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docs(yardmap): Some refactoring #2421
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Original file line number | Diff line number | Diff line change |
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@@ -52,14 +52,44 @@ Basic characters: | |
| u | ❌ | ✅ | ❌ | ✅ | ❌ | ❌ | | ||
| e | ❌ | ⚠️ exit only | ❌ | ⚠️ exit only | ❌ | ❌ | | ||
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Others: | ||
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- `h` has a special meaning - it **has to be the first letter and means a high resolution yardmap**, | ||
i.e. there have to be 4x more characters and each will correspond to a "regular" 8x8 elmo game square instead of the larger 16x16 elmo footprint square. | ||
- `w`, `x`, `f`: deprecated, same as `o`. | ||
- **whitespace is ignored**, which you can use to neatly **arrange the rectangle visually**. | ||
<dl> | ||
<dt>Active/Inactive</dt> | ||
<dd> | ||
Whether <code>YARD_OPEN</code> is true or false (controlled by animation, | ||
default false) | ||
</dd> | ||
<dt>Needs geo</dt> | ||
<dd> | ||
Whether the unit can only be built on top of terrain marked as geothermal. | ||
Note that this applies to the _whole_ unit, i.e. the geothermal doesn't | ||
need to be specifically under that tile! Also, it's sufficient to have a | ||
a single geothermal underneath for the unit to be buildable regardless of | ||
how many needs-geo tiles there are beyond the first. | ||
</dd> | ||
</dl> | ||
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A few remarks: | ||
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- **whitespace is ignored**, which you can use to neatly **arrange the | ||
rectangle visually**. | ||
- anything else is ignored as well but may be used in the future. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Could be confusing to say "anything else" before all options were mentioned ( |
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#### Additional characters | ||
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##### High definition | ||
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The character `h` is a special character that, when passed as (and **only valid** | ||
when) the first letter on a yardmap (e.g. `hyyy..`), marks the yardmap | ||
definition as high resolution: requires 4x more characters and each will | ||
correspond to a "regular" 8x8 elmo game square instead of the larger 16x16 elmo | ||
footprint square. | ||
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Does not count as a square. | ||
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##### Deprecated | ||
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- `w`, `x`, `f`: same as `o`. | ||
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### Typemaps and speed mod classes | ||
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One of the metadata associated with game squares is terrain type. A map can define (and a game can in theory later tweak) up to 256 types of terrain with their own traits. The first built-in terrain trait is hardness, which is a multiplier on weapon terrain deformation (cratering). The other is speed multipliers for unit movement classes. There are four movement classes: "kbot", "tank", "hover" and "ship". Here are their characteristics: | ||
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