Expose default UI labels and tooltips to yaml.
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@@ -18,6 +18,14 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Controls the game speed, tech level, and short game lobby options.")]
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public class MapOptionsInfo : ITraitInfo, ILobbyOptions, IRulesetLoaded
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{
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[Translate]
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[Desc("Descriptive label for the short game checkbox in the lobby.")]
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public readonly string ShortGameLabel = "Short Game";
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[Translate]
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[Desc("Tooltip description for the short game checkbox in the lobby.")]
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public readonly string ShortGameDescription = "Players are defeated when their bases are destroyed";
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[Desc("Default value of the short game checkbox in the lobby.")]
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public readonly bool ShortGameEnabled = true;
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@@ -30,6 +38,14 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Display order for the short game checkbox in the lobby.")]
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public readonly int ShortGameDisplayOrder = 0;
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[Translate]
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[Desc("Descriptive label for the tech level option in the lobby.")]
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public readonly string TechLevelLabel = "Tech Level";
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[Translate]
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[Desc("Tooltip description for the tech level option in the lobby.")]
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public readonly string TechLevelDescription = "Change the units and abilities at your disposal";
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[Desc("Default tech level.")]
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public readonly string TechLevel = "unrestricted";
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@@ -42,6 +58,14 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Display order for the tech level option in the lobby.")]
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public readonly int TechLevelDisplayOrder = 0;
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[Translate]
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[Desc("Tooltip description for the game speed option in the lobby.")]
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public readonly string GameSpeedLabel = "Game Speed";
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[Translate]
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[Desc("Description of the game speed option in the lobby.")]
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public readonly string GameSpeedDescription = "Change the rate at which time passes";
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[Desc("Default game speed.")]
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public readonly string GameSpeed = "default";
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@@ -56,27 +80,22 @@ namespace OpenRA.Mods.Common.Traits
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(Ruleset rules)
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{
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yield return new LobbyBooleanOption("shortgame", "Short Game", "Players are defeated when their bases are destroyed",
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ShortGameVisible, ShortGameDisplayOrder,
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ShortGameEnabled, ShortGameLocked);
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yield return new LobbyBooleanOption("shortgame", ShortGameLabel, ShortGameDescription,
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ShortGameVisible, ShortGameDisplayOrder, ShortGameEnabled, ShortGameLocked);
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var techLevels = rules.Actors["player"].TraitInfos<ProvidesTechPrerequisiteInfo>()
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.ToDictionary(t => t.Id, t => t.Name);
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if (techLevels.Any())
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yield return new LobbyOption("techlevel", "Tech Level", "Change the units and abilities at your disposal",
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TechLevelVisible, TechLevelDisplayOrder,
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new ReadOnlyDictionary<string, string>(techLevels),
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TechLevel, TechLevelLocked);
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yield return new LobbyOption("techlevel", TechLevelLabel, TechLevelDescription, TechLevelVisible, TechLevelDisplayOrder,
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new ReadOnlyDictionary<string, string>(techLevels), TechLevel, TechLevelLocked);
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var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>().Speeds
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.ToDictionary(s => s.Key, s => s.Value.Name);
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// NOTE: The server hardcodes special-case logic for this option id
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yield return new LobbyOption("gamespeed", "Game Speed", "Change the rate at which time passes",
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GameSpeedVisible, GameSpeedDisplayOrder,
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new ReadOnlyDictionary<string, string>(gameSpeeds),
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GameSpeed, GameSpeedLocked);
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yield return new LobbyOption("gamespeed", GameSpeedLabel, GameSpeedDescription, GameSpeedVisible, GameSpeedDisplayOrder,
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new ReadOnlyDictionary<string, string>(gameSpeeds), GameSpeed, GameSpeedLocked);
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}
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void IRulesetLoaded<ActorInfo>.RulesetLoaded(Ruleset rules, ActorInfo info)
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