forked from 0ad/0ad
Add visible class names to all common buildings
This was SVN commit r15196.
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@ -556,6 +556,16 @@ function setupUnitPanel(guiName, usedPanels, unitEntState, playerState, items, c
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case CONSTRUCTION:
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var tooltip = getEntityNamesFormatted(template);
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if (template.visibleIdentityClasses && template.visibleIdentityClasses.length)
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{
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tooltip += "\n[font=\"sans-bold-13\"]" + translate("Classes:") + "[/font] ";
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tooltip += "[font=\"sans-13\"]" + translate(template.visibleIdentityClasses[0]) ;
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for (var c = 1; c < template.visibleIdentityClasses.length; c++)
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tooltip += ", " + translate(template.visibleIdentityClasses[c]);
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tooltip += "[/font]";
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}
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if (template.tooltip)
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tooltip += "\n[font=\"sans-13\"]" + template.tooltip + "[/font]";
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@ -8,10 +8,10 @@
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<SpecificName>Amoridas</SpecificName>
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<History>Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need. The possession of a armory by the local lord was considered quite prestigious among the Celts, especially the larger examples found in Gaul that could maintain armies.</History>
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<RequiredTechnology>phase_village</RequiredTechnology>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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-Town
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Village
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</Classes>
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</VisibleClasses>
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</Identity>
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<ProductionQueue>
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<Technologies datatype="tokens">
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@ -8,10 +8,10 @@
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<SpecificName>Amoridas</SpecificName>
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<History>Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need. The possession of a armory by the local lord was considered quite prestigious among the Celts, especially the larger examples found in Gaul that could maintain armies.</History>
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<RequiredTechnology>phase_village</RequiredTechnology>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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-Town
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Village
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</Classes>
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</VisibleClasses>
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</Identity>
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<ProductionQueue>
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<Technologies datatype="tokens">
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@ -8,10 +8,10 @@
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<SpecificName>Amoridas</SpecificName>
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<History>Figured to have it represent an armory; these were common, and not all Celts (truthfully, not even most) had to provide their own weapons. Just, they had to provide their own GOOD weapons and armor, but mass-produced spears and javelins and shields were distributed freely at need. The possession of a armory by the local lord was considered quite prestigious among the Celts, especially the larger examples found in Gaul that could maintain armies.</History>
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<RequiredTechnology>phase_village</RequiredTechnology>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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-Town
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Village
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</Classes>
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</VisibleClasses>
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</Identity>
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<ProductionQueue>
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<Technologies datatype="tokens">
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@ -17,10 +17,10 @@
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<Civ>pers</Civ>
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<GenericName>Cavalry Stables</GenericName>
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<SpecificName>Paraspa</SpecificName>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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-Barracks
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Stables
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</Classes>
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</VisibleClasses>
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<History>Cavalry was primarily used as an elite assault force by the Persians.</History>
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<Tooltip>Train citizen-cavalry units.</Tooltip>
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<Icon>structures/pers_stable.png</Icon>
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@ -28,7 +28,7 @@
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<Civ>rome</Civ>
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<GenericName>Tent</GenericName>
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<SpecificName>Tabernāculum</SpecificName>
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<Classes datatype="tokens">-Village</Classes>
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<VisibleClasses datatype="tokens">-Village</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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@ -12,6 +12,6 @@
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</Armour>
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<Identity>
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<GenericName>Civic Structure</GenericName>
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<Classes datatype="tokens">Civic</Classes>
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<VisibleClasses datatype="tokens">Civic</VisibleClasses>
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</Identity>
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</Entity>
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@ -64,8 +64,8 @@
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<Classes datatype="tokens">
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Defensive
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CivCentre
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CivilCentre
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</Classes>
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<VisibleClasses datatype="tokens">CivilCentre</VisibleClasses>
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<Icon>structures/civic_centre.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -29,7 +29,8 @@
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<Identity>
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<GenericName>House</GenericName>
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<Tooltip>Increase the population limit.</Tooltip>
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<Classes datatype="tokens">Village House -ConquestCritical</Classes>
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<Classes datatype="tokens">-ConquestCritical</Classes>
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<VisibleClasses datatype="tokens">Village House</VisibleClasses>
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<Icon>structures/house.png</Icon>
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</Identity>
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<Loot>
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@ -35,10 +35,10 @@
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<Identity>
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<GenericName>Temple</GenericName>
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<Tooltip>Train healers. Garrison up to 20 units to heal them at a quick rate. Research healing and religious improvements. Heals nearby units, but slower than garrisoned units.</Tooltip>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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Town
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Temple
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</Classes>
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</VisibleClasses>
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<Icon>structures/temple.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -12,6 +12,6 @@
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</Armour>
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<Identity>
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<GenericName>Defensive Structure</GenericName>
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<Classes datatype="tokens">Defensive</Classes>
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<VisibleClasses datatype="tokens">Defensive</VisibleClasses>
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</Identity>
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</Entity>
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@ -59,7 +59,8 @@
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<Identity>
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<GenericName>Defense Tower</GenericName>
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<Tooltip>Shoots arrows. Garrison to provide extra defense.</Tooltip>
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<Classes datatype="tokens">DefenseTower Town Tower GarrisonTower -ConquestCritical</Classes>
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<Classes datatype="tokens">Tower GarrisonTower -ConquestCritical</Classes>
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<VisibleClasses datatype="tokens">Town DefenseTower</VisibleClasses>
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<Icon>structures/defense_tower.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -56,7 +56,8 @@
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<Identity>
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<GenericName>Outpost</GenericName>
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<Tooltip>Build in neutral and friendly territories to scout areas of the map. Slowly loses health while in neutral territory.</Tooltip>
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<Classes datatype="tokens">Outpost Village Defensive -ConquestCritical</Classes>
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<Classes datatype="tokens">-ConquestCritical</Classes>
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<VisibleClasses datatype="tokens">Village Outpost</VisibleClasses>
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<Icon>structures/outpost.png</Icon>
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</Identity>
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<Loot>
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@ -26,7 +26,7 @@
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<Identity>
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<GenericName>City Gate</GenericName>
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<Tooltip>Allow units access through a city wall. Can be locked to prevent access.</Tooltip>
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<Classes datatype="tokens">-ConquestCritical Defensive StoneWall Gates</Classes>
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<Classes datatype="tokens">-ConquestCritical StoneWall Gates</Classes>
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<Icon>structures/gate.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -54,7 +54,7 @@
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<Identity>
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<GenericName>Wall Turret</GenericName>
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<Tooltip>Shoots arrows. Garrison to defend a city wall against attackers.</Tooltip>
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<Classes datatype="tokens">Defensive -ConquestCritical StoneWall Tower</Classes>
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<Classes datatype="tokens">-ConquestCritical StoneWall Tower</Classes>
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<Icon>structures/tower.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -12,6 +12,6 @@
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</Armour>
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<Identity>
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<GenericName>Economic Structure</GenericName>
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<Classes datatype="tokens">Economic</Classes>
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<VisibleClasses datatype="tokens">Economic</VisibleClasses>
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</Identity>
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</Entity>
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@ -20,7 +20,8 @@
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<Identity>
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<GenericName>Farmstead</GenericName>
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<Tooltip>Dropsite for the food resource. Research food gathering improvements.</Tooltip>
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<Classes datatype="tokens">Village -ConquestCritical DropsiteFood Farmstead</Classes>
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<Classes datatype="tokens">-ConquestCritical DropsiteFood</Classes>
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<VisibleClasses datatype="tokens">Village Farmstead</VisibleClasses>
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<Icon>structures/farmstead.png</Icon>
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</Identity>
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<Loot>
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<Identity>
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<GenericName>Market</GenericName>
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<Tooltip>Create trade units to trade between other markets. Barter resources. Research trading and bartering improvements.</Tooltip>
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<Classes datatype="tokens">Town Market BarterMarket -ConquestCritical</Classes>
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<Classes datatype="tokens">BarterMarket -ConquestCritical</Classes>
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<VisibleClasses datatype="tokens">Town Market</VisibleClasses>
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<Icon>structures/market.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -21,13 +21,12 @@
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<GenericName>Storehouse</GenericName>
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<Tooltip>Dropsite for wood, stone, and metal resources. Research gathering improvements for these resources.</Tooltip>
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<Classes datatype="tokens">
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Storehouse
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Village
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DropsiteWood
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DropsiteMetal
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DropsiteStone
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-ConquestCritical
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</Classes>
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<VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses>
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<Icon>structures/storehouse.png</Icon>
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</Identity>
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<Loot>
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@ -12,6 +12,6 @@
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</Armour>
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<Identity>
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<GenericName>Military Structure</GenericName>
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<Classes datatype="tokens">Military</Classes>
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<VisibleClasses datatype="tokens">Military</VisibleClasses>
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</Identity>
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</Entity>
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@ -28,10 +28,10 @@
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<Identity>
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<GenericName>Barracks</GenericName>
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<Tooltip>Train citizen-soldiers. Research training improvements. Garrison: 10.</Tooltip>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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Village
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Barracks
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</Classes>
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</VisibleClasses>
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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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@ -28,10 +28,10 @@
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<Identity>
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<GenericName>Blacksmith</GenericName>
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<Tooltip>Research weapons and armor improvements.</Tooltip>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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Town
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Blacksmith
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</Classes>
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</VisibleClasses>
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<Icon>structures/blacksmith.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -23,7 +23,8 @@
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<Identity>
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<GenericName>Dock</GenericName>
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<Tooltip>Build upon a shoreline to construct naval vessels and to open sea trade. Research naval improvements.</Tooltip>
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<Classes datatype="tokens">Village Naval Market NavalMarket Dock</Classes>
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<Classes datatype="tokens">Naval NavalMarket</Classes>
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<VisibleClasses datatype="tokens">Economic Village Market Dock</VisibleClasses>
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<Icon>structures/dock.png</Icon>
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</Identity>
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<Loot>
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@ -21,10 +21,10 @@
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</Health>
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<Identity>
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<Civ>cart</Civ>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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Town
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Embassy
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</Classes>
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</VisibleClasses>
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<GenericName>Embassy</GenericName>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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@ -57,4 +57,4 @@
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<VisualActor>
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<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
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</VisualActor>
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</Entity>
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</Entity>
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<Identity>
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<GenericName>Fortress</GenericName>
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<Tooltip>Train heroes, champions, and siege weapons. Research siege weapon improvements. Garrison: 20.</Tooltip>
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<Classes datatype="tokens">
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City
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<Classes datatype="tokens">GarrisonFortress</Classes>
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<VisibleClasses datatype="tokens">
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Defensive
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GarrisonFortress
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City
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Fortress
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</Classes>
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</VisibleClasses>
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<Icon>structures/fortress.png</Icon>
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<RequiredTechnology>phase_city</RequiredTechnology>
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</Identity>
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@ -15,7 +15,8 @@
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</BuildRestrictions>
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<Identity>
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<GenericName>Resource Structure</GenericName>
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<Classes datatype="tokens">-ConquestCritical Resource</Classes>
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<Classes datatype="tokens">-ConquestCritical</Classes>
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<VisibleClasses datatype="tokens">Resource</VisibleClasses>
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</Identity>
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<Vision>
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<Range>4</Range>
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@ -25,10 +25,10 @@
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<Identity>
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<GenericName>Corral</GenericName>
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<Tooltip>Raise herd animals for food. Task domestic animals here to gain a trickle of food or other bonus (Not yet implemented).</Tooltip>
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<Classes datatype="tokens">
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<VisibleClasses datatype="tokens">
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Village
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Corral
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</Classes>
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</VisibleClasses>
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<Icon>structures/corral.png</Icon>
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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>Field</GenericName>
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<Classes datatype="tokens">Field</Classes>
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<VisibleClasses datatype="tokens">Field</VisibleClasses>
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<Tooltip>Harvest vegetables for food. Max gatherers: 5.</Tooltip>
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<History>Farming originated around 9500 BC in India and the Middle East. The history of agriculture is a central element of human history, as agricultural progress has been a crucial factor in worldwide socio-economic change. Wealth-building and militaristic specializations rarely seen in hunter-gatherer cultures are commonplace in agricultural and agro-industrial societies - when farmers became capable of producing food beyond the needs of their own families, others in the tribe/nation/empire were freed to devote themselves to projects other than food acquisition.</History>
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<Icon>structures/field.png</Icon>
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