chrono uses traitinfo rather than general rules

This commit is contained in:
Chris Forbes
2010-01-24 13:07:09 +13:00
parent 311bb670a2
commit 6b84d102cd
3 changed files with 4 additions and 28 deletions

View File

@@ -18,17 +18,7 @@ namespace OpenRa.GameRules
public readonly string WoodCrate = null;
/* Special Weapons */
public readonly int ChronoDuration = 0;
public readonly bool ChronoKillCargo = true;
[Obsolete] public readonly int ChronoTechLevel = -1;
[Obsolete] public readonly int GPSTechLevel = -1;
public readonly int GapRadius = 0;
public readonly float GapRegenInterval =0;
public readonly float IronCurtain = 0; /* minutes */
[Obsolete] public readonly int ParaTech = -1;
[Obsolete] public readonly int ParabombTech = -1;
public readonly int RadarJamRadius = 1;
[Obsolete] public readonly int SpyPlaneTech = -1;
public readonly int BadgerBombCount = 1;
/* Chrono Side Effects */
@@ -54,9 +44,7 @@ namespace OpenRa.GameRules
public readonly int AVMineDamage = 0;
public readonly int AtomDamage = 0;
public readonly float BallisticScatter = 0;
public readonly int BridgeStrength = 0;
public readonly float C4Delay = 0;
public readonly float Crush = 0;
public readonly float ExpSpread = 0;
public readonly int FireSupress = 0;
public readonly float HomingScatter = 0;
@@ -66,7 +54,6 @@ namespace OpenRa.GameRules
public readonly bool PlayerAutoCrush = false;
public readonly bool PlayerReturnFire = false;
public readonly bool PlayerScatter = false;
public readonly float ProneDamage = 0;
public readonly bool TreeTargeting = false;
public readonly int Incoming = 0;

View File

@@ -46,12 +46,14 @@ namespace OpenRa.Traits
if (!self.Owner.Shroud.IsExplored(order.TargetLocation))
return;
var info = self.Owner.PlayerActor.Info.Traits.Get<ChronoshiftPowerInfo>();
// Set up return-to-sender info
chronoshiftOrigin = self.Location;
chronoshiftReturnTicks = (int)(Rules.General.ChronoDuration * 60 * 25);
chronoshiftReturnTicks = (int)(info.Duration * 60 * 25);
// Kill cargo
if (Rules.General.ChronoKillCargo && self.traits.Contains<Cargo>())
if (info.KillCargo && self.traits.Contains<Cargo>())
{
var cargo = self.traits.Get<Cargo>();
while (!cargo.IsEmpty(self))

View File

@@ -22,17 +22,7 @@ WoodCrate=Money ; solo play wood crate bonus
; This section probably dies --chrisf
; special weapons
ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location
ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted?
ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect
GPSTechLevel=8 ; tech level at which GPS satelite becomes available
GapRadius=10 ; radius of gap generator (cells)
GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts
ParaTech=5 ; tech level when free para-infantry appears from airstrip
ParabombTech=8 ; tech level that parabomb appears free with airfield
RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective
SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip
BadgerBombCount=1 ; number of badgers used to drop parabombs
; Chrono side effects
@@ -58,9 +48,7 @@ APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes
AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
@@ -70,7 +58,6 @@ OreExplosive=no ; Does the harvester explode big time when destroyed?
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
TreeTargeting=no ; Automatically show target cursor when over trees?
Incoming=10 ; If an incoming projectile is as slow or slower than this, then
; object in the target location will try to run away. Grenades and