actionconstants.c 5.8 KB

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  1. /**@class Constants for Quantity Consumed by action per action
  2. */
  3. class UAQuantityConsumed
  4. {
  5. const float DEFAULT = 1;
  6. const float DISINFECT = 10;
  7. const float EAT_SMALL = 10;
  8. const float EAT_NORMAL = 15;
  9. const float EAT_BIG = 25;
  10. const float FILL_LIQUID = 200;
  11. const float FILL_SNOW = 100;
  12. const float POUR_LIQUID = 100;
  13. const float DRAIN_LIQUID = 100;
  14. const float DRINK = 65;
  15. const float BLOOD = 50;
  16. const float SALINE = 100;
  17. const float FUEL = 500;
  18. const float FIREPLACE_EXTINGUISHER = 200;
  19. const float FIREPLACE_LIQUID = 100;
  20. const float GARDEN_FERTILIZE = 10;
  21. const float GARDEN_WATER = 150;
  22. const float GARDEN_DISINFECT_PLANT = 0.06;
  23. };
  24. /**@class Constants for Time spent while doing action
  25. */
  26. class UATimeSpent
  27. {
  28. const float DEFAULT = 1;
  29. const float DEFAULT_PICK = 1.5;
  30. const float DEFAULT_FILL = 8;
  31. const float DEFAULT_SORT = 2;
  32. const float DEFAULT_CONSTRUCT = 5;
  33. const float DEFAULT_DECONSTRUCT = 15;
  34. const float DEFAULT_REPAIR_CYCLE = 5;
  35. const float DEFAULT_DESTROY = 60;
  36. const float DEFAULT_PLACE = 0;
  37. const float DEFAULT_DEPLOY = 5;
  38. const float DEFAULT_CRAFT = 6;
  39. const float DEFAULT_DECRAFT = 5;
  40. const float DEFAULT_HARVEST = 5;
  41. const float BANDAGE = 4;
  42. const float ADD_FUEL_TO_TORCH = 4;
  43. const float APPLY_SPLINT = 10;
  44. const float SEW_WOUNDS = 2;
  45. const float SEW_CUTS = 8;
  46. const float COLLECT_BLOOD = 10;
  47. const float COLLECT_SAMPLE = 3;
  48. const float TEST_BLOOD = 3;
  49. const float DEFIBRILATE = 3;
  50. const float INJECT = 3;
  51. const float MEASURE_TEMP = 12;
  52. const float CHECK_PULSE = 5;
  53. const float COVER_HEAD = 0.5;
  54. const float RESTRAIN = 10;
  55. const float UNRESTRAIN = 20;
  56. const float SHAVE = 12.75;
  57. const float SKIN = 10;
  58. const float BASEBUILDING_CONSTRUCT_FAST = 5;
  59. const float BASEBUILDING_CONSTRUCT_MEDIUM = 7.5;
  60. const float BASEBUILDING_CONSTRUCT_SLOW = 10;
  61. const float BASEBUILDING_DECONSTRUCT_FAST = 10;
  62. const float BASEBUILDING_DECONSTRUCT_MEDIUM = 12;
  63. const float BASEBUILDING_DECONSTRUCT_SLOW = 15;
  64. const float BASEBUILDING_REPAIR_FAST = 3;
  65. const float BASEBUILDING_REPAIR_MEDIUM = 5;
  66. const float BASEBUILDING_REPAIR_SLOW = 10;
  67. const float PUSH_BOAT = 6;
  68. const float PUSH_CAR = 10;
  69. const float DRINK_POND = 2.0;
  70. const float DRINK_WELL = 3.5;
  71. const float DIG_GARDEN = 4;
  72. const float DIG_STASH = 10;
  73. const float DIG_WORMS = 10;
  74. const float BURY_ASHES = 6;
  75. const float BURY_BODY = 12;
  76. const float LOCK = 2;
  77. const float UNLOCK = 2;
  78. const float UNPACK = 2;
  79. const float WASH_HANDS = 3;
  80. const float WRING = 8;
  81. const float DISARM_MINE = 15;
  82. const float DISARM_EXPLOSIVE_REMOTE_PAIRED = 6;
  83. const float DISARM_EXPLOSIVE_REMOTE_UNPAIRED = 12;
  84. const float MAG_EMPTY = 0.5;
  85. const float MAG_LOAD = 0.5;
  86. const float FIREPLACE_IGNITE = 4;
  87. //const float FIREPLACE_HANDDRILL = 8;
  88. const float SALINE = 2;
  89. const float BLOOD = 2;
  90. const float START_ENGINE = 0.5;
  91. //const float INFINITE = -1;
  92. const float EXPLOSIVE_ARM = 6;
  93. };
  94. /**@class Constants for maximal Distances where from the action can be done
  95. */
  96. class UAMaxDistances
  97. {
  98. const float SMALL = 1.3;
  99. const float DEFAULT = 2.0;
  100. const float REPAIR = 3.0;
  101. const float LARGE = 8.0;
  102. const float LADDERS = 1.3;
  103. const float BASEBUILDING = 20;
  104. const float BASEBUILDING_SHORT = 1.0;
  105. const float EXPLOSIVE_REMOTE_ACTIVATION = 100.0;
  106. };
  107. /**@class Constants for spread of created items. Mostly for actions
  108. */
  109. class UAItemsSpreadRadius
  110. {
  111. const float PRECISE = 0.0;
  112. const float VERY_NARROW = 0.2;
  113. const float NARROW = 0.35;
  114. const float DEFAULT = 0.5;
  115. const float WIDE = 1;
  116. }
  117. /**@class Constants for specialty weight and type
  118. */
  119. class UASoftSkillsWeight
  120. {
  121. const float ROUGH_LOW = 0.01;
  122. const float ROUGH_MEDIUM = 0.02;
  123. const float ROUGH_HIGH = 0.03;
  124. const float PRECISE_LOW = -0.01;
  125. const float PRECISE_MEDIUM = -0.02;
  126. const float PRECISE_HIGH = -0.03;
  127. };
  128. /**@class Constants for damage values that are applied to item when using certain action
  129. */
  130. class UADamageApplied
  131. {
  132. const float BUILD = 4;
  133. const float DISMANTLE = 8;
  134. const float REPAIR = 3;
  135. const float DESTROY = 25;
  136. const float SAW_LOCK = 150;
  137. const float SKINNING = 10;
  138. const float SAW_PLANKS = 4;
  139. const float DEFUSE_TOOLS = 2;
  140. };
  141. /**@class Constants for water type
  142. */
  143. class UAWaterType
  144. {
  145. const string SEA = "sea"; //! fake
  146. const string FRESH = "fresh_water";
  147. const string STILL = "still_water";
  148. const string SNOW = "snow";
  149. const string ALL = string.Format("%1|%2|%3|%4", UAWaterType.SEA, UAWaterType.FRESH, UAWaterType.STILL, UAWaterType.SNOW);
  150. };
  151. /**@class Miscelaneous constants for use in actions
  152. */
  153. class UAMisc
  154. {
  155. const float FLAG_STEP_INCREMENT = 0.2; //0..1
  156. const float CONSUMPTION_SLOWDOWN_COEF_HOT = 5.0;
  157. };
  158. class UAFishingConstants
  159. {
  160. const float CYCLE_LENGTH_BASE = 6.0; //seconds, used as a backup
  161. const float CYCLE_LENGTH_MIN = 5.5; //seconds
  162. const float CYCLE_LENGTH_MAX = 6.5; //seconds
  163. const float SIGNAL_DURATION_MIN_BASE = 0.8; //seconds
  164. const float SIGNAL_DURATION_MAX_BASE = 1.0; //seconds
  165. const float SIGNAL_START_TIME_MIN_BASE = 0.5; //seconds after cycle start
  166. const float SIGNAL_START_TIME_MAX_BASE = 2.5; //seconds after cycle start
  167. const float SIGNAL_DEADZONE_START_DURATION = 0.5; //deadzone DURATION in seconds
  168. const float SIGNAL_DEADZONE_END_DURATION = 0.5; //deadzone DURATION in seconds
  169. const float SIGNAL_CYCLE_MEAN_DEFAULT = 20; //! re-purposed as soft cycle target
  170. const float SIGNAL_MEAN_CHANCE_DEFAULT = 0.5; //! chance at MEAN
  171. const float SIGNAL_CYCLE_HARD_TARGET_DEFAULT = 30; //! hard cycle target
  172. const float SIGNAL_HARD_TARGET_CHANCE_DEFAULT = 0.9; //! chance at HARD_TARGET (we probably want close to 100% here, randomness being random..)
  173. const float SIGNAL_FISHING_CHANCE_COEF = 1.0; //! modifies chance for every signal roll
  174. const float DAMAGE_HOOK = 1.5;
  175. const int EVENT_SPLASH_SIGNAL = 100;
  176. const int EVENT_ANIMATE_ROD_CLOSE = 101;
  177. };