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forked from 0ad/0ad
0ad/binaries/data/mods/public/simulation/components/BuildRestrictions.js
Ykkrosh cdcee291cf Convert all remaining entity template data to new file format.
Add dummy component implementations for new data.
Partly support multiple weapons for a single unit.

This was SVN commit r7547.
2010-05-15 21:07:52 +00:00

48 lines
1.4 KiB
JavaScript

function BuildRestrictions() {}
BuildRestrictions.prototype.Schema =
"<element name='PlacementType'>" +
"<choice>" +
"<value>standard</value>" +
"<value>settlement</value>" +
"</choice>" + // TODO: add special types for fields, docks, walls
"</element>" +
"<element name='Territory'>" +
"<choice>" +
"<value>all</value>" +
"<value>allied</value>" +
"</choice>" +
"</element>" +
"<optional>" +
"<element name='Category'>" +
"<choice>" +
"<value>CivilCentre</value>" +
"<value>House</value>" +
"<value>ScoutTower</value>" +
"<value>Farmstead</value>" +
"<value>Market</value>" +
"<value>Barracks</value>" +
"<value>Dock</value>" +
"<value>Fortress</value>" +
"<value>Field</value>" +
"<value>Special</value>" +
"</choice>" +
"</element>" +
"</optional>";
// TODO: add phases, prerequisites, etc
/*
* TODO: the vague plan for Category is to add some BuildLimitManager which
* specifies the limit per category, and which can determine whether you're
* allowed to build more (based on the number in total / per territory / per
* civ center as appropriate)
*/
/*
* TODO: the vague plan for PlacementType is that it may restrict the locations
* and orientations of new construction work (e.g. civ centers must be on settlements,
* docks must be on shores), which affects the UI and the build permissions
*/
Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);