wesnoth/data/terrain-graphics.cfg

716 lines
28 KiB
INI

# 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-$direction : the corresponding tile already has the transition
# in the given direction (or should not have one). No other one should be
# added.
# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
# keep correspoding to the given castle tile
# Use the following layers:
# -1000 : terrain base graphics
#-----------------------------------------------------------------
# Forest<->Castle|Encampment special cases
#-----------------------------------------------------------------
#define FORESTADJCASTLEA ID PROB TILE
[terrain_graphics]
map="
1
* 1
2
* *
*"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type=f
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
position=vertical
base=90,144
[/image]
[/terrain_graphics]
#enddef
{FORESTADJCASTLEA Cn 100 forest-castle}
#define FORESTADJCASTLES ID PROB TILE
[terrain_graphics]
map="
1
* *
2
* 1
*"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type=f
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
position=vertical
base=90,144
[/image]
[/terrain_graphics]
#enddef
{FORESTADJCASTLES Cn 100 forest-castle}
#define FORESTADJCASTLEO ID PROB TILE
[terrain_graphics]
map="
1
* *
2
* *
1"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type=f
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
position=vertical
base=90,144
[/image]
[/terrain_graphics]
#enddef
{FORESTADJCASTLEO Cn 100 forest-castle}
#define FORESTADJCASTLE ID PROB TILE
[terrain_graphics]
map="
1
* *
2
* *
*"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type=f
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}-@R0
position=vertical
base=90,144
[/image]
[/terrain_graphics]
#enddef
{FORESTADJCASTLE Cnv 100 forest-castle}
#-----------------------------------------------------------------
# Use a Different forest tile when next to:
# Shallow and deep Water, mountain, desert hill & mountain, swamp
#-----------------------------------------------------------------
#define FORESTADJ ID PROB TILE
[terrain_graphics]
map="
1
* *
2
* *
*"
[tile]
pos=1
type={ID}
[/tile]
[tile]
pos=2
type=f
no_flag="overlay"
set_flag="overlay"
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[image]
name={TILE}
position=vertical
base=90,144
[/image]
[/terrain_graphics]
#enddef
{FORESTADJ csmJMw 33 forest_small}
{FORESTADJ csmJMw 25 forest3}
{FORESTADJ csmJMw 10 forest4}
{FORESTADJ csmJMw 100 forest2_small}
#Macro for Single Hex
#define SHEX TYPE FLAG PROB TILE
[terrain_graphics]
map="
*
* *
1
* *
*"
[tile]
pos=1
type={TYPE}
no_flag={FLAG}
set_flag={FLAG}
[/tile]
probability={PROB}
[image]
name={TILE}
position=vertical
base=36,108
[/image]
[/terrain_graphics]
#enddef
#Single hex normal forest tiles
{SHEX f overlay 33 forest}
{SHEX f overlay 25 forest3}
{SHEX f overlay 10 forest4}
{SHEX f overlay 100 forest2}
#Multi-hex: shadow for desert village
[terrain_graphics]
map="
.
B
*"
[image]
name=village-desert-shadow
position=vertical
base=45,82
[/image]
[/terrain_graphics]
#[terrain_graphics]
# map="
#. *
# * *
#* 1 *
# 1 1
#* 1 *
# 1 1
#* * *
# * *"
# [tile]
# pos=1
# type=m
# no_flag="base"
# set_flag="base"
# [/tile]
# probability=50
# [image]
# name=bigblank
# position=vertical
# base=36,108
# [/image]
#[/terrain_graphics]
# Loads the macros used in the file
{terrain-graphics}
# Castle-specific transitions. Those are placed before base terrains, as they
# override the normal base terrain.
{CASTLE_TRANSITION CK f forest-ctrans}
{CASTLE_TRANSITION CK F snow-forest-ctrans}
{CASTLE_TRANSITION CK T tropical-forest-ctrans}
#Special cases for encampment (nw, nw-n-ne and ne)
{CASTLE_TRANSITION nK f forest-etrans}
{CASTLE_TRANSITION nK F snow-forest-ctrans}
{CASTLE_TRANSITION nK T tropical-forest-ctrans}
#On the rest fall back on forest-castle
{CASTLE_TRANSITION nK f forest-ctrans}
#added ruins
{CASTLE_TRANSITION NK f forest-ctrans}
{CASTLE_TRANSITION QK f forest-ctrans}
{CASTLE_TRANSITION qK f forest-ctrans}
#
# Attachs graphics to each known terrain types
#
{TERRAIN_BASE_PROB u cave-floor4 10}
{TERRAIN_BASE_PROB u cave-floor3 2}
{TERRAIN_BASE_PROB u cave-floor2 10}
{TERRAIN_BASE u cave-floor1}
{TERRAIN_BASE W cavewall}
#{TERRAIN_BASE_PROB_OV f forest2 10}
#{TERRAIN_BASE_PROB_OV f forest3 10}
#{TERRAIN_BASE_PROB_OV f forest4 10}
#{TERRAIN_BASE_PROB_OV f forest5 10}
#{TERRAIN_BASE_PROB_OV f forest6 10}
#{TERRAIN_BASE_PROB_OV f forest7 10}
#{TERRAIN_BASE_PROB_OV f forest8 10}
#{TERRAIN_BASE_PROB_OV f forest-stones1 1}
#{TERRAIN_BASE_PROB_OV f forest-stones2 2}
#{TERRAIN_BASE_PROB_OV f forest-stones3 1}
#{TERRAIN_BASE_PROB_OV f forest-stones4 1}
#{TERRAIN_BASE_OV f forest}
{TERRAIN_BASE_PROB m mountains-peak1 33}
{TERRAIN_BASE_PROB m mountains-peak2 33}
{TERRAIN_BASE m mountains}
{TERRAIN_BASE_PROB H snow-hills3 30}
{TERRAIN_BASE_PROB H snow-hills2 30}
{TERRAIN_BASE H snow-hills}
{TERRAIN_BASE_PROB h hills-variation1 15}
{TERRAIN_BASE_PROB h hills-variation2 15}
{TERRAIN_BASE_PROB h hills-variation3 30}
{TERRAIN_BASE h hills}
{TERRAIN_BASE_PROB SF snow2 30}
{TERRAIN_BASE_PROB SF snow3 30}
{TERRAIN_BASE SF snow}
{TERRAIN_BASE_PROB_OV F snow-forest2 30}
{TERRAIN_BASE_PROB_OV F snow-forest3 30}
{TERRAIN_BASE_OV F snow-forest}
{TERRAIN_BASE_PROB g grassland-rocks1 2}
{TERRAIN_BASE_PROB g grassland-rocks2 2}
{TERRAIN_BASE_PROB g grassland-flowers1 3}
{TERRAIN_BASE_PROB g grassland-flowers2 3}
{TERRAIN_BASE_PROB gf grassland-r1 20}
{TERRAIN_BASE_PROB gf grassland-r2 20}
{TERRAIN_BASE_PROB gf grassland-r3 20}
{TERRAIN_BASE gf grassland-r4}
{TERRAIN_BASE r dirt}
{TERRAIN_BASE R road}
{TERRAIN_BASE_PROB d sand-plant 10}
{TERRAIN_BASE d sand}
{TERRAIN_BASE i ice}
{TERRAIN_BASE_PROB w swampwater2 30}
{TERRAIN_BASE_PROB w swampwater3 30}
{TERRAIN_BASE w swampwater}
{TERRAIN_BASE_PROB c\|/ coast3 30}
{TERRAIN_BASE_PROB c\|/ coast2 30}
{TERRAIN_BASE c\|/ coast}
{TERRAIN_BASE_PROB s ocean3 30}
{TERRAIN_BASE_PROB s ocean2 30}
{TERRAIN_BASE s ocean}
{TERRAIN_BASE ~ fog}
{TERRAIN_BASE_PROB I desert-plant 2}
{TERRAIN_BASE_PROB I desert-plant2 2}
{TERRAIN_BASE_PROB I desert-plant3 2}
{TERRAIN_BASE_PROB I desert2 25}
{TERRAIN_BASE_PROB I desert3 25}
{TERRAIN_BASE_PROB I desert4 5}
{TERRAIN_BASE_PROB I desert5 5}
{TERRAIN_BASE_PROB I desert6 5}
{TERRAIN_BASE_PROB I desert7 5}
{TERRAIN_BASE I desert}
{TERRAIN_BASE_PROB J desert-hills2 33}
{TERRAIN_BASE_PROB J desert-hills3 33}
{TERRAIN_BASE J desert-hills}
{TERRAIN_BASE_PROB M desert-mountain-peak1 25}
{TERRAIN_BASE_PROB M desert-mountain-peak2 25}
{TERRAIN_BASE_PROB M desert-mountain-peak3 25}
{TERRAIN_BASE M desert-mountains}
{TERRAIN_BASE_PROB_OV T tropical-forest2 25}
{TERRAIN_BASE_PROB_OV T tropical-forest3 25}
{TERRAIN_BASE_PROB_OV T tropical-forest4 25}
{TERRAIN_BASE_OV T tropical-forest}
{TERRAIN_BASE GT savanna}
{TERRAIN_BASE E desert-road}
{TERRAIN_BASE P desert-oasis}
#set them to 33 for some irregulrity
{TERRAIN_BASE_PROB k ford2 33}
{TERRAIN_BASE k ford}
{TERRAIN_BASE_PROB l lava2 33}
{TERRAIN_BASE l lava}
{TERRAIN_BASE X grassland-r1}
{CANYON X canyon}
#added ruins
{BRIDGE \ | / cs CKfFNQq bridge}
#
# Villages
#
{TERRAIN_BASE Y swampwater}
{TERRAIN_BASE V snow}
{TERRAIN_BASE Z coast}
{TERRAIN_BASE v grassland-r1}
{TERRAIN_BASE D cave-floor1}
{TERRAIN_BASE t grassland-r1}
{TERRAIN_BASE a hills}
{TERRAIN_BASE A snow-hills}
{TERRAIN_BASE b mountains}
{TERRAIN_BASE BU desert}
{TERRAIN_BASE L savanna}
{BUILDING Y ({VIMG 36,40 village-swampwater })}
{BUILDING V ({VIMG 36,40 village-snow })}
{BUILDING Z ({VIMG 36,40 village-coast })}
{BUILDING v ({VIMG 36,40 village-human })}
{BUILDING D ({VIMG 36,40 dwarven-village })}
{BUILDING t ({VIMG_NIGHT 36,40 village village-dusk,village-dusk2,village-dusk3,village-dusk4})}
#temporary until graphics emerge
{BUILDING a ({VIMG 36,40 village-human })}
{BUILDING A ({VIMG 36,40 village-snow })}
{BUILDING b ({VIMG 36,40 village-human })}
{BUILDING B ({VIMG 36,40 village-desert })}
{BUILDING U ({VIMG 36,40 village-desert2 })}
{BUILDING L ({VIMG 36,40 village-tropical-forest })}
#
# Transition between terrains
#
# Special transitions go first
# Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP
# macro will determine the correct graphics to use, according to the adjacent
# castle letter.
# Flags the keep, they must be flagged to be recognized by the
# {CASTLE_AND_foo_KEEP} macros
#added ruins
{FLAG_IF_ADJACENT K N keep-of-N keep-flag}
{FLAG_IF_ADJACENT K Q keep-of-Q keep-flag}
{FLAG_IF_ADJACENT K q keep-of-q keep-flag}
{FLAG_IF_ADJACENT K C keep-of-C keep-flag}
{FLAG_IF_ADJACENT K n keep-of-n keep-flag}
{FLAG_IF_ADJACENT K o keep-of-o keep-flag}
{FLAG_REMAINING K keep-of-C keep-flag}
#
# Castles base terrains
#
{DISABLE_TRANSITIONS K}
{TERRAIN_BASE C castle}
{TERRAIN_BASE o dwarven-castle-floor}
{TERRAIN_BASE n dirt}
#added ruins
{TERRAIN_BASE N castle}
{TERRAIN_BASE Q sunken-ruin}
{TERRAIN_BASE_PROB q swampwater2 30}
{TERRAIN_BASE_PROB q swampwater3 30}
{TERRAIN_BASE q swampwater}
#{TERRAIN_BASE O orccastle}
{TERRAIN_BASE_FLAG K keep-of-C castle}
{TERRAIN_BASE_FLAG K keep-of-o dwarven-keep-floor}
{TERRAIN_BASE_FLAG K keep-of-n dirt}
#added ruins
{TERRAIN_BASE_FLAG K keep-of-N castle}
{TERRAIN_BASE_FLAG K keep-of-Q castle}
{TERRAIN_BASE_FLAG K keep-of-q castle}
# Loyalist castle
{DISABLE_TRANSITIONS C}
#added ruins
{TERRAIN_ADJACENT_CORNER C !NQqCK !NQqCK 52,76 castle-convex}
{TERRAIN_ADJACENT_CORNER !NQqCK C NQqC 56,68 castle-concave}
{TERRAIN_ADJACENT_CORNER K C NQqC 54,72 keep-inside}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !NQqCK !NQqCK 52,76 keep-of-C keep-wall}
{TERRAIN_ADJACENT_CORNER K !NQqCK C 52,72 keep-wall-0}
{TERRAIN_ADJACENT_CORNER K C !NQqCK 56,76 keep-wall-1}
{TERRAIN_ADJACENT_CORNER_FLAG1 K K !K 56,76 keep-of-C keep-keep}
# ruined castle
#{DISABLE_TRANSITIONS N} #we want transitions...makes ruins look overgrown...
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 castle-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep3-inside 25}
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep2-inside 33}
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep1-inside 50}
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 keep-inside 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep3-wall 25}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep2-wall 33}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep1-wall 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-N keep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep3-wall-0 25}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep2-wall-0 33}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep1-wall-0 50}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 52,72 keep-wall-0 100}
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep3-wall-1 25}
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep2-wall-1 34}
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep1-wall-1 50}
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 56,76 keep-wall-1 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep3-keep 34}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep2-keep 34}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep1-keep 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-N keep-keep 100}
# sunken ruined castle
#{DISABLE_TRANSITIONS Q}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Q wc wc 52,76 sunken-ruin-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin5-concave 16}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB wc Q qQNC 56,68 sunken-ruin-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 castle-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep3-inside 25}
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep2-inside 33}
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep1-inside 50}
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunkenkeep-inside 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep3-wall 25}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep2-wall 33}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep1-wall 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunkenkeep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep3-wall-0 25}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep2-wall-0 33}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep1-wall-0 50}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunkenkeep-wall-0 100}
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep3-wall-1 25}
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep2-wall-1 33}
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep1-wall-1 50}
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunkenkeep-wall-1 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep3-keep 25}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep2-keep 33}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep1-keep 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunkenkeep-keep 100}
# swamp ruined castle
#{DISABLE_TRANSITIONS q}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB q wc wc 52,76 sunken-ruin-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB wc q qQNC 56,68 sunken-ruin-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin3-convex 25}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin2-convex 33}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 castle-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 castle-concave 100}
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep3-inside 25}
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep2-inside 33}
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunken-ruinkeep1-inside 50}
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 sunkenkeep-inside 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep3-wall 25}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep2-wall 33}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunken-ruinkeep1-wall 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q sunkenkeep-wall 100}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep3-wall-0 25}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep2-wall-0 33}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunken-ruinkeep1-wall-0 50}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 sunkenkeep-wall-0 100}
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep3-wall-1 25}
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep2-wall-1 33}
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunken-ruinkeep1-wall-1 50}
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 sunkenkeep-wall-1 100}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep3-keep 25}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep2-keep 33}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunken-ruinkeep1-keep 50}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q sunkenkeep-keep 100}
# Encampments
{DISABLE_TRANSITIONS n}
{TERRAIN_ADJACENT_CORNER n !nK !nK 52,76 encampment-convex}
{TERRAIN_ADJACENT_CORNER !nK n n 56,68 encampment-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !nK !nK 52,76 keep-of-n encampment-convex}
{TERRAIN_ADJACENT_CORNER !nK K n 52,76 encampment-concave}
{TERRAIN_ADJACENT_CORNER !nK n K 52,76 encampment-concave}
# Cave and dwarven castles
{DISABLE_TRANSITIONS W}
{DISABLE_TRANSITIONS o}
{TERRAIN_ADJACENT_CORNER W !WoK !WoK 54,72 cavewall-convex}
{TERRAIN_ADJACENT_CORNER !WoK W W 54,72 cavewall-concave}
{TERRAIN_ADJACENT_CORNER o !WoK !WoK 54,72 dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER !WoK o o 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !WoK !WoK 54,72 keep-of-o dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER !WoK K o 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER !WoK o K 54,72 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER oK W W 54,72 dwarven-castle-wall-convex}
{TERRAIN_ADJACENT_CORNER W oK oK 54,72 dwarven-castle-wall-concave}
{TERRAIN_ADJACENT_CORNER oK W !WoK 54,72 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER oK !WoK W 54,72 dwarven-castle-wall-ccw}
# Orcish castle
{DISABLE_TRANSITIONS O}
{TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex}
{TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave}
#{TERRAIN_ADJACENT_CORNER -50 K O O <name>}
#{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O <name>}
#{TERRAIN_ADJACENT_CORNER -50 K O !OK <name>}
#{TERRAIN_ADJACENT_CORNER -50 K !OK O <name>}
# Castle decorations and castle floors. Those must always be after the castles
# are defined.
{BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n}
{BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o}
# {TERRAIN_ADJACENT_OV -78 F !F snow-forest}
#added ruins
{TERRAIN_ADJACENT_VERTICAL T !TNQq tropical-forest}
{TERRAIN_ADJACENT_VERTICAL F !FNQq snow-forest}
#{TERRAIN_ADJACENT_VERTICAL f !fNQq forest}
{TERRAIN_ADJACENT -177 mHhfF N grassland}
{TERRAIN_ADJACENT -178 M !M desert-mountains}
{TERRAIN_ADJACENT -179 mb !mb mountains}
{TERRAIN_ADJACENT -180 HA !HA snow-hills}
{TERRAIN_ADJACENT -181 J !J desert-hills}
{TERRAIN_ADJACENT -182 ha !ha hills}
{TERRAIN_ADJACENT -183 l !lW lava}
{TERRAIN_ADJACENT -184 uD !uD cave-floor}
{TERRAIN_ADJACENT -185 SVF !SVF snow}
{TERRAIN_ADJACENT -186 i !i ice}
{TERRAIN_ADJACENT -187 TG ks savanna-to-water}
{TERRAIN_ADJACENT -188 TG cZp\|/ savanna-to-water}
{TERRAIN_ADJACENT -189 TG s savanna-to-water}
{TERRAIN_ADJACENT -190 ftgvX ks grassland-to-water}
{TERRAIN_ADJACENT -191 ftgvX cZp\|/ grassland-to-water}
{TERRAIN_ADJACENT -192 ftgvX s grassland-to-water}
#{TERRAIN_ADJACENT -193 ftgvX cZp\|/s cliff}
{TERRAIN_ADJACENT -193 GT !GT savanna}
{TERRAIN_ADJACENT -194 ftgvX !ftgvX grassland}
{TERRAIN_ADJACENT -195 PIB !PIB desert-oasis}
{TERRAIN_ADJACENT -196 IBPU !IBPU desert}
{TERRAIN_ADJACENT -197 d !d sand}
{TERRAIN_ADJACENT -198 r !r dirt}
{TERRAIN_ADJACENT -199 E !E desert-road}
{TERRAIN_ADJACENT -200 R !R road}
#addedruins
{TERRAIN_ADJACENT -201 Ywq !Ywq swampwater}
{TERRAIN_ADJACENT -202 cZp\|/ !cZp\|/ coast}
{TERRAIN_ADJACENT -203 s !s ocean}
{TERRAIN_ADJACENT -204 k !k ford}
{TERRAIN_ADJACENT -205 Q N sunken-ruin}
{TERRAIN_ADJACENT -206 Q !QN coast}
{TERRAIN_ADJACENT -207 !N N grassland}
{TERRAIN_BASE_DEFAULT void}