Gen refactor: Implemented CompositedHeiGen.
This fixes crashes in the Village generator due to the missing generator.
This commit is contained in:
parent
5fb2526e07
commit
7a3b3aeb3c
@ -42,6 +42,7 @@ SET (HDRS
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CompoGen.h
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CompoGenBiomal.h
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ComposableGenerator.h
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CompositedHeiGen.h
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DistortedHeightmap.h
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DungeonRoomsFinisher.h
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EndGen.h
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@ -417,6 +417,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::
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// Use the cached data:
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memcpy(a_ChunkDesc.GetBlockTypes(), m_CacheData[Idx].m_BlockTypes, sizeof(a_ChunkDesc.GetBlockTypes()));
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memcpy(a_ChunkDesc.GetBlockMetasUncompressed(), m_CacheData[Idx].m_BlockMetas, sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
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memcpy(a_ChunkDesc.GetHeightMap(), m_CacheData[Idx].m_HeightMap, sizeof(a_ChunkDesc.GetHeightMap()));
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m_NumHits++;
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m_TotalChain += i;
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@ -436,6 +437,7 @@ void cCompoGenCache::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::
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m_CacheOrder[0] = Idx;
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memcpy(m_CacheData[Idx].m_BlockTypes, a_ChunkDesc.GetBlockTypes(), sizeof(a_ChunkDesc.GetBlockTypes()));
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memcpy(m_CacheData[Idx].m_BlockMetas, a_ChunkDesc.GetBlockMetasUncompressed(), sizeof(a_ChunkDesc.GetBlockMetasUncompressed()));
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memcpy(m_CacheData[Idx].m_HeightMap, a_ChunkDesc.GetHeightMap(), sizeof(a_ChunkDesc.GetHeightMap()));
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m_CacheData[Idx].m_ChunkX = ChunkX;
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m_CacheData[Idx].m_ChunkZ = ChunkZ;
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}
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@ -132,6 +132,7 @@ protected:
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int m_ChunkZ;
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cChunkDef::BlockTypes m_BlockTypes;
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cChunkDesc::BlockNibbleBytes m_BlockMetas; // The metas are uncompressed, 1 meta per byte
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cChunkDef::HeightMap m_HeightMap;
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} ;
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// To avoid moving large amounts of data for the MRU behavior, we MRU-ize indices to an array of the actual data
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@ -570,220 +570,6 @@ protected:
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return patDirt.Get();
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}
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}
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#if 0
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/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
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void FillColumnGrass(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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static const PatternItem pattern[] =
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{
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{ E_BLOCK_GRASS, 0},
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{ E_BLOCK_DIRT, 0},
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{ E_BLOCK_DIRT, 0},
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{ E_BLOCK_DIRT, 0},
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
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}
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/** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
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void FillColumnStone(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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static const PatternItem pattern[] =
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{
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{ E_BLOCK_STONE, 0},
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
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}
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/** Fills a single column with Mesa-like terrain (variations of clay). */
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void FillColumnMesa(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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// Fill with grass and dirt on the very top of mesa plateaus:
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size_t curIdx = 0;
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for (int y = 255; y > m_MesaDirtLevel; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, (curIdx > 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS);
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curIdx += 1;
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}
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else
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{
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curIdx = 0;
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}
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} // for y
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// Fill with clays from the DirtLevel down to SandLevel:
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for (int y = m_MesaDirtLevel; y > m_MesaSandLevel; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, m_MesaPattern[y].m_BlockType, m_MesaPattern[y].m_BlockMeta);
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}
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else
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{
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curIdx = 0;
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}
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} // for y
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// If currently air, switch to red sand pattern:
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static const PatternItem redSandPattern[] =
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{
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{ E_BLOCK_SAND, E_META_SAND_RED},
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{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
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{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
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{ E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
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};
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Pattern pattern;
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size_t patternSize;
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if (curIdx == 0)
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{
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pattern = redSandPattern;
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patternSize = ARRAYCOUNT(redSandPattern);
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}
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else
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{
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pattern = m_MesaPattern + m_MesaSandLevel;
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patternSize = static_cast<size_t>(m_MesaSandLevel);
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}
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// Fill with current pattern (MesaPattern or RedSand) until sealevel:
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for (int y = m_MesaSandLevel; y > m_SeaLevel; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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if (curIdx >= patternSize)
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{
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a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
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}
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else
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{
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a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, pattern[curIdx].m_BlockType, pattern[curIdx].m_BlockMeta);
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}
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curIdx += 1;
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}
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else
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{
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// Air resets the pattern to red sand:
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curIdx = 0;
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pattern = redSandPattern;
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patternSize = ARRAYCOUNT(redSandPattern);
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}
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} // for y
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// If there is an ocean, fill it with water and then redsand:
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int y = m_SeaLevel;
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for (; y > 0; y--)
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{
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if ((a_ShapeColumn[y] == 0) || (curIdx >= ARRAYCOUNT(redSandPattern)))
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{
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// water pocket or out of red sand pattern, use stone from now on
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break;
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}
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a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
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curIdx = curIdx + 1;
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} // for y
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// The rest should be filled with stone:
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for (; y > 0; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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} // for y
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}
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/** Fills a single column with megataiga-based terrain (grass or podzol on top). */
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void FillColumnMegaTaiga(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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// TODO
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}
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/** Fills a single column with sand-based terrain (such as desert or beach). */
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void FillColumnSand(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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static const PatternItem pattern[] =
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{
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{ E_BLOCK_SAND, 0},
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{ E_BLOCK_SAND, 0},
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{ E_BLOCK_SAND, 0},
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{ E_BLOCK_SANDSTONE, 0},
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
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}
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void FillColumnMycelium(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
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{
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static const PatternItem pattern[] =
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{
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{ E_BLOCK_MYCELIUM, 0},
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{ E_BLOCK_DIRT, 0},
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{ E_BLOCK_DIRT, 0},
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{ E_BLOCK_DIRT, 0},
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} ;
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FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
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}
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/** Fills the column with the specified pattern, repeating it if there's an air pocket in between. */
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void FillColumnPattern(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize)
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{
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// Fill with pattern until sealevel:
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size_t curIdx = 0;
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for (int y = 255; y > m_SeaLevel; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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// Continue with the pattern:
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if (curIdx >= a_PatternSize)
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{
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a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
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}
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else
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{
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a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[curIdx].m_BlockType, a_Pattern[curIdx].m_BlockMeta);
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}
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curIdx += 1;
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}
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else
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{
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// Air pocket, restart the pattern:
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curIdx = 0;
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}
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} // for y
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// From sealevel downward use the ocean floor pattern:
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FillOceanFloor(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, a_Pattern, a_PatternSize, curIdx);
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}
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/** Fills the blocks from sealevel down to bottom with ocean-floor pattern.
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a_PatternStartOffset specifies the offset at which to start the pattern, in case there was air just above. */
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void FillOceanFloor(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize, size_t a_PatternStartOffset)
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{
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for (int y = m_SeaLevel; y > 0; y--)
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{
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if (a_ShapeColumn[y] > 0)
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{
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// TODO
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}
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} // for y
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}
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#endif
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} ;
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@ -19,6 +19,8 @@
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#include "CompoGenBiomal.h"
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#include "CompositedHeiGen.h"
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#include "Caves.h"
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#include "DistortedHeightmap.h"
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#include "DungeonRoomsFinisher.h"
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@ -173,7 +175,6 @@ void cComposableGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a
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if (a_ChunkDesc.IsUsingDefaultComposition())
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{
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m_CompositionGen->ComposeTerrain(a_ChunkDesc, shape);
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ShouldUpdateHeightmap = true;
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}
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if (a_ChunkDesc.IsUsingDefaultFinish())
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@ -264,11 +265,17 @@ void cComposableGenerator::InitCompositionGen(cIniFile & a_IniFile)
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{
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m_CompositionGen = cTerrainCompositionGen::CreateCompositionGen(a_IniFile, m_BiomeGen, m_ShapeGen, m_ChunkGenerator.GetSeed());
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// Add a cache over the composition generator:
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// Even a cache of size 1 is useful due to the CompositedHeiGen cache after us doing re-composition on its misses
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int CompoGenCacheSize = a_IniFile.GetValueSetI("Generator", "CompositionGenCacheSize", 64);
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if (CompoGenCacheSize > 1)
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if (CompoGenCacheSize > 0)
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{
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m_CompositionGen = cTerrainCompositionGenPtr(new cCompoGenCache(m_CompositionGen, 32));
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m_CompositionGen = std::make_shared<cCompoGenCache>(m_CompositionGen, CompoGenCacheSize);
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}
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// Create a cache of the composited heightmaps, so that finishers may use it:
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m_CompositedHeightCache = std::make_shared<cHeiGenMultiCache>(std::make_shared<cCompositedHeiGen>(m_ShapeGen, m_CompositionGen), 16, 24);
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// 24 subcaches of depth 16 each = 96 KiB of RAM. Acceptable, for the amount of work this saves.
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}
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49
src/Generating/CompositedHeiGen.h
Normal file
49
src/Generating/CompositedHeiGen.h
Normal file
@ -0,0 +1,49 @@
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// CompositedHeiGen.h
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// Declares the cCompositedHeiGen class representing a cTerrainHeightGen descendant that calculates heightmap of the composited terrain
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// This is used to further cache heightmaps for chunks already generated for finishers that require only heightmap information
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#pragma once
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#include "ComposableGenerator.h"
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class cCompositedHeiGen:
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public cTerrainHeightGen
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{
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public:
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cCompositedHeiGen(cTerrainShapeGenPtr a_ShapeGen, cTerrainCompositionGenPtr a_CompositionGen):
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m_ShapeGen(a_ShapeGen),
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m_CompositionGen(a_CompositionGen)
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{
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}
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// cTerrainheightGen overrides:
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override
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{
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cChunkDesc::Shape shape;
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m_ShapeGen->GenShape(a_ChunkX, a_ChunkZ, shape);
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cChunkDesc desc(a_ChunkX, a_ChunkZ);
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desc.SetHeightFromShape(shape);
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m_CompositionGen->ComposeTerrain(desc, shape);
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memcpy(a_HeightMap, desc.GetHeightMap(), sizeof(a_HeightMap));
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}
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protected:
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cTerrainShapeGenPtr m_ShapeGen;
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cTerrainCompositionGenPtr m_CompositionGen;
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};
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@ -149,6 +149,51 @@ bool cHeiGenCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_Rel
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////////////////////////////////////////////////////////////////////////////////
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// cHeiGenMultiCache:
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cHeiGenMultiCache::cHeiGenMultiCache(cTerrainHeightGenPtr a_HeiGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches):
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m_NumSubCaches(a_NumSubCaches)
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{
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// Create the individual sub-caches:
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m_SubCaches.reserve(a_NumSubCaches);
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for (size_t i = 0; i < a_NumSubCaches; i++)
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{
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m_SubCaches.push_back(std::make_shared<cHeiGenCache>(a_HeiGenToCache, a_SubCacheSize));
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}
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}
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void cHeiGenMultiCache::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap)
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{
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// Get the subcache responsible for this chunk:
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const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
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// Ask the subcache:
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m_SubCaches[cacheIdx]->GenHeightMap(a_ChunkX, a_ChunkZ, a_HeightMap);
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}
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bool cHeiGenMultiCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height)
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{
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// Get the subcache responsible for this chunk:
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const size_t cacheIdx = ((size_t)a_ChunkX + m_CoeffZ * (size_t)a_ChunkZ) % m_NumSubCaches;
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// Ask the subcache:
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return m_SubCaches[cacheIdx]->GetHeightAt(a_ChunkX, a_ChunkZ, a_RelX, a_RelZ, a_Height);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cHeiGenClassic:
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@ -63,6 +63,38 @@ protected:
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/** Caches heightmaps in multiple underlying caches to improve the distribution and lower the chain length. */
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class cHeiGenMultiCache:
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public cTerrainHeightGen
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{
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public:
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cHeiGenMultiCache(cTerrainHeightGenPtr a_HeightGenToCache, size_t a_SubCacheSize, size_t a_NumSubCaches);
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// cTerrainHeightGen overrides:
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virtual void GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMap & a_HeightMap) override;
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/** Retrieves height at the specified point in the cache, returns true if found, false if not found */
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bool GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ, HEIGHTTYPE & a_Height);
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protected:
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typedef SharedPtr<cHeiGenCache> cHeiGenCachePtr;
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typedef std::vector<cHeiGenCachePtr> cHeiGenCachePtrs;
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/** The coefficient used to turn Z coords into index (x + Coeff * z). */
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static const size_t m_CoeffZ = 5;
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/** Number of sub-caches, pulled out of m_SubCaches.size() for performance reasons. */
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size_t m_NumSubCaches;
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/** The individual sub-caches. */
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cHeiGenCachePtrs m_SubCaches;
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};
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class cHeiGenFlat :
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public cTerrainHeightGen
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{
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@ -42,6 +42,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
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cChunkDesc::Shape workerShape;
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m_BiomeGen->GenBiomes (BaseX, BaseZ, WorkerDesc.GetBiomeMap());
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m_ShapeGen->GenShape (BaseX, BaseZ, workerShape);
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WorkerDesc.SetHeightFromShape (workerShape);
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m_CompositionGen->ComposeTerrain(WorkerDesc, workerShape);
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}
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else
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