}
//torrential downpour - mud in all hexes except buildings, depth 1+ water, and non-dirt roads
//torrent in all depth 1+ water, swamps in all depth 0 water hexes
if(weatherCond == PlanetaryConditions.WE_DOWNPOUR) {
if(hex.containsTerrain(Terrains.WATER) && !(hex.terrainLevel(Terrains.RAPIDS) > 1) && hex.depth() > 0) {
hex.addTerrain(tf.createTerrain(Terrains.RAPIDS, 2));
}
else if(hex.containsTerrain(Terrains.WATER)) {
hex.addTerrain(tf.createTerrain(Terrains.SWAMP, 1));
hex.removeTerrain(Terrains.WATER);