1.17 - minor terrain updates (#6626)

* updates to desert terrain

*  ^Bsa snowy stone bridges 

* fix wooden bridge bug introduced by #6606
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doofus-01 2022-04-23 20:23:35 -07:00 committed by GitHub
parent 792f630c50
commit 4e00e30640
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70 changed files with 110 additions and 23 deletions

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@ -30,16 +30,36 @@
{EDITOR_DEPRECATED Xol}
{EDITOR_DEPRECATED Xuce}
#############################################################
# Macros for where normal terrain code filtering doesn't work
# this may not be needed at some point
# this is needed for D*/Rrd/W* transitions
#define TG_RSTAR_NOT_RRD
Rb,Re,Rd,Rp,Rr,Rrc,Rra#enddef
#############################################################
# 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/ * (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*,Ql*) * stonebridge -80 bridge/stonebridge-water}
{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge}
# snowy stone bridge
# the N_S bridge images are not split E/W, but W is in shadow, so we let the E adjacent terrain govern the ground vs regular (hard edge vs fading supports)
{BRIDGE:STRAIGHTS Bsa\ Bsa| Bsa/ * * (!,W*,Q*) stonebridge 0 bridge/snow/stonebridge-ground NS_E="!,W*,Q*"}
{BRIDGE:STRAIGHTS Bsa\ Bsa| Bsa/ * * * stonebridge 0 bridge/snow/stonebridge}
#{BRIDGE:ENDS Bsa\ Bsa| Bsa/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/snow/stonebridge-castle}
#{BRIDGE:ENDS Bsa\ Bsa| Bsa/ * (C*,K*) * stonebridge -80 bridge/snow/stonebridge-castle}
{BRIDGE:ENDS Bsa\ Bsa| Bsa/ * (C*,K*) * stonebridge -80 bridge/snow/stonebridge-short}
{BRIDGE:ENDS Bsa\ Bsa| Bsa/ * (W*,S*,Ql*) * stonebridge -80 bridge/snow/stonebridge-water}
{BRIDGE:ENDS Bsa\ Bsa| Bsa/ * * * stonebridge -80 bridge/snow/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}
@ -104,7 +124,7 @@
# add transition bridges<->bridges wherever images are missing
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) bridge/wood-end FLAG=track_wood}
# add dock-style ends to bridges ending in water
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) bridge/wood-dock FLAG=track_wood}
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (W*,Ss*,Ai*) bridge/wood-dock FLAG=track_wood}
# add ramps where straight bridges end on land
{NEW:TRACK_BORDER_RESTRICTED (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) bridge/wood-end FLAG=track_wood}
@ -487,6 +507,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:BASE Rb flat/dirt-dark}
{NEW:BASE Rr flat/road}
{NEW:BASE Rrd flat/road-clean IPF="~CS(20,15,-60)"}
{NEW:BASE Rrc flat/road-clean}
{NEW:BASE Rp flat/stone-path}
{NEW:BASE Rra flat/road-icy}
@ -517,7 +538,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# only use the smaller plant tiles when adjacent to castles, chasms etc
{NEW:OVERLAY *^Edp embellishments/plants/desert-bones ADJACENT="C*,K*,Q*" PROB=17}
{NEW:OVERLAY *^Edp,*^Edpp embellishments/plants/desert-plant ADJACENT="C*,K*,Q*"}
{NEW:OVERLAY *^Esd embellishments/rocks}
{NEW:OVERLAY *^Esd embellishments/rocks FLAG=rocks}
{NEW:BASE Ds sand/beach}
@ -661,11 +682,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 castle/aquatic-castle/keep-to-ground FLAG=non_fading}
{NEW:TRANSITION (Km) (W*,Ss) 0 castle/aquatic-castle/keep-to-water FLAG=non_fading}
# {TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground}
# {TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/keep-to-ground}
# {TRANSITION_COMPLETE_LF (Km) (W*,Ss) 0 non_fading castle/aquatic-castle/keep-to-water}
# Elven castle
{NEW:CASTLEWALL Cv (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven/castle}
@ -921,11 +937,12 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION_INTRA (*^Dr) -158 misc/rubble FLAG=intra}
{NEW:TRANSITION_INTRA (*^Esd) -158 embellishments/rocks FLAG=intra}
{NEW:TRANSITION (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry}
# Special mountain to dry/desert terrain trans
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 mountains/blend-from-dry FLAG=inside}
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) Ms 0 mountains/blend-from-dry FLAG=inside}
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,Rrd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 mountains/blend-from-dry FLAG=inside}
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,Rrd,D*,Gd,U*,Ql*) Ms 0 mountains/blend-from-dry FLAG=inside}
{NEW:TRANSITION (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) -166 hills/dry}
{NEW:TRANSITION (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) -166 hills/dry}
@ -980,21 +997,23 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION Aa (W*,Ss) -280 frozen/snow-to-water}
{NEW:TRANSITION Aa (!,Aa,Q*,G*) -281 frozen/snow}
# This transitions from bank to flat terrains.
{NEW:TRANSITION (W*,Ai) (!,Rra,!,R*,Gll,Ias) -300 flat/bank}
{NEW:TRANSITION (W*,Ai) (!,Rra,Rrd,!,R*,Gll,Ias) -300 flat/bank}
{NEW:TRANSITION (Sm) (!,Rra,!,R*,D*) -310 swamp/mud-to-land}
# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
{NEW:TRANSITION Dd R* -319 sand/desert}
{NEW:TRANSITION Ds R* -319 sand/beach}
# Cannot use R* because we want Rrd to be like D* at the beach
{NEW:TRANSITION Dd {TG_RSTAR_NOT_RRD} -319 sand/desert}
{NEW:TRANSITION Ds {TG_RSTAR_NOT_RRD} -319 sand/beach}
# A rule for corner-based beach waves...
{NEW:WAVES D*,Hd W* -499 water/waves}
{NEW:WAVES D*,Hd,Rrd W* -499 water/waves}
{NEW:TRANSITION Rr (!,Rr,W*,Ai,Q*) -320 flat/road}
{NEW:TRANSITION Rrc (!,Rrc,W*,Ai,Q*) -321 flat/road-clean}
{NEW:TRANSITION Rrd (!,Rr*,Ai,W*,Q*) -321 flat/road-clean IPF="~CS(20,15,-60)"}
{NEW:TRANSITION Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path}
{NEW:TRANSITION Rra (!,Rrc,Rra,Q*) -321 flat/road-clean}
@ -1025,11 +1044,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION (Mm,Hh) Ai,W*,S* -482 hills/regular-to-water FLAG=non_submerged}
{NEW:TRANSITION (Md,Hhd,Mv) Ai,W*,S* -482 hills/dry-to-water FLAG=non_submerged}
{NEW:TRANSITION (!,Rra,!,R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
{NEW:TRANSITION (!,Rra,Rrd,!,R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
{NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged}
{NEW:TRANSITION Aa,Ai (D*) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ai (D*,Rrd) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
@ -1038,7 +1057,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# Beaches
{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,Rra,_* W* -500 water/bottom masks/long ""}
{NEW:GENERIC_CORNER_TRANSITION (!,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,Rra,Rrd,_*) W* -500 water/bottom masks/long ""}
# Water Transitions below everything else
@ -1081,4 +1100,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# Default terrain
{NEW:BASE * void/void}
#############################################################
# undefine patch macros
#undef TG_RSTAR_NOT_RRD
#############################################################
#wmlindent: stop ignoring

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@ -176,8 +176,15 @@
#enddef
#define BRIDGE:STRAIGHTS NW_SE_OVERLAY N_S_OVERLAY NE_SW_OVERLAY BN_TERRAIN_NAME BS_TERRAIN_NAME S_TERRAIN_NAME NAME LAYER IMAGE_GROUP_NAME
#arg NS_W
* #endarg
#arg NS_E
* #endarg
{BRIDGE:STRAIGHT_SE_NW {BN_TERRAIN_NAME}^{NW_SE_OVERLAY} {BS_TERRAIN_NAME}^{NW_SE_OVERLAY} * {S_TERRAIN_NAME} {NAME}-se {NAME}-nw {LAYER} {IMAGE_GROUP_NAME}-se-nw}
{BRIDGE:STRAIGHT_S_N {BN_TERRAIN_NAME}^{N_S_OVERLAY} {BS_TERRAIN_NAME}^{N_S_OVERLAY} * * {NAME}-s {NAME}-n {LAYER} {IMAGE_GROUP_NAME}-s-n}
{BRIDGE:STRAIGHT_S_N {BN_TERRAIN_NAME}^{N_S_OVERLAY} {BS_TERRAIN_NAME}^{N_S_OVERLAY} {NS_W} {NS_E} {NAME}-s {NAME}-n {LAYER} {IMAGE_GROUP_NAME}-s-n}
{BRIDGE:STRAIGHT_SW_NE {BN_TERRAIN_NAME}^{NE_SW_OVERLAY} {BS_TERRAIN_NAME}^{NE_SW_OVERLAY} * {S_TERRAIN_NAME} {NAME}-sw {NAME}-ne {LAYER} {IMAGE_GROUP_NAME}-sw-ne}
#enddef

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@ -843,7 +843,7 @@ track#endarg
{NEW:TRACK_RESTRICTED3 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED2 ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_RESTRICTED ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
{NEW:TRACK_SINGLE ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
# {NEW:TRACK_SINGLE ({SE_NW_VALUE},{N_S_VALUE},{NE_SW_VALUE}) * * * {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}
#emergency catch all (mainly for missing images)
{NEW:TRACK_EMERGENCY {SE_NW_VALUE} se nw {IMAGESTEM} PROB=100 LAYER=-80 FLAG={FLAG}}

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@ -2,11 +2,15 @@
# This file contains a WIP set of terrain graphics macros, intended to be as
# short and simple as possible.
# That intention may have drifted a bit over the years, but they should still be mostly intuitive
#define NEW:BASE TERRAIN IMAGESTEM
# Places {IMAGESTEM}[1-11].png as base tiles. Assumes 72x72 hex-shaped
# images.
#arg IPF
#endarg
#arg FLAG
base
#endarg
@ -22,7 +26,7 @@
set_no_flag={FLAG}
[image]
name={IMAGESTEM}@V.png
name={IMAGESTEM}@V.png{IPF}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
[/image]

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@ -254,6 +254,16 @@
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/road-desert-tile
id=road_desert
name = _ "Road"
editor_name= _ "Desert Cobbles"
string=Rrd
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/stone-path
id=stone_path
@ -419,7 +429,7 @@ Most units receive 20 to 40% defense in sand."
[/terrain_type]
[terrain_type]
symbol_image=embellishments/desert-plant5
symbol_image=embellishments/plants/desert-bones
id=desert_plants
editor_name= _ "Desert Plants"
string=^Edp
@ -428,7 +438,7 @@ Most units receive 20 to 40% defense in sand."
[/terrain_type]
[terrain_type]
symbol_image=embellishments/desert-plant
symbol_image=embellishments/plants/desert-plant8
id=desert_plants_sans_bones
editor_name= _ "Desert Plants without Bones"
string=^Edpp
@ -2760,6 +2770,46 @@ For those who go by land or sea, a bridge is the best of both worlds — for gam
hide_help=yes
[/terrain_type]
# ######## Snow-covered Stone Bridge
[terrain_type]
symbol_image=bridge/snow/stonebridge-n-s-tile
id=snow_stone_bridge
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa|
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,water
[/terrain_type]
[terrain_type]
symbol_image=bridge/snow/stonebridge-se-nw-tile
id=snow_stone_bridgediag1
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa\
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,water
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=bridge/snow/stonebridge-ne-sw-tile
id=snow_stone_bridgediag2
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa/
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,water
hide_help=yes
[/terrain_type]
# ######## Chasm Bridge
[terrain_type]