Skip to content

Commit

Permalink
Fixed missing castle<->void transitions
Browse files Browse the repository at this point in the history
Also re-aligned the castle walls section of the file again.
  • Loading branch information
ln-zookeeper committed Feb 21, 2018
1 parent 1c8f520 commit bf561e6
Show file tree
Hide file tree
Showing 2 changed files with 51 additions and 51 deletions.
100 changes: 50 additions & 50 deletions data/core/terrain-graphics.cfg
Expand Up @@ -611,73 +611,73 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef

# Aquatic camp

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

# Troll camp

{NEW:CASTLEWALL (Kte) (!,C*,K*,X*) C* castle/troll/keep}
{NEW:CASTLEWALL (Kte,Cte) (!,C*,K*,X*) C* castle/troll/regular}
{AQUATIC:CAMPS Kte Cm*,Ct* castle/troll}
{NEW:CASTLEWALL (Kte) (!,C*,K*,Xu*,Xo*) C* castle/troll/keep}
{NEW:CASTLEWALL (Kte,Cte) (!,C*,K*,Xu*,Xo*) C* castle/troll/regular}
{AQUATIC:CAMPS Kte Cm*,Ct* castle/troll}

# Aquatic castle

{NEW:CASTLEWALL Cm (!,C*,K*,X*) !,Ket,!,C*,Ke* 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}
{NEW:CASTLEWALL Cm (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-castle/castle}
{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/aquatic-castle/keep-castle}
{NEW:CASTLEWALL Km (!,Km,Xu*,Xo*) 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}
{DISABLE_BASE_TRANSITIONS (Km,Cm)}
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (X*) (non_fading) (castle/aquatic-castle)}
{TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,X*) 0 non_fading castle/aquatic-castle/castle-to-ground}
{TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,X*) 0 non_fading castle/aquatic-castle/keep-to-ground}
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (Xu*,Xo*) (non_fading) (castle/aquatic-castle)}
{TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground}
{TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 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

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

{NEW:CASTLEWALL Cvr (!,C*,K*,X*) !,Ket,!,C*,Ke* castle/elven-ruin/castle}
{NEW:CASTLEWALL2 Kvr !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/elven-ruin/keep-castle}
{NEW:CASTLEWALL Kvr (!,K*,X*) K* castle/elven-ruin/keep}
{NEW:CASTLEWALL Cvr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven-ruin/castle}
{NEW:CASTLEWALL2 Kvr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/elven-ruin/keep-castle}
{NEW:CASTLEWALL Kvr (!,K*,Xu*,Xo*) K* castle/elven-ruin/keep}


# Orcish castles

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

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


# Desert castles

{NEW:CASTLEWALL Cd (!,C*,K*,X*) !,Ket,!,C*,Ke* 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 (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/castle}
{NEW:CASTLEWALL2 Kd !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/keep-castle}
{NEW:CASTLEWALL Kd (!,K*,Xu*,Xo*) K* castle/sand/keep}

{NEW:CASTLEWALL Cdr (!,C*,K*,X*) !,Ket,!,C*,Ke* 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}
{NEW:CASTLEWALL Cdr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/ruin-castle}
{NEW:CASTLEWALL2 Kdr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/ruin-keep-castle}
{NEW:CASTLEWALL Kdr (Ke,Kea,!,K*,Xu*,Xo*) K* castle/sand/ruin-keep}

#
# Human castles
#

{NEW:CASTLEWALL Ch (!,C*,K*,X*) !,Ket,!,C*,Ke* 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 (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/castle}
{NEW:CASTLEWALL2 Kh !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/keep-castle}
{NEW:CASTLEWALL Kh (!,K*,Xu*,Xo*) K* castle/keep}

{NEW:CASTLEWALL Cha (!,C*,K*,X*) !,Ket,!,C*,Ke* 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}
{NEW:CASTLEWALL Cha (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/snowy/castle}
{NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/snowy/keep-castle}
{NEW:CASTLEWALL Kha (Ke,Kea,!,K*,Xu*,Xo*) K* castle/snowy/keep}


# sunken/swamp ruins (submerged part)
Expand All @@ -686,33 +686,33 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef

# (!,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*) !,Ket,!,C*,Ke* castle/sunken-ruin}
{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) !,Ket,!,C*,Ke* 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 (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunken-ruinkeep1 PROB=75}
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* 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* (!,C*,K*,X*) !,Ket,!,C*,Ke* castle/ruin}
{NEW:CASTLEWALL Ch* (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* 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*,Xu*,Xo*) 75 castle/ruinkeep1-castle}
{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,Xu*,Xo*) castle/keep-castle}

{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/ruinkeep1 PROB=75}
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/keep}
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/ruinkeep1 PROB=75}
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/keep}

# Encampment

{NEW:CASTLEWALL Ce,Ke (!,C*,K*,X*) !,Ket,!,C*,Ke* castle/encampment/regular}
{NEW:CASTLEWALL Cer,Ker (!,C*,K*,X*) !,Ket,!,C*,Ke* castle/encampment-ruin/regular}
{NEW:CASTLEWALL Cea,Kea (!,C*,K*,X*) !,Ket,!,C*,Ke* 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}
{NEW:CASTLEWALL Ce,Ke (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/regular}
{NEW:CASTLEWALL Cer,Ker (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment-ruin/regular}
{NEW:CASTLEWALL Cea,Kea (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/snow}
{NEW:CASTLEWALL2 Ket (C*) (!,C*,K*,Xu*,Xo*) castle/encampment/tall-keep-castle}
{NEW:CASTLEWALL Ket (!,K*,Xu*,Xo*) K* castle/encampment/tall-keep}


# Castle & Encampment Base Transtions
Expand Down
2 changes: 1 addition & 1 deletion data/core/terrain-graphics/new-macros.cfg
Expand Up @@ -2399,7 +2399,7 @@ wall#endarg
castlewall#endarg

#arg ADJACENT_OPEN
X*#endarg
Xu*,Xo*#endarg

{NEW:CASTLEWALL_INTERNAL_P {TERRAINLIST} {ADJACENT} {PROB} {IMAGESTEM}}

Expand Down

0 comments on commit bf561e6

Please sign in to comment.