int w() const
Effective map width.
int h() const
Effective map height.
int total_width() const
Real width of the map, including borders.
int total_height() const
Real height of the map, including borders.
void set_terrain(const map_location &loc, const terrain_code &terrain, const terrain_type_data::merge_mode mode=terrain_type_data::BOTH, bool replace_if_failed=false) override
Clobbers over the terrain at location 'loc', with the given terrain.
void for_each_loc(const F &f) const
mapgen_gamemap(std::string_view data)
int intf_terrainmap_create(lua_State *L)
Create a map.
int intf_terrain_mask(lua_State *L)
Replaces part of the map.
int intf_on_border(lua_State *L)
void lua_terrainmap_setmetatable(lua_State *L)
int intf_on_board(lua_State *L)
int intf_terrainmap_iter(lua_State *L)
int intf_terrainmap_get(lua_State *L)
gamemap_base & luaW_checkterrainmap(lua_State *L, int index)
bool luaW_isterrainmap(lua_State *L, int index)
int intf_replace_if_failed(lua_State *L)
gamemap_base * luaW_toterrainmap(lua_State *L, int index)
std::string register_metatables(lua_State *L)
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Encapsulates the map of the game.
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...