embed the previously manually edited outdated documentation

from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
This commit is contained in:
Matthias Mailänder
2013-03-20 21:19:15 +01:00
parent 8226fd21f9
commit c731a7960e
38 changed files with 178 additions and 35 deletions

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@@ -16,8 +16,15 @@ using OpenRA.Traits;
namespace OpenRA
{
//TODO: This is not exported into the documentation yet.
[Desc("A unit/building inside the game. Every rules starts with one and adds trait to it.\n" +
"\t# Special actors like world or player are usually defined in system.yaml and effect everything.")]
public class ActorInfo
{
[Desc("The actor name can be anything, but the sprites used in the Render*: traits default to this one.\n" +
"\t# Also if you add an ^ in front of the name, the engine will recognize this as a collection of traits\n" +
"\t# that can be inherited by others (using Inherits:) and not a real unit." +
"\t# You can remove inherited traits by adding a - infront of them as in -TraitName: to inherit everything, but this trait.")]
public readonly string Name;
public readonly TypeDictionary Traits = new TypeDictionary();

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@@ -18,21 +18,35 @@ namespace OpenRA.GameRules
{
public class WarheadInfo
{
public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
[Desc("Distance (in pixels) from the explosion center at which damage is 1/2.")]
public readonly int Spread = 1;
[FieldLoader.LoadUsing( "LoadVersus" )]
public readonly Dictionary<string, float> Versus; // damage vs each armortype
public readonly bool Ore = false; // can this damage ore?
public readonly string Explosion = null; // explosion effect to use
public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
public readonly string[] SmudgeType = { }; // type of smudge to apply
public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
public readonly int InfDeath = 1; // infantry death animation to use
public readonly string ImpactSound = null; // sound to play on impact
public readonly string WaterImpactSound = null; // sound to play on impact with water
public readonly int Damage = 0; // how much (raw) damage to deal
public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
[Desc("Damage vs each armortype. 0% = can't target.")]
public readonly Dictionary<string, float> Versus;
[Desc("Can this damage ore?")]
public readonly bool Ore = false;
[Desc("Explosion effect to use.")]
public readonly string Explosion = null;
[Desc("Explosion effect on hitting water (usually a splash).")]
public readonly string WaterExplosion = null;
[Desc("Type of smudge to apply to terrain.")]
public readonly string[] SmudgeType = { };
[Desc("Size of the explosion. provide 2 values for a ring effect (outer/inner).")]
public readonly int[] Size = { 0, 0 };
[Desc("Infantry death animation to use")]
public readonly int InfDeath = 1;
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("Sound to play on impact with water")]
public readonly string WaterImpactSound = null;
[Desc("How much (raw) damage to deal")]
public readonly int Damage = 0;
[Desc("Delay in ticks before dealing the damage, 0 = instant (old model).")]
public readonly int Delay = 0;
[Desc("Which damage model to use.")]
public readonly DamageModel DamageModel = DamageModel.Normal;
[Desc("Whether we should prevent prone response for infantry.")]
public readonly bool PreventProne = false;
public float EffectivenessAgainst(Actor self)
{
@@ -87,6 +101,7 @@ namespace OpenRA.GameRules
{
public readonly float Range = 0;
public readonly string[] Report = null;
[Desc("Rate of Fire")]
public readonly int ROF = 1;
public readonly int Burst = 1;
public readonly bool Charges = false;

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@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
nv += 4;
if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
throw new InvalidOperationException("Terrain sprites span multiple sheets");
throw new InvalidOperationException("Terrain sprites span multiple sheets. Try increasing Game.Settings.Graphics.SheetSize.");
}
vertexBuffer = Game.Renderer.Device.CreateVertexBuffer( vertices.Length );

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@@ -12,11 +12,13 @@ using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class RenderSimpleInfo : ITraitInfo
{
[Desc("Defaults to the actor name.")]
public readonly string Image = null;
public readonly string Palette = null;
public readonly string PlayerPalette = "player";

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@@ -18,9 +18,11 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
{
[Desc("Deliver the unit in production via skylift.")]
public class ProductionAirdropInfo : ProductionInfo
{
public readonly string ReadyAudio = "Reinforce";
[Desc("Cargo aircraft used.")]
[ActorReference] public readonly string ActorType = "c17";
public override object Create(ActorInitializer init) { return new ProductionAirdrop(this); }

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@@ -8,10 +8,12 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Tag trait for SupplyTruck: actors.")]
class AcceptsSuppliesInfo : TraitInfo<AcceptsSupplies> {}
class AcceptsSupplies {}

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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.RA
public abstract class AttackBaseInfo : ITraitInfo
{
[WeaponReference]
[Desc("Has to be defined here and in weapons.yaml.")]
public readonly string PrimaryWeapon = null;
[WeaponReference]
public readonly string SecondaryWeapon = null;

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@@ -10,9 +10,13 @@
using System;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Give the unit a \"heal-weapon\".\n" +
"\t# It conflicts with any other weapon or Attack*: trait because it will hurt friendlies during the\n" +
"\t# heal process then. It also won't work with buildings (use RepairsUnits: for them).")]
public class AttackMedicInfo : AttackFrontalInfo
{
public override object Create( ActorInitializer init ) { return new AttackMedic( init.self, this ); }

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@@ -10,9 +10,11 @@
using System.Linq;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Used together with AttackMedic: to make the healer do it's job automatically to nearby units.")]
class AutoHealInfo : TraitInfo<AutoHeal>, Requires<AttackBaseInfo> { }
class AutoHeal : INotifyIdle

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@@ -8,14 +8,17 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
using System.Drawing;
using System.Linq;
namespace OpenRA.Mods.RA
{
[Desc("The actor will automatically engage the enemy when it is in range.")]
public class AutoTargetInfo : ITraitInfo, Requires<AttackBaseInfo>
{
[Desc("It will try to hunt down the enemy if it is not set to defend.")]
public readonly bool AllowMovement = true;
public readonly int ScanRadius = -1;
public readonly UnitStance InitialStance = UnitStance.AttackAnything;
@@ -128,7 +131,7 @@ namespace OpenRA.Mods.RA
}
}
}
[Desc("Will not get automatically targeted by enemy (like walls)")]
class AutoTargetIgnoreInfo : TraitInfo<AutoTargetIgnore> { }
class AutoTargetIgnore { }
}

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@@ -9,10 +9,11 @@
#endregion
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
/* tag trait for "bases": mcv/fact */
[Desc("Tag trait for construction yard and MCVs. Used by the cycle bases hotkey to identify actors.")]
public class BaseBuildingInfo : TraitInfo<BaseBuilding> { }
public class BaseBuilding { }
}

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@@ -16,14 +16,19 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
[Desc("Remove this trait to limit base-walking by cheap or defensive buildings.")]
public class GivesBuildableAreaInfo : TraitInfo<GivesBuildableArea> {}
public class GivesBuildableArea {}
public class BuildingInfo : ITraitInfo, UsesInit<LocationInit>
{
[Desc("If negative, it will drain power, if positive, it will provide power.")]
public readonly int Power = 0;
[Desc("Where you are allowed to place the building (Water, Clear, ...)")]
public readonly string[] TerrainTypes = {};
[Desc("The range to the next building it can be constructed. Set it higher for walls.")]
public readonly int Adjacent = 2;
[Desc("x means space it blocks, _ is a part that is passable by actors (like bridges).")]
public readonly string Footprint = "x";
public readonly int2 Dimensions = new int2(1, 1);

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@@ -8,12 +8,12 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
// allow a nonstandard build time value for a cnc classic mod
[Desc("Overrides the build time calculated by actor value.")]
public class CustomBuildTimeValueInfo : TraitInfo<CustomBuildTimeValue>
{
public readonly int Value = 0;

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@@ -8,13 +8,12 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
// allow a nonstandard sell/repair value to avoid
// buy-sell exploits like c&c's PROC.
[Desc("Allow a non-standard sell/repair value to avoid buy-sell exploits.")]
public class CustomSellValueInfo : TraitInfo<CustomSellValue>
{
public readonly int Value = 0;

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@@ -8,12 +8,15 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA.Buildings
{
[Desc("Place the second actor in line to build more of the same at once (used for walls).")]
public class LineBuildInfo : TraitInfo<LineBuild>
{
[Desc("The maximum allowed length of the line.")]
public readonly int Range = 5;
}

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@@ -11,9 +11,11 @@
using System;
using OpenRA.Mods.RA.Effects;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA.Buildings
{
[Desc("Building can be repaired by the repair button.")]
public class RepairableBuildingInfo : ITraitInfo, Requires<HealthInfo>
{
public readonly int RepairPercent = 20;

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@@ -10,18 +10,22 @@
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
using OpenRA.Mods.RA.Buildings;
namespace OpenRA.Mods.RA
{
[Desc("This actor can be captured by a unit with Captures: trait.")]
public class CapturableInfo : ITraitInfo
{
public readonly string Type = "building";
public readonly bool AllowAllies = false;
public readonly bool AllowNeutral = true;
public readonly bool AllowEnemies = true;
public readonly int CaptureCompleteTime = 10; // seconds
[Desc("Seconds it takes to change the owner.\n" +
"\t# It stays neutral during this period. You might want to add a CapturableBar: trait, too.")]
public readonly int CaptureCompleteTime = 10;
public object Create(ActorInitializer init) { return new Capturable(this); }
}

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@@ -10,10 +10,12 @@
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Visualize the remaining CaptureCompleteTime from Capturable: trait.")]
class CapturableBarInfo : ITraitInfo, Requires<CapturableInfo>
{
public object Create(ActorInitializer init) { return new CapturableBar(init.self); }

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@@ -10,15 +10,22 @@
using OpenRA.Traits;
using OpenRA.Mods.RA.Effects;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Let's the object generate cash in a set periodic time.")]
class CashTricklerInfo : ITraitInfo
{
[Desc("Amount of money to give each time.")]
public readonly int Period = 50;
[Desc("Number of ticks to wait between giving money.")]
public readonly int Amount = 15;
[Desc("Whether to show the cash tick indicators (+$15 rising from actor).")]
public readonly bool ShowTicks = true;
[Desc("How long the cash tick indicator should be shown for.")]
public readonly int TickLifetime = 30;
[Desc("Pixels/tick upward movement of the cash tick indicator.")]
public readonly int TickVelocity = 1;
public object Create (ActorInitializer init) { return new CashTrickler(this); }

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@@ -13,6 +13,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Traits;
@@ -29,6 +30,7 @@ namespace OpenRA.Mods.RA.Effects
public readonly string Trail = null;
public readonly float Inaccuracy = 0;
public readonly string Image = null;
[Desc("Rate of Turning")]
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
public readonly bool TurboBoost = false;

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@@ -13,12 +13,19 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Player recives a unit for free once the building is placed. This also works for structures.\n" +
"\t # If you want more then one unit to appear copy this section and assign IDs like FreeActor@2, ...")]
public class FreeActorInfo : ITraitInfo
{
[ActorReference]
[Desc("Name of actor (HARV for refineries)")]
public readonly string Actor = null;
[Desc("What the unit should start doing. Warning: If this is no harvester\n" +
"\t # it will break, when you add FindResources here.")]
public readonly string InitialActivity = null;
[Desc("Offset relative to structure-center in 2D (e.g. 1, 2)")]
public readonly int2 SpawnOffset = int2.Zero;
[Desc("Which direction the unit should face.")]
public readonly int Facing = 0;
public object Create( ActorInitializer init ) { return new FreeActor(init, this); }

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@@ -20,6 +20,7 @@ namespace OpenRA.Mods.RA
{
public class GainsExperienceInfo : ITraitInfo, Requires<ValuedInfo>
{
[Desc("XP requirements for each level, as multiples of our own cost.")]
public readonly float[] CostThreshold = { 2, 4, 8, 16 };
public readonly float[] FirepowerModifier = { 1.1f, 1.15f, 1.2f, 1.5f };
public readonly float[] ArmorModifier = { 1.1f, 1.2f, 1.3f, 1.5f };

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@@ -11,14 +11,19 @@
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Effects;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("You get money for playing this actor.")]
class GivesBountyInfo : TraitInfo<GivesBounty>
{
[Desc("Calculated by Cost or CustomSellValue so they have to be set to avoid crashes.")]
public readonly int Percentage = 10;
[Desc("Higher ranked units give higher bounties.")]
public readonly int LevelMod = 125;
[Desc("Destroying creeps and enemies is rewarded.")]
public readonly Stance[] Stances = {Stance.Neutral, Stance.Enemy};
}

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@@ -8,11 +8,16 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class GivesExperienceInfo : TraitInfo<GivesExperience> { public readonly int Experience = -1; }
class GivesExperienceInfo : TraitInfo<GivesExperience>
{
[Desc("if -1, use the value of the unit cost.")]
public readonly int Experience = -1;
}
class GivesExperience : INotifyKilled
{

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@@ -9,6 +9,7 @@
#endregion
using System.Collections.Generic;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
@@ -16,8 +17,10 @@ namespace OpenRA.Mods.RA
public class LimitedAmmoInfo : ITraitInfo
{
public readonly int Ammo = 0;
[Desc("Defaults to value in Ammo.")]
public readonly int PipCount = 0;
public readonly int ReloadTicks = 25 * 2; // This is measured in ticks
[Desc("Time to reload measured in ticks.")]
public readonly int ReloadTicks = 25 * 2;
public object Create(ActorInitializer init) { return new LimitedAmmo(this); }
}

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@@ -18,17 +18,22 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Move
{
[Desc("Unit is able to move.")]
public class MobileInfo : ITraitInfo, IFacingInfo, UsesInit<FacingInit>, UsesInit<LocationInit>, UsesInit<SubCellInit>
{
[FieldLoader.LoadUsing("LoadSpeeds")]
[Desc("Set Water: 0 for ground units and lower the value on rough terrain.")]
public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
[Desc("e.g. crate, wall, infantry")]
public readonly string[] Crushes;
public readonly int WaitAverage = 60;
public readonly int WaitSpread = 20;
public readonly int InitialFacing = 128;
[Desc("Rate of Turning")]
public readonly int ROT = 255;
public readonly int Speed = 1;
public readonly bool OnRails = false;
[Desc("Allow multiple (infantry) units in one cell.")]
public readonly bool SharesCell = false;
public readonly int Altitude;

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@@ -13,13 +13,24 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.\n" +
"\t# Will only work together with the Production: trait on the actor that actually does the production.\n" +
"\t# You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
{
[Desc("If you build more actors of the same type, \n" +
"\t# the same queue will get it's build time lowered for every actor produced there.")]
public readonly bool SpeedUp = false;
[Desc("Everytime another production building of the same queue is\n" +
"\t# contructed, the build time of all actors in the queue\n" +
"\t#get divided by this value.")]
public readonly int BuildTimeSpeedUpDivisor = 2;
[Desc("You can still build more production buildings\n" +
"\t# than this value, but the build time won't increase further.")]
public readonly int MaxBuildTimeReductionSteps = 6;
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }

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@@ -13,21 +13,41 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.\n" +
"\t# If one builds another actor of this type, he will get a separate queue to create two actors\n" +
"\t# at the same time. Will only work together with the Production: trait.")]
public class ProductionQueueInfo : ITraitInfo
{
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
[Desc("This value is used to translate the unit cost into build time.")]
public float BuildSpeedModifier = 0.4f;
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[Desc("Notification played when production is complete.\n" +
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = "UnitReady";
[Desc("Notification played when you can't train another unit\n" +
"\t# when the build limit exceeded or the exit is jammed.\n" +
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = "NoBuild";
[Desc("Notification played when user clicks on the build palette icon.\n" +
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = "Training";
[Desc("Notification played when player right-clicks\n" +
"\t# on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = "OnHold";
[Desc("Notification played when player right-clicks\n" +
"\t# on a build palette icon that is already on hold.\n" +
"\t# The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = "Cancelled";
public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }

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@@ -11,10 +11,12 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.RA.Orders;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Used together with ClassicProductionQueue.")]
class PrimaryBuildingInfo : TraitInfo<PrimaryBuilding> { }
class PrimaryBuilding : IIssueOrder, IResolveOrder, ITags
@@ -54,7 +56,7 @@ namespace OpenRA.Mods.RA
return;
}
// THIS IS SHIT
// TODO: THIS IS SHIT
// Cancel existing primaries
foreach (var p in self.Info.Traits.Get<ProductionInfo>().Produces)
foreach (var b in self.World

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@@ -18,13 +18,16 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("This unit has access to build queues.")]
public class ProductionInfo : ITraitInfo
{
[Desc("e.g. Infantry, Vehicles, Aircraft, Buildings")]
public readonly string[] Produces = { };
public virtual object Create(ActorInitializer init) { return new Production(this); }
}
[Desc("Where the unit should leave the building. Multiples are allowed if IDs are added: Exit@2, ...")]
public class ExitInfo : TraitInfo<Exit>
{
public readonly int2 SpawnOffset = int2.Zero; // in px relative to CenterLocation

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@@ -10,10 +10,12 @@
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Visualizes the remaining build time of actor produced here.")]
class ProductionBarInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new ProductionBar( init.self ); }

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@@ -9,10 +9,12 @@
#endregion
using System.Collections.Generic;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Used to waypoint units after production or repair is finished.")]
public class RallyPointInfo : ITraitInfo
{
public readonly int[] RallyPoint = { 1, 3 };

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@@ -8,13 +8,17 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Unit will reload its limited ammo itself.")]
public class ReloadsInfo : ITraitInfo, Requires<LimitedAmmoInfo>
{
[Desc("How much ammo is reloaded after a certain period.")]
public readonly int Count = 0;
[Desc("How long it takes to do so.")]
public readonly int Period = 50;
public object Create(ActorInitializer init) { return new Reloads(init.self, this); }

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@@ -12,9 +12,11 @@ using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Render;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.RA
{
[Desc("Building can be sold")]
public class SellableInfo : TraitInfo<Sellable>
{
public readonly int RefundPercent = 50;

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@@ -9,12 +9,14 @@
#endregion
using System.Collections.Generic;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class StoresOreInfo : ITraitInfo
{
[Desc("Number of little squares used to display how filled unit is.")]
public readonly int PipCount = 0;
public readonly PipType PipColor = PipType.Yellow;
public readonly int Capacity = 0;

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@@ -13,12 +13,15 @@ using System.Drawing;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Orders;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("Donate money to building if it has the AcceptSupplies: trait.")]
class SupplyTruckInfo : ITraitInfo
{
[Desc("The amount of cash the owner of the building recieves.")]
public readonly int Payload = 500;
public object Create(ActorInitializer init) { return new SupplyTruck(this); }
}

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@@ -8,21 +8,26 @@
*/
#endregion
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
[Desc("How much the unit is worth.")]
public class ValuedInfo : TraitInfo<Valued>
{
[Desc("Used in production, but also for bounties so remember to set it > 0 even for NPCs.")]
public readonly int Cost = 0;
}
public class Valued { }
[Desc("Shown in the build palette widget.")]
public class TooltipInfo : ITraitInfo
{
public readonly string Description = "";
public readonly string Name = "";
[Desc("Defaults to actor name + icon suffix.")]
public readonly string Icon = null;
public virtual object Create(ActorInitializer init) { return new Tooltip(init.self, this); }

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@@ -492,7 +492,7 @@ namespace OpenRA.Utility
Rules.LoadRules(Game.modData.Manifest, new Map());
Console.WriteLine("## Documentation");
Console.WriteLine("This documentation is aimed at modders and contributers of OpenRA. Please do not edit it directly, but add new `[Desc(\"String\")]` tags to the source code. This file has been automatically generated on {0}.\n", DateTime.Now);
Console.WriteLine("This documentation is aimed at modders and contributers of OpenRA. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new `[Desc(\"String\")]` tags to the source code. This file has been automatically generated on {0}. Type `make docs` to create a new one and put it on https://github.com/OpenRA/OpenRA/wiki/Traits afterwards. A copy of this is compiled to HTML and shipped with every release during the automated packaging process.\n", DateTime.Now);
Console.WriteLine("```yaml\n\n");
foreach(var t in Game.modData.ObjectCreator.GetTypesImplementing<ITraitInfo>())
@@ -502,23 +502,21 @@ namespace OpenRA.Utility
var traitName = t.Name.Replace("Info","");
var traitDesc = t.GetCustomAttributes<DescAttribute>(false).Select(a => a.Description).FirstOrDefault();
if (string.IsNullOrEmpty(traitDesc))
traitDesc = "Trait documentation is missing.";
if (!string.IsNullOrEmpty(traitDesc))
traitDesc = " # {0}".F(traitDesc);
Console.WriteLine("\t{0}: # {1}", traitName, traitDesc);
Console.WriteLine("\t{0}:{1}", traitName, traitDesc);
var liveTraitInfo = Game.modData.ObjectCreator.CreateBasic(t);
foreach(var f in t.GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy))
{
var fieldDesc = f.GetCustomAttributes<DescAttribute>(true).Select(a => a.Description).FirstOrDefault();
if (string.IsNullOrEmpty(fieldDesc))
fieldDesc = "No description provided.";
if (!string.IsNullOrEmpty(fieldDesc))
fieldDesc = ", {0}".F(fieldDesc);
var fieldType = NiceTypeName(f.FieldType);
var defaultValue = FieldSaver.SaveField(liveTraitInfo, f.Name).Value.Value;
if (string.IsNullOrEmpty(defaultValue))
defaultValue = "";
Console.WriteLine("\t\t{0}: {2} # Type: {1}, {3}", f.Name, fieldType, defaultValue, fieldDesc);
Console.WriteLine("\t\t{0}: {2} # Type: {1}{3}", f.Name, fieldType, defaultValue, fieldDesc);
}
}
Console.WriteLine("\n```");