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doc update
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MikeG621 committed Dec 8, 2023
1 parent 83a7fd2 commit ffdf5c5
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53 changes: 53 additions & 0 deletions Tie/Mission.Trigger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -37,68 +37,121 @@ public partial class Mission : MissionFile
/// <summary>Available <see cref="BaseTrigger.VariableType"/> values</summary>
public enum TypeList : byte
{
/// <summary>No Target</summary>
None,
/// <summary>Target is FlightGroup</summary>
FlightGroup,
/// <summary>Target is a specific craft type</summary>
ShipType,
/// <summary>Target is a specific class (starfighter, transport, etc)</summary>
ShipClass,
/// <summary>Target is a specific type of object (craft, weapon, object)</summary>
ObjectType,
/// <summary>Target is a specific IFF</summary>
IFF,
/// <summary>Target has a specific order</summary>
ShipOrders,
/// <summary>Target has a special condition or state</summary>
CraftWhen,
/// <summary>Target is a member of a GG</summary>
GlobalGroup,
/// <summary>Target has a specific AI rating</summary>
AILevel,
/// <summary>Target has a specific Status</summary>
Status,
/// <summary>All craft</summary>
AllCraft
}

/// <summary>Available <see cref="BaseTrigger.Amount"/> values</summary>
public enum AmountList : byte
{
/// <summary>100% of target</summary>
Percent100,
/// <summary>75% of target</summary>
Percent75,
/// <summary>50% of target</summary>
Percent50,
/// <summary>25% of target</summary>
Percent25,
/// <summary>At least 1 of target</summary>
AtLeast1,
/// <summary>All but 1 of target</summary>
AllBut1,
/// <summary>All Special Craft of the target</summary>
AllSpecial,
/// <summary>All non-Special Craft of the target</summary>
AllNonSpecial,
/// <summary>All AI craft of the target</summary>
AllNonPlayers,
/// <summary>The Player's craft of the target</summary>
PlayersCraft,
/// <summary>100% of the first wave of target</summary>
Percent100FirstWave,
/// <summary>75% of the first wave of target</summary>
Percent75FirstWave,
/// <summary>50% of the first wave of target</summary>
Percent50FirstWave,
/// <summary>25% of the first wave of target</summary>
Percent25FirstWave,
/// <summary>At least 1 of the first wave of target</summary>
AnyFirstWave,
/// <summary>All but 1 of the first wave of target</summary>
AllBut1FirstWave
}

/// <summary>Available <see cref="BaseTrigger.Condition"/> values</summary>
public enum ConditionList : byte
{
/// <summary>Always true</summary>
True,
/// <summary>Target arrived</summary>
Created,
/// <summary>Target destroyed</summary>
Destroyed,
/// <summary>Target damaged</summary>
Attacked,
/// <summary>Target captured</summary>
Captured,
/// <summary>Target inspected</summary>
Inspected,
/// <summary>Target is boarded</summary>
Boarded,
/// <summary>Target is docked</summary>
Docked,
/// <summary>Target disabled</summary>
Disabled,
/// <summary>Target is present, not destroyed</summary>
Exist,
/// <summary>Never true</summary>
False,
/// <summary>Unknown</summary>
Unknown11,
/// <summary>Mission complete</summary>
CompletedMission,
/// <summary>Primary goals complete</summary>
CompletedPrimary,
/// <summary>Primary goals failed</summary>
FailedPrimary,
/// <summary>Secondary goals complete</summary>
CompletedSecondary,
/// <summary>Secondary goals failed</summary>
FailedSecondary,
/// <summary>Bonus goals complete</summary>
CompletedBonus,
/// <summary>Bonus goals failed</summary>
FailedBonus,
/// <summary>Dropped off from mothership</summary>
DroppedOff,
/// <summary>Called for reinforcements</summary>
Reinforced,
/// <summary>Shields down</summary>
NoShields,
/// <summary>Hull damaged to 50%</summary>
HalfHull,
/// <summary>Out of warheads</summary>
NoWarheads,
/// <summary>Cannon subsystem disabled or missing</summary>
CannonsDisabled
}

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1 change: 0 additions & 1 deletion Xvt/Globals.Goal.Trigger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,6 @@ public partial class Goal
public class Trigger
{
/// <summary>Initializes a new Trigger</summary>
/// <param name="parent">The <see cref="Goal"/> to which this object belongs.</param>
/// <remarks>Trigger set to <b>10</b>, "never (FALSE)".</remarks>
public Trigger()
{
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98 changes: 97 additions & 1 deletion Xvt/Mission.Trigger.cs
Original file line number Diff line number Diff line change
Expand Up @@ -40,105 +40,201 @@ public partial class Mission : MissionFile
/// <summary>Available <see cref="BaseTrigger.VariableType"/> values</summary>
public enum TypeList : byte
{
/// <summary>No Target</summary>
None,
/// <summary>Target is FlightGroup</summary>
FlightGroup,
/// <summary>Target is a specific craft type</summary>
ShipType,
/// <summary>Target is a specific class (starfighter, transport, etc)</summary>
ShipClass,
/// <summary>Target is a specific type of object (craft, weapon, object)</summary>
ObjectType,
/// <summary>Target is a specific IFF</summary>
IFF,
/// <summary>Target has a specific order</summary>
ShipOrders,
/// <summary>Target has a special condition or state</summary>
CraftWhen,
/// <summary>Target is a member of a GG</summary>
GlobalGroup,
/// <summary>Target has a specific AI rating</summary>
AILevel,
/// <summary>Target has a specific Status</summary>
Status,
/// <summary>All craft</summary>
AllCraft,
/// <summary>Target is Team</summary>
Team,
/// <summary>Target is specific player</summary>
PlayerNum,
/// <summary>Trigger completed before mission time</summary>
BeforeTime,
/// <summary>All FGs except target</summary>
NotFG,
/// <summary>All craft types except target</summary>
NotShipType,
/// <summary>All ship classes except target</summary>
NotShipClass,
/// <summary>All object tpyes except target</summary>
NotObjectType,
/// <summary>All IFFs except target</summary>
NotIFF,
/// <summary>All GGs except target</summary>
NotGlobalGroup,
/// <summary>All Teams except target</summary>
NotTeam,
/// <summary>All players except target</summary>
NotPlayerNum,
/// <summary>Target is a GU</summary>
GlobalUnit,
/// <summary>All GUs except target</summary>
NotGlobalUnit
}
/// <summary>Available <see cref="BaseTrigger.Amount"/> values</summary>
public enum AmountList : byte
{
/// <summary>100% of target</summary>
Percent100,
/// <summary>75% of target</summary>
Percent75,
/// <summary>50% of target</summary>
Percent50,
/// <summary>25% of target</summary>
Percent25,
/// <summary>At least 1 of target</summary>
AtLeast1,
/// <summary>All but 1 of target</summary>
AllBut1,
/// <summary>All Special Craft of the target</summary>
AllSpecial,
/// <summary>All non-Special Craft of the target</summary>
AllNonSpecial,
/// <summary>All AI craft of the target</summary>
AllNonPlayers,
/// <summary>The Player's craft of the target</summary>
PlayersCraft,
/// <summary>100% of the first wave of target</summary>
Percent100FirstWave,
/// <summary>75% of the first wave of target</summary>
Percent75FirstWave,
/// <summary>50% of the first wave of target</summary>
Percent50FirstWave,
/// <summary>25% of the first wave of target</summary>
Percent25FirstWave,
/// <summary>At least 1 of the first wave of target</summary>
AnyFirstWave,
/// <summary>All but 1 of the first wave of target</summary>
AllBut1FirstWave,
/// <summary>66% of target</summary>
Percent66,
/// <summary>33% of target</summary>
Percent33,
/// <summary>Each craft of target, individually</summary>
EachCraft,
/// <summary>Each Special Craft of target, individually</summary>
EachSpecialCraft
}
/// <summary>Available <see cref="BaseTrigger.Condition"/> values</summary>
public enum ConditionList : byte
{
/// <summary>Always true</summary>
True,
/// <summary>Target arrived</summary>
Arrived,
/// <summary>Target destroyed</summary>
Destroyed,
/// <summary>Target damaged</summary>
Attacked,
/// <summary>Target captured</summary>
Captured,
/// <summary>Target inspected</summary>
Inspected,
/// <summary>Target is boarded</summary>
Boarded,
/// <summary>Target is docked</summary>
Docked,
/// <summary>Target disabled</summary>
Disabled,
/// <summary>Target is present, not destroyed</summary>
Exist,
/// <summary>Never true</summary>
False,
/// <summary>Unknown</summary>
Unused11,
/// <summary>Mission complete</summary>
CompletedMission,
/// <summary>Primary goals complete</summary>
CompletedPrimary,
/// <summary>Primary goals failed</summary>
FailedPrimary,
/// <summary>Secondary goals complete</summary>
CompletedSecondary,
/// <summary>Secondary goals failed</summary>
FailedSecondary,
/// <summary>Bonus goals complete</summary>
CompletedBonus,
/// <summary>Bonus goals failed</summary>
FailedBonus,
/// <summary>Dropped off from mothership</summary>
DroppedOff,
/// <summary>Called for reinforcements</summary>
Reinforced,
/// <summary>Shields down</summary>
Shields0Percent,
/// <summary>Hull damaged to 50%</summary>
Hull50Percent,
/// <summary>Out of warheads</summary>
NoWarheads,
/// <summary>Cannon subsystem disabled or missing</summary>
CannonsDisabled,
/// <summary>Broken</summary>
BeDroppedOff,
Broken26,
/// <summary>Come and Go without being attacked. For Triggers, player action is ignored.</summary>
/// <remarks>If the player manages to destroy the target in a single hit, the engine incorrectly registers "Come and Go" instead of "Attacked"</remarks>
NotAttacked,
/// <summary>For Triggers, simple Come and Go. For Goals, Come and Go without being disabled.</summary>
NotDisabled,
/// <summary>Come and Go without being captured</summary>
NotCaptured,
/// <summary>Come and Go without inspection</summary>
/// <remarks>If used as FG Goal, or paired with <see cref="TeamModifier"/>, then craft must arrive, then leave or be destroyed.<br/>
/// Otherwise, "Come and Go" is determined by proxy such as mothership destruction</remarks>
NotInspected,
/// <summary>Start boarding process</summary>
BeginBoarding,
/// <summary>Come and Go without completely being boarded</summary>
NotBeingBoarded,
/// <summary>Start docking process</summary>
BeginDocking,
/// <summary>Come and go without completing the boarding of another craft</summary>
NotBeginDocking,
/// <summary>Shields down to 50%</summary>
Shields50Percent,
/// <summary>Shields down to 25%</summary>
Shields25Percent,
/// <summary>Hull down to 75%</summary>
Hull75Percent,
/// <summary>Hull down to 25%</summary>
Hull25Percent,
/// <summary>Explicit failure, not just "false"</summary>
Failed,
/// <summary>Modifies specific triggers to use Team statistics instead of Global</summary>
/// <remarks>To be used as Trigger2 or 4. <see cref="BaseTrigger.VariableType"/> must be <b>Team</b>, <see cref="BaseTrigger.Amount"/> ignored.</remarks>
TeamModifier,
/// <summary>Unused</summary>
Unused40,
/// <summary>Target is all players</summary>
BeAllPlayer,
/// <summary>Target is all non-players</summary>
BeAllAI,
/// <summary>Arrive and then depart</summary>
ComeAndGo,
/// <summary>Captured and successfully depart</summary>
BeBagged,
/// <summary>Target aborts mission</summary>
Withdraw,
/// <summary>Picked up by friendly craft</summary>
BeCarried
}

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24 changes: 24 additions & 0 deletions Xwa/FlightGroup.Order.cs
Original file line number Diff line number Diff line change
Expand Up @@ -136,31 +136,55 @@ public enum CommandList : byte
Orbit,
/// <summary>Stationary</summary>
ReleaseCarried,
/// <summary>Drop off specific FG</summary>
Deliver,
/// <summary>Unknown</summary>
Unknown,
/// <summary>Unknown</summary>
Attack2,
/// <summary>Unknown</summary>
LoadObject,
/// <summary>Wait and return fire</summary>
SitAndFire,
/// <summary>Repaired after an amount of time</summary>
RepairSelf,
/// <summary>Changes IFF</summary>
Defect,
/// <summary>Changes IFF and considered Captured</summary>
Surrender,
/// <summary>Unknown</summary>
Make,
/// <summary>Hyperbuoy order</summary>
Beacon,
/// <summary>Hyper to region via appropriate hyperbuoy</summary>
HyperToRegion,
/// <summary>Unknown</summary>
Relaunch,
/// <summary>Unknown</summary>
TransferCargo,
/// <summary>Unknown</summary>
InspectTargets,
/// <summary>Unknown</summary>
AwaitAssembly,
/// <summary>Unknown</summary>
AwaitDisassembly,
/// <summary>Unknown</summary>
ConstructTrain,
/// <summary>Unknown</summary>
Park,
/// <summary>Unknown</summary>
BoardToDefuse,
/// <summary>Unknown</summary>
StartOver,
/// <summary>Unknown</summary>
TakeApartTrain,
/// <summary>Unknown</summary>
WorkOn,
/// <summary>Unknown</summary>
DockToLoad,
/// <summary>Unknown</summary>
FollowTargets,
/// <summary>Unknown</summary>
HomeIn
}

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