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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 inb8758c8941. - Autoqueue changing when unable to spawn. Introduced in956b3f96db. 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.
34 lines
814 B
XML
34 lines
814 B
XML
<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure">
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<Footprint>
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<Square width="4.5" depth="4.5"/>
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<Height>4.0</Height>
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</Footprint>
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<Health>
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<Max>100</Max>
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</Health>
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<Identity>
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<GenericName>Table</GenericName>
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<SpecificName>Square Table</SpecificName>
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<Icon>gaia/special_fence.png</Icon>
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</Identity>
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<Loot>
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<wood>20</wood>
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</Loot>
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<Minimap>
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<Color r="119" g="82" b="46"/>
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</Minimap>
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<Obstruction>
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<Static width="4.0" depth="4.0"/>
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</Obstruction>
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<ProductionQueue disable=""/>
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<Researcher disable=""/>
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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay disable=""/>
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<Trainer disable=""/>
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<VisualActor>
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<Actor>props/special/eyecandy/table_square.xml</Actor>
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</VisualActor>
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</Entity>
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