From: Shiar Date: Fri, 11 Jul 2008 22:35:05 +0000 (+0200) Subject: improve scmap color coding to tile function X-Git-Url: http://git.shiar.net/perl/schtarr.git/commitdiff_plain/605710e6364f9256d6b3bf8b6370083a571e3330?hp=605710e6364f9256d6b3bf8b6370083a571e3330 improve scmap color coding to tile function Figure out some specific bitmask values of Data::StarCraft::Tileset ->tileavg->{walk} (besides for &1 for obvious walkability, and ignoring anything above the random pick of 10). Ramps (height transfers) are always &16 at some point, so mark those with green because they're usually very significant control points. &2 and 4 seem to indicate ground level. Not highlighted yet because tile color usually gives a good clue already. Maybe a special mode later. &8 appears to be high level, but never for ground, but only sole objects like statues (blocking vision?). Don't know what to do with those exactly, but set a bright red color for now to identify them. ---