int gives_healing(const t_translation::t_terrain & terrain) const { return get_terrain_info(terrain).gives_healing(); }
bool is_castle(const t_translation::t_terrain & terrain) const { return get_terrain_info(terrain).is_castle(); }
bool is_keep(t_translation::t_terrain terrain) const { return get_terrain_info(terrain).is_keep(); }
bool is_village(t_translation::t_terrain terrain) const { return get_terrain_info(terrain).is_village(); }
/** Shortcut to get_terrain_info(get_terrain(loc)). */ const terrain_type& get_terrain_info(const map_location &loc) const { return get_terrain_info(get_terrain(loc)); }
bool is_keep(const t_translation::terrain_code & terrain) const { return get_terrain_info(terrain).is_keep(); }
bool is_village(const t_translation::terrain_code & terrain) const { return get_terrain_info(terrain).is_village(); }