New aquatic castles terrain

This commit is contained in:
doofus-01 2016-09-19 06:22:50 +11:00 committed by Charles Dang
parent ea5728c19a
commit 955b5b4bec
82 changed files with 297 additions and 1 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 9.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 169 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 169 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 425 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 451 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 412 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 406 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 419 B

View file

@ -570,7 +570,8 @@
{NEW:BASE Cdr castle/sand/ruin-dirt}
{KEEP_BASE_RANDOM Kdr castle/sand/cobbles-ruin}
{NEW:WATER_342_180 (Cme,Kme) water/water 17}
{NEW:WATER_342_180 (Cm*,Km*) water/water 17}
{OVERLAY_RANDOM_L (Cm,Km) -350 castle/aquatic-castle/cobbles}
{OVERLAY_RANDOM_L (Cme) -320 castle/aquatic-camp/reef}
{OVERLAY_RANDOM_L (Kme) -310 castle/aquatic-camp/floor}
@ -583,6 +584,19 @@
{NEW:WALL (Kme,Cme) (!,C*,K*) castle/aquatic-camp/castle}
{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
# Aquatic castle
{NEW:WALL Cm (!,C*,K*) castle/aquatic-castle/castle}
{NEW:WALL2 Km !,Ket,!,C*,Ke* (!,C*,K*) castle/aquatic-castle/keep-castle}
{NEW:WALL Km (!,C*,K*) castle/aquatic-castle/keep}
# {DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
{DISABLE_BASE_TRANSITIONS (Km,Cm)}
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (non_fading) (castle/aquatic-castle)}
{TRANSITION_COMPLETE_LF (Cm) (!,Km*,Cm*,W*,Ss,Q*) 0 non_fading castle/aquatic-castle/castle-to-ground}
{TRANSITION_COMPLETE_LF (Km) (!,Km*,Cm*,W*,Ss,Q*) 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

View file

@ -159,3 +159,260 @@
{CORNER_OVERLAY {KEEP} (!,{KEEP},!,C*,K*) {IMAGEPATH}/stone-post}
#enddef
#define AQUATIC:KEEP_CORNER_TRANSITION KEEP CASTLE WATER FLAG IMAGESTEM
######################################################################
# special crowded cases - It may be possible to write better rules to avoid this, but the bloat isn't too bad yet.
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type=!,{KEEP},{CASTLE},{WATER}
set_no_flag={FLAG}-[nw,n,ne]
# set_no_flag={FLAG}-[@R0,@R1,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/keep-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
[/image]
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=3
type={KEEP}
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
3 , 3
, 1
. , .
, ."
[tile]
pos=1
type=!,{KEEP},{CASTLE},{WATER}
set_no_flag={FLAG}-[nw,n,ne]
# set_no_flag={FLAG}-[@R0,@R1,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/castle-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
[/image]
[/tile]
[tile]
pos=2
type={KEEP}
[/tile]
[tile]
pos=3
type={CASTLE}
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# end special cases
########################################################
########################################################
# land-based transitions
[terrain_graphics]
map="
, 2
3 , .
, 1
. , .
, ."
[tile]
pos=1
type=!,{KEEP},{CASTLE},{WATER}
set_no_flag={FLAG}-[@R0,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
# name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png))
[/image]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png)
[/image]
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=3
type={KEEP}
[/tile]
rotations=n,ne,se,s,sw,nw
# rotations=n,ne,foo,foo,foo,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , .
, ."
[tile]
pos=1
type=!,{KEEP},{CASTLE},{WATER}
set_no_flag={FLAG}-[@R0,@R1]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
# name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png))
[/image]
[image]
layer=0
base=36,36
name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png)
[/image]
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=3
type={KEEP}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
########################################################
# water-based transitions
[terrain_graphics]
map="
, 2
3 , .
, 1
. , .
, ."
[tile]
pos=1
type={WATER}
set_no_flag={FLAG}-[@R0,@R5]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-water-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
[/image]
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=3
type={KEEP}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
. , 3
, 1
. , .
, ."
[tile]
pos=1
type={WATER}
set_no_flag={FLAG}-[@R0,@R1]
[image]
layer=0
base=36,36
name={IMAGESTEM}/keep-to-water-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
[/image]
[/tile]
[tile]
pos=2
type={CASTLE}
[/tile]
[tile]
pos=3
type={KEEP}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
########################################################
# this can probably be deleted
#define AQUATIC:DISABLE_CORNER_TRANSITION_old TERRAINLIST ADJACENT1 ADJACENT2 FLAG
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={ADJACENT2}
set_no_flag={FLAG}-@R1
[/tile]
[tile]
pos=2
type={ADJACENT1}
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={ADJACENT1}
[/tile]
[tile]
pos=2
type={ADJACENT2}
set_no_flag={FLAG}-[@R2]
[/tile]
[tile]
pos=3
type={TERRAINLIST}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef

View file

@ -1764,6 +1764,18 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-castle/castle-tile
id=aquatic_castle
name= _ "Castle"
editor_name= _ "Aquatic Castle"
string=Cm
aliasof=Ct,Wwr
unit_height_adjust=3
recruit_onto=true
editor_group=castle, water
[/terrain_type]
#
# Keeps
#
@ -1962,6 +1974,19 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-castle/keep-tile
id=merman_castlekeep
name= _ "Keep"
editor_name= _ "Aquatic Keep"
string=Km
aliasof=Ct, Wwr
unit_height_adjust=5
recruit_onto=true
recruit_from=true
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=fog/fog1
editor_image=castle/castle-overlay-editor