0ad/binaries/data/mods/public/simulation/templates/template_structure.xml
Itms f7e591c9f2 Hide changes to buildings in the fog-of-war.
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.
2014-08-04 22:49:19 +00:00

116 lines
3.4 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_entity_full">
<Armour>
<Hack>1</Hack>
<Pierce>1</Pierce>
<Crush>1</Crush>
<Foundation>
<Hack>1</Hack>
<Pierce>1</Pierce>
<Crush>1</Crush>
</Foundation>
</Armour>
<BuildingAI>
<DefaultArrowCount>0</DefaultArrowCount>
<GarrisonArrowMultiplier>0</GarrisonArrowMultiplier>
<GarrisonArrowClasses>Ranged Infantry</GarrisonArrowClasses>
</BuildingAI>
<Guard/>
<BuildRestrictions>
<PlacementType>land</PlacementType>
<Territory>own</Territory>
</BuildRestrictions>
<Cost>
<Population>0</Population>
<PopulationBonus>0</PopulationBonus>
<BuildTime>10</BuildTime>
<Resources>
<food>0</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Decay>
<Inactive/>
<DelayTime>0.0</DelayTime>
<SinkRate>3.0</SinkRate>
<SinkAccel>9.8</SinkAccel>
</Decay>
<Fogging/>
<Health>
<DeathType>corpse</DeathType>
<RegenRate>0</RegenRate>
<Unhealable>true</Unhealable>
<Repairable>true</Repairable>
</Health>
<Identity>
<GenericName>Structure</GenericName>
<Classes datatype="tokens">Structure ConquestCritical</Classes>
</Identity>
<Minimap>
<Type>structure</Type>
</Minimap>
<Obstruction>
<Active>true</Active>
<BlockMovement>true</BlockMovement>
<BlockPathfinding>true</BlockPathfinding>
<BlockFoundation>true</BlockFoundation>
<BlockConstruction>true</BlockConstruction>
<DisableBlockMovement>false</DisableBlockMovement>
<DisableBlockPathfinding>false</DisableBlockPathfinding>
</Obstruction>
<OverlayRenderer/>
<RallyPoint/>
<RallyPointRenderer>
<MarkerTemplate>special/rallypoint</MarkerTemplate>
<LineTexture>art/textures/misc/rallypoint_line.png</LineTexture>
<LineTextureMask>art/textures/misc/rallypoint_line_mask.png</LineTextureMask>
<LineThickness>0.2</LineThickness>
<LineColour r="35" g="86" b="188"/>
<LineDashColour r="158" g="11" b="15"/>
<LineStartCap>square</LineStartCap>
<LineEndCap>round</LineEndCap>
<LineCostClass>default</LineCostClass>
<LinePassabilityClass>default</LinePassabilityClass>
</RallyPointRenderer>
<Selectable>
<Overlay>
<Outline>
<LineTexture>outline_border.png</LineTexture>
<LineTextureMask>outline_border_mask.png</LineTextureMask>
<LineThickness>0.4</LineThickness>
</Outline>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_universal.xml</select>
<constructed>interface/complete/building/complete_universal.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
<attack>attack/weapon/arrowfly.xml</attack>
<attack_impact>attack/impact/arrow_metal.xml</attack_impact>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>12.0</HeightOffset>
</StatusBars>
<TerritoryDecay>
<HealthDecayRate>5</HealthDecayRate>
</TerritoryDecay>
<Vision>
<Range>40</Range>
<RetainInFog>true</RetainInFog>
<AlwaysVisible>false</AlwaysVisible>
</Vision>
<VisualActor>
<ConstructionPreview/>
<SilhouetteDisplay>false</SilhouetteDisplay>
<SilhouetteOccluder>true</SilhouetteOccluder>
<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
</VisualActor>
</Entity>