mirror of
https://github.com/electronicarts/CnC_Remastered_Collection
synced 2024-05-05 21:02:33 +12:00
e37e174be1
Initial commit of C&C Remastered Map Editor code
77 lines
4 KiB
C#
77 lines
4 KiB
C#
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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namespace MobiusEditor.RedAlert
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{
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public static class ActionTypes
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{
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public const string TACTION_NONE = "None";
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public const string TACTION_WIN = "Winner is...";
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public const string TACTION_LOSE = "Loser is...";
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public const string TACTION_BEGIN_PRODUCTION = "Production Begins";
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public const string TACTION_CREATE_TEAM = "Create Team...";
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public const string TACTION_DESTROY_TEAM = "Destroy All Teams";
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public const string TACTION_ALL_HUNT = "All to Hunt...";
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public const string TACTION_REINFORCEMENTS = "Reinforcement (team)...";
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public const string TACTION_DZ = "Drop Zone Flare (waypoint)...";
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public const string TACTION_FIRE_SALE = "Fire Sale...";
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public const string TACTION_PLAY_MOVIE = "Play Movie...";
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public const string TACTION_TEXT_TRIGGER = "Text Trigger (ID num)...";
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public const string TACTION_DESTROY_TRIGGER = "Destroy Trigger...";
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public const string TACTION_AUTOCREATE = "Autocreate Begins...";
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public const string TACTION_WINLOSE = "";
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public const string TACTION_ALLOWWIN = "Allow Win";
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public const string TACTION_REVEAL_ALL = "Reveal all map";
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public const string TACTION_REVEAL_SOME = "Reveal around waypoint...";
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public const string TACTION_REVEAL_ZONE = "Reveal zone of waypoint...";
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public const string TACTION_PLAY_SOUND = "Play sound effect...";
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public const string TACTION_PLAY_MUSIC = "Play music theme...";
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public const string TACTION_PLAY_SPEECH = "Play speech...";
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public const string TACTION_FORCE_TRIGGER = "Force Trigger...";
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public const string TACTION_START_TIMER = "Timer Start";
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public const string TACTION_STOP_TIMER = "Timer Stop";
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public const string TACTION_ADD_TIMER = "Timer Extend (1/10th min)...";
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public const string TACTION_SUB_TIMER = "Timer Shorten (1/10th min)...";
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public const string TACTION_SET_TIMER = "Timer Set (1/10th min)...";
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public const string TACTION_SET_GLOBAL = "Global Set...";
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public const string TACTION_CLEAR_GLOBAL = "Global Clear...";
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public const string TACTION_BASE_BUILDING = "Auto Base Building...";
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public const string TACTION_CREEP_SHADOW = "Grow shroud one 'step'";
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public const string TACTION_DESTROY_OBJECT = "Destroy attached building";
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public const string TACTION_1_SPECIAL = "Add 1-time special weapon...";
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public const string TACTION_FULL_SPECIAL = "Add repeating special weapon...";
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public const string TACTION_PREFERRED_TARGET = "Preferred target...";
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public const string TACTION_LAUNCH_NUKES = "Launch Nukes";
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private static readonly string[] Types;
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static ActionTypes()
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{
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Types =
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(from field in typeof(ActionTypes).GetFields(BindingFlags.Static | BindingFlags.Public)
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where field.IsLiteral && !field.IsInitOnly && typeof(string).IsAssignableFrom(field.FieldType)
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select field.GetValue(null) as string).ToArray();
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}
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public static IEnumerable<string> GetTypes()
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{
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return Types;
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}
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}
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}
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