Altered terrain WML so that encampments...

...can be freely mixed with all human and elvish castles.  Also fixed
some issued with the base transitions of swamp and sunken
castles. Don't really know how i did it.
This commit is contained in:
J.W. Bjerk 2010-09-16 17:20:53 +00:00
parent 436b32c409
commit a5a52237a4
26 changed files with 52 additions and 38 deletions

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@ -80,6 +80,7 @@ Version 1.9.1:
* Fixed Transition of leaf litter to water.
* Fixed hard edge on top of cave beams
* Fixed lava drawing extra transition on off-map
* Encampments can now be mixed with all human and elvish castles
* Better rendering of unit in water: transparency decreases with depth.
* Language and i18n:
* Updated fonts: DejaVu 2.32

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@ -448,15 +448,15 @@
# Castle base terrains
{KEEP_BASE (Ch,Chr,Cha) flat/road}
{TERRAIN_BASE (Ch,Chr,Cha) flat/road}
{KEEP_BASE Kh* castle/cobbles-keep}
{TERRAIN_BASE Chw castle/sunken-ruin}
{TERRAIN_BASE_B Chs ANIMATION_15 swamp/water}
{KEEP_BASE Cv castle/elven/grounds}
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{KEEP_BASE (Ce*,Ke*) flat/dirt}
{TERRAIN_BASE (Ce*,Ke*) flat/dirt}
{OVERLAY_RANDOM Ke village/tent}
{OVERLAY_RANDOM Kea village/tent-snow}
@ -481,16 +481,18 @@
# Human castle
#
{DISABLE_BASE_TRANSITIONS (Ch*,Kh*)}
{WALL_TRANSITION Ch (!,Ch*,Kh*) castle/castle}
{WALL_TRANSITION2 Kh Ch* (!,Ch*,Kh*) castle/keep-castle}
{WALL_TRANSITION Kh (!,Kh*) castle/keep}
#{DISABLE_BASE_TRANSITIONS (Ch*,Kh*)}
{WALL_TRANSITION Ch (!,Ch*,Kh*,Ce*,Ke*) castle/castle}
{WALL_TRANSITION2 Kh Ch*,Ce*,Ke* (!,Ch*,Kh*,Ce*,Ke*) castle/keep-castle}
{WALL_TRANSITION Kh (!,Kh*) castle/keep}
# Snowy castle
{WALL_TRANSITION (Ch,Cha) (!,Ch*,Kh*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha) Ch* (!,Ch*,Kh*) castle/snowy/keep-castle}
{WALL_TRANSITION (Kh,Kha) (!,Kh*) castle/snowy/keep}
{WALL_TRANSITION (Ch,Cha) (!,Ch*,Kh*,Ce*,Ke*) castle/snowy/castle}
{WALL_TRANSITION2 (Kh,Kha) Ch*,Ce*,Ke* (!,Ch*,Kh*,Ce*,Ke*) castle/snowy/keep-castle}
{WALL_TRANSITION (Kh,Kha) (!,Kh*) castle/snowy/keep}
# sunken/swamp ruins (submerged part)
# Show sunken graphics for sunken castle only when next to water terrain
# Show sunken graphics for sunken/swamp keep also when next to swamp
@ -498,30 +500,31 @@
# (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch* without lots of additional rules
# don't do this at home
#17% 17% 17% 17% 17% 17%
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 17 castle/sunken-ruin5}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 20 castle/sunken-ruin4}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 25 castle/sunken-ruin3}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 33 castle/sunken-ruin2}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 50 castle/sunken-ruin1}
{WALL_TRANSITION (!,Chr,Chs,Cha,!,Ch*) (W*) castle/sunken-ruin}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 17 castle/sunken-ruin5}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 20 castle/sunken-ruin4}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 25 castle/sunken-ruin3}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 33 castle/sunken-ruin2}
{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 50 castle/sunken-ruin1}
{WALL_TRANSITION (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*,Ce*,Ke*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
{WALL_TRANSITION2_P (Khw,Khs) (Ch*,Ce*,Ke*) (W*,Ss) 100 castle/sunkenkeep-castle}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
# ruined castle and non-sumberged parts of sunken/swamp ruins
# There are no more human castles left, so we can just use Ch* here, which makes sure
# that all ruin<->non-ruin transitions are drawn
#17% 17% 17% 17% 17% 17%
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 17 castle/ruin5}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 20 castle/ruin4}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 25 castle/ruin3}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 33 castle/ruin2}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 50 castle/ruin1}
{WALL_TRANSITION Ch* (!,Ch*,Kh*) castle/castle}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 17 castle/ruin5}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 20 castle/ruin4}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 25 castle/ruin3}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 33 castle/ruin2}
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*,Ce*,Ke*) 50 castle/ruin1}
{WALL_TRANSITION Ch* (!,Ch*,Kh*,Ce*,Ke*) castle/castle}
{WALL_TRANSITION2_P (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
{WALL_TRANSITION2 (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) castle/keep-castle}
@ -529,17 +532,26 @@
{WALL_TRANSITION_P Kh* (!,Kh*) 75 castle/ruinkeep1}
{WALL_TRANSITION Kh* (!,Kh*) castle/keep}
# Elven castle
{DISABLE_BASE_TRANSITIONS (Cv,Kv)}
{WALL_TRANSITION Cv (!,Cv,Kv) castle/elven/castle}
{WALL_TRANSITION2 Kv Cv (!,Cv,Kv*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
# Elven castle
#{DISABLE_BASE_TRANSITIONS (Cv,Kv)}
{WALL_TRANSITION Cv (!,Cv,Kv,Ce*,Ke*) castle/elven/castle}
{WALL_TRANSITION2 Kv Cv (!,Cv,Kv*,Ce*,Ke*) castle/elven/keep-castle}
{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
# Encampment
{DISABLE_BASE_TRANSITIONS (Ce*,Ke*)}
{WALL_TRANSITION (Ce,Ke) (!,Ce*,Ke*) castle/encampment/regular}
{WALL_TRANSITION (Ce*,Ke*) (!,Ce*,Ke*) castle/encampment/snow}
#{DISABLE_BASE_TRANSITIONS (Ce*,Ke*)}
{WALL_TRANSITION (Ce,Ke,Ch*,Kh*,Cv,Kv) (!,Ce*,Ke*,Ch*,Kh*,Cv,Kv) castle/encampment/regular}
{WALL_TRANSITION (Ce*,Ke*,Ch*,Kh*,Cv,Kv) (!,Ce*,Ke*,Ch*,Kh*,Cv,Kv) castle/encampment/snow}
# Regular Castle & Encampment Base Transtions
{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha) -300 flat/road}
{TRANSITION_COMPLETE_L Ce*,Ke* (!,Ce*,Ke*) -300 flat/dirt}
# Orcish castle
{DISABLE_BASE_TRANSITIONS (Co*,Ko*)}
@ -644,7 +656,7 @@
# water animation under swamp is not really visible, so we disable it for now
{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,Chs,W*,D*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,W*,D*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
@ -795,10 +807,11 @@
# {TRANSITION_COMPLETE_LB Wwt (Wwt,!,Ww,Wo,Wwr,Wwf,G*,R*,H*,M*,U*,!,*) -565 ANIMATION_15 water/coast-tropical}
# {TRANSITION_COMPLETE_LB S* (S*) -566 ANIMATION_15 swamp/water}
# I beleive these are no longer needed, though i don't entirely get how this works -eleazar
#WARNING : castles are at layer -1, probably to be fixed in 1.9 time
{TRANSITION_COMPLETE_LF Chw (Ch,Chr,Cha) 0 transition2 castle/sunken-ruin}
{TRANSITION_COMPLETE_LF Chs (Ch,Chr,Cha) 0 transition2 swamp/water}
{TRANSITION_COMPLETE_L Chw (!,Chw,Chr) -570 water/coast}
#{TRANSITION_COMPLETE_LF Chw (Ch,Chr,Cha) 0 transition2 castle/sunken-ruin}
#{TRANSITION_COMPLETE_LF Chs (Ch,Chr,Cha) 0 transition2 swamp/water}
#{TRANSITION_COMPLETE_L Chw (!,Chw,Chr) -570 water/coast}
# chasm to abyss ecetera transition
{TRANSITION_COMPLETE_LF Qxu,Qxe Qxua,Xv,_off^_usr -600 transition2 chasm/depths}