forked from 0ad/0ad
Itms
f7e591c9f2
To achieve this, mirage entities are created per player, to replace the
real entities when these ones fall into the fog-of-war. These mirage
entities are created on-the-fly, and destroyed when they get back in
sight.
This depends heavily on the VisibilityChanged message added in
2174eaaeee
.
As a temporary adjustment, territories do not explore the map anymore
when their borders change. See #2709.
Fixes #599
This was SVN commit r15612.
116 lines
3.4 KiB
XML
116 lines
3.4 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_entity_full">
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<Armour>
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<Hack>1</Hack>
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<Pierce>1</Pierce>
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<Crush>1</Crush>
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<Foundation>
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<Hack>1</Hack>
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<Pierce>1</Pierce>
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<Crush>1</Crush>
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</Foundation>
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</Armour>
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<BuildingAI>
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<DefaultArrowCount>0</DefaultArrowCount>
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<GarrisonArrowMultiplier>0</GarrisonArrowMultiplier>
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<GarrisonArrowClasses>Ranged Infantry</GarrisonArrowClasses>
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</BuildingAI>
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<Guard/>
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<BuildRestrictions>
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<PlacementType>land</PlacementType>
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<Territory>own</Territory>
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</BuildRestrictions>
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<Cost>
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<Population>0</Population>
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<PopulationBonus>0</PopulationBonus>
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<BuildTime>10</BuildTime>
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<Resources>
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<food>0</food>
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<wood>0</wood>
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<stone>0</stone>
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<metal>0</metal>
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</Resources>
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</Cost>
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<Decay>
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<Inactive/>
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<DelayTime>0.0</DelayTime>
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<SinkRate>3.0</SinkRate>
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<SinkAccel>9.8</SinkAccel>
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</Decay>
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<Fogging/>
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<Health>
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<DeathType>corpse</DeathType>
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<RegenRate>0</RegenRate>
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<Unhealable>true</Unhealable>
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<Repairable>true</Repairable>
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</Health>
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<Identity>
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<GenericName>Structure</GenericName>
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<Classes datatype="tokens">Structure ConquestCritical</Classes>
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</Identity>
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<Minimap>
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<Type>structure</Type>
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</Minimap>
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<Obstruction>
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<Active>true</Active>
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<BlockMovement>true</BlockMovement>
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<BlockPathfinding>true</BlockPathfinding>
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<BlockFoundation>true</BlockFoundation>
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<BlockConstruction>true</BlockConstruction>
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<DisableBlockMovement>false</DisableBlockMovement>
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<DisableBlockPathfinding>false</DisableBlockPathfinding>
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</Obstruction>
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<OverlayRenderer/>
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<RallyPoint/>
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<RallyPointRenderer>
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<MarkerTemplate>special/rallypoint</MarkerTemplate>
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<LineTexture>art/textures/misc/rallypoint_line.png</LineTexture>
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<LineTextureMask>art/textures/misc/rallypoint_line_mask.png</LineTextureMask>
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<LineThickness>0.2</LineThickness>
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<LineColour r="35" g="86" b="188"/>
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<LineDashColour r="158" g="11" b="15"/>
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<LineStartCap>square</LineStartCap>
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<LineEndCap>round</LineEndCap>
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<LineCostClass>default</LineCostClass>
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<LinePassabilityClass>default</LinePassabilityClass>
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</RallyPointRenderer>
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<Selectable>
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<Overlay>
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<Outline>
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<LineTexture>outline_border.png</LineTexture>
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<LineTextureMask>outline_border_mask.png</LineTextureMask>
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<LineThickness>0.4</LineThickness>
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</Outline>
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</Overlay>
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</Selectable>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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<death>attack/destruction/building_collapse_large.xml</death>
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<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
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<attack>attack/weapon/arrowfly.xml</attack>
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<attack_impact>attack/impact/arrow_metal.xml</attack_impact>
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</SoundGroups>
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</Sound>
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<StatusBars>
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<BarWidth>6.0</BarWidth>
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<BarHeight>0.6</BarHeight>
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<HeightOffset>12.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<HealthDecayRate>5</HealthDecayRate>
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</TerritoryDecay>
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<Vision>
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<Range>40</Range>
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<RetainInFog>true</RetainInFog>
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<AlwaysVisible>false</AlwaysVisible>
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</Vision>
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<VisualActor>
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<ConstructionPreview/>
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<SilhouetteDisplay>false</SilhouetteDisplay>
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<SilhouetteOccluder>true</SilhouetteOccluder>
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<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
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</VisualActor>
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</Entity>
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