Make AI less likely to stop building wonder
[freeciv.git] / data / cimpletoon.tilespec
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2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.6-tilespec"
7 ; A simple name for the tileset specified by this file:
8 name = "Cimpletoon"
9 priority = 30
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
12 ;version = ""
14 ; Summary and full description of the tileset.
15 summary = _("\
16 Cimpletoon uses otherwise Amplio2 sprites, but has unit sprites of its own. \
17 Unlike most tilesets, Cimpletoon has unit sprites facing the direction \
18 they look at. \
20 ;description = ""
22 ; TODO: add more overall information fields on tiles, 
23 ; eg, authors, colors, etc.
25 ; Basic tile sizes:
26 normal_tile_width  = 96
27 normal_tile_height = 48
28 small_tile_width   = 15
29 small_tile_height  = 20
31 ; Basic tile style.
32 type = "isometric"
33 is_hex = FALSE
35 ; Blended fog
36 fog_style      = "Darkness"
37 darkness_style = "Corner"
38 ; Which terrain layer darkness is drawn top of (0-2)
39 darkness_layer = 0
41 ; offset the flags by this amount when drawing units
42 unit_flag_offset_x = 25
43 unit_flag_offset_y = 16
44 city_flag_offset_x = 2
45 city_flag_offset_y = 9
47 ; offset the city occupied sprite by this amount
48 occupied_offset_x = 0
49 occupied_offset_y = 0
51 ; offset the units by this amount
52 unit_offset_x = 19
53 unit_offset_y = 18
55 ; offset of the normal activity icons
56 activity_offset_x = 0
57 activity_offset_y = 0
59 ; offset the cities by this amount
60 city_offset_x = 0
61 city_offset_y = 0
63 ; offset the city bar text by this amount (from the city tile origin)
64 citybar_offset_y = 30
66 ; offset the tile label text by this amount
67 tilelabel_offset_y = 15
69 ; offset the upkeep icons by this amount from the top of the unit itself.
70 ; The default is the normal tile height, which means that the upkeep icons
71 ; appear below the unit icon if the unit icons are equal to tile height
72 ; (typical in overhead tileset), or overlay lower part of the unit icon,
73 ; if unit icon is higher than tiles (typical in iso tilesets)
74 ;unit_upkeep_offset_y = 0
76 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
77 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
78 ; not having alternative layout.
79 ;unit_upkeep_small_offset_y = 0
81 ; Font size (points) to use to draw city names and productions:
82 city_names_font_size = 10
83 city_productions_font_size = 8
85 ; These are special because they get freed and reloaded
86 ; as required:
87 main_intro_file    = "misc/intro"
88 minimap_intro_file = "misc/radar"
90 ; Below, the graphics spec files; must be somewhere (anywhere) in 
91 ; the data path. Order may be important for color allocation on 
92 ; low-color systems, and if there are any duplicate tags (lattermost
93 ; tag is used).
94 files =
95   "amplio2/terrain1.spec",
96   "amplio2/maglev.spec",
97   "amplio2/terrain2.spec",
98   "amplio2/hills.spec",
99   "amplio2/mountains.spec",
100   "amplio2/ocean.spec",
101   "amplio2/water.spec",
102   "amplio2/tiles.spec",
103   "amplio2/upkeep.spec",
104   "amplio2/activities.spec",
105   "amplio2/fog.spec",
106   "misc/small.spec",
107   "misc/events.spec",
108   "misc/governments.spec",
109   "misc/specialists.spec",
110   "amplio2/veterancy.spec",
111   "cimpletoon/orient_units.spec",
112   "misc/flags-large.spec",
113   "misc/buildings-large.spec",
114   "misc/wonders-large.spec",
115   "misc/space.spec",
116   "misc/techs.spec",
117   "misc/treaty.spec",
118   "amplio2/nuke.spec",
119   "amplio2/explosions.spec",
120   "amplio2/cities.spec",
121   "amplio2/bases.spec",
122   "amplio2/select.spec",
123   "amplio2/grid.spec",
124   "misc/cursors.spec",
125   "misc/overlays.spec",
126   "misc/citybar.spec",
127   "misc/shields-large.spec",
128   "misc/editor.spec",
129   "misc/icons.spec"
132 ; Include color definitions
133 *include "misc/colors.tilespec"
135 ; Terrain info - see README.graphics
137 [layer0]
138 match_types = "shallow", "deep", "land"
140 [layer1]
141 match_types = "forest", "hills", "mountains", "water", "ice"
143 [layer2]
144 match_types = "water", "ice"
146 ; Water graphics referenced by terrain.ruleset
148 [tile_lake]
149 tag = "lake"
150 blend_layer = 1
151 num_layers = 1
152 layer0_match_type = "shallow"
153 layer0_match_with = "land"
154 layer0_sprite_type = "corner"
156 [tile_coast]
157 tag = "coast"
158 blend_layer = 1
159 num_layers = 2
160 layer0_match_type = "shallow"
161 layer0_match_with = "deep", "land"
162 layer0_sprite_type = "corner"
163 layer1_match_type = "water"
164 layer1_match_with = "ice"
165 layer1_sprite_type = "corner"
167 [tile_floor]
168 tag = "floor"
169 blend_layer = 0
170 num_layers = 2
171 layer0_match_type = "deep"
172 layer0_match_with = "shallow", "land"
173 layer0_sprite_type = "corner"
174 layer1_match_type = "water"
175 layer1_match_with = "ice"
176 layer1_sprite_type = "corner"
178 ; Land graphics referenced by terrain.ruleset
180 [tile_arctic]
181 tag = "arctic"
182 ; treated as water for ice cliffs
183 blend_layer = 0
184 num_layers = 3
185 layer0_match_type = "shallow"
186 layer1_match_type = "ice"
187 layer2_match_type = "ice"
189 [tile_desert]
190 tag = "desert"
191 blend_layer = 1
192 num_layers = 1
193 layer0_match_type = "land"
195 [tile_forest]
196 tag = "forest"
197 blend_layer = 1
198 num_layers = 2
199 layer0_match_type = "land"
200 layer1_match_type = "forest"
201 layer1_match_with = "forest"
203 [tile_grassland]
204 tag = "grassland"
205 blend_layer = 1
206 num_layers = 1
207 layer0_match_type = "land"
209 [tile_hills]
210 tag = "hills"
211 blend_layer = 1
212 num_layers = 2
213 layer0_match_type = "land"
214 layer1_match_type = "hills"
215 layer1_match_with = "hills"
217 [tile_jungle]
218 tag = "jungle"
219 blend_layer = 1
220 num_layers = 2
221 layer0_match_type = "land"
222 layer1_match_type = "forest"
223 layer1_match_with = "forest"
225 [tile_mountains]
226 tag = "mountains"
227 blend_layer = 1
228 num_layers = 2
229 layer0_match_type = "land"
230 layer1_match_type = "hills"
231 layer1_match_with = "hills"
232 layer1_is_tall = TRUE
233 layer1_offset_y = 6
235 [tile_plains]
236 tag = "plains"
237 blend_layer = 1
238 num_layers = 1
239 layer0_match_type = "land"
241 [tile_swamp]
242 tag = "swamp"
243 blend_layer = 1
244 num_layers = 1
245 layer0_match_type = "land"
247 [tile_tundra]
248 tag = "tundra"
249 blend_layer = 1
250 num_layers = 1
251 layer0_match_type = "land"
253 [tile_inaccessible]
254 tag = "inaccessible"
255 blend_layer = 0
256 num_layers = 1
257 layer0_match_type = "land"
259 [extras]
260 styles =
261     { "name",          "style"
262       "road.road",     "RoadAllSeparate"
263       "road.rail",     "RoadAllSeparate"
264       "road.river",    "River"
265       "tx.irrigation", "Cardinals"
266       "tx.farmland",   "Cardinals"
267       "tx.mine",       "Single1"
268       "tx.oil_mine",   "Single1"
269       "tx.pollution",  "Single2"
270       "tx.fallout",    "Single2"
271       "tx.village",    "Single1"
272       "base.outpost",  "3Layer"
273       "base.fortress", "3Layer"
274       "base.airfield", "3Layer"
275       "base.airbase",  "3Layer"
276       "base.buoy",     "3layer"
277       "base.ruins",    "3Layer"
278     }