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