// mapping: maps the pattern to a range of terrain view images/frames of the .DEF, e.g. 10-15
// for patterns which represent two transitions a comma can be used to distinct between dirt and sand
// e.g. 10-15, 25-35 whereas the first value is always dirt and the second sand
// The following properties are optional:
// flipMode: should the same be flipped or different images be used(see rock) or is flip not supported at all; allowed values: sameImage | diffImages; default is: sameImage
// id: the identifier for the pattern if it's referenced by other patterns
// minPoints: the minimum points to reach to validate the pattern successfully
// The following table shows the rules for the 3x3 pattern of all terrain types:
// I) normal(e.g. grass, lava, ...):
// N: Native type
// D: Dirt border
// S: Sand border
// T: Sand OR dirt border(all Ts in the pattern are replaced by dirt OR sand)
// ?: T or N
// II) dirt:
// N: Native type
// D: Dirt border
// S: Sand border
// ?: Any border
// III) sand:
// N: Native type
// S: Sand border
// IV) water:
// N: Native type
// S: Sand border
// ?: Any border
// V) rock:
// N: Native type
// S: Sand border
// ?: Any border
// Some additional info:
// Rules can be combined with comma. e.g. T, N which would be the same meaning of ?. It's most useful in combination with pattern chaining.
// Chaining of patterns is supported. To reference a another pattern you simply add the <Ref Id> to the relevant field of the pattern.
// Rules can be given points: <[Rule OR Ref Id]-Points> With the property minPoints simple conditions can be built.