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cuberite-2a/src/Generating/DungeonRoomsFinisher.h

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// DungeonRoomsFinisher.h
// Declares the cDungeonRoomsFinisher class representing the finisher that generates dungeon rooms
#pragma once
#include "GridStructGen.h"
#include "../ProbabDistrib.h"
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class cDungeonRoomsFinisher:
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public cGridStructGen
{
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using Super = cGridStructGen;
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public:
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/** Creates a new dungeon room finisher.
a_ShapeGen is the underlying terrain shape generator, so that the rooms can always be placed under the terrain.
a_MaxSize and a_MinSize are the maximum and minimum sizes of the room's internal (air) area, in blocks across.
a_HeightDistrib is the string defining the height distribution for the rooms (cProbabDistrib format). */
cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int a_Seed, int a_GridSize, int a_MaxSize, int a_MinSize, const AString & a_HeightDistrib);
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protected:
/** The shape gen that is used for limiting the rooms' Y coords */
cTerrainShapeGenPtr m_ShapeGen;
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/** Maximum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 3 (vanilla). */
int m_MaxHalfSize;
/** Minimum half-size (from center to wall) of the dungeon room's inner (air) area. Default is 2 (vanilla). */
int m_MinHalfSize;
/** The height probability distribution to make the spawners more common in layers 10 - 40, less common outside this range. */
cProbabDistrib m_HeightProbability;
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// cGridStructGen overrides:
virtual cStructurePtr CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) override;
} ;