0ad/binaries/data/mods/public/simulation/templates/template_unit.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

149 lines
4.2 KiB
XML

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