Index: binaries/data/mods/public/globalscripts/Templates.js
===================================================================
--- binaries/data/mods/public/globalscripts/Templates.js
+++ binaries/data/mods/public/globalscripts/Templates.js
@@ -456,7 +456,7 @@
"templates": {
"tower": template.WallSet.Templates.Tower,
"gate": template.WallSet.Templates.Gate,
- "fort": template.WallSet.Templates.Fort || "structures/" + template.Identity.Civ + "_fortress",
+ "fort": template.WallSet.Templates.Fort || "structures/" + template.Identity.Civ + "/fortress",
"long": template.WallSet.Templates.WallLong,
"medium": template.WallSet.Templates.WallMedium,
"short": template.WallSet.Templates.WallShort
Index: binaries/data/mods/public/maps/random/rmgen-common/wall_builder.js
===================================================================
--- binaries/data/mods/public/maps/random/rmgen-common/wall_builder.js
+++ binaries/data/mods/public/maps/random/rmgen-common/wall_builder.js
@@ -24,10 +24,11 @@
for (let path of civInfo.WallSets)
{
// File naming conventions:
- // - other/wallset_{style}
- // - structures/{civ}_wallset_{style}
- let style = basename(path).split("_");
- style = style[0] == "wallset" ? style[1] : style[0] + "_" + style[2];
+ // - structures/wallset_{style}
+ // - structures/{civ}/wallset_{style}
+ let style = basename(path).split("_")[1];
+ if (path.split("/").indexOf(civ) != -1)
+ style = civ + "/" + style;
if (!wallsets[style])
wallsets[style] = loadWallset(Engine.GetTemplate(path), civ);
@@ -132,7 +133,7 @@
* `gap_{x}` returns a non-blocking gap of length `x` meters.
* `turn_{x}` returns a zero-length turn of angle `x` radians.
*
- * Any other arbitrary string passed will be attempted to be used as: `structures/{civ}_{arbitrary_string}`.
+ * Any other arbitrary string passed will be attempted to be used as: `structures/{civ}/{arbitrary_string}`.
*
* @param {string} element - What sort of element to fetch.
* @param {string} [style] - The style from which this element should come from.
@@ -148,7 +149,7 @@
// Defaults to a wall tower piece
const quarterBend = Math.PI / 2;
let wallset = g_WallStyles[style];
- let civ = style.split("_")[0];
+ let civ = style.split("/")[1];
let ret = wallset.tower ? clone(wallset.tower) : { "angle": 0, "bend": 0, "length": 0, "indent": 0 };
switch (element)
@@ -385,7 +386,7 @@
if (playerId == 0)
return Object.keys(g_WallStyles)[0];
- style = getCivCode(playerId) + "_stone";
+ style = getCivCode(playerId) + "/stone";
return !g_WallStyles[style] ? Object.keys(g_WallStyles)[0] : style;
}
return style;
Index: binaries/data/mods/public/simulation/components/tests/test_UpgradeModification.js
===================================================================
--- binaries/data/mods/public/simulation/components/tests/test_UpgradeModification.js
+++ binaries/data/mods/public/simulation/components/tests/test_UpgradeModification.js
@@ -142,7 +142,7 @@
* Tell the Upgrade component to start the Upgrade,
* then mark the technology that alters the upgrade cost as researched.
*/
-cmpUpgrade.Upgrade("structures/"+civCode+"_defense_tower");
+cmpUpgrade.Upgrade("structures/" + civCode + "/defense_tower");
isResearched = true;
// T4: Check that the player-less value hasn't increased...
Index: binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
+++ binaries/data/mods/public/simulation/templates/structures/cart/super_dock.xml
@@ -4,7 +4,7 @@
35
- structures/cart/super_dock_repair
+ structures/cart_super_dock_repair
own ally neutral
Index: binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
+++ binaries/data/mods/public/simulation/templates/structures/iber/monument.xml
@@ -1,7 +1,7 @@
- structures/iber/monument
+ structures/iber_monument
Monument
Index: binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/pyramid_large.xml
@@ -1,7 +1,7 @@
- structures/kush/pyramids_military
+ structures/kush_pyramids_military
PyramidLarge
Index: binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/pyramid_small.xml
@@ -1,7 +1,7 @@
- structures/kush/pyramids_economic
+ structures/kush_pyramids_economic
PyramidSmall
Index: binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
+++ binaries/data/mods/public/simulation/templates/structures/kush/temple_amun.xml
@@ -1,7 +1,7 @@
- structures/kush/temple_amun
+ structures/kush_temple_amun
TempleOfAmun
Index: binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
+++ binaries/data/mods/public/simulation/templates/structures/maur/pillar_ashoka.xml
@@ -1,7 +1,7 @@
- structures/maur/pillar
+ structures/maur_pillar
Pillar