Make AI less likely to stop building wonder
[freeciv.git] / data / isophex.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 = "Isophex"
9 priority = 3
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 = _("Isometric alternative of the 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  = 64
23 normal_tile_height = 32
24 small_tile_width   = 15
25 small_tile_height  = 20
27 ; Basic tile style.
28 type = "isometric"
29 hex_side = 16
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 = 17
42 unit_flag_offset_y = 11
43 city_flag_offset_x = 17
44 city_flag_offset_y = 11
46 ; offset the city occupied sprite by this amount
47 occupied_offset_x = 0
48 occupied_offset_y = 0
50 ; offset the units by this amount
51 unit_offset_x = 21
52 unit_offset_y = 13
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 = 20
65 ; offset the tile label text by this amount
66 tilelabel_offset_y = 10
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   "isophex/terrain1.spec",
97   "isophex/terrain2.spec",
98   "isophex/darkness.spec",
99   "isotrident/tiles.spec",
100   "isotrident/unitcost.spec",
101   "isophex/grid.spec",
102   "isophex/rivers.spec",
103   "misc/small.spec",
104   "misc/events.spec",
105   "misc/governments.spec",
106   "misc/specialists.spec",
107   "misc/buildings.spec",
108   "trident/units.spec",
109   "isotrident/unitextras.spec",
110   "misc/flags.spec",
111   "misc/shields.spec",
112   "misc/cursors.spec",
113   "misc/space.spec",
114   "misc/techs.spec",
115   "misc/treaty.spec",
116   "misc/icons.spec",
117   "misc/editor.spec",
118   "isotrident/nuke.spec",
119   "isotrident/cities.spec",
120   "isotrident/morecities.spec"
123 ; Include color definitions
124 *include "misc/colors.tilespec"
126 ; Terrain info - see README.graphics
128 [layer0]
129 match_types = "land", "water"
131 [layer1]
132 match_types = "forest", "hills", "mountains", "ridge", "trench"
134 ; Water graphics referenced by terrain.ruleset
136 [tile_coast]
137 tag = "coast"
138 blend_layer = 1
139 num_layers = 1
140 layer0_match_type = "water"
141 layer0_match_with = "water"
142 layer0_sprite_type = "corner"
144 [tile_floor]
145 tag = "floor"
146 blend_layer = 0
147 num_layers = 1
148 layer0_match_type = "water"
149 layer0_match_with = "water"
150 layer0_sprite_type = "corner"
152 ; Land graphics referenced by terrain.ruleset
154 [tile_inaccessible]
155 tag = "inaccessible"
156 blend_layer = 0
157 num_layers = 1
158 layer0_match_type = "land"
160 [tile_arctic]
161 tag = "arctic"
162 blend_layer = 1
163 num_layers = 1
164 layer0_match_type = "land"
166 [tile_desert]
167 tag = "desert"
168 blend_layer = 1
169 num_layers = 1
170 layer0_match_type = "land"
172 [tile_forest]
173 tag = "forest"
174 blend_layer = 1
175 num_layers = 2
176 layer0_match_type = "land"
177 layer1_match_type = "forest"
178 layer1_match_with = "forest"
180 [tile_grassland]
181 tag = "grassland"
182 blend_layer = 1
183 num_layers = 1
184 layer0_match_type = "land"
186 [tile_hills]
187 tag = "hills"
188 blend_layer = 1
189 num_layers = 2
190 layer0_match_type = "land"
191 layer1_match_type = "hills"
192 layer1_match_with = "hills"
194 [tile_jungle]
195 tag = "jungle"
196 blend_layer = 1
197 num_layers = 1
198 layer0_match_type = "land"
200 [tile_mountains]
201 tag = "mountains"
202 blend_layer = 1
203 num_layers = 2
204 layer0_match_type = "land"
205 layer1_match_type = "mountains"
206 layer1_match_with = "mountains"
208 [tile_plains]
209 tag = "plains"
210 blend_layer = 1
211 num_layers = 1
212 layer0_match_type = "land"
214 [tile_swamp]
215 tag = "swamp"
216 blend_layer = 1
217 num_layers = 1
218 layer0_match_type = "land"
220 [tile_tundra]
221 tag = "tundra"
222 blend_layer = 1
223 num_layers = 1
224 layer0_match_type = "land"
226 [extras]
227 styles =
228     { "name",          "style"
229       "road.road",     "RoadAllSeparate"
230       "road.rail",     "RoadAllSeparate"
231       "road.maglev",   "RoadAllSeparate"
232       "road.river",    "River"
233       "tx.irrigation", "Cardinals"
234       "tx.farmland",   "Cardinals"
235       "tx.mine",       "Single1"
236       "tx.oil_mine",   "Single1"
237       "tx.pollution",  "Single2"
238       "tx.fallout",    "Single2"
239       "tx.village",    "Single1"
240       "base.fortress", "3Layer"
241       "base.airbase",  "3Layer"
242       "base.ruins",    "3Layer"
243     }