LegacyRules is dead. Long live.. yaml?
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@@ -59,7 +59,7 @@ namespace OpenRA.FileFormats
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public class Manifest
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{
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public readonly string[]
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Folders, Packages, LegacyRules, Rules,
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Folders, Packages, Rules,
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Sequences, Chrome, Assemblies, ChromeLayout,
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Weapons, Voices, Terrain;
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@@ -71,7 +71,6 @@ namespace OpenRA.FileFormats
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Folders = YamlList(yaml, "Folders");
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Packages = YamlList(yaml, "Packages");
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LegacyRules = YamlList(yaml, "LegacyRules");
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Rules = YamlList(yaml, "Rules");
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Sequences = YamlList(yaml, "Sequences");
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Chrome = YamlList(yaml, "Chrome");
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@@ -28,7 +28,6 @@ namespace OpenRA
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{
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public static class Rules
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{
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public static IniFile AllRules;
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public static TechTree TechTree;
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public static Dictionary<string, ActorInfo> Info;
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@@ -38,10 +37,6 @@ namespace OpenRA
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public static void LoadRules(string map, Manifest m)
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{
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var legacyRules = m.LegacyRules.Reverse().ToList();
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legacyRules.Insert(0, map);
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AllRules = new IniFile(legacyRules.Select(a => FileSystem.Open(a)).ToArray());
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Log.Write("Using rules files: ");
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foreach (var y in m.Rules)
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Log.Write(" -- {0}", y);
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@@ -1,7 +1,24 @@
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using System;
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace OpenRA.Traits.Render
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{
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@@ -20,8 +20,6 @@
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using System;
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using OpenRA.Graphics;
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using System.Collections.Generic;
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using OpenRA.FileFormats;
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namespace OpenRA.Traits
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{
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@@ -6,9 +6,6 @@ Packages:
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mods/aftermath/packages/expand2.mix
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mods/aftermath/packages/hires1.mix
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LegacyRules:
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mods/aftermath/aftermathUnits.ini: OpenRA patches
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Rules:
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mods/aftermath/rules.yaml: OpenRA actorinfos
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@@ -1,16 +0,0 @@
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; The bare minimum rules required for the game to run
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; The linecount of this file should reduce to zero as we port things to traits
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[General]
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ConditionRed=25% ; when damaged to this percentage, health bar turns red
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ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
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RefundPercent=50% ; percent of original cost to refund when building/unit is sold
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RepairRate=.016 ; minutes between applying repair step
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URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
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URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
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BuildSpeed=.1 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
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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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@@ -16,9 +16,6 @@ Packages:
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mods/cnc/packages/winter.mix
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mods/cnc/packages/desert.mix
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LegacyRules:
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mods/cnc/minimal.ini: Minimal rules definitions
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Rules:
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mods/cnc/defaults.yaml: Basic stuff
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mods/cnc/system.yaml: Player and world actors
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@@ -2,8 +2,6 @@
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Packages:
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LegacyRules:
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Rules:
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mods/ra-ng/crate-drop.yaml
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mods/ra-ng/defense-queue.yaml
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@@ -20,9 +20,6 @@ Packages:
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snow.mix
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interior.mix
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LegacyRules:
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mods/ra/rules.ini
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Rules:
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mods/ra/defaults.yaml: Basic stuff
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mods/ra/rules.yaml: OpenRA actorinfos
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@@ -1,90 +0,0 @@
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; RULES.INI
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; If placed in game directory, it will override built in values. Values to be used as multipliers
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; or percentages can be specified as either a simple floating point number (embed ".") or as a
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; conventional percentage number (append "%"). Values used as cell distances or time delays
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; are specified as simple floating point number. Distance values are expressed in cells. Time
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; values are expressed in minutes.
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[General]
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; special weapons
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GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
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BadgerBombCount=1 ; number of badgers used to drop parabombs
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; Chrono side effects
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QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
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QuakeDamage=33% ; percentage damage to inflict when time quake occurs
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VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
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VortexDamage=200 ; damage inflicted by vortex discharge
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VortexRange=10 ; scan for victims up to this distance away [in cells]
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VortexSpeed=10 ; speed of vortex movement
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; repair and refit
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RefundPercent=50% ; percent of original cost to refund when building/unit is sold
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ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters
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RepairPercent=20% ; percent cost to fully repair as ratio of full cost
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RepairRate=.016 ; minutes between applying repair step
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RepairStep=7 ; hit points to heal per repair 'tick' for buildings
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URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
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URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
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; combat and damage
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TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
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BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
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C4Delay=.03 ; minutes to delay after placing C4 before building will explode
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ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
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FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
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HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
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MaxDamage=1000 ; maximum damage (after adjustments) per shot
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MinDamage=1 ; minimum damage (after adjustments) per shot
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OreExplosive=no ; Does the harvester explode big time when destroyed?
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PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
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PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
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PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
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TreeTargeting=no ; Automatically show target cursor when over trees?
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Incoming=10 ; If an incoming projectile is as slow or slower than this, then
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; object in the target location will try to run away. Grenades and
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; parachute bombs have this characteristic.
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; income and production
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BuildSpeed=.4 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
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BuildupTime=.06 ; average minutes that building build-up animation runs
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OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
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SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
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SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
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; audio/visual map controls
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AllyReveal=yes ; Allies automatically reveal radar maps to each other?
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ConditionRed=25% ; when damaged to this percentage, health bar turns red
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ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
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DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
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EnemyHealth=yes ; Show enemy health bar graph when selected?
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Gravity=3 ; gravity constant for ballistic projectiles
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IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
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MessageDelay=.6 ; time duration of multiplayer messages displayed over map
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MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
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NamedCivilians=no ; Show true names over civilians and civilian buildings?
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SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
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ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
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SpeakDelay=2 ; minutes between EVA repeating advice to the player
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TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
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FlashLowPower=yes ; Flash the power bar when power is low?
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; computer and movement controls
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CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
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BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
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BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
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CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
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DamageDelay=1 ; minutes between applying trivial structure damage when low on power
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GameSpeeBias=1 ; multiplier to overall game object movement speed
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LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
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MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
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Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
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SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
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SuspendDelay=2 ; minutes that suspended teams will remain suspended
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SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
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TeamDelay=.6 ; interval between checking for and creating teams
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; misc
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FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
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LowPowerSlowdown=3
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