Adding the macro CASTLE_AND_SIMPLE_KEEP, ...
...where the keep is composed of only a unique tile with walls, instead of using the complex dynamic keep composition.
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3 changed files with 111 additions and 10 deletions
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@ -13,8 +13,8 @@ ggggggggggggggggggggggggggggggggggggg
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@ -1,7 +1,3 @@
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#
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# Macro definitions for various terrain types that may be found. Those will be
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# used, below in this file, to define actual terrain types.
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#
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# The following flags are defined to have a meaning
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#
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@ -10,12 +6,15 @@
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# * transition-$direction : the corresponding tile already has the transition
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# in the given direction (or should not have one). No other one should be
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# added.
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# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
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# keep correspoding to the given castle tile
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# The following precendeces are defined to have a meaning:
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# 0: normal terrain, normal transitions
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# 16: castles
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# 32: decorations over castles
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# Loads the macros used in the file
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{terrain-graphics}
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#
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@ -28,7 +27,6 @@
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{TERRAIN_BASE C castle}
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{TERRAIN_BASE n dirt}
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{TERRAIN_BASE D flag-cave-neutral}
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{TERRAIN_BASE u cave}
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{TERRAIN_BASE W cavewall}
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@ -81,8 +79,8 @@
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#define KEEP_TILE
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K
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#enddef
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{CASTLE_AND_KEEP C {KEEP_TILE} castle keep}
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{CASTLE_AND_KEEP n {KEEP_TILE} encampment tent}
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{CASTLE_AND_COMPOSED_KEEP C {KEEP_TILE} castle keep}
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{CASTLE_AND_SIMPLE_KEEP n {KEEP_TILE} encampment tent}
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# Forest, hills and mountains should always overlay on northern sides
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{TERRAIN_ADJACENT_NORTH m mountains}
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@ -60,8 +60,9 @@
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# Defines the given terrain will behave like the walls of a castles, with added
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# dynamically-drawn keeps.
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# Follows the "composed keep" model, to be documented.
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#define CASTLE_AND_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
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#define CASTLE_AND_COMPOSED_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
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# Keep rules will only work if the keep is adjacent to a castle tile.
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{FLAG_IF_ADJACENT {KEEP} {CASTLE} keep-of-{CASTLE}}
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@ -184,6 +185,108 @@
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rotations=ne,e,se,sw,w,nw
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precedence=16
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[/terrain_graphics]
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#enddef
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# Defines the given terrain will behave like the walls of a castles, with added
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# keeps (not dynamically-drawn)
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# Follows the "simple keep" model: a keep is represented by a simple tile.
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#define CASTLE_AND_SIMPLE_KEEP CASTLE KEEP CASTLE_IMAGE KEEP_IMAGE
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{FLAG_IF_ADJACENT {KEEP} {CASTLE} keep-of-{CASTLE}}
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{DISABLE_TRANSITIONS {CASTLE}{KEEP}}
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[terrain_graphics]
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map="
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2
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2
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1"
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[tile]
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pos=1
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type=!{CASTLE}{KEEP}
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[/tile]
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[tile]
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pos=2
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type={CASTLE}{KEEP}
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[/tile]
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[image]
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z_index=-1
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name="{CASTLE_IMAGE}-bg-concave-@R0"
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[/image]
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[image]
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z_index=1
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name="{CASTLE_IMAGE}-fg-concave-@R0"
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[/image]
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rotations=ne,e,se,sw,w,nw
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precedence=16
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[/terrain_graphics]
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[terrain_graphics]
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map="
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1
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1
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2"
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[tile]
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pos=1
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type=!{CASTLE}{KEEP}
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[/tile]
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[tile]
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pos=2
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type={CASTLE}
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[/tile]
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[image]
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z_index=-1
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name="{CASTLE_IMAGE}-bg-convex-@R0"
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[/image]
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[image]
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z_index=1
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name="{CASTLE_IMAGE}-fg-convex-@R0"
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[/image]
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rotations=ne,e,se,sw,w,nw
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precedence=16
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[/terrain_graphics]
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[terrain_graphics]
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map="
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1
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1
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2"
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[tile]
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pos=1
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type=!{CASTLE}{KEEP}
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[/tile]
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[tile]
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pos=2
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type={KEEP}
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has_flag=keep-of-{CASTLE}
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[/tile]
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[image]
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z_index=-1
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name="{CASTLE_IMAGE}-bg-convex-@R0"
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[/image]
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[image]
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z_index=1
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name="{CASTLE_IMAGE}-fg-convex-@R0"
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[/image]
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rotations=ne,e,se,sw,w,nw
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precedence=16
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[/terrain_graphics]
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={KEEP}
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[image]
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z_index=-1
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name={KEEP_IMAGE}
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[/image]
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has_flag=keep-of-{CASTLE}
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[/tile]
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[/terrain_graphics]
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#enddef
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