#textdomain wesnoth
#wmlindent: start ignoring
# This file needs to be processed *after* all others in this directory
#
# The following flags are defined to have a meaning
#
# * base : the corresponding tile has already graphics for the terrain
# base. No other one should be added.
# * transition-$direction : the corresponding tile already has the transition
# in the given direction (or should not have one). No other one should be
# added.
#
# when adding new probabilities update the commented line
# the proper way to calculate the propabilities is described here
# http://www.wesnoth.org/wiki/TerrainGraphicsTutorial#Cumulative_Probabilities

# NOTE the terrain _off^_usr gets its definition from the code since it's
# themable


    # These are temporary rules for developing and testing a new fake map edge
    # terrain
    [terrain_graphics]
        map="
    , 2
    2 , 2
    , 1
    2 , 2
    , 2"
        [tile]
            pos=1
            type=*^_fme
            set_no_flag=fakemapedge
        [/tile]
        [tile]
            pos=2
            type=*^_fme
        [/tile]

        [image]
            layer=1000
            name=off-map/border.png
            center=90,144
        [/image]
    [/terrain_graphics]
    {TRANSITION_COMPLETE_L (!,*^_fme) (*^_fme) 1000 off-map/border}

# Editor overlays - for overlays that should only be visible in the editor
{EDITOR_OVERLAY *^Xo  impassable-editor}
{EDITOR_OVERLAY *^Qov unwalkable-editor}
{EDITOR_OVERLAY *^Vov village/village-overlay-editor}
{EDITOR_OVERLAY *^Cov castle/castle-overlay-editor}
{EDITOR_OVERLAY *^Kov castle/keep-overlay-editor}

# Tracks and bridges

# basic stone bridge
{BRIDGE:STRAIGHTS Bsb\ Bsb| Bsb/ * *                 * stonebridge -80 bridge/stonebridge}
{BRIDGE:ENDS      Bsb\ Bsb| Bsb/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/stonebridge-castle}
{BRIDGE:ENDS      Bsb\ Bsb| Bsb/ * (C*,K*)           * stonebridge -80 bridge/stonebridge-castle}
{BRIDGE:ENDS      Bsb\ Bsb| Bsb/ * (C*,K*)           * stonebridge -80 bridge/stonebridge-short}
{BRIDGE:ENDS      Bsb\ Bsb| Bsb/ * (W*,S*)           * stonebridge -80 bridge/stonebridge-water}
{BRIDGE:ENDS      Bsb\ Bsb| Bsb/ * *                 * stonebridge -80 bridge/stonebridge}

# hanging bridge
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* Q*      *  hanging -80 bridge/hanging-xx}
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* *       *  hanging -80 bridge/hanging-x}
{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ *  *       *  hanging -80 bridge/hanging}
{BRIDGE:ENDS      Bh\ Bh| Bh/ Q* (W*,S*) *  hanging -80 bridge/hanging-wx}
{BRIDGE:ENDS      Bh\ Bh| Bh/ Q* (C*,K*) *  hanging -80 bridge/hanging-cx}
{BRIDGE:ENDS      Bh\ Bh| Bh/ Q* *       *  hanging -80 bridge/hanging-x}
{BRIDGE:ENDS      Bh\ Bh| Bh/ *  (W*,S*) *  hanging -80 bridge/hanging-w}
{BRIDGE:ENDS      Bh\ Bh| Bh/ *  (C*,K*) *  hanging -80 bridge/hanging-c}
{BRIDGE:ENDS      Bh\ Bh| Bh/ *  *       *  hanging -80 bridge/hanging}

# chasm stone bridge
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ *   Ql* Ql* chasm -80 bridge/chasm-ll}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ *   Ql* Q*  chasm -80 bridge/chasm-lx}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ *   Q*  Ql* chasm -80 bridge/chasm-xl}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ *   Q*  Q*  chasm -80 bridge/chasm-xx}
{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ *   *   *   chasm -80 bridge/chasm}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Ql* Ql* Ql* chasm -80 bridge/chasm-dock-ll}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Ql* Ql* Q*  chasm -80 bridge/chasm-dock-lx}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Qx* Qx* Ql* chasm -80 bridge/chasm-dock-xl}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Qx* Qx* Qx* chasm -80 bridge/chasm-dock-xx}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Ql* Q*  Ql* chasm -80 bridge/chasm-dock-ll}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Ql* Q*  Q*  chasm -80 bridge/chasm-dock-lx}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Q*  Q*  Ql* chasm -80 bridge/chasm-dock-xl}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ Q*  Q*  Q*  chasm -80 bridge/chasm-dock-xx}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ *   Ql* *   chasm -80 bridge/chasm-dock-l}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ *   Q*  *   chasm -80 bridge/chasm-dock}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ *   *   Qx* chasm -80 bridge/chasm-x}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ *   *   Ql* chasm -80 bridge/chasm-l}
{BRIDGE:ENDS      Bcx\ Bcx| Bcx/ *   *   *   chasm -80 bridge/chasm}

# plank bridge
{BRIDGE:JOINTS    Bp\ Bp| Bp/ *    Q* planks -80 bridge/planks}
{BRIDGE:JOINTS    Bp\ Bp| Bp/ *    *  planks -80 bridge/planks-short}
{BRIDGE:CORNERS   Bp\ Bp| Bp/ *    Q* planks -80 bridge/planks}
{BRIDGE:CORNERS   Bp\ Bp| Bp/ *    *  planks -80 bridge/planks-short}
{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * *  Q* planks -80 bridge/planks}
{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * *  *  planks -80 bridge/planks-short}
{BRIDGE:ENDS      Bp\ Bp| Bp/ * Q* Q* planks -80 bridge/planks-dock}
{BRIDGE:ENDS      Bp\ Bp| Bp/ * Q* *  planks -80 bridge/planks-short-dock}
{BRIDGE:ENDS      Bp\ Bp| Bp/ * *  Q* planks -80 bridge/planks}
{BRIDGE:ENDS      Bp\ Bp| Bp/ * *  *  planks -80 bridge/planks-short}

# TRACK LAYOUT MUST STAY ON TOP
# they set flags that will be used by other macros later.
# they don't set any image by themselves.
{LAYOUT_TRACKS_F               *^Bw\* *^Bw|* *^Bw/*  track_wood}
{LAYOUT_TRACKS_F               *^Br\  *^Br|  *^Br/   track_rail}

# Mine rail tracks
{TRACK_COMPLETE              *^Br\ *^Br| *^Br/  track_rail misc/rails}
# add transition rail<->rail wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 track_rail misc/rails-switch-ns}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse}
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw}
#add transitions at rail end
{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end}

# basic images for the bridge
{TRACK_COMPLETE      *^Bw\  *^Bw|  *^Bw/   track_wood bridge/wood}
{TRACK_COMPLETE      *^Bw\r *^Bw|r *^Bw/r  track_wood bridge/wood-rotting}
# add transition bridges<->bridges wherever images are missing
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) 100 -80 track_wood bridge/wood-end}
# add dock-style ends to bridges ending in water
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) 100 -80 track_wood bridge/wood-dock}
# add ramps where straight bridges end on land
{TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) 100 -80 track_wood bridge/wood-end}

# Forests
{NEW:FOREST             H*^Fp,M*^Fp     (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/pine-sparse}
{NEW:FOREST             *^Fp            (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/pine}

{NEW:FOREST             H*^Fpa,M*^Fpa   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/snow-forest-sparse}
{NEW:FOREST             *^Fpa           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/snow-forest}

{NEW:FOREST             H*^Ft,M*^Ft     (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/jungle-sparse}
{NEW:FOREST             *^Ft            (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/jungle}

{NEW:FOREST             H*^Ftd,M*^Ftd   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/palm-desert-sparse}
{NEW:FOREST             *^Ftd           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/palm-desert}

{NEW:FOREST             H*^Ftp,M*^Ftp   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/palms-sparse}
{NEW:FOREST             *^Ftp           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/palms}

{NEW:FOREST             *^Ftr           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/rainforest}

{NEW:FOREST             H*^Fts,M*^Fts   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/savanna-sparse}
{NEW:FOREST             *^Fts           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/tropical/savanna}

{NEW:FOREST             H*^Fds,M*^Fds   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-summer-sparse}
{NEW:FOREST             *^Fds           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-summer}

{NEW:FOREST             H*^Fdf,M*^Fdf   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-fall-sparse}
{NEW:FOREST             *^Fdf           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-fall}

{NEW:FOREST             H*^Fdw,M*^Fdw   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-winter-sparse}
{NEW:FOREST             *^Fdw           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-winter}

{NEW:FOREST             H*^Fda,M*^Fda   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-winter-snow-sparse}
{NEW:FOREST             *^Fda           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/deciduous-winter-snow}

{NEW:FOREST             H*^Fms,M*^Fms   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-summer-sparse}
{NEW:FOREST             *^Fms           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-summer}

{NEW:FOREST             H*^Fmf,M*^Fmf   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-fall-sparse}
{NEW:FOREST             *^Fmf           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-fall}

{NEW:FOREST             H*^Fmw,M*^Fmw   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-winter-sparse}
{NEW:FOREST             *^Fmw           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-winter}

{NEW:FOREST             H*^Fma,M*^Fma   (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-winter-snow-sparse}
{NEW:FOREST             *^Fma           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mixed-winter-snow}

{NEW:FOREST             *^Uf*           (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*)    forest/mushrooms}

# Great-tree
{OVERLAY_RANDOM          *^Fet                                              forest/great-tree}
{OVERLAY_RANDOM          *^Fetd                                             forest/great-tree-dead}

# Oasis
{OVERLAY_P               *^Do                              30               village/desert-oasis-1}
{OVERLAY_P               *^Do                              43               village/desert-oasis-2}
{OVERLAY_P               *^Do                              100              village/desert-oasis-3}

# Swamp
{OVERLAY_COMPLETE_LF     Ss        (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud) -85 base2      swamp/reed}
{OVERLAY_COMPLETE_LF     Chs       (!,C*,K*,Ss)                              -85 base2      swamp/reed}
# Large volcano
{VOLCANO_2x2             Mv              Mm,Md                  100       base2  mountains/volcano6}

# 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_1x3_NW_SE     Mm                                     20        base2  mountains/basic_range1}
{MOUNTAINS_1x3_SW_NE     Mm                                     20        base2  mountains/basic_range2}

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

{MOUNTAIN_SINGLE_RANDOM  Mm                                               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_1x3_NW_SE     Md                                     20        base2  mountains/dry_range1}
{MOUNTAINS_1x3_SW_NE     Md                                     20        base2  mountains/dry_range2}

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

{MOUNTAIN_SINGLE_RANDOM  Md                                               base2  mountains/dry}

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

# 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_1x3_NW_SE     Ms                                     20        base2  mountains/snow_range1}
#{MOUNTAINS_1x3_SW_NE     Ms                                     20        base2  mountains/snow_range2}

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

{MOUNTAIN_SINGLE_RANDOM  Ms                                               base2  mountains/snow}

#This one is to fill any "gaps" there might be when next to castles or walls
{TERRAIN_BASE_RANDOM     Mm                                                        hills/regular}
{TERRAIN_BASE_RANDOM     Md                                                        hills/dry}
{TERRAIN_BASE_RANDOM     Ms                                                        hills/snow}

{OVERLAY_LF              *^Xm                                         1   clouds  mountains/cloud@V}

{PEAKS_1x2_SW_NE         *^Xm                                   15        peaks    mountains/peak_range1}
{PEAKS_LARGE             *^Xm                                   25        peaks    mountains/peak_large1}
{PEAKS_LARGE             *^Xm                                   33        peaks    mountains/peak_large2}
{OVERLAY_RANDOM_LF       *^Xm                                         2   peaks    mountains/peak}

#
#       >  V I L L A G E   B U I L D I N G S   <

# Flagged as 'village' so they can be placed on
# top of both 'base' and 'overlay'

#Human villages
{NEW:VILLAGE             *^Vh                                                      village/human}
{NEW:VILLAGE             *^Vha                                                     village/human-snow}
{NEW:VILLAGE             *^Vhr                                                     village/human-cottage-ruin}

{NEW:VILLAGE             *^Vhh                                                     village/human-hills}
{NEW:VILLAGE             *^Vhha                                                    village/human-snow-hills}
{NEW:VILLAGE             *^Vhhr                                                    village/human-hills-ruin}

{NEW:VILLAGE             *^Vhc                                                     village/human-city}
{NEW:VILLAGE             *^Vhca                                                    village/human-city-snow}
{NEW:VILLAGE             *^Vhcr                                                    village/human-city-ruin}

#tropical village
{NEW:VILLAGE             *^Vht                                                     village/tropical-forest}

#Crude villages (grassland)
{NEW:VILLAGE             *^Vc                                                      village/hut}

{NEW:VILLAGE             *^Vca                                                     village/hut-snow}

{NEW:VILLAGE             *^Vl                                                      village/log-cabin}
{NEW:VILLAGE             *^Vla                                                     village/log-cabin-snow}

{NEW:VILLAGE             *^Vct                                                     village/camp}

#igloo
{NEW:VILLAGE             *^Vaa                                                     village/igloo}

#Drake villages
#20% 20% 20% 20% 20%
{NEW:VILLAGE_A3         *^Vd                                          200          village/drake1-A}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE_A3         *^Vd                                          100          village/drake2-A}{VILLAGE_PROBABILITY 25}
{NEW:VILLAGE            *^Vd                                                       village/drake3}{VILLAGE_PROBABILITY 33}
{NEW:VILLAGE            *^Vd                                                       village/drake4}{VILLAGE_PROBABILITY 50}
{NEW:VILLAGE            *^Vd                                                       village/drake5}

#Orcish villages
{NEW:VILLAGE            *^Vo                                                       village/orc}

{NEW:VILLAGE            *^Voa                                                      village/orc-snow}

#Elven villages
#10% 25% 25% 40%
{NEW:VILLAGE             *^Ve                                                      village/elven}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE             *^Ve                                                      village/elven3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE             *^Ve                                                      village/elven4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE             *^Ve                                                      village/elven2}

#10% 25% 25% 40%
{NEW:VILLAGE             *^Vea                                                     village/elven-snow}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE             *^Vea                                                     village/elven-snow3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE             *^Vea                                                     village/elven-snow4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE             *^Vea                                                     village/elven-snow2}

#Desert villages
{NEW:VILLAGE             *^Vda                                                     village/desert}
{NEW:VILLAGE             *^Vdt                                                     village/desert-camp}

#Cave villages
{NEW:VILLAGE             *^Vu                                                      village/cave}
{NEW:VILLAGE             *^Vud                                                     village/dwarven}

#Swamp village
{NEW:VILLAGE             *^Vhs                                                     village/swampwater}

#Merfolk village
{NEW:VILLAGE             *^Vm                                                      village/coast}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE             *^Vm                                                      village/coast2}{VILLAGE_PROBABILITY 24}
{NEW:VILLAGE             *^Vm                                                      village/coast3}{VILLAGE_PROBABILITY 29}
{NEW:VILLAGE             *^Vm                                                      village/coast4}{VILLAGE_PROBABILITY 35}
{NEW:VILLAGE_A4          *^Vm                                         140          village/coast5-A}

#
#       >  O V E R L A Y S <
#

# Fence
{NEW:FENCE *^Eff embellishments/fence}

# Illuminated caves
{OVERLAY_RANDOM_LF       (*^Ufi,*^Ii)                                  1  light    cave/beam}

#Farmland
{OVERLAY_RANDOM_L        *^Gvs                                        -81          embellishments/farm-veg-spring}

# Water Lillies
{OVERLAY_COMPLETE_L        *^Ewl         (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*)     -86      embellishments/water-lilies}
{OVERLAY_COMPLETE_L        *^Ewf         (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*)     -86      embellishments/water-lilies-flower}

# Windmill decoration
{OVERLAY_B               *^Wm,*^Vwm                              ANIMATION_18_70 misc/windmill}

# campfire
{OVERLAY_B               *^Ecf                                   ANIMATION_08_140 misc/fire}

# layer -500 is used for the flowers so they don't overlap adjacent trees,
# castles, mountains and such
{OVERLAY_RANDOM_L        *^Efm                                            -500     embellishments/flowers-mixed}

#Rubble
{OVERLAY_RANDOM_L        *^Dr                                             -1       misc/rubble}

{OVERLAY_RANDOM          *^Es                                                      embellishments/stones-small}

{OVERLAY_RANDOM          *^Em                                                      embellishments/mushroom}
{OVERLAY_COMPLETE        *^Emf         (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*)               embellishments/mushroom-farm}

# Chasm bridges -  for now they don't tile
{OVERLAY_F               Ql*^Bs\                                          bridge   cave/chasm-lava-stone-bridge-se-nw}
{OVERLAY_F               Ql*^Bs|                                          bridge   cave/chasm-lava-stone-bridge-s-n}
{OVERLAY_F               Ql*^Bs/                                          bridge   cave/chasm-lava-stone-bridge-sw-ne}

{OVERLAY_F               W*^Bs\,S*^Bs\                                    bridge   cave/chasm-water-stone-bridge-se-nw}
{OVERLAY_F               W*^Bs/,S*^Bs/                                    bridge   cave/chasm-water-stone-bridge-sw-ne}

{OVERLAY_F               *^Bs\                                            bridge   cave/chasm-stone-bridge-se-nw}
{OVERLAY_F               *^Bs|                                            bridge   cave/chasm-stone-bridge-s-n}
{OVERLAY_F               *^Bs/                                            bridge   cave/chasm-stone-bridge-sw-ne}

# Trash/remains
{TRASH_A                 *^Edt                                  33                                          misc/detritus/trashA}
{TRASH_A                 *^Edb                                  33                                          misc/detritus/detritusA}

{LITTER_BASE             *^Edb,*^Edt                                                                        misc/detritus/liter}

{TRASH_B                 *^Edt trash_medium                     70 "1;2;3;4;5;6;7;8;9;10"                   misc/detritus/trashB}
{TRASH_B                 *^Edb detritus_medium                  70 "1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16" misc/detritus/detritusB}

{TRASH_C                 *^Edt trash_big       trash_medium     30 "1;2;3;4"                                misc/detritus/trashC}
{TRASH_C                 *^Edb detritus_big    detritus_medium  50 "1;2;3;4;5;6;7"                          misc/detritus/detritusC}

#
#       >  B A S E   T E R R A I N S  <
#

# Flat base terrains

# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
{TERRAIN_BASE_P          Gg                                     20                 grass/green}
{TERRAIN_BASE_RANDOM     Gg                                                        grass/green}
{TERRAIN_BASE_P          Gs                                     25                 grass/semi-dry}
{TERRAIN_BASE_RANDOM     Gs                                                        grass/semi-dry}
{TERRAIN_BASE_P          Gd                                     25                 grass/dry}
{TERRAIN_BASE_RANDOM     Gd                                                        grass/dry}
{TERRAIN_BASE_RANDOM     Gll                                                       grass/leaf-litter}

{TERRAIN_BASE_RANDOM     Re                                                        flat/dirt}
{TERRAIN_BASE_RANDOM     Rb                                                        flat/dirt-dark}

{TERRAIN_BASE_RANDOM     Rr                                                        flat/road}
{TERRAIN_BASE_RANDOM     Rrc                                                       flat/road-clean}
{TERRAIN_BASE_RANDOM     Rp                                                        flat/stone-path}

# Hills base terrain
{TERRAIN_BASE_RANDOM     Hh                                                        hills/regular}
{TERRAIN_BASE_RANDOM     Hhd                                                       hills/dry}

# Cave base terrains

{TERRAIN_BASE_RANDOM     Uu                                                        cave/floor}
{TERRAIN_BASE_RANDOM     Uue                                                       cave/earthy-floor}
{TERRAIN_BASE_RANDOM     Ur                                                        cave/path}
{TERRAIN_BASE_RANDOM     Urb                                                       cave/flagstones-dark}
{TERRAIN_BASE_RANDOM     Uh                                                        cave/hills-variation}

{TERRAIN_BASE            Xu*                                                        cave/wall-rough}
{KEEP_BASE               Xo*                                                        walls/wall-stone-base}

{TERRAIN_BASE_RANDOM     Qxua                                                      chasm/abyss}
{TERRAIN_BASE            Qx*                                                       chasm/depths}
{ANIMATED_WATER_15       Ql,Qlf          ()                     150                unwalkable/lava}

{OVERLAY_RANDOM_L        Wwr,Wwrt,Wwrg                               -320          water/reef}

# Desert base terrains

{TERRAIN_BASE_RANDOM     Dd                                                        sand/desert}

# only use the smaller plant tiles when adjacent to castles, chasms etc
{OVERLAY_RESTRICTED_P    *^Edp,*^Edpp   (C*,K*,Q*)                       33        embellishments/desert-plant}
{OVERLAY_RESTRICTED_P    *^Edp,*^Edpp   (C*,K*,Q*)                       50        embellishments/desert-plant2}
{OVERLAY_RESTRICTED_P    *^Edp,*^Edpp   (C*,K*,Q*)                       100       embellishments/desert-plant3}
# and then any plant tile elsewhere
{OVERLAY_P               *^Edp,*^Edpp                                    9         embellishments/desert-plant}
{OVERLAY_P               *^Edp,*^Edpp                                    10        embellishments/desert-plant2}
{OVERLAY_P               *^Edp,*^Edpp                                    11        embellishments/desert-plant3}
{OVERLAY_P               *^Edp,*^Edpp                                    12        embellishments/desert-plant4}
{OVERLAY_P               *^Edp                                           14        embellishments/desert-plant5} # This one contains bones
{OVERLAY_P               *^Edp,*^Edpp                                    16        embellishments/desert-plant6}
{OVERLAY_P               *^Edp                                           20        embellishments/desert-plant7} # This one contains bones
{OVERLAY_P               *^Edp,*^Edpp                                    24        embellishments/desert-plant8}
{OVERLAY_P               *^Edp,*^Edpp                                    32        embellishments/desert-plant9}
{OVERLAY_P               *^Edp,*^Edpp                                    48        embellishments/desert-plant10}
{OVERLAY_P               *^Edp,*^Edpp                                    100       embellishments/desert-plant11}

{OVERLAY_RANDOM          *^Esd                                                     embellishments/rocks}

{TERRAIN_BASE_RANDOM     Ds                                                        sand/beach}

{TERRAIN_BASE_RANDOM     Rd                                                        flat/desert-road}

{TERRAIN_BASE_F          *^Dc                                             overlay  sand/crater}

{TERRAIN_BASE_RANDOM     Hd                                                        hills/desert}

# Frozen base terrain

{TERRAIN_BASE_RANDOM     Aa                                                        frozen/snow}

#10% 10% 10% 10% 25% 35%
{TERRAIN_BASE_P          Ai                                     10                 frozen/ice2}
{TERRAIN_BASE_P          Ai                                     11                 frozen/ice3}
{TERRAIN_BASE_P          Ai                                     13                 frozen/ice5}
{TERRAIN_BASE_P          Ai                                     14                 frozen/ice6}
{TERRAIN_BASE_P          Ai                                     42                 frozen/ice4}
{TERRAIN_BASE            Ai                                                        frozen/ice}

{TERRAIN_BASE_RANDOM     Ha                                                        hills/snow}

{TERRAIN_BASE_RANDOM     Iwr                                                       interior/wood-regular}

# Water base terrains
{OVERLAY_RANDOM_LF       Wwf                                         -519 ford     water/ford}

{TERRAIN_BASE_RANDOM     Sm                                                        swamp/mud}
{TERRAIN_BASE_P          Ss                                     33                 swamp/water-plant@V}
{TERRAIN_BASE_RANDOM     Ss,Chs                                                    swamp/water}

#ANIMATED

# experimental macro using 1-hex rule to optimize water animation
{TERRAIN_BASE_SINGLEHEX_B (Wo)          ANIMATION_15_SLOW            water/ocean}
{ANIMATED_WATER_15        (Wot)         "~CS(-45,-5,25)"      150    water/ocean}  # Tropical Ocean color
{ANIMATED_WATER_15        (Wog)         "~CS(15,0,-30)"       150    water/ocean}  # Grey Ocean color

{ANIMATED_WATER_15        (Ww,Wwr,Wwf)  "~CS(40,0,-30)"       110    water/coast-tropical}  # Medium water color
{ANIMATED_WATER_15        (Wwg,Wwrg)    "~CS(60,0,-55)"       110    water/coast-tropical}  # Grey Water color
{TERRAIN_BASE_SINGLEHEX_B (Wwt,Wwrt)    ANIMATION_15                 water/coast-tropical}

# Castle base terrains

{TERRAIN_BASE            Ch,Chr,Cha                                                flat/road}
{KEEP_BASE               Kh*                                                       castle/cobbles-keep}
{TERRAIN_BASE            Chw                                                       castle/sunken-ruin}
# swamp castle defined along with swamp above

{TERRAIN_BASE            Cv                                                        castle/elven/grounds}
{KEEP_BASE               Kv                                                        castle/elven/keep}

{KEEP_BASE_RANDOM        Ket                                                       interior/wood-tan}
{OVERLAY_RANDOM          Ket                                                       interior/wood-tan-debris}

{TERRAIN_BASE            (Ce*,Ke*)                                                 flat/dirt}
{OVERLAY_RANDOM          Ke                                                        castle/encampment/tent}
{OVERLAY_RANDOM          Kea                                                       castle/encampment/tent-snow}

{TERRAIN_BASE            Co*                                                       flat/dirt-dark}
{KEEP_BASE               Ko                                                        castle/orcish/keep}
{KEEP_BASE               Koa                                                       castle/winter-orcish/keep}

{TERRAIN_BASE            Cud                                                       castle/dwarven-castle-floor}
{KEEP_BASE               Kud                                                       castle/dwarven-keep-floor}
{OVERLAY                 Kud                                                       castle/dwarven-keep}

{TERRAIN_BASE            Cd,Cdr                                                    castle/sand/dirt}
{KEEP_BASE               Kd,Kdr                                                    castle/sand/cobbles}

#
#     >  T R A N S I T I O N S   B E T W E E N   T E R R A I N S  <
#


# Elven castle

{NEW:WALL             Cv                (!,C*,K*)                    castle/elven/castle}
{NEW:WALL2            Kv                !,Ket,!,C*,Ke*   (!,C*,K*)   castle/elven/keep-castle}
{NEW:WALL             Kv                (Ke,Kea,!,K*)                castle/elven/keep}


# Orcish castles

{NEW:WALL             Co,Cv             (!,C*,K*)                    castle/orcish/fort}
{NEW:WALL2            Ko,Kv             !,Ket,!,C*,Ke*   (!,C*,K*)   castle/orcish/keep-fort}
{NEW:WALL             Ko,Kv             (!,K*)                       castle/orcish/keep}

{NEW:WALL             (Co*,Cv)          (!,C*,K*)                    castle/winter-orcish/fort}
{NEW:WALL2            (Ko*,Kv)          !,Ket,!,C*,Ke*   (!,C*,K*)   castle/winter-orcish/keep-fort}
{NEW:WALL             (Ko*,Kv)          (Ke,Kea,!,K*)                castle/winter-orcish/keep}


# Desert castles

{NEW:WALL             Cd,Cv,Co*         (!,C*,K*)                     castle/sand/castle}
{NEW:WALL2            Kd,Kv,Ko*         !,Ket,!,C*,Ke*   (!,C*,K*)    castle/sand/keep-castle}
{NEW:WALL             Kd,Ko*,Kv         (!,K*)                        castle/sand/keep}

{NEW:WALL             Cd*,Cv,Co*         (!,C*,K*)                    castle/sand/ruin-castle}
{NEW:WALL2            Kdr,Kv,Ko*         !,Ket,!,C*,Ke*  (!,C*,K*)    castle/sand/ruin-keep-castle}
{NEW:WALL             Kd*,Ko*,Kv         (Ke,Kea,!,K*)                castle/sand/ruin-keep}

#
# Human castles
#

{NEW:WALL             Ch,Cv,Co,Cd       (!,C*,K*)                    castle/castle}
{NEW:WALL2            Kh,Kv,Ko,Kd       !,Ket,!,C*,Ke*  (!,C*,K*)    castle/keep-castle}
{NEW:WALL             Kh,Kd*,Ko,Kv      (!,K*)                       castle/keep}

{NEW:WALL             Ch,Cha,Coa        (!,C*,K*)                    castle/snowy/castle}
{NEW:WALL2            Kh,Kha,Koa        !,Ket,!,C*,Ke*  (!,C*,K*)    castle/snowy/keep-castle}
{NEW:WALL             Kh,Kha,Kd*,Ko*,Kv (Ke,Kea,!,K*)                castle/snowy/keep}


# sunken/swamp ruins (submerged part)
# Show sunken graphics for sunken castle only when next to water terrain
# Show sunken graphics for sunken/swamp keep also when next to swamp

# (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch*
# without lots of additional rules
{NEW:WALL             (!,Chr,Chs,Ce*,Ke*,!,Ch*)      (W*)            castle/sunken-ruin}

{NEW:WALL2_P          Khw,Khs           Ch*          W*,Ss       75  castle/sunken-ruinkeep1-castle}
{NEW:WALL2            Khw,Khs           Ch*          W*,Ss           castle/sunkenkeep-castle}

{NEW:WALL_P           (!,Khr,!,Kh*)     W*,Ss,Chw,Chs            75  castle/sunken-ruinkeep1}
{NEW:WALL             (!,Khr,!,Kh*)     W*,Ss,Chw,Chs                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:WALL             Ch*,Cd*,Cv,Co*    (!,C*,K*)                    castle/ruin}

{NEW:WALL2_P          (Khr,Khw,Khs)     (C*)         (!,Ch*,Kh*) 75  castle/ruinkeep1-castle}
{NEW:WALL2            (Khr,Khw,Khs)     (C*)         (!,Ch*,Kh*)     castle/keep-castle}

{NEW:WALL_P           Kh*,Kd*,Ko*,Kv    (Ke,Kea,!,K*)            75  castle/ruinkeep1}
{NEW:WALL             Kh*,Kd*,Ko*,Kv    (Ke,Kea,!,K*)                castle/keep}

# Encampment

{NEW:WALL2            !,Ke,Kea,Kud,!,K*      (Ke,Kea,C*)           (!,C*,K*)   castle/encampment/tall-keep-castle}
{NEW:WALL             !,Ke,Kea,Kud,!,K*      (Ke,Kea,!,K*)                     castle/encampment/tall-keep}
{NEW:WALL             (!,Cud,Cea,Coa,Cha,Kud,Kea,Koa,Kha,!,C*,K*)  (!,C*,K*)   castle/encampment/regular}
{NEW:WALL             (!,Cud,Kud,!,C*,K*)                          (!,C*,K*)   castle/encampment/snow}


# Castle & Encampment Base Transtions

{TRANSITION_COMPLETE_L    Chs                  !,S*,W*,H*,M*,A*,Chs,K*     -230               swamp/water}

{TRANSITION_COMPLETE_L    Ch,Chr,Cha           !,Ch,Chr,Cha,Ket,!,Ke*,C*   -300               flat/road}

{TRANSITION_COMPLETE_LF   !,Ket,Cd*,!,C*,Ke*   Cd*                         -360     inside    flat/desert-road}
{TRANSITION_COMPLETE_L    Cd*                  !,Ket,Cd*,!,C*,Ke*          -360               flat/desert-road}

{TRANSITION_COMPLETE_LF   !,Ce*,Ke*,!,C*       !,Ket,!,Ce*,Ke*             -370     inside    flat/dirt}
{TRANSITION_COMPLETE_L    !,Ket,!,Ce*,Ke*      !,Ce*,Ke*,!,C*              -370               flat/dirt}

{TRANSITION_COMPLETE_LF   !,Ket,Co*,!,C*,Ke*   Co*                         -380     inside    flat/dirt-dark}
{TRANSITION_COMPLETE_L    Co*                  !,Ket,Co*,!,C*,Ke*          -380               flat/dirt-dark}


#
# Cave
# (including dwarven castle, chasm, lava)
#

{DISABLE_BASE_TRANSITIONS  Qx*,Ql*,Xu*,Cud,Kud}

#dwarven castle transitions
{WALL_TRANSITION3     (Cud,Kud)      Ql*                  Qx*                  unwalkable/dcastle-lava-chasm}

{NEW:WALL2            (Cud,Kud)      X*                   (!,Cud,Kud,X*)       castle/dwarven-castle-wall}
{NEW:WALL2            (Cud,Kud)      Ql*                  (!,Cud,Kud,Ql*)      unwalkable/dcastle-lava}
{NEW:WALL2            (Cud,Kud)      Qx*                  (!,Cud,Kud,Qx*)      unwalkable/dcastle-chasm}

{NEW:WALL             (Cud,Kud)      (!,Cud,Kud,X*)                            castle/dwarven-castle}

{NEW:WALL             Xuce           (Qx*,Ql*)                                 cave/earthy-wall-rough-chasm}
{NEW:WALL             Xuce           (!,Xu*)                                   cave/earthy-wall-hewn}
{NEW:WALL             Xue,Xuce       (Qx*,Ql*)                                 cave/earthy-wall-rough-chasm}
{NEW:WALL             Xue,Xuce       (!,Xu*)                                   cave/earthy-wall-rough}
{NEW:WALL             Xuc,Xue,Xuce   (Qx*,Ql*)                                 cave/wall-rough-chasm}
{NEW:WALL             Xuc,Xue,Xuce   (!,Xu*)                                   cave/wall-hewn}
{NEW:WALL             Xu*            (Qx*,Ql*)                                 cave/wall-rough-chasm}
{NEW:WALL             Xu*            (!,Xu*)                                   cave/wall-rough}

# New Generic Castle-to Chasm transition
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea)        Qx*                   -89    transition2   chasm/regular-snow-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*)              Qxe                   -89    transition2   chasm/earthy-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*)              Qx*                   -89    transition2   chasm/regular-castle}
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*)              Ql*                   -89    transition2   unwalkable/castle-lava-chasm}

# Special Mountain to Chasm Blend transition
{TRANSITION_COMPLETE_LF    (Qx*,Ql*)       (M*,Mv)              2   transition3   mountains/blend-from-chasm}

#chasm/lava transitions always below castles/walls

{WALL_TRANSITION2_LF  Ql               Qx*,Xv,_off^_usr       (!,Ql,Qx*)   -90  ground  unwalkable/lava-chasm}
{WALL_TRANSITION2_LF  Qlf              Qx*,Xv,_off^_usr      (!,Ql*,Qx*)   -90  ground  unwalkable/lava-chasm}
{WALL_TRANSITION_LF   Ql               (!,Ql,Xv,_off^_usr)                 -90  ground  unwalkable/lava}
{WALL_TRANSITION_LF   Qlf              (!,Qlf,Xv,_off^_usr)                -90  ground  unwalkable/lava-high}
{WALL_TRANSITION_LF   Qx*              (Ai*,Aa*,Ha*,Ms*,)                  -90  ground  chasm/regular-snow}
{WALL_TRANSITION_LF   Qx*              (W*,S*)                             -90  ground  chasm/water}
{WALL_TRANSITION_LF   Qxe              (!,Qx*,Xv,_off^_usr)                -90  ground  chasm/earthy}
{WALL_TRANSITION_LF   Qx*              (!,Qx*,Xv,_off^_usr)                -90  ground  chasm/regular}

# Stone wall transitions
# the doubled comma is to improve transitions with the map edge
{WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
{WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone}

#
#       > B A S E   T R A N S I T I O N S. <
#

# The order mostly controls which overlap which, some
# TRANSITION_COMPLETE_Ls and varying layer numbers are used to make some
# special transitions to layer in more complex ways.
# Default layer ist -500, so anything layering above should be higher.


{TRANSITION_COMPLETE_L     (Md,Mv)          (!,Md,Hhd,Mv,W*,S*)                -166     mountains/dry}

# Special mountain to dry/desert terrain trans
{TRANSITION_COMPLETE_LF    (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*)      Mm           0   inside   mountains/blend-from-dry}
{TRANSITION_COMPLETE_LF    (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*)            Ms           0   inside   mountains/blend-from-dry}
{TRANSITION_COMPLETE_L     (Mm)          (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*)    -166               hills/dry}
{TRANSITION_COMPLETE_L     (Ms)          (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*)          -166               hills/dry}

{TRANSITION_COMPLETE_L     (Ms,Ha)          Hh*                         -170               hills/snow-to-hills}
{TRANSITION_COMPLETE_L     (Ms,Ha)          (W*,S*)                     -171               hills/snow-to-water}
{TRANSITION_COMPLETE_L     (Ms,Ha)          (!,Ha,Qx*,Mm,Ms,Md)         -172               hills/snow}

{TRANSITION_COMPLETE_L     (Mm,Hh)          (!,Hh,W*,S*)                -180               hills/regular}
{TRANSITION_COMPLETE_L     (Hhd)            (!,Hhd,W*,S*)               -183               hills/dry}
{TRANSITION_COMPLETE_L     Hd               (!,Hd,Qx*,W*)               -184               hills/desert}

{TRANSITION_COMPLETE_L     Uh               (!,Uh,W*,Ai)                -200               cave/hills}

{TRANSITION_COMPLETE_L     (Uu,Uh)          (!,Uu,Uh,W*,Ai)             -220               cave/floor}
{TRANSITION_COMPLETE_L     (Uue)            (!,Uue,W*,Ai)               -221               cave/earthy-floor}
{TRANSITION_COMPLETE_LF    Ai,W*,S*         Ur                          -223     inside    cave/floor}
{TRANSITION_COMPLETE_L     Urb              (!,Urb)                     -224               cave/flagstones-dark}

{TRANSITION_COMPLETE_L     Ss               (!,Ss,H*,M*,A*,Chs,K*,Q*)   -230               swamp/water}

{TRANSITION_COMPLETE_L     Iwr              G*,R*,W*,S*,D*,A*,Ur        -230               interior/wood-regular}

{TRANSITION_COMPLETE_LF    *^Efm            G*                                 -240   transition4   embellishments/flowers-mixed}

# New Super-cool gradual Grass blending

{TRANSITION_COMPLETE_LF     Gs              Gg,Gd,Gll,Re,Rb,Rd,Rp              -250     inside      grass/semi-dry-long}
{TRANSITION_COMPLETE_LF     Gg              Gs,Gd,Gll,Re,Rb,Rd,Rp              -251     inside      grass/green-long}
{TRANSITION_COMPLETE_LF     Gd              Gg,Gs,Gll,Re,Rb,Rd,Rp              -252     inside      grass/dry-long}
{TRANSITION_COMPLETE_LF     Gll             Gg,Gs,Gd,Re,Rb,Rd,Rp               -253     inside      grass/leaf-litter-long}

{TRANSITION_COMPLETE_L      Gll             Gg,Gs,Gd                           -254                 grass/leaf-litter-long}
{TRANSITION_COMPLETE_L      Gd              Gg,Gs,Gll                          -255                 grass/dry-long}
{TRANSITION_COMPLETE_L      Gg              Gs,Gd,Gll                          -256                 grass/green-long}
{TRANSITION_COMPLETE_L      Gs              Gg,Gd,Gll                          -257                 grass/semi-dry-long}


{TRANSITION_COMPLETE_L     Gs               (R*,D*,Aa,Ur)                    -260                   grass/semi-dry-medium}
{TRANSITION_COMPLETE_L     Gg               (R*,D*,Aa,Ur)                    -261                   grass/green-medium}
{TRANSITION_COMPLETE_L     Gd               (R*,D*,Aa,Ur)                    -262                   grass/dry-medium}


{TRANSITION_COMPLETE_L     Gll              (!,Gll,Q*,W*,Ai,C*,K*)            -270                  grass/leaf-litter}
{TRANSITION_COMPLETE_L     (Gg*,Qx*)        (!,Gg*,Q*,Mm,Ms,Hh,C*,K*)         -271                  grass/green-abrupt}
{TRANSITION_COMPLETE_L     Gs               (!,Gs,Q*,C*,K*)                   -272                  grass/semi-dry-abrupt}
{TRANSITION_COMPLETE_L     Gd               (!,Gd,Q*,C*,K*)                   -273                  grass/dry-abrupt}

{TRANSITION_COMPLETE_L     Aa               (W*,Ss)                          -280                   frozen/snow-to-water}
{TRANSITION_COMPLETE_L     Aa               (!,Aa,Q*,G*)                     -281                   frozen/snow}


# This transitions from bank to flat terrains.
{TRANSITION_COMPLETE_L     (W*,Ai)          (R*,Gll)                  -300                   flat/bank}

{TRANSITION_COMPLETE_L     (Sm)          (R*,D*,Xv,_off^_usr)                -310                   swamp/mud-to-land}

# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
{TRANSITION_COMPLETE_L     Dd               R*                                 -319                 sand/desert}
{TRANSITION_COMPLETE_L     Ds               R*                                 -319                 sand/beach}

# A rule for corner-based beach waves...
{NEW:WAVES                 D*,Hd               W*                           -499                    water/waves}

{TRANSITION_COMPLETE_L     Rr               (!,Rr,W*,Ai,Q*)                   -320                  flat/road}
{TRANSITION_COMPLETE_L     Rrc              (!,Rrc,W*,Ai,Q*)                  -321                  flat/road-clean}
{TRANSITION_COMPLETE_L     Rp               (!,Rp,W*,Ai,Q*)                   -322                  flat/stone-path}

{TRANSITION_COMPLETE_LF    *^Gvs          (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*)    -330   transition2    embellishments/farm-veg-spring}
{TRANSITION_COMPLETE_LF    *^Emf          (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*)    -330   transition2    embellishments/mushroom-farm}

{TRANSITION_COMPLETE_L     Ds               (!,Ds,W*,S*,Ai,Q*)                 -510                 sand/beach}
{TRANSITION_COMPLETE_L     Dd               (!,R*,Dd,W*,S*,Ai,Q*)              -510                 sand/desert}


#  Dirt transitions are double sided
{TRANSITION_COMPLETE_LF    (!,Rd,Rr*,Hh*,M*,Q*,D*)           Rd                   -370     inside      flat/desert-road}
{TRANSITION_COMPLETE_L     Rd                      (!,Rd,W*,Ai,Q*,D*)             -371                 flat/desert-road}

{TRANSITION_COMPLETE_LF    (!,Re,Rr*,Hh*,M*,Q*,D*)           Re                   -379     inside      flat/dirt}
{TRANSITION_COMPLETE_L     Re                      (!,Re,Rr*,W*,Ai,Q*,D*)         -380                 flat/dirt}

{TRANSITION_COMPLETE_LF    (!,Rb,Rr*,W*,Ai,Q*,D*)        Rb                       -384     inside      flat/dirt-dark}
{TRANSITION_COMPLETE_L     Rb                       (!,Rb,Rr*,W*,Ai,Q*,D*)        -388                 flat/dirt-dark}


# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice

{TRANSITION_COMPLETE_LF    (!,Chw,Khw,Khs,!,C*,K*)       (Ai,W*)    -480  non_submerged  castle/castle-to-ice}

{TRANSITION_COMPLETE_LF    (Mm,Hh)              Ai,W*,S*            -482  non_submerged  hills/regular-to-water}
{TRANSITION_COMPLETE_LF    (Md,Hhd,Mv)          Ai,W*,S*            -482  non_submerged  hills/dry-to-water}
{TRANSITION_COMPLETE_LF    (R*,G*,Uue)          Ai,W*               -483  non_submerged  flat/bank-to-ice}
{TRANSITION_COMPLETE_LF    (U*,Xu*,Ql*)         Ai,W*,S*            -486  non_submerged  cave/bank}


{TRANSITION_COMPLETE_LF    Aa,Ai                (D*)                -485  non_submerged  frozen/ice}
{TRANSITION_COMPLETE_LF    Aa,Ha,Ms,Ai          (W*,S*)             -485  non_submerged  frozen/ice}
{TRANSITION_COMPLETE_LF    Aa,Ha,Ms,Ai          (W*,S*)             -505  submerged      frozen/ice-to-water}

# we just draw this again (invisible below the base layer) to set the transition flags
{TRANSITION_COMPLETE_L     Aa,Ha,Ms,Ai                        (W*,Ss)     -1001                     frozen/ice-to-water}


# Beaches (light for sand, dark for everything else)
{NEW:BEACH                 D*,Hd                                   W*         sand/shore}
{NEW:BEACH                 !,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_*        W*         flat/shore}


# Water Transitions below everything else

#define NICER_FORD_TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM MASKSTEM MASKIPF
    [terrain_graphics]
        map="
,  2
2,   2
,  1
2,   2
,  2"
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3,ford-@R4,ford-@R5
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png)~BLIT(terrain/{MASKSTEM}-@R4.png)~BLIT(terrain/{MASKSTEM}-@R5.png){MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
.,   2
,  1
2,   2
,  2"
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3,ford-@R4
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png)~BLIT(terrain/{MASKSTEM}-@R4.png){MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
.,   2
,  1
.,   2
,  2"
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png){MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
.,   2
,  1
.,   2
,  ."
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0,ford-@R1,ford-@R2
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png){MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
.,   2
,  1
.,   .
,  ."
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0,ford-@R1
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png){MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
    [terrain_graphics]
        map="
,  2
.,   .
,  1
.,   .
,  ."
        [tile]
            pos=1
            type={ADJACENT}
            set_no_flag=ford-@R0
            [image]
                name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png{MASKIPF})
                layer={LAYER}
            [/image]
        [/tile]
        [tile]
            pos=2
            type={TERRAINLIST}
        [/tile]

        rotations=n,ne,se,s,sw,nw
    [/terrain_graphics]
#enddef

{NICER_FORD_TRANSITION       Wwf           (!,Wwf,!,W*,Sm,Xv,_off^_usr)         -515  water/ford   water/ocean-long-A01 "~O(0.48)"}

#undef NICER_FORD_TRANSITION

# Double-sided animated transitions for water-to-water and sand-to-water
{TRANSITION_COMPLETE_LF       Sm                 (!,Sm,!,W*,D*)             -556   transition3           swamp/mud-long}
{ANIMATED_WATER_15_TRANSITION Wo                 (!,Wo,!,W*,S*)             -550 ()                  150 water/ocean-blend}
{ANIMATED_WATER_15_TRANSITION Wot                (!,Wot,!,W*,S*)            -551 "~CS(-45,-5,25)"    150 water/ocean-blend}  # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog                (!,Wog,!,W*,S*)            -552 "~CS(15,0,-30)"     150 water/ocean-blend}  # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr         (!,Ww,Wwf,Wwr,!,W*,S*)     -553 "~CS(40,0,-30)"     110 water/coast-tropical-long}  # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg           (!,Wwg,Wwrg,!,W*,S*)       -554 "~CS(60,0,-50)"     110 water/coast-tropical-long}  # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt           (!,Wwt,Wwrt,!,W*,S*)       -555 ()                  110 water/coast-tropical-long}

{TRANSITION_COMPLETE_LB    Wo               (Xv,_off^_usr)                  -560   ANIMATION_15_SLOW    water/ocean-long}
{ANIMATED_WATER_15_TRANSITION Wot           (Xv,_off^_usr)                  -561 "~CS(-40,0,30)"    150 water/ocean-long}  # Tropcial Ocean Color
{ANIMATED_WATER_15_TRANSITION Wog           (Xv,_off^_usr)                  -562 "~CS(15,0,-30)"    150 water/ocean-long}  # grey ocean color
{ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr    (Xv,_off^_usr)                  -553 "~CS(40,0,-30)"    110 water/coast-tropical}  # medium water color
{ANIMATED_WATER_15_TRANSITION Wwg,Wwrg      (Xv,_off^_usr)                  -554 "~CS(60,0,-50)"    110 water/coast-tropical}  # grey water color
{ANIMATED_WATER_15_TRANSITION Wwt,Wwrt      (Xv,_off^_usr)                  -555 ()                 110 water/coast-tropical}

# chasm to abyss ecetera transition
{TRANSITION_COMPLETE_LF       Qxu,Qxe          Qxua,Xv,_off^_usr               -600     depths      chasm/depths}
{TRANSITION_COMPLETE_LF       Qxua             Xv,_off^_usr                    -601     depths      chasm/abyss-base}

# ugly fillups for missing transitions
{TRANSITION_COMPLETE_L	Ai	Xv,_off^_usr	               -800                 frozen/ice}

{TRANSITION_COMPLETE_L	Xv	_off^_usr	               -810                 void/void}

# Default terrain
{TERRAIN_BASE *  void/void}


#wmlindent: stop ignoring
