add 'place_structures_wide' callback
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@ -26,16 +26,26 @@ end
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function place_structures(x, z, w, d, seed, hmap, chunk_height)
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local placements = {}
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place_ores(placements, x, z, w, d, seed, hmap, chunk_height)
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return placements
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end
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function place_structures_wide(x, z, w, d, seed, chunk_height)
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local placements = {}
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if math.random() < 0.1 then -- generate caves
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local sy = math.random() * (chunk_height / 2)
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local ey = math.random() * (chunk_height / 2)
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local sx = x + math.random() * 20 - 10
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local ex = x + math.random() * 20 - 10
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local sz = z + math.random() * 20 - 10
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local ez = z + math.random() * 20 - 10
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local sy = math.random() * (chunk_height / 6) + 80
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local ey = math.max(1, sy - chunk_height / 4)
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local my = (sy + ey) / 2 + math.random() * 24 - 12
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local sx = x + math.random() * 60 - 30
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local ex = x + math.random() * 60 - 30
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local mx = (sx + ex) / 2 + math.random() * 32 - 16
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local sz = z + math.random() * 60 - 30
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local ez = z + math.random() * 60 - 30
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local mz = (sz + ez) / 2 + math.random() * 32 - 16
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local width = math.random()*3+2
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table.insert(placements,
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{":line", 0, {sx - 10, sy, sz - 10}, {ex + 10, ey, ez + 10}, math.random()*2+2})
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{":line", 0, {sx, sy, sz}, {mx, my, mz}, width})
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table.insert(placements,
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{":line", 0, {mx, my, mz}, {ex, ey, ez}, width})
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end
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return placements
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end
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@ -135,6 +135,36 @@ public:
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placements.structs.emplace_back(structIndex, pos, rotation);
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}
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PrototypePlacements placeStructuresWide(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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uint64_t seed,
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uint chunkHeight
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) override {
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PrototypePlacements placements {};
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stackguard _(L);
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pushenv(L, *env);
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if (getfield(L, "place_structures_wide")) {
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pushivec_stack(L, offset);
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pushivec_stack(L, size);
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pushinteger(L, seed);
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pushinteger(L, chunkHeight);
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if (call_nothrow(L, 6, 1)) {
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int len = objlen(L, -1);
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for (int i = 1; i <= len; i++) {
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rawgeti(L, i);
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perform_placement(L, placements);
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pop(L);
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}
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pop(L);
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}
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}
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return placements;
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}
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PrototypePlacements placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed,
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const std::shared_ptr<Heightmap>& heightmap, uint chunkHeight
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@ -154,6 +154,13 @@ public:
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uint bpd
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) = 0;
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virtual PrototypePlacements placeStructuresWide(
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const glm::ivec2& offset,
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const glm::ivec2& size,
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uint64_t seed,
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uint chunkHeight
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) = 0;
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/// @brief Generate a list of structures placements. Structures may be
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/// placed to nearest chunks also (position of out area).
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/// @param offset position of the area
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@ -17,7 +17,7 @@
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static debug::Logger logger("world-generator");
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static inline constexpr uint MAX_PARAMETERS = 4;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 5;
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static inline constexpr uint MAX_CHUNK_PROTOTYPE_LEVELS = 10;
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WorldGenerator::WorldGenerator(
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const GeneratorDef& def, const Content* content, uint64_t seed
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@ -41,13 +41,16 @@ WorldGenerator::WorldGenerator(
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}
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prototypes[{x, z}] = generatePrototype(x, z);
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});
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surroundMap.setLevelCallback(2, [this](int const x, int const z) {
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surroundMap.setLevelCallback(4, [this](int const x, int const z) {
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generateStructuresWide(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(7, [this](int const x, int const z) {
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generateBiomes(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(3, [this](int const x, int const z) {
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surroundMap.setLevelCallback(8, [this](int const x, int const z) {
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generateHeightmap(requirePrototype(x, z), x, z);
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});
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surroundMap.setLevelCallback(4, [this](int const x, int const z) {
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surroundMap.setLevelCallback(9, [this](int const x, int const z) {
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generateStructures(requirePrototype(x, z), x, z);
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});
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for (int i = 0; i < def.structures.size(); i++) {
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@ -183,6 +186,41 @@ void WorldGenerator::placeLine(const LinePlacement& line) {
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}
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}
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void WorldGenerator::placeStructures(
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const PrototypePlacements& placements,
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ChunkPrototype& prototype,
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int chunkX,
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int chunkZ
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) {
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util::concat(prototype.structures, placements.structs);
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for (const auto& placement : prototype.structures) {
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const auto& offset = placement.position;
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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logger.error() << "invalid structure index " << placement.structure;
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continue;
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}
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placeStructure(
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offset, placement.structure, placement.rotation, chunkX, chunkZ);
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}
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for (const auto& line : placements.lines) {
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placeLine(line);
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}
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}
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void WorldGenerator::generateStructuresWide(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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if (prototype.level >= ChunkPrototypeLevel::WIDE_STRUCTS) {
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return;
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}
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auto placements = def.script->placeStructuresWide(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed, CHUNK_H
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);
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placeStructures(placements, prototype, chunkX, chunkZ);
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prototype.level = ChunkPrototypeLevel::WIDE_STRUCTS;
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}
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void WorldGenerator::generateStructures(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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@ -196,20 +234,7 @@ void WorldGenerator::generateStructures(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed,
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heightmap, CHUNK_H
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);
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util::concat(prototype.structures, placements.structs);
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for (const auto& placement : prototype.structures) {
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const auto& offset = placement.position;
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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logger.error() << "invalid structure index " << placement.structure;
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continue;
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}
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placeStructure(
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offset, placement.structure, placement.rotation, chunkX, chunkZ);
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}
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for (const auto& line : placements.lines) {
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placeLine(line);
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}
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placeStructures(placements, prototype, chunkX, chunkZ);
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util::PseudoRandom structsRand;
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structsRand.setSeed(chunkX, chunkZ);
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@ -17,9 +17,10 @@ struct GeneratorDef;
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class Heightmap;
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struct Biome;
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class VoxelFragment;
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struct PrototypePlacements;
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enum class ChunkPrototypeLevel {
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VOID=0, BIOMES, HEIGHTMAP, STRUCTURES
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VOID=0, WIDE_STRUCTS, BIOMES, HEIGHTMAP, STRUCTURES
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};
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struct ChunkPrototype {
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@ -64,6 +65,8 @@ class WorldGenerator {
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ChunkPrototype& requirePrototype(int x, int z);
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void generateStructuresWide(ChunkPrototype& prototype, int x, int z);
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void generateStructures(ChunkPrototype& prototype, int x, int z);
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void generateBiomes(ChunkPrototype& prototype, int x, int z);
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@ -99,6 +102,11 @@ class WorldGenerator {
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int z,
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const Biome** biomes
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);
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void placeStructures(
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const PrototypePlacements& placements,
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ChunkPrototype& prototype,
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int x, int z);
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public:
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WorldGenerator(
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const GeneratorDef& def,
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