ActionConstants.c
class UAQuantityConsumedclass UATimeSpentclass UAMaxDistancesclass UAItemsSpreadRadiusclass UASoftSkillsWeightclass UADamageAppliedclass UAWaterTypeclass UAMiscclass UAFishingConstants
/**@class Constants for Quantity Consumed by action per action
*/
class UAQuantityConsumed
{
const float DEFAULT = 1;
const float DISINFECT = 10;
const float EAT_SMALL = 10;
const float EAT_NORMAL = 15;
const float EAT_BIG = 25;
const float FILL_LIQUID = 200;
const float FILL_SNOW = 100;
const float POUR_LIQUID = 100;
const float DRAIN_LIQUID = 100;
const float DRINK = 65;
const float BLOOD = 50;
const float SALINE = 100;
const float FUEL = 500;
const float FIREPLACE_EXTINGUISHER = 200;
const float FIREPLACE_LIQUID = 100;
const float GARDEN_FERTILIZE = 10;
const float GARDEN_WATER = 150;
const float GARDEN_DISINFECT_PLANT = 0.06;
};
/**@class Constants for Time spent while doing action
*/
class UATimeSpent
{
const float DEFAULT = 1;
const float DEFAULT_PICK = 1.5;
const float DEFAULT_FILL = 8;
const float DEFAULT_SORT = 2;
const float DEFAULT_CONSTRUCT = 5;
const float DEFAULT_DECONSTRUCT = 15;
const float DEFAULT_REPAIR_CYCLE = 5;
const float DEFAULT_DESTROY = 60;
const float DEFAULT_PLACE = 0;
const float DEFAULT_DEPLOY = 5;
const float DEFAULT_CRAFT = 6;
const float DEFAULT_DECRAFT = 5;
const float DEFAULT_HARVEST = 5;
const float BANDAGE = 4;
const float ADD_FUEL_TO_TORCH = 4;
const float APPLY_SPLINT = 10;
const float SEW_WOUNDS = 2;
const float SEW_CUTS = 8;
const float COLLECT_BLOOD = 10;
const float COLLECT_SAMPLE = 3;
const float TEST_BLOOD = 3;
const float DEFIBRILATE = 3;
const float INJECT = 3;
const float MEASURE_TEMP = 12;
const float CHECK_PULSE = 5;
const float COVER_HEAD = 0.5;
const float RESTRAIN = 10;
const float UNRESTRAIN = 20;
const float SHAVE = 12.75;
const float SKIN = 10;
const float BASEBUILDING_CONSTRUCT_FAST = 5;
const float BASEBUILDING_CONSTRUCT_MEDIUM = 7.5;
const float BASEBUILDING_CONSTRUCT_SLOW = 10;
const float BASEBUILDING_DECONSTRUCT_FAST = 10;
const float BASEBUILDING_DECONSTRUCT_MEDIUM = 12;
const float BASEBUILDING_DECONSTRUCT_SLOW = 15;
const float BASEBUILDING_REPAIR_FAST = 3;
const float BASEBUILDING_REPAIR_MEDIUM = 5;
const float BASEBUILDING_REPAIR_SLOW = 10;
const float PUSH_BOAT = 6;
const float PUSH_CAR = 10;
const float DRINK_POND = 2.0;
const float DRINK_WELL = 3.5;
const float DIG_GARDEN = 4;
const float DIG_STASH = 10;
const float DIG_WORMS = 10;
const float BURY_ASHES = 6;
const float BURY_BODY = 12;
const float LOCK = 2;
const float UNLOCK = 2;
const float UNPACK = 2;
const float WASH_HANDS = 3;
const float WRING = 8;
const float DISARM_MINE = 15;
const float DISARM_EXPLOSIVE_REMOTE_PAIRED = 6;
const float DISARM_EXPLOSIVE_REMOTE_UNPAIRED = 12;
const float MAG_EMPTY = 0.5;
const float MAG_LOAD = 0.5;
const float FIREPLACE_IGNITE = 4;
//const float FIREPLACE_HANDDRILL = 8;
const float SALINE = 2;
const float BLOOD = 2;
const float START_ENGINE = 0.5;
//const float INFINITE = -1;
const float EXPLOSIVE_ARM = 6;
};
/**@class Constants for maximal Distances where from the action can be done
*/
class UAMaxDistances
{
const float SMALL = 1.3;
const float DEFAULT = 2.0;
const float REPAIR = 3.0;
const float LARGE = 8.0;
const float LADDERS = 1.3;
const float BASEBUILDING = 20;
const float BASEBUILDING_SHORT = 1.0;
const float EXPLOSIVE_REMOTE_ACTIVATION = 100.0;
};
/**@class Constants for spread of created items. Mostly for actions
*/
class UAItemsSpreadRadius
{
const float PRECISE = 0.0;
const float VERY_NARROW = 0.2;
const float NARROW = 0.35;
const float DEFAULT = 0.5;
const float WIDE = 1;
}
/**@class Constants for specialty weight and type
*/
class UASoftSkillsWeight
{
const float ROUGH_LOW = 0.01;
const float ROUGH_MEDIUM = 0.02;
const float ROUGH_HIGH = 0.03;
const float PRECISE_LOW = -0.01;
const float PRECISE_MEDIUM = -0.02;
const float PRECISE_HIGH = -0.03;
};
/**@class Constants for damage values that are applied to item when using certain action
*/
class UADamageApplied
{
const float BUILD = 4;
const float DISMANTLE = 8;
const float REPAIR = 3;
const float DESTROY = 25;
const float SAW_LOCK = 150;
const float SKINNING = 10;
const float SAW_PLANKS = 4;
const float DEFUSE_TOOLS = 2;
};
/**@class Constants for water type
*/
class UAWaterType
{
const string SEA = "sea"; //! fake
const string FRESH = "fresh_water";
const string STILL = "still_water";
const string SNOW = "snow";
const string ALL = string.Format("%1|%2|%3|%4", UAWaterType.SEA, UAWaterType.FRESH, UAWaterType.STILL, UAWaterType.SNOW);
};
/**@class Miscelaneous constants for use in actions
*/
class UAMisc
{
const float FLAG_STEP_INCREMENT = 0.2; //0..1
const float CONSUMPTION_SLOWDOWN_COEF_HOT = 5.0;
};
class UAFishingConstants
{
const float CYCLE_LENGTH_BASE = 6.0; //seconds, used as a backup
const float CYCLE_LENGTH_MIN = 5.5; //seconds
const float CYCLE_LENGTH_MAX = 6.5; //seconds
const float SIGNAL_DURATION_MIN_BASE = 0.8; //seconds
const float SIGNAL_DURATION_MAX_BASE = 1.0; //seconds
const float SIGNAL_START_TIME_MIN_BASE = 0.5; //seconds after cycle start
const float SIGNAL_START_TIME_MAX_BASE = 2.5; //seconds after cycle start
const float SIGNAL_DEADZONE_START_DURATION = 0.5; //deadzone DURATION in seconds
const float SIGNAL_DEADZONE_END_DURATION = 0.5; //deadzone DURATION in seconds
const float SIGNAL_CYCLE_MEAN_DEFAULT = 20; //! re-purposed as soft cycle target
const float SIGNAL_MEAN_CHANCE_DEFAULT = 0.5; //! chance at MEAN
const float SIGNAL_CYCLE_HARD_TARGET_DEFAULT = 30; //! hard cycle target
const float SIGNAL_HARD_TARGET_CHANCE_DEFAULT = 0.9; //! chance at HARD_TARGET (we probably want close to 100% here, randomness being random..)
const float SIGNAL_FISHING_CHANCE_COEF = 1.0; //! modifies chance for every signal roll
#ifdef DEVELOPER
const float DEBUG_FISHING_CHANCE_PROBABILITY = 1.0; //! Used to always catch a fish in autotests
#endif
const float DAMAGE_HOOK = 1.5;
const int EVENT_SPLASH_SIGNAL = 100;
const int EVENT_ANIMATE_ROD_CLOSE = 101;
};