Cache target CityTile state action legality.
[freeciv.git] / data / isophex.tilespec
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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 = "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 ; What is the primary ruleset this tileset is meant for.
22 ;for_ruleset = ""
24 ; Basic tile sizes:
25 normal_tile_width  = 64
26 normal_tile_height = 32
27 small_tile_width   = 15
28 small_tile_height  = 20
30 ; Basic tile style.
31 type = "isometric"
32 hex_side = 16
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 = 17
43 unit_flag_offset_y = 11
44 city_flag_offset_x = 17
45 city_flag_offset_y = 11
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 = 21
53 unit_offset_y = 13
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 = 0
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 = 20
75 ; offset the tile label text by this amount
76 tilelabel_offset_y = 10
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   "isophex/terrain1.spec",
145   "isophex/terrain2.spec",
146   "isophex/darkness.spec",
147   "isotrident/tiles.spec",
148   "isotrident/unitcost.spec",
149   "isophex/grid.spec",
150   "isophex/rivers.spec",
151   "misc/small.spec",
152   "misc/events.spec",
153   "misc/governments.spec",
154   "misc/specialists.spec",
155   "misc/buildings.spec",
156   "trident/units.spec",
157   "isotrident/unitextras.spec",
158   "misc/flags.spec",
159   "misc/shields.spec",
160   "misc/cursors.spec",
161   "misc/space.spec",
162   "misc/techs.spec",
163   "misc/treaty.spec",
164   "misc/icons.spec",
165   "misc/editor.spec",
166   "isotrident/nuke.spec",
167   "isotrident/cities.spec",
168   "isotrident/morecities.spec"
171 ; Include color definitions
172 *include "misc/colors.tilespec"
174 ; Terrain info - see README.graphics
176 [layer0]
177 match_types = "land", "water"
179 [layer1]
180 match_types = "forest", "hills", "mountains", "ridge", "trench"
182 ; Water graphics referenced by terrain.ruleset
184 [tile_coast]
185 tag = "coast"
186 blend_layer = 1
187 num_layers = 1
188 layer0_match_type = "water"
189 layer0_match_with = "water"
190 layer0_sprite_type = "corner"
192 [tile_floor]
193 tag = "floor"
194 blend_layer = 0
195 num_layers = 1
196 layer0_match_type = "water"
197 layer0_match_with = "water"
198 layer0_sprite_type = "corner"
200 ; Land graphics referenced by terrain.ruleset
202 [tile_inaccessible]
203 tag = "inaccessible"
204 blend_layer = 0
205 num_layers = 1
206 layer0_match_type = "land"
208 [tile_arctic]
209 tag = "arctic"
210 blend_layer = 1
211 num_layers = 1
212 layer0_match_type = "land"
214 [tile_desert]
215 tag = "desert"
216 blend_layer = 1
217 num_layers = 1
218 layer0_match_type = "land"
220 [tile_forest]
221 tag = "forest"
222 blend_layer = 1
223 num_layers = 2
224 layer0_match_type = "land"
225 layer1_match_type = "forest"
226 layer1_match_with = "forest"
228 [tile_grassland]
229 tag = "grassland"
230 blend_layer = 1
231 num_layers = 1
232 layer0_match_type = "land"
234 [tile_hills]
235 tag = "hills"
236 blend_layer = 1
237 num_layers = 2
238 layer0_match_type = "land"
239 layer1_match_type = "hills"
240 layer1_match_with = "hills"
242 [tile_jungle]
243 tag = "jungle"
244 blend_layer = 1
245 num_layers = 1
246 layer0_match_type = "land"
248 [tile_mountains]
249 tag = "mountains"
250 blend_layer = 1
251 num_layers = 2
252 layer0_match_type = "land"
253 layer1_match_type = "mountains"
254 layer1_match_with = "mountains"
256 [tile_plains]
257 tag = "plains"
258 blend_layer = 1
259 num_layers = 1
260 layer0_match_type = "land"
262 [tile_swamp]
263 tag = "swamp"
264 blend_layer = 1
265 num_layers = 1
266 layer0_match_type = "land"
268 [tile_tundra]
269 tag = "tundra"
270 blend_layer = 1
271 num_layers = 1
272 layer0_match_type = "land"
274 [extras]
275 styles =
276     { "name",          "style"
277       "road.road",     "RoadAllSeparate"
278       "road.rail",     "RoadAllSeparate"
279       "road.maglev",   "RoadAllSeparate"
280       "road.river",    "River"
281       "tx.irrigation", "Cardinals"
282       "tx.farmland",   "Cardinals"
283       "tx.mine",       "Single1"
284       "tx.oil_mine",   "Single1"
285       "tx.pollution",  "Single2"
286       "tx.fallout",    "Single2"
287       "tx.village",    "Single1"
288       "base.fortress", "3Layer"
289       "base.airbase",  "3Layer"
290       "extra.ruins",   "3Layer"
291       "ts.gold",       "Single1"
292       "ts.iron",       "Single1"
293       "ts.tundra_game", "Single1"
294       "ts.furs",       "Single1"
295       "ts.coal",       "Single1"
296       "ts.fish",       "Single1"
297       "ts.fruit",      "Single1"
298       "ts.gems",       "Single1"
299       "ts.buffalo",    "Single1"
300       "ts.wheat",      "Single1"
301       "ts.oasis",      "Single1"
302       "ts.peat",       "Single1"
303       "ts.pheasant",   "Single1"
304       "ts.grassland_resources", "Single1"
305       "ts.arctic_ivory", "Single1"
306       "ts.silk",       "Single1"
307       "ts.spice",      "Single1"
308       "ts.whales",     "Single1"
309       "ts.wine",       "Single1"
310       "ts.oil",        "Single1"
311       "ts.horses",     "Single1"
312       "ts.seals",      "Single1"
313     }