Difference between revisions of "TerrainMacrosWML"

From The Battle for Wesnoth Wiki
(Keep related macros)
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* '''LAYER''': -1
 
* '''LAYER''': -1
 
* '''FLAG'''': ''base''
 
* '''FLAG'''': ''base''
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* '''BUILDER''': IMAGE_SINGLE
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 +
== Village related macros ==
 +
 +
 +
villages have all the combinations of macros as described in the naming convention section with the following definition
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* '''TYPE''' : the name for all macros starts with '''VILLAGE'''
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* '''PROB''' : 100
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* '''LAYER''': 0
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* '''FLAG'''': ''village''
 
* '''BUILDER''': IMAGE_SINGLE
 
* '''BUILDER''': IMAGE_SINGLE
  

Revision as of 20:49, 28 May 2010

Template: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

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

Layer Management

  • -1000: default layer for base tiles
  • 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

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. See the discussion in TerrainGraphicsTutorial#Cumulative_Probabilities for complications
  • 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

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

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,

  • it will not match for 4 sided and 3 sided images
  • 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

  • {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2-@R3}
  • {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2}
  • {{BUILDER} {IMAGESTEM} -@R0-@R1}
  • {{BUILDER} {IMAGESTEM} -@R0}

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

it will check the following flags before adding {{BUILDER} {IMAGESTEM} -n-ne}

  • TERRAIN has neither transition-n nor transition-ne set
  • the north ADJACENT doesn't have transition-s set
  • the north east ADJACENT doesn't have transition-sw set

if the conditions are met, it will apply the transition and set all the flags mentionned above

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

  • TERRAIN has neither transition-ne set
  • the north ADJACENT doesn't have transition-sw set

(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) again, if it can apply, it will set the flags mentionned above

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

Village related macros

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

similar to VILLAGE but takes an image from a random set

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

  • 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

Terrain Specific

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


Parameters

  • ADJACENT: regexp of terrains that will use -small images

Flage management this is technically an overlay. It is drawn on layer 0 with other overlays and test/set the overlay flag

TO BE DOCUMENTED

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

  1. meta-macro WALL_TRANSITION TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
  2. meta-macro WALL_TRANSITION2 TERRAIN1 TERRAIN2 ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
  3. meta-macro WALL_TRANSITION3 TERRAIN1 TERRAIN2 TERRAIN3 P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
  1. define SIMPLE_OVERLAY_TERRAIN TERRAINLIST RESTRICTING IMAGESTEM

bridges.cfg

  1. define IMAGE_L_N LAYER NAME
  2. define DOCK_END IMAGESTEM WATER_TERRAIN_NAME BRIDGETYPE_NAME BEACHSIDE_AFFIX X Y
  3. define RAMP_BRIDGE IMAGESTEM BRIDGETYPE_NAME BRIDGES_VALUE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
  4. define RAMP_END IMAGESTEM WATER_TERRAIN_NAME NOTERM_AFFIX BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
  5. define BRIDGE_Y BRIDGETYPE1_NAME BRIDGETYPE2_NAME BRIDGETYPE3_NAME Y_IMAGE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
  6. define BRIDGECONNECT BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
  7. define CORNER ANGLE_IMAGE BRIDGETYPE1_NAME BRIDGETYPE2_NAME A1 A2 A3 A4 A5 A6 S0 S1 S2 S3 S4 S5
  8. define BRIDGE SE_NW_VALUE N_S_VALUE NE_SW_VALUE WATER_TERRAIN_NAME NOTERM_AFFIX IMAGESTEM


canyon.cfg

  1. define TRANS_0 TERRAIN
  2. define TRANS_1 TERRAIN
  3. define TRANS_2 TERRAIN
  4. define TRANS_3 TERRAIN
  5. define TRANS_4 TERRAIN
  6. define TRANS_5 TERRAIN
  7. define CANYON TERRAIN IMAGESTEM

castles.cfg

  1. define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER BASE_POSITION IMAGESTEM
  2. define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM
  3. define TERRAIN_ADJACENT_CORNER_FLAG1 TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION FLAG IMAGESTEM
  4. define TERRAIN_ADJACENT_CORNER_PROB TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM PROB

foresetcastle.cfg

  1. define FORESTADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
  2. define FORESTADJCASTLES FOREST_ID ID PROB TILE_IMAGE
  3. define FORESTADJCASTLEO FOREST_ID ID PROB TILE_IMAGE
  4. define FORESTADJCASTLE FOREST_ID ID PROB TILE_IMAGE
  5. define FORESTADJ FOREST_ID ID PROB TILE_IMAGE
  6. define MOUNTAINADJCASTLEA FOREST_ID ID PROB TILE_IMAGE

mountains.cfg

  1. define MOUNTAINS_2x2 TERRAIN PROB FLAG IMAGESTEM
  2. define MOUNTAINS_2x4_NW_SE TERRAIN PROB FLAG IMAGESTEM
  3. define MOUNTAINS_2x4_SW_NE TERRAIN PROB FLAG IMAGESTEM
  4. define MOUNTAINS_1x3_NW_SE TERRAIN PROB FLAG IMAGESTEM
  5. define MOUNTAINS_1x3_SW_NE TERRAIN PROB FLAG IMAGESTEM
  6. define MOUNTAIN_SINGLE TERRAIN PROB FLAG IMAGESTEM
  7. define PEAKS_LARGE TERRAIN PROB FLAG IMAGESTEM
  8. define PEAKS_1x2_SW_NE TERRAIN PROB FLAG IMAGESTEM

rails.cfg

  1. define RAIL_SWITCH IMAGESTEM BRIDGETYPE_NAME BRIDGETYPE_JOIN_NAME SWITCHSIDE_AFFIX MAINRAIL_AFFIX SWITCH_REVERSE_AFFIX X Y
  2. define RAIL_END IMAGESTEM BRIDGETYPE_NAME TRACKSIDE_AFFIX X Y
  3. define RAILWAY SE_NW_VALUE N_S_VALUE NE_SW_VALUE IMAGESTEM

walls.cfg

  1. define IMAGE_NW BUILDER IMAGESTEM
  2. define IMAGE_N BUILDER IMAGESTEM
  3. define IMAGE_NE BUILDER IMAGESTEM
  4. define IMAGE_SE BUILDER IMAGESTEM
  5. define IMAGE_S BUILDER IMAGESTEM
  6. define IMAGE_SW BUILDER IMAGESTEM
  7. define IMAGE_NW_N BUILDER IMAGESTEM
  8. define IMAGE_N_NE BUILDER IMAGESTEM
  9. define IMAGE_NE_SE BUILDER IMAGESTEM
  10. define IMAGE_SE_S BUILDER IMAGESTEM
  11. define IMAGE_S_SW BUILDER IMAGESTEM
  12. define IMAGE_SW_NW BUILDER IMAGESTEM
  13. define IMAGE_NW_N_NE BUILDER IMAGESTEM
  14. define IMAGE_N_NE_SE BUILDER IMAGESTEM
  15. define IMAGE_NE_SE_S BUILDER IMAGESTEM
  16. define IMAGE_SE_S_SW BUILDER IMAGESTEM
  17. define IMAGE_S_SW_NW BUILDER IMAGESTEM
  18. define IMAGE_SW_NW_N BUILDER IMAGESTEM
  19. define IMAGE_N_NE_SE_S BUILDER IMAGESTEM
  20. define IMAGE_S_SW_NW_N BUILDER IMAGESTEM
  21. define IMAGE_NW_N_NE_SE BUILDER IMAGESTEM
  22. define IMAGE_SW_NW_N_NE BUILDER IMAGESTEM
  23. define IMAGE_NE_SE_S_SW BUILDER IMAGESTEM
  24. define IMAGE_SE_S_SW_NW BUILDER IMAGESTEM
  25. define IMAGE_NW_N_NE_SE_S BUILDER IMAGESTEM
  26. define IMAGE_N_NE_SE_S_SW BUILDER IMAGESTEM
  27. define IMAGE_NE_SE_S_SW_NW BUILDER IMAGESTEM
  28. define IMAGE_SE_S_SW_NW_N BUILDER IMAGESTEM
  29. define IMAGE_S_SW_NW_N_NE BUILDER IMAGESTEM
  30. define IMAGE_SW_NW_N_NE_SE BUILDER IMAGESTEM
  31. define IMAGE_N_NE_SE_S_SW_NW BUILDER IMAGESTEM
  32. define WALL_1_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  33. define WALL_ADJACENT_1 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  34. define WALL_2_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  35. define WALL_ADJACENT_2 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  36. define WALL_ADJACENT_3 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  37. define WALL_ADJACENT_4 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  38. define WALL_ADJACENT_5 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  39. define WALL_ADJACENT_6 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
  40. define DISABLE_WALLS TERRAIN1 TERRAIN2 TERRAIN3
  41. define WALL_ADJACENT TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM BASE_NAME