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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
149 lines
4.2 KiB
XML
149 lines
4.2 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Entity>
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<AIProxy/>
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<Cost>
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<Population>1</Population>
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<BuildTime>1</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>0.04</SinkProb>
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<DelayTime>5.0</DelayTime>
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<SinkRate>0.003</SinkRate>
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<SinkAccel>0.0002</SinkAccel>
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</Decay>
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<Footprint>
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<Circle radius="1.5"/>
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<Height>4.0</Height>
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</Footprint>
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<Garrisonable>
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<Size>1</Size>
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</Garrisonable>
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<Guard/>
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<Health>
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<DeathType>corpse</DeathType>
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<Max>100</Max>
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<RegenRate>0</RegenRate>
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<IdleRegenRate>0</IdleRegenRate>
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<Unhealable>false</Unhealable>
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</Health>
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<Identity>
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<Civ>gaia</Civ>
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<Classes datatype="tokens">Unit Organic ConquestCritical</Classes>
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<GenericName>Unit</GenericName>
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<Phenotype datatype="tokens">male</Phenotype>
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<Undeletable>false</Undeletable>
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</Identity>
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<Looter/>
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<Minimap>
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</Minimap>
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<Obstruction>
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<Unit/>
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<Active>true</Active>
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<BlockMovement>true</BlockMovement>
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<BlockPathfinding>false</BlockPathfinding>
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<BlockFoundation>false</BlockFoundation>
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<BlockConstruction>true</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>pitch</Anchor>
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<Floating>false</Floating>
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<FloatDepth>0.0</FloatDepth>
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<TurnRate>14</TurnRate>
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</Position>
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<RangeOverlayManager/>
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<RangeOverlayRenderer/>
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<Resistance>
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<Entity>
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<Damage>
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<Hack>1</Hack>
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<Pierce>1</Pierce>
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<Crush>1</Crush>
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</Damage>
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</Entity>
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</Resistance>
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<Selectable>
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<Overlay>
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<Texture>
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<MainTexture>128x128/ellipse.png</MainTexture>
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<MainTextureMask>128x128/ellipse_mask.png</MainTextureMask>
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</Texture>
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</Overlay>
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</Selectable>
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<Sound>
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<SoundGroups>
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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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<order_collect_treasure>voice/{lang}/civ/civ_{phenotype}_collect_treasure.xml</order_collect_treasure>
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</SoundGroups>
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</Sound>
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<StatusBars>
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<BarWidth>2.0</BarWidth>
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<BarHeight>0.333</BarHeight>
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<HeightOffset>5.0</HeightOffset>
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</StatusBars>
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<StatusEffectsReceiver/>
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<TreasureCollector>
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<MaxDistance>2</MaxDistance>
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</TreasureCollector>
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<UnitAI>
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<DefaultStance>aggressive</DefaultStance>
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<FleeDistance>12.0</FleeDistance>
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<FormationController>false</FormationController>
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<CanGuard>true</CanGuard>
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<CanPatrol>true</CanPatrol>
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<PatrolWaitTime>1</PatrolWaitTime>
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<CheeringTime>2800</CheeringTime>
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<Formations datatype="tokens">
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special/formations/null
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special/formations/box
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special/formations/column_closed
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special/formations/line_closed
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special/formations/column_open
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special/formations/line_open
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special/formations/flank
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special/formations/battle_line
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</Formations>
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</UnitAI>
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<UnitMotion>
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<FormationController>false</FormationController>
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<PassabilityClass>default</PassabilityClass>
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<WalkSpeed>9</WalkSpeed>
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<RunMultiplier>1.67</RunMultiplier>
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<InstantTurnAngle>1.5</InstantTurnAngle>
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<Acceleration>35</Acceleration>
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<Weight>10</Weight>
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</UnitMotion>
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<Visibility>
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<RetainInFog>false</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>12</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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<SilhouetteDisplay>true</SilhouetteDisplay>
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<SilhouetteOccluder>false</SilhouetteOccluder>
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<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
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</VisualActor>
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</Entity>
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