rules-based terrain cost, part 1
This commit is contained in:
@@ -61,7 +61,7 @@ namespace OpenRA.FileFormats
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public readonly string[]
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Folders, Packages, LegacyRules, Rules,
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Sequences, Chrome, Assemblies, ChromeLayout,
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Weapons, Voices;
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Weapons, Voices, Terrain;
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public Manifest(string[] mods)
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{
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@@ -79,6 +79,7 @@ namespace OpenRA.FileFormats
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ChromeLayout = YamlList(yaml, "ChromeLayout");
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Weapons = YamlList(yaml, "Weapons");
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Voices = YamlList(yaml, "Voices");
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Terrain = YamlList(yaml, "Terrain");
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}
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static string[] YamlList(Dictionary<string, MiniYaml> ys, string key) { return ys[key].Nodes.Keys.ToArray(); }
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@@ -34,6 +34,7 @@ namespace OpenRA
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public static Dictionary<string, ActorInfo> Info;
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public static Dictionary<string, WeaponInfo> Weapons;
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public static Dictionary<string, VoiceInfo> Voices;
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public static Dictionary<TerrainType, TerrainCost> TerrainTypes;
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public static void LoadRules(string map, Manifest m)
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{
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@@ -48,6 +49,8 @@ namespace OpenRA
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Info = LoadYamlRules(m.Rules, (k, y) => new ActorInfo(k.Key.ToLowerInvariant(), k.Value, y));
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Weapons = LoadYamlRules(m.Weapons, (k, _) => new WeaponInfo(k.Key.ToLowerInvariant(), k.Value));
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Voices = LoadYamlRules(m.Voices, (k, _) => new VoiceInfo(k.Value));
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TerrainTypes = LoadYamlRules(m.Terrain, (k, _) => new TerrainCost(k.Value))
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.ToDictionary(kv => (TerrainType)Enum.Parse(typeof(TerrainType), kv.Key, true), kv => kv.Value);
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TechTree = new TechTree();
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}
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@@ -18,10 +18,11 @@
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*/
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#endregion
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using OpenRA.Graphics;
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using System;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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namespace OpenRA
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namespace OpenRA.GameRules
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{
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public enum UnitMovementType : byte
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{
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@@ -32,35 +33,26 @@ namespace OpenRA
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Fly = 4,
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}
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static class TerrainCosts
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public class TerrainCost
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{
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static float[][] costs = Util.MakeArray<float[]>(4,
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a => Util.MakeArray<float>(11, b => float.PositiveInfinity));
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static bool[] buildable = Util.MakeArray<bool>(11,b => false);
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static TerrainCosts()
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public readonly bool Buildable = true;
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public readonly float Foot = 0, Track = 0, Wheel = 0, Float = 0;
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public readonly bool AcceptSmudge = true;
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public TerrainCost(MiniYaml y) { FieldLoader.Load(this, y); }
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public float GetCost(UnitMovementType umt)
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{
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for( int i = 0 ; i < 11 ; i++ )
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switch (umt) /* todo: make this nice */
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{
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if( i == 4 ) continue;
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var section = Rules.AllRules.GetSection( ( (TerrainType)i ).ToString() );
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for( int j = 0 ; j < 4 ; j++ )
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{
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string val = section.GetValue( ( (UnitMovementType)j ).ToString(), "0%" );
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costs[j][i] = 100f / float.Parse(val.Substring(0, val.Length - 1));
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}
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buildable[i] = (section.GetValue("Buildable", "no") == "yes");
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case UnitMovementType.Fly: return 1;
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case UnitMovementType.Foot: return 1 / Foot;
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case UnitMovementType.Wheel: return 1 / Wheel;
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case UnitMovementType.Track: return 1 / Track;
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case UnitMovementType.Float: return 1 / Float;
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default:
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throw new InvalidOperationException("wtf?");
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}
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}
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public static bool Buildable(TerrainType r)
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{
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return buildable[(int)r];
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}
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public static float Cost( UnitMovementType unitMovementType, TerrainType r )
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{
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return costs[ (byte)unitMovementType ][ (int)r ];
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}
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}
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}
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@@ -188,7 +188,7 @@
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<Compile Include="Graphics\Sprite.cs" />
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<Compile Include="Graphics\SpriteRenderer.cs" />
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<Compile Include="Graphics\SpriteSheetBuilder.cs" />
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<Compile Include="TerrainCosts.cs" />
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<Compile Include="GameRules\TerrainCost.cs" />
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<Compile Include="Graphics\TerrainRenderer.cs" />
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<Compile Include="Traits\Activities\Harvest.cs" />
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<Compile Include="Traits\Activities\Move.cs" />
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@@ -24,6 +24,7 @@ using System.Diagnostics;
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using System.Linq;
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using OpenRA.Support;
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using OpenRA.Traits;
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using OpenRA.GameRules;
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namespace OpenRA
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{
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@@ -38,11 +39,12 @@ namespace OpenRA
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var map = world.Map;
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
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passableCost[(int)umt] = new float[map.MapSize, map.MapSize];
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for( int x = 0 ; x < map.MapSize ; x++ )
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for( int y = 0 ; y < map.MapSize ; y++ )
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++ )
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passableCost[(int)umt][ x, y ] = ( world.Map.IsInMap( x, y ) )
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? (float)TerrainCosts.Cost( umt, world.TileSet.GetTerrainType( world.Map.MapTiles[ x, y ] ) )
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for (int x = 0; x < map.MapSize; x++)
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for (int y = 0; y < map.MapSize; y++)
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
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passableCost[(int)umt][x, y] = (world.Map.IsInMap(x, y))
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? (float)Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[x, y])]
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.GetCost(umt)
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: float.PositiveInfinity;
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}
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@@ -23,6 +23,7 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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using OpenRA.GameRules;
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namespace OpenRA
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{
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@@ -19,6 +19,7 @@
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#endregion
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits.Activities
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{
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@@ -18,6 +18,7 @@
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*/
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#endregion
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using OpenRA.GameRules;
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namespace OpenRA.Traits.Activities
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{
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class HeliLand : IActivity
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@@ -19,6 +19,7 @@
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#endregion
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits.Activities
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{
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@@ -23,6 +23,7 @@ using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -128,10 +129,7 @@ namespace OpenRA.Traits
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public float GetCost(int2 p, UnitMovementType umt)
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{
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// just use the standard walkability from templates.ini. no hackery.
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return TerrainCosts.Cost(umt,
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Templates[state].TerrainType[Tiles[p]]);
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return Rules.TerrainTypes[Templates[state].TerrainType[Tiles[p]]].GetCost(umt);
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}
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static bool IsIntact(Bridge b)
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@@ -20,6 +20,7 @@
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using System.Collections.Generic;
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using OpenRA.Traits.Activities;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -19,6 +19,7 @@
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#endregion
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using OpenRA.Traits.Activities;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -66,10 +67,7 @@ namespace OpenRA.Traits
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}
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// HACK: This should make reference to an MCV actor, and use of its Mobile trait
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public UnitMovementType GetMovementType()
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{
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return UnitMovementType.Wheel;
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}
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public UnitMovementType GetMovementType() { return UnitMovementType.Wheel; }
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public bool CanEnterCell(int2 a)
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{
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@@ -88,10 +86,10 @@ namespace OpenRA.Traits
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}
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if (!crushable) return false;
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return self.World.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(GetMovementType(),
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self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])]
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.GetCost(GetMovementType()) < float.PositiveInfinity;
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}
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}
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}
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@@ -21,6 +21,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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/*
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* Crates left to implement:
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@@ -75,24 +76,15 @@ namespace OpenRA.Traits
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n -= s.Second;
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}
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public bool IsPathableCrush(UnitMovementType umt, Player player)
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{
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return true;
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}
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public bool IsCrushableBy(UnitMovementType umt, Player player)
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{
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return true;
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}
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public bool IsPathableCrush(UnitMovementType umt, Player player) { return true; }
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public bool IsCrushableBy(UnitMovementType umt, Player player) { return true; }
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public IEnumerable<int2> OccupiedCells() { yield return self.Location; }
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public void Tick(Actor self)
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{
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if (++ticks >= self.Info.Traits.Get<CrateInfo>().Lifetime * 25)
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{
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self.World.AddFrameEndTask(w => w.Remove(self));
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}
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}
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}
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}
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@@ -20,6 +20,7 @@
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using System;
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using OpenRA.Traits.Activities;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -20,6 +20,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -131,10 +132,10 @@ namespace OpenRA.Traits
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}
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if (!crushable) return false;
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return self.World.Map.IsInMap(a.X, a.Y) &&
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TerrainCosts.Cost(GetMovementType(),
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self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
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Rules.TerrainTypes[self.World.TileSet.GetTerrainType(self.World.Map.MapTiles[a.X, a.Y])]
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.GetCost(GetMovementType()) < float.PositiveInfinity;
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}
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public IEnumerable<int2> GetCurrentPath()
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@@ -21,6 +21,7 @@
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using System;
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using System.Linq;
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using OpenRA.Traits.Activities;
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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@@ -18,6 +18,7 @@
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*/
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#endregion
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using OpenRA.GameRules;
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namespace OpenRA.Traits
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{
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class SquishByTankInfo : ITraitInfo
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@@ -34,8 +34,10 @@ namespace OpenRA
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{
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if (world.WorldActor.traits.Get<BuildingInfluence>().GetBuildingAt(a) != null) return false;
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(a).Any()) return false;
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return world.Map.IsInMap(a.X, a.Y) && TerrainCosts.Cost(umt, world.TileSet.GetTerrainType(world.Map.MapTiles[a.X,a.Y])) < double.PositiveInfinity;
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return world.Map.IsInMap(a.X, a.Y) &&
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Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])]
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.GetCost(umt) < float.PositiveInfinity;
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}
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public static bool IsCellBuildable(this World world, int2 a, bool waterBound)
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@@ -50,8 +52,10 @@ namespace OpenRA
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if (waterBound)
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return world.Map.IsInMap(a.X,a.Y) && GetTerrainType(world,a) == TerrainType.Water;
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return world.Map.IsInMap(a.X, a.Y) && TerrainCosts.Buildable(world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y]));
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return world.Map.IsInMap(a.X, a.Y) &&
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Rules.TerrainTypes[world.TileSet.GetTerrainType(world.Map.MapTiles[a.X, a.Y])]
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.Buildable;
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}
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public static bool IsActorCrushableByActor(this World world, Actor a, Actor b)
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@@ -23,6 +23,7 @@ using System.Linq;
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using OpenRA.Effects;
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using OpenRA.Traits;
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using OpenRA.Traits.Activities;
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using OpenRA.GameRules;
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namespace OpenRA.Mods.RA
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{
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@@ -14,86 +14,3 @@ LowPowerSlowdown=3 ; slowdown factor for low power
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GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
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SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
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; ******* Land Characteristics *******
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; clear grassy terrain
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[Clear]
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Foot=90%
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Track=80%
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Wheel=60%
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Float=0%
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Buildable=yes
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; rocky terrain
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[Rough]
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Foot=80%
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Track=70%
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Wheel=40%
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Float=0%
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Buildable=no
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; roads
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[Road]
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Foot=100%
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Track=100%
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Wheel=100%
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Float=0%
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Buildable=yes
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; open water
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[Water]
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Foot=0%
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Track=0%
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Wheel=0%
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Float=100%
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Buildable=no
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; cliffs
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[Rock]
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Foot=0%
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Track=0%
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Wheel=0%
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Float=0%
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Buildable=no
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; walls and other man made obstacles
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[Wall]
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Foot=0%
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Track=0%
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Wheel=0%
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Float=0%
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Buildable=no
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; ore (Tiberium)
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[Ore]
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Foot=90%
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Track=70%
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Wheel=50%
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Float=0%
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Buildable=no
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; sandy beach
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[Beach]
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Foot=80%
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Track=70%
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Wheel=40%
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Float=0%
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Buildable=no
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; craggy riverbed
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[River]
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Foot=0%
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Track=0%
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Wheel=0%
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Float=0%
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Buildable=no
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; special tile for bridge hacks
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[Special]
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Foot=100%
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Track=100%
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Wheel=100%
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Float=100%
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Buildable=no
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@@ -50,4 +50,7 @@ Weapons:
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mods/cnc/weapons.yaml:
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Voices:
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mods/cnc/voices.yaml:
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mods/cnc/voices.yaml:
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Terrain:
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mods/cnc/terrain.yaml
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82
mods/cnc/terrain.yaml
Normal file
82
mods/cnc/terrain.yaml
Normal file
@@ -0,0 +1,82 @@
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Clear:
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Foot: 90%
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Track: 80%
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Wheel: 60%
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Float: 0%
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Buildable: yes
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Rough:
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Foot: 80%
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Track: 70%
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Wheel: 40%
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Float: 0%
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Buildable: no
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Road:
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Foot: 100%
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Track: 100%
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Wheel: 100%
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Float: 0%
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Buildable: yes
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Tree:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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Water:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 100%
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Buildable: no
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AcceptSmudge: no
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Rock:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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AcceptSmudge: no
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Wall:
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Foot: 0%
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Track: 0%
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Wheel: 0%
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Float: 0%
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Buildable: no
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Ore:
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Foot: 90%
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Track: 70%
|
||||
Wheel: 50%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
|
||||
Beach:
|
||||
Foot: 80%
|
||||
Track: 70%
|
||||
Wheel: 40%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
River:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
Special:
|
||||
Foot: 100%
|
||||
Track: 100%
|
||||
Wheel: 100%
|
||||
Float: 100%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
@@ -43,4 +43,7 @@ Weapons:
|
||||
mods/ra/weapons.yaml
|
||||
|
||||
Voices:
|
||||
mods/ra/voices.yaml
|
||||
mods/ra/voices.yaml
|
||||
|
||||
Terrain:
|
||||
mods/ra/terrain.yaml
|
||||
@@ -88,94 +88,3 @@ TeamDelay=.6 ; interval between checking for and creating teams
|
||||
; misc
|
||||
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
|
||||
LowPowerSlowdown=3
|
||||
|
||||
; ******* Land Characteristics *******
|
||||
; This section specifies the characteristics of the various
|
||||
; terrain types. The primary purpose is to differentiate the
|
||||
; movement capabilities.
|
||||
|
||||
; Float = % of full speed for ships [0 means impassable] (def=100)
|
||||
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
|
||||
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
|
||||
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
|
||||
; Buildable = Can buildings be built upon this terrain (def=no)?
|
||||
|
||||
; clear grassy terrain
|
||||
[Clear]
|
||||
Foot=90%
|
||||
Track=80%
|
||||
Wheel=60%
|
||||
Float=0%
|
||||
Buildable=yes
|
||||
|
||||
; rocky terrain
|
||||
[Rough]
|
||||
Foot=80%
|
||||
Track=70%
|
||||
Wheel=40%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; roads
|
||||
[Road]
|
||||
Foot=100%
|
||||
Track=100%
|
||||
Wheel=100%
|
||||
Float=0%
|
||||
Buildable=yes
|
||||
|
||||
; open water
|
||||
[Water]
|
||||
Foot=0%
|
||||
Track=0%
|
||||
Wheel=0%
|
||||
Float=100%
|
||||
Buildable=no
|
||||
|
||||
; cliffs
|
||||
[Rock]
|
||||
Foot=0%
|
||||
Track=0%
|
||||
Wheel=0%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; walls and other man made obstacles
|
||||
[Wall]
|
||||
Foot=0%
|
||||
Track=0%
|
||||
Wheel=0%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; ore (Tiberium)
|
||||
[Ore]
|
||||
Foot=90%
|
||||
Track=70%
|
||||
Wheel=50%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; sandy beach
|
||||
[Beach]
|
||||
Foot=80%
|
||||
Track=70%
|
||||
Wheel=40%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; craggy riverbed
|
||||
[River]
|
||||
Foot=0%
|
||||
Track=0%
|
||||
Wheel=0%
|
||||
Float=0%
|
||||
Buildable=no
|
||||
|
||||
; special tile for bridge hacks
|
||||
[Special]
|
||||
Foot=100%
|
||||
Track=100%
|
||||
Wheel=100%
|
||||
Float=100%
|
||||
Buildable=no
|
||||
|
||||
82
mods/ra/terrain.yaml
Normal file
82
mods/ra/terrain.yaml
Normal file
@@ -0,0 +1,82 @@
|
||||
Clear:
|
||||
Foot: 90%
|
||||
Track: 80%
|
||||
Wheel: 60%
|
||||
Float: 0%
|
||||
Buildable: yes
|
||||
|
||||
Rough:
|
||||
Foot: 80%
|
||||
Track: 70%
|
||||
Wheel: 40%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
|
||||
Road:
|
||||
Foot: 100%
|
||||
Track: 100%
|
||||
Wheel: 100%
|
||||
Float: 0%
|
||||
Buildable: yes
|
||||
|
||||
Tree:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
Water:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 100%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
Rock:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
Wall:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
|
||||
Ore:
|
||||
Foot: 90%
|
||||
Track: 70%
|
||||
Wheel: 50%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
|
||||
Beach:
|
||||
Foot: 80%
|
||||
Track: 70%
|
||||
Wheel: 40%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
River:
|
||||
Foot: 0%
|
||||
Track: 0%
|
||||
Wheel: 0%
|
||||
Float: 0%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
|
||||
Special:
|
||||
Foot: 100%
|
||||
Track: 100%
|
||||
Wheel: 100%
|
||||
Float: 100%
|
||||
Buildable: no
|
||||
AcceptSmudge: no
|
||||
Reference in New Issue
Block a user