61 const std::map<t_translation::terrain_code, terrain_type> &
map()
const;
bool is_keep(const t_translation::terrain_code &terrain) const
t_translation::ter_list terrainList_
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
const terrain_type & get_terrain_info(const t_translation::terrain_code &terrain) const
Get the corresponding terrain_type information object for a given type of terrain.
tcodeToTerrain_t::const_iterator find_or_create(t_translation::terrain_code) const
Contains the database of all known terrain types, both those defined explicitly by WML [terrain_type]...
const std::map< t_translation::terrain_code, terrain_type > & map() const
const t_translation::ter_list & underlying_mvt_terrain(const t_translation::terrain_code &terrain) const
The underlying movement type of the terrain.
t_string get_terrain_string(const t_translation::terrain_code &terrain) const
Get a formatted terrain name – terrain (underlying terrains)
t_string get_terrain_editor_string(const t_translation::terrain_code &terrain) const
t_translation::terrain_code merge_terrains(const t_translation::terrain_code &old_t, const t_translation::terrain_code &new_t, const merge_mode mode, bool replace_if_failed=false) const
Tries to find a new terrain which is the combination of old and new terrain using the merge_settings...
const t_translation::ter_list & list() const
const t_translation::ter_list & underlying_def_terrain(const t_translation::terrain_code &terrain) const
The underlying defense type of the terrain.
std::map< t_translation::terrain_code, terrain_type > tcodeToTerrain_t
int gives_healing() const
void lazy_initialization() const
On the first call to this function, parse all of the [terrain_type]s that are defined in WML...
const game_config_view & game_config_
bool is_known(const t_translation::terrain_code &terrain) const
Returns true if get_terrain_info(terrain) would succeed, or false if get_terrain_info(terrain) would ...
bool is_castle(const t_translation::terrain_code &terrain) const
bool is_village(const t_translation::terrain_code &terrain) const
Game configuration data as global variables.
const t_translation::ter_list & underlying_union_terrain(const t_translation::terrain_code &terrain) const
Unordered set of all terrains used in either underlying_mvt_terrain or underlying_def_terrain.
std::vector< terrain_code > ter_list
terrain_type_data(const game_config_view &game_config)
int gives_healing(const t_translation::terrain_code &terrain) const
t_string get_underlying_terrain_string(const t_translation::terrain_code &terrain) const
tcodeToTerrain_t tcodeToTerrain_