Overhaul resource layer logic:
* ResourceType trait has been removed. * Simulation-related data is now defined on the ResourceLayer (which mods can subclass/replace). * Support non-money resources by moving the resource values to the PlayerResources trait. * Allow mods to disable the neighbour density override and instead always use the map-defined densities. * Allow mods to define their own resource placement logic (e.g. allow resources on slopes) by subclassing (Editor)ResourceLayer. * Improve ability to subclass/override ResourceRenderer by exposing more virtual methods.
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@@ -52,6 +52,9 @@ namespace OpenRA.Mods.Common.Traits
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[NotificationReference("Sounds")]
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public readonly string CashTickDownNotification = null;
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[Desc("Monetery value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
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public readonly Dictionary<string, int> ResourceValues = new Dictionary<string, int>();
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
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{
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var startingCash = SelectableCash.ToDictionary(c => c.ToString(), c => "$" + c.ToString());
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