Exemple #1
0
void C4SWeather::CompileFunc(StdCompiler *pComp)
{
	pComp->Value(mkNamingAdapt(Climate,                 "Climate",               C4SVal(50,10), true));
	pComp->Value(mkNamingAdapt(StartSeason,             "StartSeason",           C4SVal(50,50), true));
	pComp->Value(mkNamingAdapt(YearSpeed,               "YearSpeed",               C4SVal(50)));
	pComp->Value(mkNamingAdapt(Wind,                    "Wind",                  C4SVal(0,70,-100,+100), true));
	pComp->Value(mkNamingAdapt(NoGamma,                 "NoGamma",               true));
}
Exemple #2
0
void C4SPlrStart::CompileFunc(StdCompiler *pComp)
  {
  pComp->Value(mkNamingAdapt(mkC4IDAdapt(NativeCrew), "StandardCrew",          C4ID_None));
  pComp->Value(mkNamingAdapt(Crew,                    "Clonks",                C4SVal(1, 0, 1, 10), true));
  pComp->Value(mkNamingAdapt(Wealth,                  "Wealth",                C4SVal(0, 0, 0,250), true));
  pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position"           ));
  pComp->Value(mkNamingAdapt(EnforcePosition,         "EnforcePosition",       0));
  pComp->Value(mkNamingAdapt(ReadyCrew,               "Crew",                  C4IDList()));
  pComp->Value(mkNamingAdapt(ReadyBase,               "Buildings",             C4IDList()));
  pComp->Value(mkNamingAdapt(ReadyVehic,              "Vehicles",              C4IDList()));
  pComp->Value(mkNamingAdapt(ReadyMaterial,           "Material",              C4IDList()));
  pComp->Value(mkNamingAdapt(BuildKnowledge,          "Knowledge",             C4IDList()));
  pComp->Value(mkNamingAdapt(HomeBaseMaterial,        "HomeBaseMaterial",      C4IDList()));
  pComp->Value(mkNamingAdapt(HomeBaseProduction,      "HomeBaseProduction",    C4IDList()));
  pComp->Value(mkNamingAdapt(Magic,                   "Magic",                 C4IDList()));
  }
Exemple #3
0
void C4SPlrStart::CompileFunc(StdCompiler *pComp)
{
	C4IDList crewDefault;
	crewDefault.SetIDCount(C4ID::Clonk,1,true);
	pComp->Value(mkNamingAdapt(Wealth,                  "Wealth",                C4SVal(0, 0, 0,250), true));
	pComp->Value(mkNamingAdapt(mkArrayAdaptDM(Position,-1), "Position"           ));
	pComp->Value(mkNamingAdapt(EnforcePosition,         "EnforcePosition",       0));
	pComp->Value(mkNamingAdapt(ReadyCrew,               "Crew",                  crewDefault));
	pComp->Value(mkNamingAdapt(ReadyBase,               "Buildings",             C4IDList()));
	pComp->Value(mkNamingAdapt(ReadyVehic,              "Vehicles",              C4IDList()));
	pComp->Value(mkNamingAdapt(ReadyMaterial,           "Material",              C4IDList()));
	pComp->Value(mkNamingAdapt(BuildKnowledge,          "Knowledge",             C4IDList()));
	pComp->Value(mkNamingAdapt(BaseMaterial,        "BaseMaterial",      C4IDList()));
	pComp->Value(mkNamingAdapt(BaseProduction,      "BaseProduction",    C4IDList()));
}
Exemple #4
0
void C4SWeather::CompileFunc(StdCompiler *pComp)
  {
  pComp->Value(mkNamingAdapt(Climate,                 "Climate",               C4SVal(50,10), true));
  pComp->Value(mkNamingAdapt(StartSeason,             "StartSeason",           C4SVal(50,50), true));
  pComp->Value(mkNamingAdapt(YearSpeed,               "YearSpeed",               C4SVal(50)));
  pComp->Value(mkNamingAdapt(Rain,                    "Rain",                  C4SVal()));
  pComp->Value(mkNamingAdapt(Wind,                    "Wind",                  C4SVal(0,70,-100,+100), true));
  pComp->Value(mkNamingAdapt(Lightning,               "Lightning",             C4SVal()));
  pComp->Value(mkNamingAdapt(mkStringAdaptMA(Precipitation),"Precipitation",   "Water"));
  pComp->Value(mkNamingAdapt(NoGamma,                 "NoGamma",               TRUE));
  }
Exemple #5
0
void C4SLandscape::CompileFunc(StdCompiler *pComp)
{
	pComp->Value(mkNamingAdapt(ExactLandscape,          "ExactLandscape",        false));
	pComp->Value(mkNamingAdapt(Vegetation,              "Vegetation",            C4IDList()));
	pComp->Value(mkNamingAdapt(VegLevel,                "VegetationLevel",       C4SVal(50,30,0,100), true));
	pComp->Value(mkNamingAdapt(InEarth,                 "InEarth",               C4IDList()));
	pComp->Value(mkNamingAdapt(InEarthLevel,            "InEarthLevel",          C4SVal(50,0,0,100), true));
	pComp->Value(mkNamingAdapt(mkStringAdaptMA(SkyDef), "Sky",                   ""));
	pComp->Value(mkNamingAdapt(mkArrayAdaptDM(SkyDefFade,0),"SkyFade"            ));
	pComp->Value(mkNamingAdapt(BottomOpen,              "BottomOpen",            0));
	pComp->Value(mkNamingAdapt(TopOpen,                 "TopOpen",               1));
	pComp->Value(mkNamingAdapt(LeftOpen,                "LeftOpen",              0));
	pComp->Value(mkNamingAdapt(RightOpen,               "RightOpen",             0));
	pComp->Value(mkNamingAdapt(AutoScanSideOpen,        "AutoScanSideOpen",      true));
	pComp->Value(mkNamingAdapt(MapWdt,                  "MapWidth",              C4SVal(100,0,64,250), true));
	pComp->Value(mkNamingAdapt(MapHgt,                  "MapHeight",             C4SVal(50,0,40,250), true));
	pComp->Value(mkNamingAdapt(MapZoom,                 "MapZoom",               C4SVal(8,0,5,15), true));
	pComp->Value(mkNamingAdapt(Amplitude,               "Amplitude",             C4SVal(0)));
	pComp->Value(mkNamingAdapt(Phase,                   "Phase",                 C4SVal(50)));
	pComp->Value(mkNamingAdapt(Period,                  "Period",                C4SVal(15)));
	pComp->Value(mkNamingAdapt(Random,                  "Random",                C4SVal(0)));
	pComp->Value(mkNamingAdapt(mkStringAdaptMA(Material),"Material",             "Earth"));
	pComp->Value(mkNamingAdapt(mkStringAdaptMA(Liquid), "Liquid",                "Water"));
	pComp->Value(mkNamingAdapt(LiquidLevel,             "LiquidLevel",           C4SVal()));
	pComp->Value(mkNamingAdapt(MapPlayerExtend,         "MapPlayerExtend",       0));
	pComp->Value(mkNamingAdapt(Layers,                  "Layers",                C4NameList()));
	pComp->Value(mkNamingAdapt(Gravity,                 "Gravity",               C4SVal(100,0,10,200), true));
	pComp->Value(mkNamingAdapt(NoScan,                  "NoScan",                false));
	pComp->Value(mkNamingAdapt(KeepMapCreator,          "KeepMapCreator",        false));
	pComp->Value(mkNamingAdapt(SkyScrollMode,           "SkyScrollMode",         0));
	pComp->Value(mkNamingAdapt(MaterialZoom,            "MaterialZoom",          4));
	pComp->Value(mkNamingAdapt(FlatChunkShapes,         "FlatChunkShapes",       false));
}
Exemple #6
0
void C4SDisasters::CompileFunc(StdCompiler *pComp)
  {
  pComp->Value(mkNamingAdapt(Meteorite,               "Meteorite",             C4SVal()));
  pComp->Value(mkNamingAdapt(Volcano,                 "Volcano",               C4SVal()));
  pComp->Value(mkNamingAdapt(Earthquake,              "Earthquake",            C4SVal()));  
  }