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Map structure
Map is a package of the battlefield and a single object instanciated inside it. The Map contains everything that is present on the battlefield before the army is instanciated :
- a tile-based grid, defining relief and cliffs
- an atlas of the textures to apply to the ground
- a list of Trinkets that populate the terrain
The grid is subdivided into parcels for performance purpose.
Every tile has a height that determines the elevation of the ground, and a level to create cliffs. The cliffs are automaticaly created where two tiles have different levels. There are many cliff type : orthogonal, salient, corner, and compositions of these three base elements. The element to use is choosen by the static class CliffOrganizer, depending on the cliff neighboring.
To be drawn in the view, a cliff uses a Face. Face contains the visual representation of the cliff, and the upper and lower ground's shapes. There are two types of representations :
- natural face is a procedurally computed mesh created inside code. For now there is only one natural face named Dug1
- manmade face hold a model name to be used in the view
In future developpements, faces will use Actors to send there representation to the view.