www.pudn.com > MobiCraft_src.rar > BuildingTypes.java
// style: tabs, tabsize=4, style=ANSI
//+----------------------------------------------------------------------+
// Copyright (c) 2006 Company Name
// Made by Andrew and Zahar
//+----------------------------------------------------------------------+
// Filename: BuildingTypes.java
//+----------------------------------------------------------------------+
// Comment: Это характеристики зданий ( общие, не для конкретных зданий, а вообще )
//+----------------------------------------------------------------------+
package location;
import java.io.*;
import javax.microedition.lcdui.*;
import javax.microedition.lcdui.game.*;
public class BuildingTypes
{
// Тип здания:
public final static int N_NONE= -1;
public final static int N_MINERAL= 0;
public final static int N_GAS= 1;
public final static int P_NEXUS= 2;
public final static int P_PYLON= 3;
public final static int P_ASSIM= 4;
public final static int P_GATE= 5;
public final static int P_CORE= 6;
public final static int P_ROBOTIC= 7;
public final static int P_FORGE= 8;
public final static int P_OBSERV= 9;
public final static int P_PHOTON= 10;
public final static int P_REAVER= 11;
public final static int P_CITADEL= 12;
public final static int P_TEMPLAR= 13;
public final static int T_CC= 14;
public final static int T_SUPPLY= 15;
public final static int T_REFINERY= 16;
public final static int T_BARRACK= 17;
public final static int T_ACADEMY= 18;
public final static int T_BAY= 19;
public final static int T_FACTORY= 20;
public final static int T_ARMORY= 21;
public final static int T_FACILITY= 22;
public final static int T_COMSAT= 23;
public final static int T_MACHINE= 24;
public final static int T_GENELAB= 25;
public final static int T_TURRET= 26;
public final static int Z_HATCHERY= 27;
public final static int Z_POOL= 28;
public final static int Z_EXTRACTOR= 29;
public final static int Z_DEN= 30;
public final static int Z_EVOLUTION= 31;
public final static int Z_NEST= 32;
public final static int Z_DEFILER= 33;
public final static int Z_ULTRA= 34;
public final static int Z_LAIR= 35;
public final static int Z_HIVE= 36;
public final static int Z_CREEP= 37;
public final static int Z_SPORE= 38;
public final static int Z_LARVA= 39; // Это специальное здание, куча исключений и отличий от других зданий.
public final static int TOTAL_NUMBER= 40; // увеличивать при добавлении. Это размер массивов.
// каждые сколько то ходов рождать новую лярву. Значение iHasUpgrade растет от 0 до LARVA_BORN_PERIOD
public final static int LARVA_BORN_PERIOD= 4;
// ------------------------------------
// Рассы, показывает как регенть хиты и т.п.
//NOTE: Очень важены значения - это используется в RaceList и RaceBuildList как индексы.
public final static int RACE_NONE= 0;
public final static int RACE_TERR= 1;
public final static int RACE_ZERG= 2;
public final static int RACE_TOSS= 3;
// Действия ===========================================
public final static int ACT_NONE= -1;
public final static int ACT_T_SCV= 0;
public final static int ACT_T_FIREBAT= 1;
public final static int ACT_T_GHOST= 2;
public final static int ACT_T_TANK= 3;
public final static int ACT_T_MARINE= 4;
public final static int ACT_T_MEDIC= 5;
public final static int ACT_T_VESSEL= 6;
public final static int ACT_T_VULTURE= 7;
public final static int ACT_T_GOLIATH= 8;
public final static int ACT_T_COMSAT= 9;
public final static int ACT_T_MECHSHOP= 10;
public final static int ACT_T_GENELAB= 11;
public final static int ACT_T_UP_VULSPEED= 12;
public final static int ACT_T_UP_VULMINES= 13;
public final static int ACT_T_UP_SIEGE= 14;
public final static int ACT_T_UP_GOLRANGE= 15;
public final static int ACT_T_UP_GH_LOCK= 16;
public final static int ACT_T_UP_GH_INVIS= 17;
public final static int ACT_T_UP_GH_ENRY= 18;
public final static int ACT_T_UP_ARMOR= 19;
public final static int ACT_T_UP_WEAPON= 20;
public final static int ACT_T_UP_MC_ENRY= 21;
public final static int ACT_T_UP_RANGE= 22;
public final static int ACT_T_UP_STIM= 23;
public final static int ACT_T_UP_EMP= 24;
public final static int ACT_T_UP_IRRAD= 25;
public final static int ACT_T_UP_VES_ENRY= 26;
public final static int ACT_T_UP_VEH_ARMOR= 27;
public final static int ACT_T_UP_VEH_WEAP= 28;
public final static int ACT_P_PROBE= 29;
public final static int ACT_P_ZEALOT= 30;
public final static int ACT_P_DRAGOON= 31;
public final static int ACT_P_TEMPLAR= 32;
public final static int ACT_P_DARK= 33;
public final static int ACT_P_REAVER= 34;
public final static int ACT_P_OBSERVER= 35;
public final static int ACT_P_UP_GOONRANGE= 36;
public final static int ACT_P_UP_WEAPON= 37;
public final static int ACT_P_UP_ARMOR= 38;
public final static int ACT_P_UP_SHIELD= 39;
public final static int ACT_P_UP_LEG= 40;
public final static int ACT_P_UP_TEM_ENRY= 41;
public final static int ACT_P_UP_TEM_STORM= 42;
public final static int ACT_P_UP_ARCH_ENRY= 43;
public final static int ACT_P_UP_ARCH_MIND= 44;
public final static int ACT_P_UP_ARCH_MAEL= 45;
public final static int ACT_P_UP_REAV_DAM= 46;
public final static int ACT_P_UP_REAV_CAP= 47;
public final static int ACT_Z_DRONE= 48;
public final static int ACT_Z_ZERGLING= 49;
public final static int ACT_Z_OVERLORD= 50;
public final static int ACT_Z_HYDRA= 51;
public final static int ACT_Z_ULTRAL= 52;
public final static int ACT_Z_DEFILER= 53;
public final static int ACT_Z_QUEEN= 54;
public final static int ACT_Z_SPORE= 55;
public final static int ACT_Z_LAIR= 56;
public final static int ACT_Z_HIVE= 57;
public final static int ACT_Z_UP_MELEE= 58;
public final static int ACT_Z_UP_MISSLE= 59;
public final static int ACT_Z_UP_ARMOR= 60;
public final static int ACT_Z_UP_BORROW= 61;
public final static int ACT_Z_UP_ZRG_MOVE= 62;
public final static int ACT_Z_UP_ZRG_ATTACK=63;
public final static int ACT_Z_UP_HYD_MOVE= 64;
public final static int ACT_Z_UP_HYD_RANGE= 65;
public final static int ACT_Z_UP_LURKER= 66;
public final static int ACT_Z_UP_ULT_MOVE= 67;
public final static int ACT_Z_UP_ULT_ARMOR= 68;
public final static int ACT_Z_UP_QUE_BROOD= 69;
public final static int ACT_Z_UP_QUE_SLOW= 70;
public final static int ACT_Z_UP_QUE_ENRY= 71;
public final static int ACT_Z_UP_DEF_PLAGUE=72;
public final static int ACT_Z_UP_DEF_EAT= 73;
public final static int ACT_Z_UP_DEF_ENRY= 74;
// Это отдельные действия, показывают какая иконка у Cancel.
public final static int ACT_T_CANCEL= 30;
public final static int ACT_Z_CANCEL= 28;
public final static int ACT_P_CANCEL= 21;
// ACT_T_SCV ACT_T_FIREBAT ACT_T_GHOST ACT_T_TANK ACT_T_MARINE ACT_T_MEDIC ACT_T_VESSEL ACT_T_VULTURE ACT_T_GOLIATH ACT_T_COMSAT ACT_T_MECHSHOP ACT_T_GENELAB ACT_T_UP_VULSPEED ACT_T_UP_VULMINES ACT_T_UP_SIEGE ACT_T_UP_GOLRANGE ACT_T_UP_LOCKDOWN ACT_T_UP_GH_INVIS ACT_T_UP_GH_ENRY ACT_T_UP_ARMOR ACT_T_UP_WEAPON ACT_T_UP_MC_ENRY ACT_T_UP_RANGE ACT_T_UP_STIM ACT_T_UP_EMP ACT_T_UP_IRRAD ACT_T_UP_VES_ENRY ACT_T_UP_VEH_ARMOR ACT_T_UP_VEH_WEAP ACT_P_PROBE ACT_P_ZEALOT ACT_P_DRAGOON ACT_P_TEMPLAR ACT_P_DARK ACT_P_REAVER ACT_P_OBSERVER ACT_P_UP_GOONRANGE ACT_P_UP_WEAPON ACT_P_UP_ARMOR ACT_P_UP_SHIELD ACT_P_UP_LEG ACT_P_UP_TEM_ENRY ACT_P_UP_TEM_STORM ACT_P_UP_ARCH_ENRY ACT_P_UP_ARCH_MIND ACT_P_UP_ARCH_MAEL ACT_P_UP_REAV_DAM ACT_P_UP_REAV_CAP ACT_Z_DRONE ACT_Z_ZERGLING ACT_Z_OVERLORD ACT_Z_HYDRA ACT_Z_ULTRAL ACT_Z_DEFILER ACT_Z_QUEEN ACT_Z_SPORE ACT_Z_LAIR ACT_Z_HIVE ACT_Z_UP_MELEE ACT_Z_UP_MISSLE ACT_Z_UP_ARMOR ACT_Z_UP_BORROW ACT_ZRG_MOVE ACT_ZRG_ATTACK ACT_HYD_MOVE ACT_HYD_RANGE ACT_LURKER ACT_ULT_MOVE ACT_ULT_ARMOR ACT_QUE_BROOD ACT_QUE_SLOW ACT_QUE_ENRY ACT_DEF_PLAGUE ACT_DEF_EAT ACT_DEF_ENRY
public final static int[] Act_Icon = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 0, 1, 2, 4, 3, 6, 5, 9, 14, 15, 16, 10, 20, 19, 13, 11, 12, 17, 18, 0, 7, 4, 2, 6, 1, 5, 8, 9, 10, 12, 13, 11, 14, 21, 22, 19, 18, 20, 26, 27, 23, 24, 25, 15, 16, 17};
public final static int[] Act_PriceM = { 50, 50, 25, 150, 50, 50, 100, 75, 100, 50, 50, 50, 100, 100, 150, 100, 200, 100, 150, 100, 100, 150, 150, 100, 200, 200, 150, 100, 100, 50, 100, 125, 50, 125, 200, 25, 150, 100, 100, 200, 150, 150, 200, 150, 200, 100, 200, 200, 50, 50, 100, 75, 200, 50, 100, 50, 150, 200, 100, 100, 150, 100, 100, 200, 150, 150, 200, 200, 150, 100, 100, 150, 200, 100, 150};
public final static int[] Act_PriceG = { 0, 25, 75, 100, 0, 25, 225, 0, 50, 50, 50, 50, 100, 100, 150, 100, 200, 100, 150, 100, 100, 150, 150, 100, 200, 200, 150, 100, 100, 0, 0, 50, 150, 100, 100, 75, 150, 100, 100, 200, 150, 150, 200, 150, 200, 100, 200, 200, 0, 0, 0, 25, 200, 150, 100, 0, 100, 150, 100, 100, 150, 100, 100, 200, 150, 150, 200, 200, 150, 100, 100, 150, 200, 100, 150};
public final static int[] Act_MaxState ={ 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3};
//public final static int[] Act_Race = { RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR};
// ------------------------------------
// Список для возможных зданий
public final static int[] TerrList = { T_CC, T_SUPPLY, T_REFINERY, T_BARRACK, T_ACADEMY, T_BAY, T_FACTORY, T_ARMORY, T_FACILITY, T_COMSAT, T_MACHINE, T_GENELAB, T_TURRET};
public final static int[] TossList = { P_NEXUS, P_PYLON, P_ASSIM, P_GATE, P_FORGE, P_CORE, P_ROBOTIC, P_OBSERV, P_PHOTON, P_REAVER, P_CITADEL, P_TEMPLAR};
public final static int[] ZergList = { Z_HATCHERY, Z_POOL, Z_EXTRACTOR, Z_DEN, Z_EVOLUTION, Z_NEST, Z_ULTRA, Z_DEFILER, Z_LAIR, Z_HIVE, Z_CREEP, Z_LARVA, Z_SPORE};
// ------------------------------------
// Список для возможных зданий для постройки ( отображается в меню постройки - т.е. туда не входят upgrade-ы
public final static int[] TerrBuildList = { T_CC, T_SUPPLY, T_REFINERY, T_BARRACK, T_ACADEMY, T_BAY, T_FACTORY, T_ARMORY, T_FACILITY, T_TURRET};
public final static int[] ZergBuildList = { Z_HATCHERY, Z_CREEP, Z_EXTRACTOR, Z_POOL, Z_DEN, Z_EVOLUTION,Z_NEST, Z_ULTRA, Z_DEFILER};
public final static int[] TossBuildList = { P_NEXUS, P_PYLON, P_ASSIM, P_GATE, P_FORGE, P_CORE, P_ROBOTIC, P_CITADEL, P_OBSERV, P_PHOTON, P_TEMPLAR, P_REAVER};
// Need - какое здание для постройки требуется.
// PriceM, PriceG: Цены Минералы и газ
// Shield:Если 0 значит щит не рисовать. mCurShield игнорируется
// MaxState : Кол-во ходов необходимых для постройки
// Icon: Позиция в файле для поиска иконки здания. Начинается с нуля. Файлы разные, поэтому индексы могут повторяться.
// Width/ Height - ширина высота в клеточках
public final static String[] Names ={ "Minerals", "Gas", "Nexus", "Pylon", "Assim", "Gateway", "Core", "Robotic", "Forge", "Observatory", "Photon", "Supporting Bay", "Citadel", "Templar", "ComCenter", "Supply", "Refinery", "Barracks", "Academy", "EnBay", "Factory", "Armory", "Facility", "Comsat", "MachShop", "CovertOps", "Turret", "Hatchery", "SpawnPool", "Extractor","HydraDen", "Evolution", "QueenNest", "Defiler", "Ultral", "Lair", "Hive", "Creep", "Spore", "Larva"};
public final static int[] Need = { N_NONE, N_NONE, N_NONE, N_NONE, N_NONE, P_NEXUS, P_GATE, P_CORE, P_NEXUS, P_ROBOTIC, P_FORGE, P_ROBOTIC, P_CORE, P_CITADEL, N_NONE, N_NONE, N_NONE, T_CC, T_BARRACK, T_BARRACK, T_BARRACK, T_FACTORY, T_FACTORY, T_ACADEMY, T_FACTORY, T_FACILITY, T_BAY, N_NONE, Z_HATCHERY, N_NONE, Z_POOL, Z_HATCHERY, Z_LAIR, Z_HIVE, Z_HIVE, Z_POOL, Z_NEST, N_NONE, Z_EVOLUTION,N_NONE};
public final static int[] PriceM = { 0, 0, 400, 100, 100, 150, 200, 200, 150, 50, 150, 150, 150, 150, 400, 100, 100, 150, 150, 125, 200, 100, 100, 50, 50, 50, 75, 300, 200, 50, 150, 75, 150, 100, 150, 150, 200, 75, 50, 0};
public final static int[] PriceG = { 0, 0, 0, 0, 0, 0, 200, 0, 0, 100, 0, 100, 100, 200, 0, 0, 0, 0, 0, 0, 100, 50, 150, 50, 50, 50, 0, 0, 0, 0, 50, 50, 100, 100, 200, 100, 150, 0, 0, 0};
public final static int[] Shield = { 0, 0, 750, 300, 450, 500, 500, 500, 550, 250, 100, 450, 450, 500, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
public final static int[] Health = { 1000, 2000, 750, 300, 450, 500, 500, 500, 550, 250, 100, 450, 450, 500, 1500, 500, 750, 1000, 600, 850, 1250, 750, 850, 500, 750, 750, 200, 1250, 750, 750, 850, 750, 850, 850, 600, 1800, 2500, 400, 400, 25};
public final static int[] MaxState = { 0, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 1, 0};
public final static int[] Race = { RACE_NONE, RACE_NONE, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TOSS, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_TERR, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG, RACE_ZERG };
public final static int[] Icon = { 0, 1, 0, 1, 2, 6, 4, 8, 5, 7, 9, 11, 3, 10, 0, 1, 2, 5, 3, 6, 7, 4, 8, 9, 10, 11, 12, 0, 7, 1, 6, 3, 8, 2, 9, 5, 4, 10, 11, 12};
public final static int[] Width = { 2, 4, 4, 2, 4, 4, 3, 3, 3, 3, 2, 3, 3, 3, 4, 3, 4, 4, 3, 4, 4, 3, 4, 2, 2, 2, 2, 4, 3, 4, 3, 3, 3, 4, 3, 4, 4, 2, 2, 1};
public final static int[] Height = { 1, 2, 3, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 2, 3, 2, 2, 3, 2, 3, 3, 2, 3, 2, 2, 2, 2, 3, 2, 2, 2, 2, 2, 2, 2, 3, 3, 2, 2, 1};
public final static int Actions[][]={
{ ACT_NONE, ACT_NONE, ACT_P_PROBE, ACT_NONE, ACT_NONE, ACT_P_ZEALOT, ACT_P_UP_GOONRANGE, ACT_P_REAVER, ACT_P_UP_WEAPON,ACT_NONE, ACT_NONE, ACT_P_UP_REAV_DAM, ACT_P_UP_LEG, ACT_P_UP_TEM_STORM, ACT_T_SCV, ACT_NONE, ACT_NONE, ACT_T_MARINE, ACT_T_UP_RANGE, ACT_T_UP_WEAPON,ACT_T_VULTURE, ACT_T_UP_VEH_WEAP, ACT_T_UP_EMP, ACT_NONE, ACT_T_UP_VULSPEED, ACT_T_UP_GH_LOCK, ACT_NONE, ACT_NONE, ACT_Z_UP_ZRG_MOVE, ACT_NONE, ACT_Z_UP_HYD_MOVE, ACT_Z_UP_MELEE, ACT_Z_UP_QUE_BROOD, ACT_Z_UP_DEF_PLAGUE,ACT_Z_UP_ULT_MOVE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_Z_DRONE},
{ ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_DRAGOON, ACT_NONE, ACT_P_OBSERVER, ACT_P_UP_ARMOR, ACT_NONE, ACT_NONE, ACT_P_UP_REAV_CAP, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_T_FIREBAT, ACT_T_UP_STIM, ACT_T_UP_ARMOR, ACT_T_TANK, ACT_T_UP_VEH_ARMOR, ACT_T_UP_IRRAD, ACT_NONE, ACT_T_UP_VULMINES, ACT_T_UP_GH_INVIS, ACT_NONE, ACT_NONE, ACT_Z_UP_ZRG_ATTACK,ACT_NONE, ACT_Z_UP_HYD_RANGE, ACT_Z_UP_MISSLE,ACT_Z_UP_QUE_SLOW, ACT_Z_UP_DEF_EAT, ACT_Z_UP_ULT_ARMOR, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_Z_ZERGLING},
{ ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_TEMPLAR, ACT_NONE, ACT_NONE, ACT_P_UP_SHIELD,ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_UP_TEM_ENRY, ACT_NONE, ACT_NONE, ACT_NONE, ACT_T_MEDIC, ACT_NONE, ACT_NONE, ACT_T_GOLIATH, ACT_NONE, ACT_T_UP_VES_ENRY, ACT_NONE, ACT_T_UP_SIEGE, ACT_T_UP_GH_ENRY, ACT_NONE, ACT_Z_UP_BORROW,ACT_NONE, ACT_NONE, ACT_NONE, ACT_Z_UP_ARMOR, ACT_Z_UP_QUE_ENRY, ACT_Z_UP_DEF_ENRY, ACT_NONE, ACT_Z_UP_BORROW,ACT_Z_UP_BORROW,ACT_NONE, ACT_NONE, ACT_Z_OVERLORD},
{ ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_DARK, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_UP_ARCH_MIND, ACT_T_COMSAT, ACT_NONE, ACT_NONE, ACT_T_GHOST, ACT_T_UP_MC_ENRY,ACT_NONE, ACT_T_MECHSHOP, ACT_NONE, ACT_T_GENELAB, ACT_NONE, ACT_T_UP_GOLRANGE, ACT_NONE, ACT_NONE, ACT_Z_LAIR, ACT_NONE, ACT_NONE, ACT_Z_UP_LURKER, ACT_NONE, ACT_Z_QUEEN, ACT_NONE, ACT_NONE, ACT_Z_HIVE, ACT_NONE, ACT_Z_SPORE,ACT_NONE, ACT_Z_HYDRA},
{ ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_UP_ARCH_MAEL, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_Z_ULTRAL},
{ ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_P_UP_ARCH_ENRY, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_T_VESSEL, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_NONE, ACT_Z_DEFILER}
};
public static int[] GetRaceList ( int race )
{
if ( race == RACE_TERR )
return TerrList;
if ( race == RACE_ZERG )
return ZergList;
if ( race == RACE_TOSS )
return TossList;
return null;
}
public static int[] GetRaceBuildList ( int race )
{
if ( race == RACE_TERR )
return TerrBuildList;
if ( race == RACE_ZERG )
return ZergBuildList;
if ( race == RACE_TOSS )
return TossBuildList;
return null;
}
}