Begin splitting power into its own trait; incomplete and non-working.

This commit is contained in:
Paul Chote
2010-09-18 14:12:38 +12:00
parent 0330ef2b9e
commit ce9caec291
13 changed files with 195 additions and 120 deletions

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5"> <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -227,6 +227,7 @@
<Compile Include="Graphics\CursorProvider.cs" /> <Compile Include="Graphics\CursorProvider.cs" />
<Compile Include="Traits\Player\TechTree.cs" /> <Compile Include="Traits\Player\TechTree.cs" />
<Compile Include="Traits\Player\ClassicProductionQueue.cs" /> <Compile Include="Traits\Player\ClassicProductionQueue.cs" />
<Compile Include="Traits\Player\PowerManager.cs" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj"> <ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -15,7 +15,7 @@ using OpenRA.FileFormats;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo> public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>, ITraitPrerequisite<PlayerResourcesInfo>
{ {
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); } public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
} }

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@@ -45,17 +45,53 @@ namespace OpenRA.Traits
public int OreCapacity; public int OreCapacity;
[Sync] [Sync]
public int DisplayOre; public int DisplayOre;
public float GetSiloFullness() { return (float)Ore / OreCapacity; }
public void GiveOre(int num)
{
Ore += num;
if (Ore > OreCapacity)
{
nextSiloAdviceTime = 0;
Ore = OreCapacity;
}
}
[Sync] public bool TakeOre(int num)
public int PowerProvided; {
[Sync] if (Ore < num) return false;
public int PowerDrained; Ore -= num;
return true;
}
public void GiveCash(int num)
{
Cash += num;
}
public bool TakeCash(int num)
{
if (Cash + Ore < num) return false;
// Spend ore before cash
Ore -= num;
if (Ore < 0)
{
Cash += Ore;
Ore = 0;
}
return true;
}
const float displayCashFracPerFrame = .07f; const float displayCashFracPerFrame = .07f;
const int displayCashDeltaPerFrame = 37; const int displayCashDeltaPerFrame = 37;
int nextSiloAdviceTime = 0; int nextSiloAdviceTime = 0;
void TickOre(Actor self) public void Tick(Actor self)
{ {
OreCapacity = self.World.Queries.OwnedBy[Owner].WithTrait<IStoreOre>() OreCapacity = self.World.Queries.OwnedBy[Owner].WithTrait<IStoreOre>()
.Sum(a => a.Trait.Capacity); .Sum(a => a.Trait.Capacity);
@@ -102,91 +138,5 @@ namespace OpenRA.Traits
Sound.PlayToPlayer(self.Owner, eva.CashTickDown); Sound.PlayToPlayer(self.Owner, eva.CashTickDown);
} }
} }
int nextPowerAdviceTime = 0;
void TickPower()
{
var oldBalance = PowerProvided - PowerDrained;
PowerProvided = 0;
PowerDrained = 0;
var myBuildings = Owner.World.Queries.OwnedBy[Owner].WithTrait<Building>();
foreach (var a in myBuildings)
{
var q = a.Trait.GetPowerUsage();
if (q > 0)
PowerProvided += q;
else
PowerDrained -= q;
}
if (PowerProvided - PowerDrained < 0)
if (PowerProvided - PowerDrained != oldBalance)
nextPowerAdviceTime = 0;
if (--nextPowerAdviceTime <= 0)
{
if (PowerProvided - PowerDrained < 0)
Owner.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
nextPowerAdviceTime = AdviceInterval;
}
}
public PowerState GetPowerState()
{
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
public float GetSiloFullness() { return (float)Ore / OreCapacity; }
public void GiveOre(int num)
{
Ore += num;
if (Ore > OreCapacity)
{
nextSiloAdviceTime = 0;
Ore = OreCapacity;
}
}
public bool TakeOre(int num)
{
if (Ore < num) return false;
Ore -= num;
return true;
}
public void GiveCash(int num)
{
Cash += num;
}
public bool TakeCash(int num)
{
if (Cash + Ore < num) return false;
// Spend ore before cash
Ore -= num;
if (Ore < 0)
{
Cash += Ore;
Ore = 0;
}
return true;
}
public void Tick(Actor self)
{
TickPower();
TickOre(self);
}
} }
} }

View File

@@ -0,0 +1,108 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Linq;
using System.Collections.Generic;
namespace OpenRA.Traits
{
public class PowerManagerInfo : ITraitInfo
{
public readonly int AdviceInterval = 250;
public object Create(ActorInitializer init) { return new PowerManager(init, this); }
}
public class PowerManager : ITick
{
PowerManagerInfo Info;
Player Player;
Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
[Sync] int totalProvided;
public int PowerProvided { get { return totalProvided; } }
[Sync] int totalDrained;
public int PowerDrained { get { return totalDrained; } }
public PowerManager(ActorInitializer init, PowerManagerInfo info)
{
Info = info;
Player = init.self.Owner;
init.world.ActorAdded += ActorAdded;
init.world.ActorRemoved += ActorRemoved;
}
public void ActorAdded(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
UpdateTotals();
}
public void UpdateActor(Actor a, int newPower)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain[a] = newPower;
UpdateTotals();
}
public void ActorRemoved(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain.Remove(a);
UpdateTotals();
}
void UpdateTotals()
{
foreach (var p in PowerDrain.Values)
{
if (p > 0)
totalProvided += p;
else
totalDrained -= p;
}
}
int nextPowerAdviceTime = 0;
bool wasLowPower = false;
public void Tick(Actor self)
{
var lowPower = totalProvided < totalDrained;
if (lowPower && !wasLowPower)
nextPowerAdviceTime = 0;
wasLowPower = lowPower;
if (--nextPowerAdviceTime <= 0)
{
if (lowPower)
Player.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
nextPowerAdviceTime = Info.AdviceInterval;
}
}
public PowerState GetPowerState()
{
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
}
}

View File

@@ -26,6 +26,8 @@ namespace OpenRA.Traits
{ {
public readonly Actor self; public readonly Actor self;
public ProductionQueueInfo Info; public ProductionQueueInfo Info;
readonly PowerManager PlayerPower;
readonly PlayerResources PlayerResources;
// TODO: sync these // TODO: sync these
// A list of things we are currently building // A list of things we are currently building
@@ -38,7 +40,9 @@ namespace OpenRA.Traits
{ {
this.self = self; this.self = self;
this.Info = info; this.Info = info;
PlayerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
var ttc = playerActor.Trait<TechTree>(); var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type)) foreach (var a in AllBuildables(Info.Type))
@@ -119,7 +123,7 @@ namespace OpenRA.Traits
FinishProduction(); FinishProduction();
} }
if( Queue.Count > 0 ) if( Queue.Count > 0 )
Queue[ 0 ].Tick( self.Owner ); Queue[ 0 ].Tick( PlayerResources, PlayerPower );
} }
public void ResolveOrder( Actor self, Order order ) public void ResolveOrder( Actor self, Order order )
@@ -249,7 +253,6 @@ namespace OpenRA.Traits
public bool Paused = false, Done = false; public bool Paused = false, Done = false;
public Action OnComplete; public Action OnComplete;
int slowdown = 0; int slowdown = 0;
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete) public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
@@ -264,7 +267,7 @@ namespace OpenRA.Traits
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost); Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
} }
public void Tick(Player player) public void Tick(PlayerResources pr, PowerManager pm)
{ {
if (Done) if (Done)
{ {
@@ -274,7 +277,7 @@ namespace OpenRA.Traits
if (Paused) return; if (Paused) return;
if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal) if (pm.GetPowerState() != PowerState.Normal)
{ {
if (--slowdown <= 0) if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown; slowdown = Queue.Info.LowPowerSlowdown;
@@ -283,7 +286,7 @@ namespace OpenRA.Traits
} }
var costThisFrame = RemainingCost / RemainingTime; var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return; if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame; RemainingCost -= costThisFrame;
RemainingTime -= 1; RemainingTime -= 1;
if (RemainingTime > 0) return; if (RemainingTime > 0) return;

View File

@@ -12,7 +12,7 @@ using System.Linq;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo> public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>
{ {
public readonly bool RequiresPower = true; public readonly bool RequiresPower = true;
public readonly bool OneShot = false; public readonly bool OneShot = false;
@@ -52,12 +52,14 @@ namespace OpenRA.Traits
bool notifiedCharging; bool notifiedCharging;
bool notifiedReady; bool notifiedReady;
readonly PowerManager PlayerPower;
public SupportPower(Actor self, SupportPowerInfo info) public SupportPower(Actor self, SupportPowerInfo info)
{ {
Info = info; Info = info;
RemainingTime = TotalTime; RemainingTime = TotalTime;
Self = self; Self = self;
Owner = self.Owner; Owner = self.Owner;
PlayerPower = self.Trait<PowerManager>();
effectivePrereq = Info.Prerequisites effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant()).ToArray(); .Select(a => a.ToLowerInvariant()).ToArray();
@@ -98,7 +100,7 @@ namespace OpenRA.Traits
bool IsPowered() bool IsPowered()
{ {
if (effectivePrereq.Count() == 0) if (effectivePrereq.Count() == 0)
return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal; return PlayerPower.GetPowerState() == PowerState.Normal;
// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded // Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
var buildings = TechTree.GatherBuildings(Owner); var buildings = TechTree.GatherBuildings(Owner);

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@@ -32,6 +32,8 @@ namespace OpenRA.Mods.RA
int ticks; int ticks;
Player p; Player p;
PlayerResources playerResources; PlayerResources playerResources;
PowerManager playerPower;
int2 baseCenter; int2 baseCenter;
XRandom random = new XRandom(); //we do not use the synced random number generator. XRandom random = new XRandom(); //we do not use the synced random number generator.
@@ -70,6 +72,7 @@ namespace OpenRA.Mods.RA
enabled = true; enabled = true;
playerResources = p.PlayerActor.Trait<PlayerResources>(); playerResources = p.PlayerActor.Trait<PlayerResources>();
playerPower = p.PlayerActor.Trait<PowerManager>();
} }
int GetPowerProvidedBy(ActorInfo building) int GetPowerProvidedBy(ActorInfo building)
@@ -90,7 +93,7 @@ namespace OpenRA.Mods.RA
{ {
var buildableThings = queue.BuildableItems(); var buildableThings = queue.BuildableItems();
if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */ if (playerPower.PowerProvided <= playerPower.PowerDrained * 1.2) /* try to maintain 20% excess power */
{ {
/* find the best thing we can build which produces power */ /* find the best thing we can build which produces power */
var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0) var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0)

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@@ -33,7 +33,8 @@ namespace OpenRA.Mods.RA
{ {
readonly Actor self; readonly Actor self;
readonly OreRefineryInfo Info; readonly OreRefineryInfo Info;
readonly PlayerResources Player; readonly PlayerResources PlayerResources;
readonly PowerManager PlayerPower;
List<Actor> LinkedHarv; List<Actor> LinkedHarv;
[Sync] [Sync]
@@ -45,7 +46,9 @@ namespace OpenRA.Mods.RA
{ {
this.self = self; this.self = self;
Info = info; Info = info;
Player = self.Owner.PlayerActor.Trait<PlayerResources> (); PlayerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
LinkedHarv = new List<Actor> (); LinkedHarv = new List<Actor> ();
} }
@@ -63,7 +66,7 @@ namespace OpenRA.Mods.RA
public void GiveOre (int amount) public void GiveOre (int amount)
{ {
if (!Info.LocalStorage) if (!Info.LocalStorage)
Player.GiveOre(amount); PlayerResources.GiveOre(amount);
else else
{ {
Ore += amount; Ore += amount;
@@ -80,14 +83,14 @@ namespace OpenRA.Mods.RA
if (--nextProcessTime <= 0) { if (--nextProcessTime <= 0) {
// Convert resources to cash // Convert resources to cash
int amount = Math.Min (Ore, Info.ProcessAmount); int amount = Math.Min (Ore, Info.ProcessAmount);
amount = Math.Min (amount, Player.OreCapacity - Player.Ore); amount = Math.Min (amount, PlayerResources.OreCapacity - PlayerResources.Ore);
if (amount > 0) if (amount > 0)
{ {
Ore -= amount; Ore -= amount;
Player.GiveOre (amount); PlayerResources.GiveOre (amount);
} }
nextProcessTime = (Player.GetPowerState() == PowerState.Normal)? nextProcessTime = (PlayerPower.GetPowerState() == PowerState.Normal)?
Info.ProcessTick : Info.LowPowerProcessTick ; Info.ProcessTick : Info.LowPowerProcessTick ;
} }
} }

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@@ -20,14 +20,16 @@ namespace OpenRA.Mods.RA
class RequiresPower : IDisable class RequiresPower : IDisable
{ {
readonly Actor self; readonly Actor self;
readonly PowerManager power;
public RequiresPower( Actor self ) public RequiresPower( Actor self )
{ {
this.self = self; this.self = self;
power = self.Owner.PlayerActor.Trait<PowerManager>();
} }
public bool Disabled public bool Disabled
{ {
get { return (self.Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal); } get { return (power.GetPowerState() != PowerState.Normal); }
} }
} }
} }

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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Widgets
public readonly string BuildPaletteOpen = "bleep13.aud"; public readonly string BuildPaletteOpen = "bleep13.aud";
public readonly string BuildPaletteClose = "bleep13.aud"; public readonly string BuildPaletteClose = "bleep13.aud";
public readonly string TabClick = "ramenu1.aud"; public readonly string TabClick = "ramenu1.aud";
public BuildPaletteWidget() : base() { } public BuildPaletteWidget() : base() { }
public override void Initialize() public override void Initialize()
@@ -449,11 +449,12 @@ namespace OpenRA.Mods.RA.Widgets
p.ToInt2() + new int2(5, 5), Color.White); p.ToInt2() + new int2(5, 5), Color.White);
var resources = pl.PlayerActor.Trait<PlayerResources>(); var resources = pl.PlayerActor.Trait<PlayerResources>();
var power = pl.PlayerActor.Trait<PowerManager>();
DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5), DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5),
(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red )); (resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
var lowpower = resources.GetPowerState() != PowerState.Normal; var lowpower = power.GetPowerState() != PowerState.Normal;
var time = CurrentQueue.GetBuildTime(info.Name) var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1); * ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White); DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
@@ -461,7 +462,7 @@ namespace OpenRA.Mods.RA.Widgets
var bi = info.Traits.GetOrDefault<BuildingInfo>(); var bi = info.Traits.GetOrDefault<BuildingInfo>();
if (bi != null) if (bi != null)
DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20), DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20),
((resources.PowerProvided - resources.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red); ((power.PowerProvided - power.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
p += new int2(5, 35); p += new int2(5, 35);
if (!canBuildThis) if (!canBuildThis)

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@@ -29,11 +29,11 @@ namespace OpenRA.Mods.RA.Widgets
{ {
powerCollection = "power-" + world.LocalPlayer.Country.Race; powerCollection = "power-" + world.LocalPlayer.Country.Race;
var resources = world.LocalPlayer.PlayerActor.Trait<PlayerResources>(); var power = world.LocalPlayer.PlayerActor.Trait<PowerManager>();
// Nothing to draw // Nothing to draw
if (resources.PowerProvided == 0 if (power.PowerProvided == 0
&& resources.PowerDrained == 0) && power.PowerDrained == 0)
return; return;
// Draw bar horizontally // Draw bar horizontally
@@ -41,18 +41,18 @@ namespace OpenRA.Mods.RA.Widgets
var barEnd = barStart + new float2(powerSize.Width, 0); var barEnd = barStart + new float2(powerSize.Width, 0);
float powerScaleBy = 100; float powerScaleBy = 100;
var maxPower = Math.Max(resources.PowerProvided, resources.PowerDrained); var maxPower = Math.Max(power.PowerProvided, power.PowerDrained);
while (maxPower >= powerScaleBy) powerScaleBy *= 2; while (maxPower >= powerScaleBy) powerScaleBy *= 2;
// Current power supply // Current power supply
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerProvided / powerScaleBy); var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerProvided / powerScaleBy);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f); lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y); float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen; var color = Color.LimeGreen;
if (resources.GetPowerState() == PowerState.Low) if (power.GetPowerState() == PowerState.Low)
color = Color.Orange; color = Color.Orange;
if (resources.GetPowerState() == PowerState.Critical) if (power.GetPowerState() == PowerState.Critical)
color = Color.Red; color = Color.Red;
var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black); var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Widgets
// Power usage indicator // Power usage indicator
var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator"); var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator");
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerDrained / powerScaleBy); var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerDrained / powerScaleBy);
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f); lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1); float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1);

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@@ -31,6 +31,7 @@ Player:
SelectTargetSound: select1.aud SelectTargetSound: select1.aud
UnitType: a10 UnitType: a10
ConquestVictoryConditions: ConquestVictoryConditions:
PowerManager:
PlayerResources: PlayerResources:
InitialCash: 5000 InitialCash: 5000
ActorGroupProxy: ActorGroupProxy:

View File

@@ -92,6 +92,7 @@ Player:
SelectTargetSound: slcttgt1.aud SelectTargetSound: slcttgt1.aud
FlareType: flare FlareType: flare
ConquestVictoryConditions: ConquestVictoryConditions:
PowerManager:
PlayerResources: PlayerResources:
InitialCash: 5000 InitialCash: 5000
ActorGroupProxy: ActorGroupProxy: