ported from perforce
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42
RobotAndDonkey.Game/Cards/ECard.cs
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42
RobotAndDonkey.Game/Cards/ECard.cs
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namespace RobotAndDonkey.Game.Cards;
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public enum ECard
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{
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// Glitches
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Bitflip, // corrupt one instruction, permanent
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ShortCircuit, // unreliable one instruction, permanent
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Slipstream, // race condition one instruction, permanent
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Latency, // throttle one instruction, permanent
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Rain, // 1 in X grass cells become mud, dry grass becomes grass, permanent
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Drought, // fertile becomes grass, 1 in X grass cells become dry, #Temporary
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Pest, // delivery malus, temporary
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Gravity, // carry malus, temporary
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HeatWave, // energy malus, temporary
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//SandStorm, // JAM, preview malus, temporary
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SolarFlare, // corrupt everything, temporary
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LightningStorm, // unreliable everything, temporary
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MeteorStorm, // race condition everything, temporary
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WindStorm, // throttle everything, temporary
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// Patches
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Move = 0x1000,
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TurnLeft,
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TurnRight,
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Interact,
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NoOp,
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Potentiate, // adds effective
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Optimize, // adds optimized
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Streamline, // adds efficient
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Persist, // adds persistent
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Remember, // adds memory
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Reason, // adds hand size
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DetoxiumPrime, // Converts #Forward mud into grass or grass into fertile
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FlyingDisk, // Move #Forward into 1 blocked cell
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AluminumHat, // instructions are #Immune to the effects of unreliable, #ShortTerm
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EMField, // instructions are #Immune to the effects of corrupt #ShortTerm
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AtomicClock, // instructions are #Immune to the effects of race condition #ShortTerm
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Jump, // move #Forward 2 cells, ignoring blocking
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Repeat, // copy #Next
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Rest, // restores energy
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Stabilize // nullifies the effect of any modifiers of #Next
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}
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