Unified the doxy-comment format.
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@@ -46,16 +46,16 @@ public:
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cGenerator(cChunkGenerator & a_ChunkGenerator);
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virtual ~cGenerator() {} // Force a virtual destructor
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/// Called to initialize the generator on server startup.
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/** Called to initialize the generator on server startup. */
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virtual void Initialize(cIniFile & a_IniFile);
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/// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
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/** Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading. */
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virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0;
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/// Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome. Default implementation uses GenerateBiomes().
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/** Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome. Default implementation uses GenerateBiomes(). */
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virtual EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
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/// Called in a separate thread to do the actual chunk generation. Generator should generate into a_ChunkDesc.
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/** Called in a separate thread to do the actual chunk generation. Generator should generate into a_ChunkDesc. */
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virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) = 0;
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protected:
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@@ -71,13 +71,11 @@ public:
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virtual ~cPluginInterface() {}
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/** Called when the chunk is about to be generated.
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The generator may be partly or fully overriden by the implementation
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*/
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The generator may be partly or fully overriden by the implementation. */
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virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) = 0;
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/** Called after the chunk is generated, before it is handed to the chunk sink.
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a_ChunkDesc contains the generated chunk data. Implementation may modify this data.
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*/
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a_ChunkDesc contains the generated chunk data. Implementation may modify this data. */
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virtual void CallHookChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
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} ;
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@@ -92,19 +90,16 @@ public:
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/** Called after the chunk has been generated
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The interface may store the chunk, send it over network, whatever.
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The chunk is not expected to be modified, but the generator will survive if the implementation
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changes the data within. All changes are ignored, though.
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*/
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changes the data within. All changes are ignored, though. */
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virtual void OnChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
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/** Called just before the chunk generation is started,
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to verify that it hasn't been generated in the meantime.
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If this callback returns true, the chunk is not generated.
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*/
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If this callback returns true, the chunk is not generated. */
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virtual bool IsChunkValid(int a_ChunkX, int a_ChunkZ) = 0;
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/** Called when the generator is overloaded to skip chunks that are no longer needed.
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If this callback returns false, the chunk is not generated.
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*/
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If this callback returns false, the chunk is not generated. */
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virtual bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) = 0;
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/** Called to check whether the specified chunk is in the queued state.
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@@ -126,7 +121,7 @@ public:
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If the generator becomes overloaded and skips this chunk, the callback is still called. */
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void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback = nullptr);
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/// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
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/** Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading. */
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void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
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void WaitForQueueEmpty(void);
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@@ -151,7 +146,7 @@ private:
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/** Force the regeneration of an already existing chunk */
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bool m_ForceGenerate;
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/** Callback to call after generating.*/
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/** Callback to call after generating. */
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cChunkCoordCallback * m_Callback;
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};
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