// *********************************
// SNOW TERRAIN MAPS
// *********************************

// Tiletypes:
// ----------
// + : tile contains something
// 0 : always means no restrictions
// a : common tile
// c : craft, like dropship or UFO
// h : river horizontally
// r : a huge rock
// v : river vertically

base frozen/st_

// Tiles without buildings on them ---------------------------------*

tile +n01
	// two small trees
{
4 3
0		0		0		0
0		+a		+a		0
0		0		0		0
}

tile +n02
	// L-shaped, six small trees
{
4 4
0		0		0		0
0		+a		0		0
0		+a		+a		0
0		0		0		0
}

tile +n03
	// four small trees
{
3 4
0		0		0
0		+a		0
0		+a		0
0		0		0
}


tile +n04
	// a single small tree in the middle
{
3 3
0		0		0
0		+a		0
0		0		0
}

tile +n05
	// plain, empty
{
3 3
0		0		0
0		+a		0
0		0		0
}

tile +n06
	// a hill, A9
{
5 4
0		0		0		0		0
0		+a		+a		+a		0
0		+a		+a		+a		0
0		0		0		0		0
}

tile +n07
	// a pile of strains and three small trees
{
4 3
0		0		0		0
0		+a		+a		0
0		0		0		0
}

tile +n08
	// a huge rock, eastern part, A-
{
4 5
0		0		0		0
r		+ar		+ar		0
r		+ar		+ar		0
r		+ar		+ar		0
0		0		0		0
}

tile +n09
	// a huge rock, western part, A-
{
4 5
0		0		0		0
0		+ar		+ar		r
0		+ar		+ar		r
0		+ar		+ar		r
0		0		0		0
}

// River Tiles -----------------------------------------------------*

tile +river_lake
	// the ice lake
{
8 3
0		0		0		v		0		0		0		0
0		+a		+a		+v		+a		+a		+a		0
0		x		x		x		x		x		x		x
}

tile +river_h_1
{
3 3
0		0		0
h		+ah		h
0		0		0
}

tile +river_h_2
{
3 3
0		0		0
h		+ah		h
0		0		0
}

tile +river_v_1
{
3 3
0		v		0
0		+av		0
0		v		0
}

tile +river_v_2
{
3 3
0		v		0
0		+av		0
0		v		0
}

tile +river_se
	// river turning
{
4 4
0		0		0		0
0		+a		+ah		h
0		+av		0		0
0		v		0		0
}

tile +river_sw
	// river turning
{
4 4
0		0		0		0
h		+ah		+a		0
0		0		+av		0
0		0		v		0
}

// Tiles with houses on them ---------------------------------------*

tile +h01
	// a house in the wilderness, A4, C3
{
4 4
0		0		0		0
0		+a		+a		0
0		+a		+a		0
0		0		0		0
}

tile +h02
	// two small, abandoned houses in the wilderness, some trees, A12
	// in case there is no UFO, this is used for providing alien spawnpoints in the map
{
5 4
0		a		a		a		0
a		+c		+c		+c		a
a		+c		a		+c		a
0		a		0		a		0
}

tile +h03
	// an abandoned house
{
3 3
0		0		0
0		+a		0
0		0		0
}

// Tiles with industrial facilitys ---------------------------------*

tile +i01
	// a big factory building, A7, C1
{
6 4
0		0		0		0		0		0
0		+a		+a		+a		+a		0
0		+a		+a		+a		+a		0
0		0		0		0		0		0
}

tile +i02
	// industrial facility, looks like three tall tanks, A5
{
3 4
0		0		0
0		+a		0
0		+a		0
0		0		0
}

tile +i03
	// an L-shaped factory building, A7
{
4 4
0		0		0		0
0		0		+a		0
0		+a		+a		0
0		0		0		0
}


tile +i04
	// a storehouse, three blue containers inside, A8, C2
{
4 4
0		0		0		0
0		+a		+a		0
0		+a		+a		0
0		0		0		0
}


tile +i05
	// industrial facility, looks like a miniature gas station, A1, C1
{
3 3
0		0		0
0		+a		0
0		0		0

}


tile +i06
	// two brown containers and some barrels, A3
{
4 3
0		0		0		0
0		+a		+a		0
0		0		0		0
}

tile +i07
	// sawmill and trucks, A11
{
6 4
0		0		0		0		0		0
0		+a		+a		+a		+a		0
0		+a		+a		+a		+a		0
0		0		0		0		0		0
}

tile +i08
	// a windmill, A4, C2
{
4 4
0		0		0		0
0		+a		+a		0
0		+a		+a		0
0		0		0		0
}

tile +i09
	// two small storehouses, some trees, A5
{
5 4
0		0		0		0		0
0		+a		+a		+a		0
0		+a		+a		+a		0
0		0		0		0		0
}

// Dropship tiles --------------------------------------------------*

tile +craft_drop_firebird
{
5 4
0		0		0		0		0
0		+c		+c		+c		0
0		+c		+c		+c		0
0		0		0		0		0
}

tile +craft_drop_herakles
{
5 4
0		0		0		0		0
0		+c		+c		+c		0
0		+c		+c		+c		0
0		0		0		0		0
}

tile +craft_drop_raptor
{
5 5
0		0		0		0		0
0		+c		+c		+c		0
0		+c		+c		+c		0
0		+c		+c		+c		0
0		0		0		0		0
}

tile +start
	// starting point for Phalanx in case we do not use a dropship
{
3 3
0		0		0
0		+a		0
0		0		0
}

// UFO tiles -------------------------------------------------------*

tile +craft_ufo_fighter
{
4 4
0		a		a		0
a		+c		+c		a
a		+c		+c		a
0		a		a		0
}

tile +craft_ufo_scout
{
4 4
0		a		a		0
a		+c		+c		a
a		+c		+c		a
0		a		a		0
}

tile +craft_ufo_harvester
{
7 6
0		a		a		a		a		a		0
a		+c		+c		+c		+c		+c		a
a		+c		+c		+c		+c		+c		a
a		+c		+c		+c		+c		+c		a
a		+c		+c		+c		+c		+c		a
0		a		a		a		a		a		0
}

tile +craft_ufo_supply
{
6 5
0		a		a		a		a		0
a		+c		+c		+c		+c		a
a		+c		+c		+c		+c		a
a		+c		+c		+c		+c		a
0		a		a		a		a		0
}

// Crashed UFOs ----------------------------------------------------*

tile +craft_crash_supply
{
6 5
0		a		a		a		a		0
a		+c		+c		+c		+c		a
a		+c		+c		+c		+c		a
a		+c		+c		+c		+c		a
0		a		a		a		a		0
}

// multiplayer tiles -----------------------------------------------*

tile +mp_team2
	// Small building (multiplayer team 2)
{
3 4
0		a		0
a		+c		a
a		+c		a
0		a		0
}

// tilesets --------------------------------------------------------*

tileset river_h {
	+river_h_1
	+river_h_2
}

tileset river_v {
	+river_v_1
	+river_v_2
}

tileset river_bend {
	+river_se
	+river_sw
}

// Map assemblies for campaign / skirmish --------------------------*

// TODO assemblies should be nature (nopoulation), industrial and civ (populated)

assembly industrial_medium
{
size "8 8"
title "_Frozen"
multiplayer +mp_team2
+n01 "0 2"
+n02 "0 2"
+n03 "0 2"
+n04 "0 2"
+n05 "0 2"
+i01  "1 1"
+i02 "0 3"
+i03 "0 1"
+i04 "0 1"
+i05 "0 3"
+i06 "0 3"
+i07 "0 1"
+i08 "1 1"
+i09 "0 1"
*rm_drop +craft_drop_firebird "1 1"
*rm_ufo +craft_ufo_harvester "1 1"
}

assembly industrial_small
{
size "6 6"
title "_Frozen"
multiplayer +mp_team2
+n01 "0 1"
+n02 "0 1"
+n03 "0 1"
+n04 "0 1"
+i02 "0 2"
+i03 "0 1"
+i04 "0 1"
+i05 "0 2"
+i06 "0 2"
+i07 "0 1"
+i08 "0 1"
+i09 "0 1"
*rm_drop +craft_drop_firebird "1 1"
*rm_ufo +craft_ufo_scout "1 1"
}

assembly industrial_small_noufo
{
size "6 6"
title "_Frozen"
multiplayer +mp_team2
+n01 "0 1"
+n02 "0 1"
+n03 "0 1"
+n04 "0 1"
+i01 "1 1"
+i02 "0 2"
+i03 "0 1"
+i04 "0 1"
+i05 "0 2"
+i06 "0 2"
+i07 "0 1"
+i08 "1 1"
+i09 "0 1"
*rm_drop +craft_drop_firebird "1 1"
}

assembly lake_ice
{
size "6 7"
title "_Frozen"
fix +h01 "0 1"
fix +h03 "4 1"
fix +i07 "2 5"
fix +n06 "3 2"
fix +n08 "0 3"
fix +river_lake "0 0"
fix +river_v_1 "2 1"
fix +river_v_2 "2 2"
fix +river_v_1 "2 3"
fix +river_se "2 4"
fix +river_h_1 "3 4"
fix +river_h_1 "4 4"
fix +river_h_1 "5 4"
fix +start "5 1"
+n01 "0 4"
+n02 "0 1"
+n03 "0 4"
+n04 "0 5"
+n05 "0 5"
+n07 "0 1"
}

assembly nature_medium
{
size "9 8"
title "_Frozen"
multiplayer +mp_team2
+h02 "0 1"
+n01 "0 4"
+n02 "0 1"
+n03 "0 4"
+n04 "0 4"
+n05 "0 4"
+n06 "0 1"
+n07 "0 1"
+n08 "0 1"
+n09 "0 1"
+river_lake "0 1"
tileset river_bend "0 1"
tileset river_h "0 9"
tileset river_v "0 8"
*rm_drop +craft_drop_firebird "1 1"
*rm_ufo +craft_ufo_harvester "1 1"
}

assembly nature_small
{
size "7 7"
title "_Frozen"
multiplayer +mp_team2
+h02 "0 1"
+n01 "0 2"
+n02 "0 2"
+n03 "0 2"
+n04 "0 2"
+n06 "0 1"
+n07 "0 2"
+n08 "0 1"
+n09 "0 1"
+river_lake "0 1"
tileset river_bend "0 1"
tileset river_h "0 6"
tileset river_v "0 6"
*rm_drop +craft_drop_firebird "1 1"
*rm_ufo +craft_ufo_scout "1 1"
}

assembly nature_small_noufo
{
size "6 6"
title "_Frozen"
multiplayer +mp_team2
size "7 7"
title "_Frozen"
multiplayer +mp_team2
+h02 "1 1"
+h03 "0 1"
+n01 "0 4"
+n02 "0 4"
+n03 "0 4"
+n04 "0 4"
+n05 "0 4"
+n06 "0 1"
+n07 "0 3"
+n08 "0 1"
+n09 "0 1"
+river_lake "0 1"
tileset river_bend "0 1"
tileset river_h "0 6"
tileset river_v "0 6"
*rm_drop +craft_drop_firebird "1 1"
}

// Map assemblies multiplayer only ---------------------------------*

assembly multiplayercoop
{
size "8 8"
title "_Multiplayer Coop"
multiplayer +mp_team2
+n01 "0 8"
+n02 "0 8"
+n03 "0 8"
+n04 "0 8"
+n05 "0 8"
//+n06 "0 1"
+i01 "1 1"
+i02 "1 4"
+i03 "0 2"
+i04 "1 3"
+i05 "0 2"
+i06 "0 3"
+i09 "0 2"
*rm_ufo +craft_ufo_fighter "1 1"
*rm_drop +craft_drop_firebird "1 1"
}

assembly multiplayerdeathmatch
{
size "8 8"
title "_Multiplayer Deathmatch"
multiplayer +mp_team2
+n01 "0 8"
+n02 "0 8"
+n03 "0 8"
+n04 "0 8"
+n05 "0 8"
//+n06 "0 1"
+i01 "1 1"
+i02 "1 4"
+i03 "0 2"
+i04 "1 3"
+i05 "0 2"
+i06 "0 3"
+i09 "0 2"
*rm_drop +craft_drop_firebird "1 1"
}

// Map test assembly -----------------------------------------------*

assembly test
{
size "7 7"
title "_Frozen"
multiplayer +mp_team2
+h02 "1 1"
+h03 "0 1"
+n01 "0 4"
+n02 "0 4"
+n03 "0 4"
+n04 "0 4"
+n05 "0 4"
+n06 "0 1"
+n07 "0 3"
+n08 "0 1"
+river_lake "0 1"
tileset river_bend "0 1"
tileset river_h "0 6"
tileset river_v "0 6"
*rm_drop +craft_drop_firebird "1 1"
}