#textdomain wesnoth-lib
# All these terrains use either a 'y' or a 'z' somewhere
# in the terrain string to mark them as UMC terrains.
[terrain_type]
    id=farmer-fence  # AI-animal-proof fences from first scenario
    editor_name= _ "Fence"
    symbol_image=embellishments/fence-se-nw-01
    string=^Fync
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

#textdomain wesnoth-sota
[terrain_type]
    id=grave
    name= _ "Grave"
    editor_name= _ "Grave Overlay"
    symbol_image=grave-tile
    string=^Gryv
    aliasof=_bas
    editor_group=sota
[/terrain_type]

#ifdef EDITOR
[terrain_type]
    id=not_here
    # Marks an area outside the graveyard fence where a unit should not be spawned.
    editor_name= _ "Not Here Overlay"
    symbol_image=not-here-tile-editor
    string=^Nhyr
    aliasof=_bas
    editor_group=sota
[/terrain_type]
#else
[terrain_type]
    id=not_here
    name=""
    symbol_image=not-here-tile
    string=^Nhyr
    aliasof=_bas
    editor_group=sota
[/terrain_type]
#endif

[terrain_type]
    id=crystal
    name= _ "Crystal Caves"
    symbol_image=crystal-caves/glint-tile
    string=^Crys
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=passageway
    name=""
    editor_name= _ "Passageway"
    symbol_image=cave/wall-rough-tile
    string=^Pysg
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=gate_open
    name= _ "Gate"
    symbol_image=gate-tile
    string=^Gyto
    aliasof=_bas
    editor_group=sota
[/terrain_type]

#ifndef EDITOR
[terrain_type]
    id=gate_closed
    name= _ "Gate"
    symbol_image=gate-tile
    string=^Gytc
    aliasof=^Xos
    editor_group=sota
[/terrain_type]
#endif

[terrain_type]
    id=web
    name= _ "Spiderweb"
    symbol_image=spiderweb/web-tile
    string=^Wyb
    aliasof=_bas,Qt
    mvt_alias=Qt
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=graveyard-fence-top
    editor_name= _ "Fence-Top"
    symbol_image=fence-tile
    string=^Fnzt
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=graveyard-fence-bottom
    name= _ "Fence"
    editor_name= _ "Fence-Bottom"
    symbol_image=fence-tile
    string=^Fnzb
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

# The rest are for the ship in 04_Becalmed and 05_Blackwater. All ship terrains start
# with Z. They need to be overlayed on water so water will show around them. The
# various deck tiles need to be on shallow water, or "submerge" will be active for
# skeletal units, and they will become invisible. There is more information in the
# readme file in the terrain images folder. The tiles used in the editor are different
# than the ones used in the game. Most of the game tiles are transparent so they don't
# appear on the minimap. But, transparent tiles in the editor are very inconvenient.

#ifdef EDITOR

[terrain_type]
    id=ship--forecastle
    name= _ "Ship Forecastle"
    symbol_image=ship/editor_tiles/forecastle-deck
    string=^Zfoc
    recruit_from=yes
    recruit_onto=yes
    aliasof=Iwr
    unit_height_adjust=14
    submerge=0
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--main-deck
    name= _ "Ship Main Deck"
    symbol_image=ship/editor_tiles/main-deck
    string=^Zdek
    aliasof=Iwr
    submerge=0
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--poop-deck
    name= _ "Ship Poop Deck"
    symbol_image=ship/editor_tiles/poop-deck
    string=^Zpoo
    recruit_from=yes
    recruit_onto=yes
    aliasof=Iwr
    unit_height_adjust=14
    submerge=0
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--hull
    name= _ "Ship Hull"
    symbol_image=ship/editor_tiles/hull
    string=^Zhul
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--rigging-and-sails
    name= _ "Ship Rigging and Sails"
    symbol_image=ship/editor_tiles/rigging-and-sails
    string=^Zrig
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--railing
    name= _ "Ship Railing"
    symbol_image=ship/editor_tiles/railing
    string=^Zral
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--bits-and-pieces
    name= _ "Ship Pieces"
    symbol_image=ship/editor_tiles/pieces
    string=^Zpie
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--lower-deck
    name= _ "Ship Lower Deck"
    symbol_image=ship/editor_tiles/lower-deck
    string=Zld
    aliasof=Iwr
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--lower-deck-edge
    name= _ "Ship Lower Deck Edge"
    symbol_image=ship/editor_tiles/lower-deck-edge
    string=Zlde
    aliasof=Xv
    editor_group=sota
[/terrain_type]

#else

[terrain_type]
    id=ship--forecastle
    name= _ "Ship"
    symbol_image=ship/tile--deck
    string=^Zfoc
    recruit_from=yes
    recruit_onto=yes
    aliasof=Iwr
    unit_height_adjust=14
    submerge=0  # Necessary because the tiles will be overlays on water.
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--main-deck
    name= _ "Ship"
    symbol_image=ship/tile--deck
    string=^Zdek
    aliasof=Iwr
    submerge=0  # Necessary because the tiles will be overlays on water.
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--poop-deck
    name= _ "Ship"
    symbol_image=ship/tile--deck
    string=^Zpoo
    recruit_from=yes
    recruit_onto=yes
    aliasof=Iwr
    unit_height_adjust=14
    submerge=0  # Necessary because the tiles will be overlays on water.
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--hull
    name= _ "Ship Hull"
    symbol_image=ship/tile--transparent
    string=^Zhul
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

[terrain_type]
    # This is the big one that includes all the masts and yards.
    id=ship--rigging-and-sails
    symbol_image=ship/tile--transparent
    string=^Zrig
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--railing
    name= _ "Ship Hull"
    symbol_image=ship/tile--transparent
    string=^Zral
    aliasof=^Qov
    editor_group=sota
[/terrain_type]

[terrain_type]
    # Replaces two tiles that are part of the rigging image. Only used when the rigging
    # image is turned off with the right-click menu.
    id=ship--railing-piece
    symbol_image=ship/tile--transparent
    string=^Zrlp
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    # Used to set some pieces of the ship (like the bottom tiles of the masts) under
    # units rather than over. If they were merged into the deck images, they would be in
    # the right layer, but couldn't be removed, which the right-click menu is supposed to
    # allow.
    id=ship--bits-and-pieces
    symbol_image=ship/tile--transparent
    string=^Zpie
    aliasof=_bas
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--lower-deck
    name= _ "Ship"
    symbol_image=ship/tile--deck
    string=Zld
    aliasof=Iwr
    editor_group=sota
[/terrain_type]

[terrain_type]
    id=ship--lower-deck-edge
    name=""
    symbol_image=ship/tile--transparent
    string=Zlde
    aliasof=Xv
    editor_group=sota
[/terrain_type]

#endif

# These are used around the lower deck of the ship.
[terrain_type]
    # Void tile with no added transitions. (But a small automatic transition with water.)
    id=full-void
    editor_name= _ "Full Void"
    symbol_image=void-full
    string=Vyd
    aliasof=Xv
    editor_group=sota
[/terrain_type]

[terrain_type]
    # Void tile with no transitions at all.
    id=full-void-overlay
    editor_name= _ "Void Overlay"
    symbol_image=void-full
    string=^Vydo
    aliasof=Xv
    editor_group=sota
[/terrain_type]

[terrain_type]
    # Lower half of the tile is void, and top is transparent.
    id=half-void-overlay
    editor_name= _ "Half Void"
    symbol_image=void-half
    string=^Vydh
    aliasof=Xv
    editor_group=sota
[/terrain_type]
