wesnoth/data/core/terrain-graphics.cfg
Alarantalara 714bae2460 Make the trash terrains appear on the map again
They still need to be redone with standard macros or macroize the
existing code instead of leaving it all in terrain-graphics.cfg
2014-01-11 21:10:33 -05:00

1133 lines
54 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}
# Editor overlays - for overlays that should only be visible in the editor
{EDITOR_OVERLAY *^Xo impassable-editor}
{EDITOR_OVERLAY *^Qov unwalkable-editor}
{EDITOR_OVERLAY *^Vov village/village-overlay-editor}
{EDITOR_OVERLAY *^Cov castle/castle-overlay-editor}
{EDITOR_OVERLAY *^Kov castle/keep-overlay-editor}
# Tracks and bridges
# basic stone bridge
{BRIDGE:STRAIGHTS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/stonebridge-castle}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-castle}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-short}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (W*,S*) * stonebridge -80 bridge/stonebridge-water}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge}
# hanging bridge
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* Q* * hanging -80 bridge/hanging-xx}
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x}
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging}
{BRIDGE:ENDS Bh\ Bh| Bh/ Q* (W*,S*) * hanging -80 bridge/hanging-wx}
{BRIDGE:ENDS Bh\ Bh| Bh/ Q* (C*,K*) * hanging -80 bridge/hanging-cx}
{BRIDGE:ENDS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x}
{BRIDGE:ENDS Bh\ Bh| Bh/ * (W*,S*) * hanging -80 bridge/hanging-w}
{BRIDGE:ENDS Bh\ Bh| Bh/ * (C*,K*) * hanging -80 bridge/hanging-c}
{BRIDGE:ENDS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging}
# chasm stone bridge
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Ql* chasm -80 bridge/chasm-ll}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Q* chasm -80 bridge/chasm-lx}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Ql* chasm -80 bridge/chasm-xl}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Q* chasm -80 bridge/chasm-xx}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Ql* chasm -80 bridge/chasm-dock-ll}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Q* chasm -80 bridge/chasm-dock-lx}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Ql* chasm -80 bridge/chasm-dock-xl}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Qx* chasm -80 bridge/chasm-dock-xx}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Ql* chasm -80 bridge/chasm-dock-ll}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Q* chasm -80 bridge/chasm-dock-lx}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Ql* chasm -80 bridge/chasm-dock-xl}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Q* chasm -80 bridge/chasm-dock-xx}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Ql* * chasm -80 bridge/chasm-dock-l}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Q* * chasm -80 bridge/chasm-dock}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Qx* chasm -80 bridge/chasm-x}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Ql* chasm -80 bridge/chasm-l}
{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm}
# plank bridge
{BRIDGE:JOINTS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks}
{BRIDGE:JOINTS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short}
{BRIDGE:CORNERS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks}
{BRIDGE:CORNERS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short}
{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks}
{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short}
{BRIDGE:ENDS Bp\ Bp| Bp/ * Q* Q* planks -80 bridge/planks-dock}
{BRIDGE:ENDS Bp\ Bp| Bp/ * Q* * planks -80 bridge/planks-short-dock}
{BRIDGE:ENDS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks}
{BRIDGE:ENDS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short}
# 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/* track_wood}
{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ track_rail}
# Mine rail tracks
{TRACK_COMPLETE *^Br\ *^Br| *^Br/ track_rail misc/rails}
# add transition rail<->rail wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 track_rail misc/rails-switch-ns}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw}
#add transitions at rail end
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end}
# basic images for the bridge
{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ track_wood bridge/wood}
{TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r track_wood bridge/wood-rotting}
# add transition bridges<->bridges wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) 100 -80 track_wood bridge/wood-end}
# add dock-style ends to bridges ending in water
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) 100 -80 track_wood bridge/wood-dock}
# add ramps where straight bridges end on land
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) 100 -80 track_wood bridge/wood-end}
# Forests
{NEW:FOREST H*^Fp,M*^Fp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/pine-sparse}
{NEW:FOREST *^Fp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/pine}
{NEW:FOREST H*^Fpa,M*^Fpa (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/snow-forest-sparse}
{NEW:FOREST *^Fpa (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/snow-forest}
{NEW:FOREST H*^Ft,M*^Ft (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/jungle-sparse}
{NEW:FOREST *^Ft (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/jungle}
{NEW:FOREST H*^Ftd,M*^Ftd (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palm-desert-sparse}
{NEW:FOREST *^Ftd (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palm-desert}
{NEW:FOREST H*^Ftp,M*^Ftp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palms-sparse}
{NEW:FOREST *^Ftp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palms}
{NEW:FOREST *^Ftr (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/rainforest}
{NEW:FOREST H*^Fts,M*^Fts (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/savanna-sparse}
{NEW:FOREST *^Fts (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/savanna}
{NEW:FOREST H*^Fds,M*^Fds (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-summer-sparse}
{NEW:FOREST *^Fds (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-summer}
{NEW:FOREST H*^Fdf,M*^Fdf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-fall-sparse}
{NEW:FOREST *^Fdf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-fall}
{NEW:FOREST H*^Fdw,M*^Fdw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-sparse}
{NEW:FOREST *^Fdw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter}
{NEW:FOREST H*^Fda,M*^Fda (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-snow-sparse}
{NEW:FOREST *^Fda (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-snow}
{NEW:FOREST H*^Fms,M*^Fms (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-summer-sparse}
{NEW:FOREST *^Fms (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-summer}
{NEW:FOREST H*^Fmf,M*^Fmf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-fall-sparse}
{NEW:FOREST *^Fmf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-fall}
{NEW:FOREST H*^Fmw,M*^Fmw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-sparse}
{NEW:FOREST *^Fmw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter}
{NEW:FOREST H*^Fma,M*^Fma (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-snow}
{NEW:FOREST *^Uf* (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mushrooms}
# Great-tree
{OVERLAY_RANDOM *^Fet forest/great-tree}
{OVERLAY_RANDOM *^Fetd forest/great-tree-dead}
# Oasis
{OVERLAY_P *^Do 30 village/desert-oasis-1}
{OVERLAY_P *^Do 43 village/desert-oasis-2}
{OVERLAY_P *^Do 100 village/desert-oasis-3}
# Swamp
{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud) -85 base2 swamp/reed}
{OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed}
# Large volcano
{VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6}
# Mountains
{OVERLAY_RESTRICTED3_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle}
{OVERLAY_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle}
{MOUNTAINS_2x4_NW_SE Mm 18 base2 mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 base2 mountains/basic_range4}
{MOUNTAINS_1x3_NW_SE Mm 20 base2 mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE Mm 20 base2 mountains/basic_range2}
{MOUNTAINS_2x2 Mm 40 base2 mountains/basic5}
{MOUNTAINS_2x2 Mm 30 base2 mountains/basic6}
{MOUNTAIN_SINGLE_RANDOM Mm base2 mountains/basic}
# Dry Mountains
{OVERLAY_RESTRICTED3_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle}
{OVERLAY_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle}
{MOUNTAINS_2x4_NW_SE Md 18 base2 mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 base2 mountains/dry_range4}
{MOUNTAINS_1x3_NW_SE Md 20 base2 mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE Md 20 base2 mountains/dry_range2}
{MOUNTAINS_2x2 Md 40 base2 mountains/dry5}
{MOUNTAINS_2x2 Md 30 base2 mountains/dry6}
{MOUNTAIN_SINGLE_RANDOM Md base2 mountains/dry}
# Single-hex volcano
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
# Snow mountains (uncomment rules as the corresponding tiles are added)
#{OVERLAY_RESTRICTED3_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
#{OVERLAY_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
#{MOUNTAINS_2x4_NW_SE Ms 18 base2 mountains/snow_range3}
#{MOUNTAINS_2x4_SW_NE Ms 26 base2 mountains/snow_range4}
#{MOUNTAINS_1x3_NW_SE Ms 20 base2 mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE Ms 20 base2 mountains/snow_range2}
{MOUNTAINS_2x2 Ms 15 base2 mountains/snow5}
{MOUNTAINS_2x2 Ms 25 base2 mountains/snow6}
{MOUNTAIN_SINGLE_RANDOM Ms base2 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 clouds mountains/cloud@V}
{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 *^Vhr village/human-cottage-ruin}
{NEW:VILLAGE *^Vhh village/human-hills}
{NEW:VILLAGE *^Vhha village/human-snow-hills}
{NEW:VILLAGE *^Vhhr village/human-hills-ruin}
{NEW:VILLAGE *^Vhc village/human-city}
{NEW:VILLAGE *^Vhca village/human-city-snow}
{NEW:VILLAGE *^Vhcr village/human-city-ruin}
#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}
#igloo
{NEW:VILLAGE *^Vaa village/igloo}
#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 <
#
# Fence
{NEW:FENCE *^Eff embellishments/fence}
# Illuminated caves
{OVERLAY_RANDOM_LF (*^Ufi,*^Ii) 1 light cave/beam}
#Farmland
{OVERLAY_RANDOM_L *^Gvs -81 embellishments/farm-veg-spring}
# Water Lillies
{OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies}
{OVERLAY_COMPLETE_L *^Ewf (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies-flower}
# Windmill decoration
{OVERLAY_B *^Wm,*^Vwm ANIMATION_18_70 misc/windmill}
# campfire
{OVERLAY_B *^Ecf ANIMATION_08 misc/fire}
# layer -500 is used for the flowers so they don't overlap adjacent trees,
# castles, mountains and such
{OVERLAY_RANDOM_L *^Efm -500 embellishments/flowers-mixed}
#Rubble
{OVERLAY_RANDOM_L *^Dr -1 misc/rubble}
{OVERLAY_RANDOM *^Es embellishments/stones-small}
{OVERLAY_RANDOM *^Em embellishments/mushroom}
{OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,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*^Bs/ 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}
#
# > B A S E T E R R A I N S <
#
# Flat base terrains
# 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}
{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}
{KEEP_BASE Xo* walls/wall-stone-base}
{TERRAIN_BASE_RANDOM Qxua chasm/abyss}
{TERRAIN_BASE Qx* chasm/depths}
{ANIMATED_WATER_15 Ql,Qlf () 150 unwalkable/lava}
{OVERLAY_RANDOM_L Wwr,Wwrt,Wwrg -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-plant}
{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}
{OVERLAY_RANDOM *^Esd embellishments/rocks}
{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}
{TERRAIN_BASE_P Ss 33 swamp/water-plant@V}
{TERRAIN_BASE_RANDOM Ss,Chs swamp/water}
#ANIMATED
# experimental macro using 1-hex rule to optimize water animation
{TERRAIN_BASE_SINGLEHEX_B (Wo) 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,Wwrg) "~CS(60,0,-55)" 110 water/coast-tropical} # Grey Water color
{TERRAIN_BASE_SINGLEHEX_B (Wwt,Wwrt) ANIMATION_15 water/coast-tropical}
# Castle base terrains
{TERRAIN_BASE Ch,Chr,Cha flat/road}
{KEEP_BASE Kh* castle/cobbles-keep}
{TERRAIN_BASE Chw castle/sunken-ruin}
# swamp castle defined along with swamp above
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{KEEP_BASE_RANDOM Ket interior/wood-tan}
{OVERLAY_RANDOM Ket interior/wood-tan-debris}
{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,Cdr castle/sand/dirt}
{KEEP_BASE Kd,Kdr castle/sand/cobbles}
#
# > 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 !,Ket,!,C*,Ke* (!,C*,K*) castle/elven/keep-castle}
{NEW:WALL Kv (Ke,Kea,!,K*) castle/elven/keep}
# Orcish castles
{NEW:WALL Co,Cv (!,C*,K*) castle/orcish/fort}
{NEW:WALL2 Ko,Kv !,Ket,!,C*,Ke* (!,C*,K*) castle/orcish/keep-fort}
{NEW:WALL Ko,Kv (!,K*) castle/orcish/keep}
{NEW:WALL (Co*,Cv) (!,C*,K*) castle/winter-orcish/fort}
{NEW:WALL2 (Ko*,Kv) !,Ket,!,C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort}
{NEW:WALL (Ko*,Kv) (Ke,Kea,!,K*) castle/winter-orcish/keep}
# Desert castles
{NEW:WALL Cd,Cv,Co* (!,C*,K*) castle/sand/castle}
{NEW:WALL2 Kd,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*) castle/sand/keep-castle}
{NEW:WALL Kd,Ko*,Kv (!,K*) castle/sand/keep}
{NEW:WALL Cd*,Cv,Co* (!,C*,K*) castle/sand/ruin-castle}
{NEW:WALL2 Kdr,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*) castle/sand/ruin-keep-castle}
{NEW:WALL Kd*,Ko*,Kv (Ke,Kea,!,K*) castle/sand/ruin-keep}
#
# Human castles
#
{NEW:WALL Ch,Cv,Co,Cd (!,C*,K*) castle/castle}
{NEW:WALL2 Kh,Kv,Ko,Kd !,Ket,!,C*,Ke* (!,C*,K*) castle/keep-castle}
{NEW:WALL Kh,Kd*,Ko,Kv (!,K*) castle/keep}
{NEW:WALL Ch,Cha,Coa (!,C*,K*) castle/snowy/castle}
{NEW:WALL2 Kh,Kha,Koa !,Ket,!,C*,Ke* (!,C*,K*) castle/snowy/keep-castle}
{NEW:WALL Kh,Kha,Kd*,Ko*,Kv (Ke,Kea,!,K*) 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,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*,Cd*,Cv,Co* (!,C*,K*) castle/ruin}
{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*,Kd*,Ko*,Kv (Ke,Kea,!,K*) 75 castle/ruinkeep1}
{NEW:WALL Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*) castle/keep}
# Encampment
{NEW:WALL2 !,Ke,Kea,Kud,!,K* (Ke,Kea,C*) (!,C*,K*) castle/encampment/tall-keep-castle}
{NEW:WALL !,Ke,Kea,Kud,!,K* (Ke,Kea,!,K*) castle/encampment/tall-keep}
{NEW:WALL (!,Cud,Cea,Coa,Cha,Kud,Kea,Koa,Kha,!,C*,K*) (!,C*,K*) castle/encampment/regular}
{NEW:WALL (!,Cud,Kud,!,C*,K*) (!,C*,K*) castle/encampment/snow}
# Castle & Encampment Base Transtions
{TRANSITION_COMPLETE_L Chs !,S*,W*,H*,M*,A*,Chs,K* -230 swamp/water}
{TRANSITION_COMPLETE_L Ch,Chr,Cha !,Ch,Chr,Cha,Ket,!,Ke*,C* -300 flat/road}
{TRANSITION_COMPLETE_LF !,Ket,Cd*,!,C*,Ke* Cd* -360 inside flat/desert-road}
{TRANSITION_COMPLETE_L Cd* !,Ket,Cd*,!,C*,Ke* -360 flat/desert-road}
{TRANSITION_COMPLETE_LF !,Ce*,Ke*,!,C* !,Ket,!,Ce*,Ke* -370 inside flat/dirt}
{TRANSITION_COMPLETE_L !,Ket,!,Ce*,Ke* !,Ce*,Ke*,!,C* -370 flat/dirt}
{TRANSITION_COMPLETE_LF !,Ket,Co*,!,C*,Ke* Co* -380 inside flat/dirt-dark}
{TRANSITION_COMPLETE_L Co* !,Ket,Co*,!,C*,Ke* -380 flat/dirt-dark}
#
# Cave
# (including dwarven castle, chasm, lava)
#
{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,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,X*) 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 Generic Castle-to Chasm transition
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -89 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}
# Stone wall transitions
# the doubled comma is to improve transitions with the map edge
{WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
{WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone}
#
# > 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 Hd (!,Hd,Qx*,W*) -184 hills/desert}
{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 (Uue) (!,Uue,W*,Ai) -221 cave/earthy-floor}
{TRANSITION_COMPLETE_LF Ai,W*,S* Ur -223 inside cave/floor}
{TRANSITION_COMPLETE_L Urb (!,Urb) -224 cave/flagstones-dark}
{TRANSITION_COMPLETE_L Ss (!,Ss,H*,M*,A*,Chs,K*) -230 swamp/water}
{TRANSITION_COMPLETE_L Iwr G*,R*,W*,S*,D*,A*,Q*,Ur -230 interior/wood-regular}
{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 (R*,D*,Aa,Ur) -260 grass/semi-dry-medium}
{TRANSITION_COMPLETE_L Gg (R*,D*,Aa,Ur) -261 grass/green-medium}
{TRANSITION_COMPLETE_L Gd (R*,D*,Aa,Ur) -262 grass/dry-medium}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai,C*,K*) -270 grass/leaf-litter}
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh,C*,K*) -271 grass/green-abrupt}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*,C*,K*) -272 grass/semi-dry-abrupt}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*,C*,K*) -273 grass/dry-abrupt}
{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) (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* -319 sand/desert}
{TRANSITION_COMPLETE_L Ds R* -319 sand/beach}
# 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*,Uue) Ai,W* -483 non_submerged flat/bank-to-ice}
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) Ai,W*,S* -486 non_submerged cave/bank}
{TRANSITION_COMPLETE_LF Aa,Ai (D*) -485 non_submerged frozen/ice}
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -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}
# Beaches (light for sand, dark for everything else)
{NEW:BEACH D*,Hd W* sand/shore}
{NEW:BEACH !,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* flat/shore}
# Water Transitions below everything else
{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,Sm,Xv,_off^_usr) -515 transition2 water/ford}
# Double-sided animated transitions for water-to-water and sand-to-water
{TRANSITION_COMPLETE_LF Sm (!,Sm,!,W*,D*) -556 transition3 swamp/mud-long}
{ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*) -550 () 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*) -552 "~CS(15,0,-30)" 150 water/ocean-blend} # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*) -553 "~CS(40,0,-30)" 110 water/coast-tropical-long} # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (!,Wwg,Wwrg,!,W*,S*) -554 "~CS(60,0,-50)" 110 water/coast-tropical-long} # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (!,Wwt,Wwrt,!,W*,S*) -555 () 110 water/coast-tropical-long}
{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_WATER_15_TRANSITION Ww,Wwf,Wwr (Xv,_off^_usr) -553 "~CS(40,0,-30)" 110 water/coast-tropical} # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (Xv,_off^_usr) -554 "~CS(60,0,-50)" 110 water/coast-tropical} # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (Xv,_off^_usr) -555 () 110 water/coast-tropical}
# 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 * void/void}
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type=*^Edt
set_no_flag=litter_base
[/tile]
probability=33
[image]
name=misc/detritus/trashA-@V.png
variations="1;2;3;4;5"
base=90,144
center=90,144
layer=-201
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type=*^Edb
set_no_flag=litter_base
[/tile]
probability=33
[image]
name=misc/detritus/detritusA-@V.png
variations="1;2;3;4;5"
base=90,144
center=90,144
layer=-201
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type=*^Edb,*^Edt
set_no_flag=litter_base
[/tile]
probability=100
[image]
name=misc/detritus/liter@V.png
variations=";2;3;4;5;6"
base=90,144
center=90,144
layer=-201
[/image]
[/terrain_graphics]
##################### two neighbours ########################
#define TRI_TRASH_B TERRAIN FLAG PROB VARIATIONS IMAGE
# set flags
[terrain_graphics]
map="
, *
* , *
, 1
2 , 2
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
has_flag=litter_base
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , 2
, 1
* , 2
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
has_flag=litter_base
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
2 , 2
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
has_flag=litter_base
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, *
2 , *
, 1
2 , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
type={TERRAIN}
has_flag=litter_base
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
# draw images
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
has_flag={FLAG}
set_no_flag={FLAG}_drawn
[/tile]
probability={PROB}
[image]
name={IMAGE}-@V.png
variations={VARIATIONS}
base=90,144
center=90,144
layer=-200
[/image]
[/terrain_graphics]
#enddef
{TRI_TRASH_B (*^Edt) (trash_medium) (70) ("1;2;3;4;5;6;7;8;9;10") (misc/detritus/trashB)}
{TRI_TRASH_B (*^Edb) (detritus_medium) (70) ("1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16") (misc/detritus/detritusB)}
############################## Major ##########################
#define TRI_TRASH_C TERRAIN FLAG FLAG2 PROB VARIATIONS IMAGE
# set flags
[terrain_graphics]
map="
, 2
3 , 3
, 1
3 , 3
, 2"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
has_flag={FLAG2}
no_flag={FLAG}
[/tile]
[tile]
pos=3
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, 3
3 , 2
, 1
2 , 3
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
has_flag={FLAG2}
no_flag={FLAG}
[/tile]
[tile]
pos=3
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
[terrain_graphics]
map="
, 3
2 , 3
, 1
3 , 2
, 3"
[tile]
pos=1
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[tile]
pos=2
has_flag={FLAG2}
no_flag={FLAG}
[/tile]
[tile]
pos=3
no_flag={FLAG}
[/tile]
probability=100
[/terrain_graphics]
# draw images
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
has_flag={FLAG}
set_no_flag={FLAG}_drawn
[/tile]
probability={PROB}
[image]
name={IMAGE}-@V.png
variations={VARIATIONS}
base=90,144
center=90,144
layer=-199
[/image]
[/terrain_graphics]
#enddef
{TRI_TRASH_C (*^Edt) (trash_big) (trash_medium) (30) ("1;2;3;4") (misc/detritus/trashC)}
{TRI_TRASH_C (*^Edb) (detritus_big) (detritus_medium) (50) ("1;2;3;4;5;6;7") (misc/detritus/detritusC)}
#wmlindent: stop ignoring