Experimental optimization of water animation
(invalidation are several times better, depending of geometry) Actually use an old forgotten single-hex terrain rule syntax, instead of the usual multihex. Only done for the 4 basic water tiles, no visible change and just added a new WML macro. This is also a test to check how an optimized handling of multihex could help.
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2 changed files with 31 additions and 4 deletions
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@ -385,11 +385,19 @@
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#{TERRAIN_BASE Wo water/ocean}
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#{TERRAIN_BASE Ww,Wwf water/coast}
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{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
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{TERRAIN_BASE_B Ww,Wwf,Wwr ANIMATION_15 water/coast}
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{TERRAIN_BASE_B Wwt ANIMATION_15 water/coast-tropical}
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{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
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# experimental macro using 1-hex rule to optimize water animation
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{GENERIC_SINGLEHEX_PLFB (Wo) 100 -1000 base ANIMATION_15 water/ocean}
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{GENERIC_SINGLEHEX_PLFB (Ww,Wwf,Wwr) 100 -1000 base ANIMATION_15 water/coast}
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{GENERIC_SINGLEHEX_PLFB (Wwt) 100 -1000 base ANIMATION_15 water/coast-tropical}
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{GENERIC_SINGLEHEX_PLFB (Ss) 100 -1000 base ANIMATION_15 swamp/water}
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#temporary disabled normal multihex macro
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#{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
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#{TERRAIN_BASE_B Ww,Wwf,Wwr ANIMATION_15 water/coast}
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#{TERRAIN_BASE_B Wwt ANIMATION_15 water/coast-tropical}
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#{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
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# Castle base terrains
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@ -30,6 +30,25 @@
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[/terrain_graphics]
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#enddef
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# expermental 1-hex rule
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#define GENERIC_SINGLEHEX_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
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[terrain_graphics]
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[tile]
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x,y=0,0
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type={TERRAIN}
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set_no_flag={FLAG}
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[image]
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
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variations=";2;3;4;5;6;7;8;9;10;11"
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layer={LAYER}
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base=90,144
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center=90,144
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[/image]
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[/tile]
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probability={PROB}
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[/terrain_graphics]
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#enddef
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#define GENERIC_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
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[terrain_graphics]
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