conflict resolution
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@@ -65,7 +65,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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continue;
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}
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// Choose what block to use.
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NOISE_DATATYPE BlockType = m_Noise.IntNoise3D((int) ChunkX, y, (int) ChunkZ);
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if (BlockType < -0.7)
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@@ -195,10 +195,10 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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continue;
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}
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// Get the top block + 1. This is the place where the grass would finaly be placed:
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int y = a_ChunkDesc.GetHeight(x, z) + 1;
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if (y >= 255)
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{
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continue;
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@@ -281,7 +281,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_
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{
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return false;
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}
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// All conditions met, place a sugarcane here:
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a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE);
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return true;
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@@ -294,7 +294,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_
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void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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// Generate small foliage (1-block):
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// TODO: Update heightmap with 1-block-tall foliage
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@@ -319,7 +319,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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// WEIRD, since we're using heightmap, so there should NOT be anything above it
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continue;
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}
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const float xx = (float)BlockX;
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float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f);
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float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f);
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@@ -359,7 +359,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc)
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}
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break;
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} // case E_BLOCK_GRASS
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case E_BLOCK_SAND:
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{
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int y = Top + 1;
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@@ -783,7 +783,7 @@ void cFinishGenPreSimulator::StationarizeFluid(
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} // for y
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} // for x
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} // for z
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// Turn fluid at the chunk edges into non-stationary fluid:
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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@@ -875,12 +875,12 @@ void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc)
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// Not in this chunk
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return;
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}
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// Get the height at which to try:
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int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11;
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Height %= m_HeightDistribution.GetSum();
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Height = m_HeightDistribution.MapValue(Height);
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// Try adding the spring at the height, if unsuccessful, move lower:
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for (int y = Height; y > 1; y--)
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{
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@@ -918,7 +918,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
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{
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return false;
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}
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static const struct
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{
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int x, y, z;
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@@ -949,7 +949,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int
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{
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return false;
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}
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// Has exactly one air neighbor, place a spring:
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a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0);
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return true;
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