/**@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 const float DAMAGE_HOOK = 1.5; const int EVENT_SPLASH_SIGNAL = 100; const int EVENT_ANIMATE_ROD_CLOSE = 101; };