[terrain_graphics] Castle neighbor bleed-through (sand, snow) (#2039)

* some adjustments to keep the neighboring terrain transitions from bleeding into the castle terrains

* some fixes for castle base transitions

* comma
This commit is contained in:
doofus-01 2017-09-30 16:03:36 -07:00 committed by GitHub
parent 394e4bdc8a
commit 6bf3c4711d
2 changed files with 32 additions and 0 deletions

View file

@ -709,6 +709,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:GENERIC_CORNER_TRANSITION Cme (Cm,Km,Chw) -330 castle/aquatic-camp/reef masks/long "~O(33%)" FLAG=aquaticbasetrans}
{NEW:GENERIC_CORNER_TRANSITION Cm,Km,Chw (Cme) -321 castle/aquatic-castle/cobbles masks/long "~O(33%)" FLAG=aquaticbasetrans}
# this is to keep sand, snow, etc. from flowing in under the castle walls. It may need to be adjusted for when such behavior is needed.
# There should also be a pattern available for UMC, not sure what it would be though
{NEW:DISABLE_TRANSITION (K*,C*) (!,K*,C*) }
#
# Cave
# (including dwarven castle, chasm, lava)

View file

@ -168,6 +168,34 @@ transition#endarg
[/terrain_graphics]
#enddef
#define NEW:DISABLE_TRANSITION TERRAINLIST ADJACENT
#arg FLAG
transition#endarg
[terrain_graphics]
map="
, 2
. , .
, 1
. , .
, ."
[tile]
pos=1
type={ADJACENT}
set_flag={FLAG}-@R0
[/tile]
[tile]
pos=2
type={TERRAINLIST}
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg FLAG