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Improved connections between different castles
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Fixes the hard cut in the middle of horizontal walls between different castle types. This reworks NEW:CASTLEWALL and other related macros quite a bit. Removed NEW:CASTLEWALL_INTERNAL_OPEN_ENDS and moved its contents directly into NEW:CASTLEWALL.
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ln-zookeeper committed Dec 23, 2016
1 parent eb61ca0 commit 5c6902f
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Showing 2 changed files with 170 additions and 104 deletions.
80 changes: 40 additions & 40 deletions data/core/terrain-graphics.cfg
Expand Up @@ -599,14 +599,14 @@

# Aquatic camp

{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,X*) X* castle/aquatic-camp/castle}
{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,X*) C* castle/aquatic-camp/castle}
{AQUATIC:CAMPS Kme Cme,Cm,Km castle/aquatic-camp}

# Aquatic castle

{NEW:CASTLEWALL Cm (!,C*,K*,X*) X* castle/aquatic-castle/castle}
{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/aquatic-castle/keep-castle}
{NEW:CASTLEWALL Km (!,Km,X*) X* castle/aquatic-castle/keep}
{NEW:CASTLEWALL Cm (!,C*,K*,X*) C* castle/aquatic-castle/castle}
{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/aquatic-castle/keep-castle}
{NEW:CASTLEWALL Km (!,Km,X*) K* castle/aquatic-castle/keep}

# disable the next line to get the brown bank transition. It adds more images to the hex though.
{DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
Expand All @@ -619,43 +619,43 @@

# Elven castle

{NEW:CASTLEWALL Cv (!,C*,K*,X*) X* castle/elven/castle}
{NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/elven/keep-castle}
{NEW:CASTLEWALL Kv (Ke,Kea,!,K*,X*) X* castle/elven/keep}
{NEW:CASTLEWALL Cv (!,C*,K*,X*) C* castle/elven/castle}
{NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/elven/keep-castle}
{NEW:CASTLEWALL Kv (!,K*,X*) K* castle/elven/keep}


# Orcish castles

{NEW:CASTLEWALL Co,Cv (!,C*,K*,X*) X* castle/orcish/fort}
{NEW:CASTLEWALL2 Ko,Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/orcish/keep-fort}
{NEW:CASTLEWALL Ko,Kv (!,K*,X*) X* castle/orcish/keep}
{NEW:CASTLEWALL Co (!,C*,K*,X*) C* castle/orcish/fort}
{NEW:CASTLEWALL2 Ko !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/orcish/keep-fort}
{NEW:CASTLEWALL Ko (!,K*,X*) K* castle/orcish/keep}

{NEW:CASTLEWALL (Co*,Cv) (!,C*,K*,X*) X* castle/winter-orcish/fort}
{NEW:CASTLEWALL2 (Ko*,Kv) !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/winter-orcish/keep-fort}
{NEW:CASTLEWALL (Ko*,Kv) (Ke,Kea,!,K*,X*) X* castle/winter-orcish/keep}
{NEW:CASTLEWALL Coa (!,C*,K*,X*) C* castle/winter-orcish/fort}
{NEW:CASTLEWALL2 Koa !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/winter-orcish/keep-fort}
{NEW:CASTLEWALL Koa (Ke,Kea,!,K*,X*) K* castle/winter-orcish/keep}


# Desert castles

{NEW:CASTLEWALL Cd,Cv,Co* (!,C*,K*,X*) X* castle/sand/castle}
{NEW:CASTLEWALL2 Kd,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/keep-castle}
{NEW:CASTLEWALL Kd,Ko*,Kv (!,K*,X*) X* castle/sand/keep}
{NEW:CASTLEWALL Cd (!,C*,K*,X*) C* castle/sand/castle}
{NEW:CASTLEWALL2 Kd !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/keep-castle}
{NEW:CASTLEWALL Kd (!,K*,X*) K* castle/sand/keep}

{NEW:CASTLEWALL Cd*,Cv,Co* (!,C*,K*,X*) X* castle/sand/ruin-castle}
{NEW:CASTLEWALL2 Kdr,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/ruin-keep-castle}
{NEW:CASTLEWALL Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/sand/ruin-keep}
{NEW:CASTLEWALL Cdr (!,C*,K*,X*) C* castle/sand/ruin-castle}
{NEW:CASTLEWALL2 Kdr !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/ruin-keep-castle}
{NEW:CASTLEWALL Kdr (Ke,Kea,!,K*,X*) K* castle/sand/ruin-keep}

#
# Human castles
#

{NEW:CASTLEWALL Ch,Cv,Co,Cd (!,C*,K*,X*) X* castle/castle}
{NEW:CASTLEWALL2 Kh,Kv,Ko,Kd !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/keep-castle}
{NEW:CASTLEWALL Kh,Kd*,Ko,Kv (!,K*,X*) X* castle/keep}
{NEW:CASTLEWALL Ch (!,C*,K*,X*) C* castle/castle}
{NEW:CASTLEWALL2 Kh !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/keep-castle}
{NEW:CASTLEWALL Kh (!,K*,X*) K* castle/keep}

{NEW:CASTLEWALL Ch,Cha,Coa (!,C*,K*,X*) X* castle/snowy/castle}
{NEW:CASTLEWALL2 Kh,Kha,Koa !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/snowy/keep-castle}
{NEW:CASTLEWALL Kh,Kha,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/snowy/keep}
{NEW:CASTLEWALL Cha (!,C*,K*,X*) C* castle/snowy/castle}
{NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/snowy/keep-castle}
{NEW:CASTLEWALL Kha (Ke,Kea,!,K*,X*) K* castle/snowy/keep}


# sunken/swamp ruins (submerged part)
Expand All @@ -664,32 +664,32 @@

# (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch*
# without lots of additional rules
{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) X* castle/sunken-ruin}
{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) C* castle/sunken-ruin}

{NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
{NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}
{NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
{NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}

{NEW:CASTLEWALL_P (!,Khr,!,Kh*) W*,Ss,Chw,Chs X* 75 castle/sunken-ruinkeep1}
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs X* castle/sunkenkeep}
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunken-ruinkeep1 PROB=75}
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunkenkeep}

# ruined castle and non-submerged 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
{NEW:CASTLEWALL Ch*,Cd*,Cv,Co* (!,C*,K*,X*) X* castle/ruin}
{NEW:CASTLEWALL Ch* (!,C*,K*,X*) C* castle/ruin}

{NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) 75 castle/ruinkeep1-castle}
{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) castle/keep-castle}
{NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) 75 castle/ruinkeep1-castle}
{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) castle/keep-castle}

{NEW:CASTLEWALL_P Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* 75 castle/ruinkeep1}
{NEW:CASTLEWALL Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/keep}
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/ruinkeep1 PROB=75}
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/keep}

# Encampment

{NEW:CASTLEWALL2 !,Ke,Kea,Kud,Kme,!,K* (Ke,Kea,C*) (!,C*,K*,X*) castle/encampment/tall-keep-castle}
{NEW:CASTLEWALL !,Ke,Kea,Kud,Kme,!,K* (Ke,Kea,!,K*,X*) X* castle/encampment/tall-keep}
{NEW:CASTLEWALL (!,Cud,Cea,Coa,Cha,Kud,Kea,Koa,Kha,Kme,!,C*,K*) (!,C*,K*,X*) X* castle/encampment/regular}
{NEW:CASTLEWALL (!,Cud,Kud,Kme,!,C*,K*) (!,C*,K*,X*) X* castle/encampment/snow}
{NEW:CASTLEWALL Ce,Ke (!,C*,K*,X*) C* castle/encampment/regular}
{NEW:CASTLEWALL Cea,Kea (!,C*,K*,X*) C* castle/encampment/snow}
{NEW:CASTLEWALL2 Ket (C*) (!,C*,K*,X*) castle/encampment/tall-keep-castle}
{NEW:CASTLEWALL Ket (!,K*,X*) K* castle/encampment/tall-keep}


# Castle & Encampment Base Transtions
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