffffff, Skin=CSKIN_Steampunk, Vehicle=DefenseBoomAttack };
var boomattack = { Type=DefenseBoomAttack, Bounty=2 };
var boomattackf = { Type=DefenseBoomAttack, Bounty=15, Speed=300 };
// Define composition of waves
ENEMY_WAVE_DATA = [nil,
{ Name = "$WaveFirst$", Bounty = 1, Enemies =
new boomattack { Num= 1, Interval=10, PosX = 0, PosY = 500 },
Arrows = { X = 0, Y = 500 },
Chest = { Item = GoldBar, Value = 25 }
}, { Name = "$WaveSecond$", Bounty = 30, Enemies =
[new boomattack { Num= 3, Interval=10, PosX = 0, PosY = 500 },
new boomattack { Num= 3, Interval=10, PosX = 2000, PosY = 500 },],
Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }]
}, { Name = "$WaveThird$", Bounty = 10, Enemies =
new rocketeer { Num= 8, PosX = 0, PosY = 500 },
Arrows = { X = 0, Y = 500 }
}, { Name = "$WaveFourth$", Bounty = 15, Enemies =
[new rocketeer { Num= 8, Interval=10, PosX = 0, PosY = 500 },
new rocketeer { Num= 8, Interval=10, PosX = 2000, PosY = 500 },],
Arrows = [{ X = 0, Y = 500 },{ X = 2000, Y = 500 }]
}, { Name = "$WaveFifth$", Bounty = 20, Enemies =
[new boomattack { Num= 10, PosX = 1000, PosY = 2000 },
new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 750 },
new defender { Num= 1, Delay = 2, PosX = 2000, PosY = 750 },
new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 750 },
new defender { Num= 1, Delay = 4, PosX = 0, PosY = 750 },],
Arrows = [{ X = 0, Y = 750 },{ X = 2000, Y = 750 },{ X = 1000, Y = 2000 }]
}, { Name = "$WaveSixth$", Bounty = 20, Enemies =
[new pilot { Num= 1, Delay = 1, PosX = 2000, PosY = 1250 },
new defender { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 },
new bowman { Num= 2, Delay = 2, PosX = 2000, PosY = 1250 },
new swordman { Num= 1, Delay = 2, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 3, PosX = 0, PosY = 1250 },
new defender { Num= 2, Delay = 4, PosX = 0, PosY = 1250 },
new bowman { Num= 2, Delay = 4, PosX = 0, PosY = 1250 },
new swordman { Num= 1, Delay = 4, PosX = 0, PosY = 1250 },],
Arrows = [{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 }],
Chest = { Item = GoldBar, Value = 100 }
}, { Name = "$WaveSeventh$", Bounty = 50, Enemies =
new ballooner { Num= 10, PosX = 1000, PosY = 0 },
Arrows = { X = 1000, Y = 0 }
}, { Name = "$WaveEighth$", Bounty = 50, Enemies =
[new boomattack { Num= 15, Interval = 5, PosX = 500, PosY = 0 },
new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },],
Arrows = [{ X = 500, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 }]
}, { Name = "$WaveNinth$", Bounty = 100, Enemies =
[new ballooner { Num= 10, Interval = 10, Delay = 350, PosX = 1000, PosY = 0 },
new boomattackf { Num= 8, Interval = 1, PosX = 0, PosY = 300 },
new boomattackf { Num= 8, Interval = 1, PosX = 2000, PosY = 300 },],
Arrows = [{ X = 1000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 }]
}, { Name = "$WaveTenth$", Bounty = 1000, Enemies =
[new boomattack { Num= 7, Interval = 1, PosX = 0, PosY = 0 },
new boomattack { Num= 7, Interval = 1, PosX = 2000, PosY = 0 },
new rocketeer { Num= 4, Interval = 10, PosX = 0, PosY = 300 },
new rocketeer { Num= 4, Interval = 10, PosX = 2000, PosY = 300 },
new ballooner { Num= 10, Interval = 5, Delay = 100, PosX = 1000, PosY = 0 },
new pilot { Num= 1, Delay = 80, PosX = 0, PosY = 1250 },
new defender { Num= 3, Delay = 81, PosX = 0, PosY = 1250 },
new bowman { Num= 4, Delay = 81, PosX = 0, PosY = 1250 },
new pilot { Num= 1, Delay = 82, PosX = 2000, PosY = 1250 },
new defender { Num= 3, Delay = 83, PosX = 2000, PosY = 1250 },
new bowman { Num= 4, Delay = 83, PosX = 2000, PosY = 1250 },
new pilot { Num= 1, Delay = 84, PosX = 200, PosY = 2000 },
new defender { Num= 3, Delay = 85, PosX = 200, PosY = 2000 },
new swordman { Num= 4, Delay = 85, PosX = 200, PosY = 2000 },
new pilot { Num= 1, Delay = 86, PosX = 1800, PosY = 2000 },
new defender { Num= 3, Delay = 87, PosX = 1800, PosY = 2000 },
new swordman { Num= 4, Delay = 87, PosX = 1800, PosY = 2000 },
new pilot { Num= 1, Delay = 88, PosX = 880, PosY = 2000 },
new bowman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 },
new swordman { Num= 3, Delay = 89, PosX = 880, PosY = 2000 },
new pilot { Num= 1, Delay = 88, PosX = 1120, PosY = 2000 },
new bowman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 },
new swordman { Num= 3, Delay = 89, PosX = 1120, PosY = 2000 },],
Arrows = [{ X = 0, Y = 0 },{ X = 2000, Y = 0 },{ X = 0, Y = 300 },{ X = 2000, Y = 300 },{ X = 1000, Y = 0 },{ X = 0, Y = 1250 },{ X = 2000, Y = 1250 },{ X = 200, Y = 2000 },{ X = 1800, Y = 2000 },{ X = 880, Y = 2000 },{ X = 1120, Y = 2000 }]
}];
return true;
}
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