#textdomain wesnoth # This file needs to be processed *after* all others in this directory # # The following flags are defined to have a meaning # # * base : the corresponding tile has already graphics for the terrain # base. No other one should be added. # * transition-$direction : the corresponding tile already has the transition # in the given direction (or should not have one). No other one should be # added. # # when adding new probabilities update the commented line # the proper way to calculate the propabilities is described here # http://www.wesnoth.org/wiki/TerrainGraphicsTutorial#Cumulative_Probabilities # NOTE the terrain _off^_usr gets its definition from the code since it's # themable # Wooden bridges (put those on top of everything) {BRIDGE *^Bw\ *^Bw| *^Bw/ (W*^,Ss^,Ai^) (C*,K*,*^F*) bridge} # Forests {SIMPLE_OVERLAY_TERRAIN *^Fp (C*,K*,X*,Ql*,Qx*,Gv*) forest/pine-castle} {SIMPLE_OVERLAY_TERRAIN *^Fp (W*,M*,Hd,*^V*) forest/pine} {SIMPLE_OVERLAY_TERRAIN *^Ft (C*,K*,X*,Ql*,Qx*,Gv*) forest/tropical-castle} {SIMPLE_OVERLAY_TERRAIN *^Ft (W*,M*,Hd,*^V*) forest/tropical} {SIMPLE_OVERLAY_TERRAIN *^Fpa (C*,K*,X*,Ql*,Qx*,Gv*) forest/snow-forest-castle} {SIMPLE_OVERLAY_TERRAIN *^Fpa (W*,M*,Hd,*^V*) forest/snow-forest} {SIMPLE_OVERLAY_TERRAIN *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,Hd,*^V*) forest/mushrooms} # Great-tree #33% 17% 50% {OVERLAY_P *^Fet 33 forest/great-tree3} {OVERLAY_P *^Fet 25 forest/great-tree2} {OVERLAY_P *^Fet 100 forest/great-tree1} # Swamp {SIMPLE_OVERLAY_TERRAIN Ss (C*,K*,H*,M*,X*,Q*,A*) swamp/reed} {SIMPLE_OVERLAY_TERRAIN Chs (!,Chs,Chw,Chr) swamp/reed} # Mountains {OVERLAY_RESTRICTED3 Mm (C*,K*,X*,Ql,Qx*) mountains-castle-n} {TRANSITION_RESTRICTED2 Mm (C*,K*,X*,Ql,Qx*) mountains-castle} {OVERLAY_RESTRICTED2 Mm (C*,K*,X*,Ql,Qx*) mountains-castle-n} {TRANSITION_RESTRICTED Mm (C*,K*,X*,Ql,Qx*) mountains-castle} {MOUNTAINS_2x4_NW_SE Mm 18 overlay mountain_range3} {MOUNTAINS_2x4_SW_NE Mm 26 overlay mountain_range4} {MOUNTAINS_1x3_NW_SE Mm 20 overlay mountain_range1} {MOUNTAINS_1x3_SW_NE Mm 20 overlay mountain_range2} {MOUNTAINS_2x2 Mm 40 overlay mountain5} {MOUNTAINS_2x2 Mm 30 overlay mountain6} {OVERLAY_RANDOM Mm mountains} #This one is to fill any "gaps" there might be when next to castles or walls {TERRAIN_BASE Mm hills-variation} {OVERLAY_LF *^Xm 1 clouds1 cloud1_1} {OVERLAY_LF *^Xm 1 clouds2 cloud1_3} #33% 33% 33% {OVERLAY_PLF *^Xm 33 1 clouds3 cloud1_2} {OVERLAY_PLF *^Xm 50 1 clouds3 cloud2_2} {OVERLAY_LF *^Xm 1 clouds3 cloud3_2} {PEAKS_1x2_SW_NE *^Xm 15 peaks mountain_peak_range1} {PEAKS_LARGE *^Xm 25 peaks mountain_peak_large1} {PEAKS_LARGE *^Xm 33 peaks mountain_peak_large2} {OVERLAY_RANDOM_LF *^Xm 2 peaks mountain_peak} # # > V I L L A G E B U I L D I N G S < # Flagged as 'village' so they can be placed on # top of both 'base' and 'overlay' #Human villages {VILLAGE_RANDOM *^Vh village/human} {VILLAGE_RANDOM *^Vha village/human-snow} {VILLAGE *^Vhh village/human-hills} {VILLAGE *^Vhha village/human-snow-hills} {VILLAGE_RANDOM *^Vhc village/human-city} #tropical village {VILLAGE_P *^Vht 100 village/tropical-forest} #Crude villages (grassland) {VILLAGE_RANDOM *^Vc village/hut} {VILLAGE_P *^Vct 50 tent} {VILLAGE_P *^Vct 100 tent2} #Elven villages #10% 25% 25% 40% {VILLAGE_P *^Ve 10 village/elven} {VILLAGE_P *^Ve 28 village/elven3} {VILLAGE_P *^Ve 38 village/elven4} {VILLAGE_P *^Ve 100 village/elven2} #10% 25% 25% 40% {VILLAGE_P *^Vea 10 village/elven-snow} {VILLAGE_P *^Vea 28 village/elven-snow3} {VILLAGE_P *^Vea 38 village/elven-snow4} {VILLAGE_P *^Vea 100 village/elven-snow2} #Desert villages {VILLAGE_RANDOM *^Vda village/desert} {VILLAGE *^Vdt village/desert-camp} #Cave villages {VILLAGE_RANDOM *^Vu village/cave} {VILLAGE_RANDOM *^Vud village/dwarven} #Swamp village {VILLAGE_RANDOM *^Vhs village/swampwater} #Merfolk village {VILLAGE_RANDOM *^Vm village/coast} # # > O V E R L A Y S < # #Farmland {OVERLAY_RANDOM_L *^Gvs -10 flat/farm-veg-spring} # Windmill decoration {OVERLAY *^Wm ("windmill-01:70,windmill-02:70,windmill-03:70,windmill-04:70,windmill-05:70,windmill-06:70,windmill-07:70,windmill-08:70,windmill-09:70,windmill-10:70,windmill-11:70,windmill-12:70,windmill-13:70,windmill-14:70,windmill-15:70,windmill-16:70,windmill-17:70,windmill-18:70")} #Rubble {OVERLAY_RANDOM *^Dr sand_rubble} # Illuminated caves {OVERLAY_RANDOM_LF (*^Ufi,*^Ii) 1 light cave/beam} # Chasm bridges - for now they don't tile {OVERLAY_F Qxu^Bs\ bridge cave/chasm-stone-bridge-se-nw} {OVERLAY_F Qxu^Bs| bridge cave/chasm-stone-bridge-s-n} {OVERLAY_F Qxu^Bs/ bridge cave/chasm-stone-bridge-sw-ne} {OVERLAY_F Ql^Bs\ bridge cave/chasm-lava-stone-bridge-se-nw} {OVERLAY_F Ql^Bs| bridge cave/chasm-lava-stone-bridge-s-n} {OVERLAY_F Ql^Bs/ bridge cave/chasm-lava-stone-bridge-sw-ne} # # > B A S E T E R R A I N S < # # Flat base terrains #2% 2% {TERRAIN_BASE_P Gg^ 2 flat/grass-rocks1} {TERRAIN_BASE_P Gg^ 2 flat/grass-rocks2} #10% 10% 10% 10% 10% 10% 10% 30% {TERRAIN_BASE_P Gg 10 flat/grass-r1} {TERRAIN_BASE_P Gg 11 flat/grass-r2} {TERRAIN_BASE_P Gg 13 flat/grass-r3} {TERRAIN_BASE_P Gg 14 flat/grass-r4} {TERRAIN_BASE_P Gg 17 flat/grass-r5} {TERRAIN_BASE_P Gg 20 flat/grass-r6} {TERRAIN_BASE_P Gg 25 flat/grass-r7} {TERRAIN_BASE Gg flat/grass-r8} {TERRAIN_BASE_RANDOM Ggf flat/grass-flowers} {TERRAIN_BASE_RANDOM Gs flat/savanna} {TERRAIN_BASE Re flat/dirt} {TERRAIN_BASE_RANDOM Rr flat/road} {TERRAIN_BASE_RANDOM Rp flat/stone-path} # Hills base terrain {TERRAIN_BASE_RANDOM Hh hills-variation} # Cave base terrains {TERRAIN_BASE_RANDOM Uu cave/floor} {TERRAIN_BASE_RANDOM Ur cave/path} {TERRAIN_BASE_RANDOM Uh cave/hills-variation} {TERRAIN_BASE_RANDOM Xu cave/wall-rough} {TERRAIN_BASE Qxu chasm} {TERRAIN_BASE_RANDOM Ql,Qlf lava} # Desert base terrains {TERRAIN_BASE_RANDOM Dd desert} {TERRAIN_BASE_PF Dd^ 5 overlay desert-plant} {TERRAIN_BASE_PF Dd^ 5 overlay desert-plant2} {TERRAIN_BASE_PF Dd^ 5 overlay desert-plant3} #10% 10% 10% 70% {TERRAIN_BASE_P Ds 10 sand-rock1} {TERRAIN_BASE_P Ds 11 sand-rock2} {TERRAIN_BASE_P Ds 13 sand-rock3} {TERRAIN_BASE_RANDOM Ds sand} {TERRAIN_BASE Rd desert-road} {TERRAIN_BASE_F *^Dc overlay desert_crater} {TERRAIN_BASE_F (*^Do,Do) overlay desert-oasis} {TERRAIN_BASE_RANDOM Hd desert-hills} {TERRAIN_BASE_RANDOM Md desert-mountains} # Frozen base terrain #30% 30% 40% {TERRAIN_BASE_P Aa 30 snow2} {TERRAIN_BASE_P Aa 43 snow3} {TERRAIN_BASE Aa snow} #10% 10% 10% 10% 25% 35% {TERRAIN_BASE_P Ai 10 ice2} {TERRAIN_BASE_P Ai 11 ice3} {TERRAIN_BASE_P Ai 13 ice5} {TERRAIN_BASE_P Ai 14 ice6} {TERRAIN_BASE_P Ai 42 ice4} {TERRAIN_BASE Ai ice} #30% 30% 40% {TERRAIN_BASE_P Ha 30 snow-hills3} {TERRAIN_BASE_P Ha 43 snow-hills2} {TERRAIN_BASE Ha snow-hills} # Water base terrains #30% 30% 40% {TERRAIN_BASE_P Wo 30 water/ocean3} {TERRAIN_BASE_P Wo 43 water/ocean2} {TERRAIN_BASE Wo water/ocean} #30% 30% 40% {TERRAIN_BASE_P Ww 30 water/coast3} {TERRAIN_BASE_P Ww 43 water/coast2} {TERRAIN_BASE Ww water/coast} {TERRAIN_BASE_RANDOM Wwf water/ford} {TERRAIN_BASE_RANDOM Wwr water/reef} #8% 8% 8% 8% 23% 23% 23% {TERRAIN_BASE_P Ss 8 swamp/water-flowers1} {TERRAIN_BASE_P Ss 9 swamp/water-flowers2} {TERRAIN_BASE_P Ss 10 swamp/water-plant1} {TERRAIN_BASE_P Ss 11 swamp/water-plant2} {TERRAIN_BASE_RANDOM Ss swamp/water} # Castle base terrains {TERRAIN_BASE (Ch,Chr,Kh*) castle/cobbles} {TERRAIN_BASE Chw castle/sunken-ruin} {TERRAIN_BASE_RANDOM Chs swamp/water} {TERRAIN_BASE Cv castle/elven/grounds} {TERRAIN_BASE Kv castle/elven/keep} {TERRAIN_BASE (Ce,Ke) flat/dirt} {OVERLAY_RANDOM Ke tent} {TERRAIN_BASE_RANDOM Cud castle/dwarven-castle-floor} {TERRAIN_BASE Kud castle/dwarven-keep-floor} {OVERLAY Kud castle/dwarven-keep} #{TERRAIN_BASE ~ fog} # # > T R A N S I T I O N S B E T W E E N T E R R A I N S < # # # Human castle # {DISABLE_BASE_TRANSITIONS (Ch,Kh*)} {WALL_TRANSITION Ch (!,Ch*,Kh*) castle/castle} {WALL_TRANSITION2 Kh Ch* (!,Ch*,Kh*) castle/keep-castle} {WALL_TRANSITION Kh (!,Kh*) castle/keep} # sunken/swamp ruins (submerged part) # Show sunken graphics for sunken castle only when next to water terrain # Show sunken graphics for sunken/swamp keep also when next to swamp # (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch* without lots of additional rules # don't do this at home #17% 17% 17% 17% 17% 17% {WALL_TRANSITION_P (!,Chr,Chs,!,Ch*) (W*) 17 castle/sunken-ruin5} {WALL_TRANSITION_P (!,Chr,Chs,!,Ch*) (W*) 20 castle/sunken-ruin4} {WALL_TRANSITION_P (!,Chr,Chs,!,Ch*) (W*) 25 castle/sunken-ruin3} {WALL_TRANSITION_P (!,Chr,Chs,!,Ch*) (W*) 33 castle/sunken-ruin2} {WALL_TRANSITION_P (!,Chr,Chs,!,Ch*) (W*) 50 castle/sunken-ruin1} {WALL_TRANSITION (!,Chr,Chs,!,Ch*) (W*) castle/sunken-ruin} {WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle} {WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 100 castle/sunkenkeep-castle} {WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1} {WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep} # ruined castle and non-sumberged parts of sunken/swamp ruins # There are no more human castles left, so we can just use Ch* here, which makes sure # that all ruin<->non-ruin transitions are drawn #17% 17% 17% 17% 17% 17% {WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 17 castle/ruin5} {WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 20 castle/ruin4} {WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 25 castle/ruin3} {WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 33 castle/ruin2} {WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 50 castle/ruin1} {WALL_TRANSITION Ch* (!,Ch*,Kh*) castle/castle} {WALL_TRANSITION2_P (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle} {WALL_TRANSITION2 (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) castle/keep-castle} {WALL_TRANSITION_P Kh* (!,Kh*) 75 castle/ruinkeep1} {WALL_TRANSITION Kh* (!,Kh*) castle/keep} # Elven castle {DISABLE_BASE_TRANSITIONS (Cv,Kv)} {WALL_TRANSITION Cv (!,Cv,Kv) castle/elven/castle} {WALL_TRANSITION2 Kv Cv (!,Cv,Kv*) castle/elven/keep-castle} {WALL_TRANSITION Kv (!,Kv) castle/elven/keep} # Encampment {DISABLE_BASE_TRANSITIONS (Ce,Ke)} {WALL_TRANSITION (Ce,Ke) (!,Ce,Ke) castle/encampment} # # Cave # (including dwarven castle, chasm, lava) # {DISABLE_BASE_TRANSITIONS Qxu} {DISABLE_BASE_TRANSITIONS Ql} {DISABLE_BASE_TRANSITIONS Xu} {DISABLE_BASE_TRANSITIONS (Cud,Kud)} #dwarven castle transitions {WALL_TRANSITION3 (Cud,Kud) Ql Qxu dcastle-lava-chasm} {WALL_TRANSITION2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall} {WALL_TRANSITION2 (Cud,Kud) Ql (!,Cud,Kud,Ql) dcastle-lava} {WALL_TRANSITION2 (Cud,Kud) Qxu (!,Cud,Kud,Qxu) dcastle-chasm} {WALL_TRANSITION (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle} {WALL_TRANSITION Xu (Qx*,Ql) cave/wall-rough-chasm} {WALL_TRANSITION Xu (!,Xu) cave/wall-rough} #chasm/lava transitions always below castles/walls {WALL_TRANSITION2_LF Ql Qxu (!,Ql,Qxu) -90 ground lava-chasm} {WALL_TRANSITION_LF Ql (!,Ql) -90 ground lava} {WALL_TRANSITION_LF Qxu (!,Qxu) -90 ground chasm} # # > B A S E T R A N S I T I O N S. < # # The order mostly controls which overlap which, some # TRANSITION_BASE_Ls and varying layer numbers are used to make some # special transitions to layer in more complex ways. # Default layer ist -500, so anything layering above should be higer. {TRANSITION_BASE (!,Chr,Chw) Chr flat/grass} #{TRANSITION_BASE_LF Mm (Ha,Aa,Hd,W*,Ss) -480 transition2 mountains} #{TRANSITION_BASE_LF Mm (!,Mm,Qxu,Hh,C*,K*,Xu) -480 transition2 mountains} {TRANSITION_BASE Md (!,Md,Qxu) desert-mountains} {TRANSITION_BASE Ha Hh snow-hills-to-hills} {TRANSITION_BASE_L Ha (W*,Ss) -480 snow-hills-to-water} {TRANSITION_BASE Ha (!,Ha,Qxu,Mm,Md) snow-hills} {TRANSITION_BASE (Mm,Hh) (!,Hh,W*,Ss) hills} {TRANSITION_BASE_LF (Mm,Hh) (W*,Ss) -490 transition2 hills} {TRANSITION_BASE Hd (!,Hd,Qxu) desert-hills} {TRANSITION_BASE Uh (!,Uh) cave/hills} {TRANSITION_BASE Qlf (!,Ql,Qlf,Qxu,X*) lava} {TRANSITION_BASE (Uu,Uh) (!,Uu,Uh) cave/floor} {TRANSITION_BASE Ur (!,Ur) cave/floor} {TRANSITION_BASE_F (!,Ur) Ur transition2 cave/floor} {TRANSITION_BASE_L Aa (W*,Ss) -480 snow-to-water} {TRANSITION_BASE_L Aa (!,Aa,Qxu) -490 snow} {TRANSITION_BASE_L (Ss,Chs) (!,Ss,Chs,H*,M*,A*) -490 swamp/water} # These two work in conjunction with the mountain and hill transitions to create # a smooth coastline between grassland, hills and mountains. {TRANSITION_BASE (Gg*,Qxu,Mm,Hh) W* flat/grass-to-water} {TRANSITION_BASE (Gg*,Qxu) (!,Gg*,Qxu,Mm,Hh) flat/grass} {TRANSITION_BASE_LF (!,Ggf) Ggf -600 flower-transition flat/grass} {TRANSITION_BASE Gs (W*,Ss) flat/savanna-to-water} {TRANSITION_BASE Gs (!,Gs,Qxu) flat/savanna} {TRANSITION_BASE Rr (!,Rr) flat/road} {TRANSITION_BASE Rp (!,Rp) flat/stone-path} {TRANSITION_BASE_LF *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*) -490 transition2 flat/farm-veg-spring} {TRANSITION_BASE Re (!,Re) flat/dirt} #{TRANSITION_BASE (Dd,Do) (!,Dd,Do) desert-oasis} {TRANSITION_BASE Ds (!,Ds) sand} # Desert and desert road transitions, with desert road transitioning extra # nicely with desert and desert villages. {TRANSITION_BASE Dd^,Dd^D* (Dd^V*) desert} {TRANSITION_BASE Rd (Dd^V*) desert-road} {TRANSITION_BASE Rd (!,Rd,Dd) desert-road} {TRANSITION_BASE Dd (!,R*,Dd) desert} {TRANSITION_BASE Dd^,Dd^D* R* desert} {TRANSITION_BASE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged_part castle/castle-to-ice} {TRANSITION_BASE_LF Aa,Ha,Ai (W*,Ss) -490 non_submerged_part ice} {TRANSITION_BASE_LF Aa,Ha,Ai (W*,Ss) -505 submerged_part ice-to-water} # we just draw this again (invisible below the base layer) to set the transition flags {TRANSITION_BASE_L Aa,Ha,Ai (W*,Ss) -1001 ice-to-water} {TRANSITION_BASE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged_part castle/castle-to-water} # Water Transitions below everything else {TRANSITION_BASE_L (Ww,Wwr) (!,Ww,Wwr,Mm,Wwf) -900 water/coast} {TRANSITION_BASE_L Wwf (Ww,Wo,Wwr) -490 water/ford} {TRANSITION_BASE_L Wo (!,Wo) -900 water/ocean} {TRANSITION_BASE_LF Chw (Ch,Chr) -490 transition2 castle/sunken-ruin} {TRANSITION_BASE_LF Chs (Ch,Chr) -490 transition2 swamp/water} {TRANSITION_BASE_L Chw (!,Chw,Chr) -900 water/coast} # Default terrain {TERRAIN_BASE _s void} {TERRAIN_BASE * void}