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@ -29,9 +29,10 @@ distribution.
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namespace DFHack
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{
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// tile class -- determines the general shape of the tile
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enum TileClass
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{
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EMPTY,
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EMPTY,// empty
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WALL,
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PILLAR,
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@ -41,10 +42,10 @@ namespace DFHack
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STAIR_DOWN,
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STAIR_UPDOWN,
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RAMP,
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RAMP_TOP,
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RAMP,// ramps have no direction
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RAMP_TOP,// the top of a ramp. I assume it's used for path finding.
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FLOOR,
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FLOOR,// generic floor
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TREE_DEAD,
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TREE_OK,
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SAPLING_DEAD,
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@ -54,29 +55,31 @@ namespace DFHack
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BOULDER,
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PEBBLES
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};
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// material -- what material the tile is made of
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enum TileMaterial
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{
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AIR,
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SOIL,
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STONE,
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FEATSTONE, // whatever it is
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OBSIDIAN,
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VEIN,
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ICE,
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GRASS,
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GRASS2,
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GRASS_DEAD,
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GRASS_DRY,
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DRIFTWOOD,
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HFS,
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MAGMA,
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CAMPFIRE,
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FIRE,
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ASHES,
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CONSTRUCTED,
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CYAN_GLOW
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AIR,// empty
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SOIL,// ordinary soil. material depends on geology
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STONE,// ordinary layer stone. material depends on geology
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FEATSTONE,// map feature stone. used for things like hell, the hell temple or adamantine tubes. material depends on local/global feature
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OBSIDIAN,// cast obsidian
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VEIN,// vein stone. material depends on mineral veins present
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ICE,// frozen water... not much to say. you can determine what was on the tile before it froze by looking into the 'ice vein' objects
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GRASS,// grass (has 4 variants)
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GRASS2,// grass (has 4 variants)
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GRASS_DEAD,// dead grass (has 4 variants)
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GRASS_DRY,// dry grass (has 4 variants)
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DRIFTWOOD,// non-specified wood - normally on top of the local layer stone/soil.
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HFS,// the stuff demon pits are made of - this makes them different from ordinary pits.
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MAGMA,// material for semi-molten rock and 'magma flow' tiles
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CAMPFIRE,// human armies make them when they siege. The original tile may be lost?
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FIRE,// burning grass
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ASHES,// what remains from a FIRE
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CONSTRUCTED,// tile material depends on the construction present
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CYAN_GLOW// the glowy stuff that disappears from the demon temple when you take the sword.
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};
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// variants are used for tiles, where there are multiple variants of the same - like grass floors
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enum TileVariant
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{
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VAR_1,
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