Files
source/gamedir/Base/TableData/Map/SamSites.xml
T
d683cdeb64 Run from gamedir (#686)
* prepare gamedir for running the game

* Stop telling installers to overwrite the vanilla game

The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Give the mod's base data its own VFS profile

Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Mount Base in the language overlays' VFS configs too

Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.

Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore a vanilla Data directory dropped into gamedir

Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* Ignore only the player profile directory, not every Profiles

The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* move gamedir/Data to gamedir/Base

* move gamedir-languages' Data to Base

---------

Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-01 11:05:15 -03:00

118 lines
5.1 KiB
XML

<!--
This file defines sam sites in game.
Fields index:
samIndex - it is UNIQUE number of sam site, used in air control table (end of this xml).
Limit 50, Value 0 is reserved and stands for "no air coverage here".
samIndex 1, 2, 3 hardcoded for 'Meanwhile' scene and will trigger
retaliatory enemy attack on sam site
2 hardcoded for Skyrider's 1st sam site notification dialogue
1, 3, 4 hardcoded for Skyrider's 'rest of sam sites' notification dialogue
samSector - it's simple. Sam site coordinates.
samHidden - defines whether sam site is hidden from player from the beginning
of game. Changes in this field require starting a new game to take effect.
Possible values: 0 - sam site is known and displayed, 1 - sam is hidden.
samOrientation - This value determines the orientation of the terminal if it is repaired.
Use 3 for '/' orientation - from the middle to the lower left
Use 4 for '\' orientation - from the middle to the lower right
samGridNoA - OK. Here is needed some theory to explain these two fields ;)
samGridNoB It is known that every sam in game should have a control terminal
(its a terminal with blue rectangle on screen and large yellow
region instead of keyboard). If player manages to destroy this
terminal, then sam site becomes non-functional. But elites can
repair it, if they retake sam. So, it is needed to specify terminal
position on the TACTICAL map. Terminal is two-tile object and can be
placed on map in two directions (isometric view):
1) # 2) # 1) B 2) B
# # A A
Note, that I used A-B scheme to the right to show, where is GridNoA and
GridNoB. GridNoA is always lower than GridNoB on the screen. So you need
to grab terminal gridno's A and B via editor and write them down here.
There is air control table at the end on this file.
The numbers indicate what sam site controls air space of sector.
Zero (0) means neither of sams control this sector.
Each sector now takes a flagmask indicating the SAMs. So 1 is for SAM 1, 2 for SAM 2, 4 for SAM 3, 8 for SAM 4 and so on.
Add numbers to have mutliple SAMs covering a sector, so 3 means that both SAM 1 and 2 cover a sector.
NOTE: Rows 0 and 17, and also columns 0 and 17 CANNOT BE USED.
It is world borders.
Changes to samHidden or samSector tags require starting of a new game.
Others not.
-->
<SAM_INFO>
<SAMLIST>
<SAM>
<samIndex>1</samIndex>
<samSector>
<x>2</x>
<y>4</y>
</samSector>
<samHidden>1</samHidden>
<samOrientation>4</samOrientation>
<samGridNoA>10196</samGridNoA>
<samGridNoB>10195</samGridNoB>
</SAM>
<SAM>
<samIndex>2</samIndex>
<samSector>
<x>15</x>
<y>4</y>
</samSector>
<samHidden>1</samHidden>
<samOrientation>3</samOrientation>
<samGridNoA>11295</samGridNoA>
<samGridNoB>11135</samGridNoB>
</SAM>
<SAM>
<samIndex>3</samIndex>
<samSector>
<x>8</x>
<y>9</y>
</samSector>
<samHidden>1</samHidden>
<samOrientation>3</samOrientation>
<samGridNoA>16080</samGridNoA>
<samGridNoB>15920</samGridNoB>
</SAM>
<SAM>
<samIndex>4</samIndex>
<samSector>
<x>4</x>
<y>14</y>
</samSector>
<samHidden>1</samHidden>
<samOrientation>4</samOrientation>
<samGridNoA>11913</samGridNoA>
<samGridNoB>11912</samGridNoB>
</SAM>
</SAMLIST>
<SAM_CONTROLLED_SECTORS>
<MAP_ROW row="00"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
<MAP_ROW row="01"> 0 1 1 1 1 1 1 1 1 0 0 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="02"> 0 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="03"> 0 1 1 1 1 1 1 1 4 2 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="04"> 0 1 1 1 1 1 1 1 4 4 2 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="05"> 0 1 1 1 1 1 1 4 4 4 4 2 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="06"> 0 1 1 1 1 1 4 4 4 4 4 4 2 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="07"> 0 1 1 1 1 4 4 4 4 4 4 4 4 2 2 2 2 0 </MAP_ROW>
<MAP_ROW row="08"> 0 1 1 1 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="09"> 0 1 1 4 4 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="10"> 0 1 8 8 8 4 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="11"> 0 8 8 8 8 8 4 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="12"> 0 8 8 8 8 8 8 4 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="13"> 0 8 8 8 8 8 8 8 4 4 4 4 4 4 2 2 2 0 </MAP_ROW>
<MAP_ROW row="14"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 2 0 </MAP_ROW>
<MAP_ROW row="15"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 2 0 </MAP_ROW>
<MAP_ROW row="16"> 0 8 8 8 8 8 8 8 8 8 8 8 8 8 8 8 2 0 </MAP_ROW>
<MAP_ROW row="17"> 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </MAP_ROW>
</SAM_CONTROLLED_SECTORS>
</SAM_INFO>