move global defaults to a trait (half done)
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -302,6 +302,7 @@
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<Compile Include="Traits\Activities\Wait.cs" />
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<Compile Include="Traits\CrateAction.cs" />
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<Compile Include="Effects\CrateEffect.cs" />
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<Compile Include="Traits\Defaults\GlobalDefaults.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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@@ -337,4 +338,7 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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<ItemGroup>
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<Folder Include="Traits\Defaults\" />
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</ItemGroup>
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</Project>
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94
OpenRA.Game/Traits/Defaults/GlobalDefaults.cs
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94
OpenRA.Game/Traits/Defaults/GlobalDefaults.cs
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@@ -0,0 +1,94 @@
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using System;
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namespace OpenRA.Traits.Defaults
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{
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class GlobalDefaultsInfo : ITraitInfo
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{
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/* Special Weapons */
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public readonly float GapRegenInterval =0;
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public readonly int BadgerBombCount = 1;
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/* Chrono Side Effects */
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public readonly float QuakeChance = 0;
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public readonly float QuakeDamage = 0; /* percent */
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public readonly float VortexChance = 0;
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public readonly int VortexDamage = 0;
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public readonly int VortexRange = 0;
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public readonly int VortexSpeed = 0;
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/* Repair & Refit */
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public readonly float RefundPercent = 0;
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public readonly float ReloadRate = 0;
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public readonly float RepairPercent = 0;
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public readonly float RepairRate = 0;
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public readonly int RepairStep = 0;
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public readonly float URepairPercent = 0;
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public readonly int URepairStep = 0;
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/* Combat & Damage */
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public readonly float TurboBoost = 1.5f;
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public readonly float BallisticScatter = 0;
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public readonly float ExpSpread = 0;
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public readonly int FireSupress = 0;
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public readonly float HomingScatter = 0;
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public readonly int MaxDamage = 0;
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public readonly int MinDamage = 0;
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public readonly bool OreExplosive = false;
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public readonly bool PlayerAutoCrush = false;
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public readonly bool PlayerReturnFire = false;
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public readonly bool PlayerScatter = false;
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public readonly bool TreeTargeting = false;
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public readonly int Incoming = 0;
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/* Income & Production */
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public readonly float BuildSpeed = 0;
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public readonly float BuildupTime = 0;
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public readonly float OreTruckRate = 0;
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public readonly bool SeparateAircraft = true;
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public readonly float SurvivorRate = 0;
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/* Audo/Visual Map Controls */
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public readonly bool AllyReveal = true;
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public readonly float ConditionRed = 0;
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public readonly float ConditionYellow = 0;
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public readonly int DropZoneRadius = 0;
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public readonly bool EnemyHealth = true;
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public readonly int Gravity = 0;
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public readonly float IdleActionFrequency = 0;
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public readonly float MessageDelay = 0;
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public readonly float MovieTime = 0;
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public readonly bool NamedCivilians = false;
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public readonly float SavourDelay = 0;
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public readonly int SpeakDelay = 0;
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public readonly int TimerWarning = 0;
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public readonly bool FlashLowPower = false;
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/* Computer & Movement Controls */
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public readonly bool CurleyShuffle = false;
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public readonly float BaseBias = 0;
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public readonly float BaseDefenseDelay = 0;
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public readonly float CloseEnough = 0;
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public readonly int DamageDelay = 0;
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public readonly int GameSpeeBias = 0;
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public readonly int LZScanRadius = 0;
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public readonly bool MineAware = false;
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public readonly float Stray = 0;
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public readonly float SubmergeDelay = 0;
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public readonly float SuspendDelay = 0;
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public readonly int SuspendPriority = 0;
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public readonly float TeamDelay = 0;
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public object Create(Actor self) { return new GlobalDefaults(self); }
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}
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public class GlobalDefaults
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{
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Actor self;
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public GlobalDefaults (Actor self)
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{
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this.self = self;
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}
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}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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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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@@ -29,6 +29,7 @@ namespace OpenRA.Traits
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{
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public class ShroudInfo : ITraitInfo
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{
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public readonly int ShroudRate = 0;
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public object Create(Actor self) { return new Shroud(self, this); }
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}
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