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Feature #1345 ยป 0041-terrain.rulesets-Replace-tabs-with-spaces.patch

Marko Lindqvist, 05/02/2025 03:41 AM

View differences:

data/alien/terrain.ruleset
; color.r = color of the terrain (red value)
; color.g = color of the terrain (green value)
; color.b = color of the terrain (blue value)
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
......
[terrain_savannah]
name = _("Savannah")
graphic = "savannah"
graphic_alt = "grassland"
graphic_alt = "grassland"
graphic_alt2 = "-"
identifier = "g" ; Since this used to be "Grassland"
identifier = "g" ; Since this used to be "Grassland"
class = "Land"
movement_cost = 1
defense_bonus = 0
......
color.r = 10
color.g = 123
color.b = 2
helptext = _("\
helptext = _("\
For some reason, there is Earth like plants and animals around.\
")
[terrain_alien_forest]
name = _("Alien Forest")
graphic = "alien_forest"
graphic_alt = "forest"
graphic_alt = "forest"
graphic_alt2 = "-"
identifier = "f"
identifier = "f"
class = "Land"
movement_cost = 2
defense_bonus = 50
......
color.r = 43
color.g = 107
color.b = 19
helptext = _("\
helptext = _("\
These forests are filled with strange alien organisms. This planet's \
radiation makes it impossible for Earthly organisms to survive here.\n\n\
Cities can work these tiles only when Organic Structures is known. \
......
[terrain_radiating_rocks]
name = _("Radiating Rocks")
graphic = "radiating_rocks"
graphic_alt = "desert"
graphic_alt = "desert"
graphic_alt2 = "-"
identifier = "d"
identifier = "d"
class = "Land"
movement_cost = 2
defense_bonus = 50
......
color.r = 205
color.g = 92
color.b = 92
helptext = _("\
helptext = _("\
Planet's radiation makes it impossible for Earth organisms to survive here.\
\n\n\
Cities can work these tiles only when Organic Structures is known.\
......
color.r = 0
color.g = 0
color.b = 200
helptext = _("\
helptext = _("\
This is normal oceanic terrain.\
")
data/civ1/terrain.ruleset
warmer_drier_result = "no"
cooler_wetter_result = "Desert"
cooler_drier_result = "Tundra"
native_to = "Land", "Air", "Missile"
native_to = "Land", "Air", "Missile"
property_foliage = 50
property_tropical = 50
color.r = 55
data/granularity/terrain.ruleset
; color.r = color of the terrain (red value)
; color.g = color of the terrain (green value)
; color.b = color of the terrain (blue value)
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
[terrain_grassland]
name = _("Grassland")
graphic = "grassland"
graphic_alt = "-"
graphic_alt = "-"
graphic_alt2 = "-"
identifier = "g"
identifier = "g"
class = "Land"
movement_cost = 50
defense_bonus = 0
......
color.r = 200
color.g = 200
color.b = 200
helptext = _("\
helptext = _("\
Grasslands afford exceptional agricultural opportunities.\
")
[terrain_forest]
name = _("Forest")
graphic = "forest"
graphic_alt = "-"
graphic_alt = "-"
graphic_alt2 = "-"
identifier = "f"
identifier = "f"
class = "Land"
movement_cost = 150
defense_bonus = 30
......
color.r = 43
color.g = 107
color.b = 19
helptext = _("\
helptext = _("\
Forest provides easily harvested resources.\
")
[terrain_mountains]
name = _("Mountains")
graphic = "mountains"
graphic_alt = "-"
graphic_alt = "-"
graphic_alt2 = "-"
identifier = "m"
identifier = "m"
class = "Land"
movement_cost = 500
defense_bonus = 100
......
color.r = 129
color.g = 127
color.b = 118
helptext = _("\
helptext = _("\
Hard to farm. Hard to develop. Hard to pass.\
")
......
[terrain_ocean]
name = _("Ocean")
graphic = "coast"
graphic_alt = "-"
graphic_alt = "-"
graphic_alt2 = "-"
identifier = " "
identifier = " "
class = "Oceanic"
movement_cost = 50
defense_bonus = 0
......
color.r = 50
color.g = 50
color.b = 230
helptext = _("\
helptext = _("\
Shallow Ocean usually exist only next to land.\
")
[terrain_deep_ocean]
name = _("Deep Ocean")
graphic = "deep_ocean"
graphic_alt = "floor"
graphic_alt = "floor"
graphic_alt2 = "coast"
identifier = ":"
identifier = ":"
class = "Oceanic"
movement_cost = 50
defense_bonus = 0
......
color.r = 0
color.g = 33
color.b = 129
helptext = _("\
helptext = _("\
Deep Ocean usually exist further away from the land.\
")
data/stub/terrain.ruleset
; color.r = color of the terrain (red value)
; color.g = color of the terrain (green value)
; color.b = color of the terrain (blue value)
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
[terrain_generic]
name = _("Generic")
graphic = "generic"
graphic_alt = "grassland"
graphic_alt = "grassland"
graphic_alt2 = "-"
identifier = "g"
identifier = "g"
class = "Land"
movement_cost = 1
defense_bonus = 0
......
color.r = 200
color.g = 200
color.b = 200
helptext = _("\
helptext = _("\
This is only possible land terrain.\
")
[terrain_ocean]
name = _("Ocean")
graphic = "coast"
graphic_alt = "-"
graphic_alt = "-"
graphic_alt2 = "-"
identifier = " "
identifier = " "
class = "Oceanic"
movement_cost = 1
defense_bonus = 0
......
color.r = 50
color.g = 50
color.b = 230
helptext = _("\
helptext = _("\
This is only possible oceanic terrain.\
")
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