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Prevent base terrain from being drawn under mountains when not needed
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ln-zookeeper committed Dec 6, 2016
1 parent 8986732 commit ae91632
Showing 1 changed file with 28 additions and 28 deletions.
56 changes: 28 additions & 28 deletions data/core/terrain-graphics.cfg
Expand Up @@ -194,58 +194,58 @@
{VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6}

# Single-hex volcano
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base,base2 mountains/volcano}

# Mountains
{OVERLAY_RESTRICTED3_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle}
{OVERLAY_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle}

{MOUNTAINS_2x4_NW_SE Mm 18 base2 mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 base2 mountains/basic_range4}
{MOUNTAINS_2x4_NW_SE Mm 18 base,base2 mountains/basic_range3}
{MOUNTAINS_2x4_SW_NE Mm 26 base,base2 mountains/basic_range4}

{MOUNTAINS_1x3_NW_SE Mm 20 base2 mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE Mm 20 base2 mountains/basic_range2}
{MOUNTAINS_1x3_NW_SE Mm 20 base,base2 mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE Mm 20 base,base2 mountains/basic_range2}

{MOUNTAINS_2x2 Mm 40 base2 mountains/basic5}
{MOUNTAINS_2x2 Mm 30 base2 mountains/basic6}
{MOUNTAINS_2x2 Mm 40 base,base2 mountains/basic5}
{MOUNTAINS_2x2 Mm 30 base,base2 mountains/basic6}

{MOUNTAIN_SINGLE_RANDOM Mm base2 mountains/basic}
{MOUNTAIN_SINGLE_RANDOM Mm base,base2 mountains/basic}

# Dry Mountains
{OVERLAY_RESTRICTED3_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle}
{OVERLAY_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n}
{OVERLAY_ROTATION_RESTRICTED_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle}

{MOUNTAINS_2x4_NW_SE Md 18 base2 mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 base2 mountains/dry_range4}
{MOUNTAINS_2x4_NW_SE Md 18 base,base2 mountains/dry_range3}
{MOUNTAINS_2x4_SW_NE Md 26 base,base2 mountains/dry_range4}

{MOUNTAINS_1x3_NW_SE Md 20 base2 mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE Md 20 base2 mountains/dry_range2}
{MOUNTAINS_1x3_NW_SE Md 20 base,base2 mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE Md 20 base,base2 mountains/dry_range2}

{MOUNTAINS_2x2 Md 40 base2 mountains/dry5}
{MOUNTAINS_2x2 Md 30 base2 mountains/dry6}
{MOUNTAINS_2x2 Md 40 base,base2 mountains/dry5}
{MOUNTAINS_2x2 Md 30 base,base2 mountains/dry6}

{MOUNTAIN_SINGLE_RANDOM Md base2 mountains/dry}
{MOUNTAIN_SINGLE_RANDOM Md base,base2 mountains/dry}

# Snow mountains (uncomment rules as the corresponding tiles are added)
#{OVERLAY_RESTRICTED3_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
#{OVERLAY_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}

#{MOUNTAINS_2x4_NW_SE Ms 18 base2 mountains/snow_range3}
#{MOUNTAINS_2x4_SW_NE Ms 26 base2 mountains/snow_range4}
#{MOUNTAINS_2x4_NW_SE Ms 18 base,base2 mountains/snow_range3}
#{MOUNTAINS_2x4_SW_NE Ms 26 base,base2 mountains/snow_range4}

#{MOUNTAINS_1x3_NW_SE Ms 20 base2 mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE Ms 20 base2 mountains/snow_range2}
#{MOUNTAINS_1x3_NW_SE Ms 20 base,base2 mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE Ms 20 base,base2 mountains/snow_range2}

{MOUNTAINS_2x2 Ms 15 base2 mountains/snow5}
{MOUNTAINS_2x2 Ms 25 base2 mountains/snow6}
{MOUNTAINS_2x2 Ms 15 base,base2 mountains/snow5}
{MOUNTAINS_2x2 Ms 25 base,base2 mountains/snow6}

{MOUNTAIN_SINGLE_RANDOM Ms base2 mountains/snow}
{MOUNTAIN_SINGLE_RANDOM Ms base,base2 mountains/snow}

#This one is to fill any "gaps" there might be when next to castles or walls
{NEW:BASE Mm hills/regular}
Expand All @@ -255,13 +255,13 @@
# Desert Mountains
{OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
{OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
{MOUNTAINS_2x4_NW_SE Mdd 18 base2 desert_mountains/desert_range3}
{MOUNTAINS_1x3_NW_SE Mdd 20 base2 desert_mountains/desert_range1}
{MOUNTAINS_1x3_SW_NE Mdd 20 base2 desert_mountains/desert_range2}
{MOUNTAINS_2x2 Mdd 40 base2 desert_mountains/desert5}
{MOUNTAINS_2x2 Mdd 30 base2 desert_mountains/desert6}
{MOUNTAINS_2x4_NW_SE Mdd 18 base,base2 desert_mountains/desert_range3}
{MOUNTAINS_1x3_NW_SE Mdd 20 base,base2 desert_mountains/desert_range1}
{MOUNTAINS_1x3_SW_NE Mdd 20 base,base2 desert_mountains/desert_range2}
{MOUNTAINS_2x2 Mdd 40 base,base2 desert_mountains/desert5}
{MOUNTAINS_2x2 Mdd 30 base,base2 desert_mountains/desert6}

{MOUNTAIN_SINGLE_RANDOM Mdd base2 desert_mountains/desert}
{MOUNTAIN_SINGLE_RANDOM Mdd base,base2 desert_mountains/desert}
#This one is to fill any "gaps" there might be when next to castles or walls
{NEW:BASE Mdd hills/dry}
{NEW:TRANSITION (Mdd,Mdd^Xm) (!,Md*,Mv,S*,X*) -166 desert_mountains/desert}
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