Make AI less likely to stop building wonder
[freeciv.git] / data / trident.tilespec
blob4c61ecccd50b9c18b960ca5a71d3aa231e3be92f
1 [tilespec]
3 ; Format and options of this tilespec file:
4 options = "+Freeciv-2.6-tilespec"
6 ; A simple name for the tileset specified by this file:
7 name = "Trident"
8 priority = 5
10 ; There`s no separate versioning in tilesets part of main freeciv distribution
11 ;version = ""
13 ; Summary and full description of the tileset.
14 summary = _("Basic small overhead tileset.")
15 ;description = ""
17 ; TODO: add more overall information fields on tiles, 
18 ; eg, authors, colors, etc.
20 ; Basic tile sizes:
21 normal_tile_width  = 30
22 normal_tile_height = 30
23 small_tile_width   = 15
24 small_tile_height  = 20
26 ; Basic tile style.
27 type = "overhead"
28 is_hex = FALSE
30 ; Was old iso style
31 fog_style      = "Darkness"
33 ; Was darkness style "CardinalFull" (15 sprites)
34 darkness_style = "Corner"
35 ; Which terrain layer darkness is drawn top of (0-2)
36 darkness_layer = 0
38 ; offset the flags by this amount when drawing units
39 unit_flag_offset_x = 0
40 unit_flag_offset_y = 0
41 city_flag_offset_x = 0
42 city_flag_offset_y = 0
44 ; offset the city occupied sprite by this amount
45 occupied_offset_x = 0
46 occupied_offset_y = 0
48 ; offset the units by this amount
49 unit_offset_x = 0
50 unit_offset_y = 0
52 ; offset of the normal activity icons
53 activity_offset_x = 0
54 activity_offset_y = 0
56 ; offset the cities by this amount
57 city_offset_x = 0
58 city_offset_y = 0
60 ; offset the city bar text by this amount (from the city tile origin)
61 citybar_offset_y = 27
63 ; offset the tile label text by this amount
64 tilelabel_offset_y = 10
66 ; offset the upkeep icons by this amount from the top of the unit itself.
67 ; The default is the normal tile height, which means that the upkeep icons
68 ; appear below the unit icon if the unit icons are equal to tile height
69 ; (typical in overhead tileset), or overlay lower part of the unit icon,
70 ; if unit icon is higher than tiles (typical in iso tilesets)
71 ;unit_upkeep_offset_y = 0
73 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
74 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
75 ; not having alternative layout.
76 ; Set it to overlay lower part of the unit icon instead of taking extra
77 ; space below.
78 unit_upkeep_small_offset_y = 20
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   "trident/tiles.spec",
97   "trident/earth.spec",
98   "misc/small.spec",
99   "misc/events.spec",
100   "misc/governments.spec",
101   "misc/specialists.spec",
102   "trident/units.spec",
103   "trident/select.spec",
104   "misc/flags.spec",
105   "misc/shields.spec",
106   "misc/cursors.spec",
107   "trident/grid.spec",
108   "trident/roads.spec",
109   "misc/buildings.spec",
110   "misc/space.spec",
111   "misc/techs.spec",
112   "misc/treaty.spec",
113   "misc/icons.spec",
114   "misc/editor.spec",
115   "trident/fog.spec",
116   "trident/cities.spec",
117   "trident/explosions.spec"
120 ; Include color definitions
121 *include "misc/colors.tilespec"
123 ; Terrain info - see README.graphics
125 [layer0]
126 match_types = "desert", "forest", "grassland", "hills", "jungle", "mountains", "water", "plains", "swamp", "tundra"
128 [layer1]
129 match_types = "water", "land"
131 [layer2]
132 match_types = "water", "arctic"
134 ; Water graphics referenced by terrain.ruleset
136 [tile_coast]
137 tag = "coast"
138 blend_layer = 0
139 num_layers = 3
140 layer0_match_type = "water"
141 layer0_match_with = "water"
142 layer0_sprite_type = "corner"
143 layer1_match_type = "water"
144 layer1_match_with = "water"
145 layer2_match_type = "water"
146 layer2_match_with = "water"
148 [tile_floor]
149 tag = "floor"
150 blend_layer = 0
151 num_layers = 3
152 layer0_match_type = "water"
153 layer0_match_with = "water"
154 layer0_sprite_type = "corner"
155 layer1_match_type = "water"
156 layer1_match_with = "water"
157 layer2_match_type = "water"
158 layer2_match_with = "water"
160 [tile_lake]
161 tag = "lake"
162 blend_layer = 0
163 num_layers = 3
164 layer0_match_type = "water"
165 layer0_match_with = "water"
166 layer0_sprite_type = "corner"
167 layer1_match_type = "water"
168 layer1_match_with = "water"
169 layer2_match_type = "water"
170 layer2_match_with = "water"
172 [tile_inaccessible]
173 tag = "inaccessible"
174 blend_layer = 0
175 num_layers = 3
176 layer0_match_type = "water"
177 layer0_match_with = "water"
178 layer0_sprite_type = "corner"
179 layer1_match_type = "water"
180 layer1_match_with = "water"
181 layer2_match_type = "water"
182 layer2_match_with = "water"
184 ; Land graphics referenced by terrain.ruleset
186 [tile_arctic]
187 tag = "arctic"
188 blend_layer = 0
189 num_layers = 3
190 layer0_match_type = "tundra"
191 layer0_match_with = "tundra"
192 layer1_match_type = "water"
193 layer1_match_with = "water"
194 layer2_match_type = "arctic"
196 [tile_desert]
197 tag = "desert"
198 blend_layer = 0
199 num_layers = 3
200 layer0_match_type = "desert"
201 layer0_match_with = "desert"
202 layer1_match_type = "land"
203 layer2_match_type = "water"
205 [tile_forest]
206 tag = "forest"
207 blend_layer = 0
208 num_layers = 3
209 layer0_match_type = "forest"
210 layer0_match_with = "forest"
211 layer1_match_type = "land"
212 layer2_match_type = "water"
214 [tile_grassland]
215 tag = "grassland"
216 blend_layer = 0
217 num_layers = 3
218 layer0_match_type = "grassland"
219 layer1_match_type = "land"
220 layer2_match_type = "water"
222 [tile_hills]
223 tag = "hills"
224 blend_layer = 0
225 num_layers = 3
226 layer0_match_type = "hills"
227 layer0_match_with = "hills"
228 layer1_match_type = "land"
229 layer2_match_type = "water"
231 [tile_jungle]
232 tag = "jungle"
233 blend_layer = 0
234 num_layers = 3
235 layer0_match_type = "jungle"
236 layer0_match_with = "jungle"
237 layer1_match_type = "land"
238 layer2_match_type = "water"
240 [tile_mountains]
241 tag = "mountains"
242 blend_layer = 0
243 num_layers = 3
244 layer0_match_type = "mountains"
245 layer0_match_with = "mountains"
246 layer1_match_type = "land"
247 layer2_match_type = "water"
249 [tile_plains]
250 tag = "plains"
251 blend_layer = 0
252 num_layers = 3
253 layer0_match_type = "plains"
254 layer0_match_with = "plains"
255 layer1_match_type = "land"
256 layer2_match_type = "water"
258 [tile_swamp]
259 tag = "swamp"
260 blend_layer = 0
261 num_layers = 3
262 layer0_match_type = "swamp"
263 layer0_match_with = "swamp"
264 layer1_match_type = "land"
265 layer2_match_type = "water"
267 [tile_tundra]
268 tag = "tundra"
269 blend_layer = 0
270 num_layers = 3
271 layer0_match_type = "tundra"
272 layer0_match_with = "tundra"
273 layer1_match_type = "land"
274 layer2_match_type = "water"
276 [extras]
277 styles =
278     { "name",          "style"
279       "road.road",     "RoadParityCombined"
280       "road.rail",     "RoadParityCombined"
281       "road.maglev",   "RoadParityCombined"
282       "road.river",    "River"
283       "tx.irrigation", "Cardinals"
284       "tx.farmland",   "Cardinals"
285       "tx.mine",       "Single1"
286       "tx.oil_mine",   "Single1"
287       "tx.pollution",  "Single2"
288       "tx.fallout",    "Single2"
289       "tx.village",    "Single1"
290       "base.outpost",  "3Layer"
291       "base.fortress", "3Layer"
292       "base.airstrip", "3Layer"
293       "base.airbase",  "3Layer"
294       "base.ruins",    "3Layer"
295     }