0ad/binaries/data/mods/public/simulation/templates/structures/table_square.xml
Freagarach 0c4f59d0a7 Split tasks from ProductionQueue.
The task of the production queue should first and foremost be that; a
queue for production items.
Hence, the specifics of training/researching are delegated to specific
components.

As a side effect, this improves the test coverage and fixes:
- Resource not refunding when hitting the entity limit. Introduced in
b8758c8941.
- Autoqueue changing when unable to spawn. Introduced in 956b3f96db.

Modders can change their templates using
https://code.wildfiregames.com/P256.

Differential revision: https://code.wildfiregames.com/D4333
Fixes: #6363
Comments by: @Silier
Refs. #6364

This was SVN commit r26000.
2021-11-16 07:08:39 +00:00

34 lines
814 B
XML

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure">
<Footprint>
<Square width="4.5" depth="4.5"/>
<Height>4.0</Height>
</Footprint>
<Health>
<Max>100</Max>
</Health>
<Identity>
<GenericName>Table</GenericName>
<SpecificName>Square Table</SpecificName>
<Icon>gaia/special_fence.png</Icon>
</Identity>
<Loot>
<wood>20</wood>
</Loot>
<Minimap>
<Color r="119" g="82" b="46"/>
</Minimap>
<Obstruction>
<Static width="4.0" depth="4.0"/>
</Obstruction>
<ProductionQueue disable=""/>
<Researcher disable=""/>
<StatusBars>
<HeightOffset>6.0</HeightOffset>
</StatusBars>
<TerritoryDecay disable=""/>
<Trainer disable=""/>
<VisualActor>
<Actor>props/special/eyecandy/table_square.xml</Actor>
</VisualActor>
</Entity>