forked from 0ad/0ad
Ykkrosh
cdcee291cf
Add dummy component implementations for new data. Partly support multiple weapons for a single unit. This was SVN commit r7547.
48 lines
1.4 KiB
JavaScript
48 lines
1.4 KiB
JavaScript
function BuildRestrictions() {}
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BuildRestrictions.prototype.Schema =
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"<element name='PlacementType'>" +
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"<choice>" +
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"<value>standard</value>" +
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"<value>settlement</value>" +
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"</choice>" + // TODO: add special types for fields, docks, walls
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"</element>" +
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"<element name='Territory'>" +
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"<choice>" +
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"<value>all</value>" +
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"<value>allied</value>" +
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"</choice>" +
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"</element>" +
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"<optional>" +
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"<element name='Category'>" +
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"<choice>" +
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"<value>CivilCentre</value>" +
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"<value>House</value>" +
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"<value>ScoutTower</value>" +
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"<value>Farmstead</value>" +
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"<value>Market</value>" +
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"<value>Barracks</value>" +
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"<value>Dock</value>" +
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"<value>Fortress</value>" +
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"<value>Field</value>" +
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"<value>Special</value>" +
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"</choice>" +
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"</element>" +
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"</optional>";
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// TODO: add phases, prerequisites, etc
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/*
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* TODO: the vague plan for Category is to add some BuildLimitManager which
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* specifies the limit per category, and which can determine whether you're
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* allowed to build more (based on the number in total / per territory / per
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* civ center as appropriate)
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*/
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/*
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* TODO: the vague plan for PlacementType is that it may restrict the locations
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* and orientations of new construction work (e.g. civ centers must be on settlements,
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* docks must be on shores), which affects the UI and the build permissions
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*/
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Engine.RegisterComponentType(IID_BuildRestrictions, "BuildRestrictions", BuildRestrictions);
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