CnC_Remastered_Collection/CnCTDRAMapEditor/RedAlert/EventTypes.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

73 lines
3.8 KiB
C#

//
// 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 EventTypes
{
public const string TEVENT_NONE = "None";
public const string TEVENT_PLAYER_ENTERED = "Entered by...";
public const string TEVENT_SPIED = "Spied by...";
public const string TEVENT_THIEVED = "Thieved by...";
public const string TEVENT_DISCOVERED = "Discovered by player";
public const string TEVENT_HOUSE_DISCOVERED = "House Discovered...";
public const string TEVENT_ATTACKED = "Attacked by anybody";
public const string TEVENT_DESTROYED = "Destroyed by anybody";
public const string TEVENT_ANY = "Any Event";
public const string TEVENT_UNITS_DESTROYED = "Destroyed, Units, All...";
public const string TEVENT_BUILDINGS_DESTROYED = "Destroyed, Buildings, All...";
public const string TEVENT_ALL_DESTROYED = "Destroyed, All...";
public const string TEVENT_CREDITS = "Credits exceed (x100)...";
public const string TEVENT_TIME = "Elapsed Time (1/10th min)...";
public const string TEVENT_MISSION_TIMER_EXPIRED = "Mission Timer Expired";
public const string TEVENT_NBUILDINGS_DESTROYED = "Destroyed, Buildings, #...";
public const string TEVENT_NUNITS_DESTROYED = "# Destroyed, Units, #...";
public const string TEVENT_NOFACTORIES = "No Factories left";
public const string TEVENT_EVAC_CIVILIAN = "Civilians Evacuated";
public const string TEVENT_BUILD = "Build Building Type...";
public const string TEVENT_BUILD_UNIT = "Build Unit Type...";
public const string TEVENT_BUILD_INFANTRY = "Build Infantry Type...";
public const string TEVENT_BUILD_AIRCRAFT = "Build Aircraft Type...";
public const string TEVENT_LEAVES_MAP = "Leaves map (team)...";
public const string TEVENT_ENTERS_ZONE = "Zone Entry by...";
public const string TEVENT_CROSS_HORIZONTAL = "Crosses Horizontal Line...";
public const string TEVENT_CROSS_VERTICAL = "Crosses Vertical Line...";
public const string TEVENT_GLOBAL_SET = "Global is set...";
public const string TEVENT_GLOBAL_CLEAR = "Global is clear...";
public const string TEVENT_FAKES_DESTROYED = "Destroyed, Fakes, All...";
public const string TEVENT_LOW_POWER = "Low Power...";
public const string TEVENT_ALL_BRIDGES_DESTROYED = "All bridges destroyed";
public const string TEVENT_BUILDING_EXISTS = "Building exists...";
private static readonly string[] Types;
static EventTypes()
{
Types =
(from field in typeof(EventTypes).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<string> GetTypes()
{
return Types;
}
}
}