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Defining vector and raster data layers that should be shown in the appropriate left-hand side menu and might be referred to elsewhere in the configuration file.
Defining vector and raster data layers that should be shown in the appropriate left-hand side menu and might be referred to elsewhere in the configuration file.


More information about [[Data sources|the obligatory and typical data layers can be found here]] and [[Your own edition?|here]].
More information about [[Data sources|what data layers to use can be found here]] and [[Your own edition?|here]].
 
We also note that all editions require a layer which name starts with '_PLAYAREA', depicting basically the 'bounding box' of all data (literally the play area of the players). More information about that [[How to add geo-data to the platform|can be found here]].


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Revision as of 13:27, 11 April 2024

meta

Defining vector and raster data layers that should be shown in the appropriate left-hand side menu and might be referred to elsewhere in the configuration file.

More information about what data layers to use can be found here and here.

We also note that all editions require a layer which name starts with '_PLAYAREA', depicting basically the 'bounding box' of all data (literally the play area of the players). More information about that can be found here.

Field Type Description
layer_name string name of the datalayer, not the display name, but the actual geodata name
layer_geotype string Type of Geometry "polygon", "point", "line", "raster"
layer_entity_value_max float Optional, representing the highest greyscale (black to white) value of a raster cell. Default is 1000.0, also when set to null. Other logical value is 255.0.
layer_short string What is the in-game name of the layer
layer_category string What category is this layer part of
layer_subcategory string What subcategory is this layer part of
layer_download_from_geoserver int Should GeoServer be called to attempt to obtain the layer data (regardless of the type)? 0 for no, 1 for yes (so the int functions as a boolean)
layer_width int width of the raster (Not sure if still used)
layer_height int Height of the raster (Not sure if still used)
layer_raster_material string Name of the shader used for this raster
layer_raster_filter_mode int 0 or 1, so int functions as a boolean.
layer_raster_color_interpolation
layer_raster_pattern string The pattern used by the raster file, this can remain on default most of the tim
layer_raster_minimum_value_cutoff float The value where the raster drawing starts, this can be handy if the first part of the raster file should be transparent
layer_active int 0 or 1, functioning as a boolean. If inactive, then the layer wont be loaded by the server
layer_selectable int 0 or 1, functioning as a boolean. Can the layer be selected by the player (properties window)
layer_editable int 0 or 1, functioning as a boolean. Can the layer be edited by the player
layer_toggleable int 0 or 1, functioning as a boolean. Can the layer be toggled by the player (on/off)
layer_active_on_start int 0 or 1, functioning as a boolean. Is the Layer on by default when the game starts? (Countries, Bathymetry, EEZ)
layer_green int 0 or 1, functioning as a boolean. ENERGY: if the layer is uses an energy type in Special Editing then this defines whether it is part of the Green or Grey energy system
layer_tooltip string Additional information shown when hovering over a layer in the client windows.
layer_information
layer_media string link to the wiki page of this layer. The base URL is set in datamodel > wiki_base_url. The string must always be: "wiki://"+PageName e.g. "wiki://NS_EEZ"
layer_text_info
layer_states object[] How long the geometry remains in a specific state
→ state string State reference: "Assembly" = construction time, "Active" = time before it is operational, "Dismantle" = time to remove
→ time int Time in months the state should last
layer_editing_type string Types for Energy (cable, transformer, socket, sourcepoint,sourcepolygonpoint), Multitypes and Protected Areas
layer_special_entity_type string Is it a shipping line or not
layer_depth int Layering position, the higher the number the further on top (2 = in front of 1)
layer_property_as_type string Optional string of the layer geometry feature property that should be read when determining the type, as further defined under layer_type below. Null if irrelevant.
layer_type object[] (with keys) Defining which types this particular layer should have (minimum one).
→ displayName string The name of the type being defined here that the user will actually see.
→ approval string does this layer need to be approved by: EEZ, Region Manager/Admin, All Countries (IMO Routes), or not at all:

EEZ, AreaManager, AllCountries, NotDependent

→ value int The highest value of a raster cell. Minimum 0, maximum 255 (requiring layer_entity_value_max to be set to 255.0) or 1000 (default, no layer_entity_value_max setting required).
→ map_type string Optional, but required when layer_property_as_type is not null, representing the value of the layer's geometry feature property defined under layer_property_as_type that should be mapped to this type. Null if irrelevant. Can be 'other' indicating a 'catch-all' type if none of the other types can be mapped to. Can also be an integer or float/decimal range, without spaces, and using - (dash) as a separator. E.g. 10-20.
→ displayPolygon int 0 or 1, functioning as a boolean. is the polygon fill displayed (only possible for polygon geometry)
→ polygonColor string Hexadecimal colour code (last two digits representing transparency) of the polygon. Has to start with hash #.
→ polygonPatternName string pattern used (if the name does not exist, or string is empty, then the default pattern is used)
→ innerGlowEnabled int 0 or 1, functioning as a boolean. is there an inner glow on the polygon (used for EEZ)
→ innerGlowRadius int size of the glow
→ innerGlowIterations int strength of the glow
→ innerGlowMultiplier int strength of the glow
→ innerGlowPixelSize int strength of the glow
→ displayLines int 0 or 1, functioning as a boolean. are the lines displayed (possible for Poly and Line data)
→ lineColor string Hexadecimal colour code (last two digits representing transparency) of the line. Has to start with hash #.
→ lineWidth int width of the line
→ lineIcon
→ linePatternType
→ displayPoints are the points displayed (possible for Point, Poly and Line data).
→ pointColor string Hexadecimal colour code (last two digits representing transparency) of the point. Has to start with hash #.
→ pointSize int determines the point size, should always be >1, even for Poly and Line data, since this determines the size for the editable points.
→ pointSpriteName string sprite used (nothing = regular dot)
→ description string short description of the layer type, can be displayed when hovering over the type in the active layer window
→ capacity int used for calculations

Energy: determines max energy passthrough / production

→ investmentCost int costs for planning this type (currently unused, planned to uses for assigning planning points)
→ availability int in what year will the type become available, based on the start year of the game (see metadata > start)

Always make sure that (for editable layers) the First Type of the layer is available before the game starting date. Otherwise players will be able to edit non-available types, since the system auto-selects the first type for editing.

→ media string link to the wiki page of this layer type. The base URL is set in datamodel > wiki_base_url. The string must always be: "wiki://"+PageName e.g. "wiki://Ferry"
layer_info_properties object[] Defining what and how feature property data should be shown to the user when clicking on the feature on the map.
→ property_name string The feature property present in the data table of this layer's source data.
→ enabled int 0 or 1 (so integer representation of a boolean) representing whether this feature property should be shown to the user at all.
→ editable int 0 or 1 (so integer representation of a boolean) representing whether the user should be able to change feature property value. NOT IMPLEMENTED.
→ display_name string The name that should replace the original property_name when showing it to the user (requires enabled to be 1).
→ sprite_name null NOT IMPLEMENTED
→ update_visuals bool Always false, NOT IMPLEMENTED
→ update_text bool Always false, NOT IMPLEMENTED
→ update_calculation bool Always false, NOT IMPLEMENTED
→ content_type int Always 0, NOT IMPLEMENTED
→ content_validation int Always 0, NOT IMPLEMENTED
→ unit null NOT IMPLEMENTED
→ default_value string representing what to show in case the source feature property data's value is null.
layer_tags string[] Tags used by Procedural Ocean to determine how to show this layer data and what to enable on it

Back to the main configuration schema page.

This page was last edited on 11 April 2024, at 13:27. Content is available under GPLv3 unless otherwise noted.