0ad/binaries/data/mods/public/simulation/templates/template_structure.xml
fahad-accordion-19 56d7be5334 Remove <type> from minimap schema and templates
The <minimap> element in resource templates previously included a <type>
child element that was required by CCmpMinimap.cpp. This commit removes
the <type> field from the minimap schema in CCmpMinimap.cpp and from all
affected templates, making the minimap component resource-agnostic and
simplifying template definitions.

Refs: #8170
2025-10-26 21:43:25 +01:00

173 lines
4.9 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Entity>
<AIProxy/>
<BuildRestrictions>
<PlacementType>land</PlacementType>
<Territory>own</Territory>
<Category>Structure</Category>
</BuildRestrictions>
<Capturable>
<CapturePoints>500</CapturePoints>
<RegenRate>5</RegenRate>
<GarrisonRegenRate>1.0</GarrisonRegenRate>
</Capturable>
<Cost>
<Population>0</Population>
<BuildTime>10</BuildTime>
<Resources>
<food>0</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Decay>
<Active>false</Active>
<SinkingAnim>false</SinkingAnim>
<SinkProb>1.0</SinkProb>
<DelayTime>0.0</DelayTime>
<SinkRate>3.0</SinkRate>
<SinkAccel>9.8</SinkAccel>
</Decay>
<Fogging/>
<Guard/>
<Health>
<DamageVariants>
<lightdamage>0.85</lightdamage>
<mediumdamage>0.65</mediumdamage>
<heavydamage>0.35</heavydamage>
</DamageVariants>
<DeathType>corpse</DeathType>
<RegenRate>0</RegenRate>
<IdleRegenRate>0</IdleRegenRate>
<Unhealable>true</Unhealable>
</Health>
<Identity>
<Civ>gaia</Civ>
<GenericName>Structure</GenericName>
<Classes datatype="tokens">Structure</Classes>
<Undeletable>false</Undeletable>
</Identity>
<Loot>
<food>0</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
<xp>0</xp>
</Loot>
<Looter/>
<Minimap>
</Minimap>
<Obstruction>
<Active>true</Active>
<BlockMovement>true</BlockMovement>
<BlockPathfinding>true</BlockPathfinding>
<BlockFoundation>true</BlockFoundation>
<BlockConstruction>false</BlockConstruction>
<DisableBlockMovement>false</DisableBlockMovement>
<DisableBlockPathfinding>false</DisableBlockPathfinding>
<DeleteUponConstruction>false</DeleteUponConstruction>
</Obstruction>
<OverlayRenderer/>
<Ownership/>
<Position>
<Altitude>0</Altitude>
<Anchor>upright</Anchor>
<Floating>false</Floating>
<FloatDepth>0</FloatDepth>
<TurnRate>6</TurnRate>
</Position>
<RallyPoint/>
<RallyPointRenderer>
<MarkerTemplate>special/rallypoints/{civ}</MarkerTemplate>
<LineTexture>art/textures/misc/rallypoint_line.png</LineTexture>
<LineTextureMask>art/textures/misc/rallypoint_line_mask.png</LineTextureMask>
<LineThickness>0.25</LineThickness>
<LineDashColor r="158" g="11" b="15"/>
<LineStartCap>square</LineStartCap>
<LineEndCap>round</LineEndCap>
<LinePassabilityClass>default</LinePassabilityClass>
</RallyPointRenderer>
<RangeOverlayManager/>
<RangeOverlayRenderer/>
<Repairable>
<RepairTimeRatio>2.0</RepairTimeRatio>
</Repairable>
<Resistance>
<Entity>
<ApplyStatus>
<Poisoned>
<Duration>0.0</Duration>
<BlockChance>1</BlockChance>
</Poisoned>
</ApplyStatus>
<Damage>
<Hack>1</Hack>
<Pierce>10</Pierce>
<Crush>1</Crush>
</Damage>
</Entity>
<Foundation>
<ApplyStatus>
<Poisoned>
<Duration>0.0</Duration>
<BlockChance>1</BlockChance>
</Poisoned>
</ApplyStatus>
<Damage>
<Hack>1</Hack>
<Pierce>10</Pierce>
<Crush>1</Crush>
</Damage>
</Foundation>
</Resistance>
<Selectable>
<Overlay>
<Outline>
<LineTexture>outline_border.png</LineTexture>
<LineTextureMask>outline_border_mask.png</LineTextureMask>
<LineThickness>0.4</LineThickness>
</Outline>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_universal.xml</select>
<constructed>interface/complete/building/complete_universal.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
<attacked_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_gaia>
<attacked_capture>interface/alarm/alarm_attackplayer.xml</attacked_capture>
<attacked_capture_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_capture_gaia>
<focus_fire>attack/weapon/bow_launch_building.xml</focus_fire>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>12.0</HeightOffset>
</StatusBars>
<StatusEffectsReceiver/>
<TerritoryDecay>
<DecayRate>20</DecayRate>
<Territory>neutral enemy</Territory>
</TerritoryDecay>
<Visibility>
<RetainInFog>true</RetainInFog>
<AlwaysVisible>false</AlwaysVisible>
<Corpse>false</Corpse>
<Preview>false</Preview>
</Visibility>
<Vision>
<Range>4</Range>
</Vision>
<VisionSharing>
<Bribable>false</Bribable>
</VisionSharing>
<VisualActor>
<ConstructionPreview/>
<SilhouetteDisplay>false</SilhouetteDisplay>
<SilhouetteOccluder>true</SilhouetteOccluder>
<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
</VisualActor>
</Entity>