wesnoth/data/core/terrain-graphics.cfg
2010-10-21 00:15:48 +00:00

860 lines
52 KiB
INI

#textdomain wesnoth
#wmlindent: start ignoring
# 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
# These are temporary rules for developing and testing a new fake map edge
# terrain
[terrain_graphics]
map="
, 2
2 , 2
, 1
2 , 2
, 2"
[tile]
pos=1
type=*^_fme
set_no_flag=fakemapedge
[/tile]
[tile]
pos=2
type=*^_fme
[/tile]
[image]
layer=1000
name=off-map/border.png
center=90,144
[/image]
[/terrain_graphics]
{TRANSITION_COMPLETE_L (!,*^_fme) (*^_fme) 1000 off-map/border}
# TRACK LAYOUT MUST STAY ON TOP
# they set flags that will be used by other macros later.
# they don't set any image by themselves.
{LAYOUT_TRACKS_F *^Bw\ *^Bw| *^Bw/ overlay}
{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ overlay}
{LAYOUT_TRACKS_STRAIGHT_F *^Bsb\ *^Bsb| *^Bsb/ overlay}
#{TRACK_TEST_FLAG (*^Br\,*^Br|,*^Br/) overlay-connect}
# basic images for the bridge
{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ overlay bridge/wood}
# add transition bridges<->bridges wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 overlay bridge/wood-end}
# add dock-style ends to bridges ending in water
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 overlay bridge/wood-dock}
# add ramps where straight bridges end on land
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 overlay bridge/wood-end}
# Mine rail tracks
{TRACK_COMPLETE *^Br\ *^Br| *^Br/ overlay misc/rails}
# add transition rail<->rail wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay misc/rails-switch-ns}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay misc/rails-switch-nwse}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay misc/rails-switch-nesw}
#add transitions at rail end
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay misc/rails-end}
{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-dock}
{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small}
{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-both}
{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-single}
{TRACK_COMPLETE *^Bsb\ *^Bsb| *^Bsb/ overlay bridge/stonebridge}
#{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected}
# Forests
{NEW:FOREST Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine-sparse}
{NEW:FOREST *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/pine}
{NEW:FOREST *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/tropical}
{NEW:FOREST Ha*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest-sparse}
{NEW:FOREST *^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/snow-forest}
{NEW:FOREST Hh*^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer-sparse}
{NEW:FOREST *^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-summer}
{NEW:FOREST Hh*^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall-sparse}
{NEW:FOREST *^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-fall}
{NEW:FOREST Hh*^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-sparse}
{NEW:FOREST *^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter}
{NEW:FOREST Ha*^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow-sparse}
{NEW:FOREST *^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/deciduous-winter-snow}
{NEW:FOREST Hh*^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer-sparse}
{NEW:FOREST *^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-summer}
{NEW:FOREST Hh*^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall-sparse}
{NEW:FOREST *^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-fall}
{NEW:FOREST Hh*^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-sparse}
{NEW:FOREST *^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter}
{NEW:FOREST Ha*^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mixed-winter-snow}
{NEW:FOREST *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,A*,M*,*^V*,*^B*) forest/mushrooms}
# Great-tree
{OVERLAY_RANDOM *^Fet forest/great-tree}
# Oasis
{OVERLAY_P (*^Do,Do) 30 village/desert-oasis-1}
{OVERLAY_P (*^Do,Do) 43 village/desert-oasis-2}
{OVERLAY_P (*^Do,Do) 100 village/desert-oasis-3}
# Swamp
{OVERLAY_COMPLETE Ss (!,Xv,!,C*,K*,H*,M*,X*,Q*,A*) swamp/reed}
{OVERLAY_COMPLETE Chs (!,Chs,Chw,Chr,Cha) swamp/reed}
# Large volcano
{VOLCANO_2x2 Mv Mm,Md 100 overlay mountains/volcano6}
# Mountains
{OVERLAY_RESTRICTED3 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle}
{OVERLAY_RESTRICTED2 Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/basic-castle}
{MOUNTAINS_2x4_NW_SE Mm 18 overlay mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 overlay mountains/basic_range4}
{MOUNTAINS_1x3_NW_SE Mm 20 overlay mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE Mm 20 overlay mountains/basic_range2}
{MOUNTAINS_2x2 Mm 40 overlay mountains/basic5}
{MOUNTAINS_2x2 Mm 30 overlay mountains/basic6}
{MOUNTAIN_SINGLE Mm 33 overlay mountains/basic3}
{MOUNTAIN_SINGLE Mm 50 overlay mountains/basic2}
{MOUNTAIN_SINGLE Mm 100 overlay mountains/basic}
# Dry Mountains
{OVERLAY_RESTRICTED3 Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED2 Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle}
{OVERLAY_RESTRICTED2 Md (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) mountains/dry-castle}
{MOUNTAINS_2x4_NW_SE Md 18 overlay mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 overlay mountains/dry_range4}
{MOUNTAINS_1x3_NW_SE Md 20 overlay mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE Md 20 overlay mountains/dry_range2}
{MOUNTAINS_2x2 Md 40 overlay mountains/dry5}
{MOUNTAINS_2x2 Md 30 overlay mountains/dry6}
{MOUNTAIN_SINGLE Md 33 overlay mountains/dry3}
{MOUNTAIN_SINGLE Md 50 overlay mountains/dry2}
{MOUNTAIN_SINGLE Md 100 overlay mountains/dry}
# Single-hex volcano
{OVERLAY_COMPLETE Mv (!,Xv,Mv,!,C*,K*,X*,Q*) mountains/volcano}
# deprecated volcano
{OVERLAY_COMPLETE Qv (!,Xv,Mv,!,C*,K*,X*,Q*) mountains/volcano-tile}
# Snow mountains (uncomment rules as the corresponding tiles are added)
#{OVERLAY_RESTRICTED3 Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED2 Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle}
#{OVERLAY_RESTRICTED2 Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) mountains/snow-castle}
#{MOUNTAINS_2x4_NW_SE Ms 18 overlay mountains/snow_range3}
#{MOUNTAINS_2x4_SW_NE Ms 26 overlay mountains/snow_range4}
#{MOUNTAINS_1x3_NW_SE Ms 20 overlay mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE Ms 20 overlay mountains/snow_range2}
{MOUNTAINS_2x2 Ms 15 overlay mountains/snow5}
{MOUNTAINS_2x2 Ms 25 overlay mountains/snow6}
{MOUNTAIN_SINGLE Ms 33 overlay mountains/snow3}
{MOUNTAIN_SINGLE Ms 50 overlay mountains/snow2}
{MOUNTAIN_SINGLE Ms 100 overlay mountains/snow}
#This one is to fill any "gaps" there might be when next to castles or walls
{TERRAIN_BASE_RANDOM Mm hills/regular}
{TERRAIN_BASE_RANDOM Md hills/dry}
{TERRAIN_BASE_RANDOM Ms hills/snow}
{OVERLAY_LF *^Xm 1 clouds1 mountains/cloud1_1}
{OVERLAY_LF *^Xm 1 clouds2 mountains/cloud1_3}
#33% 33% 33%
{OVERLAY_PLF *^Xm 33 1 clouds3 mountains/cloud1_2}
{OVERLAY_PLF *^Xm 50 1 clouds3 mountains/cloud2_2}
{OVERLAY_LF *^Xm 1 clouds3 mountains/cloud3_2}
{PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1}
{PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1}
{PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2}
{OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/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
{NEW:VILLAGE *^Vh village/human}
{NEW:VILLAGE *^Vha village/human-snow}
{NEW:VILLAGE *^Vhh village/human-hills}
{NEW:VILLAGE *^Vhha village/human-snow-hills}
{NEW:VILLAGE *^Vhc village/human-city}
{NEW:VILLAGE *^Vhca village/human-city-snow}
#tropical village
{NEW:VILLAGE *^Vht village/tropical-forest}
#Crude villages (grassland)
{NEW:VILLAGE *^Vc village/hut}
{NEW:VILLAGE *^Vca village/hut-snow}
{NEW:VILLAGE *^Vl village/log-cabin}
{NEW:VILLAGE *^Vla village/log-cabin-snow}
{NEW:VILLAGE *^Vct village/camp}
#Drake villages
#20% 20% 20% 20% 20%
{NEW:VILLAGE_A3 *^Vd 200 village/drake1-A}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE_A3 *^Vd 100 village/drake2-A}{VILLAGE_PROBABILITY 25}
{NEW:VILLAGE *^Vd village/drake3}{VILLAGE_PROBABILITY 33}
{NEW:VILLAGE *^Vd village/drake4}{VILLAGE_PROBABILITY 50}
{NEW:VILLAGE *^Vd village/drake5}
#Orcish villages
{NEW:VILLAGE *^Vo village/orc}
{NEW:VILLAGE *^Voa village/orc-snow}
#Elven villages
#10% 25% 25% 40%
{NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE *^Ve village/elven2}
#10% 25% 25% 40%
{NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE *^Vea village/elven-snow3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE *^Vea village/elven-snow4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE *^Vea village/elven-snow2}
#Desert villages
{NEW:VILLAGE *^Vda village/desert}
{NEW:VILLAGE *^Vdt village/desert-camp}
#Cave villages
{NEW:VILLAGE *^Vu village/cave}
{NEW:VILLAGE *^Vud village/dwarven}
#Swamp village
{NEW:VILLAGE *^Vhs village/swampwater}
#Merfolk village
{NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24}
{NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29}
{NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35}
{NEW:VILLAGE_A4 *^Vm 140 village/coast5-A}
#
# > O V E R L A Y S <
#
# Illuminated caves
{OVERLAY_RANDOM_LF (*^Ufi,*^Ii) 1 light cave/beam}
#Farmland
{OVERLAY_RANDOM_L *^Gvs -10 embellishments/farm-veg-spring}
# Windmill decoration
{OVERLAY_B *^Wm ANIMATION_18_70 misc/windmill}
{OVERLAY_COMPLETE *^Efm (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) embellishments/flowers-mixed}
#Rubble
{OVERLAY_RANDOM *^Dr misc/rubble}
{OVERLAY_RANDOM *^Es embellishments/stones-small}
{OVERLAY_RANDOM *^Em embellishments/mushroom}
{OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) embellishments/mushroom-farm}
# Chasm bridges - for now they don't tile
{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}
{OVERLAY_F W*^Bs\,S*^Bs\ bridge cave/chasm-water-stone-bridge-se-nw}
{OVERLAY_F W*^Bs/,S*^Bx/ bridge cave/chasm-water-stone-bridge-sw-ne}
{OVERLAY_F *^Bs\ bridge cave/chasm-stone-bridge-se-nw}
{OVERLAY_F *^Bs| bridge cave/chasm-stone-bridge-s-n}
{OVERLAY_F *^Bs/ bridge cave/chasm-stone-bridge-sw-ne}
# stone wall transitions to cavewall. Note that these have no graphics,
# so currently this is commented out for ugly, but vaguely working behaviour
#{TERRAIN_CORNER_STATIC cave Xos Xu* (!,X*) BASE1 BASE2 IMAGESTEM}
# draw the walls!
{WALL_ADJACENT Xol (!,Xo*, Xu*) ANIMATION_10 walls/wall-stone-lit walls/wall-stone-base}
{WALL_ADJACENT Xo* (!,Xo*, Xu*) IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
#
# > B A S E T E R R A I N S <
#
# Flat base terrains
# Crazy terrains for testing purposes
#{TERRAIN_BASE Jm test/m}
#{TERRAIN_BASE Jy test/y}
{DISABLE_BASE_TRANSITIONS Jb}
{TERRAIN_BASE_RANDOM Jb test/b}
# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
{TERRAIN_BASE_P Gg 20 grass/green}
{TERRAIN_BASE_RANDOM Gg grass/green}
{TERRAIN_BASE_P Gs 25 grass/semi-dry}
{TERRAIN_BASE_RANDOM Gs grass/semi-dry}
{TERRAIN_BASE_P Gd 25 grass/dry}
{TERRAIN_BASE_RANDOM Gd grass/dry}
{TERRAIN_BASE_RANDOM Gll grass/leaf-litter}
#Depricated
{TERRAIN_BASE_RANDOM Ggf grass/flowers}
{TERRAIN_BASE_RANDOM Re flat/dirt}
{TERRAIN_BASE_RANDOM Rb flat/dirt-dark}
{TERRAIN_BASE_RANDOM Rr flat/road}
{TERRAIN_BASE_RANDOM Rrc flat/road-clean}
{TERRAIN_BASE_RANDOM Rp flat/stone-path}
# Hills base terrain
{TERRAIN_BASE_RANDOM Hh hills/regular}
{TERRAIN_BASE_RANDOM Hhd hills/dry}
# Cave base terrains
{TERRAIN_BASE_RANDOM Uu cave/floor}
{TERRAIN_BASE_RANDOM Uue cave/earthy-floor}
{TERRAIN_BASE_RANDOM Ur cave/path}
{TERRAIN_BASE_RANDOM Urb cave/flagstones-dark}
{TERRAIN_BASE_RANDOM Uh cave/hills-variation}
{TERRAIN_BASE Xu* cave/wall-rough}
{TERRAIN_BASE_RANDOM Qxua chasm/abyss}
{TERRAIN_BASE Qx* chasm/depths}
#{TERRAIN_BASE_RANDOM Ql,Qlf unwalkable/lava}
{ANIMATED_WATER_15 (Ql,Qlf) () 150 unwalkable/lava}
{OVERLAY_L Wwr -320 water/reef}
# Desert base terrains
{TERRAIN_BASE_RANDOM Dd sand/desert}
# only use the smaller plant tiles when adjacent to castles, chasms etc
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 33 embellishments/desert-plant}
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 50 embellishments/desert-plant2}
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 100 embellishments/desert-plant3}
# and then any plant tile elsewhere
{OVERLAY_P *^Edp,*^Edpp 9 embellishments/desert-plant1}
{OVERLAY_P *^Edp,*^Edpp 10 embellishments/desert-plant2}
{OVERLAY_P *^Edp,*^Edpp 11 embellishments/desert-plant3}
{OVERLAY_P *^Edp,*^Edpp 12 embellishments/desert-plant4}
{OVERLAY_P *^Edp 14 embellishments/desert-plant5} # This one contains bones
{OVERLAY_P *^Edp,*^Edpp 16 embellishments/desert-plant6}
{OVERLAY_P *^Edp 20 embellishments/desert-plant7} # This one contains bones
{OVERLAY_P *^Edp,*^Edpp 24 embellishments/desert-plant8}
{OVERLAY_P *^Edp,*^Edpp 32 embellishments/desert-plant9}
{OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10}
{OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11}
{TERRAIN_BASE_RANDOM Ds sand/beach}
{TERRAIN_BASE_RANDOM Rd flat/desert-road}
{TERRAIN_BASE_F *^Dc overlay sand/crater}
{TERRAIN_BASE_RANDOM Hd hills/desert}
# Frozen base terrain
{TERRAIN_BASE_RANDOM Aa frozen/snow}
#10% 10% 10% 10% 25% 35%
{TERRAIN_BASE_P Ai 10 frozen/ice2}
{TERRAIN_BASE_P Ai 11 frozen/ice3}
{TERRAIN_BASE_P Ai 13 frozen/ice5}
{TERRAIN_BASE_P Ai 14 frozen/ice6}
{TERRAIN_BASE_P Ai 42 frozen/ice4}
{TERRAIN_BASE Ai frozen/ice}
{TERRAIN_BASE_RANDOM Ha hills/snow}
{TERRAIN_BASE_RANDOM Iwr interior/wood-regular}
# Water base terrains
{OVERLAY_RANDOM_LF Wwf -519 ford water/ford}
{TERRAIN_BASE_RANDOM Sm swamp/mud}
#ANIMATED
# experimental macro using 1-hex rule to optimize water animation
{GENERIC_SINGLEHEX_PLFB (Wo) 100 -1000 base ANIMATION_15_SLOW water/ocean}
{ANIMATED_WATER_15 (Wot) "~CS(-45,-5,25)" 150 water/ocean} # Tropical Ocean color
{ANIMATED_WATER_15 (Wog) "~CS(15,0,-30)" 150 water/ocean} # Grey Ocean color
{ANIMATED_WATER_15 (Ww,Wwr,Wwf) "~CS(40,0,-30)" 110 water/coast-tropical} # Medium water color
{ANIMATED_WATER_15 (Wwg) "~CS(60,0,-55)" 110 water/coast-tropical} # Grey Water color
{GENERIC_SINGLEHEX_PLFB (Wwt) 100 -1000 base ANIMATION_15 water/coast-tropical}
# water animation under swamp is not really visible, so we disable it for now
{GENERIC_SINGLEHEX_PLFB (S*) 100 -1000 base ANIMATION_01 swamp/water}
#temporary disabled normal multihex macro
#{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
#{TERRAIN_BASE_B Ww,Wwf,Wwr ANIMATION_15 water/coast}
#{TERRAIN_BASE_B Wwt ANIMATION_15 water/coast-tropical}
#{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
# Castle base terrains
{TERRAIN_BASE Ch,Chr,Cha flat/road}
{KEEP_BASE Kh* castle/cobbles-keep}
{TERRAIN_BASE Chw castle/sunken-ruin}
{TERRAIN_BASE_B Chs ANIMATION_15 swamp/water}
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{TERRAIN_BASE (Ce*,Ke*) flat/dirt}
{OVERLAY_RANDOM Ke castle/encampment/tent}
{OVERLAY_RANDOM Kea castle/encampment/tent-snow}
{TERRAIN_BASE Co* flat/dirt-dark}
{KEEP_BASE Ko castle/orcish/keep}
{KEEP_BASE Koa castle/winter-orcish/keep}
{TERRAIN_BASE Cud castle/dwarven-castle-floor}
{KEEP_BASE Kud castle/dwarven-keep-floor}
{OVERLAY Kud castle/dwarven-keep}
{TERRAIN_BASE Cd castle/sand/dirt}
{KEEP_BASE Kd castle/sand/cobbles}
#{TERRAIN_BASE ~ fog/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 <
#
# Elven castle
{NEW:WALL Cv (!,C*,K*) castle/elven/castle}
{NEW:WALL2 Kv C*,Ke* (!,C*,K*) castle/elven/keep-castle}
{NEW:WALL Kv (!,Kv) castle/elven/keep}
# Orcish castles
{NEW:WALL Co,Cv (!,C*,K*) castle/orcish/fort}
{NEW:WALL2 Ko,Kv C*,Ke* (!,C*,K*) castle/orcish/keep-fort}
{NEW:WALL Ko (!,Ko*) castle/orcish/keep}
{NEW:WALL (Co*,Cv) (!,C*,K*) castle/winter-orcish/fort}
{NEW:WALL2 (Ko*,Kv) C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort}
{NEW:WALL (Ko*) (!,Ko*) castle/winter-orcish/keep}
# Desert castle
{NEW:WALL Cd,Cv,Co* (!,C*,K*) castle/sand/castle}
{NEW:WALL2 Kd,Kv,Ko* C*,Ke* (!,C*,K*) castle/sand/keep-castle}
{NEW:WALL Kd (!,Kd) castle/sand/keep}
#
# Human castles
#
{NEW:WALL Ch,Cv,Co,Cd (!,C*,K*) castle/castle}
{NEW:WALL2 Kh,Kv,Ko,Kd C*,Ke* (!,C*,K*) castle/keep-castle}
{NEW:WALL Kh (!,Kh*) castle/keep}
{NEW:WALL Ch,Cha,Coa (!,C*,K*) castle/snowy/castle}
{NEW:WALL2 Kh,Kha,Koa C*,Ke* (!,C*,K*) castle/snowy/keep-castle}
{NEW:WALL Kh,Kha (!,Kh*) castle/snowy/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
{NEW:WALL (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
{NEW:WALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
{NEW:WALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}
{NEW:WALL_P (!,Khr,!,Kh*) W*,Ss,Chw,Chs 75 castle/sunken-ruinkeep1}
{NEW:WALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs castle/sunkenkeep}
# ruined castle and non-submerged 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
{NEW:WALL Ch* (!,C*,K*) castle/ruin5}
# For any non-encampment, non-dwarvish castle that's left use the regular human castle here
{NEW:WALL !,Ce*,Ke*,Cu*,Ku*,!,C* (!,C*,K*) castle/castle}
{NEW:WALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{NEW:WALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}
{NEW:WALL_P Kh* (!,K*) 75 castle/ruinkeep1}
{NEW:WALL Kh* (!,K*) castle/keep}
# Encampment
{NEW:WALL (Ce,Ke,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/regular}
{NEW:WALL (Ce*,Ke*,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/snow}
# Castle & Encampment Base Transtions
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha,Q*) -300 flat/road}
{TRANSITION_COMPLETE_LF Cd Ce*,Ke*,Co*,Cv,Chw,Chs,Khw,Khs -360 inside flat/desert-road}
{TRANSITION_COMPLETE_L Ce*,Ke*,Co*,Cv,Chw,Chs,Khw,Khs Cd,Kd -360 flat/desert-road}
{TRANSITION_COMPLETE_LF (!,Ce*,Ke*,Q*) Ce*,Ke* -374 inside flat/dirt}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*,Q*) -378 flat/dirt}
{TRANSITION_COMPLETE_LF (!,Co*,Q*) Co* -384 inside flat/dirt-dark}
{TRANSITION_COMPLETE_L Co* (!,Co*,Q*) -388 flat/dirt-dark}
#
# Cave
# (including dwarven castle, chasm, lava)
#
{DISABLE_BASE_TRANSITIONS Qx*}
{DISABLE_BASE_TRANSITIONS Ql*}
{DISABLE_BASE_TRANSITIONS Xu*}
{DISABLE_BASE_TRANSITIONS (Cud,Kud)}
#dwarven castle transitions
{WALL_TRANSITION3 (Cud,Kud) Ql* Qx* unwalkable/dcastle-lava-chasm}
{NEW:WALL2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall}
{NEW:WALL2 (Cud,Kud) Ql* (!,Cud,Kud,Ql*) unwalkable/dcastle-lava}
{NEW:WALL2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm}
{NEW:WALL (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle}
{NEW:WALL Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
{NEW:WALL Xuce (!,Xu*) cave/earthy-wall-hewn}
{NEW:WALL Xue,Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
{NEW:WALL Xue,Xuce (!,Xu*) cave/earthy-wall-rough}
{NEW:WALL Xuc,Xue,Xuce (Qx*,Ql*) cave/wall-rough-chasm}
{NEW:WALL Xuc,Xue,Xuce (!,Xu*) cave/wall-hewn}
{NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm}
{NEW:WALL Xu* (!,Xu*) cave/wall-rough}
{NEW:WALL XZ* (!,XZ*) cave/wall-test}
# New Generic Castle-to Chasm transition
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -80 transition2 chasm/regular-snow-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -80 transition2 chasm/earthy-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -80 transition2 chasm/regular-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -80 transition2 unwalkable/castle-lava-chasm}
# Special Mountain to Chasm Blend transition
{TRANSITION_COMPLETE_LF (Qx*,Ql*) (M*,Mv) 2 transition3 mountains/blend-from-chasm}
#chasm/lava transitions always below castles/walls
{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -90 ground unwalkable/lava-chasm}
{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -90 ground unwalkable/lava-chasm}
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -90 ground unwalkable/lava}
{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -90 ground unwalkable/lava-high}
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -90 ground chasm/regular-snow}
{WALL_TRANSITION_LF Qx* (W*,S*) -90 ground chasm/water}
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -90 ground chasm/earthy}
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -90 ground chasm/regular}
#
# > B A S E T R A N S I T I O N S. <
#
# The order mostly controls which overlap which, some
# TRANSITION_COMPLETE_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 higher.
{TRANSITION_COMPLETE_L (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry}
# Special mountain to dry/desert terrain trans
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 inside mountains/blend-from-dry}
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) Ms 0 inside mountains/blend-from-dry}
{TRANSITION_COMPLETE_L (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) -166 hills/dry}
{TRANSITION_COMPLETE_L (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) -166 hills/dry}
{TRANSITION_COMPLETE_L (Ms,Ha) Hh* -170 hills/snow-to-hills}
{TRANSITION_COMPLETE_L (Ms,Ha) (W*,S*) -171 hills/snow-to-water}
{TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
{TRANSITION_COMPLETE_L (Mm,Hh) (!,Hh,W*,S*) -180 hills/regular}
{TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,S*) -183 hills/dry}
{TRANSITION_COMPLETE_L Uh (!,Uh,W*,Ai) -200 cave/hills}
{TRANSITION_COMPLETE_L (Uu,Uh) (!,Uu,Uh,W*,Ai) -220 cave/floor}
{TRANSITION_COMPLETE_L Ur (!,Ur,W*,Ai) -221 cave/floor}
#{TRANSITION_COMPLETE_LF (!,Ur) Ur -222 inside cave/floor}
{TRANSITION_COMPLETE_L (Uue) (!,Uue,W*,Ai) -223 cave/earthy-floor}
{TRANSITION_COMPLETE_L Urb (!,Urb,W*,Ai) -224 cave/flagstones-dark}
# water animation under swamp is not really visible, so we disable it for now
{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,W*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
# Crazy Test Terrains
#{TRANSITION_COMPLETE_LF Jm Jb,Jy -240 inside test/m} # inside
#{TRANSITION_COMPLETE_LF Jy Jb,Jm -241 inside test/y} # inside
#{TRANSITION_COMPLETE_LF Jb Jy,Jm -242 inside test/b} # inside
#{TRANSITION_COMPLETE_L Jb (!,Jb) -343 test/b} # outside
#{TRANSITION_COMPLETE_L Jy (!,Jy) -344 test/y} # outside
#{TRANSITION_COMPLETE_L Jm (!,Jm) -345 test/m} # outside
{TRANSITION_COMPLETE_LF *^Efm G* -240 transition4 embellishments/flowers-mixed}
# New Super-cool gradual Grass blending
{TRANSITION_COMPLETE_LF Gs Gg,Gd,Gll,Re,Rb,Rd,Rp -250 inside grass/semi-dry-long}
{TRANSITION_COMPLETE_LF Gg Gs,Gd,Gll,Re,Rb,Rd,Rp -251 inside grass/green-long}
{TRANSITION_COMPLETE_LF Gd Gg,Gs,Gll,Re,Rb,Rd,Rp -252 inside grass/dry-long}
{TRANSITION_COMPLETE_LF Gll Gg,Gs,Gd,Re,Rb,Rd,Rp -253 inside grass/leaf-litter-long}
{TRANSITION_COMPLETE_L Gll Gg,Gs,Gd -254 grass/leaf-litter-long}
{TRANSITION_COMPLETE_L Gd Gg,Gs,Gll -255 grass/dry-long}
{TRANSITION_COMPLETE_L Gg Gs,Gd,Gll -256 grass/green-long}
{TRANSITION_COMPLETE_L Gs Gg,Gd,Gll -257 grass/semi-dry-long}
{TRANSITION_COMPLETE_L Gs (Rr*,D*,Aa) -260 grass/semi-dry-medium}
{TRANSITION_COMPLETE_L Gg (Rr*,D*,Aa) -261 grass/green-medium}
{TRANSITION_COMPLETE_L Gd (Rr*,D*,Aa) -262 grass/dry-medium}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai,C*) -270 grass/leaf-litter}
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh,C*) -271 grass/green-abrupt}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*,C*) -272 grass/semi-dry-abrupt}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*,C*) -273 grass/dry-abrupt}
# Deprecated
{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -274 flower-transition grass/green}
{TRANSITION_COMPLETE_L Aa (W*,Ss) -280 frozen/snow-to-water}
{TRANSITION_COMPLETE_L Aa (!,Aa,Qx*,G*) -281 frozen/snow}
# This transitions from bank to flat terrains.
{TRANSITION_COMPLETE_L (W*,Ai) (!,Rb,!,R*,Gll) -300 flat/bank}
{TRANSITION_COMPLETE_L (Sm) (R*,D*,Xv,_off^_usr) -310 swamp/mud-to-land}
# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
{TRANSITION_COMPLETE_L Dd R* -510 sand/desert}
{TRANSITION_COMPLETE_L Ds R* -510 sand/beach}
{TRANSITION_COMPLETE_L Hd R* -510 hills/desert}
# Special sand to water transitions
{NEW:BEACH D*,Hd W* sand/shore}
{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*,W*,Ss) -510 hills/desert}
# A rule for corner-based beach waves...
{NEW:WAVES D*,Hd W* -499 water/waves}
{TRANSITION_COMPLETE_L Rr (!,Rr,W*,Ai) -320 flat/road}
{TRANSITION_COMPLETE_L Rrc (!,Rr,W*,Ai) -321 flat/road-clean}
{TRANSITION_COMPLETE_L Rp (!,Rp,W*,Ai) -322 flat/stone-path}
{TRANSITION_COMPLETE_LF *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*) -330 transition2 embellishments/farm-veg-spring}
{TRANSITION_COMPLETE_LF *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*) -330 transition2 embellishments/mushroom-farm}
{TRANSITION_COMPLETE_L Ds (!,Ds,W*,S*,Ai) -510 sand/beach}
{TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*,Ai) -510 sand/desert}
# Dirt transitions are double sided
{TRANSITION_COMPLETE_LF (!,Rd,Rr*,Hh*,M*,Q*,D*) Rd -370 inside flat/desert-road}
{TRANSITION_COMPLETE_L Rd (!,Rd,W*,Ai,Q*,D*) -371 flat/desert-road}
{TRANSITION_COMPLETE_LF (!,Re,Rr*,Hh*,M*,Q*,D*) Re -379 inside flat/dirt}
{TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*,D*) -380 flat/dirt}
{TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*,D*) Rb -384 inside flat/dirt-dark}
{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*,D*) -388 flat/dirt-dark}
# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged castle/castle-to-ice}
{TRANSITION_COMPLETE_LF (Mm,Hh) Ai,W*,S* -482 non_submerged hills/regular-to-water}
{TRANSITION_COMPLETE_LF (Md,Hhd,Mv) Ai,W*,S* -482 non_submerged hills/dry-to-water}
{TRANSITION_COMPLETE_LF (R*,G*) Ai,W* -483 non_submerged flat/bank-to-ice}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) Ai,W*,S* -486 non_submerged cave/bank-to-ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*,D*) -485 non_submerged frozen/ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged frozen/ice-to-water}
# we just draw this again (invisible below the base layer) to set the transition flags
{TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
# The dark, submerged water-to-land transition used for about everything but sand
{NEW:BEACH (R*,G*,U*,M*,H*,Xu*,Ql*,!,Chw,Khw,Khs,!,C*,K*) W* flat/shore}
# Water Transitions below everything else
{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,S*,Xv,_off^_usr) -515 transition2 water/ford}
# Double-sided animated transitions for water-to-water and sand-to-water
# >>> The following chunk controls animated water.
# animation are temporary disabled to increase performance.
# to reanimate them comment these lines out, and un-comment the following chunk
### -- the other option no longer works due to water color changes
{ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*) -551 () 150 water/ocean-blend}
{ANIMATED_WATER_15_TRANSITION Wot (!,Wot,!,W*,S*) -551 "~CS(-45,-5,25)" 150 water/ocean-blend} # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog (!,Wog,!,W*,S*) -551 "~CS(15,0,-30)" 150 water/ocean-blend} # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,!,W*,S*) -553 "~CS(40,0,-30)" 110 water/coast-tropical-long} # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg (!,Wwg,Wwr,!,W*,S*) -554 "~CS(60,0,-50)" 110 water/coast-tropical-long} # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt (!,Wwt,!,W*,S*) -555 () 110 water/coast-tropical-long}
{ANIMATED_WATER_15_TRANSITION Ss (!,Ss,!,W*) -556 () 110 swamp/water-long}
{TRANSITION_COMPLETE_LF Sm (!,Sm,!,W*,D*,S*) -554 transition3 swamp/mud-long}
{TRANSITION_COMPLETE_L Sm (!,Sm,!,W*,D*,S*) -555 swamp/mud-long}
{ANIMATED_WATER_15_TRANSITION Ss (!,Ss,!,W*) -557 () 110 swamp/water-long}
{ANIMATED_WATER_15_TRANSITION Wwt (!,Wwt,!,W*,S*) -560 () 110 water/coast-tropical-long}
{ANIMATED_WATER_15_TRANSITION Wwg (!,Wwg,Wwr,!,W*,S*) -558 "~CS(60,0,-50)" 110 water/coast-tropical-long} # grey water color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,!,W*,S*) -559 "~CS(40,0,-30)" 110 water/coast-tropical-long} # medium water color
{ANIMATED_WATER_15_TRANSITION Wog (!,Wog,!,W*,S*) -551 "~CS(15,0,-30)" 150 water/ocean-blend} # grey ocean color
{ANIMATED_WATER_15_TRANSITION Wot (!,Wot,!,W*,S*) -562 "~CS(-45,-5,25)" 150 water/ocean-blend} # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*) -563 () 150 water/ocean-blend}
### This no longer works due to changes
# {TRANSITION_COMPLETE_LF Dd,Ds (!,D*,!,W*,S*) -550 transition3 sand/sand-to-water}
# {TRANSITION_COMPLETE_LFB Wo (!,Wo,!,W*,S*,D*) -551 transition3 ANIMATION_15_SLOW water/ocean-blend}
# {TRANSITION_COMPLETE_LFB Wot (!,Wot,!,W*,S*,D*) -551 transition3 ANIMATION_15_SLOW water/ocean-blend}
# {TRANSITION_COMPLETE_LFB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -552 transition3 ANIMATION_15 water/coast-long}
# {TRANSITION_COMPLETE_LFB Wwt (!,Wwt,!,W*,S*,D*) -553 transition3 ANIMATION_15 water/coast-tropical-long}
# {TRANSITION_COMPLETE_LFB Ss (!,Ss,!,W*,D*) -554 transition3 ANIMATION_15 swamp/water-long}
# {TRANSITION_COMPLETE_LB Ss (!,Ss,!,W*,D*) -555 ANIMATION_15 swamp/water-long}
# {TRANSITION_COMPLETE_LB Wwt (!,Wwt,!,W*,S*,D*) -556 ANIMATION_15 water/coast-tropical-long}
# {TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*,D*) -557 ANIMATION_15 water/coast-long}
# {TRANSITION_COMPLETE_LB Wot (!,Wot,!,W*,S*,D*) -558 ANIMATION_15_SLOW water/ocean-blend}
# {TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*) -558 ANIMATION_15_SLOW water/ocean-blend}
# {TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water}
{TRANSITION_COMPLETE_LB Wo (Xv,_off^_usr) -560 ANIMATION_15_SLOW water/ocean-long}
{ANIMATED_WATER_15_TRANSITION Wot (Xv,_off^_usr) -561 "~CS(-40,0,30)" 150 water/ocean-long} # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog (Xv,_off^_usr) -562 "~CS(15,0,-30)" 150 water/ocean-long} # grey ocean color
# Animated transitions that meld the edges of out-of-sync animating tiles
# but engine doesn't synchronize animation yet and there is a problem with transition direction
# >>> The following includes water animations that may be seldom seen, or that are subtile.
# Uncomment out the following 5 lines for a slower experience with an only slightly improved experience.
# {TRANSITION_COMPLETE_LB Wo (Wo,!,Wo*,Ww*,G*,R*,H*,M*,U*,!,*) -562 ANIMATION_15 water/ocean}
# {TRANSITION_COMPLETE_LB Wot (Wot,!,Wo*,Ww*,G*,R*,H*,M*,U*,!,*) -563 ANIMATION_15 water/ocean}
# {TRANSITION_COMPLETE_LB Ww,Wwf,Wwr (Ww,Wwf,Wwr,!,Wwt,Wo,G*,R*,H*,M*,U*,!,*) -564 ANIMATION_15 water/coast}
# {TRANSITION_COMPLETE_LB Wwt (Wwt,!,Ww,Wo,Wwr,Wwf,G*,R*,H*,M*,U*,!,*) -565 ANIMATION_15 water/coast-tropical}
# {TRANSITION_COMPLETE_LB S* (S*) -566 ANIMATION_15 swamp/water}
# I beleive these are no longer needed, though i don't entirely get how this works -eleazar
#WARNING : castles are at layer -1, probably to be fixed in 1.9 time
#{TRANSITION_COMPLETE_LF Chw (Ch,Chr,Cha) 0 transition2 castle/sunken-ruin}
#{TRANSITION_COMPLETE_LF Chs (Ch,Chr,Cha) 0 transition2 swamp/water}
#{TRANSITION_COMPLETE_L Chw (!,Chw,Chr) -570 water/coast}
# chasm to abyss ecetera transition
{TRANSITION_COMPLETE_LF Qxu,Qxe Qxua,Xv,_off^_usr -600 depths chasm/depths}
{TRANSITION_COMPLETE_LF Qxua Xv,_off^_usr -601 depths chasm/abyss-base}
# ugly fillups for missing transitions
{TRANSITION_COMPLETE_L Ai Xv,_off^_usr -800 frozen/ice}
{TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void}
# Default terrain
{TERRAIN_BASE _s void/void}
{TERRAIN_BASE * void/void}
#wmlindent: stop ignoring