Biome Update pt2
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@@ -8,7 +8,6 @@ BiomeInitLayer::BiomeInitLayer(int64_t seed, shared_ptr<Layer>parent, LevelType
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{
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this->parent = parent;
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if(levelType == LevelType::lvl_normal_1_1)
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{
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startBiomes = BiomeArray(6);
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@@ -21,25 +20,24 @@ BiomeInitLayer::BiomeInitLayer(int64_t seed, shared_ptr<Layer>parent, LevelType
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}
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else
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{
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startBiomes = BiomeArray(18);
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startBiomes[0] = Biome::desert;
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startBiomes[1] = Biome::forest;
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startBiomes[2] = Biome::extremeHills;
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startBiomes[3] = Biome::swampland;
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startBiomes[4] = Biome::plains;
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startBiomes[5] = Biome::taiga;
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startBiomes[6] = Biome::jungle;
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startBiomes[7] = Biome::savanna;
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startBiomes[8] = Biome::roofedForest;
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startBiomes[9] = Biome::flowerForest;
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// Only use biomes that are actually initialized in Biome::staticCtor()
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// to avoid null pointer crashes during world generation.
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startBiomes = BiomeArray(15);
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startBiomes[0] = Biome::desert;
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startBiomes[1] = Biome::forest;
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startBiomes[2] = Biome::extremeHills;
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startBiomes[3] = Biome::swampland;
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startBiomes[4] = Biome::plains;
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startBiomes[5] = Biome::taiga;
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startBiomes[6] = Biome::jungle;
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startBiomes[7] = Biome::savanna;
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startBiomes[8] = Biome::roofedForest;
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startBiomes[9] = Biome::flowerForest;
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startBiomes[10] = Biome::birchForest;
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startBiomes[11] = Biome::birchForestHills;
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startBiomes[12] = Biome::birchForestM;
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startBiomes[13] = Biome::birchForestHillsM;
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startBiomes[14] = Biome::roofedForestM;
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startBiomes[15] = Biome::deepOcean;
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startBiomes[16] = Biome::sunflowersPlains;
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startBiomes[17] = Biome::iceSpikes;
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startBiomes[11] = Biome::sunflowersPlains;
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startBiomes[12] = Biome::coldTaiga;
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startBiomes[13] = Biome::megaTaiga;
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startBiomes[14] = Biome::iceSpikes;
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}
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}
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@@ -58,25 +56,27 @@ intArray BiomeInitLayer::getArea(int xo, int yo, int w, int h)
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for (int x = 0; x < w; x++)
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{
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initRandom(x + xo, y + yo);
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int old = b[x + y * w];
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if (old == 0)
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int old = b[x + y * w];
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if (old == 0)
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{
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result[x + y * w] = 0;
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}
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result[x + y * w] = 0;
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}
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else if (old == Biome::mushroomIsland->id)
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{
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result[x + y * w] = old;
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}
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else if (old == 1)
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result[x + y * w] = old;
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}
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else if (old == 1) // Normal land
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{
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result[x + y * w] = startBiomes[nextRandom(startBiomes.length)]->id;
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}
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else
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result[x + y * w] = startBiomes[nextRandom(startBiomes.length)]->id;
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}
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else // Snowy/Cold areas
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{
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int isTaiga = startBiomes[nextRandom(startBiomes.length)]->id;
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if (isTaiga == Biome::taiga->id)
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int picked = startBiomes[nextRandom(startBiomes.length)]->id;
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// Only let cold biomes remain in snowy areas, everything else becomes ice plains
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if (picked == Biome::taiga->id || picked == Biome::coldTaiga->id ||
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picked == Biome::megaTaiga->id || picked == Biome::iceSpikes->id)
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{
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result[x + y * w] = isTaiga;
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result[x + y * w] = picked;
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}
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else
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{
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