Make AI less likely to stop building wonder
[freeciv.git] / data / hex2t.tilespec
blob10735fae07ddfc6ac2e77c61da87a2bbe4fe3ddb
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 = "Hex-2"
9 priority = 5
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 = _("Small hex tiles")
16 ;description = ""
18 ; TODO: add more overall information fields on tiles, 
19 ; eg, authors, colors, etc.
21 ; Basic tile sizes:
22 normal_tile_width  = 40
23 normal_tile_height = 72
24 small_tile_width   = 15
25 small_tile_height  = 20
27 ; Basic tile style.
28 type = "overhead"
29 hex_side = 24
30 is_hex = TRUE
32 ; Use old iso style
33 fog_style      = "Auto"
35 ; Was darkness style "IsoRect" (single-sprite)
36 darkness_style = "CardinalSingle"
37 ; Which terrain layer darkness is drawn top of (0-2)
38 darkness_layer = 0
40 ; offset the flags by this amount when drawing units
41 unit_flag_offset_x = 1
42 unit_flag_offset_y = 23
43 city_flag_offset_x = 1
44 city_flag_offset_y = 25
46 ; offset the city occupied sprite by this amount
47 occupied_offset_x = 0
48 occupied_offset_y = 0
50 ; offset units by this amount
51 unit_offset_x = 4
52 unit_offset_y = 21
54 ; offset of the normal activity icons
55 activity_offset_x = 0
56 activity_offset_y = 0
58 ; offset the cities by this amount
59 city_offset_x = 0
60 city_offset_y = 0
62 ; offset the city bar text by this amount (from the city tile origin)
63 citybar_offset_y = 48
65 ; offset the tile label text by this amount
66 tilelabel_offset_y = 28
68 ; offset the upkeep icons by this amount from the top of the unit itself.
69 ; The default is the normal tile height, which means that the upkeep icons
70 ; appear below the unit icon if the unit icons are equal to tile height
71 ; (typical in overhead tileset), or overlay lower part of the unit icon,
72 ; if unit icon is higher than tiles (typical in iso tilesets)
73 ;unit_upkeep_offset_y = 0
75 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
76 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
77 ; not having alternative layout.
78 ;unit_upkeep_small_offset_y = 0
80 ; Font size (points) to use to draw city names and productions:
81 city_names_font_size = 10
82 city_productions_font_size = 10
84 ; These are special because they get freed and reloaded
85 ; as required:
86 main_intro_file    = "misc/intro"
87 minimap_intro_file = "misc/radar"
89 ; Below, the graphics spec files; must be somewhere (anywhere) in 
90 ; the data path. Order may be important for color allocation on 
91 ; low-color systems, and if there are any duplicate tags (lattermost
92 ; tag is used).
93 files =
94   "misc/overlays.spec",
95   "misc/citybar.spec",
96   "hex2t/tiles.spec",
97   "hex2t/unitcost.spec",
98   "hex2t/overlays.spec",
99   "trident/units.spec",
100   "hex2t/select.spec",
101   "hex2t/items.spec",
102   "hex2t/grid.spec",
103   "misc/small.spec",
104   "misc/events.spec",
105   "misc/governments.spec",
106   "misc/specialists.spec",
107   "misc/buildings.spec",
108   "misc/flags.spec",
109   "misc/shields.spec",
110   "misc/cursors.spec",
111   "misc/space.spec",
112   "misc/techs.spec",
113   "misc/treaty.spec",
114   "misc/icons.spec",
115   "misc/editor.spec",
116   "amplio2/nuke.spec"
119 ; Include color definitions
120 *include "misc/colors.tilespec"
122 ; Terrain info - see README.graphics
124 [layer0]
125 match_types = "water", "land"
127 [layer1]
128 match_types = "forest", "jungle", "steep"
130 ; Water graphics referenced by terrain.ruleset
132 [tile_coast]
133 tag = "coast"
134 blend_layer = 0
135 num_layers = 1
136 layer0_match_type = "water"
137 layer0_match_with = "water"
138 layer0_sprite_type = "corner"
140 [tile_floor]
141 tag = "floor"
142 blend_layer = 0
143 num_layers = 1
144 layer0_match_type = "water"
145 layer0_match_with = "water"
146 layer0_sprite_type = "corner"
148 ; Land graphics referenced by terrain.ruleset
150 [tile_inaccessible]
151 tag = "inaccessible"
152 blend_layer = 0
153 num_layers = 1
154 layer0_match_type = "land"
156 [tile_arctic]
157 tag = "arctic"
158 blend_layer = 1
159 num_layers = 1
160 layer0_match_type = "land"
162 [tile_desert]
163 tag = "desert"
164 blend_layer = 1
165 num_layers = 1
166 layer0_match_type = "land"
168 [tile_forest]
169 tag = "forest"
170 blend_layer = 1
171 num_layers = 2
172 layer0_match_type = "land"
173 layer1_match_type = "forest"
174 layer1_match_with = "forest"
176 [tile_grassland]
177 tag = "grassland"
178 blend_layer = 1
179 num_layers = 1
180 layer0_match_type = "land"
182 [tile_hills]
183 tag = "hills"
184 blend_layer = 1
185 num_layers = 2
186 layer0_match_type = "land"
187 layer1_match_type = "steep"
188 layer1_match_with = "steep"
190 [tile_jungle]
191 tag = "jungle"
192 blend_layer = 1
193 num_layers = 2
194 layer0_match_type = "land"
195 layer1_match_type = "jungle"
197 [tile_mountains]
198 tag = "mountains"
199 blend_layer = 1
200 num_layers = 2
201 layer0_match_type = "land"
202 layer1_match_type = "steep"
203 layer1_match_with = "steep"
205 [tile_plains]
206 tag = "plains"
207 blend_layer = 1
208 num_layers = 1
209 layer0_match_type = "land"
211 [tile_swamp]
212 tag = "swamp"
213 blend_layer = 1
214 num_layers = 1
215 layer0_match_type = "land"
217 [tile_tundra]
218 tag = "tundra"
219 blend_layer = 1
220 num_layers = 1
221 layer0_match_type = "land"
223 [extras]
224 styles =
225     { "name",          "style"
226       "road.road",     "RoadAllSeparate"
227       "road.rail",     "RoadAllSeparate"
228       "road.maglev",   "RoadAllSeparate"
229       "road.river",    "River"
230       "tx.irrigation", "Cardinals"
231       "tx.farmland",   "Cardinals"
232       "tx.mine",       "Single1"
233       "tx.oil_mine",   "Single1"
234       "tx.pollution",  "Single2"
235       "tx.fallout",    "Single2"
236       "tx.village",    "Single1"
237       "base.fortress", "3Layer"
238       "base.airbase",  "3Layer"
239       "base.ruins",    "3Layer"
240     }