Files
OpenRA/mods/cnc/rules/world.yaml
Ashley Newson 2126f3c5a2 Add CnC map generator support
Adds map generator support for CnC (all tilesets), largely on par with
RA.

Most tilesets do not have a complete set of beach templates and
therefore do not support terrain settings involving water. DESERT is the
only tileset supporting water. Unlike in RA, water is not playable space
in CnC (no naval units), so only terrain settings with small bodies of
water are available.

Most changes are configuration (tileset and map generator config), with
just a small number of code changes.
2025-01-20 12:55:36 +02:00

304 lines
6.6 KiB
YAML

^BaseWorld:
AlwaysVisible:
Inherits: ^Palettes
ScreenMap:
ActorMap:
Selection:
ControlGroups:
MusicPlaylist:
VictoryMusic: win1
DefeatMusic: nod_map1
DebugVisualizations:
TerrainRenderer:
TerrainGeometryOverlay:
ShroudRenderer:
ShroudVariants: typea, typeb, typec, typed
FogVariants: typea, typeb, typec, typed
OverrideFullShroud: full
OverrideFullFog: full
Locomotor@FOOT:
Name: foot
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 100
Rough: 89
Road: 111
Bridge: 111
Tiberium: 78
PathingCost: 300
BlueTiberium: 78
PathingCost: 300
Beach: 89
Locomotor@CHEM:
Name: chem
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 100
Rough: 89
Road: 111
Bridge: 111
Tiberium: 100
BlueTiberium: 100
Beach: 89
Locomotor@WHEELED:
Name: wheeled
Crushes: crate
TerrainSpeeds:
Clear: 100
Rough: 63
Road: 125
Bridge: 125
Tiberium: 63
BlueTiberium: 63
Beach: 50
Locomotor@HEAVYWHEELED:
Name: heavywheeled
Crushes: crate, infantry
TerrainSpeeds:
Clear: 100
Rough: 63
Road: 125
Bridge: 125
Tiberium: 63
BlueTiberium: 63
Beach: 50
Locomotor@TRACKED:
Name: tracked
Crushes: wall, crate, infantry
TerrainSpeeds:
Clear: 100
Rough: 88
Road: 125
Bridge: 125
Tiberium: 88
BlueTiberium: 88
Beach: 88
Locomotor@HEAVYTRACKED:
Name: heavytracked
Crushes: wall, heavywall, crate, infantry
TerrainSpeeds:
Clear: 100
Rough: 88
Road: 125
Bridge: 125
Tiberium: 88
BlueTiberium: 88
Beach: 88
Locomotor@NAVAL:
Name: naval
Crushes: crate
TerrainSpeeds:
Water: 100
Locomotor@LANDINGCRAFT:
Name: lcraft
Crushes: crate
TerrainSpeeds:
Clear: 100
Rough: 100
Road: 100
Water: 100
Tiberium: 100
BlueTiberium: 100
Beach: 100
River: 100
Locomotor@CRITTER:
Name: critter
Crushes: crate
TerrainSpeeds:
Clear: 100
Rough: 89
Road: 111
Bridge: 111
Tiberium: 78
BlueTiberium: 78
Beach: 89
Locomotor@VISC:
Name: visc
TerrainSpeeds:
Clear: 100
Rough: 89
Road: 111
Bridge: 111
Tiberium: 100
BlueTiberium: 100
Beach: 89
Faction@Random:
Name: faction-random.name
InternalName: Random
RandomFactionMembers: gdi, nod
Description: faction-random.description
Faction@gdi:
Name: faction-gdi.name
InternalName: gdi
Description: faction-gdi.description
Faction@nod:
Name: faction-nod.name
InternalName: nod
Description: faction-nod.description
ResourceRenderer:
ResourceTypes:
Tiberium:
Sequences: ti1, ti2, ti3, ti4, ti5, ti6, ti7, ti8, ti9, ti10, ti11, ti12
Palette: staticterrain
Name: resource-tiberium
BlueTiberium:
Sequences: bti1, bti2, bti3, bti4, bti5, bti6, bti7, bti8, bti9, bti10, bti11, bti12
Palette: bluetiberium
Name: resource-tiberium
World:
Inherits: ^BaseWorld
ChatCommands:
DevCommands:
DebugVisualizationCommands:
PathFinderOverlay:
AutoSave:
HierarchicalPathFinderOverlay:
PlayerCommands:
HelpCommand:
ScreenShaker:
BuildingInfluence:
LegacyBridgeLayer:
Bridges: bridge1, bridge2, bridge3, bridge4
ProductionQueueFromSelection:
ProductionTabsWidget: PRODUCTION_TABS
SmudgeLayer@SCORCH:
Type: Scorch
Sequence: scorches
SmokeChance: 50
SmokeImage: scorch_flames
SmokeSequences: large_flame, medium_flame, small_flame
MaxSmokeOffsetDistance: 341
SmudgeLayer@CRATER:
Type: Crater
Sequence: craters
SmokeChance: 25
SmokeImage: smoke_m
SmokeSequences: idle
MaxSmokeOffsetDistance: 213
ResourceLayer:
RecalculateResourceDensity: true
ResourceTypes:
Tiberium:
ResourceIndex: 1
TerrainType: Tiberium
AllowedTerrainTypes: Clear, Road
MaxDensity: 12
BlueTiberium:
ResourceIndex: 2
TerrainType: BlueTiberium
AllowedTerrainTypes: Clear, Road
MaxDensity: 12
ResourceClaimLayer:
WarheadDebugOverlay:
CustomTerrainDebugOverlay:
MapCreeps:
CheckboxVisible: False
CheckboxEnabled: True
CheckboxLocked: True
SpawnMapActors:
MapBuildRadius:
AllyBuildRadiusCheckboxDisplayOrder: 4
BuildRadiusCheckboxDisplayOrder: 5
MapOptions:
ShortGameCheckboxDisplayOrder: 2
TechLevelDropdownDisplayOrder: 2
GameSpeedDropdownDisplayOrder: 1
MapStartingLocations:
SeparateTeamSpawnsCheckboxDisplayOrder: 6
CreateMapPlayers:
StartingUnits@mcvonly:
Class: none
ClassName: options-starting-units.mcv-only
Factions: gdi, nod
BaseActor: mcv
StartingUnits@defaultgdia:
Class: light
ClassName: options-starting-units.light-support
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e3,e3,jeep
StartingUnits@defaultnoda:
Class: light
ClassName: options-starting-units.light-support
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e1,e3,e3,bggy
StartingUnits@heavynoda:
Class: heavy
ClassName: options-starting-units.heavy-support
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e3,e3,ltnk,ltnk,ftnk
StartingUnits@heavynodb:
Class: heavy
ClassName: options-starting-units.heavy-support
Factions: nod
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e3,e3,e3,ftnk,ftnk
StartingUnits@heavygdia:
Class: heavy
ClassName: options-starting-units.heavy-support
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e3,e3,jeep,mtnk,mtnk
StartingUnits@heavygdib:
Class: heavy
ClassName: options-starting-units.heavy-support
Factions: gdi
BaseActor: mcv
SupportActors: e1,e1,e1,e1,e1,e2,e2,e2,e3,e3,apc,mtnk
SpawnStartingUnits:
CrateSpawner:
Minimum: 1
Maximum: 6
SpawnInterval: 3000
WaterChance: 0
InitialSpawnDelay: 1500
CheckboxDisplayOrder: 1
PathFinder:
ValidateOrder:
DebugPauseState:
ObjectivesPanel:
PanelName: SKIRMISH_STATS
RadarPings:
LoadWidgetAtGameStart:
ShellmapRoot: MENU_BACKGROUND
ScriptTriggers:
CellTriggerOverlay:
TimeLimitManager:
TimeLimitDisplayOrder: 2
ColorPickerManager:
PreviewActor: fact.colorpicker
PresetColors: F21818, FF7A22, F2BC18, F8D3B3, CDF291, DAF218, 18F26F, 12B572, F279E6, 502048, 391D1D, BA18F2, F218BC, 1821F2, 328DFF, 78DBF8
OrderEffects:
TerrainFlashImage: moveflsh
TerrainFlashSequence: idle
TerrainFlashPalette: moveflash
EditorWorld:
Inherits: ^BaseWorld
Inherits@MapGenerators: ^MapGenerators
EditorActorLayer:
EditorCursorLayer:
EditorResourceLayer:
RecalculateResourceDensity: true
ResourceTypes:
Tiberium:
ResourceIndex: 1
TerrainType: Tiberium
AllowedTerrainTypes: Clear, Road
MaxDensity: 12
BlueTiberium:
ResourceIndex: 2
TerrainType: BlueTiberium
AllowedTerrainTypes: Clear, Road
MaxDensity: 12
LoadWidgetAtGameStart:
EditorActionManager:
BuildableTerrainOverlay:
AllowedTerrainTypes: Clear, Road
MarkerLayerOverlay: