add sea_layers
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@ -1,5 +1,9 @@
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sea_level = 64
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sea_layers = {
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{block="base:water", height=-1},
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}
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layers = {
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{block="base:grass_block", height=1, below_sea_level=false},
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{block="base:dirt", height=5, below_sea_level=false},
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@ -20,7 +24,7 @@ local function _generate_heightmap(x, y, w, h, seed, s)
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map:noise({x, y}, 0.8*s, 4, 0.04)
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map:cellnoise({x, y}, 0.1*s, 3, 0.7, umap, vmap)
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map:mul(0.5)
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map:add(0.3)
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map:add(0.5)
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local rivermap = Heightmap(w, h)
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rivermap.noiseSeed = seed
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@ -50,6 +54,3 @@ function generate_heightmap(x, y, w, h, seed)
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map:crop(0, 0, w, h)
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return map
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end
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local map = generate_heightmap(0, 0, 1024, 1024, 0)
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map:dump("heightmap.png")
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@ -688,17 +688,23 @@ void scripting::load_entity_component(
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class LuaGeneratorScript : public GeneratorScript {
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scriptenv env;
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std::vector<BlocksLayer> layers;
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std::vector<BlocksLayer> seaLayers;
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uint lastLayersHeight;
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uint lastSeaLayersHeight;
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uint seaLevel;
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public:
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LuaGeneratorScript(
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scriptenv env,
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std::vector<BlocksLayer> layers,
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std::vector<BlocksLayer> layers,
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std::vector<BlocksLayer> seaLayers,
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uint lastLayersHeight,
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uint lastSeaLayersHeight,
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uint seaLevel)
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: env(std::move(env)),
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layers(std::move(layers)),
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seaLayers(std::move(seaLayers)),
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lastLayersHeight(lastLayersHeight),
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lastSeaLayersHeight(lastSeaLayersHeight),
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seaLevel(seaLevel)
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{}
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@ -725,15 +731,26 @@ public:
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for (auto& layer : layers) {
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layer.rt.id = content->blocks.require(layer.block).rt.id;
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}
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for (auto& layer : seaLayers) {
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layer.rt.id = content->blocks.require(layer.block).rt.id;
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}
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}
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const std::vector<BlocksLayer>& getLayers() const override {
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return layers;
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}
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const std::vector<BlocksLayer>& getSeaLayers() const override {
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return seaLayers;
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}
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uint getLastLayersHeight() const override {
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return lastLayersHeight;
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}
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uint getLastSeaLayersHeight() const override {
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return lastSeaLayersHeight;
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}
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uint getSeaLevel() const override {
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return seaLevel;
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@ -784,9 +801,12 @@ std::unique_ptr<GeneratorScript> scripting::load_generator(
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}
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uint lastLayersHeight = 0;
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uint lastSeaLayersHeight = 0;
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bool hasResizeableLayer = false;
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bool hasResizeableSeaLayer = false;
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std::vector<BlocksLayer> layers;
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std::vector<BlocksLayer> seaLayers;
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if (lua::getfield(L, "layers")) {
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int len = lua::objlen(L, -1);
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for (int i = 1; i <= len; i++) {
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@ -803,9 +823,28 @@ std::unique_ptr<GeneratorScript> scripting::load_generator(
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}
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lua::pop(L);
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}
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if (lua::getfield(L, "sea_layers")) {
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int len = lua::objlen(L, -1);
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for (int i = 1; i <= len; i++) {
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lua::rawgeti(L, i);
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try {
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seaLayers.push_back(
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load_layer(L, -1, lastSeaLayersHeight, hasResizeableSeaLayer));
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} catch (const std::runtime_error& err) {
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lua::pop(L, 2);
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throw std::runtime_error(
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"sea layer #"+std::to_string(i)+": "+err.what());
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}
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lua::pop(L);
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}
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lua::pop(L);
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}
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lua::pop(L);
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return std::make_unique<LuaGeneratorScript>(
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std::move(env), std::move(layers), lastLayersHeight, seaLevel);
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std::move(env),
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std::move(layers), std::move(seaLayers),
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lastLayersHeight, lastSeaLayersHeight,
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seaLevel);
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}
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void scripting::load_world_script(
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@ -26,9 +26,11 @@ public:
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed) = 0;
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virtual const std::vector<BlocksLayer>& getLayers() const = 0;
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virtual const std::vector<BlocksLayer>& getSeaLayers() const = 0;
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/// @brief Total height of all layers after resizeable one
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virtual uint getLastLayersHeight() const = 0;
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virtual uint getLastSeaLayersHeight() const = 0;
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virtual uint getSeaLevel() const = 0;
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@ -1,6 +1,7 @@
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#include "WorldGenerator.hpp"
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#include <cstring>
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#include <iostream>
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#include "content/Content.hpp"
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#include "voxels/Block.hpp"
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@ -14,6 +15,37 @@ WorldGenerator::WorldGenerator(
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) : def(def), content(content) {
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}
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static inline void generate_pole(
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const std::vector<BlocksLayer>& layers,
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int height, int bottom, int seaLevel, int lastLayersHeight,
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voxel* voxels,
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int x, int z
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) {
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uint y = height;
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uint layerExtension = 0;
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for (const auto& layer : layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.below_sea_level) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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int layerHeight = layer.height;
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if (layerHeight == -1) {
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// resizeable layer
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layerHeight = y - lastLayersHeight - bottom + 1;
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} else {
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layerHeight += layerExtension;
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}
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layerHeight = std::min(static_cast<uint>(layerHeight), y);
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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}
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layerExtension = 0;
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}
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}
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#include "util/timeutil.hpp"
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void WorldGenerator::generate(
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voxel* voxels, int chunkX, int chunkZ, uint64_t seed
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@ -24,42 +56,22 @@ void WorldGenerator::generate(
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);
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auto values = heightmap->getValues();
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const auto& layers = def.script->getLayers();
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const auto& seaLayers = def.script->getSeaLayers();
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uint lastLayersHeight = def.script->getLastLayersHeight();
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uint lastSeaLayersHeight = def.script->getLastSeaLayersHeight();
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uint seaLevel = def.script->getSeaLevel();
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auto baseWater = content->blocks.require("base:water").rt.id;
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std::memset(voxels, 0, sizeof(voxel) * CHUNK_VOL);
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for (uint z = 0; z < CHUNK_D; z++) {
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for (uint x = 0; x < CHUNK_W; x++) {
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// generate water
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int height = values[z * CHUNK_W + x] * CHUNK_H;
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height = std::max(0, height);
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for (uint y = height+1; y <= seaLevel; y++) {
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voxels[vox_index(x, y, z)].id = baseWater;
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}
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uint y = height;
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uint layerExtension = 0;
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for (const auto& layer : layers) {
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// skip layer if can't be generated under sea level
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if (y < seaLevel && !layer.below_sea_level) {
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layerExtension = std::max(0, layer.height);
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continue;
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}
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uint layerHeight = layer.height;
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if (layerHeight == -1) {
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// resizeable layer
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layerHeight = y - lastLayersHeight + 1;
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} else {
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layerHeight += layerExtension;
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}
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for (uint i = 0; i < layerHeight; i++, y--) {
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voxels[vox_index(x, y, z)].id = layer.rt.id;
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}
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layerExtension = 0;
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}
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generate_pole(seaLayers, seaLevel, height, seaLevel, lastSeaLayersHeight, voxels, x, z);
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generate_pole(layers, height, 0, seaLevel, lastLayersHeight, voxels, x, z);
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}
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}
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}
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