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