LandKnowledgeCatalog/lands.prop

KeyDescriptionExample
The landtypes
LandTypes A list of landtypes involved in the game. LandTypes = PlainLand Water Forest Roots
InitLandTypes A list of landtypes which may be used to create the initial map. InitLandTypes = PlainLand Water Forest
AutoTransform The landtypes which change into another landtype by evolution. For example a BabyForest will evolve into a Forest over time. AutoTransform = BabyForest
The landresources
LandResources The landresources for this game. LandResources = Trees Rocks
LandResources.LandResource.visible Is this landresource visible on creation yes or no? LandResources.Coals.visible = false
LandResources.LandResource.determination The determination of this landresource, one of boolean (yes/no) or numeric (a value) LandResources.Coals.determination = boolean
LandResources.LandResource.probability What is the probability that a landresource exists in a square? LandResources.Coals.probability = 0.4
Properties of a landtype
Type.contains List of the resources wich may be on or under this landtype. If the amount is not specified the actual amount of the resource will be a random value between the minimum and maximum allowed values. If a probability is specified for this landresource, there is only the specified chance of containing the landresource. Forest.contains = Coals Cherries(30)
Type.LandResource.min The minimal value this landtype can contain of the specified landresource. PlainLand.Coals.min = 0
Type.LandResource.max The maximal value this landtype can contain of the specified landresource. PlainLand.Coals.max = 200
Type.transformsTo If this landtype is an auto transformation type, then this line specifies into which other landtype it will transform and with which speed this will happen. BabyForest.transformsTo = Forest(10)
Type.transformsLandResources If this landtype is an auto transformation type, then this line specifies which landresource will transform into which landresource and at which ratio. BabyForest.transformsLandResources = BabyTrees-Trees(1)

The data used for the project

################
## lands.prop ##
################

## The land types for this world
LandTypes = Water PlainLand Forest Roots Rocks BabyForest
## The land types out of which the initial map may be created
InitLandTypes = Water PlainLand Forest Rocks
## The landtypes which auto transform (evolve) to another type
AutoTransform = BabyForest
## The land resources
LandResources = Trees Rocks Roots Water BabyTrees Coals
# Coals will be initially invisible
LandResources.Coals.visible = false
# The amount of coals will not be displayed, only yes/no
LandResources.Coals.determination = boolean
# probability to find coals if a land type can contain coals
LandResources.Coals.probability = 0.4

## Follows a list of land types and their properties
 # type.contains = a list of land resources and their amount (undefined amount = random)
 # type.landresource.min = minimal amount of the land resource
 # type.landresource.max = maximum amount of the land resource
PlainLand.contains = Coals
PlainLand.Coals.min = 0
PlainLand.Coals.max = 200

Water.contains = Coals Water(100)
Water.Coals.min = 0
Water.Coals.max = 200

BabyForest.contains = Coals BabyTrees(100)
BabyForest.Coals.min = 0
BabyForest.Coals.max = 200
# the auto transform stuff
BabyForest.transformsTo = Forest(10)
BabyForest.transformsLandResources = BabyTrees-Trees(1)

Forest.contains = Coals Trees(100)
Forest.Coals.min = 0
Forest.Coals.max = 200

Roots.contains = Coals Roots(100)
Roots.Coals.min = 0
Roots.Coals.max = 200

Rocks.contains = Coals Rocks(100)
Rocks.Coals.min = 0
Rocks.Coals.max = 200