Difference between revisions of "TerrainMacrosWML"

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{{DevFeature1.9}}
 
This page is entirely base on the 1.9 macros, they are very close to the 1.8 macros, but no attempt has been done to document the difference
 
  
 
== Flag Management ==
 
== Flag Management ==
Line 8: Line 6:
 
* '''village''': is set when a village is added on a tile.
 
* '''village''': is set when a village is added on a tile.
 
* '''transition-@R*''': is set on a tile which has a transition on it's corresponding side set (i.e if there is a transition with the tile at its north, transition-n will be set) possible values: ''n,ne,nw,s,se,sw'' Also not that the macros handl it in a reciprocal way. in other word if a tile has transition-n set, it's northern neighbour should have transition-s set
 
* '''transition-@R*''': is set on a tile which has a transition on it's corresponding side set (i.e if there is a transition with the tile at its north, transition-n will be set) possible values: ''n,ne,nw,s,se,sw'' Also not that the macros handl it in a reciprocal way. in other word if a tile has transition-n set, it's northern neighbour should have transition-s set
 +
* '''overlay-connect-@R*''' : used for bridges, the bridge on this tile. The bridge "actually has" an "exit direction" in the @R direction indicated.
 +
* '''overlay-away-@R*''' : used for bridges, the bridge does NOT have an exit on the given direction, but would be expected to...
 +
 +
 +
'''A note about ''overlay-@R'' and ''overlay-away-@R'' flags '''
 +
 +
Suppose we have a ''n->s'' bridge hex who's ''ne'' neighbour is a ''ne->sw'' bridge. This mean that the ''n->s'' is actually a turn in the bridge that should use a graphic depicting a ''s->ne'' corner.
 +
 +
In that case the tile will have ''overlay-s'' and ''overlay-ne'' set (the directions where the bridge actually exits) and ''overlay-away-n'' (the direction where the bridge would exit according to terrain codes, but doesnt because of overall layout)
  
 
== Layer Management ==
 
== Layer Management ==
 
* '''-1000''': default layer for base tiles
 
* '''-1000''': default layer for base tiles
 +
* '''-80''': overlays that should always be drawn under units (like rails etc...)
 
* '''0''': default layer for overlays and villages
 
* '''0''': default layer for overlays and villages
 
Normal units are drawn above layer 0, except if the basey of the tile is > 56 in which case they are drawn below
 
Normal units are drawn above layer 0, except if the basey of the tile is > 56 in which case they are drawn below
 
* '''1''': used by the base tile of castles/keeps
 
* '''1''': used by the base tile of castles/keeps
 
Flying/moving units are always drawn over terrain
 
Flying/moving units are always drawn over terrain
 +
== Precedence Management ==
 +
TBSL
 +
== Base Management ==
 +
TBSL
  
 
== Macro naming convention ==
 
== Macro naming convention ==
Line 41: Line 53:
 
* '''TERRAIN''' : the type of terrain to put the image on
 
* '''TERRAIN''' : the type of terrain to put the image on
 
* '''ADJACENT''' : ''only for restricted'' the type of neighbours to test for
 
* '''ADJACENT''' : ''only for restricted'' the type of neighbours to test for
* '''PROB''' : ''only for _P'' The probability of the rules generated by the macros of being applied. See the discussion in [[TerrainGraphicsTutorial#Cumulative_Probabilities]] for complications
+
* '''PROB''' : ''only for _P'' The probability of the rules generated by the macros of being applied.
 
* '''LAYER''' : ''only for _L'' The layer that will be used for the generated rules
 
* '''LAYER''' : ''only for _L'' The layer that will be used for the generated rules
 
* '''FLAG''' : ''only for _F'' A flag to test and set on the tile
 
* '''FLAG''' : ''only for _F'' A flag to test and set on the tile
Line 60: Line 72:
 
* '''_RANDOM_ + _ROTATION_'''
 
* '''_RANDOM_ + _ROTATION_'''
 
** {{BUILDER} {IMAGESTEM}# (-@R#)} ''similar to above with all combinations''
 
** {{BUILDER} {IMAGESTEM}# (-@R#)} ''similar to above with all combinations''
 +
 +
== The TEST_COMPLETE macro ==
 +
 +
there is one more macro which exist for most families of macro
 +
 +
#define TYPE_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
 +
    {TYPE_ROTATION_RESTRICTED3_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1-@R2)}
 +
    {TYPE_ROTATION_RESTRICTED2_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1)}
 +
    {TYPE_ROTATION_RESTRICTED_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0)}
 +
    {TYPE_RESTRICTED_RANDOM_LFB            ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
 +
    {TYPE_SINGLE_RANDOM_LFB                ({TERRAIN})              {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
 +
#enddef
 +
 +
This macro is a simpler way of handling the most common case of "use a smaller variation when next to some terrains"
 +
 +
* If it has three neighbours, it will try IMAGESTEM-small#-R1-R2-R3
 +
* if it has two neighbour or the correct image wasn't found, it will try two-sided variations
 +
* if it has one neighbour or the correct image wasn't found, it will try one sided variations
 +
* if it has still not found anything, it will try IMAGESTEM-small
 +
* if it has no neighbour or still hasn't found anything, it will try based on IMAGESTEM
  
 
== Image Builder macros ==
 
== Image Builder macros ==
Line 164: Line 196:
  
 
== Base tile related macros ==
 
== Base tile related macros ==
These are the main macros to attach an image to the tile
 
=== KEEP_BASE TERRAINLIST P=PROB=100 L=LAYER=-1 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
 
This macro will add a tile on a single hex using IMAGESTEM as the image
 
 
''''The layer is forced to 1''''
 
 
''' Images Used '''
 
* IMAGESTEM.png
 
''' Flag Management '''
 
* ''base'' is checked and set
 
''' Parameters '''
 
* '''TERRAIN_PATTERN''': a regexp describing the hex where this rule should be applied
 
 
 
=== KEEP_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM ===
 
similar to KEEP_BASE but takes an image from a set built from IMAGESTEM
 
 
''' Images Used '''
 
* {{BUILDER} {IMAGESTEM} ()}
 
* {{BUILDER} ({IMAGESTEM}2) ()}
 
* {{BUILDER} ({IMAGESTEM}3) ()}
 
* {{BUILDER} ({IMAGESTEM}4) ()}
 
* {{BUILDER} ({IMAGESTEM}5) ()}
 
* {{BUILDER} ({IMAGESTEM}6) ()}
 
* {{BUILDER} ({IMAGESTEM}7) ()}
 
* {{BUILDER} ({IMAGESTEM}8) ()}
 
* {{BUILDER} ({IMAGESTEM}9) ()}
 
 
''' Parameters '''
 
* '''TERRAIN''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
 
=== TERRAIN_BASE TERRAIN P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
adds the base tile for matching hex (single hex)
 
 
''' Images Used '''
 
IMAGESTEM
 
 
''' Parameters '''
 
* '''TERRAIN''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
 
=== TERRAIN_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM ===
 
similar to TERRAIN_BASE but takes an image from a set built from IMAGESTEM
 
 
''' Images Used '''
 
* {{BUILDER} {IMAGESTEM} ()}
 
* {{BUILDER} ({IMAGESTEM}2) ()}
 
* {{BUILDER} ({IMAGESTEM}3) ()}
 
* {{BUILDER} ({IMAGESTEM}4) ()}
 
* {{BUILDER} ({IMAGESTEM}5) ()}
 
* {{BUILDER} ({IMAGESTEM}6) ()}
 
* {{BUILDER} ({IMAGESTEM}7) ()}
 
* {{BUILDER} ({IMAGESTEM}8) ()}
 
* {{BUILDER} ({IMAGESTEM}9) ()}
 
  
 +
Base terrains have all the combinations of macros as described in the naming convention section with the following definition
  
 
+
* '''TYPE''' : the name for all macros starts with '''TERRAIN_BASE'''
''' Parameters '''  
+
* '''PROB''' : 100
* '''TERRAIN''': regexp for terrain to match
+
* '''LAYER''': -1000
* '''FLAG''': this flag is set/checked for when matching terrain
+
* '''FLAG'''': ''base''
 +
* '''BUILDER''': IMAGE_SINGLE
  
 
== Overlay related macros==
 
== Overlay related macros==
  
=== OVERLAY TERRAINLIST P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
+
Overlays have all the combinations of macros as described in the naming convention section with the following definition
  
adds the IMAGESTEM overlay on matching hex
+
* '''TYPE''' : the name for all macros starts with '''OVERLAY'''
 +
* '''PROB''' : 100
 +
* '''LAYER''': 0
 +
* '''FLAG'''': ''overlay''
 +
* '''BUILDER''': IMAGE_SINGLE
  
note that the images are placed with the following parameters
+
== Keep related macros ==
* base=90,144
 
* center=90,144
 
  
''' Images Used '''
+
Keeps are base terrains (they use the same flag) but drawn on layer -1
IMAGESTEM
 
  
''' Parameters '''
+
Keeps have all the combinations of macros as described in the naming convention section with the following definition
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
  
''' Flage management '''
+
* '''TYPE''' : the name for all macros starts with '''KEEP_BASE'''
the FLAG parameter is test and set
+
* '''PROB''' : 100
 +
* '''LAYER''': -1
 +
* '''FLAG'''': ''base''
 +
* '''BUILDER''': IMAGE_SINGLE
  
=== OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay IMAGESTEM ===
+
== Village related macros ==
=== OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
  
similar to OVERLAY but takes an image from a random set
 
  
note that the images are placed with the following parameters
+
villages have all the combinations of macros as described in the naming convention section with the following definition
* base=90,144
 
* center=90,144
 
  
''' Images Used '''
+
* '''TYPE''' : the name for all macros starts with '''VILLAGE'''
* {{BUILDER} {IMAGESTEM} ()}
+
* '''PROB''' : 100
* {{BUILDER} ({IMAGESTEM}2) ()}
+
* '''LAYER''': 0
* {{BUILDER} ({IMAGESTEM}3) ()}
+
* '''FLAG'''': ''village''
* {{BUILDER} ({IMAGESTEM}4) ()}
+
* '''BUILDER''': IMAGE_SINGLE
* {{BUILDER} ({IMAGESTEM}5) ()}
 
* {{BUILDER} ({IMAGESTEM}6) ()}
 
* {{BUILDER} ({IMAGESTEM}7) ()}
 
* {{BUILDER} ({IMAGESTEM}8) ()}
 
* {{BUILDER} ({IMAGESTEM}9) ()}
 
 
 
 
 
''' Parameters '''
 
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
 
 
''' Flage management '''
 
the FLAG parameter is test and set
 
 
 
=== OVERLAY_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
 
 
similar to OVERLAY but the tile must be next to at least one ADJACENT
 
 
 
 
 
''' Images Used '''
 
* {IMAGESTEM}
 
 
 
 
 
''' Parameters '''
 
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
* '''ADJACENT''': regexp describing what the tile must be next to
 
''' Flage management '''
 
the FLAG parameter is test and set
 
 
 
=== OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
similar to OVERLAY but the tile must be next to at least two ADJACENT
 
 
 
note that the images are placed with the following parameters
 
 
 
''' Images Used '''
 
* {IMAGESTEM}
 
 
 
 
 
''' Parameters '''
 
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
* '''ADJACENT''': regexp describing what the tile must be next to
 
''' Flage management '''
 
the FLAG parameter is test and set
 
 
 
=== OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
 
 
similar to OVERLAY but the tile must be next to at least three ADJACENT
 
 
 
 
 
''' Images Used '''
 
* {IMAGESTEM}
 
 
 
 
 
''' Parameters '''
 
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
* '''ADJACENT''': regexp describing what the tile must be next to
 
''' Flage management '''
 
the FLAG parameter is test and set
 
 
 
=== OVERLAY_ROTATION_RESTRICTED TERRAIN  ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM ===
 
 
 
 
 
will place on TERRAIN with at least one ADJACENT, but will add an -@R# to IMAGESTEM to show on which side the ADJACENT is
 
 
 
note that the images are placed with the following parameters
 
* base=90,144
 
* center=90,144
 
 
 
''' Images Used '''
 
* {IMAGESTEM}-@R0 (''n,ne,se,s,sw,nw'' : the direction of ADJACENT)
 
 
 
 
 
''' Parameters '''
 
* '''TERRAIN''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
* '''ADJACENT''': regexp describing what the tile must be next to
 
''' Flage management '''
 
the FLAG parameter is test and set on the TERRAIN tile
 
 
 
=== OVERLAY_ROTATION_RESTRICTED2 TERRAIN  ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM ===
 
 
 
will place on TERRAIN with at least two neighbouring ADJACENT, but will add an -@R#-@R# to IMAGESTEM to show on which side the ADJACENT are
 
 
 
note that the images are placed with the following parameters
 
* base=90,144
 
* center=90,144
 
 
 
''' Images Used '''
 
* {IMAGESTEM}-@R0-@R1 (''n,ne,se,s,sw,nw'' : the direction of ADJACENT)
 
 
 
 
 
''' Parameters '''
 
* '''TERRAIN''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
* '''ADJACENT''': regexp describing what the tile must be next to
 
''' Flage management '''
 
the FLAG parameter is test and set on the TERRAIN tile
 
  
 
== Transition related macros ==
 
== Transition related macros ==
=== TRANSITION_BASE TERRAIN ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
 
This is the most basic form of transition, it will try to put a transition between the tile TERRAIN and ADJACENT
 
 
It will try to find the best matching image (with ''n,ne,se,s,sw,nw'' for @R flags)
 
  
i.e if your TERRAIN matches 2 ADJACENT tiles,
+
=== Generic Functions ===
* it will not match for 4 sided and 3 sided images
+
transitions have most of the macros as described in the naming convention section with the following definition
* it will try 2 sided transitions with PROB (see also the FLAG discussion below)
 
* if it doesn't match it will 1 sided transition similarly
 
  
'''Images Used'''
+
* '''TYPE''' : the name for all macros starts with '''TRANSITION'''
* {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2-@R3}
+
* '''PROB''' : 100
* {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2}
+
* '''LAYER''': -500
* {{BUILDER} {IMAGESTEM} -@R0-@R1}
+
* '''FLAG''': ''transition-@<side>''
* {{BUILDER} {IMAGESTEM} -@R0}
+
* '''BUILDER''': IMAGE_SINGLE
'''Flag Management'''
 
  
This macro checks flags according to the common transition policy, i.e it will check that both this tile and the ADJACENT neighbours don't have the transition-@R# flags before applying.
 
  
suppose our TERRAIN has two ADJACENT on north and north east
+
However, unlike all previous type of macros, they are related to a ''side'' instead of the whole hex. Thus the following rules
  
it will check the following flags before adding {{BUILDER} {IMAGESTEM} -n-ne}
+
* There are no ROTATION macros. Since they are always side related.
* TERRAIN has neither transition-n nor transition-ne set
+
* All images are named as if they were ROTATION macros since they are all side related
* the north ADJACENT doesn't have transition-s set
+
* There is no SINGLE variation since it doesn't make sense to have it (a side is always relative to two hex)
* the north east ADJACENT doesn't have transition-sw set
+
* The flags are set and tested on a side related basis. i.e there can be more than one transition per tile, if they don't cover the same direction
if the conditions are met, it will apply the transition and set all the flags mentionned above
+
* for RESTRICTED2 and RESTRICTED3, we only check for neighbouring hex of the ADJACENT type. This makes more sense for borders
 +
* the COMPLETE variant looks as follows
  
it will then try to apply {{BUILDER} {IMAGESTEM} -n} and check the following flags
 
* TERRAIN has neither transition-n set
 
* the north ADJACENT doesn't have transition-s set
 
(note that if the first rule applied, it will have set some flags and this rule will always fail)
 
again, if it can apply, it will set the flags mentionned above
 
  
it will then try to apply {{BUILDER} {IMAGESTEM} -ne} and check the following flags
+
#define BORDER_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
* TERRAIN has neither transition-ne set
+
    {BORDER_RESTRICTED3_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
* the north ADJACENT doesn't have transition-sw set
+
    {BORDER_RESTRICTED2_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
(note that if the first rule applied, it will have set some flags and this rule will always fail, however this rule could be applied with the second rule above since no flag contradict)
+
    {BORDER_RESTRICTED_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
again, if it can apply, it will set the flags mentionned above
+
    {BORDER_RESTRICTED_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
 +
#enddef
  
 
=== DISABLE_BASE_TRANSITIONS TERRAINLIST ===
 
=== DISABLE_BASE_TRANSITIONS TERRAINLIST ===
Line 408: Line 272:
 
'''Flag Management'''
 
'''Flag Management'''
 
will set all transition-@R* on the TERRAINLIST tiles
 
will set all transition-@R* on the TERRAINLIST tiles
 +
=== DISABLE_BASE_TRANSITIONS_F TERRAINLIST FLAG ===
 +
This macro will set all <FLAG>-@R* on the tile (''n,ne,se,s,sw'')  thus preventing any other transition from being added
  
== Village related macros ==
+
'''Flag Management'''
 
+
will set all <FLAG>-@R* on the TERRAINLIST tiles
 
 
=== VILLAGE TERRAIN P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
 
 
 
adds the IMAGESTEM village on matching hex
 
 
 
''' Images Used '''
 
IMAGESTEM
 
 
 
''' Parameters '''  
 
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
 
 
''' Flage management '''
 
the FLAG parameter is test and set
 
  
=== VILLAGE_RANDOM TERRAINLIST L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM ===
+
== Track Type macros ==
  
similar to VILLAGE but takes an image from a random set
+
These macros handle anything that is layed in a connected way over multiple tiles (typically bridges and tiles)
  
''' Images Used '''
+
=== the TRACK macro ===
* {{BUILDER} {IMAGESTEM} ()}
 
* {{BUILDER} ({IMAGESTEM}2) ()}
 
* {{BUILDER} ({IMAGESTEM}3) ()}
 
* {{BUILDER} ({IMAGESTEM}4) ()}
 
* {{BUILDER} ({IMAGESTEM}5) ()}
 
* {{BUILDER} ({IMAGESTEM}6) ()}
 
* {{BUILDER} ({IMAGESTEM}7) ()}
 
* {{BUILDER} ({IMAGESTEM}8) ()}
 
* {{BUILDER} ({IMAGESTEM}9) ()}
 
  
 +
'''TRACK_''LF'' <NWSEterrain> <NSterrain> <NESWterrain> <basename'''
  
''' Parameters '''
+
This macro will add the base terrain on the three terrains corresponding to the three directions.This macro will awlays take random variations, and defaults to layer -80 with flag=overlay
* '''TERRAINLIST''': regexp for terrain to match
 
* '''FLAG''': this flag is set/checked for when matching terrain
 
  
''' Flage management '''
+
The images used are named
the FLAG parameter is test and set
+
* base#-ns.png : non-connected on a north-south orientation,
 +
* base#-nesw.png : non connected on a north-east south-west orientation
 +
* base#-senw.png : non connected on a south-east north-west orientation
 +
* base#-<connections> : tile used when the bridge is connected on the corresponding sides (separated by '-', ordered clockwise starting with north)
  
== Terrain Specific ==
+
'''NOTE:''' the engine will use the straight tile when it doesn't find any fitting tile
=== SIMPLE_FOREST_TERRAIN TERRAINLIST ADJACENT IMAGESTEM ===
 
 
 
will use an image IMAGESTEM-small# when next to adjacent and IMAGESTEM# anywhere else
 
 
 
''' Images Used '''
 
* IMAGESTEM-small
 
* IMAGESTEM-small2
 
* IMAGESTEM-small3
 
* IMAGESTEM-small4
 
* IMAGESTEM-small5
 
* IMAGESTEM-small6
 
* IMAGESTEM-small7
 
* IMAGESTEM-small8
 
* IMAGESTEM-small9
 
* IMAGESTEM
 
* IMAGESTEM2
 
* IMAGESTEM3
 
* IMAGESTEM4
 
* IMAGESTEM5
 
* IMAGESTEM6
 
* IMAGESTEM7
 
* IMAGESTEM8
 
* IMAGESTEM9
 
  
 +
'''NOTE:''' if some connection tiles don't seem to be used properly, please post a screenshot from the editor with terrain names enabled and contact boucman
  
''' Parameters '''  
+
'''NOTE''' you will notice that there is no builder. Builders are incompatible with bridges (in other word,the IMAGE_SINGLE builder is hardwired)
* '''ADJACENT''': regexp of terrains that will use -small images
 
  
''' Flage management '''
+
=== Transition related macros ===
this is technically an overlay. It is drawn on layer 0 with other overlays and test/set the overlay flag
+
Bridges are tricky because you usually don't want the same transitions depending if the bridge ends on a given edge or not.
  
== TO BE DOCUMENTED ==
+
The following macros help
=== misc ideas ===
 
* move/get rid of KEEP_BASE, move stuff from random.cfg and tiles.cfg to base.cfg so all stuff related to the base tile is in base.cfg
 
* get rid of deprecated macros
 
* the macros TERRAIN_BASE_RANDOM and OVERLAY_RANDOM and TERRAIN_BASE/OVERLAY could be merged into one function
 
* unify the way overlay/village/base (including random) macros work to all call a common backend with different default parameters
 
  
=== misc.cfg ===
+
'''TRACK_BORDER_RESTRICTED_''PLF'' <terrain> <adjacent> <IMAGE>'''
#meta-macro WALL_TRANSITION TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
 
#meta-macro WALL_TRANSITION2 TERRAIN1 TERRAIN2 ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
 
#meta-macro WALL_TRANSITION3 TERRAIN1 TERRAIN2 TERRAIN3 P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
 
  
#define SIMPLE_OVERLAY_TERRAIN TERRAINLIST RESTRICTING IMAGESTEM
+
Will match only if terrain is a bridge, on the side matching adjacent, and if the bridge does have a connection or ending on the given side.
  
=== bridges.cfg ===
+
Note that adjacent can be a bridge too, but this macro won't check that adjacent exits on the corresponding side
#define IMAGE_L_N LAYER NAME
 
#define DOCK_END IMAGESTEM WATER_TERRAIN_NAME BRIDGETYPE_NAME BEACHSIDE_AFFIX X Y
 
#define RAMP_BRIDGE IMAGESTEM BRIDGETYPE_NAME BRIDGES_VALUE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
 
#define RAMP_END IMAGESTEM WATER_TERRAIN_NAME NOTERM_AFFIX BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
 
#define BRIDGE_Y BRIDGETYPE1_NAME BRIDGETYPE2_NAME BRIDGETYPE3_NAME Y_IMAGE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
 
#define BRIDGECONNECT BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
 
#define CORNER ANGLE_IMAGE BRIDGETYPE1_NAME BRIDGETYPE2_NAME A1 A2 A3 A4 A5 A6 S0 S1 S2 S3 S4 S5
 
#define BRIDGE SE_NW_VALUE N_S_VALUE NE_SW_VALUE WATER_TERRAIN_NAME NOTERM_AFFIX IMAGESTEM
 
  
 +
the image will be drawn on the <terrain> hex with the orientation appended to it
  
 +
'''TRACK_BORDER_RESTRICTED_RANDOM_''LF''''' similar, with random variations
  
=== canyon.cfg ===
+
== See Also ==
#define TRANS_0 TERRAIN
+
* [[Terrain]]
#define TRANS_1 TERRAIN
+
* [[TerrainWML]]
#define TRANS_2 TERRAIN
+
* [[TerrainGraphicsWML]]
#define TRANS_3 TERRAIN
+
* [https://www.wesnoth.org/macro-reference.html WML Macros]
#define TRANS_4 TERRAIN
 
#define TRANS_5 TERRAIN
 
#define CANYON TERRAIN IMAGESTEM
 
=== castles.cfg ===
 
#define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER BASE_POSITION IMAGESTEM
 
#define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM
 
#define TERRAIN_ADJACENT_CORNER_FLAG1 TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION FLAG IMAGESTEM
 
#define TERRAIN_ADJACENT_CORNER_PROB TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM PROB
 
=== foresetcastle.cfg ===
 
#define FORESTADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
 
#define FORESTADJCASTLES FOREST_ID ID PROB TILE_IMAGE
 
#define FORESTADJCASTLEO FOREST_ID ID PROB TILE_IMAGE
 
#define FORESTADJCASTLE FOREST_ID ID PROB TILE_IMAGE
 
#define FORESTADJ FOREST_ID ID PROB TILE_IMAGE
 
#define MOUNTAINADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
 
=== mountains.cfg ===
 
#define MOUNTAINS_2x2 TERRAIN PROB FLAG IMAGESTEM
 
#define MOUNTAINS_2x4_NW_SE TERRAIN PROB FLAG IMAGESTEM
 
#define MOUNTAINS_2x4_SW_NE TERRAIN PROB FLAG IMAGESTEM
 
#define MOUNTAINS_1x3_NW_SE TERRAIN PROB FLAG IMAGESTEM
 
#define MOUNTAINS_1x3_SW_NE TERRAIN PROB FLAG IMAGESTEM
 
#define MOUNTAIN_SINGLE TERRAIN PROB FLAG IMAGESTEM
 
#define PEAKS_LARGE TERRAIN PROB FLAG IMAGESTEM
 
#define PEAKS_1x2_SW_NE TERRAIN PROB FLAG IMAGESTEM
 
=== rails.cfg ===
 
#define RAIL_SWITCH IMAGESTEM BRIDGETYPE_NAME BRIDGETYPE_JOIN_NAME SWITCHSIDE_AFFIX MAINRAIL_AFFIX SWITCH_REVERSE_AFFIX X Y
 
#define RAIL_END IMAGESTEM BRIDGETYPE_NAME TRACKSIDE_AFFIX X Y
 
#define RAILWAY SE_NW_VALUE N_S_VALUE NE_SW_VALUE IMAGESTEM
 
  
=== walls.cfg ===
+
[[Category:WML_Reference]]
#define IMAGE_NW BUILDER IMAGESTEM
 
#define IMAGE_N BUILDER IMAGESTEM
 
#define IMAGE_NE BUILDER IMAGESTEM
 
#define IMAGE_SE BUILDER IMAGESTEM
 
#define IMAGE_S BUILDER IMAGESTEM
 
#define IMAGE_SW BUILDER IMAGESTEM
 
#define IMAGE_NW_N BUILDER IMAGESTEM
 
#define IMAGE_N_NE BUILDER IMAGESTEM
 
#define IMAGE_NE_SE BUILDER IMAGESTEM
 
#define IMAGE_SE_S BUILDER IMAGESTEM
 
#define IMAGE_S_SW BUILDER IMAGESTEM
 
#define IMAGE_SW_NW BUILDER IMAGESTEM
 
#define IMAGE_NW_N_NE BUILDER IMAGESTEM
 
#define IMAGE_N_NE_SE BUILDER IMAGESTEM
 
#define IMAGE_NE_SE_S BUILDER IMAGESTEM
 
#define IMAGE_SE_S_SW BUILDER IMAGESTEM
 
#define IMAGE_S_SW_NW BUILDER IMAGESTEM
 
#define IMAGE_SW_NW_N BUILDER IMAGESTEM
 
#define IMAGE_N_NE_SE_S BUILDER IMAGESTEM
 
#define IMAGE_S_SW_NW_N BUILDER IMAGESTEM
 
#define IMAGE_NW_N_NE_SE BUILDER IMAGESTEM
 
#define IMAGE_SW_NW_N_NE BUILDER IMAGESTEM
 
#define IMAGE_NE_SE_S_SW BUILDER IMAGESTEM
 
#define IMAGE_SE_S_SW_NW BUILDER IMAGESTEM
 
#define IMAGE_NW_N_NE_SE_S BUILDER IMAGESTEM
 
#define IMAGE_N_NE_SE_S_SW BUILDER IMAGESTEM
 
#define IMAGE_NE_SE_S_SW_NW BUILDER IMAGESTEM
 
#define IMAGE_SE_S_SW_NW_N BUILDER IMAGESTEM
 
#define IMAGE_S_SW_NW_N_NE BUILDER IMAGESTEM
 
#define IMAGE_SW_NW_N_NE_SE BUILDER IMAGESTEM
 
#define IMAGE_N_NE_SE_S_SW_NW BUILDER IMAGESTEM
 
#define WALL_1_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_1 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_2_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_2 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_3 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_4 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_5 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define WALL_ADJACENT_6 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
 
#define DISABLE_WALLS TERRAIN1 TERRAIN2 TERRAIN3
 
#define WALL_ADJACENT TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM BASE_NAME
 

Latest revision as of 17:44, 7 May 2023

Flag Management

This section lists the common flags used by macros and their high level signification

  • base: is set on all hex when the base tile is set.
  • overlay: is set on all hex that have something drawn on the hex itself (i.e not a transition) over the base terrain.
  • village: is set when a village is added on a tile.
  • transition-@R*: is set on a tile which has a transition on it's corresponding side set (i.e if there is a transition with the tile at its north, transition-n will be set) possible values: n,ne,nw,s,se,sw Also not that the macros handl it in a reciprocal way. in other word if a tile has transition-n set, it's northern neighbour should have transition-s set
  • overlay-connect-@R* : used for bridges, the bridge on this tile. The bridge "actually has" an "exit direction" in the @R direction indicated.
  • overlay-away-@R* : used for bridges, the bridge does NOT have an exit on the given direction, but would be expected to...


A note about overlay-@R and overlay-away-@R flags

Suppose we have a n->s bridge hex who's ne neighbour is a ne->sw bridge. This mean that the n->s is actually a turn in the bridge that should use a graphic depicting a s->ne corner.

In that case the tile will have overlay-s and overlay-ne set (the directions where the bridge actually exits) and overlay-away-n (the direction where the bridge would exit according to terrain codes, but doesnt because of overall layout)

Layer Management

  • -1000: default layer for base tiles
  • -80: overlays that should always be drawn under units (like rails etc...)
  • 0: default layer for overlays and villages

Normal units are drawn above layer 0, except if the basey of the tile is > 56 in which case they are drawn below

  • 1: used by the base tile of castles/keeps

Flying/moving units are always drawn over terrain

Precedence Management

TBSL

Base Management

TBSL

Macro naming convention

for some common types of tiles, we have a lot of variation of macros. To simplify, they follow a naming convention

Macro names

Type is the type of macros (like KEEP,OVERLAY etc...) we are using

  • TYPE_PLFB : puts an image on a tile
  • TYPE_RANDOM_LFB : puts an image from a random set on a tile
  • TYPE_RESTRICTED[23]_PLFB: puts an image on a tile if the tile has one [two or three] neighbours of a given type
  • TYPE_RESTRICTED[23]_RANDOM_PLFB: combination of above
  • TYPE_ROTATION_RESTRICTED[23]_PLFB: combination of above + the images will be named according to where the neighbours are
  • TYPE_ROTATION_RESTRICTED[23]_RANDOM_PLFB: combination of above

here _PLFB means any combination of _P _PL _PF etc... will also be correct macro names with the corresponding parameters

each section describing a type will explain what values for PLFB are used for the functions that don't have them as parameters

Macro Parameters

These macros always have the parameters in the same orders (not all macros have all parameters, see below

TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
  • TERRAIN : the type of terrain to put the image on
  • ADJACENT : only for restricted the type of neighbours to test for
  • PROB : only for _P The probability of the rules generated by the macros of being applied.
  • LAYER : only for _L The layer that will be used for the generated rules
  • FLAG : only for _F A flag to test and set on the tile
  • BUILDER : only for _B the builder macro that will be used to create the animations in the image= field of the generated terrain code. See the dicussion at the begining of the builder section
  • IMAGESTEM: the basename on which filenames will be based.


Image Names

  • _RANDOM_
    • {{BUILDER} {IMAGESTEM} ()}
    • {{BUILDER} {IMAGESTEM}2 ()}
    • {{BUILDER} {IMAGESTEM}3 ()}
    • etc up to 11
  • _ROTATION_
    • 1 : {{BUILDER} {IMAGESTEM} (-@R0)} with @R0 being the orientation of the neighbouring tile
    • 2 : {{BUILDER} {IMAGESTEM} (-@R0-@R1)} with @R0 and @R1 being the orientations of the neighbouring tiles
    • 3 : {{BUILDER} {IMAGESTEM} (-@R0-@R1-@R2)} with @R0, @R1 and @R2 being the orientations of the neighbouring tiles
  • _RANDOM_ + _ROTATION_
    • {{BUILDER} {IMAGESTEM}# (-@R#)} similar to above with all combinations

The TEST_COMPLETE macro

there is one more macro which exist for most families of macro

#define TYPE_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
   {TYPE_ROTATION_RESTRICTED3_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1-@R2)}
   {TYPE_ROTATION_RESTRICTED2_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0-@R1)}
   {TYPE_ROTATION_RESTRICTED_RANDOM_LFB   ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small (-@R0)}
   {TYPE_RESTRICTED_RANDOM_LFB            ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}-small ()}
   {TYPE_SINGLE_RANDOM_LFB                ({TERRAIN})               {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef

This macro is a simpler way of handling the most common case of "use a smaller variation when next to some terrains"

  • If it has three neighbours, it will try IMAGESTEM-small#-R1-R2-R3
  • if it has two neighbour or the correct image wasn't found, it will try two-sided variations
  • if it has one neighbour or the correct image wasn't found, it will try one sided variations
  • if it has still not found anything, it will try IMAGESTEM-small
  • if it has no neighbour or still hasn't found anything, it will try based on IMAGESTEM

Image Builder macros

The problem

suppose we want to animate a transition with the following line

image=image1;image2;image3

Since it's a transition, we would like to write something like (simplified)

{TRANSITION_BASE <parameters> image1;image2;image3}

However, for a north transition, the macro would expand to something similar to

image=image1;image2;image3-n

Which is wrong, we want the prefix added to all images in the animation

image=image1-n;image2-n;image3-n

To get the result we want, we use macro indirection. In other word, we have a set of macros who take two parameters

#define BUILDER IMAGESTEM POSTFIX

Which are in charge of returning what should be on the right side of the image= So, with the following macro

#define MY_BUILDER IMAGESTEM POSTFIX
{IMAGESTEM}1{POSTFIX};{IMAGESTEM}2{POSTFIX};{IMAGESTEM}3{POSTFIX};

and the following code in the TRANSITION_BASE macro

image={{BUILDER} {IMAGESTEM} -n}

a call to

{TRANSITION_BASE_B <parameters> MY_BUILDER image}

would correctly expand.

Common parameters for all builders

All builders must have exactly the same parameters

  • IMAGESTEM : the base name of the image from which to build
  • POSTFIX : a postfix to add to all images

IMAGE_SINGLE IMAGESTEM POSTFIX

builds a single image image= line (i.e not animated) mainly used as default value for BUILDER parameter of meta-macros

ANIMATION_03 IMAGESTEM POSTFIX

builds a Three image animation, each image being displayed for 100 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03

ANIMATION_04 IMAGESTEM POSTFIX

builds a four image animation, each image being displayed for 100 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03
  • IMAGESTEM-A04

ANIMATION_10 IMAGESTEM POSTFIX

builds a ten image animation, each image being displayed for 100 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03
  • IMAGESTEM-A04
  • IMAGESTEM-A05
  • IMAGESTEM-A06
  • IMAGESTEM-A07
  • IMAGESTEM-A08
  • IMAGESTEM-A09
  • IMAGESTEM-A10

ANIMATION_15 IMAGESTEM POSTFIX

builds a fifteen image animation, each image being displayed for 100 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03
  • IMAGESTEM-A04
  • IMAGESTEM-A05
  • IMAGESTEM-A06
  • IMAGESTEM-A07
  • IMAGESTEM-A08
  • IMAGESTEM-A09
  • IMAGESTEM-A10
  • IMAGESTEM-A11
  • IMAGESTEM-A12
  • IMAGESTEM-A13
  • IMAGESTEM-A14
  • IMAGESTEM-A15

ANIMATION_04_140 IMAGESTEM POSTFIX

builds a four image animation, each image being displayed for 140 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03
  • IMAGESTEM-A04

ANIMATION_18_70 IMAGESTEM POSTFIX

builds a eighteen image animation, each image being displayed for 100 ms Images Used

  • IMAGESTEM-A01
  • IMAGESTEM-A02
  • IMAGESTEM-A03
  • IMAGESTEM-A04
  • IMAGESTEM-A05
  • IMAGESTEM-A06
  • IMAGESTEM-A07
  • IMAGESTEM-A08
  • IMAGESTEM-A09
  • IMAGESTEM-A10
  • IMAGESTEM-A11
  • IMAGESTEM-A12
  • IMAGESTEM-A13
  • IMAGESTEM-A14
  • IMAGESTEM-A15
  • IMAGESTEM-A16
  • IMAGESTEM-A17
  • IMAGESTEM-A18


Base tile related macros

Base terrains have all the combinations of macros as described in the naming convention section with the following definition

  • TYPE : the name for all macros starts with TERRAIN_BASE
  • PROB : 100
  • LAYER: -1000
  • FLAG': base
  • BUILDER: IMAGE_SINGLE

Overlay related macros

Overlays have all the combinations of macros as described in the naming convention section with the following definition

  • TYPE : the name for all macros starts with OVERLAY
  • PROB : 100
  • LAYER: 0
  • FLAG': overlay
  • BUILDER: IMAGE_SINGLE

Keep related macros

Keeps are base terrains (they use the same flag) but drawn on layer -1

Keeps have all the combinations of macros as described in the naming convention section with the following definition

  • TYPE : the name for all macros starts with KEEP_BASE
  • PROB : 100
  • LAYER: -1
  • FLAG': base
  • BUILDER: IMAGE_SINGLE

Village related macros

villages have all the combinations of macros as described in the naming convention section with the following definition

  • TYPE : the name for all macros starts with VILLAGE
  • PROB : 100
  • LAYER: 0
  • FLAG': village
  • BUILDER: IMAGE_SINGLE

Transition related macros

Generic Functions

transitions have most of the macros as described in the naming convention section with the following definition

  • TYPE : the name for all macros starts with TRANSITION
  • PROB : 100
  • LAYER: -500
  • FLAG: transition-@<side>
  • BUILDER: IMAGE_SINGLE


However, unlike all previous type of macros, they are related to a side instead of the whole hex. Thus the following rules

  • There are no ROTATION macros. Since they are always side related.
  • All images are named as if they were ROTATION macros since they are all side related
  • There is no SINGLE variation since it doesn't make sense to have it (a side is always relative to two hex)
  • The flags are set and tested on a side related basis. i.e there can be more than one transition per tile, if they don't cover the same direction
  • for RESTRICTED2 and RESTRICTED3, we only check for neighbouring hex of the ADJACENT type. This makes more sense for borders
  • the COMPLETE variant looks as follows


#define BORDER_COMPLETE_LFB TERRAIN ADJACENT LAYER FLAG BUILDER IMAGESTEM
   {BORDER_RESTRICTED3_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
   {BORDER_RESTRICTED2_RANDOM_LFB  ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
   {BORDER_RESTRICTED_RANDOM_LFB   ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
   {BORDER_RESTRICTED_RANDOM_LFB   ({TERRAIN})  ({ADJACENT}) {LAYER} {FLAG} {BUILDER} {IMAGESTEM}}
#enddef

DISABLE_BASE_TRANSITIONS TERRAINLIST

This macro will set all transition-@R* on the tile (n,ne,se,s,sw) thus preventing any other transition from being added

Flag Management will set all transition-@R* on the TERRAINLIST tiles

DISABLE_BASE_TRANSITIONS_F TERRAINLIST FLAG

This macro will set all <FLAG>-@R* on the tile (n,ne,se,s,sw) thus preventing any other transition from being added

Flag Management will set all <FLAG>-@R* on the TERRAINLIST tiles

Track Type macros

These macros handle anything that is layed in a connected way over multiple tiles (typically bridges and tiles)

the TRACK macro

TRACK_LF <NWSEterrain> <NSterrain> <NESWterrain> <basename

This macro will add the base terrain on the three terrains corresponding to the three directions.This macro will awlays take random variations, and defaults to layer -80 with flag=overlay

The images used are named

  • base#-ns.png : non-connected on a north-south orientation,
  • base#-nesw.png : non connected on a north-east south-west orientation
  • base#-senw.png : non connected on a south-east north-west orientation
  • base#-<connections> : tile used when the bridge is connected on the corresponding sides (separated by '-', ordered clockwise starting with north)

NOTE: the engine will use the straight tile when it doesn't find any fitting tile

NOTE: if some connection tiles don't seem to be used properly, please post a screenshot from the editor with terrain names enabled and contact boucman

NOTE you will notice that there is no builder. Builders are incompatible with bridges (in other word,the IMAGE_SINGLE builder is hardwired)

Transition related macros

Bridges are tricky because you usually don't want the same transitions depending if the bridge ends on a given edge or not.

The following macros help

TRACK_BORDER_RESTRICTED_PLF <terrain> <adjacent> <IMAGE>

Will match only if terrain is a bridge, on the side matching adjacent, and if the bridge does have a connection or ending on the given side.

Note that adjacent can be a bridge too, but this macro won't check that adjacent exits on the corresponding side

the image will be drawn on the <terrain> hex with the orientation appended to it

TRACK_BORDER_RESTRICTED_RANDOM_LF similar, with random variations

See Also

This page was last edited on 7 May 2023, at 17:44.