Unciv/android/assets/jsons/WesnothImportMappings.json
2023-11-28 12:01:53 +02:00

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// Definitions how to map Wesnoth map terrain codes to Unciv Terrains and/or TileImprovements.
// The parts before and after "^" are matched individually, and a search is done for the most
// specific partial string from the start, e.g. "Wwf" will look for "Wwf", then "Ww", then "W"
// See https://wiki.wesnoth.org/TerrainCodesWML
{
"Aa":["Snow"],
"Ai":["Coast","Ice"],
"Br":["Railroad"],
"C":["Plains"], // Most Castle variants look dark
"Cd":["Desert"], // Desert Castle
"Cea":["Plains"], // Snowy Encampment
"Cfa":["Tundra"], // Winter Dwarven Castle
"Cha":["Plains"], // Snowy Human Castle
"Chs":["Marsh"], // Swamp Human Ruin
"Chw":["Coast"], // Sunken Human Ruin
"Cm":["Coast"], // Aquatic Castle
"Coa":["Plains"], // Snowy Orcish Castle
"Cv":["Grassland"], // Elven Castle
"Cva":["Tundra"], // Winter Elven Castle
"D":["Desert"],
// "Dc":["Mountain","Barringer Crater"], // "Crater" - Nope can have many
"Do":["Desert","Oasis"],
"F":["Forest"],
"Fda":["Tundra","Forest"], // Snowy Deciduous Forest
"Feta":["Tundra","Forest"], // Snowy Great Tree
"Fma":["Tundra","Forest"], // Snowy Mixed Forest
"Fpa":["Tundra","Forest"], // Snowy Pine Forest
"Ft":["Jungle"], // Tropical Forest, Rainforest
"G":["Grassland"],
"Gd":["Plains"], // Dry Grass
"Gll":["Plains"], // Leaf Litter
"Gvs":["Grassland","Farm"],
"H":["Hill"],
"Hhd":["Plains","Hill"], // Dry Hills
"Hd":["Desert","Hill"], // Dunes
"Ha":["Snow","Hill"], // Snow Hills
"K":["Plains"], // Most Keep variants look brownish
"Kd":["Desert","Hill"], // Desert Keep
"Kea":["Tundra"], // Snowy Encampment Keep
"Kfa":["Tundra"], // Winter Dwarven Keep
"Kha":["Plains"], // Snowy Human Castle Keep
"Khr":["Plains","City ruins"], // Ruined Human Castle Keep
"Khw":["Plains","Hill"], // Sunken Human Castle Keep - let's make such a start...
"Km":["Plains","Hill"], // Aquatic Keep - ...a tiny island w/2 prod
"Koa":["Tundra","Hill"], // Snowy Orcish Keep
"Kv":["Forest"], // Elvish Keep
"Kva":["Tundra","Forest"], // Winter Elven Keep
"M":["Mountain"],
"Q":["Ocean"], // "Unwalkable" (fliers can enter), e.g. underground chasms - or make them Lakes?
"R":["Plains"], // All their "R" actually means roads - but they mean full-tile low-movement and brownish so..
"Rd":["Desert"], // Dry Dirt Road
"Rra":["Tundra"], // Icy Cobbles
"S":["Grassland","Marsh"],
"T":["Plains"], // Fungus
"U":["Plains"], // Underground
"V":["Ancient ruins"], // let's convert all other villages into ancient ruins too
"Vdr":["Ancient ruins"], // Ruined Adobe Village
"Vhr":["Ancient ruins"], // Ruined Cottage
"Vhcr":["City ruins"], // Ruined Human City
"Vhhr":["Ancient ruins"], // Ruined Hill Stone Village
"Vm":["Coast"], // Mermaid village:?
"Vo":["Barbarian encampment"], // Orcish Village: Will not function as spawner in game
"Wo":["Ocean"],
"Ww":["Coast"],
"Wwrt":["Coast","Atoll"], // Tropical Coastal Reef, may be too many
"X":["Mountain"], // Cave walls and obstacles
// Special, allows defining the fallback for the required Base Terrain: If this does not contain one, the importer can crash
"fallback":["Grassland"]
}