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它用于构造海滩,此处海滩指的是浸在水中、陆上透过水能看到部分。
搜索NEW:BEACH宏定义,该宏没中间过程,直接转入最后定义。
- #define NEW:BEACH TERRAINLIST ADJACENT IMAGESTEM
- [terrain_graphics]
- map="
- , 2
- *, 3
- , 1
- *, *
- , *"
- [tile]
- pos=1
- type={ADJACENT}
- set_no_flag=beach-@R0-[@R5,@R1]
- [/tile]
- [tile]
- pos=2
- type={TERRAINLIST}
- set_no_flag=beach-@R2-@R3
- [/tile]
- [tile]
- pos=3
- type={TERRAINLIST}
- set_no_flag=beach-@R4-@R3
- [/tile]
- rotations=tr,r,br,bl,l,tl
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-concave-@R0-@R5.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-concave-@R0-@R1.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [/terrain_graphics]
- [terrain_graphics]
- map="
- , 2
- *, 3
- , 1
- *, *
- , *"
- [tile]
- pos=1
- type={TERRAINLIST}
- set_no_flag=beach-@R0-[@R5,@R1]
- [/tile]
- [tile]
- pos=2
- type={ADJACENT}
- set_no_flag=beach-@R2-@R3
- [/tile]
- [tile]
- pos=3
- type={ADJACENT}
- set_no_flag=beach-@R4-@R3
- [/tile]
- rotations=tr,r,br,bl,l,tl
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-convex-@R0-@R5.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-convex-@R0-@R1.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [/terrain_graphics]
- [terrain_graphics]
- map="
- , 2
- *, 3
- , 1
- *, *
- , *"
- [tile]
- pos=1
- type={TERRAINLIST}
- set_no_flag=beach-@R0-@R5
- [/tile]
- [tile]
- pos=2
- type={ADJACENT}
- set_no_flag=beach-@R2-@R3
- [/tile]
- [tile]
- pos=3
- type=!,{TERRAINLIST},{ADJACENT}
- [/tile]
- rotations=tr,r,br,bl,l,tl
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-convex-@R0-@R5.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [/terrain_graphics]
- [terrain_graphics]
- map="
- , 2
- *, 3
- , 1
- *, *
- , *"
- [tile]
- pos=1
- type={TERRAINLIST}
- set_no_flag=beach-@R0-@R1
- [/tile]
- [tile]
- pos=2
- type=!,{TERRAINLIST},{ADJACENT}
- [/tile]
- [tile]
- pos=3
- type={ADJACENT}
- set_no_flag=beach-@R4-@R3
- [/tile]
- rotations=tr,r,br,bl,l,tl
- [image]
- # wmlscope: start ignoring
- name={IMAGESTEM}-convex-@R0-@R1.png
- # wmlscope: stop ignoring
- layer=-500
- center=90,144
- base=90,144
- [/image]
- [/terrain_graphics]
- #enddef
复制代码
- TERRAINLIST:!,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_*(不是荒废的城堡、荒废的主楼、水类、沼泽类、Void、裂隙、冰雪地类的地形)
- ADJACENT:W*(水类地形,包括深水、浅水、浅滩、礁石)
- IMAGESTEM:flat/shore
包含四个旋转模板,每个模板产生6条,总计24条规则。
先后次序依次是6条内凹(concave)、6条外凸(convex)、6条内凹(concave)、6条外凸(convex)。
需要的文件名类似{IMAGESTEM}-concave-@R0-@R1.png、{IMAGESTEM}-convex-@R0-@R1.png。
层值是-500,标记类似“beach-@R0-@R5”,beach字符只有此规则有,因此只要地形满足条件,这规则都会被用上。
纯红色:shore-concave-tr-r.png
绿色:shore-concave-tr-tl.png
蓝色:shore-convex-tr-r.png
紫红色:shore-convex-tr-tl.png |
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