// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code is free // software: you can redistribute it and/or modify it under the terms of // the GNU General Public License as published by the Free Software Foundation, // either version 3 of the License, or (at your option) any later version. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection using System.Collections.Generic; using System.Linq; using System.Reflection; namespace MobiusEditor.RedAlert { public static class ActionTypes { public const string TACTION_NONE = "None"; public const string TACTION_WIN = "Winner is..."; public const string TACTION_LOSE = "Loser is..."; public const string TACTION_BEGIN_PRODUCTION = "Production Begins"; public const string TACTION_CREATE_TEAM = "Create Team..."; public const string TACTION_DESTROY_TEAM = "Destroy All Teams"; public const string TACTION_ALL_HUNT = "All to Hunt..."; public const string TACTION_REINFORCEMENTS = "Reinforcement (team)..."; public const string TACTION_DZ = "Drop Zone Flare (waypoint)..."; public const string TACTION_FIRE_SALE = "Fire Sale..."; public const string TACTION_PLAY_MOVIE = "Play Movie..."; public const string TACTION_TEXT_TRIGGER = "Text Trigger (ID num)..."; public const string TACTION_DESTROY_TRIGGER = "Destroy Trigger..."; public const string TACTION_AUTOCREATE = "Autocreate Begins..."; public const string TACTION_WINLOSE = ""; public const string TACTION_ALLOWWIN = "Allow Win"; public const string TACTION_REVEAL_ALL = "Reveal all map"; public const string TACTION_REVEAL_SOME = "Reveal around waypoint..."; public const string TACTION_REVEAL_ZONE = "Reveal zone of waypoint..."; public const string TACTION_PLAY_SOUND = "Play sound effect..."; public const string TACTION_PLAY_MUSIC = "Play music theme..."; public const string TACTION_PLAY_SPEECH = "Play speech..."; public const string TACTION_FORCE_TRIGGER = "Force Trigger..."; public const string TACTION_START_TIMER = "Timer Start"; public const string TACTION_STOP_TIMER = "Timer Stop"; public const string TACTION_ADD_TIMER = "Timer Extend (1/10th min)..."; public const string TACTION_SUB_TIMER = "Timer Shorten (1/10th min)..."; public const string TACTION_SET_TIMER = "Timer Set (1/10th min)..."; public const string TACTION_SET_GLOBAL = "Global Set..."; public const string TACTION_CLEAR_GLOBAL = "Global Clear..."; public const string TACTION_BASE_BUILDING = "Auto Base Building..."; public const string TACTION_CREEP_SHADOW = "Grow shroud one 'step'"; public const string TACTION_DESTROY_OBJECT = "Destroy attached building"; public const string TACTION_1_SPECIAL = "Add 1-time special weapon..."; public const string TACTION_FULL_SPECIAL = "Add repeating special weapon..."; public const string TACTION_PREFERRED_TARGET = "Preferred target..."; public const string TACTION_LAUNCH_NUKES = "Launch Nukes"; private static readonly string[] Types; static ActionTypes() { Types = (from field in typeof(ActionTypes).GetFields(BindingFlags.Static | BindingFlags.Public) where field.IsLiteral && !field.IsInitOnly && typeof(string).IsAssignableFrom(field.FieldType) select field.GetValue(null) as string).ToArray(); } public static IEnumerable GetTypes() { return Types; } } }