Add initial support for optional luadata.txt datafile
[freeciv.git] / data / hex2t.tilespec
blobb0744fc6aa4892ae355982e679fda2ac326f7085
2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-tilespec-Devel-2016-Jun-07"
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 ; What is the primary ruleset this tileset is meant for.
22 ;for_ruleset = ""
24 ; Basic tile sizes:
25 normal_tile_width  = 40
26 normal_tile_height = 72
27 small_tile_width   = 15
28 small_tile_height  = 20
30 ; Basic tile style.
31 type = "overhead"
32 hex_side = 24
33 is_hex = TRUE
35 ; Use old iso style
36 fog_style      = "Auto"
38 ; Was darkness style "IsoRect" (single-sprite)
39 darkness_style = "CardinalSingle"
41 ; offset the flags by this amount when drawing units
42 unit_flag_offset_x = 1
43 unit_flag_offset_y = 23
44 city_flag_offset_x = 1
45 city_flag_offset_y = 25
47 ; offset the city occupied sprite by this amount
48 occupied_offset_x = 0
49 occupied_offset_y = 0
51 ; offset units by this amount
52 unit_offset_x = 4
53 unit_offset_y = 21
55 ; offset of the normal activity icons
56 activity_offset_x = 0
57 activity_offset_y = 0
59 ; offset of the selected unit sprites
60 select_offset_x = 0
61 select_offset_y = 22
63 ; offset the cities by this amount
64 city_offset_x = 0
65 city_offset_y = 0
67 ; offset the city size number by this amount
68 ; This is relative to full sprite origin.
69 city_size_offset_x = 0
70 city_size_offset_y = 0
72 ; offset the city bar text by this amount (from the city tile origin)
73 citybar_offset_y = 48
75 ; offset the tile label text by this amount
76 tilelabel_offset_y = 28
78 ; offset the upkeep icons by this amount from the top of the unit itself.
79 ; The default is the normal tile height, which means that the upkeep icons
80 ; appear below the unit icon if the unit icons are equal to tile height
81 ; (typical in overhead tileset), or overlay lower part of the unit icon,
82 ; if unit icon is higher than tiles (typical in iso tilesets)
83 ;unit_upkeep_offset_y = 0
85 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
86 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
87 ; not having alternative layout.
88 ;unit_upkeep_small_offset_y = 0
90 ; Font size (points) to use to draw city names and productions:
91 city_names_font_size = 10
92 city_productions_font_size = 10
94 ; For tilesets with oriented units, the directional sprite to use to
95 ; represent a unit type rather than a specific unit from the map
96 ; (e.g., in worklists, editor, and online help). Does not have to be a
97 ; valid direction for the tileset.
98 ;unit_default_orientation = "s"
100 ; The map is rendered in "layers", just like any decent image editor
101 ; supports. The setting below allows to change the layer drawing order. The
102 ; first layer in the list will be drawn below the others; the second on top
103 ; of it, and so on. No layer can be omitted from the list, nor can new ones
104 ; be added.
105 ;layer_order =
106 ;  "Background", ; Background color (if enabled, the player color where there
107 ;                ; are units or cities). You probably want to leave this
108 ;                ; first.
109 ;  "Terrain1",   ; The three terrain layers. See sections [layerN] below.
110 ;  "Darkness",   ; Darkness (unseen tiles)
111 ;  "Terrain2",
112 ;  "Terrain3",
113 ;  "Water",      ; All extras with "River" style.
114 ;  "Roads",      ; All extras with style "RoadAllSeparate",
115 ;                ; "RoadParityCombined" or "RoadAllCombined".
116 ;  "Special1",   ; 1st layer for extras with style "3Layers", "Single2" or
117 ;                ; "Single1".
118 ;  "Grid1",      ; Grid layer for isometric tilesets.
119 ;  "City1",      ; City and walls.
120 ;  "Special2",   ; 2nd layer for extras with "3Layers" and "Single2" styles.
121 ;  "Fog",        ; Fog of war (on tiles one knows but doesn`t see).
122 ;  "Unit",       ; Units except the selected one(s).
123 ;  "Special3",   ; 3rd layer for extras with "3Layers" style, and base flags.
124 ;  "City2",      ; City size when the city bar is disabled.
125 ;  "Grid2",      ; Second grid layer (overhead tilesets only).
126 ;  "Overlays",   ; Tile output sprites.
127 ;  "TileLabel",  ; Tile labels ("Scorched spot").
128 ;  "CityBar",    ; The city bar with name, production, food, ...
129 ;  "FocusUnit",  ; The focused unit(s).
130 ;  "Goto",       ; Goto turn count and intermediate points, *not* goto lines.
131 ;  "WorkerTask", ; The unit task indicators ("G", "S", ...).
132 ;  "Editor"      ; Editor stuff (selected tile and start points).
134 ; This is special because it gets freed and reloaded as required:
135 main_intro_file    = "misc/intro"
137 ; Below, the graphics spec files; must be somewhere (anywhere) in 
138 ; the data path. Order may be important for color allocation on 
139 ; low-color systems, and if there are any duplicate tags (lattermost
140 ; tag is used).
141 files =
142   "misc/overlays.spec",
143   "misc/citybar.spec",
144   "hex2t/tiles.spec",
145   "hex2t/unitcost.spec",
146   "hex2t/overlays.spec",
147   "trident/units.spec",
148   "hex2t/select.spec",
149   "hex2t/items.spec",
150   "hex2t/grid.spec",
151   "misc/small.spec",
152   "misc/events.spec",
153   "misc/governments.spec",
154   "misc/specialists.spec",
155   "misc/buildings.spec",
156   "misc/flags.spec",
157   "misc/shields.spec",
158   "misc/cursors.spec",
159   "misc/space.spec",
160   "misc/techs.spec",
161   "misc/treaty.spec",
162   "misc/icons.spec",
163   "misc/editor.spec",
164   "amplio2/nuke.spec"
167 ; Include color definitions
168 *include "misc/colors.tilespec"
170 ; Terrain info - see README.graphics
172 [layer0]
173 match_types = "water", "land"
175 [layer1]
176 match_types = "forest", "jungle", "steep"
178 ; Water graphics referenced by terrain.ruleset
180 [tile_coast]
181 tag = "coast"
182 blend_layer = 0
183 num_layers = 1
184 layer0_match_type = "water"
185 layer0_match_with = "water"
186 layer0_sprite_type = "corner"
188 [tile_floor]
189 tag = "floor"
190 blend_layer = 0
191 num_layers = 1
192 layer0_match_type = "water"
193 layer0_match_with = "water"
194 layer0_sprite_type = "corner"
196 ; Land graphics referenced by terrain.ruleset
198 [tile_inaccessible]
199 tag = "inaccessible"
200 blend_layer = 0
201 num_layers = 1
202 layer0_match_type = "land"
204 [tile_arctic]
205 tag = "arctic"
206 blend_layer = 1
207 num_layers = 1
208 layer0_match_type = "land"
210 [tile_desert]
211 tag = "desert"
212 blend_layer = 1
213 num_layers = 1
214 layer0_match_type = "land"
216 [tile_forest]
217 tag = "forest"
218 blend_layer = 1
219 num_layers = 2
220 layer0_match_type = "land"
221 layer1_match_type = "forest"
222 layer1_match_with = "forest"
224 [tile_grassland]
225 tag = "grassland"
226 blend_layer = 1
227 num_layers = 1
228 layer0_match_type = "land"
230 [tile_hills]
231 tag = "hills"
232 blend_layer = 1
233 num_layers = 2
234 layer0_match_type = "land"
235 layer1_match_type = "steep"
236 layer1_match_with = "steep"
238 [tile_jungle]
239 tag = "jungle"
240 blend_layer = 1
241 num_layers = 2
242 layer0_match_type = "land"
243 layer1_match_type = "jungle"
245 [tile_mountains]
246 tag = "mountains"
247 blend_layer = 1
248 num_layers = 2
249 layer0_match_type = "land"
250 layer1_match_type = "steep"
251 layer1_match_with = "steep"
253 [tile_plains]
254 tag = "plains"
255 blend_layer = 1
256 num_layers = 1
257 layer0_match_type = "land"
259 [tile_swamp]
260 tag = "swamp"
261 blend_layer = 1
262 num_layers = 1
263 layer0_match_type = "land"
265 [tile_tundra]
266 tag = "tundra"
267 blend_layer = 1
268 num_layers = 1
269 layer0_match_type = "land"
271 [extras]
272 styles =
273     { "name",          "style"
274       "road.road",     "RoadAllSeparate"
275       "road.rail",     "RoadAllSeparate"
276       "road.maglev",   "RoadAllSeparate"
277       "road.river",    "River"
278       "tx.irrigation", "Cardinals"
279       "tx.farmland",   "Cardinals"
280       "tx.mine",       "Single1"
281       "tx.oil_mine",   "Single1"
282       "tx.pollution",  "Single2"
283       "tx.fallout",    "Single2"
284       "tx.village",    "Single1"
285       "base.fortress", "3Layer"
286       "base.airbase",  "3Layer"
287       "extra.ruins",   "3Layer"
288       "ts.gold",       "Single1"
289       "ts.iron",       "Single1"
290       "ts.tundra_game", "Single1"
291       "ts.furs",       "Single1"
292       "ts.coal",       "Single1"
293       "ts.fish",       "Single1"
294       "ts.fruit",      "Single1"
295       "ts.gems",       "Single1"
296       "ts.buffalo",    "Single1"
297       "ts.wheat",      "Single1"
298       "ts.oasis",      "Single1"
299       "ts.peat",       "Single1"
300       "ts.pheasant",   "Single1"
301       "ts.grassland_resources", "Single1"
302       "ts.arctic_ivory", "Single1"
303       "ts.silk",       "Single1"
304       "ts.spice",      "Single1"
305       "ts.whales",     "Single1"
306       "ts.wine",       "Single1"
307       "ts.oil",        "Single1"
308       "ts.horses",     "Single1"
309       "ts.seals",      "Single1"
310     }