
# SCENERY: tile_name, probability_weight, required_clearance
# probability weight can be a function using:
# h -> height
# t -> threat level

grassland
{
    MAX_SIZE: 1000000000
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 100

    TOP_TILE: grass, 100

    INNER_TILE: dirt, 10

    SCENERY: bush, 100, 6
    #SCENERY: oak_tree, 50, 10
    #SCENERY: poplar_tree, 15, 10
    SCENERY: boulder, -(h/5) + 25
    SCENERY: cracked_boulder, -(h-20)*(h-40)/20
    SCENERY: copper_boulder, 50*(1-(1/(1+exp(-(h-10)/5))))
    SCENERY: tin_boulder, t/20
}

caves
{
    MAX_SIZE: 1000000000
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 100
    SPAWNER_DENSITY: 0.02
    SCENERY_DENSITY: 0.03
    LOOT: cave_loot

    TOP_TILE: dirt, 100
    INNER_TILE: dirt, 10

    SCENERY: boulder, 100
    SCENERY: bush, 15, 3
    SCENERY: cracked_boulder, 20/(t+1) + 5
    SCENERY: copper_boulder, t/20
    SCENERY: tin_boulder, t/30
}

deep_caves
{
    MAX_SIZE: 1000000000
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 100
    SPAWNER_DENSITY: 0.03
    SCENERY_DENSITY: 0.03
    LOOT: deep_cave_loot

    TOP_TILE: dirt, 100
    INNER_TILE: dirt, 10

    SCENERY: boulder, 100
    SCENERY: bush, 5, 3
    SCENERY: cracked_boulder, 2/(t+1) + 1
    SCENERY: copper_boulder, t/10
    SCENERY: tin_boulder, t/15
}

copper_deposit
{
    MAX_SIZE: 5
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 100

    TOP_TILE: dirt, 100

    INNER_TILE: dirt, 100

    SCENERY: copper_boulder, 100
}


tin_deposit
{
    MAX_SIZE: 5
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 25

    TOP_TILE: dirt, 100

    INNER_TILE: dirt, 100

    SCENERY: tin_boulder, 100
}



graveyard
{
    MAX_SIZE: 200
    SURFACE_THREAT_LEVEL: 30
    CHANCE_WEIGHT: 20

    TOP_TILE: dirt, 4

    INNER_TILE: dirt, 10

    SCENERY: grave, 50
    SCENERY: bush, 10
    #SCENERY: dead_tree, 10, 10
    #SCENERY: tree_stump, 10
    SCENERY: boulder, 25
    SCENERY: tin_boulder, t/10
}

orc_tribe
{
    MAX_SIZE: 150
    SURFACE_THREAT_LEVEL: 0
    CHANCE_WEIGHT: 5

    TOP_TILE: grass, 4

    INNER_TILE: dirt, 10

    SCENERY: bush, 100, 6
    SCENERY: oak_tree, 50, 10
    SCENERY: poplar_tree, 15, 10
    SCENERY: dead_tree, 30, 10
    SCENERY: boulder, 20
    SCENERY: copper_boulder, t/20
    SCENERY: tin_boulder, t/60
}


dragon_lair
{
    MAX_SIZE: 30
    SURFACE_THREAT_LEVEL: 100
    CHANCE_WEIGHT: 5

    TOP_TILE: grass, 4

    INNER_TILE: dirt, 10
    INNER_TILE: stone, 3

    SCENERY: spiked_boulder, 10
    SCENERY: boulder, 10
}