123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 |
- /**@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;
- };
|