Terrain

Client only. Shapes and paints the level's ground in this game only, as an editor does under a building it places: a flat pad, a hill, a hollow, a cobbled lane. The ground is solid at once where it now lies. The server does not know about it, and no other player sees it. Every edit can be undone, and a resource's edits are undone when it stops or the world goes. An edit reaches at most 90 m from its middle; ground pushed beyond what its patch of terrain can hold stops at that height.

terrain.flatten()

Terrain.flatten(center, radius, height, falloff)

Brings the ground in the circle to one height, fading into the ground around it. Throws a TypeError for a bad place, size or height, a RangeError for one out of the world or wider than 90 m.

terrain.raise()

Terrain.raise(center, radius, amount, falloff)

Lifts the ground in the circle by an amount, or lowers it with a negative one, fading at the edge.

terrain.paint()

Terrain.paint(center, radius, material, falloff)

Covers the ground in the circle with a material: its look, the sound of footsteps on it and the dust it raises. Full in the circle, blended into the ground around over the falloff (up to three materials mix on one metre). A World Architect custom map carries all of the materials everywhere; a game level's ground takes only the ones its patch of terrain already has there, and the rest of the circle stays as it was. Throws a TypeError for a bad place, size or material number, a RangeError for an unknown material name or a place out of the world or wider than 90 m.

terrain.materials()

Terrain.materials()

The material names paint takes, each with the level's surface type number it stands for.

terrain.edits()

Terrain.edits()

Your resource's edits that are still in place, oldest first.