Elephant_stables -> elephant_stable.
- Renames the elephant_stables.xml templates to elephant_stable.xml (without plural s), as well as their generic template_*.xml parent, consistent with e.g the stable. - Corrects all occurrences in simulation and map files accordingly. - Renames the stable and elephant stable audio files. - Drops pers_ from the barrack.png and stable.png icons. Patch by: @Nescio Differential revision: D3343 This was SVN commit r25053.
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8dc86d20bb
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6bd30fe150
@ -11,5 +11,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/complete/building</Path>
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<Sound>complete_cavalry_stables.ogg</Sound>
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<Sound>complete_elephant_stable.ogg</Sound>
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</SoundGroup>
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@ -11,5 +11,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/complete/building</Path>
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<Sound>complete_elephant_stables.ogg</Sound>
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<Sound>complete_stable.ogg</Sound>
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</SoundGroup>
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@ -10,5 +10,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/select/building</Path>
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<Sound>sel_cavalry_stables.ogg</Sound>
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<Sound>sel_elephant_stable.ogg</Sound>
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</SoundGroup>
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@ -10,5 +10,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/select/building</Path>
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<Sound>sel_elephant_stables.ogg</Sound>
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<Sound>sel_stable.ogg</Sound>
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</SoundGroup>
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@ -77,7 +77,7 @@ const oNobaCamp = "structures/kush/camp_noba";
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const oCivicCenter = "structures/kush/civil_centre";
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const oBarracks = "structures/kush/barracks";
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const oStable = "structures/kush/stable";
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const oElephantStables = "structures/kush/elephant_stables";
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const oElephantStable = "structures/kush/elephant_stable";
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const oWallMedium = "structures/kush/wall_medium";
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const oWallGate = "structures/kush/wall_gate";
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const oWallTower = "structures/kush/wall_tower";
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@ -183,7 +183,7 @@ const clPyramid = g_Map.createTileClass();
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const clHouse = g_Map.createTileClass();
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const clForge = g_Map.createTileClass();
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const clStable = g_Map.createTileClass();
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const clElephantStables = g_Map.createTileClass();
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const clElephantStable = g_Map.createTileClass();
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const clCivicCenter = g_Map.createTileClass();
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const clBarracks = g_Map.createTileClass();
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const clBlemmyeCamp = g_Map.createTileClass();
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@ -270,10 +270,10 @@ const layoutKushCity = [
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"painters": new TileClassPainter(clCivicCenter)
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},
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{
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"templateName": oElephantStables,
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"templateName": oElephantStable,
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"difficulty": "Easy",
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"constraints": avoidClasses(clElephantStables, 10),
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"painters": new TileClassPainter(clElephantStables)
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"constraints": avoidClasses(clElephantStable, 10),
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"painters": new TileClassPainter(clElephantStable)
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},
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{
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"templateName": oStable,
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@ -1062,7 +1062,7 @@ var areaCityBushes =
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clFortress, 1,
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clHouse, 1,
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clForge, 1,
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clElephantStables, 1,
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clElephantStable, 1,
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clStable, 1,
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clCivicCenter, 1,
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clBarracks, 1,
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@ -1078,7 +1078,7 @@ var areaCityPalms =
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undefined,
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[
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new StayAreasConstraint([areaCityBushes]),
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avoidClasses(clElephantStables, 3)
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avoidClasses(clElephantStable, 3)
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]);
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g_Map.log("Placing city palms");
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BIN
binaries/data/mods/public/maps/scenarios/sandbox_kushites.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/scenarios/sandbox_kushites.xml
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binaries/data/mods/public/maps/scenarios/sandbox_mauryas.xml
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binaries/data/mods/public/maps/scenarios/sandbox_mauryas.xml
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binaries/data/mods/public/maps/skirmishes/egypt_3pv3p.xml
(Stored with Git LFS)
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binaries/data/mods/public/maps/skirmishes/egypt_3pv3p.xml
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@ -1913,7 +1913,7 @@ PETRA.HQ.prototype.buildForge = function(gameState, queues)
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};
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/**
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* Deals with constructing military buildings (barracks, stables…)
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* Deals with constructing military buildings (e.g. barracks, stable).
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* They are mostly defined by Config.js. This is unreliable since changes could be done easily.
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*/
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PETRA.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
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@ -1936,7 +1936,7 @@ PETRA.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
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if (this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks1 ||
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this.phasing == 2 && gameState.getOwnStructures().filter(API3.Filters.byClass("Village")).length < 5)
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{
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// first barracks/range and stables.
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// First barracks/range and stable.
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if (numBarracks + numRanges == 0)
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{
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let template = barracksTemplate || rangeTemplate;
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@ -1955,7 +1955,7 @@ PETRA.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
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return;
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}
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// Second range/barracks and stables
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// Second barracks/range and stable.
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if (numBarracks + numRanges == 1 && this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks2)
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{
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let template = numBarracks == 0 ? (barracksTemplate || rangeTemplate) : (rangeTemplate || barracksTemplate);
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@ -1971,7 +1971,7 @@ PETRA.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
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return;
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}
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// Then 3rd barracks/range/stables if needed
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// Third barracks/range and stable, if needed.
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if (numBarracks + numRanges + numStables == 2 && this.getAccountedPopulation(gameState) > this.Config.Military.popForBarracks2 + 30)
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{
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let template = barracksTemplate || stableTemplate || rangeTemplate;
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@ -1989,9 +1989,9 @@ PETRA.HQ.prototype.constructTrainingBuildings = function(gameState, queues)
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if (this.currentPhase < 3)
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return;
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if (this.canBuild(gameState, "structures/{civ}/elephant_stables") && !gameState.getOwnEntitiesByClass("ElephantStable", true).hasEntities())
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if (this.canBuild(gameState, "structures/{civ}/elephant_stable") && !gameState.getOwnEntitiesByClass("ElephantStable", true).hasEntities())
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{
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queues.militaryBuilding.addPlan(new PETRA.ConstructionPlan(gameState, "structures/{civ}/elephant_stables", { "militaryBase": true }));
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queues.militaryBuilding.addPlan(new PETRA.ConstructionPlan(gameState, "structures/{civ}/elephant_stable", { "militaryBase": true }));
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return;
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}
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@ -316,7 +316,7 @@ PETRA.ConstructionPlan.prototype.findGoodPosition = function(gameState)
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let radius = 0;
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if (template.hasClass("Fortress") || template.hasClass("Arsenal") ||
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this.type == gameState.applyCiv("structures/{civ}/elephant_stables"))
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this.type == gameState.applyCiv("structures/{civ}/elephant_stable"))
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radius = Math.floor((template.obstructionRadius().max + 8) / obstructions.cellSize);
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else if (template.resourceDropsiteTypes() === undefined && !template.hasClass("House") &&
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!template.hasClass("Field") && !template.hasClass("Market"))
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>cart</Civ>
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</Identity>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>kush</Civ>
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<SpecificName>Ỉḥ Abu</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>maur</Civ>
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<SpecificName>Vāraṇaśālā</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>pers</Civ>
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</Identity>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>ptol</Civ>
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<SpecificName>Stathmos tōn Elepantōn</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_elephant_stables">
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<Entity parent="template_structure_military_elephant_stable">
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<Identity>
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<Civ>sele</Civ>
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<SpecificName>Stathmos tōn Elepantōn</SpecificName>
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<SelectionGroupName>template_structure_military_barracks</SelectionGroupName>
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<Tooltip>Train Infantry and research Infantry technologies.</Tooltip>
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<VisibleClasses datatype="tokens">Village Barracks</VisibleClasses>
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<Icon>structures/pers_barracks.png</Icon>
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<Icon>structures/barracks.png</Icon>
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<RequiredTechnology>phase_village</RequiredTechnology>
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</Identity>
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<Loot>
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</Health>
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<Identity>
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<GenericName>Elephant Stable</GenericName>
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<SelectionGroupName>template_structure_military_elephant_stables</SelectionGroupName>
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<SelectionGroupName>template_structure_military_elephant_stable</SelectionGroupName>
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<Tooltip>Train Elephants and research Elephant technologies.</Tooltip>
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<VisibleClasses datatype="tokens">City ElephantStable</VisibleClasses>
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<RequiredTechnology>phase_city</RequiredTechnology>
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@ -44,8 +44,8 @@
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</ProductionQueue>
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<Sound>
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<SoundGroups>
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<constructed>interface/complete/building/complete_elephant_stables.xml</constructed>
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<select>interface/select/building/sel_elephant_stables.xml</select>
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<constructed>interface/complete/building/complete_elephant_stable.xml</constructed>
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<select>interface/select/building/sel_elephant_stable.xml</select>
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</SoundGroups>
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</Sound>
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<TerritoryInfluence>
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<SelectionGroupName>template_structure_military_stable</SelectionGroupName>
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<Tooltip>Train Cavalry and research Cavalry technologies.</Tooltip>
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<VisibleClasses datatype="tokens">Village Stable</VisibleClasses>
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<Icon>structures/pers_stable.png</Icon>
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<Icon>structures/stable.png</Icon>
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<RequiredTechnology>phase_village</RequiredTechnology>
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</Identity>
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<Loot>
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@ -58,8 +58,8 @@
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</ProductionQueue>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_cavalry_stables.xml</select>
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<constructed>interface/complete/building/complete_cavalry_stables.xml</constructed>
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<select>interface/select/building/sel_stable.xml</select>
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<constructed>interface/complete/building/complete_stable.xml</constructed>
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</SoundGroups>
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</Sound>
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<Vision>
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@ -31,7 +31,7 @@
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structures/{civ}/dock
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structures/{civ}/barracks
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structures/{civ}/stable
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structures/{civ}/elephant_stables
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structures/{civ}/elephant_stable
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structures/{civ}/arsenal
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structures/{civ}/forge
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structures/{civ}/temple
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structures/{civ}/dock
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structures/{civ}/barracks
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structures/{civ}/stable
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structures/{civ}/elephant_stables
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structures/{civ}/elephant_stable
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structures/{civ}/arsenal
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structures/{civ}/forge
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structures/{civ}/temple
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structures/{civ}/dock
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structures/{civ}/barracks
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structures/{civ}/stable
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structures/{civ}/elephant_stables
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structures/{civ}/elephant_stable
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structures/{civ}/arsenal
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structures/{civ}/forge
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structures/{civ}/temple
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